============================================================================= Star Control II - The Ur-Quan Masters Unofficial Game Notes Version 5.7 Created by Marvin Pac; Modified by Rosella Liu ============================================================================= AT THE START OF THE GAME The date is February 17, 2155. Your voyage from Vela I has ended, for you have found Sol. You must go the Starbase at Earth, where you will learn that Earth has become slaves of the Ur-Quan. Your mission then is to defeat the Ur-Quan and free Earth. This is done most effectively by forming alliances with as many alien races as possible. ============================================================================= STARBASE INFORMATION At the Starbase, you can communicate with Starbase Commander Hayes. He can provide you with background information for your mission, and he also gives you updates on any events which may have occurred while you were away from the Starbase. The Starbase scientists can also perform analyses on any objects that you obtain on your mission. You can also offload any minerals that you obtain and turn them in for resource units (RU), which are used for adding fuel, modules, crew, or ships to your flagship. These items and their costs are provided below along with a description of each item. -----------------------------------Fuel-------------------------------------- Unit 20 RU Required to make your flagship travel ----------------------------------Modules------------------------------------ Planet Lander 500 RU Allows you to retrieve minerals, biological data, and energy sources; Holds 64 kilotons of minerals and 64 units of biological data; Takes up to 12 crew members with it Fusion Thrust 500 RU Increases flagship linear velocity Turning Jet 500 RU Increases flagship rotational velocity Crew Pod 2000 RU Holds up to 50 crew Storage Bay 750 RU Holds up to 500 kilotons of minerals Fuel Tank 500 RU Holds up to 50 fuel units HiEff Fuel System 1000 RU Holds up to 100 fuel units Dynamo Unit 2000 RU Recharges batteries faster after each shot during battle Shiva Furnace 4000 RU Recharges batteries twice as fast as Dynamo Unit Ion-Bolt Gun 2000 RU Weapon which takes off one enemy crew per hit Fusion Blaster 4000 RU Weapon twice as powerful as Ion-Bolt Gun Hellbore Cannon 6000 RU Weapon thrice as powerful as Fusion Blaster A.T.S. System 5000 RU Makes shots "seek out" enemies during battle; never have more than three on your flagship Point Defense 4000 RU Defensive system used to destroy objects near flagship during battle; the more units there are the more damage each laser does ------------------------------------Crew------------------------------------- Crew Members 3 RU This is the normal price per crew, but it can go up to 5 RU if too many crew are lost in battle or are traded away to the Druuge. The price drops to 1 RU after the Shofixti have been replenished and join your alliance. -----------------------------------Ships------------------------------------- Earthling Cruiser 1100 RU Holds 18 crew; Heat-seeking nuclear missile; Point defense lasers; At first the Cruiser will be the only ship you can build; slow thrust, quick turning speed Spathi Eluder 1800 RU Holds 30 crew; Weak forward firing gun; Backward Utilized Tracking Torpedo; Known in Star Control as "the Discriminator". Despite the Spathi's cowardice, this is one of the more powerful ships. An experienced pilot can defeat many Hiearchy ships; fast speed, quick turning ability Orz Nemesis 2300 RU Holds 16 crew; Powerful shells; Swiveling gun; Space Marines; The Marines can only be killed by enemy fire; average thrust and turning speed Supox Blade 1600 RU Holds 12 crew; Glob weapon; Backward/lateral motion; fast speed and turns Thraddash Torch 1000 RU Holds 8 crew; Long range missile; Rear plasma bursts; average thrust and turns Utwig Jugger 2200 RU Holds 20 crew; Wide area guns; Energy- absorption shield; The shield can only be replenished by enemy fire striking the shield; slow thrust, quick turning ability ZoqFotPik Stinger 600 RU Holds 10 crew; Anti-matter particles; "The Tongue"; fast thrust, average turns Syreen Penetrator 1300 RU Holds 12 crew, can hold up to 42; Particle beam stiletto; Syreen Song; Crew hypnotised by the Syreen crew must be immediately picked up as they die quickly; average speed, turns quickly Shofixti Scout 500 RU Holds 6 crew; Mendokusai energy dart; "Glory Device"; You must press the Special Weapon three times to trigger the Glory Device. When the ship profile has yellow script on the bottom, you have only one more switch to activate; quick turning ability and speed Chmmr Avatar 3000 RU Holds 42 crew; Powerful laser; Tractor-beam; The Avatar has three ZapSats which act as a shield against incoming fire and ships; average speed and turning ability Yehat Terminator ------- Holds 20 crew; Dual fire pulse cannons; High energy force shield; Can only be obtained as a gift from the Yehat; Can be sold to the shipyard for 2300 RU, but cannot be bought back; The shield uses energy faster than it is created; average speed, turns quickly Pkunk Fury ------- Holds 8 crew; Front/side pellet fire; Self energy generator; Regeneration (random); Can only be obtained as a gift from the Pkunk; Can be sold to the shipyard for 2000 RU, but cannot be bought back; very fast speed and quick turning ability Ariloulaleelay Skiff------- Holds 6 crew; Auto-aiming laser; Hyper-jump; Can only be obtained as a gift from the Arilou; Can be sold to the shipyard for 1600 RU, but cannot be bought back; Inertia-less drive means it can sit next to planets; average speed and quick turning ability Umgah Drone ------- Holds 10 crew; Anti-matter cone; Retro- propulsion; Can only be obtained as a gift from the Umgah; Can be sold to the shipyard for 700 RU, but cannot be bought back; Power is regained all at once after a considerable delay, will not return if cone is used; slow speed and average turning ability Druuge Mauler ------- Holds 14 crew; Powerful missile; Crew-for- energy generator; Can be obtained in a trade with the Druuge for 100 of your crew or for some other item; Can be sold to the shipyard for 1700 RU, but cannot be bought back; slow speed and slow turning ability ============================================================================= FLAGSHIP At the start of the game, your flagship is equipped with 10 units of fuel, 50 crew, one Planet Lander, one Fuel Tank, one Storage Bay, one Crew Pod, one Ion-Bolt Gun, one fully-crewed Earthling Cruiser, 2 Fusion Thrusts, and 2 Turning Jets. There are 12 spaces on your flagship for ships, and 16 slots for modules. There are also 10 spaces for Planet Landers, 11 spaces for Fusion Thrusts, and 8 spaces for Turning Jets, since the 16 slots do not accommodate these modules. Weapons are useful only if placed in the first three and last slots. A weapon will shoot one forward shot when placed in the first slot, two spread shots when placed in second slot, two side shots when placed in the third slot, and one backward shot when placed in the last slot. The Emergency Warp Escape Unit is fitted in at the beginning of the game by Commander Hayes and the Starbase engineers. This can be used by your flagship or any other of your ships to escape from battle. It drains 5 fuel units each time you use it. This unit is removed when the Chmmr fit the Utwig Bomb into your flagship. Therefore, you should never go to an enemy's homeworld after the Chmmr modify your flagship. However, all of your escort ships will still have their own unit. Also, the Utwig Bomb and the Chmmr's crystalline amplification devices take up all but the front 6 slots of your flagship. The addition of the Escape Pod also removes all space for any Planet Landers. When outfitting your flagship, five readings will be displayed. Each of these is described below. ------------------------------Maximum Velocity------------------------------- Your flagship's Maximum Velocity begins at 40, with each Fusion Thrust increasing it by 8. Since 11 Fusion Thrusts are the maximum, the maximum Maximum Velocity is 128. --------------------------------Turning Rate--------------------------------- Your flagship's turning rate begins at 1, with each Turning Jet increasing it by 2. Since 8 Turning Jets are the maximum, the maximum Turning Rate is 17. --------------------------------Combat Energy-------------------------------- Your flagship's Combat Energy begins at 0, with each Dynamo Unit increasing it by 30, and each Shiva Furnace increasing it by 60. --------------------------------Maximum Fuel--------------------------------- Your flagship's Maximum Fuel begins at 10, with each Fuel Tank increasing it by 50, and each High Efficiency Fuel System increasing it by 100. ------------------------------------Crew------------------------------------- Your flagship's crew can be 0 because YOU are not included in its count. ============================================================================= ALIEN PLANETS The Planet Landers are used to land upon alien planets and retrieve minerals and biological data. Gas giants cannot be landed upon. When a planet is first scanned, its surface conditions are revealed. The three that can affect your Planet Landers are described below. -----------------------------------Weather----------------------------------- The amount of lightning on a planet determines its weather class. There are nine weather classes, ranging from Class 0 to Class 8. Class 0 means that there is no lightning on the planet, and Class 8 means that there is a tremendous amount of lightning strikes occurring on the planet. ----------------------------------Tectonics---------------------------------- The amount of earthquakes on a planet determines its tectonics class. There are nine tectonics classes, ranging from Class 0 to Class 8. Class 0 means that there are no earthquakes occurring on the planet, and Class 8 means that there is a tremendous amount of seismic activity on the planet. ---------------------------------Temperature--------------------------------- The higher the temperature of a planet, the more hot spots there are on it. ============================================================================= RESOURCE UNITS Initially, you start out with 2500 resource units. There are two ways of gaining resource units. The first is to retrieve minerals from alien worlds, which you would then turn in at the Starbase for a certain amount of RU, depending on the amounts and types of minerals retrieved. The second is to defeat alien ships in battle and then retrieve the wreckage. This wreckage yields a certain amount of RU depending on which type of alien ship was destroyed and the number of ships destroyed. Near the end of the game, the Chmmr will provide you with a large amount of minerals and resources, so you will have unlimited RU. The amount of RU that you will receive for minerals and wreckage is provided below. ---------------------------------Minerals------------------------------------ Common 1 RU per kiloton Cyan Corrosive 2 RU per kiloton Red Base Metal 3 RU per kiloton Gray Noble Gas 4 RU per kiloton Blue Rare Earth 5 RU per kiloton Green Precious Metal 6 RU per kiloton Yellow Radioactive 8 RU per kiloton Orange Exotic 25 RU per kiloton Purple --------------------------------Alien Ships---------------------------------- Slylandro 550 RU per ship Thraddash 125 RU per ship VUX 150 RU per ship Yehat 287 RU per ship Mycon 262 RU per ship Druuge 212 RU per ship Ilwrath 125 RU per ship Umgah 87 RU per ship Ur-Quan 375 RU per ship Kohr-Ah 375 RU per ship Melnorme 450 RU per ship Spathi 225 RU per ship Utwig 275 RU per ship Shofixti 62 RU per ship Orz 287 RU per ship Zoqfot 75 RU per ship Pkunk 250 RU per ship Arilou 200 RU per ship ============================================================================= IMPORTANT PLANETS As you travel through HyperSpace, you will encounter several alien races. Some of them will be willing to help you in your fight against the Ur-Quan, but others are Battle Thralls of the Ur-Quan and will want to destroy you. In most cases, forming an alliance with an alien race requires you to go to their homeworld. Also, as you explore planet surfaces looking for minerals and alien lifeforms, you may come across some energy sources. These may be the ruins of an ancient civilization, but most likely they are objects that will help you in your fight against the Ur-Quan. The coordinates of all of the planets with energy sources and all of the alien homeworlds are provided below. Some of the objects must be obtained from an alien race after an alliance is formed with them. All coordinates are given in terms of HyperSpace, unless otherwise indicated. -----------------------------Alien Homeworlds-------------------------------- Human Sol III 175.2:145.0 Vela I 334.5:193.1 Spathi Epsilon Gruis I-A 241.6:368.7 Arilou UNKNOWN 043.8:637.2 (613.3:590.0 QS) Utwig Beta Aquarii I 850.0:937.2 Supox Beta Librae I 741.4:912.4 Pkunk Gamma Krueger I 052.2:052.5 Thraddash Delta Draconis I 253.5:835.8 Slylandro Beta Corvi IV 033.3:981.2 ZoqFotPik Alpha Tucanae I 400.0:543.7 VUX Beta Luyten I 433.3:168.7 Shofixti Delta Gorno 290.8:026.9 Yehat Gamma Serpentis 492.3:029.4 Mycon Epsilon Scorpii I 629.1:220.8 Syreen Betelgeuse I 412.5:377.0 Druuge Zeta Persei I 946.9:280.6 Ilwrath Alpha Tauri I 022.9:366.6 Chmmr Procyon II 074.2:226.8 Orz Gamma Vulpeculae I 371.3:253.7 Umgah Beta Orionis I 197.8:596.8 Androsynth ruins Eta Vulpeculae II 358.7:256.6 Burvixese ruins Arcturus I 964.5:579.1 ---------------------------------Objects------------------------------------- Ur-Quan Warp Pod Alpha Pavonis VII 056.2:800.0 Portal Spawner UNKNOWN 043.8:637.2 (613.3:590.0 QS) Burvix Caster Arcturus I-A 964.5:579.1 Broken Ultron Supox Territory Clear Spindle Gamma Krueger I 052.2:052.5 Aqua Helix Zeta Draconis I 277.6:867.3 VUX Beast Delta Lyncis I 540.4:979.5 Shofixti Maidens Alpha Cerenkov I 422.1:198.6 Egg-Case Fragment Beta Copernicus I 600.8:263.1 Gamma Kepler Gamma Brahe Beta Scorpii Syreen Shuttle Betelgeuse I-Starbase 412.5:377.0 Rosy Sphere Zeta Persei I 946.9:280.6 Utwig Bomb Zeta Hyades VI-B 850.0:937.2 Umgah Caster Epsilon Gruis I-A 241.6:368.7 Syreen Vault Epsilon Camelopardalis I-A 593.7:393.7 Sun Device Beta Brahe I 639.5:231.2 Taalo Shield Delta Vulpeculae II-C 372.1:261.9 Talking Pet Beta Orionis I 197.8:596.8 Self-Destruct Code Beta Corvi IV 033.3:981.2 Sa-Matra Delta Crateris V-A 620.0:593.5 ============================================================================= ALIEN RACES The following summaries give you important details on each race of aliens that you will encounter. These summaries tell you exactly what needs to be done to defeat the Ur-Quan. ------------------------------------Human------------------------------------ At the beginning of the game, you should enter Earth's orbit. An Ur-Quan Security Drone will greet you and give you a warning. It will then leave to inform the nearest Hierarchy outpost of your presence. You should proceed to the Earth Starbase and talk to Commander Hayes. Unfortunately he's running low on power and will request that you go to Mercury and gather some radioactive minerals. Do so. Go back to Starbase where Commander Hayes will be surprised to learn about the Vela mission. To convince him that you have a fighting chance to defeat the Ur-Quan, you have to neutralize the Hierarchy base on the moon. Do not worry as no one is there. Visit the base, and return to Starbase. An Ilwrath ship will arrive and battle you. By destroying that ship, you will have convinced Hayes to assist you in your fight with the Ur-Quan. You should also go to Pluto and bring aboard Spathi Captain Fwiffo. This will make forming an alliance with the Spathi easier. -----------------------------------Spathi------------------------------------ The Spathi will form an alliance with you if you destroy all of the creatures on Epsilon Gruis I. You must also learn the Secret Cypher from Captain Fwiffo or the Melnorme. However, this alliance is short-lived, because they will study the slave shield around Earth, and then they will place one around their new homeworld, Epsilon Gruis I. They do this so that they can become isolated from all alien races. When this happens, you can no longer purchase Spathi ships. But they do leave behind the Umgah Caster, which can be used to summon the Melnorme from anywhere in HyperSpace. It can also penetrate the Chmmr slave shield, and it can be used to impersonate the Ilwrath gods. The Burvix Caster has the same functions the Umgah Caster has. -----------------------------------Arilou------------------------------------ A QuasiSpace portal appears between the star groups of Chandrasekhar, Circini, and Columbae from the 17th to the 20th of each month. You must learn about the existence of the portal from another race, preferablely the Spathi. In QuasiSpace, you can either go to the Arilou homeworld, or you can exit through another portal. The Arilou will give you free ships if you are nice, but they do not form an alliance with you. They will also convert the Ur- Quan Warp Pod into a Portal Spawner, which you can use to enter QuasiSpace from HyperSpace whenever you want. The Portal Spawner consumes 10 units of fuel for each time it is used, however it will save you a lot of time and fuel in the long run. They also give the Talking Pet to the Umgah. -----------------------------------Pkunk------------------------------------- When you go to the Pkunk homeworld, they will form an alliance with you and give you free ships, but they will not give you the plans to their ships. However, they will give you the Clear Spindle, one of the three objects used to repair the Broken Ultron. A short while after they form an alliance with you, they will want to reunite with their close relatives, the Yehat. The Yehat despise the Pkunk, so it is up to you to try to prevent them from entering Yehat space, where they will definitely meet their demise. Tell them about the Ouija Board on their first voyage, and then tell them about it being the year of the Swollen Moon on their second voyage. After that, you cannot persuade them to return to home. Of course there is no real reason to keep the Pkunk from joining the Yehat and the union is recommended before battling the Sa-Matra. ----------------------------------Thraddash---------------------------------- The Thraddash keep a count of how many of their ships you destroy in battle. They will only form an alliance with you after you have destroyed several of their ships (around 10 patrol fleets). They will then consider Culture Nineteen inferior to you, and they will look up to as their Great Teacher. Once the alliance has been formed, they will let you look at the Aqua Helix, one of the three objects used to repair the Broken Ultron. When you take the Aqua Helix, they become your enemies, but you can still purchase Thraddash ships at the Starbase shipyard. Also, during the Thraddash/Ilwarth war they will pull their defenders from the Aqua Helix. They will also leave the Aqua Helix unguarded if you tell the Thraddash to attack the Kohr-Ah. ----------------------------------Slylandro---------------------------------- The Slylandro can tell you about the strange red probes, which seem to be increasing geometrically in number and are attacking everything they meet. The Slylandro obtained Catalog Item 2418-B from the Melnorme in exchange for data on life on their planet. Since their bodies do not allow them to leave their homeworld, they sent out the self-replicating exploration probe to gather information for them and contact other alien races. This way, they could keep up with events occurring outside of their solar system, and other alien races could be notified of their location. Whenever the probe was not doing anything important, it would search for asteroids or other suitable materials to destroy. It would then absorb the debris, and when it had enough raw materials stored inside of it, it would create a replica of itself. The probe's functions have priority numbers and you must convince the Slylandro that their changes to the numbers caused the malfunction. They will then give you the Self-Destruct Code. ----------------------------------ZoqFotPik---------------------------------- You should answer the ZoqFotPik's distress signal coming from Rigel. They will form an alliance with you once you go to their homeworld. Sometime after the alliance has been formed, they will be under attack from the Kohr-Ah, and it is your job to rescue them. They will be able to tell you news on the Kohr-Ah/Ur-Quan War. -------------------------------------Orz------------------------------------- The Androsynth used to exist in Orz space, but they vanished right when the Orz appeared. It is unsure whether or not the Orz were involved with their disappearance. However, when you talk to the Orz, do not mention the Androsynth, because they will be easily angered by it. Once you form an alliance with them, they will let you go down to the surface of the "Taalo playground." This is where the Taalo Shield is located. Once you have this in your possession, you will be immune to the mental powers of the Talking Pet. ----------------------------------Shofixti----------------------------------- Shofixti Captain Tanaka will mistake you for an Ur-Quan vessel, because his ship's sensors have been badly damaged. He will then attack you, and you must avoid battling him by using your Emergency Warp Escape Unit. You will have to insult him three times before he realizes that you are not an Ur-Quan. Then you must give him the Shofixti Maidens, so he can replenish the species. Once this is done, they will form an alliance with you, and their volunteers will flood the Starbase in about three months, thus reducing the price of crew. Make sure you have at least one Shofixti ship with you if you visit the Yehat. This will start the Yehat Rebellion. ------------------------------------Supox------------------------------------ The Supox will give you the Broken Ultron, which can be repaired by using the Clear Spindle, Aqua Helix, and Rosy Sphere. Once the Ultron is repaired and it is returned to the Utwig, they will join your alliance. They will then join the Utwig in an attempt to reduce the strength of the Kohr-Ah. They will not have much success, and will have to retreat with a battered fleet. ------------------------------------Utwig------------------------------------ The Utwig will join your alliance after you give them the Repaired Ultron. They will also let you have the Utwig Bomb, which is necessary to destroy the Sa-Matra. However, when you arrive at Zeta Hyades VI-B, a group of Druuge ships will be there to greet you. They also want to get their hands on this powerful weapon, so you will have to destroy them to obtain it. The Utwig will then join the Supox in an attempt to weaken the Kohr-Ah, so the war between the Ur-Quan and the Kohr-Ah will be more balanced. If this occurs, then the two evil forces will be able to destroy each other. However, the Utwig and the Supox will not have much success, and will have to retreat with decimated fleets. ------------------------------------Yehat------------------------------------ The Starship Clan Yehat will try not to battle you, (although the Royalist Yehat will) even though their Queen has made them Battle Thralls of the Ur-Quan, because they used to be your allies. If you show them that their children, the Shofixti, still exist, the Yehat Rebellion will begin. They will split into two groups, the Zeep-Zeep Clan and the Veep-Neep Clan. The Zeep-Zeep Clan will become your allies and give you free ships, although they will not give you the plans to their ships. The Veep-Neep Clan will become your enemies. Eventually, the Zeep-Zeep Clan will win the rebellion and the Yehat will have a Pkunk as their new Queen if you let the Pkunk eventually reunite with their cousins. They will tell you this just before you attack the Sa-Matra, and they will give you enough Yehat and Pkunk ships to fill your fleet. -----------------------------------Syreen------------------------------------ You must find an Egg-Case Fragment from a Shattered World, and you must learn the secret of the Mycon Deep Children before you can get Starbase Commander Talana to help you. This secret can be learned by purchasing information on alien races from the Melnorme or eventually the Mycons will tell you at their homeworld. Once you tell her the truth of what happened to her original homeworld Syra, she will give you the Syreen Shuttle, which is to be used to free the Syreen Penetrators trapped in the Syreen Vault. Commander Talana will then form an alliance with you, and she will instruct you to tell the Mycon of the planet Organon I, which is perfect for their Deep Children. The Syreen ships will then wait for the Mycon at Organon, where they will destroy them. ------------------------------------Mycon------------------------------------ In order to get the Sun Device, which is required to speed up the Chmmr synthesis, you must obtain the help of Commander Talana. Once she has discussed her plan of revenge with you, you must tell the Mycon about the world orbiting Organon that is perfect for their Deep Children. The Mycon will then leave for that world. But before you can take the Sun Device, you will have to destroy a group of Mycon ships still guarding their "special place." -----------------------------------Druuge------------------------------------ The Central Trading World of the Crimson Corporation is located at the Druuge homeworld. The items that they will trade for are the Portal Spawner, the Burvix Caster, Egg-Case fragments, and your crew, which will become slaves on their homeworld. The items that they will trade are the Rosy Sphere, one of the three objects used to repair the Broken Ultron, the Glowing Rod, which is useless, Wimbli's Trident, which is useless, fuel, and Druuge Maulers. Each item will cost you one of the objects mentioned earlier or 100 crew, except for fuel, which costs one of the previously mentioned objects for a full supply, or 10 crew for 10 units. After you have given the Repaired Ultron to the Utwig, a group of Druuge ships will be ready to take the Utwig Bomb. You must destroy them and take it yourself. After this happens, you should not return to their homeworld. -----------------------------------Ilwrath----------------------------------- An Ilwrath ship without cloaking capabilities battles you at the beginning of the game while you are talking with Commander Hayes. Later on in the game, the Ilwrath will have ships guarding each planet in the Procyon star system, so you will not be able to communicate with the Chmmr. You will have to travel to the Ilwrath home star and use the Umgah Caster, in True Space, to impersonate their gods, Dogar and Kazon. They will then leave their region of space and proceed to Thraddash space, where they will try to destroy each other. You can then go to Procyon and communicate with the Chmmr. ------------------------------------Chmmr------------------------------------ To communicate with the Chenjesu and the Mmrnmhrm, who are in the process of synthesizing into a hybrid race, the Chmmr, you will have to penetrate their slave shield. This is done by using one of the Caster devices. To speed up and complete their synthetic hybridization, you must use the Sun Device, which you obtained from the Mycon's "special place." The Chmmr will then improve the Utwig Bomb and fit it into your flagship. Once an alliance has been formed with them, they will give you a large amount of minerals and resources, so you no longer have to worry about RU. ---------------------------VUX (Very Ugly Xenoform)-------------------------- The VUX are your enemies, but Admiral ZEX does act friendly toward you. This is because he wants to add you to his menagerie of creatures from all over the galaxy. However, he does not tell you this until after you have given him the VUX Beast. Do not force him to give you the Shofixti Maidens. He is a military genius, and he has an unlimited supply of Intruder vessels. He also has a warp nullification field which will prevent you from using your Emergency Warp Escape Unit. You must offer to capture the VUX Beast for him. The Hostile Alien Lifeform Shield for Planet Landers is strongly recommended to capture this creature. In return, he will give you the Shofixti Maidens. Admiral ZEX will not keep up his end of the bargain though. Do not worry, because once the VUX Beast is transferred to his vessel, it will break loose and kill him. Then you can retrieve the Shofixti Maidens, which are necessary to replenish the Shofixti species. ------------------------------------Umgah------------------------------------ The Umgah may give you free ships, but they are definitely your enemies. The Arilou will give them an injured Talking Pet, and after the Umgah have healed it, it will take over their homeworld with its awesome mental powers. If you go to their homeworld while it is in control, and you do not have the Taalo Shield, it will take over your mind and send you into Ur-Quan space. You will then wake up and find yourself face to face with an Ur-Quan ship. If you do have the Taalo Shield, it will not be able to control you, and you can bring it aboard your flagship. Once you have removed the Talking Pet from the Umgah homeworld, the Umgah will give you 500 biological data units if you revisit their homeworld. Then they will give you ships and engage you in battle. The Talking Pet is to be used to confuse the Ur-Quan and Kohr-Ah which are circling the Sa-Matra. This will cause them to leave the area, and you will be able to attack the Sa-Matra. -------------------------------Ur-Quan/Kohr-Ah------------------------------- The Ur-Quan are engaged in their ritual Doctrinal Conflict with the Kohr-Ah. The winner, which will eventually be the Kohr-Ah, will get possession of the Sa-Matra, the Ur-Quan's awesome battle platform. When the Kohr-Ah win the war, they will proceed to eliminate all other alien races, except the Ur-Quan, from this region of space. You must stop this from happening by destroying the Sa-Matra. This is done by having the Dnyarri (Talking Pet) use its mental powers to confuse the Ur-Quan and Kohr-Ah surrounding it. The Ur-Quan and Kohr-Ah will then leave the Sa-Matra, except for a small group which is guarding it. You must destroy this group before you can attack the Sa-Matra. Once you have defeated it, the Yehat will arrive and tell you of their victorious rebellion and new Pkunk queen. They will also give you enough Yehat and Pkunk ships to fill your flagship. Then you will be able to receive instructions from the Dnyarri. While fighting the Sa-Matra, you must deactivate the force field closing off its shell by destroying all eight shield generators. Once you have done that, you must move your flagship into the area where the force field used to be. You will then activate the Utwig Bomb, and your escape pod will eject you to a safe distance away from the Sa-Matra. ============================================================================= MELNORME TRADERS Melnorme Traders can be found at any supergiant star. They can also be summoned in HyperSpace by either the Umgah Caster or the Burvix Caster. If you run out of fuel in HyperSpace, they will come and offer assistance. They can provide you with fuel, information, or technologies which can be added to your flagship. These items may be purchased for a certain amount of credits. To earn credits, you can sell them biological data on alien lifeforms, or you can sell them the locations of rainbow worlds. Biological data, which is worth 2 credits per unit, can be obtained by dispatching a Planet Lander onto an alien world, and having it stun an alien life form. The stunned creature transforms into a specimen canister, and can be picked up by the Planet Lander. The amount of data yielded varies with each life form. Rainbow world locations are worth 500 credits each. Fuel can be purchased at a price of one credit per unit. However, if you are stuck in HyperSpace without any fuel and you have no credits, the Melnorme will trade you the amount of fuel you need to return to Sol for some of your modules. The number of modules taken depends upon the amount of fuel given to you. Information can be purchased for 75 credits per fact. The Melnorme have information about current events, alien races, and historical events. New technologies can be purchased for 150 credits each. All technologies which modify Planet Landers are fitted in immediately. The others must be purchased at the Starbase. ---------------New Technologies (in order of availability)------------------- Fusion Blaster Weapon more powerful than the Ion-Bolt Gun Doubled Speed Increases Planet Lander speed Point Defense Defensive weapon for your flagship Hostile Alien Lifeform Shield Protects your Planet Landers from alien lifeforms Doubled Cargo Space Increases Planet Lander capacity to 128 kilotons of minerals High Efficiency Fuel System Holds double the amount of fuel that a Fuel Tank holds Improved Rate of Fire Increases the rate of fire of the Planet Lander's stunray bolt beamer gun Earthquake Shield Protects your Planet Landers from tremors on alien worlds Automatic Tracking Module Improves aim of all weapons on your flagship Inclement Weather Shield Protects your Planet Landers from lightning on alien worlds Heat Shield Protects your Planet Landers from hot spots on alien worlds Hellbore Cannon Weapon more powerful than the Fusion Blaster Shiva Furnace Generates energy for combat batteries more efficiently than a Dynamo Unit -------------------------Rainbow World Locations----------------------------- Alpha Andromeda I 862.5:700.0 Zeta Sextantis I 468.1:091.6 Beta Pegasi I 039.5:745.8 Epsilon Draconis I 283.6:785.7 Epsilon Lipi I 543.7:827.0 Gamma Aquarii I 853.4:879.7 Beta Leporis I 766.6:866.6 Groombridge I 996.0:904.2 Gamma Reticuli I 741.6:508.3 Gamma Kepler I 602.0:297.9 ============================================================================= QUASISPACE QuasiSpace is the dimension adjacent to HyperSpace. These two dimensions are linked by weaknesses in the inter-dimensional fabric called portals, just as HyperSpace and TrueSpace are linked together by stellar vortices. You can enter QuasiSpace by using the naturally occurring portal, which appears from the 17th to the 20th of each month in Arilou space, or if you have the Portal Spawner, you can enter QuasiSpace whenever you want. Each portal in QuasiSpace leads to a different area in HyperSpace, and no fuel is used as you travel through QuasiSpace. The coordinates and a description of where you will end up in HyperSpace for each portal is given below. A map of QuasiSpace is also provided. ----------------------------------Portals------------------------------------ A 973.5:315.3 In Druuge space, near their homeworld B 584.9:621.3 In Ur-Quan and Kohr-Ah space, near the Sa-Matra C 036.8:633.2 In Arilou space, near the naturally occurring portal D 775.2:890.6 In between Supox and Utwig space E 230.1:398.8 In Spathi space, near their homeworld F 011.1:940.9 Near the Slylandro homeworld G 565.7:971.2 Near the VUX Beast H 611.6:413.1 In Ur-Quan and Kohr-Ah space, near the Syreen Vault I 860.7:015.1 Near the Trianguli group of stars J 005.0:164.7 In Ilwrath space K 190.9:092.6 Near Earth L 921.0:610.4 Near the Burvix Caster M 567.3:120.7 Between Mycon, VUX, and Yehat space N 409.0:774.8 In Ur-Quan and Kohr-Ah space, near Thraddash space O 318.3:490.6 Near Zoqfot space ------------------------------------Map-------------------------------------- Arilou Homeworld --> ------------------------------------------------------------------------ | | | | | | | A | B | | | | | | C | | | | | | D | | | | | | | | E | F | | | | --G-----------------------H--------------------------------------------- | | | | I J | | | | | | | | | | | | | K | | | | | | | | L | | | | M | | N O | ------------------------------------------------------------------------ ----------------------------------------------------------------------------- Tips to Win Earlier ----------------------------------------------------------------------------- Collecting minerals: While visiting every planet and moon you come across does get you RU, it is better to hold out for worlds with "rarer" minerals. Such worlds include: Treasure, Auric, Radioactive, Noble, Metal Rainbow and Halide worlds. Degenerate and other worlds may have exotic minerals such as Degenerate Matter, Antimatter, Tzo Crystals and Magnetized Iron. Some star systems are stocked with these types of worlds. Gamma Krueger, Delta Circini, Alpha Tucanae and Zeta Hyades are a few of these systems. Choosing Modules: Build up your Fusion Thrusts and Turning Jets first, you will then be able to outrun and outmaneuver all other ships. Don't overstock on any one type of module. Don't worry about buying more powerful weapons, concentrate on building a good fleet. Fighting: Practice with Super-Melee to learn how to use each of your potential allies' ships and to learn the computer's weaknesses. Remember that the computer basically sucks at fighting. Ships that the game story says are bad are not necessarily so. For example, the Spathi Eluder is great against Ur-Quan and Kohr-Ah ships. If there are too many enemy ships, then as soon as you defeat one, use your Emergency Escape Pod. Collecting Bio Units: If you don't have the Hostile Alien Shield for your landers, avoid planets with fast or tough aliens. Fuel: 10 RU per unit is too expensive, so try to get fuel from the Melnorme whenever possible. With this file you should have enough credits to get all the technologies, information and fuel you want. Battling the Sa-Matra: Basically, you want a bunch of Chmmrs and/or a Pkunk. The Chmmr are able to fend off the Sa-Matra's self-defense projectiles but are slow and easily diverted. The Pkunk is fast enough to dodge the projectiles and can destroy all eight shield generators with a single ship but it only takes one projectile hit for the Pkunk ship to be destroyed. ----------------------------------------------------------------------------- Enemy Ship Reports (Excludes Ships You Should Not Destroy) ----------------------------------------------------------------------------- Kohr-Ah Marauder Holds 42 crew; Spinning blades; Fiery Ring of Inevitable and Eternal Destruction; These black ships are probably the hardest of the enemy ships to defeat; Slow speed and turning ability. Recommended ships: Chmmr, Spathi Ur-Quan Dreadnought Holds 42 crew; Fusion Blasts; Autonomous fighters; The Dreadnoughts have improved since Star Control, the fighters no longer die upon impact on the planet; Slow turning ability and thrust. Recommended ships: Chmmr, Spathi, Orz, Supox, Pkunk VUX Intruder Holds 20 crew; Gigawatt Laser; Limpet Parasites; If nothing more, the VUX are slower than before. Because of this the computer will usually place the VUX right next to you; Slow speed and turning ability. Recommended ships: Utwig, Yehat, Spathi, Chmmr, Umgah, Orz Umgah Drone (See previous description). Recommended ships: Yehat, Earthling, Spathi, Chmmr Thraddash Torch (See previous description). Recommended ships: Pkunk, Chmmr Mycon Podship Holds 20 crew; Plasma Torpedo; Regeneration; Regeneration gives you four crew each time you use it. Plasmoids grow weaker with distance; Average speed and turning ability. Recommended ships: Pkunk, Arilou, Earthling, Spathi, Chmmr, ZotFotPik Ilwrath Avenger Holds 22 crew; HellFire Blast; Cloaking Device; An Avenger cannot fire when cloaked. When cloaked, the Avenger is always opposite the opposing ship; Slow speed, average turning ability. Recommended ships: Chmmr, Yehat, Supox, Utwig, Thraddash Druuge Mauler (See previous description). Recommended ships: Earthling, Pkunk, Yehat, Utwig Yehat Terminator (See previous description). Recommended ships: Orz, Chmmr Slylandro Probe Holds 12 "crew"; Lightning; Asteroid salvage; Salvaging asteroids are the only way to recover fuel; Fast speed and turning ability. Recommended ships: Chmmr, Utwig * The flagship is a good match against many of the above ships depending on what modules you installed. ----------------------------------------------------------------------------- Unusable Ships In RPG ----------------------------------------------------------------------------- Melnorme Trader Holds 20 crew; Variable Power Blaster; Confusion Ray; The color (and size) determine the effect of the projectile. Green does the least damage, then blue, purple and red does the most damage; Slow speed and fast turning ability. Chenjesu Broodhome Holds 36 crew; Photon Crystal Shards; De-energizing Offensive Guided Interceptors; The Shards travel as long as the fire button is pressed or until it strikes something. Once released, the Shards will split into 8 pieces; Slow speed and turning ability. Mmrnmhrm X-Form Holds 20 crew; Twin Lasers/Seeking Missiles; Transformer; The Y-Wing form has fast thrust and slow turning ability while the X-Wing form has slow thrust and fast turning ability. Androsynth Guardian Holds 20 crew; Acid Bubbles; Comet Blaze; A Guardian will remain in Blaze mode until the fuel runs out; Slow speed and average turning ability. ============================================================================= This file is copyright (C) 1994, 95 by Rosella M. Liu, Marvin Pac and the Pi Club Computing Center. This file may not be reproduced or retransmitted without the expressed written consent of Rosella M. Liu, Marvin Pac and the Pi Club Computing Center. Star Control is copyrighted (C) 1990 by Accolade, Inc. Star Control II is copyrighted (C) by Paul Reiche III and Fred Ford. All Rights Reserved for each respective party. Any alteration or other copyright violation will result in prosecution and the wrath of the Tall Man.