| STARCROSS Part One | |
| Ah, outer space! No dank and dusty dungeons here....but you can | |
| be sure that the puzzles are no easier than they were in the | |
| Great Underground Empire! So, settle in and get ready for | |
| lift-off. There you are, floating around space in your ship, | |
| alarm bells ringing in your ears. Obviously, something's about to | |
| happen. Get the tape library, then get up and go Starboard into | |
| the Bridge. Push the red button, which will shut off the alarm | |
| bell, and read the screen. This will tell you which object on | |
| your map is the one to head for. Now, there's no way I can tell | |
| you the exact coordinates, as the destination changes from game | |
| to game. However, it isn't hard to figure out what they are. | |
| Once you've done that, sit down in the control couch and fasten | |
| the belt. Now you have to enter the course into the computer, | |
| which is done as follows: Computer, range is x, theta is y, phi | |
| is z. The computer will ask you to confirm the new course, which | |
| you do by saying: Computer, confirm new program. After that, | |
| you're off! And now it's time for the hallmark of all Infocom | |
| games: Waiting! You'll sit in the couch, and wait until you | |
| arrive at the alien ship and you are captured by it <however, you | |
| can enjoy the verbose descriptions while you wait>. Once your | |
| ship is down on the dock, unfasten the belt, get up, and go | |
| Starboard into the storage room. Get the suit, put it on, then | |
| get the line. Head Portwards back to the bridge. Fun times with | |
| airlocks begin now. Open the inner door, go out, close the inner | |
| door, open the outer door, and go out. Get used to doing that, | |
| because you'll be doing it again, and again! So, now you're on | |
| the Red Dock, and there's a strange-looking sculpture here. | |
| Closer examination, and a little thought, shows that it's a | |
| representation of the solar system. Aha! Could it be...? You | |
| press the fourth bump, and strange things happen. Press the | |
| small bump, and a black rod appears...get the rod, and the outer | |
| airlock door opens! Okay, go inside <close outer, open inner, | |
| etc.>, and you are in a Red Hall. At this point, you might want | |
| to save the game, and just wander around, doing some mapping. | |
| Actually, I recommend that you do so, since there will be a point | |
| in the game where I won't be able to give you specific | |
| directional instructions. Now that you've checked out the | |
| territory a bit, restore to your original entry point. You're | |
| ready for the great rod hunt....because the object of the game is | |
| to activtate and control the artifact, which is done via | |
| different colored rods. Right now, you want the red one, so, go | |
| North, then West into the Room on Ring Two. From there, North | |
| into the Zoo, and East into the rat-ant cage. The red rod is part | |
| of the nest, and you just can't reach over and get it. This is | |
| one of the very few times in an Infocom where violence is | |
| necessary: Throw the tape library at the nest, which will be | |
| smashed. While the rat- ants look at you in terror, grab the red | |
| rod and the tape library. Now it's time for the yellow rod, so | |
| head along West, South, West, which will bring you to the Blue | |
| Hall. Go South once and you're at the Blue Airlock. Open the | |
| door, go down, close inner door, etc. When you reach the Blue | |
| Dock, go Aft until you come to the Spider-like alien. It's quite | |
| intelligent and even friendly. Give it the tape library, and in | |
| return you will get the yellow rod. Take that, and make your way | |
| back to the Blue Hall. | |
| STARCROSS Part Two | |
| You have two rods, and you will be using them now. From the | |
| Blue Hall, go up, and you're in the Grasslands. Go South to the | |
| Thin Forest, open the hatch there, and go down into the Repair | |
| Room. Put the yellow rod in the yellow slot. That turns on the | |
| lights in the Yellow Hallway. Put the red rod in the SECOND red | |
| slot. Make sure it's the second; this will provide a breathable | |
| atmosphere for you. Now, get the metal square, and go up, then | |
| North, then down again to the Blue Hall. From there, West to the | |
| Yellow Hall and Yellow Airlock. You know the drill by now, but | |
| there's an extra feature this time: You will have to try to open | |
| the outer door twice <it's balky>. Also, while you're in the | |
| Yellow Airlock, pick up the basket; it will come in very handy! | |
| Once on the Yellow Dock, tie the line to the suit and then to the | |
| hook. Head Portwards, get the pink rod, put it in the basket, | |
| then go back Starboard to the dock, untie yourself, and return to | |
| the Yellow Hall. Now, it's time for the blue rod. Go South twice, | |
| then East once. You are in a laboratory with a mysterious silver | |
| globe floating in mid-air. Inside the globe, although you can't | |
| see it now, is a blue rod. It's easy to get, however. Take the | |
| two disks off the wall. Put one on the floor, and one under the | |
| globe. It doesn't matter which way you do it, the result will be | |
| the same. Put the basket on the globe, then turn the dial to 4. | |
| Ta-da! The basket suddenly appears on the disk on the floor, | |
| with the blue rod! Turn the dial to 1, then get both disks, the | |
| basket, and the blue rod. Put the rod in the basket. In fact, | |
| put all rods in the basket when you get them. Okay, there's still | |
| plenty of rods to collect, so let's keep moving! Head West, then | |
| North four times to the end of the hallway, then West to the Room | |
| on Ring One, and South from there into the Computer Room. Open | |
| the panel on the computer, then insert the metal square into the | |
| slot. Turn on the computer, and you will get a gold rod. Don't | |
| worry about all the displays; they aren't important to you. Now | |
| comes more waiting. What you're waiting for this time is the | |
| mechanical "mouse" that collects trash. So, move around until it | |
| makes an appearance. As soon as it does, drop one of the disks | |
| <either one>. The mouse will pick it up. After that, you must | |
| follow the mouse around until it disappears into a secret door in | |
| one of the rooms. There are several different rooms where the | |
| mouse can do this, so you *must* follow it. Wait there until it | |
| reappears and leaves, wait a little longer to make sure it won't | |
| come back, then drop the other disk on the floor and step on it. | |
| Zap!! You're in the Garage! <Hurray for transporter disks!>. | |
| Pick up the disk, then empty the trash bin <yuck!> until you find | |
| the green rod. Go North and you will be in the Room on Ring | |
| Four. | |
| STARCROSS Part Three | |
| You are now in the Room on Ring Four. Now, this is why you had | |
| to do some mapping on your own: You must get the other disk you | |
| dropped, and there's no telling exactly in which room that was. | |
| So, you must explore on your own until you find the disk. Once | |
| you've done that, make your way to the Blue Hall where the | |
| airlock is. From there, go North twice, then West into the | |
| Observatory. Drop off one of the disks, then hike along East, | |
| South, East, East, South, East into the Weasel Village, and then | |
| East once more to the Village Center. Wait around a short while, | |
| and the Weasel chief will appear. He will indicate that he wants | |
| your space suit. That's no problem, since the air will remain | |
| breathable, and you don't need the suit anymore. So, give it to | |
| him. Then, when he wants to give you something in return, point | |
| to the brown rod he wears around his neck. He will give it to | |
| you, and start to leave. Follow him! <Think of all this | |
| following around as good practice for "Deadline."> Continue to | |
| follow him, until you arrive at the Center of the Warren. Then | |
| climb down the ladder to the Green Airlock <yep, another one!>, | |
| and do the usual job with the doors. From the dock, go West to | |
| the Umbilical, then West again to the Cargo Hold. Pick up the | |
| visor fragment, then go Forward into the Control Room of the | |
| wrecked ship. Move the skeleton, and you will find a violet rod. | |
| Now, drop the disk on the floor, and step on it. If you attempt | |
| to leave the way you came, the Weasels will kill you for | |
| disturbing their shrine. So, now you've materialized in the | |
| Observatory, and it's time to pick up another rod: Look at | |
| projector through visor. Aha! A clear rod. Sneaky, huh? Get | |
| the rod, drop the visor, then move along East, then South three | |
| times to the Melted Spot, then West into the Weapons Deck. Get | |
| the genuine Ray-gun, and look inside it. Sonuvagun! A silver | |
| rod! Get that, then East and North, and up to the Grasslands, | |
| 'cause it's time to get this show on the road. Now, trek on | |
| South twice to the Dense Forest, then East to the base of the | |
| tree. Climb the tree, all the way up to the top, then jump to the | |
| Drive Bubble. Insert the silver rod into the slot, then enter the | |
| bubble. There's a white rod here; get that and put it into the | |
| white slot. Under no circumstances should you insert the black | |
| rod into the black slot!! That will shut everything down! Okay, | |
| the drive mechanism has been activated; now you have to make the | |
| thing move. So, out, and up to the top of the Bubble, | |
| and....jump! Isn't floating in air fun? However, you still have | |
| some things to do yet, so shoot the gun at the Drive Bubble three | |
| times, which will bring you to the Control Bubble. Go Down, then | |
| put the gold rod in the slot, and enter the Bubble. Inside, you | |
| will find the slots for the remaining rods. Put each rod in the | |
| slot of its own color. Now, at last, you're ready to bring the | |
| artifact to life! Touch the large pink square, and the scene in | |
| the small one will change to show the inner solar system. Now | |
| touch the brown spot until a picture of Earth appears. Press the | |
| violet one until a ellipse shows <it *must* be an ellipse!>, then | |
| press the green spot, and flashing lights appear. And last, but | |
| certainly not least, the final move: Touch the blue spot, which | |
| activates everything, and brings the alien ship safely to Earth! | |
| Of course, it isn't over yet! That final remark by the alien | |
| sounded a little ominous....I have a feeling you'll be heading | |
| out again into space sooner than you might think! | |
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