Across
- 2. An otherwise-unnamed mystic, capable of teleportation, time travel, psychokinesis, and near-omniscient clairvoyance. He is BraveStarr's mentor and foster-father.
- 6. A Reptilianoid female villain who has the power to hypnotize people.
- 7. A red Sandsnake-like creature who can exhale giant clouds of sand.
- 10. A member of the Prairie People and BraveStarr's other trusted deputy.
- 11. A stuttering robot with a directed-energy cannon built into his arm.
- 12. The Chief antagonist and ringleader of the outlaws based at the Hexagon. A monstrous, partly skeletal Broncosaur and apparently the last of his kind.
- 14. Fortress for most of the villains.
- 15. BraveStarr's home planet
- 17. The title character and galactic marshal of New Texas; a Native American who can call upon the power of "spirit animals".
- 18. Gives him superhuman speed.
- 20. Gives him superhuman hearing.
- 21. BraveStarr's Equestroid and chief deputy, capable of assuming a bipedal form at will.
Down
- 1. A Rigellian bartender and former space pirate from the Rigel star system, with a bright orange handlebar mustache and a Brooklyn accent.
- 3. A mountain where Shaman lives, concealing the spacecraft in which he arrived on New Texas, atop a Kerium deposit.
- 4. A short robot with a cactus-shaped headpiece equipped with two energy cannons.
- 5. Gives him superhuman strength.
- 8. BraveStarr's rival, opponent and counterpart, distinguished by a withered appearance and lavender skin.
- 9. Fort Kerium's principal (and perhaps only) judge and lawyer, BraveStarr's ally, consultant, and occasional paramour.
- 13. Tex's cigar-smoking henchman. A cousin of Deputy Fuzz; apparently the only Prairie Person to practice crime.
- 16. Enhances his vision and can also grant him an aerial view of the adjacent area.
- 17. The inhospitable land surrounding the Hexagon.
- 19. A mechanized town capable of armoring itself; BraveStarr's base of operation.