Walkthrough : Episode 1 In Search of Spot
After the intro sequence that shows the trash alien capture Spot and Blasternaut's mission to save him, you will be in the first place where you need to do something. Before we get into that, let's look at the menus on the top. You can select the level, which alters the difficulty of the math in the game. You can also choose the subject to work on. There's also a menu that lets you play an individual activity instead of the mission. Or you can choose from a long or short mission. Those are the most important menus. But there are others, so feel free to look up there.
Trash Zapper
You'll be in a spaceship, looking into a starry sky. A round panel will float up and a math problem will appear. Type in the answer and hit enter. To erase a number, hit backspace. After five correct answers the tractor beam gauge is powered up. The panel disappears and pieces of trash float around on the screen. Move the cursor (now cross hairs) to a piece of trash. Click to fire a tractor beam. If it hits a piece of trash you will collect it and it appears in the cargo hold. The beam fires immediately, so be sure it is on a piece of trash. If you miss, the beam is wasted. If all five beams you fire hit a piece of trash, you earn 1000 points. Each piece of trash collected is itself worth 100 points. Once you fire five beams you must solve more problems. Continue this way until you have enough trash (15 pieces for a short mission, 25 for a long mission). To find out why you're collecting trash, just look around the corner to...
Number Recycler
Please don't run away when you see the length of my tips. They are very long only to be very clear. To pursue the trash alien, you'll need fuel. The ship can turn trash into fuel if you make correct equations. You'll see five cells with eight numbers each. Below them are three chambers, the top one red with numbers in it. On the right is a chute with the trash you collected, and on the left the fuel gauge. Okay, look at the equation in the red chamber (called the equation chamber). If it is correct, click OK. The equation will disappear, the next strip of numbers will slide down, leaving an open space at the top of the number cells, and you get one unit of fuel. If the new equation is correct, click OK again. Continue this way until you reach an incorrect equation. When this happens (or if the original equation was incorrect) you'll need to make it correct. Above each cell is a panel. Click on a panel to move Blasternaut onto that cell. If he's already on it, clicking it will push all numbers in that cell down. The number in the equation chamber under that cell will be pushed into the chamber below, and the number just above the equation chamber will be pushed into it. Now, if the equation is correct, click OK. Example: The equation in the equation chamber is 5+4=8. But, in the cell on the far right the bottom number is a nine. So, I click the panel above the far right cell to move Blasternaut to it. Then I click the panel again to push the numbers down. The eight falls into the chamber below the equation chamber and the nine falls into it. Now the equation is 5+4=9, which is correct, so I hit OK. But what about the eight? It is in the chamber directly below the equation chamber, called the recycling chamber. Any numbers in this chamber when I make the equation are recycled and appear at the top of the cell from which they came, and can be reused. Suppose, however, that I need to push a number in the recycling chamber down again. It goes into the bottom chamber, the zap chamber. Any numbers in this chamber when I make the equation will be zapped and removed from play. If a number in the zap chamber needs to be pushed down a third time, it will be zapped immediately. Sometimes the operating signs are mixed up as well and you need to push them around to make an equation. You can make equations backwards, like 12=3+9. If at any time the game knows that no more equations are possible it will inform you and make you start over. There are also some special options in number recycler. If you go to one of the menus it lets you start over with the same numbers, start over with a different set of numbers, or undo your last move. These options are only available on number recycler. And for extra help, select math tips for one of the menus. Some of the numbers will be color-coded to show five equations. Do this when you start playing or after you start over. When you make your first move the colors disappear, so do this: write down all the numbers of one color down on a paper. Then do the same with the other colors. Now, look at the equation in or nearest the equation chamber. Find it on your paper and write a number 1 next to it then find the equation second from the bottom, and write a 2 next to it on your paper, and so on. Now when you are wondering what equation to make look on your paper. If you already have two equations look at the third one, and make it easily. Once you have five equations a chamber of the fuel gauge will be full. You'll get a new set of numbers to try to fill the next chamber. Once you fill three chambers on a short mission or five on a long mission your tanks will be full and you'll be able to chase the trash alien!
Cave Runner
The trash alien has taken Spot to a cave inside a moon. When Blasternaut comes out of the door, he'll be holding a number. Look at the two openings above you. On each side is either a number or equation. If it's an equation, solve it and write the answer on a piece of paper. Now, the number\equation answer on each side make a range. Find out the range of both openings. The range is the difference between the numbers. Blasternaut must have a number between the two numbers to fly through an opening. If you try to fly through the wrong one a laser will stop you, you'll fall to the ground, and lose 100 points. To move, move the mouse to where you want Blasternaut to go and he'll follow the mouse. To fly, move Blasternaut under on opening, then click and hold the mouse button directly above the opening and Blasternaut flies through it. To control his flight move the mouse to where you want him to fly. Once you get through the first opening repeat the process again to go to the next level. Now you can fly to the water drops to change your number. Each drop will show what it will do to the number (add 3, divide it by 4, etc). Don't touch drops that push your number out of the range, just touch the ones that help your number get in the right range. Drops fall after a while and new ones replace them. Once you get past a level you can't go back. There can be more or less then two openings now. A short mission has seven levels, a long mission fifteen levels. If you see a gem grab it for 5000 points. There are also nasty creatures in the cave. Bugs and bats knock you down to the lower platform and rocks and spiderwebs block openings. If one of these things is present there always is a treasure chest. Touch it and a math problem appears. Type in the answer. If it's correct, you'll get the tool you need to get past the menace. Tools appear in the bottom left corner and can only be used once. You can go around the menace but it's generally better to get rid of it. You can reopen a treasure chest to get all the tools. Scissors cut spiderwebs, a hammer breaks rocks, flashlights scare away bats and bug spray vaporizes bugs. (Bug is a nice word for them. They look more like weird monsters). There are seven levels in a short mission, fifteen in a long mission. At the top level fly through the opening at the top (without numbers) to go on to...
Math Blaster
This is it. You've cornered the trash alien's ship and are able to smell victory. A math problem appears on the trash alien's ship. Each porthole has a different answer. To move and fly, see Cave Runner. Fly into the porthole with the right answer. Watch out for flying trash! Hitting a piece knocks you down and costs time. Also avoid the lava bombs falling out of the ship. They can't reach the ground, so stay on the ground until a break in the trash, then fly like mad into the porthole. In the upper left corner the big planet is eclipsing. If it disappears, or if you choose the wrong porthole you lose a jet pack. The jet packs are shown in the bottom right corner. You start with five jet packs in a short mission, ten in a long mission. If you lose all the jet packs the trash alien gets away with Spot. That means you have to start the whole game over. Needless to say, avoid this at all costs. (Don't worry, the planet doesn't eclipse too fast). After five answers, right or wrong, you play a bonus round. There are no math problems, but there is flying trash and lava bombs. Gems appear in the playing area. Blue gems are worth 100 points, red gems 200 points, and green gems 300 points. Get as many as you can, avoiding the trash as it takes away time. When the big planet eclipses the bonus round is over and we go on to the next phase, the next set of math problems. You'll earn a jet pack for every 1000 points you get. After three phases in a short mission or six in a long mission... No, I won't tell you the ending, you'll have to find it out for yourself. GREAT JOB! YOU'VE RESCUED SPOT!
MISSION ACCOMPLISHED!!!!!
Episode 2 Secret of the Lost City
While searching for a mysterious lost city Blasternaut, Spot, and Galactic Commander get attacked by Dr. Minus, wanted for attempted domination of the galaxy. Their ship is destroyed and they crash land on a strange planet. They happened to land right in front of the lost city. Dr. Minus sent some of his minions to the city to prevent them from uncovering its secret powers. Click on the building you want to play first. The only order rule is that you must play Creature Creator last. Before you start, check out the menus at the top. The math level menu alters the difficulty of the math problems. The subject menu allows you to choose the subject to work on. The game level menu alters the difficulty of the puzzles. The levels are space rookie, space captain, and master blaster.
Number Hunt
This activity is in the front building. When you start the three crew members will be in a room with floors, walls, numbers and operating signs. To move Blasternaut or Galactic Commander click on them to activate them and move the mouse where you want them to go. Move Spot the same way, but remember that he can fly. To pick a number or operating sign up move a crew member to it and click on it. To activate an object move a crew member to it and click on it. To de-activate a crew member click on them while activated. To leap over a hole move your mouse to the other side. To drop down a hole move your mouse below it. To move a crew member up a ladder move the mouse to the spot above the ladder. To go up an elevator, click on the crew member you want to move and move them directly in front of the elevator. Now click on the elevator and the crew member will jump on. While they're on the elevator click on them again to de-activate them. Then click on another crew member and activate the object that moves the elevator to send the first crew member up. They must be on the elevator or they won't move. All crew members can press buttons. Here are the crew members and their abilities:
Blasternaut—He is the only one heavy enough to activate pressure plates. Because of this ability use him to press pressure plates to see what they do, then step on them to move elevators or open doors leading to numbers. However being heavy has disadvantages, he can't jump over holes. He can climb ladders and use elevators.
Galactic Commander—She is similar to Blasternaut except that she is the only one tall enough to pull chains. So use her to pull chains to find out what they do or to help crew members. She can use elevators, climb ladders, and jump over gaps.
Spot—His weakness is that he is only strong enough to push buttons. His strength is that he can fly and need not bother with ladders and elevators. He is also the only one strong enough to fit through small doors and holes. Use him to pick up numbers after the others clear the way. Also use him to reach buttons behind small doors. A few more points: if a crew member is stuck in a small area use the other crew members to get him out. There's bound to be something that will open a door or move an elevator which will help them. If you can't reach a number try everything and get crew members to where they can use their abilities. Also, on master blaster level there's one number in there you don't need somewhere in there. After getting all the numbers and operating signs you must solve the equation at the bottom. Click on the number you want to go first and move it to the first box. Then move the thing that was already in the box to the empty box where the first number came. Now find the operating sign you want next and put it in the second box. Continue this way until the equation is solved. Then click done. If the equation is wrong three times you have to start over. If you collect the extra number on master blaster place it in the box to the left of the equation. If you click done and the equation is correct, the building will be activated! Scoring: 50 points for each number or operating sign you get, 100 points for avoiding the extra number on master blaster, 200 points for getting the equation right on your first try, 500 points for getting the numbers and operating signs in the correct order so you don't have to move any numbers around to make the equation.
Maze Craze
Note: I strongly recommend staying on space rookie for a long time here. This activity is in the building on the left. When you start you'll be in a room with blocks sticking out of the wall behind you. You'll start with one of the characters jumping around from block to block. Move your mouse to where the character is to make them stop moving. To change characters, jump onto the block with the other two and you'll get a new one. All the characters here are the same, so it doesn't matter who you have. Now look at the math problems on each block. At the top in the center it will give you a range, like 7 to 13. If the answer to the problem is not within the range, go to another block until you find one that is in the range. Then move to it. The character will follow the mouse, so you could just move the mouse to the block you want to go to. But, if you fall off the bottom of the screen the character will be ejected from the building. Another character will take over. If they all get ejected you start over. So it might be better to just move the mouse to a block next to you and do it one block at a time. Watch out for blocks that sink into the wall, especially near the bottom. There are also two transporter blocks. They zap you to the other transporter. If one is near the bottom be careful, you don't want to be there. Once you reach the block you want click on it. If it's correct a green globe at the top will rise, if not, a red globe will rise. Then look for another block with the right answer. Continue this way until you get five green globes. Then the building will be activated. But if you get five red globes you'll have to try again. On space captain things are much worse. A negatron (one of Dr. Minus's minions) will chase you around on the blocks. If he catches you he'll eject your character from the building. And if he falls off the screen another comes in from the top. Now you can't sit there thinking and looking for a correct block. You have to jump around and be constantly moving or he'll catch you. So you've got to move and think at the same time. The transporter blocks can help you escape but you can still fall off the screen, of course. The blocks that move in and out aren't much help either. But there is one ace in the hole. If you get to a block with a red power circle your character will be powered and glow. Now the negatron runs away from you. If you can catch him you'll knock him out. But instead of going after negatrons sit there and look for correct blocks. Power wears off, so think fast. And be careful. You'll lose the power if you fall off the screen or change characters. And when you do, the negatrons won't hesitate to chase you. Oh, and what's worse then a negatron? Two negatrons—and that's what you deal with on master blaster. Scoring: 200 points for finishing with no red globes, 500 points for each negatron you knock out.
Positron Splash
Note: Again I recommend staying on space rookie for a while. This is the building on the right. It has one character in the center who moves left and right to follow the mouse. To change characters move to the character you want to become. It doesn't really matter who you have since they're all the same. Above you are three tubes coming out of the floor. Above them is a maze of platforms, and at the top, three more tubes. The higher the level of play the more tubes will be open. Solve the problem at the bottom. You must do it very fast because negatrons will fall out of the ceiling tubes almost immediately. Look at the number above the first negatron. If it is the answer to the equation, ignore it and let it fall into a floor chute. Negatron movement is completely random although negatrons can fall down if they hit another negatron. If its number is not the correct answer, you must stop it. What's that? You haven't solved the problem yet? That's what makes this so hard. If a negatron with an incorrect answer falls into a floor tube a red light on the right lights up. If one with a correct number falls in, a green light on the right lights up (and a strange voice says "Yeah"). You must get five green lights before there are five red lights to activate the building. Whenever a negatron with a number falls into a floor tube the math problem changes, so you must figure out the next answer and know whether stop the next negatron—in a few seconds. Sound hard? Well, guess what—it is hard. To stop a negatron with an incorrect answer you must hit them with a positron pod. Click a little in front of the negatron to fire. One pod usually won't hit and there is no limit to the number you can use, so barrage directly in front of the negatron. If there is more then one negatron in the area be careful. You don't want to hit the one with the right answer. Once hit a negatron will fall down and lose its number. When it falls into a floor tube nothing happens. It only influences the movement of other negatrons. Eliminate any and all negatrons with incorrect answers. To prevent someone from just hitting all the negatrons that appear, right or wrong numbers, until you solve the problem at the bottom, there is this rule. If you hit the negatron with the right answer you will hear a strange gagging sound. Now you're in big trouble. This numberless negatron will give you a taste of your own medicine by throwing purple negatron pods at you. They are fast and deadly. One hit ejects your character. Another character takes over. If all three characters are ejected you go back to square one. To avoid them run back and forth along the floor. The negatron continues throwing pods until he falls into a floor chute or is hit by another positron pod. Scoring: 100 points for each negatron with an incorrect answer you stop, 200 points for finishing with no red lights.
Creature Creator
This is the building in the center and must be played last. It has a single creature at the beginning of a track on the right. You must fill up the track with more creatures according to certain rules. If there is one arrow connecting the first creature to the next empty box you must create a creature that is the same with one difference. To create a creature click on the feature's you want him to have. If you want him to have three eyes, click on the box with three eyes. If you want him to be blue click on the box with a blue blot of paint. Once the creature is assembled (make sure it has the right number of differences) click on the finished creature and drag it into the next box. If you don't like it drag it onto the machine to get rid of it. The number of different features you need is the number of arrows connecting the boxes. Continue this way until all the boxes are full. On space captain there are a lot more arrows. On master blaster there are two creatures on the track at the start. Begin with either one. You must end the line of creature s with the other one. The diamonds are the same thing as arrows. When you have filled all the boxes click done. Any creatures that don't follow the rules will disappear. Replace them with creatures that do follow the rules. If it still isn't right the third time you click done you get ejected from the building. I forget the scoring, I think you get points for doing it the first time you click done and for playing on higher levels. If you click done and all the creatures remain the building will be activated—but you don't see that because the secret of the lost city is revealed! Of course, I can't tell you the ending.
GREAT JOB! YOU'VE SAVED THE GALAXY!
MISSION ACCOMPLISHED!!!!!
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