Star Control II Guide By Tristan Glaeser, Shiver@evilemail.com ================================================================================ TABLE OF CONTENTS ================================================================================ I - Before You Start 1.1 - Foreword 1.2 - Edition 1.3 - Legal Crap 1.4 - The Controls 1.5 - Settings 1.6 - Miscellaneous Concerns 1.7 - Strategy II - The Walkthrough 2.1 - Return to Earth 2.2 - Early Mining 2.3 - Visiting the Pkunk 2.4 - Rallying Cry 2.5 - Thanks, Delta Tauri! 2.6 - Distress 2.7 - The Twilight Zone 2.8 - Unfriendly Reception 2.9 - Slylandro Self-Destruct Code 2.10 - Talking Pet Turns Rabid 2.11 - Creating the Ultimate Flagship 2.12 - Shofixti Ressurection 2.13 - Subduing the Thraddash 2.14 - Yehat Revolution 2.15 - Broken Ultron 2.16 - The Syreen-Mycon Conflict 2.17 - Final Battle III - Extra Stuff IV - Afterword ================================================================================ I - Before You Start ================================================================================ --------------- 1.1 - Foreword ------------------------------------------------- In case you don't already know, there's a free and perfectly legitimate downloadable version of Star Control 2 that plays the same as the original, but for legal reasons is titled "The Ur-Quan Masters" (abbreviated as UQM). This can be downloaded at: http://sc2.sourceforge.net/ If you have any technical problems with getting the game to run, I am *not* the person to ask. The above website has a technical section of their forum for that. If you go there, check the FAQ at the top in case your question has already been answered. If not, post away. This walkthrough has long, detailed sections that can lead you from beginning to end without any real planning on your part. The longer sections of it are followed by quick summaries. If you're new to the game or just plain terrible at it and want to be led straight through, I recommend keeping this FAQ open while you play and alternating between it and the game. Or better yet, print it out. UQM is not completely linear so you don't have to follow the order of events as I have them listed to beat the game, but this way works well. If you don't want the game to be spoiled, don't use the walkthrough in its entirety but instead just read "Strategy" and cut to the parts you're stuck on. If it looks like I missed anything, take a better look. Once you're sure it's missing, e-mail me. --------------- 1.2 - Edition -------------------------------------------------- 1.00, posted on October 8th, 2004: Submitted this guide to GameFAQs. I don't see why I'd ever need to modify this, but you never know. 1.01, posted on October 9th, 2004: Made 2 wording adjustments, permitted Neoseeker to host guide. 1.02, posted on October 11th, 2004: Gave more sites permission to host. 1.03, posted on October 14th, 2004: Answered a common concern in the last chapter's Q and A regarding what escorts to bring with you. Added another host. --------------- 1.3 - Legal Crap ----------------------------------------------- I grant the following sites permission to host this FAQ: http://www.gameFAQs.com/ http://www.neoseeker.com/ http://www.cheatchannel.com/ http://www.cheatbook.de/ http://dlh.net/ The UQM Core Team has my permission in advance to use this however they see fit. If anyone else wants to host it, ask first. You're especially not supposed to use my work to make money, although I must admit I'd be impressed if someone actually did this. All trademarks and copyrights contained in this document are owned by their respective trademark and copyright holders. --------------- 1.4 - The Controls --------------------------------------------- The mouse isn't used in UQM. Movement is performed with the arrow keys. ACTION BUTTON (IN-FLIGHT) Accelerate Forward Rotate clockwise Right Rotate counter-clockwise Left Open menu Spacebar (MENU) Change highlighted item Arrow keys Access highlighted item Enter Back/Cancel Spacebar (PLANET LANDER) Thrust Forward Rotate clockwise Right Rotate counter-clockwise Left Fire stun gun Shift Return to flagship Escape (STAR MAP) Move cursor Arrow keys Zoom In Plus ( + ) Zoom Out Minus ( - ) Select destination Enter Close star map Spacebar (CONVERSATION) Fast forward dialogue Right Rewind dialogue Left Cycle through dialogue options Up, down Say something Enter View summary of conversation Spacebar (COMBAT) Thrust Forward Rotate clockwise Right Rotate counter-clockwise Left Primary weapon Shift Secondary function Ctrl *Flee Escape (ANYWHERE) F1 Pause F10 Opens quit menu *F12 Instantly closes the game *Fleeing from combat has a few complications to it, all of which I go over in the Strategy section. *Try not to accidentally bump F12. Seriously. --------------- 1.5 - Settings ------------------------------------------------- If you're playing the original Star Control II, ignore this section. It's for UQM. Now personally, I suggest you turn the voices that were added in off. They aren't that great and the game's more enjoyable without them. Not everyone agrees with me on this so at the very least try them out sometime. Anyway, for the typical Windows user to get rid of this, right click on the shortcut you use to open the game and click "Properties". Add "--speechvol 0" (that's a zero, not an "oh") without the quotes right after the list path. It should look something like this: "C:\Program Files\The Ur-Quan Masters\uqm.exe" -speechvol 0 There's more little tricks like this you can do with UQM listed in the attached manual file. I was very choosy about how I played so my shortcut ended up looking like this: "C:\Program Files\The Ur-Quan Masters\uqm.exe" --opengl --res 1024x768 --speechvol 0 --music pc --cscan pc --menu pc --fullscreen As you can see, that's a lot of stuff, but "--cscan pc" makes the readings on the planets change from incoherent icons to something with words so that's a must. "--menu pc" makes the little menus in the corner look less flashy but easier to work with so I'd recommend that as well. You should fiddle around with these prefixes until you've got the game the way you want it. --------------- 1.6 - Miscellaneous Concerns ----------------------------------- This is an oddball section which does little to help you win the game, so feel free to gloss right over it if you feel so inclined. Roman numerals: The planets in the game are numbered in roman numerals, starting from the closest to the sun and counting up. I'm not sure why exactly, but this guide will refer to planets the same way. RU's: This stands for Resource Units. These are the building materials for your fleet. You'll be scouring a lot of planets to collect them. RU's can also be gathered by defeating enemy ships in battle. Time limit: There is a time limit but it's not too bad if you know what you're doing. From the start of the game at February 17, 2155, you have four years until something very bad starts to happen. By the last quarter of the year 2159, the game will be over. There's an event you can trigger that pushes this time limit back a year to 2160. If you follow the guide at a leisurely pace, the game should be over by mid 2157. The cyborg setting: Cyborg is an option within the main game that makes the computer fight battles for you. You still choose which ship fights and tell it when to retreat, but that's about it. The three settings make the fights go at regular, double, and quadruple speed. At the highest setting, they don't even show the fight occurring. In my opinion, cyborg is lame. Why skip combat, one of the best aspects of the game? Furthermore, a cyborg ship doesn't fly as well as a player that knows what they're doing. You can use this feature if you really want to, but don't count on it to win fights that you can't. Homeworlds: Never attack an alien homeworld. These are guarded by an infinite number of ships. If you visit such a place and get attacked yourself, flee. Be aware that there is one exception to this in the game, but the opposition will specifically mention that they're sending ten ships at you. --------------- 1.7 - Strategy ------------------------------------------------- If you plan on using the walkthrough, some of the advice here is redundant or unnecessary. Saving/Loading: Above all, SAVE YOUR GAME OFTEN. There are dozens of dangerous places I could tell you to save your game within the walkthrough, but I leave that for you to figure out. If you want to be extra cautious, use multiple save slots. If your planet lander kicks the bucket, it's time to load. Lose any escorts early on? Load. Have you angered a normally friendly species into attacking you? Definitely load. Hyperspace: In hyperspace, time elapses quickly and hostile ships prowl about so DO NOT just sit out there or wander aimlessly. As soon as you enter hyperspace, always open up a menu - this pauses the game. You'll mostly travel by opening up the star map, choosing your destination, and letting auto pilot get there for you. If a ship looks like its going to intercept you, you'll need to manually steer out of the way and pilot yourself until you're in the clear again. Flagship and fleet modification: When you reconfigure your flagship and fleet, it's worth noting that you buy and sell for equal value. This is because the star base isn't trying to profit off you. Since you can't lose anything from buying and selling parts, I encourage you to experiment with the setup until you've got things just the way you want them. Regardless of whether you follow the walkthrough or not, upgrading thrust modules and turning jets should be one of your first priorities. Fuel: Buy lots of fuel and always keep a careful eye on how much you've got. That huge ship you're flying chugs fuel like you wouldn't believe while moving through hyperspace. Notice on the star map how there's a highlighted area around your present location? That's how far you can get with your current fuel. I wouldn't try flying out that far, however, as you need enough to get back to Earth. If that's not bad enough, landing on planets takes a small cut of fuel. For this reason, you want to make as few trips to the surface of any given planet as possible. Fortunately, there are multiple sources from which you can obtain fuel. These will make your life a little easier. Mining: The color of a star determines its temperature. Hotter stars have richer mineral worlds, but you should know that these systems are more dangerous for your planet lander. Supergiant stars are also much hotter than regular sized ones. The temperature order of stars goes as follows in order of coldest to hottest: Red Orange Yellow Green Blue and White. So in theory, a white supergiant star is the best place to go digging. However, by the time you have all the lander upgrades needed to safely land on such planets, you won't really need to. Star temperature and mineral wealth do not directly correlate all the time, so you're better off just checking most of the planets yourself. When you enter a system on a mining mission, you'll want to check almost every single moon and planet. Large planets and gas giants have moons fairly often. Gas giants and gray worlds will never have valuable minerals, so skip 'em. Orange and yellow worlds are almost always loaded with nice stuff. Pink, cyan, red, blue and green are less reliable but they're worth checking. Purple worlds are almost always bad except for one variety that sometimes has a tiny amount of exotics. Each planet has a set of statistics. Before you try landing, the ones you should really pay attention to are Temperature, Weather, and Tectonics. It is these things that damage your lander. Do not land on a planet if... * It has a temperature that goes past 400 degrees. * It has a weather rating higher than "4". * It has a tectonics rating higher than "5". * It has more than one element near the above limits. Example: 320 temperature, 3 weather, 4 tectonics. If you're dead set on mining an extremely dangerous planet, here's something you should keep in mind: position the crosshair as close to the middle of a clump of valuable minerals as you can. When you land, scoot to grab the closest mineral or two (if its close enough) then hit the Escape key. Repeat. This is horribly inefficient with fuel, especially on high gravity worlds. You won't be doing any of this if you follow the walkthrough, but it is worth it on planets loaded with exotics. I usually opt for as few trips to the surface as I can get away with to conserve fuel. That means loading up your lander's cargo bay completely before you take off, and skimping on the less valuable metals. A planet's gravity affects how much fuel it takes to land. High gravity planets take more fuel. When you're choosing where to drop your lander, the game will tell you how much fuel the trip will take. Don't shoot minerals when you go planet crawling, that ruins them. Diplomacy: If you encounter an alien fleet and it gives you the choice of conversing or attacking, always pick converse. Every species in the game (including the ones that hate you!) can give away useful information. Also, this should go without saying, but try not to piss off aliens if you can help it. Even the friendly races will attack you if you're rude enough. If you're not using the walkthrough to find things you might want to have some paper and a pen handy. When someone mentions a set of coordinates or specific location, make a note of it. Combat: Combat in this game is always a series of one-on-one duels. When it begins, you pick one of your ships to go up against one of theirs. The winner of that match-up has to continue fighting enemy reinforcements until it retreats or dies horribly. Because the fights must be one-on-one, strength does not necessarily lie in numbers. One powerful ship will do you a *lot* more good than twelve weak ones. Fighting in this game takes some practice and good reflexes, but the most critical aspect of it is which ship you choose to fight with. For instance, if you send a Zoq-Fot-Pik Stinger against a Yehat Terminator, that Stinger is going to get plastered no matter how good you are. If you find yourself getting killed over and over, you may need to learn the controls better. Another possibilty is that you're going up against an enemy that is too strong for you at the moment. During all fights, there's always a bunch of asteroids and one planet that appear seemingly at random. The asteroids are harmless, but crashing into the planet damages you heavily. If you fly right by the planet, however, you'll send your ship sailing at a high speed. Having your thrusters on will decrease your speed from this boost back down to normal, so let the momentum carry you if you want to take advantage of this effect. This maneuver has been dubbed the "Gravity Whip". You can bet the computer will use it against you every chance it gets. Fleeing from combat: Retreating is a story game trick - this doesn't apply to Super Melee at all. As soon as you've worked out a deal with Hayes at the star base near the start he'll install a warp unit onto your ship, and at that point this section applies. Near the very end of the game it gets removed again so be mindful of that. If you want to run from a battle, you'll need to have your precursor vessel out in combat and hit Escape. When you do this, your ship will freeze in place, lose its ability to attack and flash for 5.5 seconds. This can be very dangerous; whoever you're fighting will try to get in some free shots before you get away. The best time to retreat is immediately after you destroy an enemy ship because of the "victory dance" each ship does when it wins a duel. This will cut the time you are vulnerable to the next enemy down to almost nothing. If you're fighting a particularly slow enemy, just get far away before you start the warp sequence and you should be okay. It costs 5 fuel to pull your fleet away. The warp unit also allows tactical withdrawals. What this means is that if you hit escape while an escort is fighting it will do the same flashy thing the flagship does to retreat. When it has escaped, you get to pick another ship to fight in its place. When used correctly, this is critical for keeping your fleet intact during a big fight. Thankfully, a tactical withdrawal does not cost you any fuel. ================================================================================ II - The Walkthrough ================================================================================ This section has some spoilers, but within reason. I don't spoil anything that happens far ahead of time, and I never give away the ending. --------------- 2.1 - Return to Earth ------------------------------------------ You'll probably want to change the name of your captain (which is you) and flagship. Open the menu, go into "Game", then "Settings" to get to where you can change these. If you're not very creative, go with your first name and call the ship something like "Excalibur" or "Tugboat". At the beginning, your ship has very few thrust and turning modules, so expect flight to be a little wonky for the time being. Now head for Earth. When you get near, an automated drone will approach and broadcast a message. Gee, wasn't that a nice welcome. Regardless of what it said, don't panic. The Earth is surrounded by a huge red force field for some reason, so go to the star base orbiting it instead. The nice fellow who answers your transmission, Commander Hayes, needs you to pick up some radioactives. He suggests you go to Mercury for this. There's an even better world to mine radioactives from, but for now Mercury will suffice since I want you to mine it anyway. Take care to avoid earthquakes and hot-spots when you touch down on the surface. Pick up every mineral deposit you can find. Go back to the star base. As far as Hayes goes, you can say pretty much anything without repercussion so go with whatever suits you best. Supposedly there's a hostile fleet on the face of the moon and you're supposed to prove yourself to him by destroying it. Go there and land on the surface. The metals there are kind of crappy but pick them up anyway while you're here. You can shoot the harmless little droids wandering around, but there's no need to. Now head for the abandoned installation. Having checked the moon, return to the star base. That drone you encountered earlier has brought back a damaged Ilwrath Avenger which will engage you in combat regardless of what you say to it. Either of the two ships you have can bring it down, but it's better to use the little cruiser. The procedure for this fight is simple: turn and face the Avenger, then fire off two missiles. If for some reason you start a little too close to the enemy, accelerate away from him before you turn and fire. The star base will be your center of operations from this point on. Hayes will be much more willing to answer questions now and I suggest you take advantage of that if you don't already know the story. Once you've done that, trade in the minerals you picked up. Go ahead and buy yourself a little more fuel, then attach a few extra thrust modules and turning jets. Go to pluto and land. Pick up the little pink mineral. It's classified as an exotic, so even a few of these are worth a lot. Now head over to the ship that's landed in the corner. He'll inflict some damage on your lander before opening a transmission. Say hi to Fwiffo! There are two ways you can handle this conversation: patiently listen to Fwiffo's life story and get him to join you, or become angry and attack him. If you have the attention span required to appreciate this guide, you'll probably find the conversation interesting anyway so do the former. His Spathi Eluder vessel really comes in handy throughout the game. It's time to clean out the system. Pick up every last mineral deposit on the following worlds: Neptune's moon Triton, Saturn's moon Titan, Jupiter's two closest moons Io and Europa, and finally Mars. The other planets are crap, trust me. Return to the starbase. Exchange your minerals then get your precursor vessel set up with the following parts: all 11 thrust modules, four turning jets, one full fuel tank, one full crew pod, two storage bays, one planet lander. Notice that your main vessel is now completely unarmed. This is intentional. With all those thrust modules you are in little danger of being caught so you don't even have to worry about combat for the moment. Now you're set to head out into hyperspace! There's no hyperspace button for that, you just need to fly far out of the system. /=============================================================================== | Summary: | | Go to the star base orbiting Earth. | | Mine all of mercury. | | Land on the moon, mine it, and check the abandoned structure. | | Return to base and slay an Ilwrath with your Earthling Cruiser. | | Go to Pluto and get Fwiffo on your side | | Mine Triton, Titan, Io, Europa and Mars. | | Fly back to base to get your flagship and fleet reconfigured. | | Leave the solar system. \=============================================================================== Q: Can I give my captain a female name? A: Sort of... I haven't been keeping track, but I don't think this game even refers to you in gender, though much of the Syreen dialogue imples it. The intro and ending videos clearly show the captain as a male. Q: Can I just leave the system at the start of the game and not bother with this part? A: Yes, but don't expect to get very far. You're slow, without decent firepower, and the Slylandro Probes are going to spawn 50 times more often than if you had actually followed the plot. Q: Do I need to keep the Earthling Cruiser? A: To be honest, no. But there are a few enemies it's good against later in the game, so I like to hold on to it. Q: I want to use the Earthling Cruiser against X ship. What strategy should I use? A: X-*-*-*-*-*-*-* How to use the Earthling Cruiser *-*-*-*-*-*-*-*-*-*-*-*-*-*-*-* * * This is a slow, long ranged ship so you'll usually want to try and keep away * from your opponent above all else. While doing this, turn and fire nuclear * missiles at the enemy with the primary fire button. The Cruiser also has a * point-defense laser, but its usefulness is limited. Hold down secondary fire * to use it. The point-defense laser will automatically chip away at a nearby * opponent and can even shoot down asteroids and some enemy projectiles. If * there's nothing nearby, turning the laser on will have no effect. * X-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*- --------------- 2.2 - Early Mining --------------------------------------------- First of all, be aware that anywhere in hyperspace at any time Slylandro Probes can appear and try to chase you down. All ships appear as black dots, but the Slylandro are the fastest. It's entirely random when they show up so you have two ways of dealing with them right now: 1) Learn to shoot them down with either the Earthling Cruiser or Spathi Eluder. This is *not* recommended for newbies. 2) When the combat screen appears, choose the flagship and start the warp sequence immediately. You'll lose roughly 10 crew members in damage before you get away, which is not all that bad. That's all you need to know at the moment. You'll be able to shoot these things down properly not too long from now. The best move at this point would be to mine all of the Centauri stars since they're nearby and I know for a fact they've got a lot of good minerals. Start by setting a course in the star map for Delta Centauri. Yes, I know that's Ilwrath territory but since it's on the fringe you're not likely to meet any of their patrols. Also, Ilwrath ships will not follow you out of their territory and they move slowly. If you do cross paths with them for some reason, flee from combat. From now on you're going to be more picky about what minerals you pick up. Commons (turquoise), corrosives (deep red), and base metals (gray) are nothing but dead weight, so avoid them. If you end up getting any by accident, go into the cargo menu and dump them out by hitting enter over the highlighted mineral type. VI is loaded with precious metals, so mine it clean. V has a small quantity of noble gases, but the gravity on it is so weak that landing there costs 0.2 fuel, so clean that out too. IV has four radioactives along with a bunch of corrosives. Pick up the oranger ones, then head over to planet II's moon (II-A). Why look, this planet has radioactives AND weird critters on it! You'll want to capture everything on the map - the animals have a use, but that hasn't been made clear yet. This can be dangerous but it's worth it. Now land near the very top or bottom of the planet and just camp out waiting for giant killer bees. Be patient, they *will* go after you eventually. After you've stunned and captured 6 swarms, you're much safer. Stay out of earthquakes and don't bump into the big honkin' beasts you see ambling about and you'll be fine. Go around picking up minerals and capturing the other life forms. To be more efficient, don't take off again until you've filled both the mineral and critter cargo bays. This planet should take four trips or so. Well, that's all for that system. The other Centauri stars are slim pickings, so I'll go over this quick. Your next stop is Beta Centauri. Mine all of planet I-C. Then mine III-C, and remember to skip the base metals in favor of the good stuff. Proceed to Zeta Centauri I. I-B here has one little exotic, but it's worth getting. Moon C has extremely low gravity so take just one trip down to pick up the rare earths (green), then whatever you can fit of the noble gases (blue). Go to Epsilon Centauri. Looks vacant, doesn't it? Land once on the only planet in the system to pick up the radioactives. Since we're following a pattern anyway, go next to Alpha Centauri. It has several rich planets, but none of them are safe to land on! There is a ship you want to meet in this system so scour the area until you do. This is a Melnorme trade vessel you've bumped into, so be nice. Once introductions are over, offer to sell information on alien life forms. With that credit, buy two technology upgrades and use all remaining credits to buy fuel. Now you'll want to mine Gamma Centauri I. Oranges and yellows only, you know the drill. The tectonics here are a little rough, but nothing you can't handle. That's all the mining you need right now. Go back to the star base at Sol. Exchange your minerals and make the following upgrades: four more turning jets, another storage bay and fuel tank. Replace your crew and fill your fuel tanks. Now that your flagship's flying capabilities are maxed out, flight should be much more pleasant. /=============================================================================== | Summary: | | Watch out for Slylandro Probes and Ilwrath patrols. Flee if caught. | | Mine Delta Centauri VI, V, IV and IIA. | | Mine Beta Centauri I-C and III-C. | | Mine Zeta Centauri I-B and I-C. | | Mine Epsilon Centauri I. | | Visit the Melnorme at Alpha Centauri and get purchase two tech upgrades along | with some fuel. | | Mine Gamma Centauri I. | | Return to Sol. Sell what you've acquired, make upgrades, and refill your crew | and fuel. | \=============================================================================== Q: Hey, why are you telling me to flee from Ilwrath ships? The Spathi Eluder I've got can beat them easily. A: That's true, but it takes a long time. Fighting the Ilwrath is usually a drawn out game of cat 'n mouse what with the cloaking devices they use. If you know how to fight those ships and have the patience for it, be my guest. Q: I have a sizable amount of extra RU's from that trip even after buying everything you've listed. What else should I buy? A: If you find yourself with a big surplus of RU's, spend it on whatever you want. But if your funds are too low to buy required parts later on, be prepared to sell these extra things. --------------- 2.3 - Visiting the Pkunk --------------------------------------- Both Hayes and the Avenger captain you killed off hint that the Ilwrath are currently preying on another species. These aliens have a sphere of influence that crosses over the very bottom part of Ilwrath territory. So the best way to make contact with this species is to fly to a point south of the Ilwrath sphere without crossing into it and wait for someone in hyperspace to intercept you. Do just that. As you can see, the Pkunk are a little goofy but they mean well. Notice how the guy you talked to was even nice enough to direct you to his homeworld! Head straight there. As soon as you open communications, they give you a Clear Spindle artifact. What's it do? You'll find out eventually. Be polite and ask for their help. They won't make a formal alliance, but they'll give you four of their vessels. If you want to, talk to Pkunk patrol fleets and the homeworld itself again if you want to learn more about them, but their advice has little practical use. Planet III is full of radioactives, so mine it. Go to Delta Krueger next. Once there, mine the planet I's second and third moon. Leave and head to Eta Giclas. Mine only planet II, it has a lot of precious metals. The last system on the hit list is Alpha Giclas, where you should clear out moon VII-B. That's enough mining for what you need. Return to the star base to trade in minerals and examine the Clear Spindle. The technicians here don't know what to make of it. Now sell all four Pkunk Fury's. Replace lost crew and then set up fusion blasters on the front two slots of the ship, with two dynamo units behind them. Refill your fuel tanks and set out again. /=============================================================================== | Summary: | | Avoid Slylandro Probes and Ilwrath. | | Make contact with the Pkunk just south of Ilwrath territory. | | Proceed to their homeworld, then mine planet II. | | Mine Delta Krueger I-B and I-C, Eta Giclas II, and Alpha Giclas VII-B. | | Return to Sol. Exchange minerals and reconfigure your fleet. | \=============================================================================== Q: Why aren't you using those Pkunk ships at all? A: The Fury has potential, but it's one of the more difficult ships to use effectively. If you've taught yourself how to fight well with it against all foes, odds are you've already beaten the game and don't really need this guide. However, you will be using these near the end of the game for a special purpose. --------------- 2.4 - Rallying Cry --------------------------------------------- With the newly acquired fusion blasters you put in, your Precursor ship is now able to shoot down Slylandro Probes. When you engage them from now on, fly sort of close, face the probe and rapidly press the fire button. You'll fire in triple bursts that cover a lot of space, so you don't need to be terribly precise. Unless you completely miss and empty your battery, the probe'll fall to pieces without inflicting much harm on you. This is by far the easiest way to fight probes, so even after you acquire better escorts you should always use the flagship against this enemy. At this point in the game, Hayes will have already mentioned that someone or something is broadcasting a signal from the nearby Rigel system, so that's where you're going next. If for some reason he hasn't, go there anyway. When you get there, find the lone ship meandering around and talk to it. The Zoq-Fot-Pik scout will tell you all about their species and request that you visit their homeworld. If you look at the star map, you'll notice the Zoq-Fot-Pik are a long distance away and the Spathi are directly between you and them. The Spathi avoid violence at all costs, so it's probably safe to visit them. Fly into their territory and chat with one of the patrols. Yup, they're safe alright! So head for the Spathi homeworld. Fwiffo gave you the coordinates for this, but seeing as how you probably don't remember that I'll just tell you: Epsilon Gruis I-A. Apparently the Spathi are all living on their homeworld's moon since deadly predators they call "The Evil Ones" have invaded the place of their birth. They say they'll ally with you if you can get rid of these. So fly over planet I and land on it. As long as you don't drive right into one of the creatures, they remain completely docile. I suspect these things are in hibernation at the moment. Capture all of them, then go back to the moon. The Spathi high council needs a little time to determine if you're telling the truth, so fly away from the moon, then come back. Upon your return, the Spathi council isn't too keen on living up to their end of the bargain, but they'll reluctantly make an alliance with you when you point out that you still have the Evil Ones alive in suspended animation. From now on, the Spathi High Council will be willing to provide a lot of information, some of it useful. With that detour out of the way, head for Alpha Tucanae I. Be warned: the fleets around Zoq-Fot-Pik territory are none other than the dreaded Ur-Quan. Do not run into them under any circumstances. There's a lot of them, but they're slow. When you arrive, the Zoq-Fot-Pik will gladly join up with you. To be honest, they need your help more than you need theirs. They don't have a lot of information except that two powerful species battle around their territory. You'll need to mine planets I-A and III, mostly for fuel money. Go back to the star base for refueling. If for some reason you run out of fuel before getting there, the Melnorme will approach you after you've been stranded in hyperspace for a couple days. You should have enough spare credits with them to get you back home. The wonderful ship you're flying was built originally on Vela I. Well, let's go back there and see how the nice research team you left behind is doing. Find the supergiant star "Zeeman", and zoom in on it until you see the small yellow star beside it. Set a course for it. When you arrive at the planet, you're in for a bit of a surprise. Confront the battleship you see around the planet. Looks like you've got a fight on your hands! This guy is more than a match for your flagship at the moment, but your Spathi Eluder can kill it if flown correctly. If you're not yet adept at melee, this will take a couple tries. Avoid the fighters he launches at you at all times. Fly in and out of the Dreadnought's range to get a feel for how far its fusion cannon can reach. Once you're familiar with how it fights, use the technique below. X-*-*-*-*-*-*-* Spathi-Fu *-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*- * * Use this maneuver to attack: fly straight at your opponent, then before you * enter their weapon range (or get too close in the case of long-ranged * enemies), swing around and drop a few guided bombs (secondary attack) as you * fly away. After a dozen or so of these bombing runs, you'll win. Note that * this is the ideal way to use this ship. The primary gun on the Spathi Eluder * is almost worthless. * X-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*- If you asked the Spathi High Council enough questions, they'll have told you their neighbors, the Androsynth have somehow been replaced by a species called the "Orz". If you're really curious as to what happened to the Androsynth, check their homeworld of Eta Vulpeculae II. Anyway, try and meet an Orz fleet around the nearby Vulpeculae stars. Wow. Pretty screwed up, huh? Regardless of how utterly insane these guys appear to be, they're friendly. Notice that if you mention the Androsynth, they'll get a little tense and tell you not to bring it up again. Take that advice - ask too many questions about the Androsynth and the Orz will try to kill you. Despite that, try and make an alliance with them. Orz space is absolutely loaded with good minerals and also has a few critters. Go to Zeta Vulpeculae and clear out the following planets: VII, VI, III-A, V-A, V-C, and V-D. Note that the tectonics and such of some of these can be a little rough. That alone is impressive, but there's more! Go to Delta Vulpeculae and work your way through planets VIII, III, and II-C. Hm... II-C is under guard by the Orz. If you made an alliance with them like I asked you to, you should have no trouble getting clearance to land from them. While you mine the planet, make sure you pick up the artifact there too. Don't worry, the Orz don't mind if you take it. Before returning to Sol, go to the nearby gas giant of Alpha Vulpeculae and find a Melnorme trader. Buy two tech upgrades but no fuel. Head back to Sol. Drop off your cargo, then buy another Spathi Eluder and two of the new Orz Nemesis ships. Get a refill on crew and fuel. /=============================================================================== | Summary: | | Make contact with the Zoq-Fot-Pik scout at Rigel. | | Acquaint yourself with the Spathi, then go to their homeworld of Epsilon Gruis | I-A. Remove the "Evil Ones" from the face of planet I, then make an alliance. | | Carefully make your way to Alpha Tucanae I. Seal another alliance, then mine | I-A and III of this system. | | Return to Sol for refueling. | | Go to Vela I and defeat an Ur-Quan Dreadnought. | | Seek out the Orz, near the Vulpeculae constellation. Ally with them. | | Mine Zeta Vulpeculae VII, VI, V-A, V-C, V-D and III-A, Delta Vulpeculae VIII, | III and IIC. Don't forget to pick up the Taalo device on that last one. | | Add ships to your fleet, then refuel. | \=============================================================================== Q: So what really happened to the Androsynth? A: It should be obvious, but the Orz (or something closely tied to them) wiped them all out. So sorry. If it's of any consolation, know that the Androsynth were jerks anyway. Q: Why aren't you using any Zoq-Fot-Pik Stingers? A: They aren't much good in a fight, that's why. --------------- 2.5 - Thanks, Delta Tauri! ------------------------------------- To make up for the length of that last section, I'm gonna throw you something simple. Fly over to Delta Tauri (above Ilwrath territory) and mine planets VII, IV, III, II, and I. Go back to the star base, trade in your find for enormous wealth, then add the following to your flagship: a fuel pod, a crew pod and a dynamo unit. You might be a little confused with the setup at this point in the game, so let me go over the setup you should have right now: All thrusters and turning jets, one planet lander, 3 fuel tanks, 3 storage bays, 2 crew pods, 3 dynamo units, two fusion blasters near the front, 100 crew, 160 fuel. And since Delta Tauri is such a nice system, you should have a surplus of RU's even after all this. Got all that? Good. --------------- 2.6 - Distress ------------------------------------------------- Around this point in the game, the Zoq-Fot-Pik fall under attack. Hayes should have already mentioned this to you unless you've been following my instructions faster than I performed them myself. If that's the case, let your ship sit out for week of game time or something and check back. Head for Alpha Tucanae I, obviously. Again, don't run into any patrols around there. You could probably survive a tangle with multiple Ur-Quan at this point, but it would still be unwise. When you get there, you'll meet a weird new strain of Ur-Quan. This so-called Kohr-Ah will challenge you right away to a fight. The best ship to use against him is a Spathi. You'll want to use the same "Spathi-Fu" strategy you did against the Ur-Quan Dreadnought from before, except this enemy will be a lot harder since the spinning blades he launches at you have a very long reach. When you win, go into Menu, Manifest, and Roster to transfer crew from the flagship to the Eluder you just used so it's at full crew again. From now on, always replace lost crew in your escorts after a battle. --------------- 2.7 - The Twilight Zone ---------------------------------------- Instead of going back to Earth, go to fly into that clump of stars which includes the Orionis constellation (northwest of your position on the map) since that's where the Umgah are. Again, don't collide with any Ur-Quan or Kohr-Ah patrols but you should meet up with another hyperspace bubble once you enter the right area. When you do, ask them to "reveal their secrets" and they'll tell you about a crashed Ur-Quan Dreadnought in Alpha Pavonis. Now try to get them to ally with you. Okay, that didn't go so well. You'll have to fight multiple Umgah Drones now. Drones are slow and easy to destroy, but they can extend an anti-matter cone in front of their ship that can really bite into you if you end up in it. Also, they can zip backwards extremely fast in short bursts and will try to maneuver so that you end up in their cone of death. They're pretty good at it, so expect to take some damage against these guys eventually. The best way to kill an Umgah is with your Spathi Eluders using the usual technique, but Orz work well here too. IMPORTANT: If the escort you're using ends up at half health or less, withdraw it immediately after you beat your current opponent. Remember this from now on. X-*-*-*-*-*-* Orz Combat Strategy *-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*- * * To use the Orz's most dangerous weapon, hold down the special key and hit * fire. This launches an Orz Space Marine which tries to board the enemy ship * and kill everyone inside - and they're pretty good at it! This trick needs * both keys because the Orz actually have three abilities: fire cannon, rotate * cannon, and launch a marine. To turn the cannon, hold special and press the * left or right arrow keys. The cannon is best left facing forward in most * situations, but you can do a weaker imitation of "Spathi-Fu" if you turn the * cannon backwards and fight like that. In most situations, it's bad to launch a * pack of marines all at once because then they will be flying at the enemy all * from the same direction, making them easy to run away from or shoot down. I * prefer to launch two, fly somewhere different, launch another pair, and repeat * until the enemy has been slaughtered. If you think you can do this without * getting hit, fly by the enemy for a brief period and pound them with your * cannon to get in a little extra damage. * X-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*- Now that you have the Umgah on your star map, head for Alpha Pavonis. It's a green star northwest of Umgah territory. The planets in this system are all a little bit too hot to mine, so just cut to Planet VII and bring your lander over to the crashed Dreadnought. The Warp Pod on the ship is still intact, so the lander team decides to bring it with you. Your next stop is Beta Pegasi. Check Planet I but don't land on it. Just finding this planet will do you a lot of good with the Melnorme. There's a small blot of hyperspace I want you to camp out in for a while nearby. Go next to Gamma Circini (it's south of your current position) and just stay put for a while. There's a dimensional portal that opens during on 17th of every month and lasts about three days. While you're waiting for that, there's a good chance you'll encounter an Arilou fleet. They're friendly, so don't worry about it. Once the portal opens, charge right in. Okay, this is a little weird. Open the star map. There's a batch of portals around that are all titled "Unknown", but there's a much larger portal separate from the rest off to the northeast. That's where you wanna go. This is the Arilou homeworld. Other than trying to attack them, you should run through every coversation option you have. They'll tell you to pick up a Warp Pod so they can make you something useful. When you show them you already have it, they'll make you a Portal Spawner. That's all you need from them, so say goodbye. Quasispace is basically a short-cut dimension to help you get to places faster and with less fuel use. You want to be near Sol, so take the portal that has the coordinates of 506.0, 474.0. You won't end up in Sol, but this is close enough. Actually, while you're out here you should intercept the Pkunk fleet. They're trying to meet up with the Yehat, which is a tragic mistake. Tell them your Ouija Board is acting up and the goofy birds will turn right around and head back to their home stars. Trust me, these guys don't listen to reason so this is the only way. When you finally return to the star base, Hayes will tell you a dozen different things and three Arilou Skiffs will join your party. The hyperspace fluctuations he mentions are just the Pkunk fleet, so don't worry about that. Sell all your Zoq-Fot-Pik and Arilou ships (if you're apprehensive about this, see the questions below), they aren't needed. The only thing you need now is crew and fuel, so refill those. /=============================================================================== | Summary: | | Acquaint yourself with the Umgah. | | Pick up a Warp Pod from Alpha Pavonis VII. | | Find a rainbow world on Beta Pegasi I. | | Go through a dimensional portal near Gamma Circini, then make your way to the | Arilou homeworld. Obtain the Portal Spawner from them. | | Take the portal that ends up just south of Sol. | | Persuade the Pkunk to delay their journey to Yehat space. | | Return to Sol to refit your fleet. | \=============================================================================== Q: While I was off doing your crap the Spathi disappeared off the map. What's going on? A: This will be investigated next, but you should know that there's no way to prevent them from doing this. Q: Why are you selling all the Arilou ships? A: Arilou Skiffs are powerful, but you need to be extremely skilled to get any mileage out of them. They only have 6 crew, so they die far too easily for general use. If you *really* want to, go ahead and hold on to one of their ships. --------------- 2.8 - Unfriendly Reception ------------------------------------- The first thing you should do is head for Epsilon Gruis and see what's going on with the Spathi. Observe the slave shield around the home planet, then land on their moon. Pick up the exotic and the device planted on the surface. Yep, I'm afraid the Spathi have weaseled out of their oath to remain allies with you. By now you've heard mention of many other races but never met them yourself. I've had you avoid contact with many of these because they all attack you or give you the cold shoulder, but now is a good time to see what they're up to. The first of these is the VUX. They're just southeast of Orz space, so hang around there until one of their patrols confronts you. If you try to reason with the VUX captain, he'll tell you most VUX despise humans with one exception - their greatest Admiral named ZEX. That's the only valuable thing these guys will ever tell you, so say goodbye. And with that, you've got another battle to wade through. VUX Intruders are pathetically slow and only harmful at close range, so the Spathi, Orz and even the Earthling Cruiser work well here. Now head east of VUX territory for a ways into that big clump of stars which includes the Scorpii and Copernicus constellations and wait for a hyperspace bubble. Not only are these Mycon hostile, they can't make any sense. But unlike the VUX, they know how to put up a good fight. Orz are the best choice, but the Earthling Cruiser can also cover your back if you get really desperate. Stay clear of their huge plasma bursts and attack with your long range weapons. You'll probably have to switch in a different ship after you win a bout or two, so be ready for that. Go to the clump of stars south of the VUX sphere of influence, you know the routine. The first group of Yehat you meet will not attack, but half of the encounters with them afterwards will carry hostiles so be wary of that. Anyway, try to pressure the group you meet into helping you. He won't, but he'll refuse to attack you even though they're all under orders to do so. Visit the system Zeta Sextantis while you're out here. It's in the southeast corner of VUX space. The first planet to the sun is another Rainbow World. It's safe on the surface, so go ahead and mine it. Next stop: Delta Gorno. Since that's not near anything of importance, the coordinates are 290.8, 026.9. This is the Shofixti home system. Almost everyone in the game will tell you they're dead, but that's not quite accurate. Scour this system until you encounter a lone Scout. Unfortunately, his ship's sensors are so badly damaged he thinks you're an Ur-Quan! Instead of reasoning with him like you've been doing with everyone else the entire game, insult him. When battle ensues, pick the flagship and flee. Go back and insult him again. Repeat this until he realizes you can't be an Ur-Quan, as Ur-Quan never cuss people out like that! Once he acknowledges who you are, he'll be more friendly. Unfortunately there's not much he can do to help so leave him alone for now and enter hyperspace. Open the Devices menu and use the Umgah Caster. This gets the attention of the Melnorme, so sit and wait for them to arrive. When he shows up, exchange all the stuff you've picked up. Get a full refueling, then purchase as many technological upgrades as you can get. Go back to Sol. Drop off the scant few minerals you've picked up and ask Hayes to analyze the Umgah Caster. Get rid of your old fuel pods for two of the new high efficiency models as well as two more crew pods. Refuel, re-crew. /=============================================================================== | Summary: | | Investigate Epsilon Gruis I-A. | | Find the VUX. | | Meet the Mycon. | | Confront the Yehat. | | Mine the Rainbow World of Zeta Sextantis I. | | Seek out the last Shofixti at Delta Gorno. Do not harm him under any | circumstances. Get him on your side. | | Get the Melnorme's attention in hyperspace using the Umgah Caster. Buy fuel | and tech upgrades. | | Return to Sol to refit your fleet. | \=============================================================================== Q: You said the Earthling ship was good against VUX, but those things crucify Earthlings in Super Melee! What gives? A: The VUX have a special ability that lets them start right next to an opponent every battle they jump into. This gives the VUX an edge against humans (and many other ships) in the Melee simulator, but they don't have this trait in the main game. Q: What happens if the Shofixti dies? A: His brother shows up in the system a month later, giving you a second chance. ---------------- 2.9 - Slylandro Self-Destruct Code ---------------------------- 'Bout time you shut these things up, eh? Go out into hyperspace and use your Portal Spawner to enter quasispace again. Take the portal at 520.0 514.0. Go to Beta Corvi, which is slightly north-east of your position. Fly right into planet IV. Yes, I do mean that red gas giant. Against all odds, the Slylandro themselves are actually quite friendly. They've got a ton of conversation lines for you, so you might be here a while. Or you could just get to the point and keep the conversation strictly on the probes. Eventually you'll end up with something you can transmit during conversation every time you meet a probe that kills them instantly. Fly away from the planet for a day of game time, then return and Slylandro will tell you they've cooked up a way to wipe out all of their probes. The presence of these will decline rapidly from this point on. ---------------- 2.10 - Talking Pet Turns Rabid -------------------------------- The Arilou said they had obtained one of the Ur-Quan's Talking Pets, but gave it to the Umgah. The Umgah in turn noticed the creature was capable of sentience, so they began messing with its genetic code. By now the creature has regained concious thought so it may be able to help you bring down the Ur-Quan. From where you are now, fly into Umgah space and meet another of their patrols. Ask them what they've been up to, and how the talking pet is doing. Apparently, "IT DIED". The Umgah aren't feeling too well at the moment. Amazingly, if you say goodbye they'll let you go in peace. So do that, then head for their home planet of Beta Orionis I. The talking pet answers your transmission and tells you to go away. Ask it questions until he gets mad and orders a batch of ten Umgah drones to attack you. And this is what we've been keeping two Spathi Eluders for. Use one to kill as many Umgah as possible, then withdraw. Do the same with the second. If you haven't won yet, bring in your Orz ships, then finally the flagship as a last resort if your luck is really bad. After the battle, the Dnyarri will plead for his life and offer to help you against the Ur-Quan. He's pure evil, but you will need his help so accept. He'll make himself a nest in an empty storage room on board and you'll be able to speak to him at any time via the Devices menu. Return to the Umgah homeworld where you receive a hero's welcome for freeing them from Dnyarri mind control. Regardless of whether you respond modestly or arrogantly, you'll end up with 1,000 credits worth of bio data. They'll be happy to answer any questions you ask, but when you try to leave they'll once again turn hostile and try to kill you. They also give you four of their ships, Don't ask me why, the Umgah are just weird. Don't bother fighting this next fleet (it's infinite), flee instead. Head south of Umgah space so they aren't following you and give your Hyperwave Caster a toot. When the Melnorme trader arrives, exchange the Bio data and purchase all remaining tech upgrades available and get a refuel. You should have a big stack of credits remaining for you to leech fuel with from now on. Go back to Earth. Whether you use quasispace portal 506.0, 474.0 or fly back the casual way doesn't matter. Analyze the Dnyarri and the probe self-destruct code. Replace lost crew and sell those awful Umgah ships that tagged along. Go out into hyperspace and call the Melnorme over with your Umgah Caster for refueling. /=============================================================================== | Summary: | | Fly to Umgah space and converse with one of their patrols. | | Go to Beta Orionis I, defeat the a large Umgah fleet, and capture the Talking | Pet. | | Re-establish communications with Beta Orionis I to receive a reward of Bio | data. Flee when the Umgah attack again. | | Leave Umgah space and get in touch with the Melnorme for fuel and technology. | | Return to the star base to fix up your fleet once again. | \=============================================================================== ---------------- 2.11 - Creating the Ultimate Flagship ------------------------- This chapter is *purely optional*. What you'll be doing is some extra errands to obtain more RU's since what you've got right now isn't enough to pay for all the modules. You'll end up with godly firepower that no enemy in the game can stand up to. If you decide not to do this chapter, just add one shiva furnace to the current setup and you'll be good to go. I personally like fighting my battles using the escorts instead, but here's what to do in any case: Take a look at the Pkunk fleet on your map. Have they started migrating again? If so, intercept them and say that it's bad luck to travel right now because it's during the month of the swollen moon. Go to the Pkunk home planet of Gamma Krueger I to get more four more Pkunk Fury's. Even if the fleet is absent, the homeworld will be repopulated if it's returning. Typically the homeworld won't give you ships when you arrive because they have something or other they want to tell you. So leave and return to the planet as many times as necessary until they give you ships. It's time to mine Alpha Centauri. With all these funky lander upgrades, this should be child's play now. Mine planets VIII and III, then head back to Sol. Exchange the minerals and scrap the Pkunk ships, then adjust the modules on your flagship into this: 2 high-efficiency fuel tanks, 3 crew pods, a storage bay, 2 tracking systems, 3 shiva furnaces, 3 dynamo units, and a hellbore cannon at each of the two slots farthest to the front. The one storage pod is just for kicks since you won't be doing any mining after this point, you don't need it. If you really want to maximize, change that into either a crew pod or a shiva furnace but it really doesn't matter. From now on, try to buy your fuel from the Melnorme and not the starbase unless you want to do some more mining. Q: If shiva furnaces are better than dynamo units, why are you using both? A: They do different things. Dynamo units make your battery recharge rate faster, like one battery point recovered every two seconds instead of one every three seconds. Shiva furnaces give the recharge intervals more power, but they will still happen at the same speed. It's pointless to buy more than three dynamo units since more than that has no effect. In other words, the best way to go about buying battery modules is to get three dynamo units plus however many shiva furnaces you can conveniently fit. Q: You don't like point-defense lasers much, do you? A: No, I don't. They have extremely limited use. If you're wondering what they do, they're functionally the same thing as the Earthling Cruiser's secondary ability. Adding multiple point-defense lasers increases the damage, but does not protect you from most enemy projectiles. If you must use one, use ONLY one. ---------------- 2.12 - Shofixti Ressurrection --------------------------------- The VUX said one of their generals actually liked humans, so let's meet him. ZEX is on Alpha Cerenkov I. When you get there, he'll reveal that he has a dozen Shofixti females in stasis and that you're no doubt after them. Make chit-chat with him (yes, I'm afraid he *is* hitting on you), then suggest that you'll go get a certain creature for his personal zoo if he'll give the Shofixtis to you. The hint about where it's at that he gives is odd, but simple. I'll repeat it for you: "It basks in yellow light within the constellation Linch-Nas-Ploh. We have translated 'Linch-Nas-Ploh' to mean approximately 'the long, thin creature who has swallowed the huge beast.'" There's a constellation that looks just like this called "Lyncis" in the upper middle of the map. So the critter would have to be on one of the three yellow stars within that. I'm sure you're not reading this guide for riddles so I'll just tell you where it is. Leave the system and use your Portal Spawner. Enter quasispace portal 448.0, 504.0. Go to Delta Lyncis I. Hunt and trap all the life forms on this planet. The creature ZEX is after kind of looks like an evil green head that moves really fast. With all the lander upgrades, he's not all that hard to bring down so don't worry too much. Once you've got all those critters, leave the system and enter quasispace again. Take portal 516.0, 466.0 to get as close to VUX space as any of the portals can take you. Then return to Alpha Cerenkov I. No matter what you argue, ZEX will manage to have you send the beast before the Shofixti maidens are even moved from containment. Not only does ZEX not follow through with his half of the bargain, but he decides to go after you with a massive fleet. Fortunately for you, the idiot VUX don't have a cage that can securely contain the creature you just sent so it breaks free and kills everyone, saving you the trouble. Go down to the surface of the now vacant planet and capture all creatures, then pick up the maidens. Set a course for Delta Gorno. The Scout from before should still be here, so track him down and give him the maidens. He'll thank you profusely then leave the system. Don't worry, you'll hear from these guys again a while later. /=============================================================================== | Summary: | | Meet Admiral ZEX on Alpha Cerenkov I. | | Go to Delta Lyncis I and capture all lifeforms there. | | Return to Alpha Cerenkov I. Take the Shofixti Maidens off the surface of the | planet. | | Bring the Shofixti Maidens to the Shofixti captain in Delta Gorno. | \=============================================================================== ---------------- 2.13 - Subduing the Thraddash --------------------------------- You're probably a little low on fuel, so leave the system and use the Umgah Caster to draw out the Melnorme. Exchange your most recent batch of biological data, then get a full refuel. Use your Portal Spawner, then enter quasispace portal 476.0, 458.0. Check your star map. Sucky spot, huh? That's as close to Thraddash space as any quasispace portal is going to take us. Head northwest into the clump of stars that contains the Apodis constellation and wait for a hyperspace patrol. The Thraddash are not friendly, but unlike most hostiles they will give you an honest answer to every question you ask. The objective here is to obtain an artifact called the Aqua Helix on Zeta Draconis I. The Thraddash keep it under guard by an infinite fleet, so taking it by force is out of the question. There are three ways to get the artifact: 1) Manipulate the Ilwrath and Thraddash into going to war. Since they are of equal power and ferocity, this ensures the annihilation of both species. You're going to end up doing this later no matter what, but it takes a long time for them to kill each other so this is out of the question right now. 2) Convince the Thraddash to attack the Kohr-Ah in an effort to impress their Ur-Quan masters. While they're gone, steal the artifact. This is the quickest and easiest route, but where's the fun in that? If you don't feel like fighting, do this by chatting with any of the patrols until the suggestion comes up. 3) Start killing Thraddash fleets left and right. After you've crushed about 25 of their ships, they will be very impressed that such a small group of ships could decimate them so efficiently and declare you their "Great Teacher". This will result in some funny dialogue and you can land on Zeta Draconis I freely, but they will hate you for taking the artifact and turn hostile towards you again. When you become their teacher, it's worth visiting a few of their patrols to see what they say to you. When fighting Thraddash, do not chase them around! Stay put, turn to keep your gun on them, and fire when they come to you. The Thraddash blaster weapon is so weak it doesn't really matter if you take a few hits from it. The afterburner flame jets on the other hand hurt like hell, so holding position is a must. Your Earthling Cruiser is the best at this, with the Orz being a decent alternative. Spathi are a poor choice here. The flagship can slice through them with ease, but I prefer not to use it. /=============================================================================== | Summary: | | Call the Melnorme over for refueling. | | Take quasispace portal 476.0, 458.0, then fly into the Apodis star cluster to | meet the Thraddash. | | Kill 25 Thraddash ships over the course of many battles. | | Pick up the Aqua Helix on Zeta Draconis I. | \=============================================================================== Q: What happens if the Thraddash attack the Kohr-Ah? A: The Kohr-Ah obliterate most of the Thraddash starfleet in a couple weeks without taking any noticeable losses, then the Thraddash retreat back to their home stars humiliated. Not much of a surprise, really. ---------------- 2.14 - Yehat Revolution --------------------------------------- Take quasispace portal 506.0, 474.0 then fly back to Sol. The Pkunk may be heading for Yehat space again, but this time let them go. Even after that diversion with the Thraddash odds are the Shofixti have not yet returned to the star base, so call in the Melnorme for fuel out in hyperspace and wait 10 days of game time afterwards. If the Shofixti still haven't appeared when you talk to Hayes again, wait 10 more days in hyperspace. It shouldn't take too long. Once they've returned, buy a Shofixti Scout and re-crew everything. The Scout is weak and expendable, but you're not bringing this along for combat purposes. Now that you have it, fly into Yehat space and meet one of their patrols. Show them the Shofixti ship, and watch the Yehat captain flip out. After that, the Yehat will split into two factions. The majority of them will try to kill you, the rest will donate ships if you ask. Yehat Terminators, while powerful, are best left in the hands of an expert so I won't ask you to use them. You should meet with one of the rebel groups anyway, if only for conversation. You'll most likely end up in a fight against the particularly deadly Yehat loyalists. The ultimate flagship (if you have it) can wipe them out if you get in range and empty your whole battery into them. Orz can also do the job, but almost every other ship you can have at this point stands no chance. Even with the recommended ships these guys are a huge pain, so feel free to run from them when you meet them. Go back to the starbase. Sell the Shofixti and Yehat ships then replace crew. Go out into hyperspace for another Melnorme fuel call. /=============================================================================== | Summary: | | Pass time until Hayes says the Shofixti have returned. | | Buy a Shofixti Scout. | | Go into Yehat territory and find one of the patrols. Show them the Scout. | | Go around meeting Yehat fleets until you find a group of rebels. Talk to them | and obtain four of their ships. | | Return to the star base. Refit your fleet. | \=============================================================================== Q: Can I keep the Scout? A: Yes, but it's not going to win you any battles. Q: Can I keep a Terminator or two? A: If you want. Since you don't need the money, it's fine but you'll find that the Utwig ships you get later can do everything the Yehat do, only better. Q: Uh, aren't you forgetting about the Pkunk? A: Now that the Yehat revolution has started, it's okay to let the Pkunk meet their siblings. Trust me. ---------------- 2.15 - Repairing the Ultron ----------------------------------- Go out into hyperspace, use your Portal Spawner and enter quasispace portal 530.0, 528.0. Fly east around the Aquarii stars and, as usual, wait for a patrol to intercept you. Say "hi" to the Utwig. Talk with him as much as you want, then head over to the Beta Librae system west of Utwig territory. Intercept one of the fleets here, or just go to planet I to meet the Supox. These are the Utwig's sidekicks, I guess. They'll give you the Ultron, the device the Utwig are whining about so much. To repair the Ultron, you'll need three things: the Clear Spindle, the Aqua Helix, and the Rosy Sphere. You should already have two of those. To get the last one, we have a little more work to do. Take quasispace portal 516.0, 466.0. You will need two Mycon Egg Cases. These can be found on the first worlds of both Gamma Brahe and Beta Copernicus. The Egg Case will be somewhat difficult to find on a map since base metal deposits and the Egg Cases look similar. The difference is that artifacts are always square, while deposits are circular. After you do this, head for Epsilon Scorpii I and ask the Mycon at the homeworld about the shattered worlds. It's critical that you do this to unlock a certain conversation choice later on. Since the Mycon are jerks, they'll attack you when you try to leave. This is a homeworld, so flee instead of fighting them. Once that's out of the way, take quasispace portal 488.0, 538.0. Go to Zeta Persei. Meet a Druuge fleet here, then make your way to planet I. You can make a lot of different deals with these traders, but ultimately there's only one worth making. Offer to sell a Mycon Egg Case to them, and they'll ask if you want the Rosy Sphere for it instead of the usual Druuge Mauler ship. Accept. Most other deals with the Druuge involve selling your crew to them as slaves or giving up insanely valuable tools for a few of their moderately useful ships. You need that other Egg Case you picked up, so don't sell them that. This late in the game you have no need of their services, so cut communications with them. You now have all the items needed to repair the Ultron. Use all three of them and the device will be fixed automatically. Believe it or not, the Utwig aren't lying to you when they say this device is special. If you need proof that it actually does something, take it over to the star base and ask Hayes to perform tests on it. Otherwise, take quasispace portal 530.0, 528.0 and give the Ultron to any passing Utwig fleet. Both the Supox and Utwig will become your allies at this point and they'll send their fleets at the Kohr-Ah to wreck havoc on them. Unlike the Thraddash, these two species will manage to do some degree of damage to the Kohr-Ah fleet before retreating. The Utwig also said they have a gift for you on Zeta Hyades VI-B, so go there next. A Druuge fleet has already arrived to take whatever it is the Utwig have promised you. The Druuge will try and persuade you to let them have it. Naturally, you should tell them to screw off. They'll attack. Druuge Maulers have incredible range and firepower, but when they fire it sends the ship reeling backwards. And while they can shoot very far, their weapon is not all that accurate at a distance. Spathi Eluders have no chance whatsoever against Druuge, but your Earthling Cruister dominates them with ease. Orz can also do a pretty good job if used right - drop a couple Marines in the Mauler's path, then when he sends himself sailing away from them, fly around to the opposite side and launch another pair to cut him off. The key here is to keep your distance from the Mauler so they can't land a decent hit on you while launching missiles/marines. You now have a really huge bomb. Whatever you do, don't go into the menu and try to activate it, that will kill you. Go back to Sol and buy two Utwig Jugger ships. Fill your crew and fuel once again. While you're here, make sure you ask the Hayes to analyze the artifacts you've picked up. X-*-*-*-*-*-* Utwig Combat Strategy *-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*- * * Hold down the secondary attack to activate the absorption field on this ship. * While this device is on, you are impervious to almost all forms of attack. * This will slowly drain the battery down to nothing. The Utwig battery starts * halfway full every battle and does NOT regenerate. Once it runs out, that's * the end of it. Fortunately, whenever the field absorbs an attack, the battery * gets a boost. Effective use of this ship involves timing the "block" to match * enemy attacks perfectly. Hold down the primary button to unleash multiple * energy bursts roughly every half of a second. The guns on this ship do not * drain your battery at all, but you can't fire while blocking. The ship makes * for a wide target and flies at only an average speed. Despite that, this is * one of the deadliest ships in the game. It's too bad you get it so late, eh? * X-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*- /=============================================================================== | Summary: | | Quasispace to the upper-right corner. | | Meet the Utwig, then the Supox. Get the broken Ultron from the Supox. | | Quasispace to Mycon space, then get Mycon Egg Cases from Gamma Brahe I and | Beta Copernicus I. | | Quasispace to Zeta Persei I and trade a Mycon Egg Case to the Druuge for a | Rosy Sphere. | | Put the parts together, then give the Perfect Ultron to the Utwig. | | Go to Zeta Hyades VI-B. Defeat the Druuge fleet you meet there. | | Quasispace back to Sol. Buy two Utwig Juggers, then refuel. | \=============================================================================== Q: Crew is pretty cheap, are you sure I can't trade some of them for stuff with the Druuge? A: You can, but don't. Hayes will hear about what you did, yell at you, and crew will become a lot more expensive afterwards. If you must trade with the Druuge, do it by selling items to them instead. Q: The Druuge offered to sell me a Glowing Rod and/or Wimbi's Trident. What do those do? A: Absolutely nothing. They're worthless, don't buy them. Q: How can I get the Druuge to sell me stuff again? They hate me now. A: After you take the Utwig Bomb, they'll attack you on sight. This cannot be reversed and you DO need that bomb. Q: Can I get a Supox Blade? A: If you want. If you use one, make sure you don't get too caught up using the sideways/backwards thrust ability. It will hurt you more than help most of the time. ---------------- 2.16 - The Syreen-Mycon Conflict ------------------------------ Okay, see the huge Ur-Quan sphere of influence? Find a little blue star that's just outside on its lower left edge called Betelgeuse. Fly there. Go to the first planet's star base to meet another former ally species, the Syreen. Say whatever you want to Talana - your dirtiest remarks come off as "cute" to her. Talk to her enough and the option to talk about the Mycon "Deep Children" will come up. This is of course assuming you asked the Mycon at Epsilon Scorpii I about the shattered worlds you've been to. If the option doesn't come up, go do that now. She'll give you a shuttle full of Syreen captains and send you to find the vault holding their ships. Simply put, it's on Epsilon Camelopardalis I-A. If you bump into any Ur-Quan or Kohr-Ah on the way, use your Utwig ships to *WTF PWN* them. The key to winning an Ur-Quan or Kohr-Ah vs. Utwig fight is to get in their face and keep the absorption field up most of the time, dropping shields occasionally to fire back in short bursts. When you get back to the Syreen star base, you can simply leave for the next task or you can say "What about us?" to Talana and get an implied sex scene with her. Do whichever. This next part many people have problems with, and it's because they assume the world the Mycon refer to as their "special place" is their homeworld. It is not. The Mycon homeworld is, once again, Epsilon Scorpii I. Go there and tell them about the world in the Organon system. Over the next few weeks the Mycon will send their fleet over there, and half of it will be destroyed before they abort their mission and flee back to their native area. The "special place" just so happens to hold an item you dearly need. Go there, to Beta Brahe I. Now that you've coerced the Mycon into sending their fleet to Organon, there are only five Podships guarding this planet. Use your Utwig ships to decimate them. If you end up unlucky, fall back on the Orz. Once that's over with, land and grab the Sun Device. Fly back to Betelgeuse, but don't enter the system. Wait for the Mycon fleet to get trashed before you talk to Talana again, otherwise she won't have much to say to you. Talk to her afterwards to gain an official alliance. Go back to Sol. Recrew, refuel. /=============================================================================== | Summary: | | Go to Betelgeuse I's star base to make contact with the Syreen. | | Tell the Syreen about the Mycon Deep Children. | | Go to Epsilon Camelopardalis I-A and open the vault of Syreen Penetrator | ships. | | Return to the star base at Betelgeuse. | | Go to Epsilon Scorpii I and tell the Mycon of Organon. | | While the Mycon are gone, attack the guardians at Beta Brahe I and take the | Sun Device. | | Leave Mycon space and wait for the Syreen trap to play out. | | Seal an alliance with the Syreen at Betelgeuse. | | Return to Sol for refueling. | \=============================================================================== Q: What happens if I stay in the Organon system during this event? A: Nothing. You aren't actually supposed to be anywhere near there when it happens. Q: Can I put a Syreen ship in my fleet? A: Yes, but they're not as lethal as what you're already using. Besides, right now it doesn't much matter what you use. ---------------- 2.17 - Final Battle ------------------------------------------- You've accomplished much, but there's still no way of bringing down the Ur-Quan in sight. There's one last species around to ask for help and we're going to go meet them. Unfortunately, they're in the middle of Ilwrath space under guard by an infinite number of Avengers. Go to Alpha Tauri, the hidden Ilwrath home system. When you get there, use your Umgah Caster. You'll automatically set the thing up to impersonate their gods Dogar and Kazon. During this conversation, you can even tell the Ilwrath to rename themselves the Dillrats, but sadly this change doesn't show up on the star map or anything drastic like that. Anyway, order them to "SEEK NEW PREY" and they'll leave our next destination open for your interference. And that destination is Procyon II. The star base around this planet is completely vacant when you check it, so approach the planet itself and use the 'Caster. When you're done talking to the Chmmr, what you must do next should be apparent: use the Sun Device. Once you've gone through all the dialogue and end up back at Sol, you'll need to set up your flagship and fleet again. Take two high efficiency fuel tanks and two crew pods for your flagship. You won't be using it for combat so you don't really need much on it. There are a lot of different ships you can bring along here, and but I suggest this: sell all your old escorts and bring along nine Chmmr Avatars. Avatars are not the best choice against what you'll face, but they're just too cool to not use. It may sound strange, but those free ship slots will make the coming battle easier. X-*-*-*-*-*-* Chmmr Combat Strategy *-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*- * * The Chmmr Avatar can obliterate most enemies without much effort and take * little to nothing in the way of casualties, except when set up against the * Ur-Quan and the Kohr-Ah, ironically. It has three satellites orbiting it that * automatically attack enemy ships and projectiles. When you hold down the * primary fire button, a stream of energy will reach out about as far as the * length of the avatar and do massive damage to anything caught in it. The * secondary function is a tractor beam that drags in enemy ships for the kill. * All you have to do when using this vessel is to fly straight at your opponent, * hold down the tractor beam to bring it in faster, then hold down the fire * button to shred it to atoms. You are not manueverable enough to dodge enemy * fire, don't even try. When it comes to fighting enemies faster than you, wait * for them to fly close before you turn on the tractor beam or else you'll waste * your battery. * X-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*- Take quasispace portal 520.0, 540.0. The system the Ur-Quan hide their trophy battleship, your last destination, is Delta Crateris. When you enter the system, talk to the Dnyarri. He will at last make himself useful by telepathically forcing the thousands (!) of Ur-Quan ships flying around into leaving the system. Approach the red planet they were circling. The ship still has three of both Ur-Quan and Kohr-Ah guardians around, but they're not much. Crush them with your Avatars. If you did all of the Yehat side-quest, Pkunk and Yehat ships will fill all empty slots you have after that last fight as reinforcements. The ones that really matter are the Pkunk - they're so fast the Sa-Matra's passive defense systems can't even catch them! Almost every other ship will get mowed down fast, so stick to using Pkunk here. The Pkunk's primary attack with shoot metal bits directly in front of the ship, to the left, and to the right. The secondary will taunt the enemy and regain a small amount of energy. The Sa-Matra launches two defense mechanisms: gravity balls and plasma balls. The gravity balls do little damage, but when you collide with them they send you reeling into the distance. The plasma balls are much faster and tear right through you doing large amounts of damage. Once all the shields are down, it stops launching things at you but you still need to destroy what's already out there before you bring in the now helpless flagship. What you want to do here is use a Pkunk Fury to fly by each of the Sa-Matra's shield generators and pelt them with a sideways attack, recover energy, and repeat. You'll have to do this many, many times to wear the ship down. Even with the Pkunk this is going to involve a little fancy footwork, so stay alert. Pkunk Fury's sometimes reincarnate when destroyed in a funny sequence, and if you lose one you should have a few others to fall back on. Once the generators are all down, suicide with your current Pkunk since there's no chance he can get away and bring in Chmmr and Yehat ships to sweep up the remaining obstacles. When the coast is clear, bring out your flagship and fly into the Sa-Matra's open bay. Pat yourself on the back, you've beaten the game! Hopefully you're playing a version that has the ending, out-takes, and credits included or you won't know what happens afterwards, because I have no intention of giving it away here. The latest version of UQM did not have the ending in it when I wrote this. /=============================================================================== | Summary: | | Go to Alpha Tauri. Use your Hyperwave Caster to order the Ilwrath to seek out | new prey. | | Go to Procyon II. Use your Hyperwave Caster to talk to the inhabitants below | the slave shield. | | Use the Sun Device to draw out the Chmmr. | | Refit your flagship and fleet for the final battle. | | Go to Delta Crateris. Talk to the Dnyarri when you get there. | | Slay the Sa-Matra's guards. | | Destroy the Sa-Matra according to the Dnyarri's directions. | | Enjoy the ending. | \=============================================================================== Q: Can I bring something to the final battle other than Chmmr Avatars? A: Yes, go ahead and bring anything you can kill Ur-Quan and Kohr-Ah with if you want. A much smaller number of Spathi or Utwig would be the most devastating. Again I must stress the importance of leaving some of your fleet open for Yehat and Pkunk reinforcements. Q: That sure was fun, but I wish I hadn't spoiled the game by using your walkthrough! How do I erase my memory so I can play it again for real? A: Uh, that's a little hard for me to solve. Don't touch the game for 2-10 years, then go back and play it again. You won't remember where stuff is. ================================================================================ III - Extra Stuff ================================================================================ Q: Is there anything in the game you missed during the walkthrough? A: A few things, but they are trivial. I avoided using most of the ships available in the game and left no advice on the ones I didn't use. I did not find all the rainbow worlds as there was no need for additional Melnorme credits. Rainbow worlds appear as the first planet in these systems: Alpha Andromedae Beta Leporis Beta Pegasi Epsilon Draconis Epsilon Lipi Gamma Aquarii Gamma Kepler Gamma Reticuli Groombridge Zeta Sextantis I only picked up two of the Mycon Egg shells on Beta Copernicus and Gamma Brahe. The third one is on Gamma Scorpii. This could be used to buy a Druuge Mauler. There is also a Burvix Caster on Arcturus I-A. This performs the same function as the Umgah Caster, but the Druuge are eager to buy only this one from you in exchange for a free fuel refill. Sounds like a gyp? It's supposed to be, but here's a way to turn that around on them: A popular prank to pull on the Druuge is to equip every slot on your flagship with High Efficiency Fuel Systems which you leave empty except for 25 fuel. Use the Portal Spawner and take quasispace portal 488.0, 538.0, then go to the Druuge homeworld of Zeta Persei I. When you sell the Burvix Caster, they will have to give you just under 1,600 units of fuel to keep their end of the bargain! The reaction you get for this is hilarious, and you can sell all that fuel back at Sol for more RU's than you'll ever know what to do with for the rest of the game. Q: Are you going to do a Super Melee section later? A: No. Melee is half the fun of Star Control 2, but I leave that for players to experiment with themselves. There should be some material regarding Melee floating around the internet. ================================================================================ IV - Afterword ================================================================================ I offer a show of respect to Fred Ford and Paul Reiche III, the creators of the original Star Control 2. The same goes for the core team of The Ur-Quan Masters project. People who've helped me put this monstrosity together: Stefan Elliot - Helped tweak the content early on, giving me an idea of how to proceed while making it. John Szczepaniak - Sent me WinSyntax, the program I made this guide with. Tore Aune Fjellstad - Beta tested the guide, pointed out a couple of glaring errors that would have made me look bad. If you see a Shiver on a forum somewhere, there's a chance that's me.