Xenophobe/Starbase 8



STAR CITY INFESTED

TRANSFER ENGAGED

Xenos: 375

Room 1
You may insert your weapon into the oil drum in the centre of the first room of the last unique starbase, but it's not recommended as it will just swallow it.

Room 2
The gun on the right side of this room (which is partly hidden by the second bed) may be picked up to replace a player character's phazer, pistol, or rifle.

Room 3
The mug on the left side of the room (which partly blends with the three giant Xeno eggs in the background) may be picked up, for a health bonus of 50.

Room 4
The bomb on the left side of the room can be picked up for 500 points; the monitor on the right side of the room also notifies that station defense is ON.

Rooms 5 and 6
The buttons in both rooms can be pressed to call down the starbase's elevator, and the bombs in the sixth room may also be picked up for 1000 points.

Room 7
The "XX% ALIEN INFESTED" display indicates the percentage of Xenos remaining on the starbase; the button on the left side of it can also be pressed to make it change into the starbase's self-destruct timer for a few seconds, and the knife in the centre of this room may also be picked up for 500 points.

Room 8
The laser cannon mounted on the wall will fire shots at your characters, and is worth 3000 points when destroyed; the beaker in the centre of this room is also worth a health bonus of 50 while the I.D. tag upon its right side is worth 500 points. If you destroy the laser cannon and come back, it will return.

Room 9
The bomb in the centre of this room may be picked up for 500 points; now is time to go up to this starbase's top floor (there's also three below this one).

Rooms 10 and 11
The three bombs in the tenth room may be picked up for 1000 points; you can also go back down to the starbase's second-from-top floor in the elevator.

Room 12
The "XX% ALIEN INFESTED" display indicates the percentage of Xenos remaining on the starbase; the button on the left side of it can also be pressed to make it change into the starbase's self-destruct timer for a few seconds, and you can insert your weapon into the oil drum but it will just swallow it up.

Room 13
The tools seen in the centre of this room are worth 500 points while the Bassett's Liquorice Allsorts on the right side of it are worth a health bonus of 50.

Room 14
The keycard seen upon the left side of this outdoor-based room, along with the disc on the right side of it, can both be picked up for 1000 points apiece.

Room 15
The lamp seen on the left side of this room can be picked up for 500 points, while the rifle next to it may be picked up to replace a phazer, pistol or gun.

Room 16
The can of beans on the left side of this outdoor-based room can be picked up for a health bonus of 50; the next room also has another bomb and disc.

Room 17
The bomb in the centre of this outdoor-based room, and the disc upon the right side of it, may both get picked up, for 500 and 1000 points respectively.

Room 18
The mug on the left side of this room may be picked up, for a health bonus of 50, while the matches in the centre of it may get picked up for 250 points.

Rooms 19 and 20
The bomb in the nineteenth room may get picked up, for 1000 points; you may also go back up to the starbase's second-from-top floor, in the elevator.

Room 21
The "XX% ALIEN INFESTED" display indicates the percentage of Xenos remaining on the starbase; the button on the left side of it can also be pressed to make it change into the starbase's self-destruct timer (for a few seconds), and the three bombs seen in the centre of this room are worth 1000 points.

Room 22
The matches on the left side of this room may be picked up for 250 points; the button on the right side of it may also be pressed to make the forty-nine gold orbs in the centre of the room (which will obscure your characters and the Xenos as they pass behind them) change colour to silver momentarily. Much like the fourth base, if you are able to jump into the orbs before they stop flashing, 1000 points will be added to your health - and you may again repeat this process, each success adding another 1000 points to your health, but your health amount cannot be raised over the maximum of 9999, so once your health amount is at 9999 you will once again have to get back to the initial objective of destroying the game's penultimate unique starbase.

Room 23
The laser cannon mounted on the wall will fire shots at your characters, and is worth 3000 points when destroyed; the knife in the centre of the room is also worth 500 points. Again, if you should destroy the laser cannon and decide to come back to this room later, it will have been resurrected for more.

Room 24
The cash upon the left side of this room is worth 500 points, while the rifle on the right side of it may be picked up to replace your phazer, pistol or gun.

Room 25
The rifle and lamp seen in the centre of the room may be picked up to replace your phazer, pistol or gun and for 500 points respectively; the mug upon the right side of it may also be picked up for a health bonus of 50 and the hole upon the left side of it leads to Room 34 if any of the players fall down it.

Room 26
The bomb in the centre of this room and the rope on the right side can both be picked up for 500 points apiece; the next one also has another oil drum.

Room 27
You may insert your weapon into the oil drum in the centre of this room, but it is once again not recommended for you to do this as it will just swallow it.

Rooms 28 and 29
The seeds in the twenty-eighth room can be picked up by players for 250 points; you may also go back up to the starbase's middle floor in the elevator.

Room 30
The "XX% ALIEN INFESTED" display indicates the percentage of Xenos remaining on the starbase; the button on the left side of it can also be pressed to make it change to the starbase's self-destruct timer (for a few seconds), and the bomb on the right side of this room may be picked up for 500 points.

Room 31
A keycard may get inserted into that red hole, to turn off a magnetic force field on the metal bars' left side (that prevents your characters from passing), while the can of beans on the left side of the room can be picked up for a health bonus of 50; the next room also has the base's self-destruct timer in it.

Room 32
The glass panel on the left side of that self-destruct timer may be broken (to reveal a keypad), while the button on the right side of it may be pressed to temporarily freeze it; the pistol in the centre of the room may also be picked up to replace your phazer (if you still only have a phazer), while the beaker on the right side of it can be picked up for a health bonus of 50. However, without a code to enter into the keypad, you cannot order the destruction yet.

Room 33
The three bombs upon the left side of this room (they are the only item in it) can be picked up for 1000 points; the next room also has another oil drum.

Room 34
You may insert your weapon into the oil drum in the centre of this room, but it is yet again not recommended for you to do this, for it will just swallow it.

Room 35
The bomb on the right side of this room can be picked up for 500 points; the next one also has another force field generated in front of metal bars in it.

Room 36
A keycard may get inserted into the red hole to turn off a magnetic force field on the metal bars' right side that prevents your characters from passing, while the rope in the centre of the room and I.D. tag on the right side of it may both get picked up (for 500 points apiece); the next floor is the last one.

Rooms 37 and 38
The bomb in the thirty-eighth room may be picked up for 500 points; you may also go back up to the base's second-from-bottom floor in the elevator.

Room 39
The keycard upon the left side of this room may be picked up by players for 1000 points, while the bomb in the centre of it may be picked up for 500.

Room 40
The disc seen in the centre of this room may be picked up by players for 1000 points, while the lamp on the right side of it may be picked up for 500.

Room 41
The seeds in the centre of this room can be picked up for 250 points; the next room also has another "XX% ALIEN INFESTED" display and oil drum.

Room 42
The "XX% ALIEN INFESTED" display indicates the percentage of Xenos remaining on the starbase; the button to the left of it can also be pushed to make it change to the starbase's self-destruct timer (for a few seconds) and you can insert your weapon into the oil drum but it will just swallow it up.

Room 43
The three bombs in this room's centre and code on its right side may both be picked up, for 1000 points apiece (the latter also to order destruction).

Room 44
The disc on the left side of this room may be picked up, for 1000 points, while the pistol on the right side of it may be picked up to replace a phazer.

Room 45
Unlike all the other rooms in the game, this one has no items in it whatsoever; if you fail to order the destruction of the base before the self-destruct timing mechanism runs out, the Xenos will overrun it and you will not receive any bonus except for the 1000-point one for every item you recovered during your time on the base. However, if you ordered the destruction of the base, you shall receive 100 points for every Xeno you killed (maximum value: 37400) - and if you managed to kill all 375 Xenos on this starbase before the self-destruct timer mechanism ran out, you will receive a health bonus of 200, as well as 300 points for every Xeno you killed (maximum value: 112500). The cycle of eight starbases will now start to repeat again; however, the first starbase ("Shuttle") has undergone several changes both externally and internally, so go onto the next page and see for yourself. Players who can survive the revisit to the first starbase will revisit the second to eighth starbases before their second visit to the revamped first one.