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*    WARNING * WARNING * WARNING * WARNING * WARNING * WARNING * WARNING    *
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*            This file contains the Adventure Game solution.                *
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*   Only read this file if you have given up on solving the game yourself.  *
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*    WARNING * WARNING * WARNING * WARNING * WARNING * WARNING * WARNING    *
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                        Walkthrough for the STAR PORTAL


You are in a vast desert, made up of reddish sand.  Well, you
aren't getting any points just sitting here, so you'd best
begin.....

Go west. West. South. South. West.  Here you find a Raggedy
Environmental Suit.  Open the Suit, and behold, you see a Contact
Lens, and a Molecular Key.  There is also a skeleton, but you
don't need it unless you just like to carry things like that
around.  Get the Lens and the Key.  Go North twice.  Go West
twice.  This puts you at the entrance to the large building.
It's locked (naturally).  Examine the door.  It has a blue hole
in it.  Put the Key into the blue hole and push it.  The door
opens, and you are moved inside the building.

You may notice that you have removed your E-Suit.  This cleverly
allows you to die on the other side of the first Portal.  Pick up
the suit and the ATD, and WEAR the suit and the ATD. Go South
once, and West once.  This puts you in the Living Quarters.
There is a desk here.  Open the desk.  Wow!  There is a
flashlight and a gun here.  Take them both.  You may explore the
bedroom, kitchen, and storage areas, but there is nothing of any
interest there.  The computer serves no function.  Go into the
North End of the Large Room again.  Hmm, there are shadows to the
south.  Go south once.  You see a cubicle in the room (sinister
music inserted here).  Go south once, and you will be in the
Portal.  At this point, push the lever.  You are zinged to
another portal.  If you aren't wearing your suit, you will die
here, quickly.  For entertainment, step smartly to the North
once, but not unless you have saved the game, because it's a long
way down.  If you elect to continue the game instead, push the
lever again.

By actual count, there are ten different portals, and the one you
end up in is purely random.  Several of these have no purpose in
the game other than offering a novel way to kill off the
adventurer.  Try it after a game save.

It may take you a while, but the one you want now is the one
where you can see a broad avenue extending out from the door.


Broad Avenue Portal-

Wander north up the avenue, and generally kill time by hanging
around the EAST end of the E/W street until the lizard-things
show up.  When they do, you have only a few moves to get to the
part of the street where you may enter the building to the north.
This is the only place in town where the lizards can't get you
(it's the only place in town where the doors still work).  You
are now in the museum.  Look around, the lizards will be banging
on the door for a few moves yet.  Examine the display cases and
the murals.  Soon the lizards will give up and steal away into
the sand dunes, but they are a little clumsy and leave something
behind.  Exit the museum by going south, and then go west.  You
will see a half-open carton that was left by the slimy
scavengers.  Open it.  Inside there is a shovel and a stone
tablet.  Read the tablet.  Take the shovel.  You don't need to
take the tablet.  Go south twice.  You should be in the "Trash
Room".  Well, take the trash, you will need it later.  Go west
into the street, and then south into the Portal.  Push the lever
until you get to the one with the open area and buildings.


Open Area Portal-

Okay, you don't need to visit most of the locations here.  Go
north five times, and you will be next to a rock with markings on
it.  You can't read them, although one of the aliens you meet can
tell you what it means.  You don't need to know to play the game.
Go north once more.  You should be at a T-intersection.  Just for
fun, pick up the pebble.  It won't get you killed, honest.  Go
east once.  Pay attention to the lizard.  The direction he
disappeared in shows where the soft ground is.  DIG here.  This
will uncover a passage extending off to the east.  Go through it.
You will be in a small enclosed area, and will see a rock.  Just
what you need!  Pick it up, and take it with you.  Go back to the
west.  Go north to the T-intersection, and then south six times
to the Portal.  Enter and push the lever until you get to the
Portal of the Plant Leaves That Are Moving.


Plant Leaves Portal-

From the Portal, go north twice.  Turn on the flashlight. Go
northwest once.  You are in a cavern, and there is a large alien
skeleton here.  Examine the skeleton, but leave further
investigation of it until later.  ENTER pool.  If you are
carrying the rock, you can go down to the bottom of the pool.
DON'T drop the rock at any time you are under the water.  It is
fatal.  OK, now go to the bottom. Now go to the southeast, east,
northeast, then to the north.  You are in another underwater room
with a sandy floor.  Go UP, and you will be in another pool, with
the exit to the south, where there is a ledge.  Go south, and you
will be in a rocky cavern with darkness to the south.  Go south.
Uh, oh!  There is something hungry waiting for you!  Well, KILL
the thing with the ROCK (you DO still have it, right?).  You now
have a squishy mess on the floor.  Retrieve the rock, and SEARCH
the rubble.  A rope falls out of the rubble!  Get the rope, and
your task here is finished.  Go north, and north again into the
pool.  Retrace your steps to the other end of the passage by
going down, south, southwest, west, northwest, and up, and
finally, exit.  OK, now MOVE the skeleton.  An alien device rolls
into view.  Get it.  Go southeast into the canyon.  Don't forget
to turn off the light.  Go south twice and you are back in the
Portal.  Your next stop is the forest planet, so keep pushing the
lever until  you see a forest outside.


Forest Portal-

Go north once.  Now is the time to fix things so you can actually
get to the place you need to be.  Examine the blaster.  Open it.
Get the battery.  PUT the battery in the alien device.  It should
hum a bit, and start flashing.  The flashes are directly
proportional to your distance from the place you want to be.
However, the shortest way to get there is as follows:  NW, N, N,
N, N, SE.  You should be in the forest location where "There is
particularly dense shrubbery to the north."  At this point the
alien device should be blinking hysterically.  Go north. You will
see a spacecraft, hidden here behind the shrubs. Examine the
craft.  You will see a circle by the door.  Next: TOUCH DEVICE TO
CIRCLE.  This will open the door into the spacecraft.  ENTER the
spacecraft. Examine your surroundings.  Examine the Command
Panel.  There is are colored shapes on it.  TOUCH SHAPE.  Sit
back and enjoy the text for a few screens, all you can do is
press Enter several times to advance the story.  After the ship
has stopped, examine the panel again.  There is a colored shape
flashing.  Press the shape, and the spacecraft will dock with the
Mother Ship.

After this is done, you need to EXIT the shuttlecraft.  Go west
twice.  You will be in a north-south corridor.  South is a dead-
end, go north three times.  There is a locked door to the west
(you can't open it), and a doorway to the east.  Go east.  You're
in a Crowded Room.  Examine the box.  Touch the shape.  The box
will open, and a large squirrel-type will get out.  He's a
friend, so don't shoot him.  He will speak and then rush out of
the room.  Go west.  The door that was locked before is now open.
Go west into the Control Room.  Pay attention to what Large and
Furry says.  He will run out of the room and you should
immediately follow him if you don't want the game to come to an
abrupt end.  You only have about two moves as a grace period.
Follow now!  Go east, south, south, south, east, east, and ENTER
the shuttle.  Whew!  You can spend the next three or four moves
asking the creature questions while the fate of the shuttle craft
is being decided (don't worry, you will land safely).  Daar knows
more about what's going on than you might think. Once you are
down, you may leave the shuttle (the door opened automatically).
You should now make your way back to the Portal.  Go S, NW, S, S,
S, SE, S.  You will now be in the Portal.  Next stop, the Swamp
Planet.  Push the lever until you get there.


Swamp Portal-

Once you are at the Portal on the swamp planet, go north four
times, then east once.  You and your companion now confront the
alligator-thing.  You might try destroying it with a blaze of
energy from the blaster.  Wasn't that fun?  Now try it with the
battery in it. Hmmm.  Well, as last resort, you can try screaming
your head off (type SCREAM or YELL).  Well, that gets rid of one
creature, but now you have another, but he appears harmless at
the moment, so let him be.  Go west and south.  There is
something sparkling off to the west, so perhaps this would be a
good time to investigate.  Hmmm, how to do it.  You might try
just going west, but looking at the quicksand (they don't call it
quick for nothing!), you decide against that approach.  Checking
your inventory, you see you have a rope (at least you *should*
have a rope!).  The proper thing to do here is let Daar help out.
SHOW or GIVE the rope to Daar.  He will take one end of the rope
tie it to a tall tree (he's light than you are), and then settle
himself to watch what you do.  Now you should SWING ON THE ROPE.
This will take you across the quicksand to the far side of the
swamp, where you will find an electronic unit.  Examine the unit
and then READ THE UNIT.  You will notice the antenna is mostly
the worse for wear, so just for grins, PULL ANTENNA.  Part of it
comes off in your hand, and will be useful later.  SWING on the
rope again to get back across the swamp.  You will notice a small
piece of branch lying on the ground.  TAKE it.  Go south three
times to the Portal.  The next place on your journey is the
Planet with the Footpath.  Press the lever until you come to it.


Footpath Portal-

Go N, NE, NE, E.  Examine the porch.  Examine the ornaments.
Turn the NW ornament.  Turn the SW ornament.  If you don not turn
the ornaments, you will not find the door in the building in a
few moves.  Go east three times, then south.  Go south once
again, and then east four times.  You are now on the stairway.
Go down three times.  Go west four times, and then north, then
west.  You will now be in the Short Hall.  The door to the west
is locked.  PUSH DOOR.  You will be instructed to wait.  You may
type WAIT several times, or look around while things sort out.
You will then be offered the chance to solve an ancient riddle by
OZ, the invisible.  Accept (type OZ, YES).  You will then be
offered the chance to change your mind.  Don't do it (type OZ,
YES).  Read the text and congratulate yourself.  Go west into the
Sacred Treasure Room.  Golly!  There is an (sic) Mystical Sword
here!  What luck.  TAKE the sword.  Rats.  You thought this was
too easy!  Well, as long as you are here, MOVE the altar.  You
uncover a passage leading down.  Go down 28 times, reading the
messages carefully as you go.  You will now be at the bottom of
the stairway.  Examine the floor.  Push the flagstone.  Go UP
until you are back in the Sacred Treasure Room.  Go east.
Gotcha!  You really DO have to answer a riddle!  The answer is
not very difficult.  Type OZ, A CANDLE, and you will be allowed
to leave the room.  Go east.  When you attempt to leave by going
east once again, you will be stopped by OZ, who pleads to come
with you.  You'll lose points if you don't agree to this.  Type
OZ, YES, and go east, south, and then east four times to the
stairway.  Go down three times.  You will see an open door to the
east (it opens when the flagstone is pushed down).  Go east into
the room.  Read the sign (Daar can translate).  Examine the sign.
Fastened with screws, eh?  Open bottle opener (from the Swiss
Army Knife), and UNSCREW SIGN WITH KNIFE.  This sign fold
outward, revealing a recess.  Examine it.  There is a small t-
handle in it.  Examine the handle.  Daar can translate the
writing.  PULL the handle.  LOOK.  Take the flare.  Go west.  Go
down twice (the stairway loops back on itself).  Go west four
times, north three time, and you will be outside the building,
again.  Now go W, SW, SW, S.  You are now once again in the
Portal.  The final Portal you will have to get to is the Snow
Portal.  Once again, keep pressing the lever until you get there.




Snow Portal-

Go north, north, and then north from the Portal. You will see a
feature off to the east.  Go east twice, and you will be In the
Cave.  There is a dark passage off to the southwest, so turn on
the lantern and go southeast.  You will be confronted by an ice
wall.  EXAMINE the ice wall, then EXAMINE the opening.  Hmmm, how
to get through?  Go back to the snow-covered trail by going NW,
W,W.  Turn off the light.  You will now have to wait for the snow
to stop, so keep typing WAIT until the sun comes out.  When it
does, LIGHT BRANCH WITH LENS.  Go E, E, SE, and BURN THE TRASH.
Before the light dies out, you will notice the opening in the
wall is much larger.  Turn on the light once again, and ENTER
OPENING. You will be in the beginning room of the Caverns.  Go
north once, and west.  You are now at the edge of a deep chasm.
To the west is a suspension bridge.  Go west five times, to the
western end of the bridge.  You could go exploring into the
tunnel that is to the west of the bridge, but it's a dead end.
Turn off the light, and wait until you are told that your eyes
are becoming accustomed to the darkness and you see a faint glow.
EXAMINE GLOW.  Interesting.  TIE ROPE TO BRIDGE.  Go DOWN (CLIMB
DOWN ROPE doesn't work.  Sorry.)  At the end of the rope, you
will see a ledge off to the west.  It is quite close enough to
step over to, so go west, and then west once again into the
chamber.

Go W, NW, NW, N, W, W, W, D, D, S, E.  You should now be facing a
large door set in the western wall of the large chamber.
Naturally, it is locked.  PICK LOCK WITH WIRE.  The door
slooowwly swings open.  Go east into the brightly lit tunnel, and
then east again into the Large Cavern. Go east, and you will be
directly in front of a Portal.  Go east.  Read the text that
comes up.  Resolve to be kinder to dumb animals.  Go east again,
to the conclusion of the game.  You should have gotten 410 out of
400 points.  The extra 10 points is for being a nice adventurer
and allowing OZ to accompany you (as far as he could, anyway).

The End
