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	<updated>2026-09-07T18:35:08Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://wiki.uqm.stack.nl/index.php?title=User_talk:Jzyehoshua/Final_Mission&amp;diff=32288</id>
		<title>User talk:Jzyehoshua/Final Mission</title>
		<link rel="alternate" type="text/html" href="https://wiki.uqm.stack.nl/index.php?title=User_talk:Jzyehoshua/Final_Mission&amp;diff=32288"/>
		<updated>2015-01-08T07:45:06Z</updated>

		<summary type="html">&lt;p&gt;Jzyehoshua: Blanked the page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Jzyehoshua</name></author>
	</entry>
	<entry>
		<id>https://wiki.uqm.stack.nl/index.php?title=User:Jzyehoshua/Final_Mission&amp;diff=32287</id>
		<title>User:Jzyehoshua/Final Mission</title>
		<link rel="alternate" type="text/html" href="https://wiki.uqm.stack.nl/index.php?title=User:Jzyehoshua/Final_Mission&amp;diff=32287"/>
		<updated>2015-01-08T07:44:51Z</updated>

		<summary type="html">&lt;p&gt;Jzyehoshua: Blanked the page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Jzyehoshua</name></author>
	</entry>
	<entry>
		<id>https://wiki.uqm.stack.nl/index.php?title=User:Jzyehoshua/Final_Mission&amp;diff=22414</id>
		<title>User:Jzyehoshua/Final Mission</title>
		<link rel="alternate" type="text/html" href="https://wiki.uqm.stack.nl/index.php?title=User:Jzyehoshua/Final_Mission&amp;diff=22414"/>
		<updated>2008-11-12T21:29:40Z</updated>

		<summary type="html">&lt;p&gt;Jzyehoshua: /* Ur-Quan Battle Strategy */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;For the Final Mission, 6 [[Ur-Quan]] ships will stand between you and the [[Sa-Matra]], 3 [[Ur-Quan Kzer-Za]] [[Dreadnought]] ships, and 3 [[Ur-Quan Kohr-Ah]] [[Marauder]] ships.  After defeating them, you will be supplied with as many [[Pkunk]] [[Fury]] and [[Yehat]] [[Terminator]] ships as you can carry (up to 4 of each).&lt;br /&gt;
&lt;br /&gt;
==Preparation== &lt;br /&gt;
&lt;br /&gt;
* You ought to have at least 2 or 3 [[Spathi]] [[Eluder]] ships with you.  Aside from [[Fwiffo]], who you find early in the game, you can also purchase [[Eluder]]s once allying with the [[Spathi]].&lt;br /&gt;
&lt;br /&gt;
* If you don&#039;t have [[Eluder]]s available, make sure you bring enough ships to defeat the [[Ur-Quan]] fleet you will face.  You should bring at least 6 ships to make sure you can get through the [[Ur-Quan]] fleet without needing to use your [[Flagship]].&lt;br /&gt;
&lt;br /&gt;
* Make sure your [[Flagship]] is equipped with all possible crew, [[Fuel]] (or at least enough to reach [[Delta Crateris]]), [[Antimatter Thruster]]s, and [[Turning Jets]].&lt;br /&gt;
&lt;br /&gt;
* Because the final challenge will involve simply keeping your [[Flagship]] alive, you should use most of your 6 [[Flagship Module]] slots on [[Crew Pod]]s and [[Point-Defense Laser]] systems.  There really is no excuse for using slots on anything else, except maybe a [[High-Efficiency Fuel Tank]] (or [[Fuel Tank]] if you don&#039;t have one) or a weapon ([[Ion-Bolt Gun]], [[Fusion Blaster]], or [[Hellbore Cannon]] so as to shoot at the small green fighters which will often annoyingly block your path to the asteroid entrance in the last scenario.&lt;br /&gt;
&lt;br /&gt;
* Technically, you don&#039;t even need to waste a slot on a [[Fuel Tank]].  Although a bit risky, it is possible to make it from the [[Earth Starbase]] to [[Delta Crateris]] without using a [[Fuel Tank]] on the minimum 10 [[Fuel]] storage, and without battling [[Ur-Quan]] along the way.  To do this, simply exit [[Sol]], use your [[Portal Spawner]] to enter [[QuasiSpace]], and choose the exit leading near [[Delta Crateris]] (on [http://starcontrol.classicgaming.gamespy.com/sc2/maps6.shtml this map] it is the 13th exit).  Though you will then be out of [[Fuel]], you can then use a [[HyperWave Broadcaster]] to quickly summon a [[Melnorme]] trader, and if you have any credit remaining (which you should at this point in the game) or items to sell, you should be able to buy the 6/7 [[Fuel]] units needed to reach Delta Crateris.  Although there is a risk of being attacked by [[Ur-Quan]] before the [[Melnorme]] can reach you, the [[Melnorme]] moves much quicker than the [[Ur-Quan]], so the odds are in your favor, making this a perfectly feasible alternative which will save you a [[Flagship Module]] slot for the Final Mission.&lt;br /&gt;
&lt;br /&gt;
==Ur-Quan Battle Strategy==  &lt;br /&gt;
&lt;br /&gt;
Against the [[Ur-Quan]] ships, your best bet is to use a [[Spathi]] [[Eluder]] if you still have one.  It is recommended that you have saved at least 2 for this battle (note that you will not be able to build them after a certain point in the game).  [[Fwiffo]] and his [[Eluder]] are capable of taking down all 6 ships single-handedly.  While theoretically one could use their [[Flagship]] for the battles, it is not advisable, as you will need it in top shape at the end.&lt;br /&gt;
&lt;br /&gt;
When fighting the [[Dreadnought]]s with the [[Eluder]], simply keep ahead of their intended course, firing backwards with your B.U.T.T. missiles while staying just out of range of their cannon fire.  If the small, green fighter ships get to close to you, just take a different direction off the screen and come at the [[Dreadnought]] from a different angle.&lt;br /&gt;
&lt;br /&gt;
The real trick will be fighting the [[Ur-Quan Kohr-Ah]] [[Marauder]]s and their numerous spinning blades.  While the [[Eluder]] can still defeat them, you will be hard pressed to avoid the numerous blades.  Again, it is key to stay ahead of the [[Marauder]]s so that your B.U.T.T. missiles, when fired backwards, will travel quicker to their target, thus allowing you to stay further out of danger.  &lt;br /&gt;
&lt;br /&gt;
Furthermore, the [[Eluder]] can swerve quickly enough side-to-side (a zig-zagging motion while staying in front) that the [[Marauder]] will often stop its blades short as you mis-align/dodge out of the way of each one.  While it is quite possible to take down all 6 ships using a single [[Eluder]], it will require good awareness to consistently dodge/avoid the [[Marauder]] blades lying around, not to mention those sneaky little objects which hide just where you&#039;re not looking...  oh yeah, I think they&#039;re called &#039;planets&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Other ships that may do well against the 6 [[Ur-Quan]]-ship fleet:&#039;&#039;  &lt;br /&gt;
&lt;br /&gt;
* [[Thraddash]] [[Torch]]:  While its low crew numbers make it easily eliminated, its powerful [[Reeunk]] afterburner attack allows you to leave a line of fiery ionized plasma directly in front of a hapless [[Dreadnought]] or [[Marauder]].  Should either one be chasing you, they will likely run straight into the trap (although if you were too far away, the plasma will dissipate before they reach it).  Another tactic against the [[Marauder]] is to stay somewhat ahead of, and just out of the line of fire of a [[Marauder]], and, with a slight swerving action, use the afterburner to drop a string of plasma which it will inevitably blunder through while chasing you.&lt;br /&gt;
&lt;br /&gt;
* [[Chmmr]] [[Avatar]]:  The Avatar is a deadly close-range adversary, and its tractor beam allows it the option of pulling the slow-moving [[Dreadnought]]s and [[Marauder]]s not only towards it, but also towards planets as well.  It stands a fair chance of taking down a [[Marauder]] if it is at full strength, but may have more trouble against the [[Dreadnought]]s.  &lt;br /&gt;
&lt;br /&gt;
* [[Orz]] [[Nemesis]]:  The quick-moving [[Nemesis]] has the option of using its Orz Marines to destroy the [[Dreadnought]]s and [[Marauder]]s from the inside.  Since both ships are relatively slow-moving, well-aimed Marines shot in front of an enemy&#039;s path can stand a chance of quickly destroying the powerful [[Ur-Quan]] ships.  The long shooting range of a [[Nemesis]], though a bit tough to aim, can give it at least some kind of chance if it comes down to a shooting match.&lt;br /&gt;
&lt;br /&gt;
* [[Yehat]] [[Terminator]]:  The [[Terminator]], of course, has the advantage of being able to shield through the [[Marauder]]&#039;s blades, before unleashing its devastating, up-close ion pulse cannon fire.  Its bullets can also destroy the [[Marauder]]&#039;s blades relatively well, leaving one the option of staying just ahead and out of range of a [[Marauder]], firing backward at both the on-coming blades and [[Marauder]].  Against a [[Dreadnought]], the [[Terminator]] will be more disadvantaged, and may want to trick the somewhat slow-turning [[Dreadnought]] into turning around, before using the [[Terminator]]&#039;s quick turning radius and speed to try a strafing attack.  The [[Terminator]]&#039;s speed is almost exactly that of a [[Dreadnought]]&#039;s fighter ships, so it needs to be careful to keep them at a distance.&lt;br /&gt;
&lt;br /&gt;
==Sa-Matra Battle Strategy==&lt;br /&gt;
&lt;br /&gt;
Once defeating the Ur-Quan, you will have to perform 2 daunting tasks - the first, eliminating 8 shields that power a force field protecting the only entrance to the Sa-Matra, which sits guarded inside a cocoon of asteroids.  While trying to eliminate these shields, you will be chased and harried by flaming, homing fireballs/comets of some kind, and small green fighter ships that, rather than shoot at you, simply bump into you causing a small amount of damage before disintegrating.  Your second task will be to rush your bomb-laden [[Flagship]] into the Asteroid(s) for the final blow against the Ur-Quan empire.  &lt;br /&gt;
&lt;br /&gt;
For the first, all you really need is a single [[Pkunk]] [[Fury]] to eliminate all 8 shields.  The [[Fury]] is well capable of flying around and eluding its slower adversaries, and while it may take a while, you should easily be able to eliminate all the shields without too much issue.  You may want to fly around first so all the fireballs and green fighters come out of the asteroid first, so you don&#039;t have to worry about them coming out right next to you.  &lt;br /&gt;
&lt;br /&gt;
However, while trying to escape, the [[Fury]] will inevitably and regretfully be destroyed by the fireballs.  Since you were supplied with as many [[Fury]] and [[Terminator]] ships as you needed before this battle, there is no excuse for not having a [[Fury]] available.  If you didn&#039;t have one coming in, and had a full fleet, simply make sure two of your ships are destroyed while fighting the 6 [[Ur-Quan]] to get a [[Pkunk]] [[Fury]].&lt;br /&gt;
&lt;br /&gt;
The real challenge will be getting your [[Flagship]] into the asteroid entrance without getting destroyed by the fireballs.  Unfortunately, this is largely a matter of luck, and unless placed very near the entrance, there&#039;s a good chance you won&#039;t make it.  For this reason, it is best to have equipped your [[Flagship]] with not only (obviously) the maximum amount of [[Antimatter Thruster]]s and [[Turning Jets]] but also [[Point-Defense Laser]] systems, as all your [[Flagship]] really needs to do for this final mission is survive as long as possible.&lt;/div&gt;</summary>
		<author><name>Jzyehoshua</name></author>
	</entry>
	<entry>
		<id>https://wiki.uqm.stack.nl/index.php?title=User:Jzyehoshua/Final_Mission&amp;diff=22413</id>
		<title>User:Jzyehoshua/Final Mission</title>
		<link rel="alternate" type="text/html" href="https://wiki.uqm.stack.nl/index.php?title=User:Jzyehoshua/Final_Mission&amp;diff=22413"/>
		<updated>2008-11-12T21:23:58Z</updated>

		<summary type="html">&lt;p&gt;Jzyehoshua: /* Ur-Quan Battle Strategy */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;For the Final Mission, 6 [[Ur-Quan]] ships will stand between you and the [[Sa-Matra]], 3 [[Ur-Quan Kzer-Za]] [[Dreadnought]] ships, and 3 [[Ur-Quan Kohr-Ah]] [[Marauder]] ships.  After defeating them, you will be supplied with as many [[Pkunk]] [[Fury]] and [[Yehat]] [[Terminator]] ships as you can carry (up to 4 of each).&lt;br /&gt;
&lt;br /&gt;
==Preparation== &lt;br /&gt;
&lt;br /&gt;
* You ought to have at least 2 or 3 [[Spathi]] [[Eluder]] ships with you.  Aside from [[Fwiffo]], who you find early in the game, you can also purchase [[Eluder]]s once allying with the [[Spathi]].&lt;br /&gt;
&lt;br /&gt;
* If you don&#039;t have [[Eluder]]s available, make sure you bring enough ships to defeat the [[Ur-Quan]] fleet you will face.  You should bring at least 6 ships to make sure you can get through the [[Ur-Quan]] fleet without needing to use your [[Flagship]].&lt;br /&gt;
&lt;br /&gt;
* Make sure your [[Flagship]] is equipped with all possible crew, [[Fuel]] (or at least enough to reach [[Delta Crateris]]), [[Antimatter Thruster]]s, and [[Turning Jets]].&lt;br /&gt;
&lt;br /&gt;
* Because the final challenge will involve simply keeping your [[Flagship]] alive, you should use most of your 6 [[Flagship Module]] slots on [[Crew Pod]]s and [[Point-Defense Laser]] systems.  There really is no excuse for using slots on anything else, except maybe a [[High-Efficiency Fuel Tank]] (or [[Fuel Tank]] if you don&#039;t have one) or a weapon ([[Ion-Bolt Gun]], [[Fusion Blaster]], or [[Hellbore Cannon]] so as to shoot at the small green fighters which will often annoyingly block your path to the asteroid entrance in the last scenario.&lt;br /&gt;
&lt;br /&gt;
* Technically, you don&#039;t even need to waste a slot on a [[Fuel Tank]].  Although a bit risky, it is possible to make it from the [[Earth Starbase]] to [[Delta Crateris]] without using a [[Fuel Tank]] on the minimum 10 [[Fuel]] storage, and without battling [[Ur-Quan]] along the way.  To do this, simply exit [[Sol]], use your [[Portal Spawner]] to enter [[QuasiSpace]], and choose the exit leading near [[Delta Crateris]] (on [http://starcontrol.classicgaming.gamespy.com/sc2/maps6.shtml this map] it is the 13th exit).  Though you will then be out of [[Fuel]], you can then use a [[HyperWave Broadcaster]] to quickly summon a [[Melnorme]] trader, and if you have any credit remaining (which you should at this point in the game) or items to sell, you should be able to buy the 6/7 [[Fuel]] units needed to reach Delta Crateris.  Although there is a risk of being attacked by [[Ur-Quan]] before the [[Melnorme]] can reach you, the [[Melnorme]] moves much quicker than the [[Ur-Quan]], so the odds are in your favor, making this a perfectly feasible alternative which will save you a [[Flagship Module]] slot for the Final Mission.&lt;br /&gt;
&lt;br /&gt;
==Ur-Quan Battle Strategy==  &lt;br /&gt;
&lt;br /&gt;
Against the [[Ur-Quan]] ships, your best bet is to use a [[Spathi]] [[Eluder]] if you still have one.  It is recommended that you have saved at least 2 for this battle (note that you will not be able to build them after a certain point in the game).  [[Fwiffo]] and his [[Eluder]] are capable of taking down all 6 ships single-handedly.  While theoretically one could use their [[Flagship]] for the battles, it is not advisable, as you will need it in top shape at the end.&lt;br /&gt;
&lt;br /&gt;
When fighting the [[Dreadnought]]s with the [[Eluder]], simply keep ahead of their intended course, firing backwards with your B.U.T.T. missiles while staying just out of range of their cannon fire.  If the small, green fighter ships get to close to you, just take a different direction off the screen and come at the [[Dreadnought]] from a different angle.&lt;br /&gt;
&lt;br /&gt;
The real trick will be fighting the [[Ur-Quan Kohr-Ah]] [[Marauder]]s and their numerous spinning blades.  While the [[Eluder]] can still defeat them, you will be hard pressed to avoid the numerous blades.  Again, it is key to stay ahead of the [[Marauder]]s so that your B.U.T.T. missiles, when fired backwards, will travel quicker to their target, thus allowing you to stay further out of danger.  &lt;br /&gt;
&lt;br /&gt;
Furthermore, the [[Eluder]] can swerve quickly enough side-to-side (a zig-zagging motion while staying in front) that the [[Marauder]] will often stop its blades short as you mis-align/dodge out of the way of each one.  While it is quite possible to take down all 6 ships using a single [[Eluder]], it will require good awareness to consistently dodge/avoid the [[Marauder]] blades lying around, not to mention those sneaky little objects which hide just where you&#039;re not looking...  oh yeah, I think they&#039;re called &#039;planets&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Other ships that may do well against the 6 [[Ur-Quan]]-ship fleet:&#039;&#039;  &lt;br /&gt;
&lt;br /&gt;
* [[Thraddash]] [[Torch]]:  While its low crew numbers make it easily eliminated, its powerful [[Reeunk]] afterburner attack allows you to leave a line of fiery ionized plasma directly in front of a hapless [[Dreadnought]] or [[Marauder]].  Should either one be chasing you, they will likely run straight into the trap (although if you were too far away, the plasma will dissipate before they reach it).  Another tactic against the [[Marauder]] is to stay somewhat ahead of, and just out of the line of fire of a [[Marauder]], and, with a slight swerving action, use the afterburner to drop a string of plasma which it will inevitably blunder through while chasing you.&lt;br /&gt;
&lt;br /&gt;
* [[Chmmr]] [[Avatar]]:  The Avatar is a deadly close-range adversary, and its tractor beam allows it the option of pulling the slow-moving [[Dreadnought]]s and [[Marauder]]s not only towards it, but also towards planets as well.  It stands a fair chance of taking down a [[Marauder]] if it is at full strength, but may have more trouble against the [[Dreadnought]]s.  &lt;br /&gt;
&lt;br /&gt;
* [[Orz]] [[Nemesis]]:  The quick-moving [[Nemesis]] has the option of using its Orz Marines to destroy the [[Dreadnought]]s and [[Marauder]]s from the inside.  Since both ships are relatively slow-moving, well-aimed Marines shot in front of an enemy&#039;s path can stand a chance of quickly destroying the powerful [[Ur-Quan]] ships.  The long shooting range of a [[Nemesis]], though a bit tough to aim, can give it at least some kind of chance if it comes down to a shooting match.&lt;br /&gt;
&lt;br /&gt;
* [[Yehat]] [[Terminator]]:  The [[Terminator]], of course, has the advantage of being able to shield through the [[Marauder]]&#039;s blades, before unleashing its devastating, up-close ion pulse cannon fire.  Its bullets can also destroy the [[Marauder]]&#039;s blades relatively well, leaving one the option of staying just ahead and out of range of a [[Marauder]], firing backward at both the on-coming blades and [[Marauder]].  Against a [[Dreadnought]], the [[Terminator]] will be more disadvantaged, and may want to trick the somewhat slow-turning [[Dreadnought]] into turning around, before using the [[Terminator]]&#039;s quick turning radius and speed to try a strafing attack.&lt;br /&gt;
&lt;br /&gt;
==Sa-Matra Battle Strategy==&lt;br /&gt;
&lt;br /&gt;
Once defeating the Ur-Quan, you will have to perform 2 daunting tasks - the first, eliminating 8 shields that power a force field protecting the only entrance to the Sa-Matra, which sits guarded inside a cocoon of asteroids.  While trying to eliminate these shields, you will be chased and harried by flaming, homing fireballs/comets of some kind, and small green fighter ships that, rather than shoot at you, simply bump into you causing a small amount of damage before disintegrating.  Your second task will be to rush your bomb-laden [[Flagship]] into the Asteroid(s) for the final blow against the Ur-Quan empire.  &lt;br /&gt;
&lt;br /&gt;
For the first, all you really need is a single [[Pkunk]] [[Fury]] to eliminate all 8 shields.  The [[Fury]] is well capable of flying around and eluding its slower adversaries, and while it may take a while, you should easily be able to eliminate all the shields without too much issue.  You may want to fly around first so all the fireballs and green fighters come out of the asteroid first, so you don&#039;t have to worry about them coming out right next to you.  &lt;br /&gt;
&lt;br /&gt;
However, while trying to escape, the [[Fury]] will inevitably and regretfully be destroyed by the fireballs.  Since you were supplied with as many [[Fury]] and [[Terminator]] ships as you needed before this battle, there is no excuse for not having a [[Fury]] available.  If you didn&#039;t have one coming in, and had a full fleet, simply make sure two of your ships are destroyed while fighting the 6 [[Ur-Quan]] to get a [[Pkunk]] [[Fury]].&lt;br /&gt;
&lt;br /&gt;
The real challenge will be getting your [[Flagship]] into the asteroid entrance without getting destroyed by the fireballs.  Unfortunately, this is largely a matter of luck, and unless placed very near the entrance, there&#039;s a good chance you won&#039;t make it.  For this reason, it is best to have equipped your [[Flagship]] with not only (obviously) the maximum amount of [[Antimatter Thruster]]s and [[Turning Jets]] but also [[Point-Defense Laser]] systems, as all your [[Flagship]] really needs to do for this final mission is survive as long as possible.&lt;/div&gt;</summary>
		<author><name>Jzyehoshua</name></author>
	</entry>
	<entry>
		<id>https://wiki.uqm.stack.nl/index.php?title=User:Jzyehoshua/Final_Mission&amp;diff=22412</id>
		<title>User:Jzyehoshua/Final Mission</title>
		<link rel="alternate" type="text/html" href="https://wiki.uqm.stack.nl/index.php?title=User:Jzyehoshua/Final_Mission&amp;diff=22412"/>
		<updated>2008-11-12T21:23:05Z</updated>

		<summary type="html">&lt;p&gt;Jzyehoshua: /* Ur-Quan Battle Strategy */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;For the Final Mission, 6 [[Ur-Quan]] ships will stand between you and the [[Sa-Matra]], 3 [[Ur-Quan Kzer-Za]] [[Dreadnought]] ships, and 3 [[Ur-Quan Kohr-Ah]] [[Marauder]] ships.  After defeating them, you will be supplied with as many [[Pkunk]] [[Fury]] and [[Yehat]] [[Terminator]] ships as you can carry (up to 4 of each).&lt;br /&gt;
&lt;br /&gt;
==Preparation== &lt;br /&gt;
&lt;br /&gt;
* You ought to have at least 2 or 3 [[Spathi]] [[Eluder]] ships with you.  Aside from [[Fwiffo]], who you find early in the game, you can also purchase [[Eluder]]s once allying with the [[Spathi]].&lt;br /&gt;
&lt;br /&gt;
* If you don&#039;t have [[Eluder]]s available, make sure you bring enough ships to defeat the [[Ur-Quan]] fleet you will face.  You should bring at least 6 ships to make sure you can get through the [[Ur-Quan]] fleet without needing to use your [[Flagship]].&lt;br /&gt;
&lt;br /&gt;
* Make sure your [[Flagship]] is equipped with all possible crew, [[Fuel]] (or at least enough to reach [[Delta Crateris]]), [[Antimatter Thruster]]s, and [[Turning Jets]].&lt;br /&gt;
&lt;br /&gt;
* Because the final challenge will involve simply keeping your [[Flagship]] alive, you should use most of your 6 [[Flagship Module]] slots on [[Crew Pod]]s and [[Point-Defense Laser]] systems.  There really is no excuse for using slots on anything else, except maybe a [[High-Efficiency Fuel Tank]] (or [[Fuel Tank]] if you don&#039;t have one) or a weapon ([[Ion-Bolt Gun]], [[Fusion Blaster]], or [[Hellbore Cannon]] so as to shoot at the small green fighters which will often annoyingly block your path to the asteroid entrance in the last scenario.&lt;br /&gt;
&lt;br /&gt;
* Technically, you don&#039;t even need to waste a slot on a [[Fuel Tank]].  Although a bit risky, it is possible to make it from the [[Earth Starbase]] to [[Delta Crateris]] without using a [[Fuel Tank]] on the minimum 10 [[Fuel]] storage, and without battling [[Ur-Quan]] along the way.  To do this, simply exit [[Sol]], use your [[Portal Spawner]] to enter [[QuasiSpace]], and choose the exit leading near [[Delta Crateris]] (on [http://starcontrol.classicgaming.gamespy.com/sc2/maps6.shtml this map] it is the 13th exit).  Though you will then be out of [[Fuel]], you can then use a [[HyperWave Broadcaster]] to quickly summon a [[Melnorme]] trader, and if you have any credit remaining (which you should at this point in the game) or items to sell, you should be able to buy the 6/7 [[Fuel]] units needed to reach Delta Crateris.  Although there is a risk of being attacked by [[Ur-Quan]] before the [[Melnorme]] can reach you, the [[Melnorme]] moves much quicker than the [[Ur-Quan]], so the odds are in your favor, making this a perfectly feasible alternative which will save you a [[Flagship Module]] slot for the Final Mission.&lt;br /&gt;
&lt;br /&gt;
==Ur-Quan Battle Strategy==  &lt;br /&gt;
&lt;br /&gt;
Against the [[Ur-Quan]] ships, your best bet is to use a [[Spathi]] [[Eluder]] if you still have one.  It is recommended that you have saved at least 2 for this battle (note that you will not be able to build them after a certain point in the game).  [[Fwiffo]] and his [[Eluder]] are capable of taking down all 6 ships single-handedly.  While theoretically one could use their [[Flagship]] for the battles, it is not advisable, as you will need it in top shape at the end.&lt;br /&gt;
&lt;br /&gt;
When fighting the [[Dreadnought]]s with the [[Eluder]], simply keep ahead of their intended course, firing backwards with your B.U.T.T. missiles while staying just out of range of their cannon fire.  If the small, green fighter ships get to close to you, just take a different direction off the screen and come at the [[Dreadnought]] from a different angle.&lt;br /&gt;
&lt;br /&gt;
The real trick will be fighting the [[Ur-Quan Kohr-Ah]] [[Marauder]]s and their numerous spinning blades.  While the [[Eluder]] can still defeat them, you will be hard pressed to avoid the numerous blades.  Again, it is key to stay ahead of the [[Marauder]]s so that your B.U.T.T. missiles, when fired backwards, will travel quicker to their target, thus allowing you to stay further out of danger.  &lt;br /&gt;
&lt;br /&gt;
Furthermore, the [[Eluder]] can swerve quickly enough side-to-side (a zig-zagging motion while staying in front) that the [[Marauder]] will often stop its blades short as you mis-align/dodge out of the way of each one.  While it is quite possible to take down all 6 ships using a single [[Eluder]], it will require good awareness to consistently dodge/avoid the Marauder blades lying around, not to mention those sneaky little objects which hide just where you&#039;re not looking...  oh yeah, planets.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Other ships that may do well against the 6 [[Ur-Quan]]-ship fleet:&#039;&#039;  &lt;br /&gt;
&lt;br /&gt;
* [[Thraddash]] [[Torch]]:  While its low crew numbers make it easily eliminated, its powerful [[Reeunk]] afterburner attack allows you to leave a line of fiery ionized plasma directly in front of a hapless [[Dreadnought]] or [[Marauder]].  Should either one be chasing you, they will likely run straight into the trap (although if you were too far away, the plasma will dissipate before they reach it).  Another tactic against the [[Marauder]] is to stay somewhat ahead of, and just out of the line of fire of a [[Marauder]], and, with a slight swerving action, use the afterburner to drop a string of plasma which it will inevitably blunder through while chasing you.&lt;br /&gt;
&lt;br /&gt;
* [[Chmmr]] [[Avatar]]:  The Avatar is a deadly close-range adversary, and its tractor beam allows it the option of pulling the slow-moving [[Dreadnought]]s and [[Marauder]]s not only towards it, but also towards planets as well.  It stands a fair chance of taking down a [[Marauder]] if it is at full strength, but may have more trouble against the [[Dreadnought]]s.  &lt;br /&gt;
&lt;br /&gt;
* [[Orz]] [[Nemesis]]:  The quick-moving [[Nemesis]] has the option of using its Orz Marines to destroy the [[Dreadnought]]s and [[Marauder]]s from the inside.  Since both ships are relatively slow-moving, well-aimed Marines shot in front of an enemy&#039;s path can stand a chance of quickly destroying the powerful [[Ur-Quan]] ships.  The long shooting range of a [[Nemesis]], though a bit tough to aim, can give it at least some kind of chance if it comes down to a shooting match.&lt;br /&gt;
&lt;br /&gt;
* [[Yehat]] [[Terminator]]:  The [[Terminator]], of course, has the advantage of being able to shield through the [[Marauder]]&#039;s blades, before unleashing its devastating, up-close ion pulse cannon fire.  Its bullets can also destroy the [[Marauder]]&#039;s blades relatively well, leaving one the option of staying just ahead and out of range of a [[Marauder]], firing backward at both the on-coming blades and [[Marauder]].  Against a [[Dreadnought]], the [[Terminator]] will be more disadvantaged, and may want to trick the somewhat slow-turning [[Dreadnought]] into turning around, before using the [[Terminator]]&#039;s quick turning radius and speed to try a strafing attack.&lt;br /&gt;
&lt;br /&gt;
==Sa-Matra Battle Strategy==&lt;br /&gt;
&lt;br /&gt;
Once defeating the Ur-Quan, you will have to perform 2 daunting tasks - the first, eliminating 8 shields that power a force field protecting the only entrance to the Sa-Matra, which sits guarded inside a cocoon of asteroids.  While trying to eliminate these shields, you will be chased and harried by flaming, homing fireballs/comets of some kind, and small green fighter ships that, rather than shoot at you, simply bump into you causing a small amount of damage before disintegrating.  Your second task will be to rush your bomb-laden [[Flagship]] into the Asteroid(s) for the final blow against the Ur-Quan empire.  &lt;br /&gt;
&lt;br /&gt;
For the first, all you really need is a single [[Pkunk]] [[Fury]] to eliminate all 8 shields.  The [[Fury]] is well capable of flying around and eluding its slower adversaries, and while it may take a while, you should easily be able to eliminate all the shields without too much issue.  You may want to fly around first so all the fireballs and green fighters come out of the asteroid first, so you don&#039;t have to worry about them coming out right next to you.  &lt;br /&gt;
&lt;br /&gt;
However, while trying to escape, the [[Fury]] will inevitably and regretfully be destroyed by the fireballs.  Since you were supplied with as many [[Fury]] and [[Terminator]] ships as you needed before this battle, there is no excuse for not having a [[Fury]] available.  If you didn&#039;t have one coming in, and had a full fleet, simply make sure two of your ships are destroyed while fighting the 6 [[Ur-Quan]] to get a [[Pkunk]] [[Fury]].&lt;br /&gt;
&lt;br /&gt;
The real challenge will be getting your [[Flagship]] into the asteroid entrance without getting destroyed by the fireballs.  Unfortunately, this is largely a matter of luck, and unless placed very near the entrance, there&#039;s a good chance you won&#039;t make it.  For this reason, it is best to have equipped your [[Flagship]] with not only (obviously) the maximum amount of [[Antimatter Thruster]]s and [[Turning Jets]] but also [[Point-Defense Laser]] systems, as all your [[Flagship]] really needs to do for this final mission is survive as long as possible.&lt;/div&gt;</summary>
		<author><name>Jzyehoshua</name></author>
	</entry>
	<entry>
		<id>https://wiki.uqm.stack.nl/index.php?title=User:Jzyehoshua/Final_Mission&amp;diff=22411</id>
		<title>User:Jzyehoshua/Final Mission</title>
		<link rel="alternate" type="text/html" href="https://wiki.uqm.stack.nl/index.php?title=User:Jzyehoshua/Final_Mission&amp;diff=22411"/>
		<updated>2008-11-12T21:18:10Z</updated>

		<summary type="html">&lt;p&gt;Jzyehoshua: /* Preparation */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;For the Final Mission, 6 [[Ur-Quan]] ships will stand between you and the [[Sa-Matra]], 3 [[Ur-Quan Kzer-Za]] [[Dreadnought]] ships, and 3 [[Ur-Quan Kohr-Ah]] [[Marauder]] ships.  After defeating them, you will be supplied with as many [[Pkunk]] [[Fury]] and [[Yehat]] [[Terminator]] ships as you can carry (up to 4 of each).&lt;br /&gt;
&lt;br /&gt;
==Preparation== &lt;br /&gt;
&lt;br /&gt;
* You ought to have at least 2 or 3 [[Spathi]] [[Eluder]] ships with you.  Aside from [[Fwiffo]], who you find early in the game, you can also purchase [[Eluder]]s once allying with the [[Spathi]].&lt;br /&gt;
&lt;br /&gt;
* If you don&#039;t have [[Eluder]]s available, make sure you bring enough ships to defeat the [[Ur-Quan]] fleet you will face.  You should bring at least 6 ships to make sure you can get through the [[Ur-Quan]] fleet without needing to use your [[Flagship]].&lt;br /&gt;
&lt;br /&gt;
* Make sure your [[Flagship]] is equipped with all possible crew, [[Fuel]] (or at least enough to reach [[Delta Crateris]]), [[Antimatter Thruster]]s, and [[Turning Jets]].&lt;br /&gt;
&lt;br /&gt;
* Because the final challenge will involve simply keeping your [[Flagship]] alive, you should use most of your 6 [[Flagship Module]] slots on [[Crew Pod]]s and [[Point-Defense Laser]] systems.  There really is no excuse for using slots on anything else, except maybe a [[High-Efficiency Fuel Tank]] (or [[Fuel Tank]] if you don&#039;t have one) or a weapon ([[Ion-Bolt Gun]], [[Fusion Blaster]], or [[Hellbore Cannon]] so as to shoot at the small green fighters which will often annoyingly block your path to the asteroid entrance in the last scenario.&lt;br /&gt;
&lt;br /&gt;
* Technically, you don&#039;t even need to waste a slot on a [[Fuel Tank]].  Although a bit risky, it is possible to make it from the [[Earth Starbase]] to [[Delta Crateris]] without using a [[Fuel Tank]] on the minimum 10 [[Fuel]] storage, and without battling [[Ur-Quan]] along the way.  To do this, simply exit [[Sol]], use your [[Portal Spawner]] to enter [[QuasiSpace]], and choose the exit leading near [[Delta Crateris]] (on [http://starcontrol.classicgaming.gamespy.com/sc2/maps6.shtml this map] it is the 13th exit).  Though you will then be out of [[Fuel]], you can then use a [[HyperWave Broadcaster]] to quickly summon a [[Melnorme]] trader, and if you have any credit remaining (which you should at this point in the game) or items to sell, you should be able to buy the 6/7 [[Fuel]] units needed to reach Delta Crateris.  Although there is a risk of being attacked by [[Ur-Quan]] before the [[Melnorme]] can reach you, the [[Melnorme]] moves much quicker than the [[Ur-Quan]], so the odds are in your favor, making this a perfectly feasible alternative which will save you a [[Flagship Module]] slot for the Final Mission.&lt;br /&gt;
&lt;br /&gt;
==Ur-Quan Battle Strategy==  &lt;br /&gt;
&lt;br /&gt;
Against the [[Ur-Quan]] ships, your best bet is to use a [[Spathi]] [[Eluder]] if you still have one.  It is recommended that you have saved at least 2 for this battle (note that you will not be able to build them after a certain point in the game).  [[Fwiffo]] and his [[Eluder]] are capable of taking down all 6 ships single-handedly.  While theoretically one could use their [[Flagship]] for the battles, it is not advisable, as you will need it in top shape at the end.&lt;br /&gt;
&lt;br /&gt;
When fighting the [[Dreadnought]]s with the [[Eluder]], simply keep ahead of their intended course, firing backwards with your B.U.T.T. missiles while staying just out of range of their cannon fire.  If the small, green fighter ships get to close to you, just take a different direction off the screen and come at the [[Dreadnought]] from a different angle.&lt;br /&gt;
&lt;br /&gt;
The real trick will be fighting the [[Ur-Quan Kohr-Ah]] [[Marauder]]s and their numerous spinning blades.  While the [[Eluder]] can still defeat them, you will be hard pressed to avoid the numerous blades.  Again, it is key to stay ahead of the [[Marauder]]s so that your B.U.T.T. missiles, when fired backwards, will travel quicker to their target, thus allowing you to stay further out of danger.  &lt;br /&gt;
&lt;br /&gt;
Furthermore, the [[Eluder]] can swerve quickly enough side-to-side (a zig-zagging motion while staying in front) that the [[Marauder]] will often stop its blades short as you mis-align/dodge out of the way of each one.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Other ships that may do well against the 6 [[Ur-Quan]]-ship fleet:&#039;&#039;  &lt;br /&gt;
&lt;br /&gt;
* [[Thraddash]] [[Torch]]:  While its low crew numbers make it easily eliminated, its powerful [[Reeunk]] afterburner attack allows you to leave a line of fiery ionized plasma directly in front of a hapless [[Dreadnought]] or [[Marauder]].  Should either one be chasing you, they will likely run straight into the trap (although if you were too far away, the plasma will dissipate before they reach it).  Another tactic against the [[Marauder]] is to stay somewhat ahead of, and just out of the line of fire of a [[Marauder]], and, with a slight swerving action, use the afterburner to drop a string of plasma which it will inevitably blunder through while chasing you.&lt;br /&gt;
&lt;br /&gt;
* [[Chmmr]] [[Avatar]]:  The Avatar is a deadly close-range adversary, and its tractor beam allows it the option of pulling the slow-moving [[Dreadnought]]s and [[Marauder]]s not only towards it, but also towards planets as well.  It stands a fair chance of taking down a [[Marauder]] if it is at full strength, but may have more trouble against the [[Dreadnought]]s.  &lt;br /&gt;
&lt;br /&gt;
* [[Orz]] [[Nemesis]]:  The quick-moving [[Nemesis]] has the option of using its Orz Marines to destroy the [[Dreadnought]]s and [[Marauder]]s from the inside.  Since both ships are relatively slow-moving, well-aimed Marines shot in front of an enemy&#039;s path can stand a chance of quickly destroying the powerful [[Ur-Quan]] ships.  The long shooting range of a [[Nemesis]], though a bit tough to aim, can give it at least some kind of chance if it comes down to a shooting match.&lt;br /&gt;
&lt;br /&gt;
* [[Yehat]] [[Terminator]]:  The [[Terminator]], of course, has the advantage of being able to shield through the [[Marauder]]&#039;s blades, before unleashing its devastating, up-close ion pulse cannon fire.  Its bullets can also destroy the [[Marauder]]&#039;s blades relatively well, leaving one the option of staying just ahead and out of range of a [[Marauder]], firing backward at both the on-coming blades and [[Marauder]].  Against a [[Dreadnought]], the [[Terminator]] will be more disadvantaged, and may want to trick the somewhat slow-turning [[Dreadnought]] into turning around, before using the [[Terminator]]&#039;s quick turning radius and speed to try a strafing attack.&lt;br /&gt;
&lt;br /&gt;
==Sa-Matra Battle Strategy==&lt;br /&gt;
&lt;br /&gt;
Once defeating the Ur-Quan, you will have to perform 2 daunting tasks - the first, eliminating 8 shields that power a force field protecting the only entrance to the Sa-Matra, which sits guarded inside a cocoon of asteroids.  While trying to eliminate these shields, you will be chased and harried by flaming, homing fireballs/comets of some kind, and small green fighter ships that, rather than shoot at you, simply bump into you causing a small amount of damage before disintegrating.  Your second task will be to rush your bomb-laden [[Flagship]] into the Asteroid(s) for the final blow against the Ur-Quan empire.  &lt;br /&gt;
&lt;br /&gt;
For the first, all you really need is a single [[Pkunk]] [[Fury]] to eliminate all 8 shields.  The [[Fury]] is well capable of flying around and eluding its slower adversaries, and while it may take a while, you should easily be able to eliminate all the shields without too much issue.  You may want to fly around first so all the fireballs and green fighters come out of the asteroid first, so you don&#039;t have to worry about them coming out right next to you.  &lt;br /&gt;
&lt;br /&gt;
However, while trying to escape, the [[Fury]] will inevitably and regretfully be destroyed by the fireballs.  Since you were supplied with as many [[Fury]] and [[Terminator]] ships as you needed before this battle, there is no excuse for not having a [[Fury]] available.  If you didn&#039;t have one coming in, and had a full fleet, simply make sure two of your ships are destroyed while fighting the 6 [[Ur-Quan]] to get a [[Pkunk]] [[Fury]].&lt;br /&gt;
&lt;br /&gt;
The real challenge will be getting your [[Flagship]] into the asteroid entrance without getting destroyed by the fireballs.  Unfortunately, this is largely a matter of luck, and unless placed very near the entrance, there&#039;s a good chance you won&#039;t make it.  For this reason, it is best to have equipped your [[Flagship]] with not only (obviously) the maximum amount of [[Antimatter Thruster]]s and [[Turning Jets]] but also [[Point-Defense Laser]] systems, as all your [[Flagship]] really needs to do for this final mission is survive as long as possible.&lt;/div&gt;</summary>
		<author><name>Jzyehoshua</name></author>
	</entry>
	<entry>
		<id>https://wiki.uqm.stack.nl/index.php?title=User:Jzyehoshua/Final_Mission&amp;diff=22410</id>
		<title>User:Jzyehoshua/Final Mission</title>
		<link rel="alternate" type="text/html" href="https://wiki.uqm.stack.nl/index.php?title=User:Jzyehoshua/Final_Mission&amp;diff=22410"/>
		<updated>2008-11-12T21:17:08Z</updated>

		<summary type="html">&lt;p&gt;Jzyehoshua: /* Preparation */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;For the Final Mission, 6 [[Ur-Quan]] ships will stand between you and the [[Sa-Matra]], 3 [[Ur-Quan Kzer-Za]] [[Dreadnought]] ships, and 3 [[Ur-Quan Kohr-Ah]] [[Marauder]] ships.  After defeating them, you will be supplied with as many [[Pkunk]] [[Fury]] and [[Yehat]] [[Terminator]] ships as you can carry (up to 4 of each).&lt;br /&gt;
&lt;br /&gt;
==Preparation== &lt;br /&gt;
&lt;br /&gt;
* You ought to have at least 2 or 3 [[Spathi]] [[Eluder]] ships with you.  Aside from [[Fwiffo]], who you find early in the game, you can also purchase [[Eluder]]s once allying with the [[Spathi]].&lt;br /&gt;
&lt;br /&gt;
* If you don&#039;t have [[Eluder]]s available, make sure you bring enough ships to defeat the [[Ur-Quan]] fleet you will face.  You should bring at least 6 ships to make sure you can get through the [[Ur-Quan]] fleet without needing to use your [[Flagship]].&lt;br /&gt;
&lt;br /&gt;
* Make sure your [[Flagship]] is equipped with all possible crew, [[Fuel]] (or at least enough to reach [[Delta Crateris]]), [[Antimatter Thruster]]s, and [[Turning Jets]].&lt;br /&gt;
&lt;br /&gt;
* Because the final challenge will involve simply keeping your [[Flagship]] alive, you should use most of your 6 [[Flagship Module]] slots on [[Crew Pod]]s and [[Point-Defense Laser]] systems.  There really is no excuse for using slots on anything else, except maybe a [[High-Efficiency Fuel Tank]] (or [[Fuel Tank]] if you don&#039;t have one) or a weapon ([[Ion-Bolt Gun]], [[Fusion Blaster]], or [[Hellbore Cannon]] so as to shoot at the small green fighters which will often annoyingly block your path to the asteroid entrance in the last scenario.&lt;br /&gt;
&lt;br /&gt;
* Technically, you don&#039;t even need to waste a slot on a [[Fuel Tank]].  Though a bit risky, it is possible to make it from the [[Earth Starbase]] to [[Delta Crateris]] without using a [[Fuel Tank]] on the minimum 10 [[Fuel]] storage.  To do this, simply exit [[Sol]], use your [[Portal Spawner]] to enter [[QuasiSpace]], and choose the exit leading near [[Delta Crateris]] (on [http://starcontrol.classicgaming.gamespy.com/sc2/maps6.shtml this map] it is the 13th exit).  Though you will then be out of [[Fuel]], you can then use a [[HyperWave Broadcaster]] to quickly summon a [[Melnorme]] trader, and if you have any credit remaining (which you should at this point in the game) or items to sell, you should be able to buy the 6/7 [[Fuel]] units needed to reach Delta Crateris.  Although there is a risk of being attacked by [[Ur-Quan]] before the [[Melnorme]] can reach you, the [[Melnorme]] moves much quicker than the [[Ur-Quan]], so the odds are in your favor, making this a perfectly feasible alternative which will save you a [[Flagship Module]] slot for the Final Mission.&lt;br /&gt;
&lt;br /&gt;
==Ur-Quan Battle Strategy==  &lt;br /&gt;
&lt;br /&gt;
Against the [[Ur-Quan]] ships, your best bet is to use a [[Spathi]] [[Eluder]] if you still have one.  It is recommended that you have saved at least 2 for this battle (note that you will not be able to build them after a certain point in the game).  [[Fwiffo]] and his [[Eluder]] are capable of taking down all 6 ships single-handedly.  While theoretically one could use their [[Flagship]] for the battles, it is not advisable, as you will need it in top shape at the end.&lt;br /&gt;
&lt;br /&gt;
When fighting the [[Dreadnought]]s with the [[Eluder]], simply keep ahead of their intended course, firing backwards with your B.U.T.T. missiles while staying just out of range of their cannon fire.  If the small, green fighter ships get to close to you, just take a different direction off the screen and come at the [[Dreadnought]] from a different angle.&lt;br /&gt;
&lt;br /&gt;
The real trick will be fighting the [[Ur-Quan Kohr-Ah]] [[Marauder]]s and their numerous spinning blades.  While the [[Eluder]] can still defeat them, you will be hard pressed to avoid the numerous blades.  Again, it is key to stay ahead of the [[Marauder]]s so that your B.U.T.T. missiles, when fired backwards, will travel quicker to their target, thus allowing you to stay further out of danger.  &lt;br /&gt;
&lt;br /&gt;
Furthermore, the [[Eluder]] can swerve quickly enough side-to-side (a zig-zagging motion while staying in front) that the [[Marauder]] will often stop its blades short as you mis-align/dodge out of the way of each one.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Other ships that may do well against the 6 [[Ur-Quan]]-ship fleet:&#039;&#039;  &lt;br /&gt;
&lt;br /&gt;
* [[Thraddash]] [[Torch]]:  While its low crew numbers make it easily eliminated, its powerful [[Reeunk]] afterburner attack allows you to leave a line of fiery ionized plasma directly in front of a hapless [[Dreadnought]] or [[Marauder]].  Should either one be chasing you, they will likely run straight into the trap (although if you were too far away, the plasma will dissipate before they reach it).  Another tactic against the [[Marauder]] is to stay somewhat ahead of, and just out of the line of fire of a [[Marauder]], and, with a slight swerving action, use the afterburner to drop a string of plasma which it will inevitably blunder through while chasing you.&lt;br /&gt;
&lt;br /&gt;
* [[Chmmr]] [[Avatar]]:  The Avatar is a deadly close-range adversary, and its tractor beam allows it the option of pulling the slow-moving [[Dreadnought]]s and [[Marauder]]s not only towards it, but also towards planets as well.  It stands a fair chance of taking down a [[Marauder]] if it is at full strength, but may have more trouble against the [[Dreadnought]]s.  &lt;br /&gt;
&lt;br /&gt;
* [[Orz]] [[Nemesis]]:  The quick-moving [[Nemesis]] has the option of using its Orz Marines to destroy the [[Dreadnought]]s and [[Marauder]]s from the inside.  Since both ships are relatively slow-moving, well-aimed Marines shot in front of an enemy&#039;s path can stand a chance of quickly destroying the powerful [[Ur-Quan]] ships.  The long shooting range of a [[Nemesis]], though a bit tough to aim, can give it at least some kind of chance if it comes down to a shooting match.&lt;br /&gt;
&lt;br /&gt;
* [[Yehat]] [[Terminator]]:  The [[Terminator]], of course, has the advantage of being able to shield through the [[Marauder]]&#039;s blades, before unleashing its devastating, up-close ion pulse cannon fire.  Its bullets can also destroy the [[Marauder]]&#039;s blades relatively well, leaving one the option of staying just ahead and out of range of a [[Marauder]], firing backward at both the on-coming blades and [[Marauder]].  Against a [[Dreadnought]], the [[Terminator]] will be more disadvantaged, and may want to trick the somewhat slow-turning [[Dreadnought]] into turning around, before using the [[Terminator]]&#039;s quick turning radius and speed to try a strafing attack.&lt;br /&gt;
&lt;br /&gt;
==Sa-Matra Battle Strategy==&lt;br /&gt;
&lt;br /&gt;
Once defeating the Ur-Quan, you will have to perform 2 daunting tasks - the first, eliminating 8 shields that power a force field protecting the only entrance to the Sa-Matra, which sits guarded inside a cocoon of asteroids.  While trying to eliminate these shields, you will be chased and harried by flaming, homing fireballs/comets of some kind, and small green fighter ships that, rather than shoot at you, simply bump into you causing a small amount of damage before disintegrating.  Your second task will be to rush your bomb-laden [[Flagship]] into the Asteroid(s) for the final blow against the Ur-Quan empire.  &lt;br /&gt;
&lt;br /&gt;
For the first, all you really need is a single [[Pkunk]] [[Fury]] to eliminate all 8 shields.  The [[Fury]] is well capable of flying around and eluding its slower adversaries, and while it may take a while, you should easily be able to eliminate all the shields without too much issue.  You may want to fly around first so all the fireballs and green fighters come out of the asteroid first, so you don&#039;t have to worry about them coming out right next to you.  &lt;br /&gt;
&lt;br /&gt;
However, while trying to escape, the [[Fury]] will inevitably and regretfully be destroyed by the fireballs.  Since you were supplied with as many [[Fury]] and [[Terminator]] ships as you needed before this battle, there is no excuse for not having a [[Fury]] available.  If you didn&#039;t have one coming in, and had a full fleet, simply make sure two of your ships are destroyed while fighting the 6 [[Ur-Quan]] to get a [[Pkunk]] [[Fury]].&lt;br /&gt;
&lt;br /&gt;
The real challenge will be getting your [[Flagship]] into the asteroid entrance without getting destroyed by the fireballs.  Unfortunately, this is largely a matter of luck, and unless placed very near the entrance, there&#039;s a good chance you won&#039;t make it.  For this reason, it is best to have equipped your [[Flagship]] with not only (obviously) the maximum amount of [[Antimatter Thruster]]s and [[Turning Jets]] but also [[Point-Defense Laser]] systems, as all your [[Flagship]] really needs to do for this final mission is survive as long as possible.&lt;/div&gt;</summary>
		<author><name>Jzyehoshua</name></author>
	</entry>
	<entry>
		<id>https://wiki.uqm.stack.nl/index.php?title=User:Jzyehoshua/Final_Mission&amp;diff=22409</id>
		<title>User:Jzyehoshua/Final Mission</title>
		<link rel="alternate" type="text/html" href="https://wiki.uqm.stack.nl/index.php?title=User:Jzyehoshua/Final_Mission&amp;diff=22409"/>
		<updated>2008-11-12T21:16:25Z</updated>

		<summary type="html">&lt;p&gt;Jzyehoshua: /* Preparation */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;For the Final Mission, 6 [[Ur-Quan]] ships will stand between you and the [[Sa-Matra]], 3 [[Ur-Quan Kzer-Za]] [[Dreadnought]] ships, and 3 [[Ur-Quan Kohr-Ah]] [[Marauder]] ships.  After defeating them, you will be supplied with as many [[Pkunk]] [[Fury]] and [[Yehat]] [[Terminator]] ships as you can carry (up to 4 of each).&lt;br /&gt;
&lt;br /&gt;
==Preparation== &lt;br /&gt;
&lt;br /&gt;
* You ought to have at least 2 or 3 [[Spathi]] [[Eluder]] ships with you.  Aside from [[Fwiffo]], who you find early in the game, you can also purchase [[Eluder]]s once allying with the [[Spathi]].&lt;br /&gt;
&lt;br /&gt;
* If you don&#039;t have [[Eluder]]s available, make sure you bring enough ships to defeat the [[Ur-Quan]] fleet you will face.  You should bring at least 6 ships to make sure you can get through the [[Ur-Quan]] fleet without needing to use your [[Flagship]].&lt;br /&gt;
&lt;br /&gt;
* Make sure your [[Flagship]] is equipped with all possible crew, [[Fuel]] (or at least enough to reach [[Delta Crateris]]), [[Antimatter Thruster]]s, and [[Turning Jets]].&lt;br /&gt;
&lt;br /&gt;
* Because the final challenge will involve simply keeping your [[Flagship]] alive, you should use most of your 6 [[Flagship Module]] slots on [[Crew Pod]]s and [[Point-Defense Laser]] systems.  There really is no excuse for using slots on anything else, except maybe a [[High-Efficiency Fuel Tank]] (or [[Fuel Tank]] if you don&#039;t have one) or a weapon ([[Ion-Bolt Gun]], [[Fusion Blaster]], or [[Hellbore Cannon]] so as to shoot at the small green fighters which will often annoyingly block your path to the asteroid entrance in the last scenario.&lt;br /&gt;
&lt;br /&gt;
* Technically, you don&#039;t even need to waste a slot on a [[Fuel Tank]].  Though a bit risky, it is possible to make it from the [[Earth Starbase]] to [[Delta Crateris]] (where the Final Mission occurs) without using a [[Fuel Tank]] on the minimum 10 [[Fuel]] storage.  To do this, simply exit [[Sol]], use your [[Portal Spawner]] to enter [[QuasiSpace]], and choose the exit leading near [[Delta Crateris]] (on [http://starcontrol.classicgaming.gamespy.com/sc2/maps6.shtml this map] it is the 13th exit).  Though you will then be out of [[Fuel]], you can then use a [[HyperWave Broadcaster]] to quickly summon a [[Melnorme]] trader, and if you have any credit remaining (which you should at this point in the game) or items to sell, you should be able to buy the 6/7 [[Fuel]] units needed to reach Delta Crateris.  Although there is a risk of being attacked by [[Ur-Quan]] before the [[Melnorme]] can reach you, the [[Melnorme]] moves much quicker than the [[Ur-Quan]], so the odds are in your favor, making this a perfectly feasible alternative which will save you a [[Flagship Module]] slot for the Final Mission.&lt;br /&gt;
&lt;br /&gt;
==Ur-Quan Battle Strategy==  &lt;br /&gt;
&lt;br /&gt;
Against the [[Ur-Quan]] ships, your best bet is to use a [[Spathi]] [[Eluder]] if you still have one.  It is recommended that you have saved at least 2 for this battle (note that you will not be able to build them after a certain point in the game).  [[Fwiffo]] and his [[Eluder]] are capable of taking down all 6 ships single-handedly.  While theoretically one could use their [[Flagship]] for the battles, it is not advisable, as you will need it in top shape at the end.&lt;br /&gt;
&lt;br /&gt;
When fighting the [[Dreadnought]]s with the [[Eluder]], simply keep ahead of their intended course, firing backwards with your B.U.T.T. missiles while staying just out of range of their cannon fire.  If the small, green fighter ships get to close to you, just take a different direction off the screen and come at the [[Dreadnought]] from a different angle.&lt;br /&gt;
&lt;br /&gt;
The real trick will be fighting the [[Ur-Quan Kohr-Ah]] [[Marauder]]s and their numerous spinning blades.  While the [[Eluder]] can still defeat them, you will be hard pressed to avoid the numerous blades.  Again, it is key to stay ahead of the [[Marauder]]s so that your B.U.T.T. missiles, when fired backwards, will travel quicker to their target, thus allowing you to stay further out of danger.  &lt;br /&gt;
&lt;br /&gt;
Furthermore, the [[Eluder]] can swerve quickly enough side-to-side (a zig-zagging motion while staying in front) that the [[Marauder]] will often stop its blades short as you mis-align/dodge out of the way of each one.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Other ships that may do well against the 6 [[Ur-Quan]]-ship fleet:&#039;&#039;  &lt;br /&gt;
&lt;br /&gt;
* [[Thraddash]] [[Torch]]:  While its low crew numbers make it easily eliminated, its powerful [[Reeunk]] afterburner attack allows you to leave a line of fiery ionized plasma directly in front of a hapless [[Dreadnought]] or [[Marauder]].  Should either one be chasing you, they will likely run straight into the trap (although if you were too far away, the plasma will dissipate before they reach it).  Another tactic against the [[Marauder]] is to stay somewhat ahead of, and just out of the line of fire of a [[Marauder]], and, with a slight swerving action, use the afterburner to drop a string of plasma which it will inevitably blunder through while chasing you.&lt;br /&gt;
&lt;br /&gt;
* [[Chmmr]] [[Avatar]]:  The Avatar is a deadly close-range adversary, and its tractor beam allows it the option of pulling the slow-moving [[Dreadnought]]s and [[Marauder]]s not only towards it, but also towards planets as well.  It stands a fair chance of taking down a [[Marauder]] if it is at full strength, but may have more trouble against the [[Dreadnought]]s.  &lt;br /&gt;
&lt;br /&gt;
* [[Orz]] [[Nemesis]]:  The quick-moving [[Nemesis]] has the option of using its Orz Marines to destroy the [[Dreadnought]]s and [[Marauder]]s from the inside.  Since both ships are relatively slow-moving, well-aimed Marines shot in front of an enemy&#039;s path can stand a chance of quickly destroying the powerful [[Ur-Quan]] ships.  The long shooting range of a [[Nemesis]], though a bit tough to aim, can give it at least some kind of chance if it comes down to a shooting match.&lt;br /&gt;
&lt;br /&gt;
* [[Yehat]] [[Terminator]]:  The [[Terminator]], of course, has the advantage of being able to shield through the [[Marauder]]&#039;s blades, before unleashing its devastating, up-close ion pulse cannon fire.  Its bullets can also destroy the [[Marauder]]&#039;s blades relatively well, leaving one the option of staying just ahead and out of range of a [[Marauder]], firing backward at both the on-coming blades and [[Marauder]].  Against a [[Dreadnought]], the [[Terminator]] will be more disadvantaged, and may want to trick the somewhat slow-turning [[Dreadnought]] into turning around, before using the [[Terminator]]&#039;s quick turning radius and speed to try a strafing attack.&lt;br /&gt;
&lt;br /&gt;
==Sa-Matra Battle Strategy==&lt;br /&gt;
&lt;br /&gt;
Once defeating the Ur-Quan, you will have to perform 2 daunting tasks - the first, eliminating 8 shields that power a force field protecting the only entrance to the Sa-Matra, which sits guarded inside a cocoon of asteroids.  While trying to eliminate these shields, you will be chased and harried by flaming, homing fireballs/comets of some kind, and small green fighter ships that, rather than shoot at you, simply bump into you causing a small amount of damage before disintegrating.  Your second task will be to rush your bomb-laden [[Flagship]] into the Asteroid(s) for the final blow against the Ur-Quan empire.  &lt;br /&gt;
&lt;br /&gt;
For the first, all you really need is a single [[Pkunk]] [[Fury]] to eliminate all 8 shields.  The [[Fury]] is well capable of flying around and eluding its slower adversaries, and while it may take a while, you should easily be able to eliminate all the shields without too much issue.  You may want to fly around first so all the fireballs and green fighters come out of the asteroid first, so you don&#039;t have to worry about them coming out right next to you.  &lt;br /&gt;
&lt;br /&gt;
However, while trying to escape, the [[Fury]] will inevitably and regretfully be destroyed by the fireballs.  Since you were supplied with as many [[Fury]] and [[Terminator]] ships as you needed before this battle, there is no excuse for not having a [[Fury]] available.  If you didn&#039;t have one coming in, and had a full fleet, simply make sure two of your ships are destroyed while fighting the 6 [[Ur-Quan]] to get a [[Pkunk]] [[Fury]].&lt;br /&gt;
&lt;br /&gt;
The real challenge will be getting your [[Flagship]] into the asteroid entrance without getting destroyed by the fireballs.  Unfortunately, this is largely a matter of luck, and unless placed very near the entrance, there&#039;s a good chance you won&#039;t make it.  For this reason, it is best to have equipped your [[Flagship]] with not only (obviously) the maximum amount of [[Antimatter Thruster]]s and [[Turning Jets]] but also [[Point-Defense Laser]] systems, as all your [[Flagship]] really needs to do for this final mission is survive as long as possible.&lt;/div&gt;</summary>
		<author><name>Jzyehoshua</name></author>
	</entry>
	<entry>
		<id>https://wiki.uqm.stack.nl/index.php?title=User:Jzyehoshua/Final_Mission&amp;diff=22408</id>
		<title>User:Jzyehoshua/Final Mission</title>
		<link rel="alternate" type="text/html" href="https://wiki.uqm.stack.nl/index.php?title=User:Jzyehoshua/Final_Mission&amp;diff=22408"/>
		<updated>2008-11-12T21:16:07Z</updated>

		<summary type="html">&lt;p&gt;Jzyehoshua: /* Preparation */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;For the Final Mission, 6 [[Ur-Quan]] ships will stand between you and the [[Sa-Matra]], 3 [[Ur-Quan Kzer-Za]] [[Dreadnought]] ships, and 3 [[Ur-Quan Kohr-Ah]] [[Marauder]] ships.  After defeating them, you will be supplied with as many [[Pkunk]] [[Fury]] and [[Yehat]] [[Terminator]] ships as you can carry (up to 4 of each).&lt;br /&gt;
&lt;br /&gt;
==Preparation== &lt;br /&gt;
&lt;br /&gt;
* You ought to have at least 2 or 3 [[Spathi]] [[Eluder]] ships with you.  Aside from [[Fwiffo]], who you find early in the game, you can also purchase [[Eluder]]s once allying with the [[Spathi]].&lt;br /&gt;
&lt;br /&gt;
* If you don&#039;t have [[Eluder]]s available, make sure you bring enough ships to defeat the [[Ur-Quan]] fleet you will face.  You should bring at least 6 ships to make sure you can get through the [[Ur-Quan]] fleet without needing to use your [[Flagship]].&lt;br /&gt;
&lt;br /&gt;
* Make sure your [[Flagship]] is equipped with all possible crew, [[Fuel]] (or at least enough to reach [[Delta Crateris]]), [[Antimatter Thruster]]s, and [[Turning Jets]].&lt;br /&gt;
&lt;br /&gt;
* Because the final challenge will involve simply keeping your [[Flagship]] alive, you should use most of your 6 [[Flagship Module]] slots on [[Crew Pod]]s and [[Point-Defense Laser]] systems.  There really is no excuse for using slots on anything else, except maybe a [[High-Efficiency Fuel Tank]] (or [[Fuel Tank]] if you don&#039;t have one) or a weapon ([[Ion-Bolt Gun]], [[Fusion Blaster]], or [[Hellbore Cannon]] so as to shoot at the small green fighters which will often annoyingly block your path to the asteroid entrance in the last scenario.&lt;br /&gt;
&lt;br /&gt;
** Technically, you don&#039;t even need to waste a slot on a [[Fuel Tank]].  Though a bit risky, it is possible to make it from the [[Earth Starbase]] to [[Delta Crateris]] (where the Final Mission occurs) without using a [[Fuel Tank]] on the minimum 10 [[Fuel]] storage.  To do this, simply exit [[Sol]], use your [[Portal Spawner]] to enter [[QuasiSpace]], and choose the exit leading near [[Delta Crateris]] (on [http://starcontrol.classicgaming.gamespy.com/sc2/maps6.shtml this map] it is the 13th exit).  Though you will then be out of [[Fuel]], you can then use a [[HyperWave Broadcaster]] to quickly summon a [[Melnorme]] trader, and if you have any credit remaining (which you should at this point in the game) or items to sell, you should be able to buy the 6/7 [[Fuel]] units needed to reach Delta Crateris.  Although there is a risk of being attacked by [[Ur-Quan]] before the [[Melnorme]] can reach you, the [[Melnorme]] moves much quicker than the [[Ur-Quan]], so the odds are in your favor, making this a perfectly feasible alternative which will save you a [[Flagship Module]] slot for the Final Mission.&lt;br /&gt;
&lt;br /&gt;
==Ur-Quan Battle Strategy==  &lt;br /&gt;
&lt;br /&gt;
Against the [[Ur-Quan]] ships, your best bet is to use a [[Spathi]] [[Eluder]] if you still have one.  It is recommended that you have saved at least 2 for this battle (note that you will not be able to build them after a certain point in the game).  [[Fwiffo]] and his [[Eluder]] are capable of taking down all 6 ships single-handedly.  While theoretically one could use their [[Flagship]] for the battles, it is not advisable, as you will need it in top shape at the end.&lt;br /&gt;
&lt;br /&gt;
When fighting the [[Dreadnought]]s with the [[Eluder]], simply keep ahead of their intended course, firing backwards with your B.U.T.T. missiles while staying just out of range of their cannon fire.  If the small, green fighter ships get to close to you, just take a different direction off the screen and come at the [[Dreadnought]] from a different angle.&lt;br /&gt;
&lt;br /&gt;
The real trick will be fighting the [[Ur-Quan Kohr-Ah]] [[Marauder]]s and their numerous spinning blades.  While the [[Eluder]] can still defeat them, you will be hard pressed to avoid the numerous blades.  Again, it is key to stay ahead of the [[Marauder]]s so that your B.U.T.T. missiles, when fired backwards, will travel quicker to their target, thus allowing you to stay further out of danger.  &lt;br /&gt;
&lt;br /&gt;
Furthermore, the [[Eluder]] can swerve quickly enough side-to-side (a zig-zagging motion while staying in front) that the [[Marauder]] will often stop its blades short as you mis-align/dodge out of the way of each one.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Other ships that may do well against the 6 [[Ur-Quan]]-ship fleet:&#039;&#039;  &lt;br /&gt;
&lt;br /&gt;
* [[Thraddash]] [[Torch]]:  While its low crew numbers make it easily eliminated, its powerful [[Reeunk]] afterburner attack allows you to leave a line of fiery ionized plasma directly in front of a hapless [[Dreadnought]] or [[Marauder]].  Should either one be chasing you, they will likely run straight into the trap (although if you were too far away, the plasma will dissipate before they reach it).  Another tactic against the [[Marauder]] is to stay somewhat ahead of, and just out of the line of fire of a [[Marauder]], and, with a slight swerving action, use the afterburner to drop a string of plasma which it will inevitably blunder through while chasing you.&lt;br /&gt;
&lt;br /&gt;
* [[Chmmr]] [[Avatar]]:  The Avatar is a deadly close-range adversary, and its tractor beam allows it the option of pulling the slow-moving [[Dreadnought]]s and [[Marauder]]s not only towards it, but also towards planets as well.  It stands a fair chance of taking down a [[Marauder]] if it is at full strength, but may have more trouble against the [[Dreadnought]]s.  &lt;br /&gt;
&lt;br /&gt;
* [[Orz]] [[Nemesis]]:  The quick-moving [[Nemesis]] has the option of using its Orz Marines to destroy the [[Dreadnought]]s and [[Marauder]]s from the inside.  Since both ships are relatively slow-moving, well-aimed Marines shot in front of an enemy&#039;s path can stand a chance of quickly destroying the powerful [[Ur-Quan]] ships.  The long shooting range of a [[Nemesis]], though a bit tough to aim, can give it at least some kind of chance if it comes down to a shooting match.&lt;br /&gt;
&lt;br /&gt;
* [[Yehat]] [[Terminator]]:  The [[Terminator]], of course, has the advantage of being able to shield through the [[Marauder]]&#039;s blades, before unleashing its devastating, up-close ion pulse cannon fire.  Its bullets can also destroy the [[Marauder]]&#039;s blades relatively well, leaving one the option of staying just ahead and out of range of a [[Marauder]], firing backward at both the on-coming blades and [[Marauder]].  Against a [[Dreadnought]], the [[Terminator]] will be more disadvantaged, and may want to trick the somewhat slow-turning [[Dreadnought]] into turning around, before using the [[Terminator]]&#039;s quick turning radius and speed to try a strafing attack.&lt;br /&gt;
&lt;br /&gt;
==Sa-Matra Battle Strategy==&lt;br /&gt;
&lt;br /&gt;
Once defeating the Ur-Quan, you will have to perform 2 daunting tasks - the first, eliminating 8 shields that power a force field protecting the only entrance to the Sa-Matra, which sits guarded inside a cocoon of asteroids.  While trying to eliminate these shields, you will be chased and harried by flaming, homing fireballs/comets of some kind, and small green fighter ships that, rather than shoot at you, simply bump into you causing a small amount of damage before disintegrating.  Your second task will be to rush your bomb-laden [[Flagship]] into the Asteroid(s) for the final blow against the Ur-Quan empire.  &lt;br /&gt;
&lt;br /&gt;
For the first, all you really need is a single [[Pkunk]] [[Fury]] to eliminate all 8 shields.  The [[Fury]] is well capable of flying around and eluding its slower adversaries, and while it may take a while, you should easily be able to eliminate all the shields without too much issue.  You may want to fly around first so all the fireballs and green fighters come out of the asteroid first, so you don&#039;t have to worry about them coming out right next to you.  &lt;br /&gt;
&lt;br /&gt;
However, while trying to escape, the [[Fury]] will inevitably and regretfully be destroyed by the fireballs.  Since you were supplied with as many [[Fury]] and [[Terminator]] ships as you needed before this battle, there is no excuse for not having a [[Fury]] available.  If you didn&#039;t have one coming in, and had a full fleet, simply make sure two of your ships are destroyed while fighting the 6 [[Ur-Quan]] to get a [[Pkunk]] [[Fury]].&lt;br /&gt;
&lt;br /&gt;
The real challenge will be getting your [[Flagship]] into the asteroid entrance without getting destroyed by the fireballs.  Unfortunately, this is largely a matter of luck, and unless placed very near the entrance, there&#039;s a good chance you won&#039;t make it.  For this reason, it is best to have equipped your [[Flagship]] with not only (obviously) the maximum amount of [[Antimatter Thruster]]s and [[Turning Jets]] but also [[Point-Defense Laser]] systems, as all your [[Flagship]] really needs to do for this final mission is survive as long as possible.&lt;/div&gt;</summary>
		<author><name>Jzyehoshua</name></author>
	</entry>
	<entry>
		<id>https://wiki.uqm.stack.nl/index.php?title=User:Jzyehoshua/Final_Mission&amp;diff=22407</id>
		<title>User:Jzyehoshua/Final Mission</title>
		<link rel="alternate" type="text/html" href="https://wiki.uqm.stack.nl/index.php?title=User:Jzyehoshua/Final_Mission&amp;diff=22407"/>
		<updated>2008-11-12T21:15:42Z</updated>

		<summary type="html">&lt;p&gt;Jzyehoshua: /* Preparation */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;For the Final Mission, 6 [[Ur-Quan]] ships will stand between you and the [[Sa-Matra]], 3 [[Ur-Quan Kzer-Za]] [[Dreadnought]] ships, and 3 [[Ur-Quan Kohr-Ah]] [[Marauder]] ships.  After defeating them, you will be supplied with as many [[Pkunk]] [[Fury]] and [[Yehat]] [[Terminator]] ships as you can carry (up to 4 of each).&lt;br /&gt;
&lt;br /&gt;
==Preparation== &lt;br /&gt;
&lt;br /&gt;
* You ought to have at least 2 or 3 [[Spathi]] [[Eluder]] ships with you.  Aside from [[Fwiffo]], who you find early in the game, you can also purchase [[Eluder]]s once allying with the [[Spathi]].&lt;br /&gt;
* If you don&#039;t have [[Eluder]]s available, make sure you bring enough ships to defeat the [[Ur-Quan]] fleet you will face.  You should bring at least 6 ships to make sure you can get through the [[Ur-Quan]] fleet without needing to use your [[Flagship]].&lt;br /&gt;
* Make sure your [[Flagship]] is equipped with all possible crew, [[Fuel]] (or at least enough to reach [[Delta Crateris]]), [[Antimatter Thruster]]s, and [[Turning Jets]].&lt;br /&gt;
* Because the final challenge will involve simply keeping your [[Flagship]] alive, you should use most of your 6 [[Flagship Module]] slots on [[Crew Pod]]s and [[Point-Defense Laser]] systems.  There really is no excuse for using slots on anything else, except maybe a [[High-Efficiency Fuel Tank]] (or [[Fuel Tank]] if you don&#039;t have one) or a weapon ([[Ion-Bolt Gun]], [[Fusion Blaster]], or [[Hellbore Cannon]] so as to shoot at the small green fighters which will often annoyingly block your path to the asteroid entrance in the last scenario.&lt;br /&gt;
** Technically, you don&#039;t even need to waste a slot on a [[Fuel Tank]].  Though a bit risky, it is possible to make it from the [[Earth Starbase]] to [[Delta Crateris]] (where the Final Mission occurs) without using a [[Fuel Tank]] on the minimum 10 [[Fuel]] storage.  To do this, simply exit [[Sol]], use your [[Portal Spawner]] to enter [[QuasiSpace]], and choose the exit leading near [[Delta Crateris]] (on [http://starcontrol.classicgaming.gamespy.com/sc2/maps6.shtml this map] it is the 13th exit).  Though you will then be out of [[Fuel]], you can then use a [[HyperWave Broadcaster]] to quickly summon a [[Melnorme]] trader, and if you have any credit remaining (which you should at this point in the game) or items to sell, you should be able to buy the 6/7 [[Fuel]] units needed to reach Delta Crateris.  Although there is a risk of being attacked by [[Ur-Quan]] before the [[Melnorme]] can reach you, the [[Melnorme]] moves much quicker than the [[Ur-Quan]], so the odds are in your favor, making this a perfectly feasible alternative which will save you a [[Flagship Module]] slot for the Final Mission.&lt;br /&gt;
&lt;br /&gt;
==Ur-Quan Battle Strategy==  &lt;br /&gt;
&lt;br /&gt;
Against the [[Ur-Quan]] ships, your best bet is to use a [[Spathi]] [[Eluder]] if you still have one.  It is recommended that you have saved at least 2 for this battle (note that you will not be able to build them after a certain point in the game).  [[Fwiffo]] and his [[Eluder]] are capable of taking down all 6 ships single-handedly.  While theoretically one could use their [[Flagship]] for the battles, it is not advisable, as you will need it in top shape at the end.&lt;br /&gt;
&lt;br /&gt;
When fighting the [[Dreadnought]]s with the [[Eluder]], simply keep ahead of their intended course, firing backwards with your B.U.T.T. missiles while staying just out of range of their cannon fire.  If the small, green fighter ships get to close to you, just take a different direction off the screen and come at the [[Dreadnought]] from a different angle.&lt;br /&gt;
&lt;br /&gt;
The real trick will be fighting the [[Ur-Quan Kohr-Ah]] [[Marauder]]s and their numerous spinning blades.  While the [[Eluder]] can still defeat them, you will be hard pressed to avoid the numerous blades.  Again, it is key to stay ahead of the [[Marauder]]s so that your B.U.T.T. missiles, when fired backwards, will travel quicker to their target, thus allowing you to stay further out of danger.  &lt;br /&gt;
&lt;br /&gt;
Furthermore, the [[Eluder]] can swerve quickly enough side-to-side (a zig-zagging motion while staying in front) that the [[Marauder]] will often stop its blades short as you mis-align/dodge out of the way of each one.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Other ships that may do well against the 6 [[Ur-Quan]]-ship fleet:&#039;&#039;  &lt;br /&gt;
&lt;br /&gt;
* [[Thraddash]] [[Torch]]:  While its low crew numbers make it easily eliminated, its powerful [[Reeunk]] afterburner attack allows you to leave a line of fiery ionized plasma directly in front of a hapless [[Dreadnought]] or [[Marauder]].  Should either one be chasing you, they will likely run straight into the trap (although if you were too far away, the plasma will dissipate before they reach it).  Another tactic against the [[Marauder]] is to stay somewhat ahead of, and just out of the line of fire of a [[Marauder]], and, with a slight swerving action, use the afterburner to drop a string of plasma which it will inevitably blunder through while chasing you.&lt;br /&gt;
&lt;br /&gt;
* [[Chmmr]] [[Avatar]]:  The Avatar is a deadly close-range adversary, and its tractor beam allows it the option of pulling the slow-moving [[Dreadnought]]s and [[Marauder]]s not only towards it, but also towards planets as well.  It stands a fair chance of taking down a [[Marauder]] if it is at full strength, but may have more trouble against the [[Dreadnought]]s.  &lt;br /&gt;
&lt;br /&gt;
* [[Orz]] [[Nemesis]]:  The quick-moving [[Nemesis]] has the option of using its Orz Marines to destroy the [[Dreadnought]]s and [[Marauder]]s from the inside.  Since both ships are relatively slow-moving, well-aimed Marines shot in front of an enemy&#039;s path can stand a chance of quickly destroying the powerful [[Ur-Quan]] ships.  The long shooting range of a [[Nemesis]], though a bit tough to aim, can give it at least some kind of chance if it comes down to a shooting match.&lt;br /&gt;
&lt;br /&gt;
* [[Yehat]] [[Terminator]]:  The [[Terminator]], of course, has the advantage of being able to shield through the [[Marauder]]&#039;s blades, before unleashing its devastating, up-close ion pulse cannon fire.  Its bullets can also destroy the [[Marauder]]&#039;s blades relatively well, leaving one the option of staying just ahead and out of range of a [[Marauder]], firing backward at both the on-coming blades and [[Marauder]].  Against a [[Dreadnought]], the [[Terminator]] will be more disadvantaged, and may want to trick the somewhat slow-turning [[Dreadnought]] into turning around, before using the [[Terminator]]&#039;s quick turning radius and speed to try a strafing attack.&lt;br /&gt;
&lt;br /&gt;
==Sa-Matra Battle Strategy==&lt;br /&gt;
&lt;br /&gt;
Once defeating the Ur-Quan, you will have to perform 2 daunting tasks - the first, eliminating 8 shields that power a force field protecting the only entrance to the Sa-Matra, which sits guarded inside a cocoon of asteroids.  While trying to eliminate these shields, you will be chased and harried by flaming, homing fireballs/comets of some kind, and small green fighter ships that, rather than shoot at you, simply bump into you causing a small amount of damage before disintegrating.  Your second task will be to rush your bomb-laden [[Flagship]] into the Asteroid(s) for the final blow against the Ur-Quan empire.  &lt;br /&gt;
&lt;br /&gt;
For the first, all you really need is a single [[Pkunk]] [[Fury]] to eliminate all 8 shields.  The [[Fury]] is well capable of flying around and eluding its slower adversaries, and while it may take a while, you should easily be able to eliminate all the shields without too much issue.  You may want to fly around first so all the fireballs and green fighters come out of the asteroid first, so you don&#039;t have to worry about them coming out right next to you.  &lt;br /&gt;
&lt;br /&gt;
However, while trying to escape, the [[Fury]] will inevitably and regretfully be destroyed by the fireballs.  Since you were supplied with as many [[Fury]] and [[Terminator]] ships as you needed before this battle, there is no excuse for not having a [[Fury]] available.  If you didn&#039;t have one coming in, and had a full fleet, simply make sure two of your ships are destroyed while fighting the 6 [[Ur-Quan]] to get a [[Pkunk]] [[Fury]].&lt;br /&gt;
&lt;br /&gt;
The real challenge will be getting your [[Flagship]] into the asteroid entrance without getting destroyed by the fireballs.  Unfortunately, this is largely a matter of luck, and unless placed very near the entrance, there&#039;s a good chance you won&#039;t make it.  For this reason, it is best to have equipped your [[Flagship]] with not only (obviously) the maximum amount of [[Antimatter Thruster]]s and [[Turning Jets]] but also [[Point-Defense Laser]] systems, as all your [[Flagship]] really needs to do for this final mission is survive as long as possible.&lt;/div&gt;</summary>
		<author><name>Jzyehoshua</name></author>
	</entry>
	<entry>
		<id>https://wiki.uqm.stack.nl/index.php?title=User:Jzyehoshua/Final_Mission&amp;diff=22406</id>
		<title>User:Jzyehoshua/Final Mission</title>
		<link rel="alternate" type="text/html" href="https://wiki.uqm.stack.nl/index.php?title=User:Jzyehoshua/Final_Mission&amp;diff=22406"/>
		<updated>2008-11-12T21:14:59Z</updated>

		<summary type="html">&lt;p&gt;Jzyehoshua: /* Preparation */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;For the Final Mission, 6 [[Ur-Quan]] ships will stand between you and the [[Sa-Matra]], 3 [[Ur-Quan Kzer-Za]] [[Dreadnought]] ships, and 3 [[Ur-Quan Kohr-Ah]] [[Marauder]] ships.  After defeating them, you will be supplied with as many [[Pkunk]] [[Fury]] and [[Yehat]] [[Terminator]] ships as you can carry (up to 4 of each).&lt;br /&gt;
&lt;br /&gt;
==Preparation== &lt;br /&gt;
&lt;br /&gt;
* You ought to have at least 2 or 3 [[Spathi]] [[Eluder]] ships with you.  Aside from [[Fwiffo]], who you find early in the game, you can also purchase [[Eluder]]s once allying with the [[Spathi]].&lt;br /&gt;
* If you don&#039;t have [[Eluder]]s available, make sure you bring enough ships to defeat the [[Ur-Quan]] fleet you will face.  You should bring at least 6 ships to make sure you can get through the [[Ur-Quan]] fleet without needing to use your [[Flagship]].&lt;br /&gt;
* Make sure your [[Flagship]] is equipped with all possible crew, [[Fuel]], [[Antimatter Thruster]]s, and [[Turning Jets]].&lt;br /&gt;
* Because the final challenge will involve simply keeping your [[Flagship]] alive, you should use most of your 6 [[Flagship Module]] slots on [[Crew Pod]]s and [[Point-Defense Laser]] systems.  There really is no excuse for using slots on anything else, except maybe a [[High-Efficiency Fuel Tank]] (or [[Fuel Tank]] if you don&#039;t have one) or a weapon ([[Ion-Bolt Gun]], [[Fusion Blaster]], or [[Hellbore Cannon]] so as to shoot at the small green fighters which will often annoyingly block your path to the asteroid entrance in the last scenario.&lt;br /&gt;
** Technically, you don&#039;t even need to waste a slot on a [[Fuel Tank]].  Though a bit risky, it is possible to make it from the [[Earth Starbase]] to [[Delta Crateris]] (where the Final Mission occurs) without using a [[Fuel Tank]] on the minimum 10 [[Fuel]] storage.  To do this, simply exit [[Sol]], use your [[Portal Spawner]] to enter [[QuasiSpace]], and choose the exit leading near [[Delta Crateris]] (on [http://starcontrol.classicgaming.gamespy.com/sc2/maps6.shtml this map] it is the 13th exit).  Though you will then be out of [[Fuel]], you can then use a [[HyperWave Broadcaster]] to quickly summon a [[Melnorme]] trader, and if you have any credit remaining (which you should at this point in the game) or items to sell, you should be able to buy the 6/7 [[Fuel]] units needed to reach Delta Crateris.  Although there is a risk of being attacked by [[Ur-Quan]] before the [[Melnorme]] can reach you, the [[Melnorme]] moves much quicker than the [[Ur-Quan]], so the odds are in your favor, making this a perfectly feasible alternative which will save you a [[Flagship Module]] slot for the Final Mission.&lt;br /&gt;
&lt;br /&gt;
==Ur-Quan Battle Strategy==  &lt;br /&gt;
&lt;br /&gt;
Against the [[Ur-Quan]] ships, your best bet is to use a [[Spathi]] [[Eluder]] if you still have one.  It is recommended that you have saved at least 2 for this battle (note that you will not be able to build them after a certain point in the game).  [[Fwiffo]] and his [[Eluder]] are capable of taking down all 6 ships single-handedly.  While theoretically one could use their [[Flagship]] for the battles, it is not advisable, as you will need it in top shape at the end.&lt;br /&gt;
&lt;br /&gt;
When fighting the [[Dreadnought]]s with the [[Eluder]], simply keep ahead of their intended course, firing backwards with your B.U.T.T. missiles while staying just out of range of their cannon fire.  If the small, green fighter ships get to close to you, just take a different direction off the screen and come at the [[Dreadnought]] from a different angle.&lt;br /&gt;
&lt;br /&gt;
The real trick will be fighting the [[Ur-Quan Kohr-Ah]] [[Marauder]]s and their numerous spinning blades.  While the [[Eluder]] can still defeat them, you will be hard pressed to avoid the numerous blades.  Again, it is key to stay ahead of the [[Marauder]]s so that your B.U.T.T. missiles, when fired backwards, will travel quicker to their target, thus allowing you to stay further out of danger.  &lt;br /&gt;
&lt;br /&gt;
Furthermore, the [[Eluder]] can swerve quickly enough side-to-side (a zig-zagging motion while staying in front) that the [[Marauder]] will often stop its blades short as you mis-align/dodge out of the way of each one.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Other ships that may do well against the 6 [[Ur-Quan]]-ship fleet:&#039;&#039;  &lt;br /&gt;
&lt;br /&gt;
* [[Thraddash]] [[Torch]]:  While its low crew numbers make it easily eliminated, its powerful [[Reeunk]] afterburner attack allows you to leave a line of fiery ionized plasma directly in front of a hapless [[Dreadnought]] or [[Marauder]].  Should either one be chasing you, they will likely run straight into the trap (although if you were too far away, the plasma will dissipate before they reach it).  Another tactic against the [[Marauder]] is to stay somewhat ahead of, and just out of the line of fire of a [[Marauder]], and, with a slight swerving action, use the afterburner to drop a string of plasma which it will inevitably blunder through while chasing you.&lt;br /&gt;
&lt;br /&gt;
* [[Chmmr]] [[Avatar]]:  The Avatar is a deadly close-range adversary, and its tractor beam allows it the option of pulling the slow-moving [[Dreadnought]]s and [[Marauder]]s not only towards it, but also towards planets as well.  It stands a fair chance of taking down a [[Marauder]] if it is at full strength, but may have more trouble against the [[Dreadnought]]s.  &lt;br /&gt;
&lt;br /&gt;
* [[Orz]] [[Nemesis]]:  The quick-moving [[Nemesis]] has the option of using its Orz Marines to destroy the [[Dreadnought]]s and [[Marauder]]s from the inside.  Since both ships are relatively slow-moving, well-aimed Marines shot in front of an enemy&#039;s path can stand a chance of quickly destroying the powerful [[Ur-Quan]] ships.  The long shooting range of a [[Nemesis]], though a bit tough to aim, can give it at least some kind of chance if it comes down to a shooting match.&lt;br /&gt;
&lt;br /&gt;
* [[Yehat]] [[Terminator]]:  The [[Terminator]], of course, has the advantage of being able to shield through the [[Marauder]]&#039;s blades, before unleashing its devastating, up-close ion pulse cannon fire.  Its bullets can also destroy the [[Marauder]]&#039;s blades relatively well, leaving one the option of staying just ahead and out of range of a [[Marauder]], firing backward at both the on-coming blades and [[Marauder]].  Against a [[Dreadnought]], the [[Terminator]] will be more disadvantaged, and may want to trick the somewhat slow-turning [[Dreadnought]] into turning around, before using the [[Terminator]]&#039;s quick turning radius and speed to try a strafing attack.&lt;br /&gt;
&lt;br /&gt;
==Sa-Matra Battle Strategy==&lt;br /&gt;
&lt;br /&gt;
Once defeating the Ur-Quan, you will have to perform 2 daunting tasks - the first, eliminating 8 shields that power a force field protecting the only entrance to the Sa-Matra, which sits guarded inside a cocoon of asteroids.  While trying to eliminate these shields, you will be chased and harried by flaming, homing fireballs/comets of some kind, and small green fighter ships that, rather than shoot at you, simply bump into you causing a small amount of damage before disintegrating.  Your second task will be to rush your bomb-laden [[Flagship]] into the Asteroid(s) for the final blow against the Ur-Quan empire.  &lt;br /&gt;
&lt;br /&gt;
For the first, all you really need is a single [[Pkunk]] [[Fury]] to eliminate all 8 shields.  The [[Fury]] is well capable of flying around and eluding its slower adversaries, and while it may take a while, you should easily be able to eliminate all the shields without too much issue.  You may want to fly around first so all the fireballs and green fighters come out of the asteroid first, so you don&#039;t have to worry about them coming out right next to you.  &lt;br /&gt;
&lt;br /&gt;
However, while trying to escape, the [[Fury]] will inevitably and regretfully be destroyed by the fireballs.  Since you were supplied with as many [[Fury]] and [[Terminator]] ships as you needed before this battle, there is no excuse for not having a [[Fury]] available.  If you didn&#039;t have one coming in, and had a full fleet, simply make sure two of your ships are destroyed while fighting the 6 [[Ur-Quan]] to get a [[Pkunk]] [[Fury]].&lt;br /&gt;
&lt;br /&gt;
The real challenge will be getting your [[Flagship]] into the asteroid entrance without getting destroyed by the fireballs.  Unfortunately, this is largely a matter of luck, and unless placed very near the entrance, there&#039;s a good chance you won&#039;t make it.  For this reason, it is best to have equipped your [[Flagship]] with not only (obviously) the maximum amount of [[Antimatter Thruster]]s and [[Turning Jets]] but also [[Point-Defense Laser]] systems, as all your [[Flagship]] really needs to do for this final mission is survive as long as possible.&lt;/div&gt;</summary>
		<author><name>Jzyehoshua</name></author>
	</entry>
	<entry>
		<id>https://wiki.uqm.stack.nl/index.php?title=User:Jzyehoshua/Final_Mission&amp;diff=22405</id>
		<title>User:Jzyehoshua/Final Mission</title>
		<link rel="alternate" type="text/html" href="https://wiki.uqm.stack.nl/index.php?title=User:Jzyehoshua/Final_Mission&amp;diff=22405"/>
		<updated>2008-11-12T21:14:18Z</updated>

		<summary type="html">&lt;p&gt;Jzyehoshua: /* Preparation */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;For the Final Mission, 6 [[Ur-Quan]] ships will stand between you and the [[Sa-Matra]], 3 [[Ur-Quan Kzer-Za]] [[Dreadnought]] ships, and 3 [[Ur-Quan Kohr-Ah]] [[Marauder]] ships.  After defeating them, you will be supplied with as many [[Pkunk]] [[Fury]] and [[Yehat]] [[Terminator]] ships as you can carry (up to 4 of each).&lt;br /&gt;
&lt;br /&gt;
==Preparation== &lt;br /&gt;
&lt;br /&gt;
* You ought to have at least 2 or 3 [[Spathi]] [[Eluder]] ships with you.  Aside from [[Fwiffo]], who you find early in the game, you can also purchase [[Eluder]]s once allying with the [[Spathi]].&lt;br /&gt;
* If you don&#039;t have [[Eluder]]s available, make sure you bring enough ships to defeat the [[Ur-Quan]] fleet you will face (3 [[Ur-Quan Kzer-Za]] [[Dreadnought]]s, and 3 [[Ur-Quan Kohr-Ah]] [[Marauder]]s).  You should bring at least 6 ships to make sure you can get through the [[Ur-Quan]] fleet without needing to use your [[Flagship]].&lt;br /&gt;
* Make sure your [[Flagship]] is equipped with all possible crew, [[Fuel]], [[Antimatter Thruster]]s, and [[Turning Jets]].&lt;br /&gt;
* Because the final challenge will involve simply keeping your [[Flagship]] alive, you should use most of your 6 [[Flagship Module]] slots on [[Crew Pod]]s and [[Point-Defense Laser]] systems.  There really is no excuse for using slots on anything else, except maybe a [[High-Efficiency Fuel Tank]] (or [[Fuel Tank]] if you don&#039;t have one) or a weapon ([[Ion-Bolt Gun]], [[Fusion Blaster]], or [[Hellbore Cannon]] so as to shoot at the small green fighters which will often annoyingly block your path to the asteroid entrance in the last scenario.&lt;br /&gt;
** Technically, you don&#039;t even need to waste a slot on a [[Fuel Tank]].  Though a bit risky, it is possible to make it from the [[Earth Starbase]] to [[Delta Crateris]] (where the Final Mission occurs) without using a [[Fuel Tank]] on the minimum 10 [[Fuel]] storage.  To do this, simply exit [[Sol]], use your [[Portal Spawner]] to enter [[QuasiSpace]], and choose the exit leading near [[Delta Crateris]] (on [http://starcontrol.classicgaming.gamespy.com/sc2/maps6.shtml this map] it is the 13th exit).  Though you will then be out of [[Fuel]], you can then use a [[HyperWave Broadcaster]] to quickly summon a [[Melnorme]] trader, and if you have any credit remaining (which you should at this point in the game) or items to sell, you should be able to buy the 6/7 [[Fuel]] units needed to reach Delta Crateris.  Although there is a risk of being attacked by [[Ur-Quan]] before the [[Melnorme]] can reach you, the [[Melnorme]] moves much quicker than the [[Ur-Quan]], so the odds are in your favor, making this a perfectly feasible alternative which will save you a [[Flagship Module]] slot for the Final Mission.&lt;br /&gt;
&lt;br /&gt;
==Ur-Quan Battle Strategy==  &lt;br /&gt;
&lt;br /&gt;
Against the [[Ur-Quan]] ships, your best bet is to use a [[Spathi]] [[Eluder]] if you still have one.  It is recommended that you have saved at least 2 for this battle (note that you will not be able to build them after a certain point in the game).  [[Fwiffo]] and his [[Eluder]] are capable of taking down all 6 ships single-handedly.  While theoretically one could use their [[Flagship]] for the battles, it is not advisable, as you will need it in top shape at the end.&lt;br /&gt;
&lt;br /&gt;
When fighting the [[Dreadnought]]s with the [[Eluder]], simply keep ahead of their intended course, firing backwards with your B.U.T.T. missiles while staying just out of range of their cannon fire.  If the small, green fighter ships get to close to you, just take a different direction off the screen and come at the [[Dreadnought]] from a different angle.&lt;br /&gt;
&lt;br /&gt;
The real trick will be fighting the [[Ur-Quan Kohr-Ah]] [[Marauder]]s and their numerous spinning blades.  While the [[Eluder]] can still defeat them, you will be hard pressed to avoid the numerous blades.  Again, it is key to stay ahead of the [[Marauder]]s so that your B.U.T.T. missiles, when fired backwards, will travel quicker to their target, thus allowing you to stay further out of danger.  &lt;br /&gt;
&lt;br /&gt;
Furthermore, the [[Eluder]] can swerve quickly enough side-to-side (a zig-zagging motion while staying in front) that the [[Marauder]] will often stop its blades short as you mis-align/dodge out of the way of each one.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Other ships that may do well against the 6 [[Ur-Quan]]-ship fleet:&#039;&#039;  &lt;br /&gt;
&lt;br /&gt;
* [[Thraddash]] [[Torch]]:  While its low crew numbers make it easily eliminated, its powerful [[Reeunk]] afterburner attack allows you to leave a line of fiery ionized plasma directly in front of a hapless [[Dreadnought]] or [[Marauder]].  Should either one be chasing you, they will likely run straight into the trap (although if you were too far away, the plasma will dissipate before they reach it).  Another tactic against the [[Marauder]] is to stay somewhat ahead of, and just out of the line of fire of a [[Marauder]], and, with a slight swerving action, use the afterburner to drop a string of plasma which it will inevitably blunder through while chasing you.&lt;br /&gt;
&lt;br /&gt;
* [[Chmmr]] [[Avatar]]:  The Avatar is a deadly close-range adversary, and its tractor beam allows it the option of pulling the slow-moving [[Dreadnought]]s and [[Marauder]]s not only towards it, but also towards planets as well.  It stands a fair chance of taking down a [[Marauder]] if it is at full strength, but may have more trouble against the [[Dreadnought]]s.  &lt;br /&gt;
&lt;br /&gt;
* [[Orz]] [[Nemesis]]:  The quick-moving [[Nemesis]] has the option of using its Orz Marines to destroy the [[Dreadnought]]s and [[Marauder]]s from the inside.  Since both ships are relatively slow-moving, well-aimed Marines shot in front of an enemy&#039;s path can stand a chance of quickly destroying the powerful [[Ur-Quan]] ships.  The long shooting range of a [[Nemesis]], though a bit tough to aim, can give it at least some kind of chance if it comes down to a shooting match.&lt;br /&gt;
&lt;br /&gt;
* [[Yehat]] [[Terminator]]:  The [[Terminator]], of course, has the advantage of being able to shield through the [[Marauder]]&#039;s blades, before unleashing its devastating, up-close ion pulse cannon fire.  Its bullets can also destroy the [[Marauder]]&#039;s blades relatively well, leaving one the option of staying just ahead and out of range of a [[Marauder]], firing backward at both the on-coming blades and [[Marauder]].  Against a [[Dreadnought]], the [[Terminator]] will be more disadvantaged, and may want to trick the somewhat slow-turning [[Dreadnought]] into turning around, before using the [[Terminator]]&#039;s quick turning radius and speed to try a strafing attack.&lt;br /&gt;
&lt;br /&gt;
==Sa-Matra Battle Strategy==&lt;br /&gt;
&lt;br /&gt;
Once defeating the Ur-Quan, you will have to perform 2 daunting tasks - the first, eliminating 8 shields that power a force field protecting the only entrance to the Sa-Matra, which sits guarded inside a cocoon of asteroids.  While trying to eliminate these shields, you will be chased and harried by flaming, homing fireballs/comets of some kind, and small green fighter ships that, rather than shoot at you, simply bump into you causing a small amount of damage before disintegrating.  Your second task will be to rush your bomb-laden [[Flagship]] into the Asteroid(s) for the final blow against the Ur-Quan empire.  &lt;br /&gt;
&lt;br /&gt;
For the first, all you really need is a single [[Pkunk]] [[Fury]] to eliminate all 8 shields.  The [[Fury]] is well capable of flying around and eluding its slower adversaries, and while it may take a while, you should easily be able to eliminate all the shields without too much issue.  You may want to fly around first so all the fireballs and green fighters come out of the asteroid first, so you don&#039;t have to worry about them coming out right next to you.  &lt;br /&gt;
&lt;br /&gt;
However, while trying to escape, the [[Fury]] will inevitably and regretfully be destroyed by the fireballs.  Since you were supplied with as many [[Fury]] and [[Terminator]] ships as you needed before this battle, there is no excuse for not having a [[Fury]] available.  If you didn&#039;t have one coming in, and had a full fleet, simply make sure two of your ships are destroyed while fighting the 6 [[Ur-Quan]] to get a [[Pkunk]] [[Fury]].&lt;br /&gt;
&lt;br /&gt;
The real challenge will be getting your [[Flagship]] into the asteroid entrance without getting destroyed by the fireballs.  Unfortunately, this is largely a matter of luck, and unless placed very near the entrance, there&#039;s a good chance you won&#039;t make it.  For this reason, it is best to have equipped your [[Flagship]] with not only (obviously) the maximum amount of [[Antimatter Thruster]]s and [[Turning Jets]] but also [[Point-Defense Laser]] systems, as all your [[Flagship]] really needs to do for this final mission is survive as long as possible.&lt;/div&gt;</summary>
		<author><name>Jzyehoshua</name></author>
	</entry>
	<entry>
		<id>https://wiki.uqm.stack.nl/index.php?title=User:Jzyehoshua/Final_Mission&amp;diff=22404</id>
		<title>User:Jzyehoshua/Final Mission</title>
		<link rel="alternate" type="text/html" href="https://wiki.uqm.stack.nl/index.php?title=User:Jzyehoshua/Final_Mission&amp;diff=22404"/>
		<updated>2008-11-12T21:14:01Z</updated>

		<summary type="html">&lt;p&gt;Jzyehoshua: /* Preparation */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;For the Final Mission, 6 [[Ur-Quan]] ships will stand between you and the [[Sa-Matra]], 3 [[Ur-Quan Kzer-Za]] [[Dreadnought]] ships, and 3 [[Ur-Quan Kohr-Ah]] [[Marauder]] ships.  After defeating them, you will be supplied with as many [[Pkunk]] [[Fury]] and [[Yehat]] [[Terminator]] ships as you can carry (up to 4 of each).&lt;br /&gt;
&lt;br /&gt;
==Preparation== &lt;br /&gt;
&lt;br /&gt;
-You ought to have at least 2 or 3 [[Spathi]] [[Eluder]] ships with you.  Aside from [[Fwiffo]], who you find early in the game, you can also purchase [[Eluder]]s once allying with the [[Spathi]].&lt;br /&gt;
&lt;br /&gt;
* If you don&#039;t have [[Eluder]]s available, make sure you bring enough ships to defeat the [[Ur-Quan]] fleet you will face (3 [[Ur-Quan Kzer-Za]] [[Dreadnought]]s, and 3 [[Ur-Quan Kohr-Ah]] [[Marauder]]s).  You should bring at least 6 ships to make sure you can get through the [[Ur-Quan]] fleet without needing to use your [[Flagship]].&lt;br /&gt;
* Make sure your [[Flagship]] is equipped with all possible crew, [[Fuel]], [[Antimatter Thruster]]s, and [[Turning Jets]].&lt;br /&gt;
* Because the final challenge will involve simply keeping your [[Flagship]] alive, you should use most of your 6 [[Flagship Module]] slots on [[Crew Pod]]s and [[Point-Defense Laser]] systems.  There really is no excuse for using slots on anything else, except maybe a [[High-Efficiency Fuel Tank]] (or [[Fuel Tank]] if you don&#039;t have one) or a weapon ([[Ion-Bolt Gun]], [[Fusion Blaster]], or [[Hellbore Cannon]] so as to shoot at the small green fighters which will often annoyingly block your path to the asteroid entrance in the last scenario.&lt;br /&gt;
** Technically, you don&#039;t even need to waste a slot on a [[Fuel Tank]].  Though a bit risky, it is possible to make it from the [[Earth Starbase]] to [[Delta Crateris]] (where the Final Mission occurs) without using a [[Fuel Tank]] on the minimum 10 [[Fuel]] storage.  To do this, simply exit [[Sol]], use your [[Portal Spawner]] to enter [[QuasiSpace]], and choose the exit leading near [[Delta Crateris]] (on [http://starcontrol.classicgaming.gamespy.com/sc2/maps6.shtml this map] it is the 13th exit).  Though you will then be out of [[Fuel]], you can then use a [[HyperWave Broadcaster]] to quickly summon a [[Melnorme]] trader, and if you have any credit remaining (which you should at this point in the game) or items to sell, you should be able to buy the 6/7 [[Fuel]] units needed to reach Delta Crateris.  Although there is a risk of being attacked by [[Ur-Quan]] before the [[Melnorme]] can reach you, the [[Melnorme]] moves much quicker than the [[Ur-Quan]], so the odds are in your favor, making this a perfectly feasible alternative which will save you a [[Flagship Module]] slot for the Final Mission.&lt;br /&gt;
&lt;br /&gt;
==Ur-Quan Battle Strategy==  &lt;br /&gt;
&lt;br /&gt;
Against the [[Ur-Quan]] ships, your best bet is to use a [[Spathi]] [[Eluder]] if you still have one.  It is recommended that you have saved at least 2 for this battle (note that you will not be able to build them after a certain point in the game).  [[Fwiffo]] and his [[Eluder]] are capable of taking down all 6 ships single-handedly.  While theoretically one could use their [[Flagship]] for the battles, it is not advisable, as you will need it in top shape at the end.&lt;br /&gt;
&lt;br /&gt;
When fighting the [[Dreadnought]]s with the [[Eluder]], simply keep ahead of their intended course, firing backwards with your B.U.T.T. missiles while staying just out of range of their cannon fire.  If the small, green fighter ships get to close to you, just take a different direction off the screen and come at the [[Dreadnought]] from a different angle.&lt;br /&gt;
&lt;br /&gt;
The real trick will be fighting the [[Ur-Quan Kohr-Ah]] [[Marauder]]s and their numerous spinning blades.  While the [[Eluder]] can still defeat them, you will be hard pressed to avoid the numerous blades.  Again, it is key to stay ahead of the [[Marauder]]s so that your B.U.T.T. missiles, when fired backwards, will travel quicker to their target, thus allowing you to stay further out of danger.  &lt;br /&gt;
&lt;br /&gt;
Furthermore, the [[Eluder]] can swerve quickly enough side-to-side (a zig-zagging motion while staying in front) that the [[Marauder]] will often stop its blades short as you mis-align/dodge out of the way of each one.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Other ships that may do well against the 6 [[Ur-Quan]]-ship fleet:&#039;&#039;  &lt;br /&gt;
&lt;br /&gt;
* [[Thraddash]] [[Torch]]:  While its low crew numbers make it easily eliminated, its powerful [[Reeunk]] afterburner attack allows you to leave a line of fiery ionized plasma directly in front of a hapless [[Dreadnought]] or [[Marauder]].  Should either one be chasing you, they will likely run straight into the trap (although if you were too far away, the plasma will dissipate before they reach it).  Another tactic against the [[Marauder]] is to stay somewhat ahead of, and just out of the line of fire of a [[Marauder]], and, with a slight swerving action, use the afterburner to drop a string of plasma which it will inevitably blunder through while chasing you.&lt;br /&gt;
&lt;br /&gt;
* [[Chmmr]] [[Avatar]]:  The Avatar is a deadly close-range adversary, and its tractor beam allows it the option of pulling the slow-moving [[Dreadnought]]s and [[Marauder]]s not only towards it, but also towards planets as well.  It stands a fair chance of taking down a [[Marauder]] if it is at full strength, but may have more trouble against the [[Dreadnought]]s.  &lt;br /&gt;
&lt;br /&gt;
* [[Orz]] [[Nemesis]]:  The quick-moving [[Nemesis]] has the option of using its Orz Marines to destroy the [[Dreadnought]]s and [[Marauder]]s from the inside.  Since both ships are relatively slow-moving, well-aimed Marines shot in front of an enemy&#039;s path can stand a chance of quickly destroying the powerful [[Ur-Quan]] ships.  The long shooting range of a [[Nemesis]], though a bit tough to aim, can give it at least some kind of chance if it comes down to a shooting match.&lt;br /&gt;
&lt;br /&gt;
* [[Yehat]] [[Terminator]]:  The [[Terminator]], of course, has the advantage of being able to shield through the [[Marauder]]&#039;s blades, before unleashing its devastating, up-close ion pulse cannon fire.  Its bullets can also destroy the [[Marauder]]&#039;s blades relatively well, leaving one the option of staying just ahead and out of range of a [[Marauder]], firing backward at both the on-coming blades and [[Marauder]].  Against a [[Dreadnought]], the [[Terminator]] will be more disadvantaged, and may want to trick the somewhat slow-turning [[Dreadnought]] into turning around, before using the [[Terminator]]&#039;s quick turning radius and speed to try a strafing attack.&lt;br /&gt;
&lt;br /&gt;
==Sa-Matra Battle Strategy==&lt;br /&gt;
&lt;br /&gt;
Once defeating the Ur-Quan, you will have to perform 2 daunting tasks - the first, eliminating 8 shields that power a force field protecting the only entrance to the Sa-Matra, which sits guarded inside a cocoon of asteroids.  While trying to eliminate these shields, you will be chased and harried by flaming, homing fireballs/comets of some kind, and small green fighter ships that, rather than shoot at you, simply bump into you causing a small amount of damage before disintegrating.  Your second task will be to rush your bomb-laden [[Flagship]] into the Asteroid(s) for the final blow against the Ur-Quan empire.  &lt;br /&gt;
&lt;br /&gt;
For the first, all you really need is a single [[Pkunk]] [[Fury]] to eliminate all 8 shields.  The [[Fury]] is well capable of flying around and eluding its slower adversaries, and while it may take a while, you should easily be able to eliminate all the shields without too much issue.  You may want to fly around first so all the fireballs and green fighters come out of the asteroid first, so you don&#039;t have to worry about them coming out right next to you.  &lt;br /&gt;
&lt;br /&gt;
However, while trying to escape, the [[Fury]] will inevitably and regretfully be destroyed by the fireballs.  Since you were supplied with as many [[Fury]] and [[Terminator]] ships as you needed before this battle, there is no excuse for not having a [[Fury]] available.  If you didn&#039;t have one coming in, and had a full fleet, simply make sure two of your ships are destroyed while fighting the 6 [[Ur-Quan]] to get a [[Pkunk]] [[Fury]].&lt;br /&gt;
&lt;br /&gt;
The real challenge will be getting your [[Flagship]] into the asteroid entrance without getting destroyed by the fireballs.  Unfortunately, this is largely a matter of luck, and unless placed very near the entrance, there&#039;s a good chance you won&#039;t make it.  For this reason, it is best to have equipped your [[Flagship]] with not only (obviously) the maximum amount of [[Antimatter Thruster]]s and [[Turning Jets]] but also [[Point-Defense Laser]] systems, as all your [[Flagship]] really needs to do for this final mission is survive as long as possible.&lt;/div&gt;</summary>
		<author><name>Jzyehoshua</name></author>
	</entry>
	<entry>
		<id>https://wiki.uqm.stack.nl/index.php?title=User:Jzyehoshua/Final_Mission&amp;diff=22403</id>
		<title>User:Jzyehoshua/Final Mission</title>
		<link rel="alternate" type="text/html" href="https://wiki.uqm.stack.nl/index.php?title=User:Jzyehoshua/Final_Mission&amp;diff=22403"/>
		<updated>2008-11-12T21:13:42Z</updated>

		<summary type="html">&lt;p&gt;Jzyehoshua: /* Ur-Quan Battle Strategy */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;For the Final Mission, 6 [[Ur-Quan]] ships will stand between you and the [[Sa-Matra]], 3 [[Ur-Quan Kzer-Za]] [[Dreadnought]] ships, and 3 [[Ur-Quan Kohr-Ah]] [[Marauder]] ships.  After defeating them, you will be supplied with as many [[Pkunk]] [[Fury]] and [[Yehat]] [[Terminator]] ships as you can carry (up to 4 of each).&lt;br /&gt;
&lt;br /&gt;
==Preparation== &lt;br /&gt;
&lt;br /&gt;
-You ought to have at least 2 or 3 [[Spathi]] [[Eluder]] ships with you.  Aside from [[Fwiffo]], who you find early in the game, you can also purchase [[Eluder]]s once allying with the [[Spathi]].&lt;br /&gt;
&lt;br /&gt;
*If you don&#039;t have [[Eluder]]s available, make sure you bring enough ships to defeat the [[Ur-Quan]] fleet you will face (3 [[Ur-Quan Kzer-Za]] [[Dreadnought]]s, and 3 [[Ur-Quan Kohr-Ah]] [[Marauder]]s).  You should bring at least 6 ships to make sure you can get through the [[Ur-Quan]] fleet without needing to use your [[Flagship]].&lt;br /&gt;
*Make sure your [[Flagship]] is equipped with all possible crew, [[Fuel]], [[Antimatter Thruster]]s, and [[Turning Jets]].&lt;br /&gt;
*Because the final challenge will involve simply keeping your [[Flagship]] alive, you should use most of your 6 [[Flagship Module]] slots on [[Crew Pod]]s and [[Point-Defense Laser]] systems.  There really is no excuse for using slots on anything else, except maybe a [[High-Efficiency Fuel Tank]] (or [[Fuel Tank]] if you don&#039;t have one) or a weapon ([[Ion-Bolt Gun]], [[Fusion Blaster]], or [[Hellbore Cannon]] so as to shoot at the small green fighters which will often annoyingly block your path to the asteroid entrance in the last scenario.&lt;br /&gt;
**Technically, you don&#039;t even need to waste a slot on a [[Fuel Tank]].  Though a bit risky, it is possible to make it from the [[Earth Starbase]] to [[Delta Crateris]] (where the Final Mission occurs) without using a [[Fuel Tank]] on the minimum 10 [[Fuel]] storage.  To do this, simply exit [[Sol]], use your [[Portal Spawner]] to enter [[QuasiSpace]], and choose the exit leading near [[Delta Crateris]] (on [http://starcontrol.classicgaming.gamespy.com/sc2/maps6.shtml this map] it is the 13th exit).  Though you will then be out of [[Fuel]], you can then use a [[HyperWave Broadcaster]] to quickly summon a [[Melnorme]] trader, and if you have any credit remaining (which you should at this point in the game) or items to sell, you should be able to buy the 6/7 [[Fuel]] units needed to reach Delta Crateris.  Although there is a risk of being attacked by [[Ur-Quan]] before the [[Melnorme]] can reach you, the [[Melnorme]] moves much quicker than the [[Ur-Quan]], so the odds are in your favor, making this a perfectly feasible alternative which will save you a [[Flagship Module]] slot for the Final Mission.&lt;br /&gt;
&lt;br /&gt;
==Ur-Quan Battle Strategy==  &lt;br /&gt;
&lt;br /&gt;
Against the [[Ur-Quan]] ships, your best bet is to use a [[Spathi]] [[Eluder]] if you still have one.  It is recommended that you have saved at least 2 for this battle (note that you will not be able to build them after a certain point in the game).  [[Fwiffo]] and his [[Eluder]] are capable of taking down all 6 ships single-handedly.  While theoretically one could use their [[Flagship]] for the battles, it is not advisable, as you will need it in top shape at the end.&lt;br /&gt;
&lt;br /&gt;
When fighting the [[Dreadnought]]s with the [[Eluder]], simply keep ahead of their intended course, firing backwards with your B.U.T.T. missiles while staying just out of range of their cannon fire.  If the small, green fighter ships get to close to you, just take a different direction off the screen and come at the [[Dreadnought]] from a different angle.&lt;br /&gt;
&lt;br /&gt;
The real trick will be fighting the [[Ur-Quan Kohr-Ah]] [[Marauder]]s and their numerous spinning blades.  While the [[Eluder]] can still defeat them, you will be hard pressed to avoid the numerous blades.  Again, it is key to stay ahead of the [[Marauder]]s so that your B.U.T.T. missiles, when fired backwards, will travel quicker to their target, thus allowing you to stay further out of danger.  &lt;br /&gt;
&lt;br /&gt;
Furthermore, the [[Eluder]] can swerve quickly enough side-to-side (a zig-zagging motion while staying in front) that the [[Marauder]] will often stop its blades short as you mis-align/dodge out of the way of each one.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Other ships that may do well against the 6 [[Ur-Quan]]-ship fleet:&#039;&#039;  &lt;br /&gt;
&lt;br /&gt;
* [[Thraddash]] [[Torch]]:  While its low crew numbers make it easily eliminated, its powerful [[Reeunk]] afterburner attack allows you to leave a line of fiery ionized plasma directly in front of a hapless [[Dreadnought]] or [[Marauder]].  Should either one be chasing you, they will likely run straight into the trap (although if you were too far away, the plasma will dissipate before they reach it).  Another tactic against the [[Marauder]] is to stay somewhat ahead of, and just out of the line of fire of a [[Marauder]], and, with a slight swerving action, use the afterburner to drop a string of plasma which it will inevitably blunder through while chasing you.&lt;br /&gt;
&lt;br /&gt;
* [[Chmmr]] [[Avatar]]:  The Avatar is a deadly close-range adversary, and its tractor beam allows it the option of pulling the slow-moving [[Dreadnought]]s and [[Marauder]]s not only towards it, but also towards planets as well.  It stands a fair chance of taking down a [[Marauder]] if it is at full strength, but may have more trouble against the [[Dreadnought]]s.  &lt;br /&gt;
&lt;br /&gt;
* [[Orz]] [[Nemesis]]:  The quick-moving [[Nemesis]] has the option of using its Orz Marines to destroy the [[Dreadnought]]s and [[Marauder]]s from the inside.  Since both ships are relatively slow-moving, well-aimed Marines shot in front of an enemy&#039;s path can stand a chance of quickly destroying the powerful [[Ur-Quan]] ships.  The long shooting range of a [[Nemesis]], though a bit tough to aim, can give it at least some kind of chance if it comes down to a shooting match.&lt;br /&gt;
&lt;br /&gt;
* [[Yehat]] [[Terminator]]:  The [[Terminator]], of course, has the advantage of being able to shield through the [[Marauder]]&#039;s blades, before unleashing its devastating, up-close ion pulse cannon fire.  Its bullets can also destroy the [[Marauder]]&#039;s blades relatively well, leaving one the option of staying just ahead and out of range of a [[Marauder]], firing backward at both the on-coming blades and [[Marauder]].  Against a [[Dreadnought]], the [[Terminator]] will be more disadvantaged, and may want to trick the somewhat slow-turning [[Dreadnought]] into turning around, before using the [[Terminator]]&#039;s quick turning radius and speed to try a strafing attack.&lt;br /&gt;
&lt;br /&gt;
==Sa-Matra Battle Strategy==&lt;br /&gt;
&lt;br /&gt;
Once defeating the Ur-Quan, you will have to perform 2 daunting tasks - the first, eliminating 8 shields that power a force field protecting the only entrance to the Sa-Matra, which sits guarded inside a cocoon of asteroids.  While trying to eliminate these shields, you will be chased and harried by flaming, homing fireballs/comets of some kind, and small green fighter ships that, rather than shoot at you, simply bump into you causing a small amount of damage before disintegrating.  Your second task will be to rush your bomb-laden [[Flagship]] into the Asteroid(s) for the final blow against the Ur-Quan empire.  &lt;br /&gt;
&lt;br /&gt;
For the first, all you really need is a single [[Pkunk]] [[Fury]] to eliminate all 8 shields.  The [[Fury]] is well capable of flying around and eluding its slower adversaries, and while it may take a while, you should easily be able to eliminate all the shields without too much issue.  You may want to fly around first so all the fireballs and green fighters come out of the asteroid first, so you don&#039;t have to worry about them coming out right next to you.  &lt;br /&gt;
&lt;br /&gt;
However, while trying to escape, the [[Fury]] will inevitably and regretfully be destroyed by the fireballs.  Since you were supplied with as many [[Fury]] and [[Terminator]] ships as you needed before this battle, there is no excuse for not having a [[Fury]] available.  If you didn&#039;t have one coming in, and had a full fleet, simply make sure two of your ships are destroyed while fighting the 6 [[Ur-Quan]] to get a [[Pkunk]] [[Fury]].&lt;br /&gt;
&lt;br /&gt;
The real challenge will be getting your [[Flagship]] into the asteroid entrance without getting destroyed by the fireballs.  Unfortunately, this is largely a matter of luck, and unless placed very near the entrance, there&#039;s a good chance you won&#039;t make it.  For this reason, it is best to have equipped your [[Flagship]] with not only (obviously) the maximum amount of [[Antimatter Thruster]]s and [[Turning Jets]] but also [[Point-Defense Laser]] systems, as all your [[Flagship]] really needs to do for this final mission is survive as long as possible.&lt;/div&gt;</summary>
		<author><name>Jzyehoshua</name></author>
	</entry>
	<entry>
		<id>https://wiki.uqm.stack.nl/index.php?title=User:Jzyehoshua/Final_Mission&amp;diff=22402</id>
		<title>User:Jzyehoshua/Final Mission</title>
		<link rel="alternate" type="text/html" href="https://wiki.uqm.stack.nl/index.php?title=User:Jzyehoshua/Final_Mission&amp;diff=22402"/>
		<updated>2008-11-12T21:13:01Z</updated>

		<summary type="html">&lt;p&gt;Jzyehoshua: /* Preparation */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;For the Final Mission, 6 [[Ur-Quan]] ships will stand between you and the [[Sa-Matra]], 3 [[Ur-Quan Kzer-Za]] [[Dreadnought]] ships, and 3 [[Ur-Quan Kohr-Ah]] [[Marauder]] ships.  After defeating them, you will be supplied with as many [[Pkunk]] [[Fury]] and [[Yehat]] [[Terminator]] ships as you can carry (up to 4 of each).&lt;br /&gt;
&lt;br /&gt;
==Preparation== &lt;br /&gt;
&lt;br /&gt;
-You ought to have at least 2 or 3 [[Spathi]] [[Eluder]] ships with you.  Aside from [[Fwiffo]], who you find early in the game, you can also purchase [[Eluder]]s once allying with the [[Spathi]].&lt;br /&gt;
&lt;br /&gt;
*If you don&#039;t have [[Eluder]]s available, make sure you bring enough ships to defeat the [[Ur-Quan]] fleet you will face (3 [[Ur-Quan Kzer-Za]] [[Dreadnought]]s, and 3 [[Ur-Quan Kohr-Ah]] [[Marauder]]s).  You should bring at least 6 ships to make sure you can get through the [[Ur-Quan]] fleet without needing to use your [[Flagship]].&lt;br /&gt;
*Make sure your [[Flagship]] is equipped with all possible crew, [[Fuel]], [[Antimatter Thruster]]s, and [[Turning Jets]].&lt;br /&gt;
*Because the final challenge will involve simply keeping your [[Flagship]] alive, you should use most of your 6 [[Flagship Module]] slots on [[Crew Pod]]s and [[Point-Defense Laser]] systems.  There really is no excuse for using slots on anything else, except maybe a [[High-Efficiency Fuel Tank]] (or [[Fuel Tank]] if you don&#039;t have one) or a weapon ([[Ion-Bolt Gun]], [[Fusion Blaster]], or [[Hellbore Cannon]] so as to shoot at the small green fighters which will often annoyingly block your path to the asteroid entrance in the last scenario.&lt;br /&gt;
**Technically, you don&#039;t even need to waste a slot on a [[Fuel Tank]].  Though a bit risky, it is possible to make it from the [[Earth Starbase]] to [[Delta Crateris]] (where the Final Mission occurs) without using a [[Fuel Tank]] on the minimum 10 [[Fuel]] storage.  To do this, simply exit [[Sol]], use your [[Portal Spawner]] to enter [[QuasiSpace]], and choose the exit leading near [[Delta Crateris]] (on [http://starcontrol.classicgaming.gamespy.com/sc2/maps6.shtml this map] it is the 13th exit).  Though you will then be out of [[Fuel]], you can then use a [[HyperWave Broadcaster]] to quickly summon a [[Melnorme]] trader, and if you have any credit remaining (which you should at this point in the game) or items to sell, you should be able to buy the 6/7 [[Fuel]] units needed to reach Delta Crateris.  Although there is a risk of being attacked by [[Ur-Quan]] before the [[Melnorme]] can reach you, the [[Melnorme]] moves much quicker than the [[Ur-Quan]], so the odds are in your favor, making this a perfectly feasible alternative which will save you a [[Flagship Module]] slot for the Final Mission.&lt;br /&gt;
&lt;br /&gt;
==Ur-Quan Battle Strategy==  &lt;br /&gt;
&lt;br /&gt;
Against the [[Ur-Quan]] ships, your best bet is to use a [[Spathi]] [[Eluder]] if you still have one.  It is recommended that you have saved at least 2 for this battle (note that you will not be able to build them after a certain point in the game).  [[Fwiffo]] and his [[Eluder]] are capable of taking down all 6 ships single-handedly.  While theoretically one could use their [[Flagship]] for the battles, it is not advisable, as you will need it in top shape at the end.&lt;br /&gt;
&lt;br /&gt;
When fighting the [[Dreadnought]]s with the [[Eluder]], simply keep ahead of their intended course, firing backwards with your B.U.T.T. missiles while staying just out of range of their cannon fire.  If the small, green fighter ships get to close to you, just take a different direction off the screen and come at the [[Dreadnought]] from a different angle.&lt;br /&gt;
&lt;br /&gt;
The real trick will be fighting the [[Ur-Quan Kohr-Ah]] [[Marauder]]s and their numerous spinning blades.  While the [[Eluder]] can still defeat them, you will be hard pressed to avoid the numerous blades.  Again, it is key to stay ahead of the [[Marauder]]s so that your B.U.T.T. missiles, when fired backwards, will travel quicker to their target, thus allowing you to stay further out of danger.  &lt;br /&gt;
&lt;br /&gt;
Furthermore, the [[Eluder]] can swerve quickly enough side-to-side (a zig-zagging motion while staying in front) that the [[Marauder]] will often stop its blades short as you mis-align/dodge out of the way of each one.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Other ships that may do well against the 6 [[Ur-Quan]]-ship fleet:&#039;&#039;  &lt;br /&gt;
&lt;br /&gt;
-[[Thraddash]] [[Torch]]:  While its low crew numbers make it easily eliminated, its powerful [[Reeunk]] afterburner attack allows you to leave a line of fiery ionized plasma directly in front of a hapless [[Dreadnought]] or [[Marauder]].  Should either one be chasing you, they will likely run straight into the trap (although if you were too far away, the plasma will dissipate before they reach it).  Another tactic against the [[Marauder]] is to stay somewhat ahead of, and just out of the line of fire of a [[Marauder]], and, with a slight swerving action, use the afterburner to drop a string of plasma which it will inevitably blunder through while chasing you.&lt;br /&gt;
&lt;br /&gt;
-[[Chmmr]] [[Avatar]]:  The Avatar is a deadly close-range adversary, and its tractor beam allows it the option of pulling the slow-moving [[Dreadnought]]s and [[Marauder]]s not only towards it, but also towards planets as well.  It stands a fair chance of taking down a [[Marauder]] if it is at full strength, but may have more trouble against the [[Dreadnought]]s.  &lt;br /&gt;
&lt;br /&gt;
-[[Orz]] [[Nemesis]]:  The quick-moving [[Nemesis]] has the option of using its Orz Marines to destroy the [[Dreadnought]]s and [[Marauder]]s from the inside.  Since both ships are relatively slow-moving, well-aimed Marines shot in front of an enemy&#039;s path can stand a chance of quickly destroying the powerful [[Ur-Quan]] ships.  The long shooting range of a [[Nemesis]], though a bit tough to aim, can give it at least some kind of chance if it comes down to a shooting match.&lt;br /&gt;
&lt;br /&gt;
-[[Yehat]] [[Terminator]]:  The [[Terminator]], of course, has the advantage of being able to shield through the [[Marauder]]&#039;s blades, before unleashing its devastating, up-close ion pulse cannon fire.  Its bullets can also destroy the [[Marauder]]&#039;s blades relatively well, leaving one the option of staying just ahead and out of range of a [[Marauder]], firing backward at both the on-coming blades and [[Marauder]].  Against a [[Dreadnought]], the [[Terminator]] will be more disadvantaged, and may want to trick the somewhat slow-turning [[Dreadnought]] into turning around, before using the [[Terminator]]&#039;s quick turning radius and speed to try a strafing attack.&lt;br /&gt;
&lt;br /&gt;
==Sa-Matra Battle Strategy==&lt;br /&gt;
&lt;br /&gt;
Once defeating the Ur-Quan, you will have to perform 2 daunting tasks - the first, eliminating 8 shields that power a force field protecting the only entrance to the Sa-Matra, which sits guarded inside a cocoon of asteroids.  While trying to eliminate these shields, you will be chased and harried by flaming, homing fireballs/comets of some kind, and small green fighter ships that, rather than shoot at you, simply bump into you causing a small amount of damage before disintegrating.  Your second task will be to rush your bomb-laden [[Flagship]] into the Asteroid(s) for the final blow against the Ur-Quan empire.  &lt;br /&gt;
&lt;br /&gt;
For the first, all you really need is a single [[Pkunk]] [[Fury]] to eliminate all 8 shields.  The [[Fury]] is well capable of flying around and eluding its slower adversaries, and while it may take a while, you should easily be able to eliminate all the shields without too much issue.  You may want to fly around first so all the fireballs and green fighters come out of the asteroid first, so you don&#039;t have to worry about them coming out right next to you.  &lt;br /&gt;
&lt;br /&gt;
However, while trying to escape, the [[Fury]] will inevitably and regretfully be destroyed by the fireballs.  Since you were supplied with as many [[Fury]] and [[Terminator]] ships as you needed before this battle, there is no excuse for not having a [[Fury]] available.  If you didn&#039;t have one coming in, and had a full fleet, simply make sure two of your ships are destroyed while fighting the 6 [[Ur-Quan]] to get a [[Pkunk]] [[Fury]].&lt;br /&gt;
&lt;br /&gt;
The real challenge will be getting your [[Flagship]] into the asteroid entrance without getting destroyed by the fireballs.  Unfortunately, this is largely a matter of luck, and unless placed very near the entrance, there&#039;s a good chance you won&#039;t make it.  For this reason, it is best to have equipped your [[Flagship]] with not only (obviously) the maximum amount of [[Antimatter Thruster]]s and [[Turning Jets]] but also [[Point-Defense Laser]] systems, as all your [[Flagship]] really needs to do for this final mission is survive as long as possible.&lt;/div&gt;</summary>
		<author><name>Jzyehoshua</name></author>
	</entry>
	<entry>
		<id>https://wiki.uqm.stack.nl/index.php?title=User:Jzyehoshua/Final_Mission&amp;diff=22401</id>
		<title>User:Jzyehoshua/Final Mission</title>
		<link rel="alternate" type="text/html" href="https://wiki.uqm.stack.nl/index.php?title=User:Jzyehoshua/Final_Mission&amp;diff=22401"/>
		<updated>2008-11-12T21:08:16Z</updated>

		<summary type="html">&lt;p&gt;Jzyehoshua: /* Ur-Quan Battle Strategy */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;For the Final Mission, 6 [[Ur-Quan]] ships will stand between you and the [[Sa-Matra]], 3 [[Ur-Quan Kzer-Za]] [[Dreadnought]] ships, and 3 [[Ur-Quan Kohr-Ah]] [[Marauder]] ships.  After defeating them, you will be supplied with as many [[Pkunk]] [[Fury]] and [[Yehat]] [[Terminator]] ships as you can carry (up to 4 of each).&lt;br /&gt;
&lt;br /&gt;
==Preparation== &lt;br /&gt;
&lt;br /&gt;
-You ought to have at least 2 or 3 [[Spathi]] [[Eluder]] ships with you.  Aside from [[Fwiffo]], who you find early in the game, you can also purchase [[Eluder]]s once allying with the [[Spathi]].&lt;br /&gt;
&lt;br /&gt;
-If you don&#039;t have [[Eluder]]s available, make sure you bring enough ships to defeat the [[Ur-Quan]] fleet you will face (3 [[Ur-Quan Kzer-Za]] [[Dreadnought]]s, and 3 [[Ur-Quan Kohr-Ah]] [[Marauder]]s).  You should bring at least 6 ships to make sure you can get through the [[Ur-Quan]] fleet without needing to use your [[Flagship]].&lt;br /&gt;
&lt;br /&gt;
-Make sure your [[Flagship]] is equipped with all possible crew, [[Fuel]], [[Antimatter Thruster]]s, and [[Turning Jets]].&lt;br /&gt;
&lt;br /&gt;
-Because the final challenge will involve simply keeping your [[Flagship]] alive, you should use most of your 6 [[Flagship Module]] slots on [[Crew Pod]]s and [[Point-Defense Laser]] systems.  There really is no excuse for using slots on anything else, except maybe a [[High-Efficiency Fuel Tank]] (or [[Fuel Tank]] if you don&#039;t have one) or a weapon ([[Ion-Bolt Gun]], [[Fusion Blaster]], or [[Hellbore Cannon]] so as to shoot at the small green fighters which will often annoyingly block your path to the asteroid entrance in the last scenario.&lt;br /&gt;
&lt;br /&gt;
-Technically, you don&#039;t even need to waste a slot on a [[Fuel Tank]].  Though a bit risky, it is possible to make it from the [[Earth Starbase]] to [[Delta Crateris]] (where the Final Mission occurs) without using a [[Fuel Tank]] on the minimum 10 [[Fuel]] storage.  To do this, simply exit [[Sol]], use your [[Portal Spawner]] to enter [[QuasiSpace]], and choose the exit leading near [[Delta Crateris]] (on [http://starcontrol.classicgaming.gamespy.com/sc2/maps6.shtml this map] it is the 13th exit).  Though you will then be out of [[Fuel]], you can then use a [[HyperWave Broadcaster]] to quickly summon a [[Melnorme]] trader, and if you have any credit remaining (which you should at this point in the game) or items to sell, you should be able to buy the 6/7 [[Fuel]] units needed to reach Delta Crateris.  Although there is a risk of being attacked by [[Ur-Quan]] before the [[Melnorme]] can reach you, the [[Melnorme]] moves much quicker than the [[Ur-Quan]], so the odds are in your favor, making this a perfectly feasible alternative which will save you a [[Flagship Module]] slot for the Final Mission.&lt;br /&gt;
&lt;br /&gt;
==Ur-Quan Battle Strategy==  &lt;br /&gt;
&lt;br /&gt;
Against the [[Ur-Quan]] ships, your best bet is to use a [[Spathi]] [[Eluder]] if you still have one.  It is recommended that you have saved at least 2 for this battle (note that you will not be able to build them after a certain point in the game).  [[Fwiffo]] and his [[Eluder]] are capable of taking down all 6 ships single-handedly.  While theoretically one could use their [[Flagship]] for the battles, it is not advisable, as you will need it in top shape at the end.&lt;br /&gt;
&lt;br /&gt;
When fighting the [[Dreadnought]]s with the [[Eluder]], simply keep ahead of their intended course, firing backwards with your B.U.T.T. missiles while staying just out of range of their cannon fire.  If the small, green fighter ships get to close to you, just take a different direction off the screen and come at the [[Dreadnought]] from a different angle.&lt;br /&gt;
&lt;br /&gt;
The real trick will be fighting the [[Ur-Quan Kohr-Ah]] [[Marauder]]s and their numerous spinning blades.  While the [[Eluder]] can still defeat them, you will be hard pressed to avoid the numerous blades.  Again, it is key to stay ahead of the [[Marauder]]s so that your B.U.T.T. missiles, when fired backwards, will travel quicker to their target, thus allowing you to stay further out of danger.  &lt;br /&gt;
&lt;br /&gt;
Furthermore, the [[Eluder]] can swerve quickly enough side-to-side (a zig-zagging motion while staying in front) that the [[Marauder]] will often stop its blades short as you mis-align/dodge out of the way of each one.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Other ships that may do well against the 6 [[Ur-Quan]]-ship fleet:&#039;&#039;  &lt;br /&gt;
&lt;br /&gt;
-[[Thraddash]] [[Torch]]:  While its low crew numbers make it easily eliminated, its powerful [[Reeunk]] afterburner attack allows you to leave a line of fiery ionized plasma directly in front of a hapless [[Dreadnought]] or [[Marauder]].  Should either one be chasing you, they will likely run straight into the trap (although if you were too far away, the plasma will dissipate before they reach it).  Another tactic against the [[Marauder]] is to stay somewhat ahead of, and just out of the line of fire of a [[Marauder]], and, with a slight swerving action, use the afterburner to drop a string of plasma which it will inevitably blunder through while chasing you.&lt;br /&gt;
&lt;br /&gt;
-[[Chmmr]] [[Avatar]]:  The Avatar is a deadly close-range adversary, and its tractor beam allows it the option of pulling the slow-moving [[Dreadnought]]s and [[Marauder]]s not only towards it, but also towards planets as well.  It stands a fair chance of taking down a [[Marauder]] if it is at full strength, but may have more trouble against the [[Dreadnought]]s.  &lt;br /&gt;
&lt;br /&gt;
-[[Orz]] [[Nemesis]]:  The quick-moving [[Nemesis]] has the option of using its Orz Marines to destroy the [[Dreadnought]]s and [[Marauder]]s from the inside.  Since both ships are relatively slow-moving, well-aimed Marines shot in front of an enemy&#039;s path can stand a chance of quickly destroying the powerful [[Ur-Quan]] ships.  The long shooting range of a [[Nemesis]], though a bit tough to aim, can give it at least some kind of chance if it comes down to a shooting match.&lt;br /&gt;
&lt;br /&gt;
-[[Yehat]] [[Terminator]]:  The [[Terminator]], of course, has the advantage of being able to shield through the [[Marauder]]&#039;s blades, before unleashing its devastating, up-close ion pulse cannon fire.  Its bullets can also destroy the [[Marauder]]&#039;s blades relatively well, leaving one the option of staying just ahead and out of range of a [[Marauder]], firing backward at both the on-coming blades and [[Marauder]].  Against a [[Dreadnought]], the [[Terminator]] will be more disadvantaged, and may want to trick the somewhat slow-turning [[Dreadnought]] into turning around, before using the [[Terminator]]&#039;s quick turning radius and speed to try a strafing attack.&lt;br /&gt;
&lt;br /&gt;
==Sa-Matra Battle Strategy==&lt;br /&gt;
&lt;br /&gt;
Once defeating the Ur-Quan, you will have to perform 2 daunting tasks - the first, eliminating 8 shields that power a force field protecting the only entrance to the Sa-Matra, which sits guarded inside a cocoon of asteroids.  While trying to eliminate these shields, you will be chased and harried by flaming, homing fireballs/comets of some kind, and small green fighter ships that, rather than shoot at you, simply bump into you causing a small amount of damage before disintegrating.  Your second task will be to rush your bomb-laden [[Flagship]] into the Asteroid(s) for the final blow against the Ur-Quan empire.  &lt;br /&gt;
&lt;br /&gt;
For the first, all you really need is a single [[Pkunk]] [[Fury]] to eliminate all 8 shields.  The [[Fury]] is well capable of flying around and eluding its slower adversaries, and while it may take a while, you should easily be able to eliminate all the shields without too much issue.  You may want to fly around first so all the fireballs and green fighters come out of the asteroid first, so you don&#039;t have to worry about them coming out right next to you.  &lt;br /&gt;
&lt;br /&gt;
However, while trying to escape, the [[Fury]] will inevitably and regretfully be destroyed by the fireballs.  Since you were supplied with as many [[Fury]] and [[Terminator]] ships as you needed before this battle, there is no excuse for not having a [[Fury]] available.  If you didn&#039;t have one coming in, and had a full fleet, simply make sure two of your ships are destroyed while fighting the 6 [[Ur-Quan]] to get a [[Pkunk]] [[Fury]].&lt;br /&gt;
&lt;br /&gt;
The real challenge will be getting your [[Flagship]] into the asteroid entrance without getting destroyed by the fireballs.  Unfortunately, this is largely a matter of luck, and unless placed very near the entrance, there&#039;s a good chance you won&#039;t make it.  For this reason, it is best to have equipped your [[Flagship]] with not only (obviously) the maximum amount of [[Antimatter Thruster]]s and [[Turning Jets]] but also [[Point-Defense Laser]] systems, as all your [[Flagship]] really needs to do for this final mission is survive as long as possible.&lt;/div&gt;</summary>
		<author><name>Jzyehoshua</name></author>
	</entry>
	<entry>
		<id>https://wiki.uqm.stack.nl/index.php?title=User:Jzyehoshua/Final_Mission&amp;diff=22400</id>
		<title>User:Jzyehoshua/Final Mission</title>
		<link rel="alternate" type="text/html" href="https://wiki.uqm.stack.nl/index.php?title=User:Jzyehoshua/Final_Mission&amp;diff=22400"/>
		<updated>2008-11-12T21:07:20Z</updated>

		<summary type="html">&lt;p&gt;Jzyehoshua: /* Ur-Quan Battle Strategy */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;For the Final Mission, 6 [[Ur-Quan]] ships will stand between you and the [[Sa-Matra]], 3 [[Ur-Quan Kzer-Za]] [[Dreadnought]] ships, and 3 [[Ur-Quan Kohr-Ah]] [[Marauder]] ships.  After defeating them, you will be supplied with as many [[Pkunk]] [[Fury]] and [[Yehat]] [[Terminator]] ships as you can carry (up to 4 of each).&lt;br /&gt;
&lt;br /&gt;
==Preparation== &lt;br /&gt;
&lt;br /&gt;
-You ought to have at least 2 or 3 [[Spathi]] [[Eluder]] ships with you.  Aside from [[Fwiffo]], who you find early in the game, you can also purchase [[Eluder]]s once allying with the [[Spathi]].&lt;br /&gt;
&lt;br /&gt;
-If you don&#039;t have [[Eluder]]s available, make sure you bring enough ships to defeat the [[Ur-Quan]] fleet you will face (3 [[Ur-Quan Kzer-Za]] [[Dreadnought]]s, and 3 [[Ur-Quan Kohr-Ah]] [[Marauder]]s).  You should bring at least 6 ships to make sure you can get through the [[Ur-Quan]] fleet without needing to use your [[Flagship]].&lt;br /&gt;
&lt;br /&gt;
-Make sure your [[Flagship]] is equipped with all possible crew, [[Fuel]], [[Antimatter Thruster]]s, and [[Turning Jets]].&lt;br /&gt;
&lt;br /&gt;
-Because the final challenge will involve simply keeping your [[Flagship]] alive, you should use most of your 6 [[Flagship Module]] slots on [[Crew Pod]]s and [[Point-Defense Laser]] systems.  There really is no excuse for using slots on anything else, except maybe a [[High-Efficiency Fuel Tank]] (or [[Fuel Tank]] if you don&#039;t have one) or a weapon ([[Ion-Bolt Gun]], [[Fusion Blaster]], or [[Hellbore Cannon]] so as to shoot at the small green fighters which will often annoyingly block your path to the asteroid entrance in the last scenario.&lt;br /&gt;
&lt;br /&gt;
-Technically, you don&#039;t even need to waste a slot on a [[Fuel Tank]].  Though a bit risky, it is possible to make it from the [[Earth Starbase]] to [[Delta Crateris]] (where the Final Mission occurs) without using a [[Fuel Tank]] on the minimum 10 [[Fuel]] storage.  To do this, simply exit [[Sol]], use your [[Portal Spawner]] to enter [[QuasiSpace]], and choose the exit leading near [[Delta Crateris]] (on [http://starcontrol.classicgaming.gamespy.com/sc2/maps6.shtml this map] it is the 13th exit).  Though you will then be out of [[Fuel]], you can then use a [[HyperWave Broadcaster]] to quickly summon a [[Melnorme]] trader, and if you have any credit remaining (which you should at this point in the game) or items to sell, you should be able to buy the 6/7 [[Fuel]] units needed to reach Delta Crateris.  Although there is a risk of being attacked by [[Ur-Quan]] before the [[Melnorme]] can reach you, the [[Melnorme]] moves much quicker than the [[Ur-Quan]], so the odds are in your favor, making this a perfectly feasible alternative which will save you a [[Flagship Module]] slot for the Final Mission.&lt;br /&gt;
&lt;br /&gt;
==Ur-Quan Battle Strategy==  &lt;br /&gt;
&lt;br /&gt;
Against the [[Ur-Quan]] ships, your best bet is to use a [[Spathi]] [[Eluder]] if you still have one.  It is recommended that you have saved at least 2 for this battle (note that you will not be able to build them after a certain point in the game).  [[Fwiffo]] and his [[Eluder]] are capable of taking down all 6 ships single-handedly.  While theoretically one could use their [[Flagship]] for the battles, it is not advisable, as you will need it in top shape at the end.&lt;br /&gt;
&lt;br /&gt;
When fighting the [[Dreadnought]]s with the [[Eluder]], simply keep ahead of their intended course, firing backwards with your B.U.T.T. missiles while staying just out of range of their cannon fire.  If the small, green fighter ships get to close to you, just take a different direction off the screen and come at the [[Dreadnought]] from a different angle.&lt;br /&gt;
&lt;br /&gt;
The real trick will be fighting the [[Ur-Quan Kohr-Ah]] [[Marauder]]s and their numerous spinning blades.  While the [[Eluder]] can still defeat them, you will be hard pressed to avoid the numerous blades.  Again, it is key to stay ahead of the [[Marauder]]s so that your B.U.T.T. missiles, when fired backwards, will travel quicker to their target, thus allowing you to stay further out of danger.  &lt;br /&gt;
&lt;br /&gt;
Furthermore, the [[Eluder]] can swerve quickly enough side-to-side (a zig-zagging motion while staying in front) that the [[Marauder]] will often stop its blades short as you mis-align/dodge out of the way of each one.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Other ships that may do well against the 6 [[Ur-Quan]]-ship fleet:&#039;&#039;  &lt;br /&gt;
&lt;br /&gt;
-[[Thraddash]] [[Torch]]:  While its low crew numbers make it easily eliminated, its powerful [[Reeunk]] afterburner attack allows you to leave a line of fiery ionized plasma directly in front of a hapless [[Dreadnought]] or [[Marauder]].  Should either one be chasing you, they will likely run straight into the trap (although if you were too far away, the plasma will dissipate before they reach it).  Another tactic against the [[Marauder]] is to stay somewhat ahead of, and just out of the line of fire of a [[Marauder]], and, with a slight swerving action, use the afterburner to drop a string of plasma which it will inevitably blunder through while chasing you.&lt;br /&gt;
&lt;br /&gt;
-[[Chmmr]] [[Avatar]]:  The Avatar is a deadly close-range adversary, and its tractor beam allows it the option of pulling the slow-moving [[Dreadnought]]s and [[Marauder]]s not only towards it, but also towards planets as well.  It stands a fair chance of taking down a [[Marauder]] if it is at full strength, but may have more trouble against the [[Dreadnought]]s.  &lt;br /&gt;
&lt;br /&gt;
-[[Orz]] [[Nemesis]]:  The quick-moving [[Nemesis]] has the option of using its Orz Marines to destroy the [[Dreadnought]]s and [[Marauder]]s from the inside.  Since both ships are relatively slow-moving, well-aimed Marines shot in front of an enemy&#039;s path can stand a chance of quickly destroying the powerful [[Ur-Quan]] ships.  The long shooting range of a [[Nemesis]], though a bit tough to aim, can give it at least some kind of chance if it comes down to a shooting match.&lt;br /&gt;
&lt;br /&gt;
-[[Yehat]] [[Terminator]]:  The [[Terminator]], of course, has the advantage of being able to shield through the [[Marauder]]&#039;s blades, before unleashing its devastating, up-close ion pulse cannon fire.  Its bullets can also destroy the [[Marauder]]&#039;s blades relatively well, leaving one the option of staying just ahead and out of range of a [[Marauder]], firing backward at both the on-coming blades and [[Marauder]].  Against a [[Dreadnought]], the [[Terminator]] will be more disadvantaged, and may want to trick the somewhat slow-turning [[Dreadnought]] into turning around, before using the [[Terminator]]&#039;s quick turning radius and speed to try a strafing attack.&lt;br /&gt;
&lt;br /&gt;
-[[Supox]] [[Blade]]:  Reportedly, there are some who are able to use the [[Blade]]s maneuverability and decent shooting range to compete well against the [[Dreadnought]]s and [[Marauder]]s.  There appears to be a high degree of difficulty/skill needed in doing so, however.&lt;br /&gt;
&lt;br /&gt;
==Sa-Matra Battle Strategy==&lt;br /&gt;
&lt;br /&gt;
Once defeating the Ur-Quan, you will have to perform 2 daunting tasks - the first, eliminating 8 shields that power a force field protecting the only entrance to the Sa-Matra, which sits guarded inside a cocoon of asteroids.  While trying to eliminate these shields, you will be chased and harried by flaming, homing fireballs/comets of some kind, and small green fighter ships that, rather than shoot at you, simply bump into you causing a small amount of damage before disintegrating.  Your second task will be to rush your bomb-laden [[Flagship]] into the Asteroid(s) for the final blow against the Ur-Quan empire.  &lt;br /&gt;
&lt;br /&gt;
For the first, all you really need is a single [[Pkunk]] [[Fury]] to eliminate all 8 shields.  The [[Fury]] is well capable of flying around and eluding its slower adversaries, and while it may take a while, you should easily be able to eliminate all the shields without too much issue.  You may want to fly around first so all the fireballs and green fighters come out of the asteroid first, so you don&#039;t have to worry about them coming out right next to you.  &lt;br /&gt;
&lt;br /&gt;
However, while trying to escape, the [[Fury]] will inevitably and regretfully be destroyed by the fireballs.  Since you were supplied with as many [[Fury]] and [[Terminator]] ships as you needed before this battle, there is no excuse for not having a [[Fury]] available.  If you didn&#039;t have one coming in, and had a full fleet, simply make sure two of your ships are destroyed while fighting the 6 [[Ur-Quan]] to get a [[Pkunk]] [[Fury]].&lt;br /&gt;
&lt;br /&gt;
The real challenge will be getting your [[Flagship]] into the asteroid entrance without getting destroyed by the fireballs.  Unfortunately, this is largely a matter of luck, and unless placed very near the entrance, there&#039;s a good chance you won&#039;t make it.  For this reason, it is best to have equipped your [[Flagship]] with not only (obviously) the maximum amount of [[Antimatter Thruster]]s and [[Turning Jets]] but also [[Point-Defense Laser]] systems, as all your [[Flagship]] really needs to do for this final mission is survive as long as possible.&lt;/div&gt;</summary>
		<author><name>Jzyehoshua</name></author>
	</entry>
	<entry>
		<id>https://wiki.uqm.stack.nl/index.php?title=User:Jzyehoshua/Final_Mission&amp;diff=22399</id>
		<title>User:Jzyehoshua/Final Mission</title>
		<link rel="alternate" type="text/html" href="https://wiki.uqm.stack.nl/index.php?title=User:Jzyehoshua/Final_Mission&amp;diff=22399"/>
		<updated>2008-11-12T21:06:34Z</updated>

		<summary type="html">&lt;p&gt;Jzyehoshua: /* Ur-Quan Battle Strategy */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;For the Final Mission, 6 [[Ur-Quan]] ships will stand between you and the [[Sa-Matra]], 3 [[Ur-Quan Kzer-Za]] [[Dreadnought]] ships, and 3 [[Ur-Quan Kohr-Ah]] [[Marauder]] ships.  After defeating them, you will be supplied with as many [[Pkunk]] [[Fury]] and [[Yehat]] [[Terminator]] ships as you can carry (up to 4 of each).&lt;br /&gt;
&lt;br /&gt;
==Preparation== &lt;br /&gt;
&lt;br /&gt;
-You ought to have at least 2 or 3 [[Spathi]] [[Eluder]] ships with you.  Aside from [[Fwiffo]], who you find early in the game, you can also purchase [[Eluder]]s once allying with the [[Spathi]].&lt;br /&gt;
&lt;br /&gt;
-If you don&#039;t have [[Eluder]]s available, make sure you bring enough ships to defeat the [[Ur-Quan]] fleet you will face (3 [[Ur-Quan Kzer-Za]] [[Dreadnought]]s, and 3 [[Ur-Quan Kohr-Ah]] [[Marauder]]s).  You should bring at least 6 ships to make sure you can get through the [[Ur-Quan]] fleet without needing to use your [[Flagship]].&lt;br /&gt;
&lt;br /&gt;
-Make sure your [[Flagship]] is equipped with all possible crew, [[Fuel]], [[Antimatter Thruster]]s, and [[Turning Jets]].&lt;br /&gt;
&lt;br /&gt;
-Because the final challenge will involve simply keeping your [[Flagship]] alive, you should use most of your 6 [[Flagship Module]] slots on [[Crew Pod]]s and [[Point-Defense Laser]] systems.  There really is no excuse for using slots on anything else, except maybe a [[High-Efficiency Fuel Tank]] (or [[Fuel Tank]] if you don&#039;t have one) or a weapon ([[Ion-Bolt Gun]], [[Fusion Blaster]], or [[Hellbore Cannon]] so as to shoot at the small green fighters which will often annoyingly block your path to the asteroid entrance in the last scenario.&lt;br /&gt;
&lt;br /&gt;
-Technically, you don&#039;t even need to waste a slot on a [[Fuel Tank]].  Though a bit risky, it is possible to make it from the [[Earth Starbase]] to [[Delta Crateris]] (where the Final Mission occurs) without using a [[Fuel Tank]] on the minimum 10 [[Fuel]] storage.  To do this, simply exit [[Sol]], use your [[Portal Spawner]] to enter [[QuasiSpace]], and choose the exit leading near [[Delta Crateris]] (on [http://starcontrol.classicgaming.gamespy.com/sc2/maps6.shtml this map] it is the 13th exit).  Though you will then be out of [[Fuel]], you can then use a [[HyperWave Broadcaster]] to quickly summon a [[Melnorme]] trader, and if you have any credit remaining (which you should at this point in the game) or items to sell, you should be able to buy the 6/7 [[Fuel]] units needed to reach Delta Crateris.  Although there is a risk of being attacked by [[Ur-Quan]] before the [[Melnorme]] can reach you, the [[Melnorme]] moves much quicker than the [[Ur-Quan]], so the odds are in your favor, making this a perfectly feasible alternative which will save you a [[Flagship Module]] slot for the Final Mission.&lt;br /&gt;
&lt;br /&gt;
==Ur-Quan Battle Strategy==  &lt;br /&gt;
&lt;br /&gt;
Against the [[Ur-Quan]] ships, your best bet is to use a [[Spathi]] [[Eluder]] if you still have one.  It is recommended that you have saved at least 2 for this battle (note that you will not be able to build them after a certain point in the game).  [[Fwiffo]] and his [[Eluder]] are capable of taking down all 6 ships single-handedly.  While theoretically one could use their [[Flagship]] for the battles, it is not advisable, as you will need it in top shape at the end.&lt;br /&gt;
&lt;br /&gt;
When fighting the [[Dreadnought]]s with the [[Eluder]], simply keep ahead of their intended course, firing backwards with your B.U.T.T. missiles while staying just out of range of their cannon fire.  If the small, green fighter ships get to close to you, just take a different direction off the screen and come at the [[Dreadnought]] from a different angle.&lt;br /&gt;
&lt;br /&gt;
The real trick will be fighting the [[Ur-Quan Kohr-Ah]] [[Marauder]]s and their numerous spinning blades.  While the [[Eluder]] can still defeat them, you will be hard pressed to avoid the numerous blades.  Again, it is key to stay ahead of the [[Marauder]]s so that your B.U.T.T. missiles, when fired backwards, will travel quicker to their target, thus allowing you to stay further out of danger.  &lt;br /&gt;
&lt;br /&gt;
Furthermore, the [[Eluder]] can swerve quickly enough side-to-side (a zig-zagging motion while staying in front) that the [[Marauder]] will often stop its blades short as you mis-align/dodge out of the way of each one.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Other ships that may do well against the 6 [[Ur-Quan]]-ship fleet:&#039;&#039;  &lt;br /&gt;
&lt;br /&gt;
-[[Thraddash]] [[Torch]]:  While its low crew numbers make it easily eliminated, its powerful [[Reeunk]] afterburner attack allows you to leave a line of fiery ionized plasma directly in front of a hapless [[Dreadnought]] or [[Marauder]].  Should either one be chasing you, they will likely run straight into the trap (although if you were too far away, the plasma will dissipate before they reach it).  Another tactic against the [[Marauder]] is to stay somewhat ahead of, and just out of the line of fire of a [[Marauder]], and, with a slight swerving action, use the afterburner to drop a string of plasma which it will inevitably blunder through while chasing you.&lt;br /&gt;
&lt;br /&gt;
-[[Chmmr]] [[Avatar]]:  The Avatar is a deadly close-range adversary, and its tractor beam allows it the option of pulling the slow-moving [[Dreadnought]]s and [[Marauder]]s not only towards it, but also towards planets as well.  It stands a fair chance of taking down a [[Marauder]] if it is at full strength, but may have more trouble against the [[Dreadnought]]s.  &lt;br /&gt;
&lt;br /&gt;
-[[Orz]] [[Nemesis]]:  The quick-moving [[Nemesis]] has the option of using its Orz Marines to destroy the [[Dreadnought]]s and [[Marauder]]s from the inside.  Since both ships are relatively slow-moving, well-aimed Marines shot in front of an enemy&#039;s path can stand a chance of quickly destroying the powerful [[Ur-Quan]] ships.  The long shooting range of a [[Nemesis]], though a bit tough to aim, can give it at least some kind of chance if it comes down to a shooting match.&lt;br /&gt;
&lt;br /&gt;
-[[Yehat]] [[Terminator]]:  The [[Terminator]], of course, has the advantage of being able to shield through the [[Marauder]]&#039;s blades, before unleashing its devastating, up-close ion pulse cannon fire.  Its bullets can also destroy the [[Marauder]]&#039;s blades relatively well, leaving one the option of staying just ahead and out of range of a [[Marauder]], firing backward at both the on-coming blades and [[Marauder]].  Against a [[Dreadnought]], the [[Terminator]] will be more disadvantaged, and may want to trick the somewhat slow-turning [[Dreadnought]] into turning around, before using the [[Terminator]]&#039;s quick turning radius and speed to try a strafing attack.&lt;br /&gt;
&lt;br /&gt;
-[[Supox]] [[Blade]]:  Some are able to use the [[Blade]]s maneuverability and decent shooting range to compete well against the [[Dreadnought]]s and [[Marauder]]s.  There appears to be a high degree of difficulty/skill needed in doing so, however.&lt;br /&gt;
&lt;br /&gt;
==Sa-Matra Battle Strategy==&lt;br /&gt;
&lt;br /&gt;
Once defeating the Ur-Quan, you will have to perform 2 daunting tasks - the first, eliminating 8 shields that power a force field protecting the only entrance to the Sa-Matra, which sits guarded inside a cocoon of asteroids.  While trying to eliminate these shields, you will be chased and harried by flaming, homing fireballs/comets of some kind, and small green fighter ships that, rather than shoot at you, simply bump into you causing a small amount of damage before disintegrating.  Your second task will be to rush your bomb-laden [[Flagship]] into the Asteroid(s) for the final blow against the Ur-Quan empire.  &lt;br /&gt;
&lt;br /&gt;
For the first, all you really need is a single [[Pkunk]] [[Fury]] to eliminate all 8 shields.  The [[Fury]] is well capable of flying around and eluding its slower adversaries, and while it may take a while, you should easily be able to eliminate all the shields without too much issue.  You may want to fly around first so all the fireballs and green fighters come out of the asteroid first, so you don&#039;t have to worry about them coming out right next to you.  &lt;br /&gt;
&lt;br /&gt;
However, while trying to escape, the [[Fury]] will inevitably and regretfully be destroyed by the fireballs.  Since you were supplied with as many [[Fury]] and [[Terminator]] ships as you needed before this battle, there is no excuse for not having a [[Fury]] available.  If you didn&#039;t have one coming in, and had a full fleet, simply make sure two of your ships are destroyed while fighting the 6 [[Ur-Quan]] to get a [[Pkunk]] [[Fury]].&lt;br /&gt;
&lt;br /&gt;
The real challenge will be getting your [[Flagship]] into the asteroid entrance without getting destroyed by the fireballs.  Unfortunately, this is largely a matter of luck, and unless placed very near the entrance, there&#039;s a good chance you won&#039;t make it.  For this reason, it is best to have equipped your [[Flagship]] with not only (obviously) the maximum amount of [[Antimatter Thruster]]s and [[Turning Jets]] but also [[Point-Defense Laser]] systems, as all your [[Flagship]] really needs to do for this final mission is survive as long as possible.&lt;/div&gt;</summary>
		<author><name>Jzyehoshua</name></author>
	</entry>
	<entry>
		<id>https://wiki.uqm.stack.nl/index.php?title=User:Jzyehoshua/Final_Mission&amp;diff=22398</id>
		<title>User:Jzyehoshua/Final Mission</title>
		<link rel="alternate" type="text/html" href="https://wiki.uqm.stack.nl/index.php?title=User:Jzyehoshua/Final_Mission&amp;diff=22398"/>
		<updated>2008-11-12T21:00:16Z</updated>

		<summary type="html">&lt;p&gt;Jzyehoshua: /* Ur-Quan Battle Strategy */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;For the Final Mission, 6 [[Ur-Quan]] ships will stand between you and the [[Sa-Matra]], 3 [[Ur-Quan Kzer-Za]] [[Dreadnought]] ships, and 3 [[Ur-Quan Kohr-Ah]] [[Marauder]] ships.  After defeating them, you will be supplied with as many [[Pkunk]] [[Fury]] and [[Yehat]] [[Terminator]] ships as you can carry (up to 4 of each).&lt;br /&gt;
&lt;br /&gt;
==Preparation== &lt;br /&gt;
&lt;br /&gt;
-You ought to have at least 2 or 3 [[Spathi]] [[Eluder]] ships with you.  Aside from [[Fwiffo]], who you find early in the game, you can also purchase [[Eluder]]s once allying with the [[Spathi]].&lt;br /&gt;
&lt;br /&gt;
-If you don&#039;t have [[Eluder]]s available, make sure you bring enough ships to defeat the [[Ur-Quan]] fleet you will face (3 [[Ur-Quan Kzer-Za]] [[Dreadnought]]s, and 3 [[Ur-Quan Kohr-Ah]] [[Marauder]]s).  You should bring at least 6 ships to make sure you can get through the [[Ur-Quan]] fleet without needing to use your [[Flagship]].&lt;br /&gt;
&lt;br /&gt;
-Make sure your [[Flagship]] is equipped with all possible crew, [[Fuel]], [[Antimatter Thruster]]s, and [[Turning Jets]].&lt;br /&gt;
&lt;br /&gt;
-Because the final challenge will involve simply keeping your [[Flagship]] alive, you should use most of your 6 [[Flagship Module]] slots on [[Crew Pod]]s and [[Point-Defense Laser]] systems.  There really is no excuse for using slots on anything else, except maybe a [[High-Efficiency Fuel Tank]] (or [[Fuel Tank]] if you don&#039;t have one) or a weapon ([[Ion-Bolt Gun]], [[Fusion Blaster]], or [[Hellbore Cannon]] so as to shoot at the small green fighters which will often annoyingly block your path to the asteroid entrance in the last scenario.&lt;br /&gt;
&lt;br /&gt;
-Technically, you don&#039;t even need to waste a slot on a [[Fuel Tank]].  Though a bit risky, it is possible to make it from the [[Earth Starbase]] to [[Delta Crateris]] (where the Final Mission occurs) without using a [[Fuel Tank]] on the minimum 10 [[Fuel]] storage.  To do this, simply exit [[Sol]], use your [[Portal Spawner]] to enter [[QuasiSpace]], and choose the exit leading near [[Delta Crateris]] (on [http://starcontrol.classicgaming.gamespy.com/sc2/maps6.shtml this map] it is the 13th exit).  Though you will then be out of [[Fuel]], you can then use a [[HyperWave Broadcaster]] to quickly summon a [[Melnorme]] trader, and if you have any credit remaining (which you should at this point in the game) or items to sell, you should be able to buy the 6/7 [[Fuel]] units needed to reach Delta Crateris.  Although there is a risk of being attacked by [[Ur-Quan]] before the [[Melnorme]] can reach you, the [[Melnorme]] moves much quicker than the [[Ur-Quan]], so the odds are in your favor, making this a perfectly feasible alternative which will save you a [[Flagship Module]] slot for the Final Mission.&lt;br /&gt;
&lt;br /&gt;
==Ur-Quan Battle Strategy==  &lt;br /&gt;
&lt;br /&gt;
Against the [[Ur-Quan]] ships, your best bet is to use a [[Spathi]] [[Eluder]] if you still have one.  It is recommended that you have saved at least 2 for this battle (note that you will not be able to build them after a certain point in the game).  [[Fwiffo]] and his [[Eluder]] are capable of taking down all 6 ships single-handedly.  While theoretically one could use their [[Flagship]] for the battles, it is not advisable, as you will need it in top shape at the end.&lt;br /&gt;
&lt;br /&gt;
When fighting the [[Dreadnought]]s with the [[Eluder]], simply keep ahead of their intended course, firing backwards with your B.U.T.T. missiles while staying just out of range of their cannon fire.  If the small, green fighter ships get to close to you, just take a different direction off the screen and come at the [[Dreadnought]] from a different angle.&lt;br /&gt;
&lt;br /&gt;
The real trick will be fighting the [[Ur-Quan Kohr-Ah]] [[Marauder]]s and their numerous spinning blades.  While the [[Eluder]] can still defeat them, you will be hard pressed to avoid the numerous blades.  Again, it is key to stay ahead of the [[Marauder]]s so that your B.U.T.T. missiles, when fired backwards, will travel quicker to their target, thus allowing you to stay further out of danger.  &lt;br /&gt;
&lt;br /&gt;
Furthermore, the [[Eluder]] can swerve quickly enough side-to-side (a zig-zagging motion while staying in front) that the [[Marauder]] will often stop its blades short as you mis-align/dodge out of the way of each one.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Other ships that may do well against the 6 [[Ur-Quan]]-ship fleet:&#039;&#039;  &lt;br /&gt;
&lt;br /&gt;
-[[Thraddash]] [[Torch]]:  While its low crew numbers make it easily eliminated, its powerful [[Reeunk]] afterburner attack allows you to leave a line of fiery ionized plasma directly in front of a hapless [[Dreadnought]] or [[Marauder]].  Should either one be chasing you, they will likely run straight into the trap (although if you were too far away, the plasma will dissipate before they reach it).  Another tactic against the [[Marauder]] is to stay somewhat ahead of, and just out of the line of fire of a [[Marauder]], and, with a slight swerving action, use the afterburner to drop a string of plasma which it will inevitably blunder through while chasing you.&lt;br /&gt;
&lt;br /&gt;
-[[Chmmr]] [[Avatar]]:  The Avatar is a deadly close-range adversary, and its tractor beam allows it the option of pulling the slow-moving [[Dreadnought]]s and [[Marauder]]s not only towards it, but also towards planets as well.  It stands a fair chance of taking down a [[Marauder]] if it is at full strength, but may have more trouble against the [[Dreadnought]]s.  &lt;br /&gt;
&lt;br /&gt;
-[[Orz]] [[Nemesis]]:  The quick-moving [[Nemesis]] has the option of using its Orz Marines to destroy the [[Dreadnought]]s and [[Marauder]]s from the inside.  Since both ships are relatively slow-moving, well-aimed Marines shot in front of an enemy&#039;s path can stand a chance of quickly destroying the powerful [[Ur-Quan]] ships.  The long shooting range of a [[Nemesis]], though a bit tough to aim, can give it at least some kind of chance if it comes down to a shooting match.&lt;br /&gt;
&lt;br /&gt;
-[[Yehat]] [[Terminator]]:  The [[Terminator]], of course, has the advantage of being able to shield through the [[Marauder]]&#039;s blades, before unleashing its devastating, up-close ion pulse cannon fire.  Its bullets can also destroy the [[Marauder]]&#039;s blades relatively well, leaving one the option of staying just ahead and out of range of a [[Marauder]], firing backward at both the on-coming blades and [[Marauder]].  Against a [[Dreadnought]], the [[Terminator]] will be more disadvantaged, and may want to trick the somewhat slow-turning [[Dreadnought]] into turning around, before using the [[Terminator]]&#039;s quick turning radius and speed to try a strafing attack.&lt;br /&gt;
&lt;br /&gt;
==Sa-Matra Battle Strategy==&lt;br /&gt;
&lt;br /&gt;
Once defeating the Ur-Quan, you will have to perform 2 daunting tasks - the first, eliminating 8 shields that power a force field protecting the only entrance to the Sa-Matra, which sits guarded inside a cocoon of asteroids.  While trying to eliminate these shields, you will be chased and harried by flaming, homing fireballs/comets of some kind, and small green fighter ships that, rather than shoot at you, simply bump into you causing a small amount of damage before disintegrating.  Your second task will be to rush your bomb-laden [[Flagship]] into the Asteroid(s) for the final blow against the Ur-Quan empire.  &lt;br /&gt;
&lt;br /&gt;
For the first, all you really need is a single [[Pkunk]] [[Fury]] to eliminate all 8 shields.  The [[Fury]] is well capable of flying around and eluding its slower adversaries, and while it may take a while, you should easily be able to eliminate all the shields without too much issue.  You may want to fly around first so all the fireballs and green fighters come out of the asteroid first, so you don&#039;t have to worry about them coming out right next to you.  &lt;br /&gt;
&lt;br /&gt;
However, while trying to escape, the [[Fury]] will inevitably and regretfully be destroyed by the fireballs.  Since you were supplied with as many [[Fury]] and [[Terminator]] ships as you needed before this battle, there is no excuse for not having a [[Fury]] available.  If you didn&#039;t have one coming in, and had a full fleet, simply make sure two of your ships are destroyed while fighting the 6 [[Ur-Quan]] to get a [[Pkunk]] [[Fury]].&lt;br /&gt;
&lt;br /&gt;
The real challenge will be getting your [[Flagship]] into the asteroid entrance without getting destroyed by the fireballs.  Unfortunately, this is largely a matter of luck, and unless placed very near the entrance, there&#039;s a good chance you won&#039;t make it.  For this reason, it is best to have equipped your [[Flagship]] with not only (obviously) the maximum amount of [[Antimatter Thruster]]s and [[Turning Jets]] but also [[Point-Defense Laser]] systems, as all your [[Flagship]] really needs to do for this final mission is survive as long as possible.&lt;/div&gt;</summary>
		<author><name>Jzyehoshua</name></author>
	</entry>
	<entry>
		<id>https://wiki.uqm.stack.nl/index.php?title=User:Jzyehoshua/Final_Mission&amp;diff=22397</id>
		<title>User:Jzyehoshua/Final Mission</title>
		<link rel="alternate" type="text/html" href="https://wiki.uqm.stack.nl/index.php?title=User:Jzyehoshua/Final_Mission&amp;diff=22397"/>
		<updated>2008-11-12T20:58:52Z</updated>

		<summary type="html">&lt;p&gt;Jzyehoshua: /* Ur-Quan Battle Strategy */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;For the Final Mission, 6 [[Ur-Quan]] ships will stand between you and the [[Sa-Matra]], 3 [[Ur-Quan Kzer-Za]] [[Dreadnought]] ships, and 3 [[Ur-Quan Kohr-Ah]] [[Marauder]] ships.  After defeating them, you will be supplied with as many [[Pkunk]] [[Fury]] and [[Yehat]] [[Terminator]] ships as you can carry (up to 4 of each).&lt;br /&gt;
&lt;br /&gt;
==Preparation== &lt;br /&gt;
&lt;br /&gt;
-You ought to have at least 2 or 3 [[Spathi]] [[Eluder]] ships with you.  Aside from [[Fwiffo]], who you find early in the game, you can also purchase [[Eluder]]s once allying with the [[Spathi]].&lt;br /&gt;
&lt;br /&gt;
-If you don&#039;t have [[Eluder]]s available, make sure you bring enough ships to defeat the [[Ur-Quan]] fleet you will face (3 [[Ur-Quan Kzer-Za]] [[Dreadnought]]s, and 3 [[Ur-Quan Kohr-Ah]] [[Marauder]]s).  You should bring at least 6 ships to make sure you can get through the [[Ur-Quan]] fleet without needing to use your [[Flagship]].&lt;br /&gt;
&lt;br /&gt;
-Make sure your [[Flagship]] is equipped with all possible crew, [[Fuel]], [[Antimatter Thruster]]s, and [[Turning Jets]].&lt;br /&gt;
&lt;br /&gt;
-Because the final challenge will involve simply keeping your [[Flagship]] alive, you should use most of your 6 [[Flagship Module]] slots on [[Crew Pod]]s and [[Point-Defense Laser]] systems.  There really is no excuse for using slots on anything else, except maybe a [[High-Efficiency Fuel Tank]] (or [[Fuel Tank]] if you don&#039;t have one) or a weapon ([[Ion-Bolt Gun]], [[Fusion Blaster]], or [[Hellbore Cannon]] so as to shoot at the small green fighters which will often annoyingly block your path to the asteroid entrance in the last scenario.&lt;br /&gt;
&lt;br /&gt;
-Technically, you don&#039;t even need to waste a slot on a [[Fuel Tank]].  Though a bit risky, it is possible to make it from the [[Earth Starbase]] to [[Delta Crateris]] (where the Final Mission occurs) without using a [[Fuel Tank]] on the minimum 10 [[Fuel]] storage.  To do this, simply exit [[Sol]], use your [[Portal Spawner]] to enter [[QuasiSpace]], and choose the exit leading near [[Delta Crateris]] (on [http://starcontrol.classicgaming.gamespy.com/sc2/maps6.shtml this map] it is the 13th exit).  Though you will then be out of [[Fuel]], you can then use a [[HyperWave Broadcaster]] to quickly summon a [[Melnorme]] trader, and if you have any credit remaining (which you should at this point in the game) or items to sell, you should be able to buy the 6/7 [[Fuel]] units needed to reach Delta Crateris.  Although there is a risk of being attacked by [[Ur-Quan]] before the [[Melnorme]] can reach you, the [[Melnorme]] moves much quicker than the [[Ur-Quan]], so the odds are in your favor, making this a perfectly feasible alternative which will save you a [[Flagship Module]] slot for the Final Mission.&lt;br /&gt;
&lt;br /&gt;
==Ur-Quan Battle Strategy==  &lt;br /&gt;
&lt;br /&gt;
Against the [[Ur-Quan]] ships, your best bet is to use a [[Spathi]] [[Eluder]] if you still have one.  It is recommended that you have saved at least 2 for this battle (note that you will not be able to build them after a certain point in the game).  [[Fwiffo]] and his [[Eluder]] are capable of taking down all 6 ships single-handedly.  While theoretically one could use their [[Flagship]] for the battles, it is not advisable, as you will need it in top shape at the end.&lt;br /&gt;
&lt;br /&gt;
When fighting the [[Dreadnought]]s with the [[Eluder]], simply keep ahead of their intended course, firing backwards with your B.U.T.T. missiles while staying just out of range of their cannon fire.  If the small, green fighter ships get to close to you, just take a different direction off the screen and come at the [[Dreadnought]] from a different angle.&lt;br /&gt;
&lt;br /&gt;
The real trick will be fighting the [[Ur-Quan Kohr-Ah]] [[Marauder]]s and their numerous spinning blades.  While the [[Eluder]] can still defeat them, you will be hard pressed to avoid the numerous blades.  Again, it is key to stay ahead of the [[Marauder]]s so that your B.U.T.T. missiles, when fired backwards, will travel quicker to their target, thus allowing you to stay further out of danger.  &lt;br /&gt;
&lt;br /&gt;
Furthermore, the [[Eluder]] can swerve quickly enough side-to-side (a zig-zagging motion while staying in front) that the [[Marauder]] will often stop its blades short as you mis-align/dodge out of the way of each one.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Other ships that may do well against the 6 [[Ur-Quan]]-ship fleet:&#039;&#039;  &lt;br /&gt;
&lt;br /&gt;
-[[Thraddash]] [[Torch]]:  While its low crew numbers make it easily eliminated, its powerful [[Reeunk]] afterburner attack allows you to leave a line of fiery ionized plasma directly in front of a hapless [[Dreadnought]] or [[Marauder]].  Should either one be chasing you, they will likely run straight into the trap (although if you were too far away, the plasma will dissipate before they reach it).  Another tactic against the [[Marauder]] is to stay somewhat ahead and just out of the line of fire of a [[Marauder]], and, with a slight swerving action, use the afterburner to drop a string of plasma which it will inevitably blunder through while chasing you.&lt;br /&gt;
&lt;br /&gt;
-[[Chmmr]] [[Avatar]]:  The Avatar is a deadly close-range adversary, and its tractor beam allows it the option of pulling the slow-moving [[Dreadnought]]s and [[Marauder]]s not only towards it, but also towards planets as well.  It stands a fair chance of taking down a [[Marauder]] if it is at full strength, but may have more trouble against the [[Dreadnought]]s.  &lt;br /&gt;
&lt;br /&gt;
-[[Orz]] [[Nemesis]]:  The quick-moving [[Nemesis]] has the option of using its Orz Marines to destroy the [[Dreadnought]]s and [[Marauder]]s from the inside.  Since both ships are relatively slow-moving, well-aimed Marines shot in front of an enemy&#039;s path can stand a chance of quickly destroying the powerful [[Ur-Quan]] ships.  The long shooting range of a [[Nemesis]], though a bit tough to aim, can give it at least some kind of chance if it comes down to a shooting match.&lt;br /&gt;
&lt;br /&gt;
-[[Yehat]] [[Terminator]]:  The [[Terminator]], of course, has the advantage of being able to shield through the [[Marauder]]&#039;s blades, before unleashing its devastating, up-close ion pulse cannon fire.  Its bullets can also destroy the [[Marauder]]&#039;s blades relatively well, leaving one the option of staying just ahead and out of range of a [[Marauder]], firing backward at both the on-coming blades and [[Marauder]].  Against a [[Dreadnought]], the [[Terminator]] will be more disadvantaged, and may want to trick the somewhat slow-turning [[Dreadnought]] into turning around, before using the [[Terminator]]&#039;s quick turning radius and speed to try a strafing attack.&lt;br /&gt;
&lt;br /&gt;
==Sa-Matra Battle Strategy==&lt;br /&gt;
&lt;br /&gt;
Once defeating the Ur-Quan, you will have to perform 2 daunting tasks - the first, eliminating 8 shields that power a force field protecting the only entrance to the Sa-Matra, which sits guarded inside a cocoon of asteroids.  While trying to eliminate these shields, you will be chased and harried by flaming, homing fireballs/comets of some kind, and small green fighter ships that, rather than shoot at you, simply bump into you causing a small amount of damage before disintegrating.  Your second task will be to rush your bomb-laden [[Flagship]] into the Asteroid(s) for the final blow against the Ur-Quan empire.  &lt;br /&gt;
&lt;br /&gt;
For the first, all you really need is a single [[Pkunk]] [[Fury]] to eliminate all 8 shields.  The [[Fury]] is well capable of flying around and eluding its slower adversaries, and while it may take a while, you should easily be able to eliminate all the shields without too much issue.  You may want to fly around first so all the fireballs and green fighters come out of the asteroid first, so you don&#039;t have to worry about them coming out right next to you.  &lt;br /&gt;
&lt;br /&gt;
However, while trying to escape, the [[Fury]] will inevitably and regretfully be destroyed by the fireballs.  Since you were supplied with as many [[Fury]] and [[Terminator]] ships as you needed before this battle, there is no excuse for not having a [[Fury]] available.  If you didn&#039;t have one coming in, and had a full fleet, simply make sure two of your ships are destroyed while fighting the 6 [[Ur-Quan]] to get a [[Pkunk]] [[Fury]].&lt;br /&gt;
&lt;br /&gt;
The real challenge will be getting your [[Flagship]] into the asteroid entrance without getting destroyed by the fireballs.  Unfortunately, this is largely a matter of luck, and unless placed very near the entrance, there&#039;s a good chance you won&#039;t make it.  For this reason, it is best to have equipped your [[Flagship]] with not only (obviously) the maximum amount of [[Antimatter Thruster]]s and [[Turning Jets]] but also [[Point-Defense Laser]] systems, as all your [[Flagship]] really needs to do for this final mission is survive as long as possible.&lt;/div&gt;</summary>
		<author><name>Jzyehoshua</name></author>
	</entry>
	<entry>
		<id>https://wiki.uqm.stack.nl/index.php?title=User:Jzyehoshua/Final_Mission&amp;diff=22396</id>
		<title>User:Jzyehoshua/Final Mission</title>
		<link rel="alternate" type="text/html" href="https://wiki.uqm.stack.nl/index.php?title=User:Jzyehoshua/Final_Mission&amp;diff=22396"/>
		<updated>2008-11-12T20:52:01Z</updated>

		<summary type="html">&lt;p&gt;Jzyehoshua: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;For the Final Mission, 6 [[Ur-Quan]] ships will stand between you and the [[Sa-Matra]], 3 [[Ur-Quan Kzer-Za]] [[Dreadnought]] ships, and 3 [[Ur-Quan Kohr-Ah]] [[Marauder]] ships.  After defeating them, you will be supplied with as many [[Pkunk]] [[Fury]] and [[Yehat]] [[Terminator]] ships as you can carry (up to 4 of each).&lt;br /&gt;
&lt;br /&gt;
==Preparation== &lt;br /&gt;
&lt;br /&gt;
-You ought to have at least 2 or 3 [[Spathi]] [[Eluder]] ships with you.  Aside from [[Fwiffo]], who you find early in the game, you can also purchase [[Eluder]]s once allying with the [[Spathi]].&lt;br /&gt;
&lt;br /&gt;
-If you don&#039;t have [[Eluder]]s available, make sure you bring enough ships to defeat the [[Ur-Quan]] fleet you will face (3 [[Ur-Quan Kzer-Za]] [[Dreadnought]]s, and 3 [[Ur-Quan Kohr-Ah]] [[Marauder]]s).  You should bring at least 6 ships to make sure you can get through the [[Ur-Quan]] fleet without needing to use your [[Flagship]].&lt;br /&gt;
&lt;br /&gt;
-Make sure your [[Flagship]] is equipped with all possible crew, [[Fuel]], [[Antimatter Thruster]]s, and [[Turning Jets]].&lt;br /&gt;
&lt;br /&gt;
-Because the final challenge will involve simply keeping your [[Flagship]] alive, you should use most of your 6 [[Flagship Module]] slots on [[Crew Pod]]s and [[Point-Defense Laser]] systems.  There really is no excuse for using slots on anything else, except maybe a [[High-Efficiency Fuel Tank]] (or [[Fuel Tank]] if you don&#039;t have one) or a weapon ([[Ion-Bolt Gun]], [[Fusion Blaster]], or [[Hellbore Cannon]] so as to shoot at the small green fighters which will often annoyingly block your path to the asteroid entrance in the last scenario.&lt;br /&gt;
&lt;br /&gt;
-Technically, you don&#039;t even need to waste a slot on a [[Fuel Tank]].  Though a bit risky, it is possible to make it from the [[Earth Starbase]] to [[Delta Crateris]] (where the Final Mission occurs) without using a [[Fuel Tank]] on the minimum 10 [[Fuel]] storage.  To do this, simply exit [[Sol]], use your [[Portal Spawner]] to enter [[QuasiSpace]], and choose the exit leading near [[Delta Crateris]] (on [http://starcontrol.classicgaming.gamespy.com/sc2/maps6.shtml this map] it is the 13th exit).  Though you will then be out of [[Fuel]], you can then use a [[HyperWave Broadcaster]] to quickly summon a [[Melnorme]] trader, and if you have any credit remaining (which you should at this point in the game) or items to sell, you should be able to buy the 6/7 [[Fuel]] units needed to reach Delta Crateris.  Although there is a risk of being attacked by [[Ur-Quan]] before the [[Melnorme]] can reach you, the [[Melnorme]] moves much quicker than the [[Ur-Quan]], so the odds are in your favor, making this a perfectly feasible alternative which will save you a [[Flagship Module]] slot for the Final Mission.&lt;br /&gt;
&lt;br /&gt;
==Ur-Quan Battle Strategy==  &lt;br /&gt;
&lt;br /&gt;
Against the [[Ur-Quan]] ships, your best bet is to use a [[Spathi]] [[Eluder]] if you still have one.  It is recommended that you have saved at least 2 for this battle (note that you will not be able to build them after a certain point in the game).  [[Fwiffo]] and his [[Eluder]] are capable of taking down all 6 ships single-handedly.  While theoretically one could use their [[Flagship]] for the battles, it is not advisable, as you will need it in top shape at the end.&lt;br /&gt;
&lt;br /&gt;
When fighting the [[Dreadnought]]s with the [[Eluder]], simply keep ahead of their intended course, firing backwards with your B.U.T.T. missiles while staying just out of range of their cannon fire.  If the small, green fighter ships get to close to you, just take a different direction off the screen and come at the [[Dreadnought]] from a different angle.&lt;br /&gt;
&lt;br /&gt;
The real trick will be fighting the [[Ur-Quan Kohr-Ah]] [[Marauder]]s and their numerous spinning blades.  While the [[Eluder]] can still defeat them, you will be hard pressed to avoid the numerous blades.  Again, it is key to stay ahead of the [[Marauder]]s so that your B.U.T.T. missiles, when fired backwards, will travel quicker to their target, thus allowing you to stay further out of danger.  &lt;br /&gt;
&lt;br /&gt;
Furthermore, the [[Eluder]] can swerve quickly enough side-to-side (a zig-zagging motion while staying in front) that the [[Marauder]] will often stop its blades short as you mis-align/dodge out of the way of each one.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Other ships that may do well against the 6 [[Ur-Quan]]-ship fleet:&#039;&#039;  &lt;br /&gt;
&lt;br /&gt;
-[[Thraddash]] [[Torch]]:  While its low crew numbers make it easily eliminated, its powerful [[Reeunk]] afterburner attack allows you to leave a line of fiery ionized plasma directly in front of a hapless [[Dreadnought]] or [[Marauder]].  Should either one be chasing you, they will likely run straight into the trap (although if you were too far away, the plasma will dissipate before they reach it).  Another tactic against the [[Marauder]] is to stay somewhat ahead and just out of the line of fire of a [[Marauder]], and, with a slight swerving action, use the afterburner to drop a string of plasma which it will inevitably blunder through while chasing you.&lt;br /&gt;
&lt;br /&gt;
-[[Chmmr]] [[Avatar]]:  The Avatar is a deadly close-range adversary, and its tractor beam allows it the option of pulling the slow-moving [[Dreadnought]]s and [[Marauder]]s not only towards it, but also towards planets as well.  It stands a fair chance of taking down a [[Marauder]] if it is at full strength, but may have more trouble against the [[Dreadnought]]s.  &lt;br /&gt;
&lt;br /&gt;
-[[Orz]] [[Nemesis]]:  The quick-moving [[Nemesis]] has the option of using its Orz Marines to destroy the [[Dreadnought]]s and [[Marauder]]s from the inside.  Since both ships are relatively slow-moving, well-aimed Marines shot in front of an enemy&#039;s path can stand a chance of quickly destroying the powerful [[Ur-Quan]] ships.  The long shooting range of a [[Nemesis]], though a bit tough to aim, can give it something of an advantage against both types of enemy ships it will face.&lt;br /&gt;
&lt;br /&gt;
-[[Yehat]] [[Terminator]]:  The [[Terminator]], of course, has the advantage of being able to shield through the [[Marauder]]&#039;s blades, before unleashing its devastating, up-close ion pulse cannon fire.  Its bullets can also destroy the [[Marauder]]&#039;s blades relatively well, leaving one the option of staying just ahead and out of range of a [[Marauder]], firing backward at both the on-coming blades and [[Marauder]].  Against a [[Dreadnought]], the [[Terminator]] will be more disadvantaged, and may want to trick the somewhat slow-turning [[Dreadnought]] into turning around, before using the [[Terminator]]&#039;s quick turning radius and speed to try a strafing attack. &lt;br /&gt;
&lt;br /&gt;
==Sa-Matra Battle Strategy==&lt;br /&gt;
&lt;br /&gt;
Once defeating the Ur-Quan, you will have to perform 2 daunting tasks - the first, eliminating 8 shields that power a force field protecting the only entrance to the Sa-Matra, which sits guarded inside a cocoon of asteroids.  While trying to eliminate these shields, you will be chased and harried by flaming, homing fireballs/comets of some kind, and small green fighter ships that, rather than shoot at you, simply bump into you causing a small amount of damage before disintegrating.  Your second task will be to rush your bomb-laden [[Flagship]] into the Asteroid(s) for the final blow against the Ur-Quan empire.  &lt;br /&gt;
&lt;br /&gt;
For the first, all you really need is a single [[Pkunk]] [[Fury]] to eliminate all 8 shields.  The [[Fury]] is well capable of flying around and eluding its slower adversaries, and while it may take a while, you should easily be able to eliminate all the shields without too much issue.  You may want to fly around first so all the fireballs and green fighters come out of the asteroid first, so you don&#039;t have to worry about them coming out right next to you.  &lt;br /&gt;
&lt;br /&gt;
However, while trying to escape, the [[Fury]] will inevitably and regretfully be destroyed by the fireballs.  Since you were supplied with as many [[Fury]] and [[Terminator]] ships as you needed before this battle, there is no excuse for not having a [[Fury]] available.  If you didn&#039;t have one coming in, and had a full fleet, simply make sure two of your ships are destroyed while fighting the 6 [[Ur-Quan]] to get a [[Pkunk]] [[Fury]].&lt;br /&gt;
&lt;br /&gt;
The real challenge will be getting your [[Flagship]] into the asteroid entrance without getting destroyed by the fireballs.  Unfortunately, this is largely a matter of luck, and unless placed very near the entrance, there&#039;s a good chance you won&#039;t make it.  For this reason, it is best to have equipped your [[Flagship]] with not only (obviously) the maximum amount of [[Antimatter Thruster]]s and [[Turning Jets]] but also [[Point-Defense Laser]] systems, as all your [[Flagship]] really needs to do for this final mission is survive as long as possible.&lt;/div&gt;</summary>
		<author><name>Jzyehoshua</name></author>
	</entry>
	<entry>
		<id>https://wiki.uqm.stack.nl/index.php?title=User:Jzyehoshua/Final_Mission&amp;diff=22395</id>
		<title>User:Jzyehoshua/Final Mission</title>
		<link rel="alternate" type="text/html" href="https://wiki.uqm.stack.nl/index.php?title=User:Jzyehoshua/Final_Mission&amp;diff=22395"/>
		<updated>2008-11-12T20:51:00Z</updated>

		<summary type="html">&lt;p&gt;Jzyehoshua: /* Preparation */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;For the Final Mission, 6 [[Ur-Quan]] ships will stand between you and the [[Sa-Matra]], 3 [[Ur-Quan Kzer-Za]] [[Dreadnought]] ships, and 3 [[Ur-Quan Kohr-Ah]] [[Marauder]] ships.  After defeating them, you will be supplied with as many [[Pkunk]] [[Fury]] and [[Yehat]] [[Terminator]] ships as you can carry (up to 4 of each).&lt;br /&gt;
&lt;br /&gt;
==Preparation== &lt;br /&gt;
&lt;br /&gt;
-You ought to have at least 2 or 3 [[Spathi]] [[Eluder]] ships with you.  Aside from [[Fwiffo]], who you find early in the game, you can also purchase [[Eluder]]s once allying with the [[Spathi]].&lt;br /&gt;
&lt;br /&gt;
-If you don&#039;t have [[Eluder]]s available, make sure you bring enough ships to defeat the [[Ur-Quan]] fleet you will face (3 [[Ur-Quan Kzer-Za]] [[Dreadnought]]s, and 3 [[Ur-Quan Kohr-Ah]] [[Marauder]]s).  You should bring at least 6 ships to make sure you can get through the [[Ur-Quan]] fleet without needing to use your [[Flagship]].&lt;br /&gt;
&lt;br /&gt;
-Make sure your [[Flagship]] is equipped with all possible crew, [[Fuel]], [[Anti-Matter Thruster]]s, and [[Turning Jets]].&lt;br /&gt;
&lt;br /&gt;
-Because the final challenge will involve simply keeping your [[Flagship]] alive, you should use most of your 6 [[Flagship module]] slots on [[Crew Pod]]s and [[Point-Defense Laser]] systems.  There really is no excuse for using slots on anything else, except maybe a [[High-Efficiency Fuel Tank]] (or [[Fuel Tank]] if you don&#039;t have one) or a weapon ([[Ion-Bolt Gun]], [[Fusion Blaster]], or [[Hellbore Cannon]] so as to shoot at the small green fighters which will often annoyingly block your path to the asteroid entrance in the last scenario.&lt;br /&gt;
&lt;br /&gt;
-Technically, you don&#039;t even need to waste a slot on a [[Fuel Tank]].  Though a bit risky, it is possible to make it from the [[Earth Starbase]] to [[Delta Crateris]] (where the Final Mission occurs) without using a [[Fuel Tank]] on the minimum 10 [[Fuel]] storage.  To do this, simply exit [[Sol]], use your [[Portal Spawner]] to enter [[QuasiSpace]], and choose the exit leading near [[Delta Crateris]] (on [http://starcontrol.classicgaming.gamespy.com/sc2/maps6.shtml this map] it is the 13th exit).  Though you will then be out of [[Fuel]], you can then use a [[HyperWave Broadcaster]] to quickly summon a [[Melnorme]] trader, and if you have any credit remaining (which you should at this point in the game) or items to sell, you should be able to buy the 6/7 [[Fuel]] units needed to reach Delta Crateris.  Although there is a risk of being attacked by [[Ur-Quan]] before the [[Melnorme]] can reach you, the [[Melnorme]] moves much quicker than the [[Ur-Quan]], so the odds are in your favor, making this a perfectly feasible alternative which will save you a [[Flagship Module]] slot for the Final Mission.&lt;br /&gt;
&lt;br /&gt;
==Ur-Quan Battle Strategy==  &lt;br /&gt;
&lt;br /&gt;
Against the [[Ur-Quan]] ships, your best bet is to use a [[Spathi]] [[Eluder]] if you still have one.  It is recommended that you have saved at least 2 for this battle (note that you will not be able to build them after a certain point in the game).  [[Fwiffo]] and his [[Eluder]] are capable of taking down all 6 ships single-handedly.  While theoretically one could use their [[Flagship]] for the battles, it is not advisable, as you will need it in top shape at the end.&lt;br /&gt;
&lt;br /&gt;
When fighting the [[Dreadnought]]s with the [[Eluder]], simply keep ahead of their intended course, firing backwards with your B.U.T.T. missiles while staying just out of range of their cannon fire.  If the small, green fighter ships get to close to you, just take a different direction off the screen and come at the [[Dreadnought]] from a different angle.&lt;br /&gt;
&lt;br /&gt;
The real trick will be fighting the [[Ur-Quan Kohr-Ah]] [[Marauder]]s and their numerous spinning blades.  While the [[Eluder]] can still defeat them, you will be hard pressed to avoid the numerous blades.  Again, it is key to stay ahead of the [[Marauder]]s so that your B.U.T.T. missiles, when fired backwards, will travel quicker to their target, thus allowing you to stay further out of danger.  &lt;br /&gt;
&lt;br /&gt;
Furthermore, the [[Eluder]] can swerve quickly enough side-to-side (a zig-zagging motion while staying in front) that the [[Marauder]] will often stop its blades short as you mis-align/dodge out of the way of each one.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Other ships that may do well against the 6 [[Ur-Quan]]-ship fleet:&#039;&#039;  &lt;br /&gt;
&lt;br /&gt;
-[[Thraddash]] [[Torch]]:  While its low crew numbers make it easily eliminated, its powerful [[Reeunk]] afterburner attack allows you to leave a line of fiery ionized plasma directly in front of a hapless [[Dreadnought]] or [[Marauder]].  Should either one be chasing you, they will likely run straight into the trap (although if you were too far away, the plasma will dissipate before they reach it).  Another tactic against the [[Marauder]] is to stay somewhat ahead and just out of the line of fire of a [[Marauder]], and, with a slight swerving action, use the afterburner to drop a string of plasma which it will inevitably blunder through while chasing you.&lt;br /&gt;
&lt;br /&gt;
-[[Chmmr]] [[Avatar]]:  The Avatar is a deadly close-range adversary, and its tractor beam allows it the option of pulling the slow-moving [[Dreadnought]]s and [[Marauder]]s not only towards it, but also towards planets as well.  It stands a fair chance of taking down a [[Marauder]] if it is at full strength, but may have more trouble against the [[Dreadnought]]s.  &lt;br /&gt;
&lt;br /&gt;
-[[Orz]] [[Nemesis]]:  The quick-moving [[Nemesis]] has the option of using its Orz Marines to destroy the [[Dreadnought]]s and [[Marauder]]s from the inside.  Since both ships are relatively slow-moving, well-aimed Marines shot in front of an enemy&#039;s path can stand a chance of quickly destroying the powerful [[Ur-Quan]] ships.  The long shooting range of a [[Nemesis]], though a bit tough to aim, can give it something of an advantage against both types of enemy ships it will face.&lt;br /&gt;
&lt;br /&gt;
-[[Yehat]] [[Terminator]]:  The [[Terminator]], of course, has the advantage of being able to shield through the [[Marauder]]&#039;s blades, before unleashing its devastating, up-close ion pulse cannon fire.  Its bullets can also destroy the [[Marauder]]&#039;s blades relatively well, leaving one the option of staying just ahead and out of range of a [[Marauder]], firing backward at both the on-coming blades and [[Marauder]].  Against a [[Dreadnought]], the [[Terminator]] will be more disadvantaged, and may want to trick the somewhat slow-turning [[Dreadnought]] into turning around, before using the [[Terminator]]&#039;s quick turning radius and speed to try a strafing attack. &lt;br /&gt;
&lt;br /&gt;
==Sa-Matra Battle Strategy==&lt;br /&gt;
&lt;br /&gt;
Once defeating the Ur-Quan, you will have to perform 2 daunting tasks - the first, eliminating 8 shields that power a force field protecting the only entrance to the Sa-Matra, which sits guarded inside a cocoon of asteroids.  While trying to eliminate these shields, you will be chased and harried by flaming, homing fireballs/comets of some kind, and small green fighter ships that, rather than shoot at you, simply bump into you causing a small amount of damage before disintegrating.  Your second task will be to rush your bomb-laden [[Flagship]] into the Asteroid(s) for the final blow against the Ur-Quan empire.  &lt;br /&gt;
&lt;br /&gt;
For the first, all you really need is a single [[Pkunk]] [[Fury]] to eliminate all 8 shields.  The [[Fury]] is well capable of flying around and eluding its slower adversaries, and while it may take a while, you should easily be able to eliminate all the shields without too much issue.  You may want to fly around first so all the fireballs and green fighters come out of the asteroid first, so you don&#039;t have to worry about them coming out right next to you.  &lt;br /&gt;
&lt;br /&gt;
However, while trying to escape, the [[Fury]] will inevitably and regretfully be destroyed by the fireballs.  Since you were supplied with as many [[Fury]] and [[Terminator]] ships as you needed before this battle, there is no excuse for not having a [[Fury]] available.  If you didn&#039;t have one coming in, and had a full fleet, simply make sure two of your ships are destroyed while fighting the 6 [[Ur-Quan]] to get a [[Pkunk]] [[Fury]].&lt;br /&gt;
&lt;br /&gt;
The real challenge will be getting your [[Flagship]] into the asteroid entrance without getting destroyed by the fireballs.  Unfortunately, this is largely a matter of luck, and unless placed very near the entrance, there&#039;s a good chance you won&#039;t make it.  For this reason, it is best to have equipped your [[Flagship]] with not only (obviously) the maximum amount of [[Anti-Matter Thruster]]s and [[Turning Jets]] but also [[Point-Defense Laser]] systems, as all your [[Flagship]] really needs to do for this final mission is survive as long as possible.&lt;/div&gt;</summary>
		<author><name>Jzyehoshua</name></author>
	</entry>
	<entry>
		<id>https://wiki.uqm.stack.nl/index.php?title=User:Jzyehoshua/Final_Mission&amp;diff=22394</id>
		<title>User:Jzyehoshua/Final Mission</title>
		<link rel="alternate" type="text/html" href="https://wiki.uqm.stack.nl/index.php?title=User:Jzyehoshua/Final_Mission&amp;diff=22394"/>
		<updated>2008-11-12T20:49:45Z</updated>

		<summary type="html">&lt;p&gt;Jzyehoshua: /* Preparation */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;For the Final Mission, 6 [[Ur-Quan]] ships will stand between you and the [[Sa-Matra]], 3 [[Ur-Quan Kzer-Za]] [[Dreadnought]] ships, and 3 [[Ur-Quan Kohr-Ah]] [[Marauder]] ships.  After defeating them, you will be supplied with as many [[Pkunk]] [[Fury]] and [[Yehat]] [[Terminator]] ships as you can carry (up to 4 of each).&lt;br /&gt;
&lt;br /&gt;
==Preparation== &lt;br /&gt;
&lt;br /&gt;
-You ought to have at least 2 or 3 [[Spathi]] [[Eluder]] ships with you.  Aside from [[Fwiffo]], who you find early in the game, you can also purchase [[Eluder]]s once allying with the [[Spathi]].&lt;br /&gt;
&lt;br /&gt;
-If you don&#039;t have [[Eluder]]s available, make sure you bring enough ships to defeat the [[Ur-Quan]] fleet you will face (3 [[Ur-Quan Kzer-Za]] [[Dreadnought]]s, and 3 [[Ur-Quan Kohr-Ah]] [[Marauder]]s).  You should bring at least 6 ships to make sure you can get through the [[Ur-Quan]] fleet without needing to use your [[Flagship]].&lt;br /&gt;
&lt;br /&gt;
-Make sure your [[Flagship]] is equipped with all possible crew, [[Fuel]], [[Anti-Matter Thruster]]s, and [[Turning Jets]].&lt;br /&gt;
&lt;br /&gt;
-Because the final challenge will involve simply keeping your [[Flagship]] alive, you should use most of your 6 [[Flagship module]] slots on [[Crew Pod]]s and [[Point-Defense Laser]] systems.  There really is no excuse for using slots on anything else, except maybe a [[High-Efficiency Fuel Tank]] (or [[Fuel Tank]] if you don&#039;t have one) or a weapon ([[Ion-Bolt Gun]], [[Fusion Blaster]], or [[Hellbore Cannon]] so as to shoot at the small green fighters which will often annoyingly block your path to the asteroid entrance in the last scenario.&lt;br /&gt;
&lt;br /&gt;
-Technically, you don&#039;t even need to waste a slot on a [[Fuel Tank]].  Though a bit risky, it is possible to make it from the [[Earth Starbase]] to [[Delta Crateris]] (where the Final Mission occurs) without using a [[Fuel Tank]] on the minimum 10 [[Fuel]] storage.  To do this, simply exit [[Sol]], use your [[Portal Spawner]] to enter [[QuasiSpace]], and choose the exit leading near [[Delta Crateris]] (on [http://starcontrol.classicgaming.gamespy.com/sc2/maps6.shtml this map] it is the 13th exit).  Though you will then be out of [[Fuel]], you can then use a [[Hyperwave Broadcaster]] to quickly summon a [[Melnorme]] trader, and if you have any credit remaining (which you should at this point in the game) or items to sell, you should be able to buy the 6/7 [[Fuel]] units needed to reach Delta Crateris.  Although there is a risk of being attacked by [[Ur-Quan]] before the [[Melnorme]] can reach you, the [[Melnorme]] moves much quicker than the [[Ur-Quan]], so the odds are in your favor, making this a perfectly feasible alternative which will save you a [[Flagship Module]] slot for the Final Mission.&lt;br /&gt;
&lt;br /&gt;
==Ur-Quan Battle Strategy==  &lt;br /&gt;
&lt;br /&gt;
Against the [[Ur-Quan]] ships, your best bet is to use a [[Spathi]] [[Eluder]] if you still have one.  It is recommended that you have saved at least 2 for this battle (note that you will not be able to build them after a certain point in the game).  [[Fwiffo]] and his [[Eluder]] are capable of taking down all 6 ships single-handedly.  While theoretically one could use their [[Flagship]] for the battles, it is not advisable, as you will need it in top shape at the end.&lt;br /&gt;
&lt;br /&gt;
When fighting the [[Dreadnought]]s with the [[Eluder]], simply keep ahead of their intended course, firing backwards with your B.U.T.T. missiles while staying just out of range of their cannon fire.  If the small, green fighter ships get to close to you, just take a different direction off the screen and come at the [[Dreadnought]] from a different angle.&lt;br /&gt;
&lt;br /&gt;
The real trick will be fighting the [[Ur-Quan Kohr-Ah]] [[Marauder]]s and their numerous spinning blades.  While the [[Eluder]] can still defeat them, you will be hard pressed to avoid the numerous blades.  Again, it is key to stay ahead of the [[Marauder]]s so that your B.U.T.T. missiles, when fired backwards, will travel quicker to their target, thus allowing you to stay further out of danger.  &lt;br /&gt;
&lt;br /&gt;
Furthermore, the [[Eluder]] can swerve quickly enough side-to-side (a zig-zagging motion while staying in front) that the [[Marauder]] will often stop its blades short as you mis-align/dodge out of the way of each one.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Other ships that may do well against the 6 [[Ur-Quan]]-ship fleet:&#039;&#039;  &lt;br /&gt;
&lt;br /&gt;
-[[Thraddash]] [[Torch]]:  While its low crew numbers make it easily eliminated, its powerful [[Reeunk]] afterburner attack allows you to leave a line of fiery ionized plasma directly in front of a hapless [[Dreadnought]] or [[Marauder]].  Should either one be chasing you, they will likely run straight into the trap (although if you were too far away, the plasma will dissipate before they reach it).  Another tactic against the [[Marauder]] is to stay somewhat ahead and just out of the line of fire of a [[Marauder]], and, with a slight swerving action, use the afterburner to drop a string of plasma which it will inevitably blunder through while chasing you.&lt;br /&gt;
&lt;br /&gt;
-[[Chmmr]] [[Avatar]]:  The Avatar is a deadly close-range adversary, and its tractor beam allows it the option of pulling the slow-moving [[Dreadnought]]s and [[Marauder]]s not only towards it, but also towards planets as well.  It stands a fair chance of taking down a [[Marauder]] if it is at full strength, but may have more trouble against the [[Dreadnought]]s.  &lt;br /&gt;
&lt;br /&gt;
-[[Orz]] [[Nemesis]]:  The quick-moving [[Nemesis]] has the option of using its Orz Marines to destroy the [[Dreadnought]]s and [[Marauder]]s from the inside.  Since both ships are relatively slow-moving, well-aimed Marines shot in front of an enemy&#039;s path can stand a chance of quickly destroying the powerful [[Ur-Quan]] ships.  The long shooting range of a [[Nemesis]], though a bit tough to aim, can give it something of an advantage against both types of enemy ships it will face.&lt;br /&gt;
&lt;br /&gt;
-[[Yehat]] [[Terminator]]:  The [[Terminator]], of course, has the advantage of being able to shield through the [[Marauder]]&#039;s blades, before unleashing its devastating, up-close ion pulse cannon fire.  Its bullets can also destroy the [[Marauder]]&#039;s blades relatively well, leaving one the option of staying just ahead and out of range of a [[Marauder]], firing backward at both the on-coming blades and [[Marauder]].  Against a [[Dreadnought]], the [[Terminator]] will be more disadvantaged, and may want to trick the somewhat slow-turning [[Dreadnought]] into turning around, before using the [[Terminator]]&#039;s quick turning radius and speed to try a strafing attack. &lt;br /&gt;
&lt;br /&gt;
==Sa-Matra Battle Strategy==&lt;br /&gt;
&lt;br /&gt;
Once defeating the Ur-Quan, you will have to perform 2 daunting tasks - the first, eliminating 8 shields that power a force field protecting the only entrance to the Sa-Matra, which sits guarded inside a cocoon of asteroids.  While trying to eliminate these shields, you will be chased and harried by flaming, homing fireballs/comets of some kind, and small green fighter ships that, rather than shoot at you, simply bump into you causing a small amount of damage before disintegrating.  Your second task will be to rush your bomb-laden [[Flagship]] into the Asteroid(s) for the final blow against the Ur-Quan empire.  &lt;br /&gt;
&lt;br /&gt;
For the first, all you really need is a single [[Pkunk]] [[Fury]] to eliminate all 8 shields.  The [[Fury]] is well capable of flying around and eluding its slower adversaries, and while it may take a while, you should easily be able to eliminate all the shields without too much issue.  You may want to fly around first so all the fireballs and green fighters come out of the asteroid first, so you don&#039;t have to worry about them coming out right next to you.  &lt;br /&gt;
&lt;br /&gt;
However, while trying to escape, the [[Fury]] will inevitably and regretfully be destroyed by the fireballs.  Since you were supplied with as many [[Fury]] and [[Terminator]] ships as you needed before this battle, there is no excuse for not having a [[Fury]] available.  If you didn&#039;t have one coming in, and had a full fleet, simply make sure two of your ships are destroyed while fighting the 6 [[Ur-Quan]] to get a [[Pkunk]] [[Fury]].&lt;br /&gt;
&lt;br /&gt;
The real challenge will be getting your [[Flagship]] into the asteroid entrance without getting destroyed by the fireballs.  Unfortunately, this is largely a matter of luck, and unless placed very near the entrance, there&#039;s a good chance you won&#039;t make it.  For this reason, it is best to have equipped your [[Flagship]] with not only (obviously) the maximum amount of [[Anti-Matter Thruster]]s and [[Turning Jets]] but also [[Point-Defense Laser]] systems, as all your [[Flagship]] really needs to do for this final mission is survive as long as possible.&lt;/div&gt;</summary>
		<author><name>Jzyehoshua</name></author>
	</entry>
	<entry>
		<id>https://wiki.uqm.stack.nl/index.php?title=User:Jzyehoshua/Final_Mission&amp;diff=22393</id>
		<title>User:Jzyehoshua/Final Mission</title>
		<link rel="alternate" type="text/html" href="https://wiki.uqm.stack.nl/index.php?title=User:Jzyehoshua/Final_Mission&amp;diff=22393"/>
		<updated>2008-11-12T20:48:00Z</updated>

		<summary type="html">&lt;p&gt;Jzyehoshua: /* Preparation */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;For the Final Mission, 6 [[Ur-Quan]] ships will stand between you and the [[Sa-Matra]], 3 [[Ur-Quan Kzer-Za]] [[Dreadnought]] ships, and 3 [[Ur-Quan Kohr-Ah]] [[Marauder]] ships.  After defeating them, you will be supplied with as many [[Pkunk]] [[Fury]] and [[Yehat]] [[Terminator]] ships as you can carry (up to 4 of each).&lt;br /&gt;
&lt;br /&gt;
==Preparation== &lt;br /&gt;
&lt;br /&gt;
-You ought to have at least 2 or 3 [[Spathi]] [[Eluder]] ships with you.  Aside from [[Fwiffo]], who you find early in the game, you can also purchase [[Eluder]]s once allying with the [[Spathi]].&lt;br /&gt;
&lt;br /&gt;
-If you don&#039;t have [[Eluder]]s available, make sure you bring enough ships to defeat the [[Ur-Quan]] fleet you will face (3 [[Ur-Quan Kzer-Za]] [[Dreadnought]]s, and 3 [[Ur-Quan Kohr-Ah]] [[Marauder]]s).  You should bring at least 6 ships to make sure you can get through the [[Ur-Quan]] fleet without needing to use your [[Flagship]].&lt;br /&gt;
&lt;br /&gt;
-Make sure your [[Flagship]] is equipped with all possible crew, [[Fuel]], [[Anti-Matter Thruster]]s, and [[Turning Jets]].&lt;br /&gt;
&lt;br /&gt;
-Because the final challenge will involve simply keeping your [[Flagship]] alive, you should use most of your 6 [[Flagship module]] slots on [[Crew Pod]]s and [[Point-Defense Laser]] systems.  There really is no excuse for using slots on anything else, except maybe a [[High-Efficiency Fuel Tank]] (or [[Fuel Tank]] if you don&#039;t have one) or a weapon ([[Ion-Bolt Gun]], [[Fusion Blaster]], or [[Hellbore Cannon]] so as to shoot at the small green fighters which will often annoyingly block your path to the asteroid entrance in the last scenario.&lt;br /&gt;
&lt;br /&gt;
-Technically, you don&#039;t even need to waste a slot on a [[Fuel Tank]].  Though a bit risky, it is possible to make it from the [[Earth Starbase]] to [[Delta Crateris]] (where the Final Mission occurs) without using a [[Fuel Tank]] on the minimum 10 [[Fuel]] storage.  To do this, simply exit [[Sol]], use your [[Portal Spawner]] to enter [[Quasi-Space]], and choose the exit leading near [[Delta Crateris]] (on [http://starcontrol.classicgaming.gamespy.com/sc2/maps6.shtml this map] it is the 13th exit).  Though you will then be out of [[Fuel]], you can then use a [[Hyperwave Broadcaster]] to quickly summon a [[Melnorme]] trader, and if you have any credit remaining (which you should at this point in the game) or items to sell, you should be able to buy the 6/7 [[Fuel]] units needed to reach Delta Crateris.  Although there is a risk of being attacked by [[Ur-Quan]] before the [[Melnorme]] can reach you, the [[Melnorme]] moves much quicker than the [[Ur-Quan]], so the odds are in your favor, making this a perfectly feasible alternative which will save you a [[Flagship Module]] slot for the Final Mission.&lt;br /&gt;
&lt;br /&gt;
==Ur-Quan Battle Strategy==  &lt;br /&gt;
&lt;br /&gt;
Against the [[Ur-Quan]] ships, your best bet is to use a [[Spathi]] [[Eluder]] if you still have one.  It is recommended that you have saved at least 2 for this battle (note that you will not be able to build them after a certain point in the game).  [[Fwiffo]] and his [[Eluder]] are capable of taking down all 6 ships single-handedly.  While theoretically one could use their [[Flagship]] for the battles, it is not advisable, as you will need it in top shape at the end.&lt;br /&gt;
&lt;br /&gt;
When fighting the [[Dreadnought]]s with the [[Eluder]], simply keep ahead of their intended course, firing backwards with your B.U.T.T. missiles while staying just out of range of their cannon fire.  If the small, green fighter ships get to close to you, just take a different direction off the screen and come at the [[Dreadnought]] from a different angle.&lt;br /&gt;
&lt;br /&gt;
The real trick will be fighting the [[Ur-Quan Kohr-Ah]] [[Marauder]]s and their numerous spinning blades.  While the [[Eluder]] can still defeat them, you will be hard pressed to avoid the numerous blades.  Again, it is key to stay ahead of the [[Marauder]]s so that your B.U.T.T. missiles, when fired backwards, will travel quicker to their target, thus allowing you to stay further out of danger.  &lt;br /&gt;
&lt;br /&gt;
Furthermore, the [[Eluder]] can swerve quickly enough side-to-side (a zig-zagging motion while staying in front) that the [[Marauder]] will often stop its blades short as you mis-align/dodge out of the way of each one.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Other ships that may do well against the 6 [[Ur-Quan]]-ship fleet:&#039;&#039;  &lt;br /&gt;
&lt;br /&gt;
-[[Thraddash]] [[Torch]]:  While its low crew numbers make it easily eliminated, its powerful [[Reeunk]] afterburner attack allows you to leave a line of fiery ionized plasma directly in front of a hapless [[Dreadnought]] or [[Marauder]].  Should either one be chasing you, they will likely run straight into the trap (although if you were too far away, the plasma will dissipate before they reach it).  Another tactic against the [[Marauder]] is to stay somewhat ahead and just out of the line of fire of a [[Marauder]], and, with a slight swerving action, use the afterburner to drop a string of plasma which it will inevitably blunder through while chasing you.&lt;br /&gt;
&lt;br /&gt;
-[[Chmmr]] [[Avatar]]:  The Avatar is a deadly close-range adversary, and its tractor beam allows it the option of pulling the slow-moving [[Dreadnought]]s and [[Marauder]]s not only towards it, but also towards planets as well.  It stands a fair chance of taking down a [[Marauder]] if it is at full strength, but may have more trouble against the [[Dreadnought]]s.  &lt;br /&gt;
&lt;br /&gt;
-[[Orz]] [[Nemesis]]:  The quick-moving [[Nemesis]] has the option of using its Orz Marines to destroy the [[Dreadnought]]s and [[Marauder]]s from the inside.  Since both ships are relatively slow-moving, well-aimed Marines shot in front of an enemy&#039;s path can stand a chance of quickly destroying the powerful [[Ur-Quan]] ships.  The long shooting range of a [[Nemesis]], though a bit tough to aim, can give it something of an advantage against both types of enemy ships it will face.&lt;br /&gt;
&lt;br /&gt;
-[[Yehat]] [[Terminator]]:  The [[Terminator]], of course, has the advantage of being able to shield through the [[Marauder]]&#039;s blades, before unleashing its devastating, up-close ion pulse cannon fire.  Its bullets can also destroy the [[Marauder]]&#039;s blades relatively well, leaving one the option of staying just ahead and out of range of a [[Marauder]], firing backward at both the on-coming blades and [[Marauder]].  Against a [[Dreadnought]], the [[Terminator]] will be more disadvantaged, and may want to trick the somewhat slow-turning [[Dreadnought]] into turning around, before using the [[Terminator]]&#039;s quick turning radius and speed to try a strafing attack. &lt;br /&gt;
&lt;br /&gt;
==Sa-Matra Battle Strategy==&lt;br /&gt;
&lt;br /&gt;
Once defeating the Ur-Quan, you will have to perform 2 daunting tasks - the first, eliminating 8 shields that power a force field protecting the only entrance to the Sa-Matra, which sits guarded inside a cocoon of asteroids.  While trying to eliminate these shields, you will be chased and harried by flaming, homing fireballs/comets of some kind, and small green fighter ships that, rather than shoot at you, simply bump into you causing a small amount of damage before disintegrating.  Your second task will be to rush your bomb-laden [[Flagship]] into the Asteroid(s) for the final blow against the Ur-Quan empire.  &lt;br /&gt;
&lt;br /&gt;
For the first, all you really need is a single [[Pkunk]] [[Fury]] to eliminate all 8 shields.  The [[Fury]] is well capable of flying around and eluding its slower adversaries, and while it may take a while, you should easily be able to eliminate all the shields without too much issue.  You may want to fly around first so all the fireballs and green fighters come out of the asteroid first, so you don&#039;t have to worry about them coming out right next to you.  &lt;br /&gt;
&lt;br /&gt;
However, while trying to escape, the [[Fury]] will inevitably and regretfully be destroyed by the fireballs.  Since you were supplied with as many [[Fury]] and [[Terminator]] ships as you needed before this battle, there is no excuse for not having a [[Fury]] available.  If you didn&#039;t have one coming in, and had a full fleet, simply make sure two of your ships are destroyed while fighting the 6 [[Ur-Quan]] to get a [[Pkunk]] [[Fury]].&lt;br /&gt;
&lt;br /&gt;
The real challenge will be getting your [[Flagship]] into the asteroid entrance without getting destroyed by the fireballs.  Unfortunately, this is largely a matter of luck, and unless placed very near the entrance, there&#039;s a good chance you won&#039;t make it.  For this reason, it is best to have equipped your [[Flagship]] with not only (obviously) the maximum amount of [[Anti-Matter Thruster]]s and [[Turning Jets]] but also [[Point-Defense Laser]] systems, as all your [[Flagship]] really needs to do for this final mission is survive as long as possible.&lt;/div&gt;</summary>
		<author><name>Jzyehoshua</name></author>
	</entry>
	<entry>
		<id>https://wiki.uqm.stack.nl/index.php?title=User:Jzyehoshua/Final_Mission&amp;diff=22392</id>
		<title>User:Jzyehoshua/Final Mission</title>
		<link rel="alternate" type="text/html" href="https://wiki.uqm.stack.nl/index.php?title=User:Jzyehoshua/Final_Mission&amp;diff=22392"/>
		<updated>2008-11-12T20:47:38Z</updated>

		<summary type="html">&lt;p&gt;Jzyehoshua: /* Preparation */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;For the Final Mission, 6 [[Ur-Quan]] ships will stand between you and the [[Sa-Matra]], 3 [[Ur-Quan Kzer-Za]] [[Dreadnought]] ships, and 3 [[Ur-Quan Kohr-Ah]] [[Marauder]] ships.  After defeating them, you will be supplied with as many [[Pkunk]] [[Fury]] and [[Yehat]] [[Terminator]] ships as you can carry (up to 4 of each).&lt;br /&gt;
&lt;br /&gt;
==Preparation== &lt;br /&gt;
&lt;br /&gt;
-You ought to have at least 2 or 3 [[Spathi]] [[Eluder]] ships with you.  Aside from [[Fwiffo]], who you find early in the game, you can also purchase [[Eluder]]s once allying with the [[Spathi]].&lt;br /&gt;
&lt;br /&gt;
-If you don&#039;t have [[Eluder]]s available, make sure you bring enough ships to defeat the [[Ur-Quan]] fleet you will face (3 [[Ur-Quan Kzer-Za]] [[Dreadnought]]s, and 3 [[Ur-Quan Kohr-Ah]] [[Marauder]]s).  You should bring at least 6 ships to make sure you can get through the [[Ur-Quan]] fleet without needing to use your [[Flagship]].&lt;br /&gt;
&lt;br /&gt;
-Make sure your [[Flagship]] is equipped with all possible crew, [[Fuel]], [[Anti-Matter Thruster]]s, and [[Turning Jets]].&lt;br /&gt;
&lt;br /&gt;
-Because the final challenge will involve simply keeping your [[Flagship]] alive, you should use most of your 6 [[Flagship module]] slots on [[Crew Pod]]s and [[Point-Defense Laser]] systems.  There really is no excuse for using slots on anything else, except maybe a [[High-Efficiency Fuel Tank]] (or [[Fuel Tank]] if you don&#039;t have one) or a weapon ([[Ion-Bolt Gun]], [[Fusion Blaster]], or [[Hellbore Cannon]] so as to shoot at the small green fighters which will often annoyingly block your path to the asteroid entrance in the last scenario.&lt;br /&gt;
&lt;br /&gt;
-Technically, you don&#039;t even need to waste a slot on a [[Fuel Tank]].  Though a bit risky, it is possible to make it from the [[Earth Starbase]] to [[Delta Crateris]] (where the Final Mission occurs) without using a [[Fuel Tank]] on the minimum 10 [[Fuel]] storage.  To do this, simply exit [[Sol]], use your [[Portal Spawner]] to enter [[Quasi-Space]], and choose the exit leading near [[Delta Crateris]] (on *[http://starcontrol.classicgaming.gamespy.com/sc2/maps6.shtml this map] it is the 13th exit).  Though you will then be out of [[Fuel]], you can then use a [[Hyperwave Broadcaster]] to quickly summon a [[Melnorme]] trader, and if you have any credit remaining (which you should at this point in the game) or items to sell, you should be able to buy the 6/7 [[Fuel]] units needed to reach Delta Crateris.  Although there is a risk of being attacked by [[Ur-Quan]] before the [[Melnorme]] can reach you, the [[Melnorme]] moves much quicker than the [[Ur-Quan]], so the odds are in your favor, making this a perfectly feasible alternative which will save you a [[Flagship Module]] slot for the Final Mission.&lt;br /&gt;
&lt;br /&gt;
==Ur-Quan Battle Strategy==  &lt;br /&gt;
&lt;br /&gt;
Against the [[Ur-Quan]] ships, your best bet is to use a [[Spathi]] [[Eluder]] if you still have one.  It is recommended that you have saved at least 2 for this battle (note that you will not be able to build them after a certain point in the game).  [[Fwiffo]] and his [[Eluder]] are capable of taking down all 6 ships single-handedly.  While theoretically one could use their [[Flagship]] for the battles, it is not advisable, as you will need it in top shape at the end.&lt;br /&gt;
&lt;br /&gt;
When fighting the [[Dreadnought]]s with the [[Eluder]], simply keep ahead of their intended course, firing backwards with your B.U.T.T. missiles while staying just out of range of their cannon fire.  If the small, green fighter ships get to close to you, just take a different direction off the screen and come at the [[Dreadnought]] from a different angle.&lt;br /&gt;
&lt;br /&gt;
The real trick will be fighting the [[Ur-Quan Kohr-Ah]] [[Marauder]]s and their numerous spinning blades.  While the [[Eluder]] can still defeat them, you will be hard pressed to avoid the numerous blades.  Again, it is key to stay ahead of the [[Marauder]]s so that your B.U.T.T. missiles, when fired backwards, will travel quicker to their target, thus allowing you to stay further out of danger.  &lt;br /&gt;
&lt;br /&gt;
Furthermore, the [[Eluder]] can swerve quickly enough side-to-side (a zig-zagging motion while staying in front) that the [[Marauder]] will often stop its blades short as you mis-align/dodge out of the way of each one.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Other ships that may do well against the 6 [[Ur-Quan]]-ship fleet:&#039;&#039;  &lt;br /&gt;
&lt;br /&gt;
-[[Thraddash]] [[Torch]]:  While its low crew numbers make it easily eliminated, its powerful [[Reeunk]] afterburner attack allows you to leave a line of fiery ionized plasma directly in front of a hapless [[Dreadnought]] or [[Marauder]].  Should either one be chasing you, they will likely run straight into the trap (although if you were too far away, the plasma will dissipate before they reach it).  Another tactic against the [[Marauder]] is to stay somewhat ahead and just out of the line of fire of a [[Marauder]], and, with a slight swerving action, use the afterburner to drop a string of plasma which it will inevitably blunder through while chasing you.&lt;br /&gt;
&lt;br /&gt;
-[[Chmmr]] [[Avatar]]:  The Avatar is a deadly close-range adversary, and its tractor beam allows it the option of pulling the slow-moving [[Dreadnought]]s and [[Marauder]]s not only towards it, but also towards planets as well.  It stands a fair chance of taking down a [[Marauder]] if it is at full strength, but may have more trouble against the [[Dreadnought]]s.  &lt;br /&gt;
&lt;br /&gt;
-[[Orz]] [[Nemesis]]:  The quick-moving [[Nemesis]] has the option of using its Orz Marines to destroy the [[Dreadnought]]s and [[Marauder]]s from the inside.  Since both ships are relatively slow-moving, well-aimed Marines shot in front of an enemy&#039;s path can stand a chance of quickly destroying the powerful [[Ur-Quan]] ships.  The long shooting range of a [[Nemesis]], though a bit tough to aim, can give it something of an advantage against both types of enemy ships it will face.&lt;br /&gt;
&lt;br /&gt;
-[[Yehat]] [[Terminator]]:  The [[Terminator]], of course, has the advantage of being able to shield through the [[Marauder]]&#039;s blades, before unleashing its devastating, up-close ion pulse cannon fire.  Its bullets can also destroy the [[Marauder]]&#039;s blades relatively well, leaving one the option of staying just ahead and out of range of a [[Marauder]], firing backward at both the on-coming blades and [[Marauder]].  Against a [[Dreadnought]], the [[Terminator]] will be more disadvantaged, and may want to trick the somewhat slow-turning [[Dreadnought]] into turning around, before using the [[Terminator]]&#039;s quick turning radius and speed to try a strafing attack. &lt;br /&gt;
&lt;br /&gt;
==Sa-Matra Battle Strategy==&lt;br /&gt;
&lt;br /&gt;
Once defeating the Ur-Quan, you will have to perform 2 daunting tasks - the first, eliminating 8 shields that power a force field protecting the only entrance to the Sa-Matra, which sits guarded inside a cocoon of asteroids.  While trying to eliminate these shields, you will be chased and harried by flaming, homing fireballs/comets of some kind, and small green fighter ships that, rather than shoot at you, simply bump into you causing a small amount of damage before disintegrating.  Your second task will be to rush your bomb-laden [[Flagship]] into the Asteroid(s) for the final blow against the Ur-Quan empire.  &lt;br /&gt;
&lt;br /&gt;
For the first, all you really need is a single [[Pkunk]] [[Fury]] to eliminate all 8 shields.  The [[Fury]] is well capable of flying around and eluding its slower adversaries, and while it may take a while, you should easily be able to eliminate all the shields without too much issue.  You may want to fly around first so all the fireballs and green fighters come out of the asteroid first, so you don&#039;t have to worry about them coming out right next to you.  &lt;br /&gt;
&lt;br /&gt;
However, while trying to escape, the [[Fury]] will inevitably and regretfully be destroyed by the fireballs.  Since you were supplied with as many [[Fury]] and [[Terminator]] ships as you needed before this battle, there is no excuse for not having a [[Fury]] available.  If you didn&#039;t have one coming in, and had a full fleet, simply make sure two of your ships are destroyed while fighting the 6 [[Ur-Quan]] to get a [[Pkunk]] [[Fury]].&lt;br /&gt;
&lt;br /&gt;
The real challenge will be getting your [[Flagship]] into the asteroid entrance without getting destroyed by the fireballs.  Unfortunately, this is largely a matter of luck, and unless placed very near the entrance, there&#039;s a good chance you won&#039;t make it.  For this reason, it is best to have equipped your [[Flagship]] with not only (obviously) the maximum amount of [[Anti-Matter Thruster]]s and [[Turning Jets]] but also [[Point-Defense Laser]] systems, as all your [[Flagship]] really needs to do for this final mission is survive as long as possible.&lt;/div&gt;</summary>
		<author><name>Jzyehoshua</name></author>
	</entry>
	<entry>
		<id>https://wiki.uqm.stack.nl/index.php?title=User:Jzyehoshua/Final_Mission&amp;diff=22391</id>
		<title>User:Jzyehoshua/Final Mission</title>
		<link rel="alternate" type="text/html" href="https://wiki.uqm.stack.nl/index.php?title=User:Jzyehoshua/Final_Mission&amp;diff=22391"/>
		<updated>2008-11-12T20:45:10Z</updated>

		<summary type="html">&lt;p&gt;Jzyehoshua: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;For the Final Mission, 6 [[Ur-Quan]] ships will stand between you and the [[Sa-Matra]], 3 [[Ur-Quan Kzer-Za]] [[Dreadnought]] ships, and 3 [[Ur-Quan Kohr-Ah]] [[Marauder]] ships.  After defeating them, you will be supplied with as many [[Pkunk]] [[Fury]] and [[Yehat]] [[Terminator]] ships as you can carry (up to 4 of each).&lt;br /&gt;
&lt;br /&gt;
==Preparation== &lt;br /&gt;
&lt;br /&gt;
-You ought to have at least 2 or 3 [[Spathi]] [[Eluder]] ships with you.  Aside from [[Fwiffo]], who you find early in the game, you can also purchase [[Eluder]]s once allying with the [[Spathi]].&lt;br /&gt;
&lt;br /&gt;
-If you don&#039;t have [[Eluder]]s available, make sure you bring enough ships to defeat the [[Ur-Quan]] fleet you will face (3 [[Ur-Quan Kzer-Za]] [[Dreadnought]]s, and 3 [[Ur-Quan Kohr-Ah]] [[Marauder]]s).  You should bring at least 6 ships to make sure you can get through the [[Ur-Quan]] fleet without needing to use your [[Flagship]].&lt;br /&gt;
&lt;br /&gt;
-Make sure your [[Flagship]] is equipped with all possible crew, [[Fuel]], [[Anti-Matter Thruster]]s, and [[Turning Jets]].&lt;br /&gt;
&lt;br /&gt;
-Because the final challenge will involve simply keeping your [[Flagship]] alive, you should use most of your 6 [[Flagship module]] slots on [[Crew Pod]]s and [[Point-Defense Laser]] systems.  There really is no excuse for using slots on anything else, except maybe a [[High-Efficiency Fuel Tank]] (or [[Fuel Tank]] if you don&#039;t have one) or a weapon ([[Ion-Bolt Gun]], [[Fusion Blaster]], or [[Hellbore Cannon]] so as to shoot at the small green fighters which will often annoyingly block your path to the asteroid entrance in the last scenario.&lt;br /&gt;
&lt;br /&gt;
-Technically, you don&#039;t even need to waste a slot on a [[Fuel Tank]].  Though a bit risky, it is possible to make it from the [[Earth Starbase]] to [[Delta Crateris]] (where the Final Mission occurs) without using a [[Fuel Tank]] on the minimum 10 [[Fuel]] storage.  To do this, simply exit [[Sol]], use your [[Portal Spawner]] to enter [[Quasi-Space]], and choose the exit leading near [[Delta Crateris]] (on this map it is the 13th exit).  Though you will then be out of [[Fuel]], you can then use a [[Hyperwave Broadcaster]] to quickly summon a [[Melnorme]] trader, and if you have any credit remaining (which you should at this point in the game) or items to sell, you should be able to buy the 6/7 [[Fuel]] units needed to reach Delta Crateris.  Although there is a risk of being attacked by [[Ur-Quan]] before the [[Melnorme]] can reach you, the [[Melnorme]] moves much quicker than the [[Ur-Quan]], so the odds are in your favor, making this a perfectly feasible alternative which will save you a [[Flagship Module]] slot for the Final Mission. &lt;br /&gt;
&lt;br /&gt;
==Ur-Quan Battle Strategy==  &lt;br /&gt;
&lt;br /&gt;
Against the [[Ur-Quan]] ships, your best bet is to use a [[Spathi]] [[Eluder]] if you still have one.  It is recommended that you have saved at least 2 for this battle (note that you will not be able to build them after a certain point in the game).  [[Fwiffo]] and his [[Eluder]] are capable of taking down all 6 ships single-handedly.  While theoretically one could use their [[Flagship]] for the battles, it is not advisable, as you will need it in top shape at the end.&lt;br /&gt;
&lt;br /&gt;
When fighting the [[Dreadnought]]s with the [[Eluder]], simply keep ahead of their intended course, firing backwards with your B.U.T.T. missiles while staying just out of range of their cannon fire.  If the small, green fighter ships get to close to you, just take a different direction off the screen and come at the [[Dreadnought]] from a different angle.&lt;br /&gt;
&lt;br /&gt;
The real trick will be fighting the [[Ur-Quan Kohr-Ah]] [[Marauder]]s and their numerous spinning blades.  While the [[Eluder]] can still defeat them, you will be hard pressed to avoid the numerous blades.  Again, it is key to stay ahead of the [[Marauder]]s so that your B.U.T.T. missiles, when fired backwards, will travel quicker to their target, thus allowing you to stay further out of danger.  &lt;br /&gt;
&lt;br /&gt;
Furthermore, the [[Eluder]] can swerve quickly enough side-to-side (a zig-zagging motion while staying in front) that the [[Marauder]] will often stop its blades short as you mis-align/dodge out of the way of each one.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Other ships that may do well against the 6 [[Ur-Quan]]-ship fleet:&#039;&#039;  &lt;br /&gt;
&lt;br /&gt;
-[[Thraddash]] [[Torch]]:  While its low crew numbers make it easily eliminated, its powerful [[Reeunk]] afterburner attack allows you to leave a line of fiery ionized plasma directly in front of a hapless [[Dreadnought]] or [[Marauder]].  Should either one be chasing you, they will likely run straight into the trap (although if you were too far away, the plasma will dissipate before they reach it).  Another tactic against the [[Marauder]] is to stay somewhat ahead and just out of the line of fire of a [[Marauder]], and, with a slight swerving action, use the afterburner to drop a string of plasma which it will inevitably blunder through while chasing you.&lt;br /&gt;
&lt;br /&gt;
-[[Chmmr]] [[Avatar]]:  The Avatar is a deadly close-range adversary, and its tractor beam allows it the option of pulling the slow-moving [[Dreadnought]]s and [[Marauder]]s not only towards it, but also towards planets as well.  It stands a fair chance of taking down a [[Marauder]] if it is at full strength, but may have more trouble against the [[Dreadnought]]s.  &lt;br /&gt;
&lt;br /&gt;
-[[Orz]] [[Nemesis]]:  The quick-moving [[Nemesis]] has the option of using its Orz Marines to destroy the [[Dreadnought]]s and [[Marauder]]s from the inside.  Since both ships are relatively slow-moving, well-aimed Marines shot in front of an enemy&#039;s path can stand a chance of quickly destroying the powerful [[Ur-Quan]] ships.  The long shooting range of a [[Nemesis]], though a bit tough to aim, can give it something of an advantage against both types of enemy ships it will face.&lt;br /&gt;
&lt;br /&gt;
-[[Yehat]] [[Terminator]]:  The [[Terminator]], of course, has the advantage of being able to shield through the [[Marauder]]&#039;s blades, before unleashing its devastating, up-close ion pulse cannon fire.  Its bullets can also destroy the [[Marauder]]&#039;s blades relatively well, leaving one the option of staying just ahead and out of range of a [[Marauder]], firing backward at both the on-coming blades and [[Marauder]].  Against a [[Dreadnought]], the [[Terminator]] will be more disadvantaged, and may want to trick the somewhat slow-turning [[Dreadnought]] into turning around, before using the [[Terminator]]&#039;s quick turning radius and speed to try a strafing attack. &lt;br /&gt;
&lt;br /&gt;
==Sa-Matra Battle Strategy==&lt;br /&gt;
&lt;br /&gt;
Once defeating the Ur-Quan, you will have to perform 2 daunting tasks - the first, eliminating 8 shields that power a force field protecting the only entrance to the Sa-Matra, which sits guarded inside a cocoon of asteroids.  While trying to eliminate these shields, you will be chased and harried by flaming, homing fireballs/comets of some kind, and small green fighter ships that, rather than shoot at you, simply bump into you causing a small amount of damage before disintegrating.  Your second task will be to rush your bomb-laden [[Flagship]] into the Asteroid(s) for the final blow against the Ur-Quan empire.  &lt;br /&gt;
&lt;br /&gt;
For the first, all you really need is a single [[Pkunk]] [[Fury]] to eliminate all 8 shields.  The [[Fury]] is well capable of flying around and eluding its slower adversaries, and while it may take a while, you should easily be able to eliminate all the shields without too much issue.  You may want to fly around first so all the fireballs and green fighters come out of the asteroid first, so you don&#039;t have to worry about them coming out right next to you.  &lt;br /&gt;
&lt;br /&gt;
However, while trying to escape, the [[Fury]] will inevitably and regretfully be destroyed by the fireballs.  Since you were supplied with as many [[Fury]] and [[Terminator]] ships as you needed before this battle, there is no excuse for not having a [[Fury]] available.  If you didn&#039;t have one coming in, and had a full fleet, simply make sure two of your ships are destroyed while fighting the 6 [[Ur-Quan]] to get a [[Pkunk]] [[Fury]].&lt;br /&gt;
&lt;br /&gt;
The real challenge will be getting your [[Flagship]] into the asteroid entrance without getting destroyed by the fireballs.  Unfortunately, this is largely a matter of luck, and unless placed very near the entrance, there&#039;s a good chance you won&#039;t make it.  For this reason, it is best to have equipped your [[Flagship]] with not only (obviously) the maximum amount of [[Anti-Matter Thruster]]s and [[Turning Jets]] but also [[Point-Defense Laser]] systems, as all your [[Flagship]] really needs to do for this final mission is survive as long as possible.&lt;/div&gt;</summary>
		<author><name>Jzyehoshua</name></author>
	</entry>
	<entry>
		<id>https://wiki.uqm.stack.nl/index.php?title=Fuel&amp;diff=22390</id>
		<title>Fuel</title>
		<link rel="alternate" type="text/html" href="https://wiki.uqm.stack.nl/index.php?title=Fuel&amp;diff=22390"/>
		<updated>2008-11-12T18:05:15Z</updated>

		<summary type="html">&lt;p&gt;Jzyehoshua: /* Acquiring Fuel */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The &#039;&#039;&#039;Fuel&#039;&#039;&#039; in [[Star Control II]] is used for traveling in [[HyperSpace]], entering [[QuasiSpace]], and for planetary expeditions.&lt;br /&gt;
&lt;br /&gt;
In HyperSpace, one unit of fuel is used for every 10 [[Standard HyperSpace distance unit|distance units]] traveled. The [[Warp Escape Unit]] on [[The Flagship]] also uses 5 units of fuel each time it is used.&lt;br /&gt;
&lt;br /&gt;
Using the [[Portal Spawner]] to enter QuasiSpace costs 10 units of fuel. Travel within QuasiSpace, however, costs none at all.&lt;br /&gt;
&lt;br /&gt;
The amount of fuel required for planetary expeditions is twice the surface gravity, but never more than 3 units.&lt;br /&gt;
&lt;br /&gt;
===Acquiring Fuel===&lt;br /&gt;
&lt;br /&gt;
Fuel can be obtained in these ways:&lt;br /&gt;
*1 unit per 20 [[Resource units]] at the [[Earth Starbase]].&lt;br /&gt;
*1 unit per [[Interstar Credit]] at a [[Melnorme]] trader.&lt;br /&gt;
*10 units per 10 crew members at [[Zeta Persei I]], the [[Druuge]]/[[Crimson Corporation]] trade world.&lt;br /&gt;
*If you are out of fuel in HyperSpace, a [[Melnorme]] ship will arrive to sell you fuel. They buy ship [[List of Flagship Modules|modules]] if you lack [[Credits]], but give you fuel for free if you do not have easily removable modules.  While out of fuel, there is a 30% chance of a Melnorme ship coming to your aid every day.  A [[HyperWave Broadcaster]] can also be used to instantly summon a Melnorme ship.  &lt;br /&gt;
*If you are on the mission to find radioactives for the Earth Starbase, or to figure out what is going on on the moon base, [[Commander Hayes]] will give you 5 units of fuel for free, if you have less than 2 units left.&lt;br /&gt;
&lt;br /&gt;
[[Category:Game mechanics]]&lt;/div&gt;</summary>
		<author><name>Jzyehoshua</name></author>
	</entry>
	<entry>
		<id>https://wiki.uqm.stack.nl/index.php?title=Fuel&amp;diff=22389</id>
		<title>Fuel</title>
		<link rel="alternate" type="text/html" href="https://wiki.uqm.stack.nl/index.php?title=Fuel&amp;diff=22389"/>
		<updated>2008-11-12T18:04:51Z</updated>

		<summary type="html">&lt;p&gt;Jzyehoshua: /* Acquiring Fuel */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The &#039;&#039;&#039;Fuel&#039;&#039;&#039; in [[Star Control II]] is used for traveling in [[HyperSpace]], entering [[QuasiSpace]], and for planetary expeditions.&lt;br /&gt;
&lt;br /&gt;
In HyperSpace, one unit of fuel is used for every 10 [[Standard HyperSpace distance unit|distance units]] traveled. The [[Warp Escape Unit]] on [[The Flagship]] also uses 5 units of fuel each time it is used.&lt;br /&gt;
&lt;br /&gt;
Using the [[Portal Spawner]] to enter QuasiSpace costs 10 units of fuel. Travel within QuasiSpace, however, costs none at all.&lt;br /&gt;
&lt;br /&gt;
The amount of fuel required for planetary expeditions is twice the surface gravity, but never more than 3 units.&lt;br /&gt;
&lt;br /&gt;
===Acquiring Fuel===&lt;br /&gt;
&lt;br /&gt;
Fuel can be obtained in these ways:&lt;br /&gt;
*1 unit per 20 [[Resource units]] at the [[Earth Starbase]].&lt;br /&gt;
*1 unit per [[Interstar Credit]] at a [[Melnorme]] trader.&lt;br /&gt;
*10 units per 10 crew members at [[Zeta Persei I]], the [[Druuge]]/[[Crimson Corporation]] trade world.&lt;br /&gt;
*If you are out of fuel in HyperSpace, a [[Melnorme]] ship will arrive to sell you fuel. They buy ship [[List of Flagship Modules|modules]] if you lack [[Credits]], but give you fuel for free if you do not have easily removable modules.  While out of fuel, there is a 30% chance of a Melnorme ship coming to your aid every day.  A [[Hyperwave Broadcaster]] can also be used to instantly summon a Melnorme ship.  &lt;br /&gt;
*If you are on the mission to find radioactives for the Earth Starbase, or to figure out what is going on on the moon base, [[Commander Hayes]] will give you 5 units of fuel for free, if you have less than 2 units left.&lt;br /&gt;
&lt;br /&gt;
[[Category:Game mechanics]]&lt;/div&gt;</summary>
		<author><name>Jzyehoshua</name></author>
	</entry>
	<entry>
		<id>https://wiki.uqm.stack.nl/index.php?title=User:Jzyehoshua/Final_Mission&amp;diff=22388</id>
		<title>User:Jzyehoshua/Final Mission</title>
		<link rel="alternate" type="text/html" href="https://wiki.uqm.stack.nl/index.php?title=User:Jzyehoshua/Final_Mission&amp;diff=22388"/>
		<updated>2008-11-12T18:00:01Z</updated>

		<summary type="html">&lt;p&gt;Jzyehoshua: /* Sa-Matra Battle Strategy */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;For the Final Mission, 6 [[Ur-Quan]] ships will stand between you and the [[Sa-Matra]], 3 [[Ur-Quan Kzer-Za]] [[Dreadnought]] ships, and 3 [[Ur-Quan Kohr-Ah]] [[Marauder]] ships.  After defeating them, you will be supplied with as many [[Pkunk]] [[Fury]] and [[Yehat]] [[Terminator]] ships as you can carry (up to 4 of each, and if an odd number, the last one will be a Fury).&lt;br /&gt;
&lt;br /&gt;
==Ur-Quan Battle Strategy==  &lt;br /&gt;
&lt;br /&gt;
Against the [[Ur-Quan]] ships, your best bet is to use a [[Spathi]] [[Eluder]] if you still have one.  It is recommended that you have saved at least 2 for this battle (note that you will not be able to build them after a certain point in the game).  [[Fwiffo]] and his [[Eluder]] are capable of taking down all 6 ships single-handedly.  While theoretically one could use their [[Flagship]] for the battles, it is not advisable, as you will need it in top shape at the end.&lt;br /&gt;
&lt;br /&gt;
When fighting the [[Dreadnought]]s with the [[Eluder]], simply keep ahead of their intended course, firing backwards with your B.U.T.T. missiles while staying just out of range of their cannon fire.  If the small, green fighter ships get to close to you, just take a different direction off the screen and come at the [[Dreadnought]] from a different angle.&lt;br /&gt;
&lt;br /&gt;
The real trick will be fighting the [[Ur-Quan Kohr-Ah]] [[Marauder]]s and their numerous spinning blades.  While the [[Eluder]] can still defeat them, you will be hard pressed to avoid the numerous blades.  Again, it is key to stay ahead of the [[Marauder]]s so that your B.U.T.T. missiles, when fired backwards, will travel quicker to their target, thus allowing you to stay further out of danger.  &lt;br /&gt;
&lt;br /&gt;
Furthermore, the [[Eluder]] can swerve quickly enough side-to-side (a zig-zagging motion while staying in front) that the [[Marauder]] will often stop its blades short as you mis-align/dodge out of the way of each one.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Other ships that may do well against the 6 [[Ur-Quan]]-ship fleet:&#039;&#039;  &lt;br /&gt;
&lt;br /&gt;
-[[Thraddash]] [[Torch]]:  While its low crew make it easily eliminated, its powerful [[Reeunk]] afterburner attack allows you to leave a line of fiery ionized plasma directly in front of a hapless [[Dreadnought]] or [[Marauder]].  Should either one be chasing you, they will likely run straight into the trap (although if you were too far away, the plasma will dissipate before they reach it).  Another tactic against the [[Marauder]] is to stay somewhat ahead and just out of the line of fire of a [[Marauder]], and with a slight swerving action, use the afterburner to drop a string of plasma which it will inevitably blunder through while chasing you.&lt;br /&gt;
&lt;br /&gt;
-[[Yehat]] [[Terminator]]:  The [[Terminator]], of course, has the advantage of being able to shield through the [[Marauder]]&#039;s blades, before unleashing its devastating, up-close ion pulse cannon fire.  Its bullets can also destroy the [[Marauder]]&#039;s blades relatively well, leaving one the option of staying just ahead and out of range of a [[Marauder]], firing backward at both the on-coming blades and [[Marauder]].  Against a [[Dreadnought]], the [[Terminator]] will be more disadvantaged, and may want to trick the somewhat slow-turning [[Dreadnought]] into turning around, before using the [[Terminator]]&#039;s quick turning radius and speed to try a strafing attack. &lt;br /&gt;
&lt;br /&gt;
-[[Orz]] [[Nemesis]]:  The quick-moving [[Nemesis]] of course has the option of using its Orz Marines to destroy the [[Dreadnought]]s and [[Marauder]]s from the inside.  Since both ships are relatively slow-moving, well-aimed Marines shot in front of an enemy&#039;s path can stand a chance of quickly destroying the powerful [[Ur-Quan]] ships.  The long shooting range of a [[Nemesis]], though a bit tough to aim, can give it something of an advantage against both types of enemy ships it will face.&lt;br /&gt;
&lt;br /&gt;
==Sa-Matra Battle Strategy==&lt;br /&gt;
&lt;br /&gt;
Once defeating the Ur-Quan, you will have to perform 2 daunting tasks - the first, eliminating 8 shields that power a force field protecting the only entrance to the Sa-Matra, which sits guarded inside a cocoon of asteroids.  While trying to eliminate these shields, you will be chased and harried by flaming, homing fireballs/comets of some kind, and small green fighter ships that, rather than shoot at you, simply bump into you causing a small amount of damage before disintegrating.  Your second task will be to rush your bomb-laden [[Flagship]] into the Asteroid(s) for the final blow against the Ur-Quan empire.  &lt;br /&gt;
&lt;br /&gt;
For the first, all you really need is a single [[Pkunk]] [[Fury]] to eliminate all 8 shields.  The [[Fury]] is well capable of flying around and eluding its slower adversaries, and while it may take a while, you should easily be able to eliminate all the shields without too much issue.  However, while trying to escape, the [[Fury]] will inevitably and regretfully be destroyed by the fireballs.  Since you were supplied with as many [[Fury]] and [[Terminator]] ships as you needed before this battle, there is no excuse for not having a [[Fury]] available.  If you didn&#039;t have one coming in, simply make sure one of your ships is destroyed while fighting the 6 [[Ur-Quan]] to get a [[Pkunk]] [[Fury]].&lt;br /&gt;
&lt;br /&gt;
The real challenge will be getting your [[Flagship]] into the asteroid entrance without getting destroyed by the fireballs.  Unfortunately, this is largely a matter of luck, and unless placed very near the entrance, there&#039;s a good chance you won&#039;t make it.  For this reason, it is best to have equipped your [[Flagship]] with not only (obviously) the maximum amount of [[Anti-Matter Thruster]]s and [[Turning Jets]] but also [[Point-Defense Laser]] systems, as all your [[Flagship]] really needs to do for this final mission is survive as long as possible.&lt;/div&gt;</summary>
		<author><name>Jzyehoshua</name></author>
	</entry>
	<entry>
		<id>https://wiki.uqm.stack.nl/index.php?title=User:Jzyehoshua/Final_Mission&amp;diff=22387</id>
		<title>User:Jzyehoshua/Final Mission</title>
		<link rel="alternate" type="text/html" href="https://wiki.uqm.stack.nl/index.php?title=User:Jzyehoshua/Final_Mission&amp;diff=22387"/>
		<updated>2008-11-12T17:59:37Z</updated>

		<summary type="html">&lt;p&gt;Jzyehoshua: /* Sa-Matra Battle Strategy */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;For the Final Mission, 6 [[Ur-Quan]] ships will stand between you and the [[Sa-Matra]], 3 [[Ur-Quan Kzer-Za]] [[Dreadnought]] ships, and 3 [[Ur-Quan Kohr-Ah]] [[Marauder]] ships.  After defeating them, you will be supplied with as many [[Pkunk]] [[Fury]] and [[Yehat]] [[Terminator]] ships as you can carry (up to 4 of each, and if an odd number, the last one will be a Fury).&lt;br /&gt;
&lt;br /&gt;
==Ur-Quan Battle Strategy==  &lt;br /&gt;
&lt;br /&gt;
Against the [[Ur-Quan]] ships, your best bet is to use a [[Spathi]] [[Eluder]] if you still have one.  It is recommended that you have saved at least 2 for this battle (note that you will not be able to build them after a certain point in the game).  [[Fwiffo]] and his [[Eluder]] are capable of taking down all 6 ships single-handedly.  While theoretically one could use their [[Flagship]] for the battles, it is not advisable, as you will need it in top shape at the end.&lt;br /&gt;
&lt;br /&gt;
When fighting the [[Dreadnought]]s with the [[Eluder]], simply keep ahead of their intended course, firing backwards with your B.U.T.T. missiles while staying just out of range of their cannon fire.  If the small, green fighter ships get to close to you, just take a different direction off the screen and come at the [[Dreadnought]] from a different angle.&lt;br /&gt;
&lt;br /&gt;
The real trick will be fighting the [[Ur-Quan Kohr-Ah]] [[Marauder]]s and their numerous spinning blades.  While the [[Eluder]] can still defeat them, you will be hard pressed to avoid the numerous blades.  Again, it is key to stay ahead of the [[Marauder]]s so that your B.U.T.T. missiles, when fired backwards, will travel quicker to their target, thus allowing you to stay further out of danger.  &lt;br /&gt;
&lt;br /&gt;
Furthermore, the [[Eluder]] can swerve quickly enough side-to-side (a zig-zagging motion while staying in front) that the [[Marauder]] will often stop its blades short as you mis-align/dodge out of the way of each one.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Other ships that may do well against the 6 [[Ur-Quan]]-ship fleet:&#039;&#039;  &lt;br /&gt;
&lt;br /&gt;
-[[Thraddash]] [[Torch]]:  While its low crew make it easily eliminated, its powerful [[Reeunk]] afterburner attack allows you to leave a line of fiery ionized plasma directly in front of a hapless [[Dreadnought]] or [[Marauder]].  Should either one be chasing you, they will likely run straight into the trap (although if you were too far away, the plasma will dissipate before they reach it).  Another tactic against the [[Marauder]] is to stay somewhat ahead and just out of the line of fire of a [[Marauder]], and with a slight swerving action, use the afterburner to drop a string of plasma which it will inevitably blunder through while chasing you.&lt;br /&gt;
&lt;br /&gt;
-[[Yehat]] [[Terminator]]:  The [[Terminator]], of course, has the advantage of being able to shield through the [[Marauder]]&#039;s blades, before unleashing its devastating, up-close ion pulse cannon fire.  Its bullets can also destroy the [[Marauder]]&#039;s blades relatively well, leaving one the option of staying just ahead and out of range of a [[Marauder]], firing backward at both the on-coming blades and [[Marauder]].  Against a [[Dreadnought]], the [[Terminator]] will be more disadvantaged, and may want to trick the somewhat slow-turning [[Dreadnought]] into turning around, before using the [[Terminator]]&#039;s quick turning radius and speed to try a strafing attack. &lt;br /&gt;
&lt;br /&gt;
-[[Orz]] [[Nemesis]]:  The quick-moving [[Nemesis]] of course has the option of using its Orz Marines to destroy the [[Dreadnought]]s and [[Marauder]]s from the inside.  Since both ships are relatively slow-moving, well-aimed Marines shot in front of an enemy&#039;s path can stand a chance of quickly destroying the powerful [[Ur-Quan]] ships.  The long shooting range of a [[Nemesis]], though a bit tough to aim, can give it something of an advantage against both types of enemy ships it will face.&lt;br /&gt;
&lt;br /&gt;
==Sa-Matra Battle Strategy==&lt;br /&gt;
&lt;br /&gt;
Once defeating the Ur-Quan, you will have to perform 2 daunting tasks - the first, eliminating 8 shields that power a force field protecting the only entrance to the Sa-Matra, which sits guarded inside a cocoon of asteroids.  While trying to eliminate these shields, you will be chased and harried by flaming, homing fireballs/comets of some kind, and small green fighter ships that, rather than shoot at you, simply bump into you causing a small amount of damage before disintegrating.  Your second task will be to rush your bomb-laden [[Flagship]] into the Asteroid(s) for the final blow against the Ur-Quan empire.  &lt;br /&gt;
&lt;br /&gt;
For the first, all you really need is a single [[Pkunk]] [[Fury]] to eliminate all 8 shields.  The [[Fury]] is well capable of flying around and eluding its slower adversaries, and while it may take a while, you should easily be able to eliminate all the shields without too much issue.  However, while trying to escape, the [[Fury]] will inevitably and regretfully be destroyed by the fireballs.  Since you were supplied with as many [[Fury]] and [[Terminator]] ships as you needed before this battle, there is no excuse for not having a [[Fury]] available.  If you didn&#039;t have one coming in, simply make sure one of your ships is destroyed while fighting the 6 [[Ur-Quan]] to get a [[Pkunk]] [[Fury]].&lt;br /&gt;
&lt;br /&gt;
The real challenge will be getting your [[Flagship]] into the asteroid entrance without getting destroyed by the fireballs.  Unfortunately, this is largely a matter of luck, and unless placed very near the entrance, there&#039;s a good chance you won&#039;t make it.  For this reason, it is best to have equipped your [[Flagship]] with not only (obviously) the maximum amount of [[Anti-Matter Thruster]]s and [[Turning Jets]] but also [[Point-Defense Laster]] systems as all your [[Flagship]] really needs to do for this final mission is survive as long as possible.&lt;/div&gt;</summary>
		<author><name>Jzyehoshua</name></author>
	</entry>
	<entry>
		<id>https://wiki.uqm.stack.nl/index.php?title=User:Jzyehoshua/Final_Mission&amp;diff=22386</id>
		<title>User:Jzyehoshua/Final Mission</title>
		<link rel="alternate" type="text/html" href="https://wiki.uqm.stack.nl/index.php?title=User:Jzyehoshua/Final_Mission&amp;diff=22386"/>
		<updated>2008-11-12T17:59:03Z</updated>

		<summary type="html">&lt;p&gt;Jzyehoshua: /* Ur-Quan Battle Strategy */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;For the Final Mission, 6 [[Ur-Quan]] ships will stand between you and the [[Sa-Matra]], 3 [[Ur-Quan Kzer-Za]] [[Dreadnought]] ships, and 3 [[Ur-Quan Kohr-Ah]] [[Marauder]] ships.  After defeating them, you will be supplied with as many [[Pkunk]] [[Fury]] and [[Yehat]] [[Terminator]] ships as you can carry (up to 4 of each, and if an odd number, the last one will be a Fury).&lt;br /&gt;
&lt;br /&gt;
==Ur-Quan Battle Strategy==  &lt;br /&gt;
&lt;br /&gt;
Against the [[Ur-Quan]] ships, your best bet is to use a [[Spathi]] [[Eluder]] if you still have one.  It is recommended that you have saved at least 2 for this battle (note that you will not be able to build them after a certain point in the game).  [[Fwiffo]] and his [[Eluder]] are capable of taking down all 6 ships single-handedly.  While theoretically one could use their [[Flagship]] for the battles, it is not advisable, as you will need it in top shape at the end.&lt;br /&gt;
&lt;br /&gt;
When fighting the [[Dreadnought]]s with the [[Eluder]], simply keep ahead of their intended course, firing backwards with your B.U.T.T. missiles while staying just out of range of their cannon fire.  If the small, green fighter ships get to close to you, just take a different direction off the screen and come at the [[Dreadnought]] from a different angle.&lt;br /&gt;
&lt;br /&gt;
The real trick will be fighting the [[Ur-Quan Kohr-Ah]] [[Marauder]]s and their numerous spinning blades.  While the [[Eluder]] can still defeat them, you will be hard pressed to avoid the numerous blades.  Again, it is key to stay ahead of the [[Marauder]]s so that your B.U.T.T. missiles, when fired backwards, will travel quicker to their target, thus allowing you to stay further out of danger.  &lt;br /&gt;
&lt;br /&gt;
Furthermore, the [[Eluder]] can swerve quickly enough side-to-side (a zig-zagging motion while staying in front) that the [[Marauder]] will often stop its blades short as you mis-align/dodge out of the way of each one.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Other ships that may do well against the 6 [[Ur-Quan]]-ship fleet:&#039;&#039;  &lt;br /&gt;
&lt;br /&gt;
-[[Thraddash]] [[Torch]]:  While its low crew make it easily eliminated, its powerful [[Reeunk]] afterburner attack allows you to leave a line of fiery ionized plasma directly in front of a hapless [[Dreadnought]] or [[Marauder]].  Should either one be chasing you, they will likely run straight into the trap (although if you were too far away, the plasma will dissipate before they reach it).  Another tactic against the [[Marauder]] is to stay somewhat ahead and just out of the line of fire of a [[Marauder]], and with a slight swerving action, use the afterburner to drop a string of plasma which it will inevitably blunder through while chasing you.&lt;br /&gt;
&lt;br /&gt;
-[[Yehat]] [[Terminator]]:  The [[Terminator]], of course, has the advantage of being able to shield through the [[Marauder]]&#039;s blades, before unleashing its devastating, up-close ion pulse cannon fire.  Its bullets can also destroy the [[Marauder]]&#039;s blades relatively well, leaving one the option of staying just ahead and out of range of a [[Marauder]], firing backward at both the on-coming blades and [[Marauder]].  Against a [[Dreadnought]], the [[Terminator]] will be more disadvantaged, and may want to trick the somewhat slow-turning [[Dreadnought]] into turning around, before using the [[Terminator]]&#039;s quick turning radius and speed to try a strafing attack. &lt;br /&gt;
&lt;br /&gt;
-[[Orz]] [[Nemesis]]:  The quick-moving [[Nemesis]] of course has the option of using its Orz Marines to destroy the [[Dreadnought]]s and [[Marauder]]s from the inside.  Since both ships are relatively slow-moving, well-aimed Marines shot in front of an enemy&#039;s path can stand a chance of quickly destroying the powerful [[Ur-Quan]] ships.  The long shooting range of a [[Nemesis]], though a bit tough to aim, can give it something of an advantage against both types of enemy ships it will face.&lt;br /&gt;
&lt;br /&gt;
==Sa-Matra Battle Strategy==&lt;br /&gt;
&lt;br /&gt;
Once defeating the Ur-Quan, you will have to perform 2 daunting tasks - the first, eliminating 8 shields that power a force field protecting the only entrance to the Sa-Matra, which sits guarded inside a cocoon of asteroids.  While trying to eliminate these shields, you will be chased and harried by flaming, homing fireballs/comets of some kind, and small green fighter ships that, rather than shoot at you, simply bump into you causing a small amount of damage before disintegrating.  Your second task will be to rush your bomb-laden [[Flagship]] into the Asteroid(s) for the final blow against the Ur-Quan empire.  &lt;br /&gt;
&lt;br /&gt;
For the first, all you really need is a single [[Pkunk]] [[Fury]] to eliminate all 8 shields.  The [[Fury]] is well capable of flying around and eluding its slower adversaries, and while it may take a while, you should easily be able to eliminate all the shields without too much issue.  However, while trying to escape, the [[Fury]] will inevitably and regretfully be destroyed by the fireballs.  Since you were supplied with as many [[Fury]] and [[Terminator]] ships as you needed before this battle, there is no excuse for not having a [[Fury]] available.  If you didn&#039;t have one coming in, simply make sure one of your ships is destroyed while fighting the 6 [[Ur-Quan]] to get a [[Pkunk]] [[Fury]].&lt;br /&gt;
&lt;br /&gt;
The real challenge will be getting your [[Flagship]] into asteroid entrance without getting destroyed by the fireballs.  Unfortunately, this is largely luck, and unless placed very near the entrance, there&#039;s a good chance you won&#039;t make it.  For this reason, it is best to have equipped your [[Flagship]] with not only (obviously) the maximum amount of [[Anti-Matter Thruster]]s and [[Turning Jets]] but also [[Point-Defense Laster]] systems as all your [[Flagship]] really needs to do for this final mission is survive as long as possible.&lt;/div&gt;</summary>
		<author><name>Jzyehoshua</name></author>
	</entry>
	<entry>
		<id>https://wiki.uqm.stack.nl/index.php?title=User:Jzyehoshua/Final_Mission&amp;diff=22385</id>
		<title>User:Jzyehoshua/Final Mission</title>
		<link rel="alternate" type="text/html" href="https://wiki.uqm.stack.nl/index.php?title=User:Jzyehoshua/Final_Mission&amp;diff=22385"/>
		<updated>2008-11-12T17:54:02Z</updated>

		<summary type="html">&lt;p&gt;Jzyehoshua: /* Ur-Quan Battle Strategy */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;For the Final Mission, 6 [[Ur-Quan]] ships will stand between you and the [[Sa-Matra]], 3 [[Ur-Quan Kzer-Za]] [[Dreadnought]] ships, and 3 [[Ur-Quan Kohr-Ah]] [[Marauder]] ships.  After defeating them, you will be supplied with as many [[Pkunk]] [[Fury]] and [[Yehat]] [[Terminator]] ships as you can carry (up to 4 of each, and if an odd number, the last one will be a Fury).&lt;br /&gt;
&lt;br /&gt;
==Ur-Quan Battle Strategy==  &lt;br /&gt;
&lt;br /&gt;
Against the [[Ur-Quan]] ships, your best bet is to use a [[Spathi]] [[Eluder]] if you still have one.  It is recommended that you have saved at least 2 for this battle (note that you will not be able to build them after a certain point in the game).  [[Fwiffo]] and his [[Eluder]] are capable of taking down all 6 ships single-handedly.  While theoretically one could use their [[Flagship]] for the battles, it is not advisable, as you will need it in top shape at the end.&lt;br /&gt;
&lt;br /&gt;
When fighting the [[Dreadnought]]s with the [[Eluder]], simply keep ahead of their intended course, firing backwards with your B.U.T.T. missiles while staying just out of range of their cannon fire.  If the small, green fighter ships get to close to you, just take a different direction off the screen and come at the [[Dreadnought]] from a different angle.&lt;br /&gt;
&lt;br /&gt;
The real trick will be fighting the [[Ur-Quan Kohr-Ah]] [[Marauder]]s and their numerous spinning blades.  While the [[Eluder]] can still defeat them, you will be hard pressed to avoid the numerous blades.  Again, it is key to stay ahead of the [[Marauder]]s so that your B.U.T.T. missiles, when fired backwards, will travel quicker to their target, thus allowing you to stay further out of danger.  &lt;br /&gt;
&lt;br /&gt;
Furthermore, the [[Eluder]] can move quickly enough side-to-side that the [[Marauder]] will often stop its blades short as you mis-align/dodge out of the way of each one.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Other ships that may do well against the 6 [[Ur-Quan]]-ship fleet:&#039;&#039;  &lt;br /&gt;
&lt;br /&gt;
-[[Thraddash]] [[Torch]]:  While its low crew make it easily eliminated, its powerful [[Reeunk]] afterburner attack allows you to leave a line of fiery ionized plasma directly in front of a hapless [[Dreadnought]] or [[Marauder]].  Should either one be chasing you, they will likely run straight into the trap (although if you were too far away, the plasma will dissipate before they reach it).  Another tactic against the [[Marauder]] is to stay somewhat ahead and just out of the line of fire of a [[Marauder]], and with a slight swerving action, use the afterburner to drop a string of plasma which it will inevitably blunder through while chasing you.&lt;br /&gt;
&lt;br /&gt;
-[[Yehat]] [[Terminator]]:  The [[Terminator]], of course, has the advantage of being able to shield through the [[Marauder]]&#039;s blades, before unleashing its devastating, up-close ion pulse cannon fire.  Its bullets can also destroy the [[Marauder]]&#039;s blades relatively well, leaving one the option of staying just ahead and out of range of a [[Marauder]], firing backward at both the on-coming blades and [[Marauder]].  Against a [[Dreadnought]], the [[Terminator]] will be more disadvantaged, and may want to trick the somewhat slow-turning [[Dreadnought]] into turning around, before using the [[Terminator]]&#039;s quick turning radius and speed to try a strafing attack. &lt;br /&gt;
&lt;br /&gt;
-[[Orz]] [[Nemesis]]:  The quick-moving [[Nemesis]] of course has the option of using its Orz Marines to destroy the [[Dreadnought]]s and [[Marauder]]s from the inside.  Since both ships are relatively slow-moving, well-aimed Marines shot in front of an enemy&#039;s path can stand a chance of quickly destroying the powerful [[Ur-Quan]] ships.  The long shooting range of a [[Nemesis]], though a bit tough to aim, can give it something of an advantage against both types of enemy ships it will face.&lt;br /&gt;
&lt;br /&gt;
==Sa-Matra Battle Strategy==&lt;br /&gt;
&lt;br /&gt;
Once defeating the Ur-Quan, you will have to perform 2 daunting tasks - the first, eliminating 8 shields that power a force field protecting the only entrance to the Sa-Matra, which sits guarded inside a cocoon of asteroids.  While trying to eliminate these shields, you will be chased and harried by flaming, homing fireballs/comets of some kind, and small green fighter ships that, rather than shoot at you, simply bump into you causing a small amount of damage before disintegrating.  Your second task will be to rush your bomb-laden [[Flagship]] into the Asteroid(s) for the final blow against the Ur-Quan empire.  &lt;br /&gt;
&lt;br /&gt;
For the first, all you really need is a single [[Pkunk]] [[Fury]] to eliminate all 8 shields.  The [[Fury]] is well capable of flying around and eluding its slower adversaries, and while it may take a while, you should easily be able to eliminate all the shields without too much issue.  However, while trying to escape, the [[Fury]] will inevitably and regretfully be destroyed by the fireballs.  Since you were supplied with as many [[Fury]] and [[Terminator]] ships as you needed before this battle, there is no excuse for not having a [[Fury]] available.  If you didn&#039;t have one coming in, simply make sure one of your ships is destroyed while fighting the 6 [[Ur-Quan]] to get a [[Pkunk]] [[Fury]].&lt;br /&gt;
&lt;br /&gt;
The real challenge will be getting your [[Flagship]] into asteroid entrance without getting destroyed by the fireballs.  Unfortunately, this is largely luck, and unless placed very near the entrance, there&#039;s a good chance you won&#039;t make it.  For this reason, it is best to have equipped your [[Flagship]] with not only (obviously) the maximum amount of [[Anti-Matter Thruster]]s and [[Turning Jets]] but also [[Point-Defense Laster]] systems as all your [[Flagship]] really needs to do for this final mission is survive as long as possible.&lt;/div&gt;</summary>
		<author><name>Jzyehoshua</name></author>
	</entry>
	<entry>
		<id>https://wiki.uqm.stack.nl/index.php?title=User:Jzyehoshua/Final_Mission&amp;diff=22384</id>
		<title>User:Jzyehoshua/Final Mission</title>
		<link rel="alternate" type="text/html" href="https://wiki.uqm.stack.nl/index.php?title=User:Jzyehoshua/Final_Mission&amp;diff=22384"/>
		<updated>2008-11-12T17:53:00Z</updated>

		<summary type="html">&lt;p&gt;Jzyehoshua: /* Ur-Quan Battle Strategy */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;For the Final Mission, 6 [[Ur-Quan]] ships will stand between you and the [[Sa-Matra]], 3 [[Ur-Quan Kzer-Za]] [[Dreadnought]] ships, and 3 [[Ur-Quan Kohr-Ah]] [[Marauder]] ships.  After defeating them, you will be supplied with as many [[Pkunk]] [[Fury]] and [[Yehat]] [[Terminator]] ships as you can carry (up to 4 of each, and if an odd number, the last one will be a Fury).&lt;br /&gt;
&lt;br /&gt;
==Ur-Quan Battle Strategy==  &lt;br /&gt;
&lt;br /&gt;
Against the [[Ur-Quan]] ships, your best bet is to use a [[Spathi]] [[Eluder]] if you still have one.  It is recommended that you have saved at least 2 for this battle (note that you will not be able to build them after a certain point in the game).  [[Fwiffo]] and his [[Eluder]] are capable of taking down all 6 ships single-handedly.  While theoretically one could use their [[Flagship]] for the battles, it is not advisable, as you will need it in top shape at the end.&lt;br /&gt;
&lt;br /&gt;
When fighting the [[Dreadnought]]s with the [[Eluder]], simply keep ahead of their intended course, firing backwards with your B.U.T.T. missiles while staying just out of range of their cannon fire.  If the small, green fighter ships get to close to you, just take a different direction off the screen and come at the [[Dreadnought]] from a different angle.&lt;br /&gt;
&lt;br /&gt;
The real trick will be fighting the [[Ur-Quan Kohr-Ah]] [[Marauder]]s and their numerous spinning blades.  While the [[Eluder]] can still defeat them, you will be hard pressed to avoid the numerous blades.  Again, it is key to stay ahead of the [[Marauder]]s so that your B.U.T.T. missiles, when fired backwards, will travel quicker to their target, thus allowing you to stay further out of danger.  &lt;br /&gt;
&lt;br /&gt;
Furthermore, the [[Eluder]] can move quickly enough side-to-side that the [[Marauder]] will often stop its blades short as you mis-align/dodge out of the way of each one.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Other ships that may do well against the 6 [[Ur-Quan]]-ship fleet:&#039;&#039;  &lt;br /&gt;
&lt;br /&gt;
-[[Thraddash]] [[Torch]]:  While its low crew make it easily eliminated, its powerful [[Reeunk]] afterburner attack allows you to leave a line of fiery ionized plasma directly in front of a hapless [[Dreadnought]] or [[Marauder]].  Should either one be chasing you, they will likely run straight into the trap.  Another tactic against the [[Marauder]] is to stay somewhat ahead and just out of the line of fire of a [[Marauder]], and with a slight swerving action, use the afterburner to drop a string of plasma which it will inevitably blunder through while chasing you.&lt;br /&gt;
&lt;br /&gt;
-[[Yehat]] [[Terminator]]:  The [[Terminator]], of course, has the advantage of being able to shield through the [[Marauder]]&#039;s blades, before unleashing its devastating, up-close ion pulse cannon fire.  Its bullets can also destroy the [[Marauder]]&#039;s blades relatively well, leaving one the option of staying just ahead and out of range of a [[Marauder]], firing backward at both the on-coming blades and [[Marauder]].  Against a [[Dreadnought]], the [[Terminator]] will be more disadvantaged, and may want to trick the somewhat slow-turning [[Dreadnought]] into turning around, before using the [[Terminator]]&#039;s quick turning radius and speed to try a strafing attack. &lt;br /&gt;
&lt;br /&gt;
-[[Orz]] [[Nemesis]]:  The quick-moving [[Nemesis]] of course has the option of using its Orz Marines to destroy the [[Dreadnought]]s and [[Marauder]]s from the inside.  Since both ships are relatively slow-moving, well-aimed Marines shot in front of an enemy&#039;s path can stand a chance of quickly destroying the powerful [[Ur-Quan]] ships.  The long shooting range of a [[Nemesis]], though a bit tough to aim, can give it something of an advantage against both types of enemy ships it will face.&lt;br /&gt;
&lt;br /&gt;
==Sa-Matra Battle Strategy==&lt;br /&gt;
&lt;br /&gt;
Once defeating the Ur-Quan, you will have to perform 2 daunting tasks - the first, eliminating 8 shields that power a force field protecting the only entrance to the Sa-Matra, which sits guarded inside a cocoon of asteroids.  While trying to eliminate these shields, you will be chased and harried by flaming, homing fireballs/comets of some kind, and small green fighter ships that, rather than shoot at you, simply bump into you causing a small amount of damage before disintegrating.  Your second task will be to rush your bomb-laden [[Flagship]] into the Asteroid(s) for the final blow against the Ur-Quan empire.  &lt;br /&gt;
&lt;br /&gt;
For the first, all you really need is a single [[Pkunk]] [[Fury]] to eliminate all 8 shields.  The [[Fury]] is well capable of flying around and eluding its slower adversaries, and while it may take a while, you should easily be able to eliminate all the shields without too much issue.  However, while trying to escape, the [[Fury]] will inevitably and regretfully be destroyed by the fireballs.  Since you were supplied with as many [[Fury]] and [[Terminator]] ships as you needed before this battle, there is no excuse for not having a [[Fury]] available.  If you didn&#039;t have one coming in, simply make sure one of your ships is destroyed while fighting the 6 [[Ur-Quan]] to get a [[Pkunk]] [[Fury]].&lt;br /&gt;
&lt;br /&gt;
The real challenge will be getting your [[Flagship]] into asteroid entrance without getting destroyed by the fireballs.  Unfortunately, this is largely luck, and unless placed very near the entrance, there&#039;s a good chance you won&#039;t make it.  For this reason, it is best to have equipped your [[Flagship]] with not only (obviously) the maximum amount of [[Anti-Matter Thruster]]s and [[Turning Jets]] but also [[Point-Defense Laster]] systems as all your [[Flagship]] really needs to do for this final mission is survive as long as possible.&lt;/div&gt;</summary>
		<author><name>Jzyehoshua</name></author>
	</entry>
	<entry>
		<id>https://wiki.uqm.stack.nl/index.php?title=User:Jzyehoshua/Final_Mission&amp;diff=22383</id>
		<title>User:Jzyehoshua/Final Mission</title>
		<link rel="alternate" type="text/html" href="https://wiki.uqm.stack.nl/index.php?title=User:Jzyehoshua/Final_Mission&amp;diff=22383"/>
		<updated>2008-11-12T17:52:14Z</updated>

		<summary type="html">&lt;p&gt;Jzyehoshua: /* Ur-Quan Battle Strategy */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;For the Final Mission, 6 [[Ur-Quan]] ships will stand between you and the [[Sa-Matra]], 3 [[Ur-Quan Kzer-Za]] [[Dreadnought]] ships, and 3 [[Ur-Quan Kohr-Ah]] [[Marauder]] ships.  After defeating them, you will be supplied with as many [[Pkunk]] [[Fury]] and [[Yehat]] [[Terminator]] ships as you can carry (up to 4 of each, and if an odd number, the last one will be a Fury).&lt;br /&gt;
&lt;br /&gt;
==Ur-Quan Battle Strategy==  &lt;br /&gt;
&lt;br /&gt;
Against the [[Ur-Quan]] ships, your best bet is to use a [[Spathi]] [[Eluder]] if you still have one.  It is recommended that you have saved at least 2 for this battle (note that you will not be able to build them after a certain point in the game).  [[Fwiffo]] and his [[Eluder]] are capable of taking down all 6 ships single-handedly.  While theoretically one could use their [[Flagship]] for the battles, it is not advisable, as you will need it in top shape at the end.&lt;br /&gt;
&lt;br /&gt;
When fighting the [[Dreadnought]]s with the [[Eluder]], simply keep ahead of their intended course, firing backwards with your B.U.T.T. missiles while staying just out of range of their cannon fire.  If the small, green fighter ships get to close to you, just take a different direction off the screen and come at the [[Dreadnought]] from a different angle.&lt;br /&gt;
&lt;br /&gt;
The real trick will be fighting the [[Ur-Quan Kohr-Ah]] [[Marauder]]s and their numerous spinning blades.  While the [[Eluder]] can still defeat them, you will be hard pressed to avoid the numerous blades.  Again, it is key to stay ahead of the [[Marauder]]s so that your B.U.T.T. missiles, when fired backwards, will travel quicker to their target, thus allowing you to stay further out of danger.  &lt;br /&gt;
&lt;br /&gt;
Furthermore, the [[Eluder]] can move quickly enough side-to-side that the [[Marauder]] will often stop its blades short as you mis-align/dodge out of the way of each one.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Other ships that may do well against the 6 [[Ur-Quan]]-ship fleet:&#039;&#039;  &lt;br /&gt;
&lt;br /&gt;
-[[Thraddash]] [[Torch]]:  While its low crew make it easily eliminated, its powerful [[Reeunk]] afterburner attack allows you to leave a line of fiery ionized plasma directly in front of a hapless [[Dreadnought]] or [[Marauder]].  Should either one be chasing you, they will likely run straight into the trap.  Another tactic against the [[Marauder]] is to stay somewhat ahead and just out of the line of fire of a [[Marauder]], and with a slight swerving action, use the afterburner to drop a string of plasma which it will inevitably blunder through while chasing you.&lt;br /&gt;
-[[Yehat]] [[Terminator]]:  The [[Terminator]], of course, has the advantage of being able to shield through the [[Marauder]]&#039;s blades, before unleashing its devastating, up-close ion pulse cannon fire.  Its bullets can also destroy the [[Marauder]]&#039;s blades relatively well, leaving one the option of staying just ahead and out of range of a [[Marauder]], firing backward at both the on-coming blades and [[Marauder]].  Against a [[Dreadnought]], the [[Terminator]] will be more disadvantaged, and may want to trick the somewhat slow-turning [[Dreadnought]] into turning around, before using the [[Terminator]]&#039;s quick turning radius and speed to try a strafing attack. &lt;br /&gt;
-[[Orz]] [[Nemesis]]:  The quick-moving [[Nemesis]] of course has the option of using its Orz Marines to destroy the [[Dreadnought]]s and [[Marauder]]s from the inside.  Since both ships are relatively slow-moving, well-aimed Marines shot in front of an enemy&#039;s path can stand a chance of quickly destroying the powerful [[Ur-Quan]] ships.  The long shooting range of a [[Nemesis]], though a bit tough to aim, can give it something of an advantage against both types of enemy ships it will face.&lt;br /&gt;
&lt;br /&gt;
==Sa-Matra Battle Strategy==&lt;br /&gt;
&lt;br /&gt;
Once defeating the Ur-Quan, you will have to perform 2 daunting tasks - the first, eliminating 8 shields that power a force field protecting the only entrance to the Sa-Matra, which sits guarded inside a cocoon of asteroids.  While trying to eliminate these shields, you will be chased and harried by flaming, homing fireballs/comets of some kind, and small green fighter ships that, rather than shoot at you, simply bump into you causing a small amount of damage before disintegrating.  Your second task will be to rush your bomb-laden [[Flagship]] into the Asteroid(s) for the final blow against the Ur-Quan empire.  &lt;br /&gt;
&lt;br /&gt;
For the first, all you really need is a single [[Pkunk]] [[Fury]] to eliminate all 8 shields.  The [[Fury]] is well capable of flying around and eluding its slower adversaries, and while it may take a while, you should easily be able to eliminate all the shields without too much issue.  However, while trying to escape, the [[Fury]] will inevitably and regretfully be destroyed by the fireballs.  Since you were supplied with as many [[Fury]] and [[Terminator]] ships as you needed before this battle, there is no excuse for not having a [[Fury]] available.  If you didn&#039;t have one coming in, simply make sure one of your ships is destroyed while fighting the 6 [[Ur-Quan]] to get a [[Pkunk]] [[Fury]].&lt;br /&gt;
&lt;br /&gt;
The real challenge will be getting your [[Flagship]] into asteroid entrance without getting destroyed by the fireballs.  Unfortunately, this is largely luck, and unless placed very near the entrance, there&#039;s a good chance you won&#039;t make it.  For this reason, it is best to have equipped your [[Flagship]] with not only (obviously) the maximum amount of [[Anti-Matter Thruster]]s and [[Turning Jets]] but also [[Point-Defense Laster]] systems as all your [[Flagship]] really needs to do for this final mission is survive as long as possible.&lt;/div&gt;</summary>
		<author><name>Jzyehoshua</name></author>
	</entry>
	<entry>
		<id>https://wiki.uqm.stack.nl/index.php?title=User:Jzyehoshua/Final_Mission&amp;diff=22382</id>
		<title>User:Jzyehoshua/Final Mission</title>
		<link rel="alternate" type="text/html" href="https://wiki.uqm.stack.nl/index.php?title=User:Jzyehoshua/Final_Mission&amp;diff=22382"/>
		<updated>2008-11-12T17:52:00Z</updated>

		<summary type="html">&lt;p&gt;Jzyehoshua: /* Ur-Quan Battle Strategy */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;For the Final Mission, 6 [[Ur-Quan]] ships will stand between you and the [[Sa-Matra]], 3 [[Ur-Quan Kzer-Za]] [[Dreadnought]] ships, and 3 [[Ur-Quan Kohr-Ah]] [[Marauder]] ships.  After defeating them, you will be supplied with as many [[Pkunk]] [[Fury]] and [[Yehat]] [[Terminator]] ships as you can carry (up to 4 of each, and if an odd number, the last one will be a Fury).&lt;br /&gt;
&lt;br /&gt;
==Ur-Quan Battle Strategy==  &lt;br /&gt;
&lt;br /&gt;
Against the [[Ur-Quan]] ships, your best bet is to use a [[Spathi]] [[Eluder]] if you still have one.  It is recommended that you have saved at least 2 for this battle (note that you will not be able to build them after a certain point in the game).  [[Fwiffo]] and his [[Eluder]] are capable of taking down all 6 ships single-handedly.  While theoretically one could use their [[Flagship]] for the battles, it is not advisable, as you will need it in top shape at the end.&lt;br /&gt;
&lt;br /&gt;
When fighting the [[Dreadnought]]s with the [[Eluder]], simply keep ahead of their intended course, firing backwards with your B.U.T.T. missiles while staying just out of range of their cannon fire.  If the small, green fighter ships get to close to you, just take a different direction off the screen and come at the [[Dreadnought]] from a different angle.&lt;br /&gt;
&lt;br /&gt;
The real trick will be fighting the [[Ur-Quan Kohr-Ah]] [[Marauder]]s and their numerous spinning blades.  While the [[Eluder]] can still defeat them, you will be hard pressed to avoid the numerous blades.  Again, it is key to stay ahead of the [[Marauder]]s so that your B.U.T.T. missiles, when fired backwards, will travel quicker to their target, thus allowing you to stay further out of danger.  &lt;br /&gt;
&lt;br /&gt;
Furthermore, the [[Eluder]] can move quickly enough side-to-side that the [[Marauder]] will often stop its blades short as you mis-align/dodge out of the way of each one.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Other ships that may do well against the 6 [[Ur-Quan]]-ship fleet:&#039;&#039;  &lt;br /&gt;
&lt;br /&gt;
-[[Thraddash]] [[Torch]]:  While its low crew make it easily eliminated, its powerful [[Reeunk]] afterburner attack allows you to leave a line of fiery ionized plasma directly in front of a hapless [[Dreadnought]] or [[Marauder]].  Should either one be chasing you, they will likely run straight into the trap.  Another tactic against the [[Marauder]] is to stay somewhat ahead and just out of the line of fire of a [[Marauder]], and with a slight swerving action, use the afterburner to drop a string of plasma which it will inevitably blunder through while chasing you.&lt;br /&gt;
-[[Yehat]] [[Terminator]]:  The [[Terminator]], of course, has the advantage of being able to shield through the [[Marauder]]&#039;s blades, before unleashing its devastating, up-close ion pulse cannon fire.  Its bullets can also destroy the [[Marauder]]&#039;s blades relatively well, leaving one the option of staying just ahead and out of range of a [[Marauder]], firing backward at both the on-coming blades and [[Marauder]].  Against a [[Dreadnought]], the [[Terminator]] will be more disadvantaged, and may want to trick the somewhat slow-turning [[Dreadnought]] into turning around, before using the [[Terminator]]&#039;s quick turning radius and speed to try a strafing attack. &lt;br /&gt;
-[[Orz]] [[Nemesis]]:  The quick-moving [[Nemesis]] of course has the option of using its Orz Marines to destroy the [[Dreadnought]]s and [[Marauder]]s from the inside.  Since both ships are relatively slow-moving, well-aimed Marines shot in front of an enemy&#039;s path can stand a chance of quickly destroying the powerful [[Ur-Quan]] ships.  The long shooting range of a [[Nemesis]], though a bit tough to aim, can give it something of an advantage against both types of enemy ships it will face.&lt;br /&gt;
&lt;br /&gt;
==Sa-Matra Battle Strategy==&lt;br /&gt;
&lt;br /&gt;
Once defeating the Ur-Quan, you will have to perform 2 daunting tasks - the first, eliminating 8 shields that power a force field protecting the only entrance to the Sa-Matra, which sits guarded inside a cocoon of asteroids.  While trying to eliminate these shields, you will be chased and harried by flaming, homing fireballs/comets of some kind, and small green fighter ships that, rather than shoot at you, simply bump into you causing a small amount of damage before disintegrating.  Your second task will be to rush your bomb-laden [[Flagship]] into the Asteroid(s) for the final blow against the Ur-Quan empire.  &lt;br /&gt;
&lt;br /&gt;
For the first, all you really need is a single [[Pkunk]] [[Fury]] to eliminate all 8 shields.  The [[Fury]] is well capable of flying around and eluding its slower adversaries, and while it may take a while, you should easily be able to eliminate all the shields without too much issue.  However, while trying to escape, the [[Fury]] will inevitably and regretfully be destroyed by the fireballs.  Since you were supplied with as many [[Fury]] and [[Terminator]] ships as you needed before this battle, there is no excuse for not having a [[Fury]] available.  If you didn&#039;t have one coming in, simply make sure one of your ships is destroyed while fighting the 6 [[Ur-Quan]] to get a [[Pkunk]] [[Fury]].&lt;br /&gt;
&lt;br /&gt;
The real challenge will be getting your [[Flagship]] into asteroid entrance without getting destroyed by the fireballs.  Unfortunately, this is largely luck, and unless placed very near the entrance, there&#039;s a good chance you won&#039;t make it.  For this reason, it is best to have equipped your [[Flagship]] with not only (obviously) the maximum amount of [[Anti-Matter Thruster]]s and [[Turning Jets]] but also [[Point-Defense Laster]] systems as all your [[Flagship]] really needs to do for this final mission is survive as long as possible.&lt;/div&gt;</summary>
		<author><name>Jzyehoshua</name></author>
	</entry>
	<entry>
		<id>https://wiki.uqm.stack.nl/index.php?title=User:Jzyehoshua/Final_Mission&amp;diff=22381</id>
		<title>User:Jzyehoshua/Final Mission</title>
		<link rel="alternate" type="text/html" href="https://wiki.uqm.stack.nl/index.php?title=User:Jzyehoshua/Final_Mission&amp;diff=22381"/>
		<updated>2008-11-12T17:49:50Z</updated>

		<summary type="html">&lt;p&gt;Jzyehoshua: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;For the Final Mission, 6 [[Ur-Quan]] ships will stand between you and the [[Sa-Matra]], 3 [[Ur-Quan Kzer-Za]] [[Dreadnought]] ships, and 3 [[Ur-Quan Kohr-Ah]] [[Marauder]] ships.  After defeating them, you will be supplied with as many [[Pkunk]] [[Fury]] and [[Yehat]] [[Terminator]] ships as you can carry (up to 4 of each, and if an odd number, the last one will be a Fury).&lt;br /&gt;
&lt;br /&gt;
==Ur-Quan Battle Strategy==  &lt;br /&gt;
&lt;br /&gt;
Against the [[Ur-Quan]] ships, your best bet is to use a [[Spathi]] [[Eluder]] if you still have one.  It is recommended that you have saved at least 2 for this battle (note that you will not be able to build them after a certain point in the game).  [[Fwiffo]] and his [[Eluder]] are capable of taking down all 6 ships single-handedly.  While theoretically one could use their [[Flagship]] for the battles, it is not advisable, as you will need it in top shape at the end.&lt;br /&gt;
&lt;br /&gt;
When fighting the [[Dreadnought]]s with the [[Eluder]], simply keep ahead of their intended course, firing backwards with your B.U.T.T. missiles while staying just out of range of their cannon fire.  If the small, green fighter ships get to close to you, just take a different direction off the screen and come at the [[Dreadnought]] from a different angle.&lt;br /&gt;
&lt;br /&gt;
The real trick will be fighting the [[Ur-Quan Kohr-Ah]] [[Marauder]]s and their numerous spinning blades.  While the [[Eluder]] can still defeat them, you will be hard pressed to avoid the numerous blades.  Again, it is key to stay ahead of the [[Marauder]]s so that your B.U.T.T. missiles, when fired backwards, will travel quicker to their target, thus allowing you to stay further out of danger.  &lt;br /&gt;
&lt;br /&gt;
Furthermore, the [[Eluder]] can move quickly enough side-to-side that the [[Marauder]] will often stop its blades short as you mis-align/dodge out of the way of each one.  &lt;br /&gt;
&lt;br /&gt;
Other ships that may do well against the 6 [[Ur-Quan]] ship fleet:  &lt;br /&gt;
&lt;br /&gt;
-[[Thraddash]] [[Torch]]:  While its low crew make it easily eliminated, its powerful [[Reeunk]] afterburner attack allows you to leave a line of fiery ionized plasma directly in front of a hapless [[Dreadnought]] or [[Marauder]].  Should either one be chasing you, they will likely run straight into the trap.  Another tactic against the [[Marauder]] is to stay somewhat ahead and just out of the line of fire of a [[Marauder]], and with a slight swerving action, use the afterburner to drop a string of plasma which it will inevitably blunder through while chasing you.&lt;br /&gt;
-[[Yehat]] [[Terminator]]:  The [[Terminator]], of course, has the advantage of being able to shield through the [[Marauder]]&#039;s blades, before unleashing its devastating, up-close ion pulse cannon fire.  Its bullets can also destroy the [[Marauder]]&#039;s blades relatively well, leaving one the option of staying just ahead and out of range of a [[Marauder]], firing backward at both the on-coming blades and [[Marauder]].  Against a [[Dreadnought]], the [[Terminator]] will be more disadvantaged, and may want to trick the somewhat slow-turning [[Dreadnought]] into turning around, before using the [[Terminator]]&#039;s quick turning radius and speed to try a strafing attack. &lt;br /&gt;
-[[Orz]] [[Nemesis]]:  The quick-moving [[Nemesis]] of course has the option of using its Orz Marines to destroy the [[Dreadnought]]s and [[Marauder]]s from the inside.  Since both ships are relatively slow-moving, well-aimed Marines shot in front of an enemy&#039;s path can stand a chance of quickly destroying the powerful [[Ur-Quan]] ships.  The long shooting range of a [[Nemesis]], though a bit tough to aim, can give it something of an advantage against both types of enemy ships it will face.&lt;br /&gt;
&lt;br /&gt;
==Sa-Matra Battle Strategy==&lt;br /&gt;
&lt;br /&gt;
Once defeating the Ur-Quan, you will have to perform 2 daunting tasks - the first, eliminating 8 shields that power a force field protecting the only entrance to the Sa-Matra, which sits guarded inside a cocoon of asteroids.  While trying to eliminate these shields, you will be chased and harried by flaming, homing fireballs/comets of some kind, and small green fighter ships that, rather than shoot at you, simply bump into you causing a small amount of damage before disintegrating.  Your second task will be to rush your bomb-laden [[Flagship]] into the Asteroid(s) for the final blow against the Ur-Quan empire.  &lt;br /&gt;
&lt;br /&gt;
For the first, all you really need is a single [[Pkunk]] [[Fury]] to eliminate all 8 shields.  The [[Fury]] is well capable of flying around and eluding its slower adversaries, and while it may take a while, you should easily be able to eliminate all the shields without too much issue.  However, while trying to escape, the [[Fury]] will inevitably and regretfully be destroyed by the fireballs.  Since you were supplied with as many [[Fury]] and [[Terminator]] ships as you needed before this battle, there is no excuse for not having a [[Fury]] available.  If you didn&#039;t have one coming in, simply make sure one of your ships is destroyed while fighting the 6 [[Ur-Quan]] to get a [[Pkunk]] [[Fury]].&lt;br /&gt;
&lt;br /&gt;
The real challenge will be getting your [[Flagship]] into asteroid entrance without getting destroyed by the fireballs.  Unfortunately, this is largely luck, and unless placed very near the entrance, there&#039;s a good chance you won&#039;t make it.  For this reason, it is best to have equipped your [[Flagship]] with not only (obviously) the maximum amount of [[Anti-Matter Thruster]]s and [[Turning Jets]] but also [[Point-Defense Laster]] systems as all your [[Flagship]] really needs to do for this final mission is survive as long as possible.&lt;/div&gt;</summary>
		<author><name>Jzyehoshua</name></author>
	</entry>
	<entry>
		<id>https://wiki.uqm.stack.nl/index.php?title=User:Jzyehoshua/Final_Mission&amp;diff=22380</id>
		<title>User:Jzyehoshua/Final Mission</title>
		<link rel="alternate" type="text/html" href="https://wiki.uqm.stack.nl/index.php?title=User:Jzyehoshua/Final_Mission&amp;diff=22380"/>
		<updated>2008-11-12T17:48:04Z</updated>

		<summary type="html">&lt;p&gt;Jzyehoshua: New page: For the Final Mission, 6 Ur-Quan ships will stand between you and the Sa-Matra, 3 Ur-Quan_Kzer-Za Dreadnought ships, and 3 Ur-Quan_Kohr-Ah Marauder ships.  After de...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;For the Final Mission, 6 [[Ur-Quan]] ships will stand between you and the [[Sa-Matra]], 3 [[Ur-Quan_Kzer-Za]] [[Dreadnought]] ships, and 3 [[Ur-Quan_Kohr-Ah]] [[Marauder]] ships.  After defeating them, you will be supplied with as many [[Pkunk]] [[Fury]] and [[Yehat]] [[Terminator]] ships as you can carry (up to 4 of each, and if an odd number, the last one will be a Fury).&lt;br /&gt;
&lt;br /&gt;
==Ur-Quan Battle Strategy==  &lt;br /&gt;
&lt;br /&gt;
Against the [[Ur-Quan]] ships, your best bet is to use a [[Spathi]] [[Eluder]] if you still have one.  It is recommended that you have saved at least 2 for this battle (note that you will not be able to build them after a certain point in the game).  [[Fwiffo]] and his [[Eluder]] are capable of taking down all 6 ships single-handedly.  While theoretically one could use their [[Flagship]] for the battles, it is not advisable, as you will need it in top shape at the end.&lt;br /&gt;
&lt;br /&gt;
When fighting the [[Dreadnought]]s with the [[Eluder]], simply keep ahead of their intended course, firing backwards with your B.U.T.T. missiles while staying just out of range of their cannon fire.  If the small, green fighter ships get to close to you, just take a different direction off the screen and come at the [[Dreadnought]] from a different angle.&lt;br /&gt;
&lt;br /&gt;
The real trick will be fighting the [[Ur-Quan Kohr-Ah]] [[Marauder]]s and their numerous spinning blades.  While the [[Eluder]] can still defeat them, you will be hard pressed to avoid the numerous blades.  Again, it is key to stay ahead of the [[Marauder]]s so that your B.U.T.T. missiles, when fired backwards, will travel quicker to their target, thus allowing you to stay further out of danger.  &lt;br /&gt;
&lt;br /&gt;
Furthermore, the [[Eluder]] can move quickly enough side-to-side that the [[Marauder]] will often stop its blades short as you mis-align/dodge out of the way of each one.  &lt;br /&gt;
&lt;br /&gt;
Other ships that may do well against the 6 [[Ur-Quan]] ship fleet:  &lt;br /&gt;
&lt;br /&gt;
-[[Thraddash]] [[Torch]]:  While its low crew make it easily eliminated, its powerful [[Reeunk]] afterburner attack allows you to leave a line of fiery ionized plasma directly in front of a hapless [[Dreadnought]] or [[Marauder]].  Should either one be chasing you, they will likely run straight into the trap.  Another tactic against the [[Marauder]] is to stay somewhat ahead and just out of the line of fire of a [[Marauder]], and with a slight swerving action, use the afterburner to drop a string of plasma which it will inevitably blunder through while chasing you.&lt;br /&gt;
-[[Yehat]] [[Terminator]]:  The [[Terminator]], of course, has the advantage of being able to shield through the [[Marauder]]&#039;s blades, before unleashing its devastating, up-close ion pulse cannon fire.  Its bullets can also destroy the [[Marauder]]&#039;s blades relatively well, leaving one the option of staying just ahead and out of range of a [[Marauder]], firing backward at both the on-coming blades and [[Marauder]].  Against a [[Dreadnought]], the [[Terminator]] will be more disadvantaged, and may want to trick the somewhat slow-turning [[Dreadnought]] into turning around, before using the [[Terminator]]&#039;s quick turning radius and speed to try a strafing attack. &lt;br /&gt;
-[[Orz]] [[Nemesis]]:  The quick-moving [[Nemesis]] of course has the option of using its Orz Marines to destroy the [[Dreadnought]]s and [[Marauder]]s from the inside.  Since both ships are relatively slow-moving, well-aimed Marines shot in front of an enemy&#039;s path can stand a chance of quickly destroying the powerful [[Ur-Quan]] ships.  The long shooting range of a [[Nemesis]], though a bit tough to aim, can give it something of an advantage against both types of enemy ships it will face.&lt;br /&gt;
&lt;br /&gt;
==Sa-Matra Battle Strategy==&lt;br /&gt;
&lt;br /&gt;
Once defeating the Ur-Quan, you will have to perform 2 daunting tasks - the first, eliminating 8 shields that power a force field protecting the only entrance to the Sa-Matra, which sits guarded inside a cocoon of asteroids.  While trying to eliminate these shields, you will be chased and harried by flaming, homing fireballs/comets of some kind, and small green fighter ships that, rather than shoot at you, simply bump into you causing a small amount of damage before disintegrating.  Your second task will be to rush your bomb-laden [[Flagship]] into the Asteroid(s) for the final blow against the Ur-Quan empire.  &lt;br /&gt;
&lt;br /&gt;
For the first, all you really need is a single [[Pkunk]] [[Fury]] to eliminate all 8 shields.  The [[Fury]] is well capable of flying around and eluding its slower adversaries, and while it may take a while, you should easily be able to eliminate all the shields without too much issue.  However, while trying to escape, the [[Fury]] will inevitably and regretfully be destroyed by the fireballs.  Since you were supplied with as many [[Fury]] and [[Terminator]] ships as you needed before this battle, there is no excuse for not having a [[Fury]] available.  If you didn&#039;t have one coming in, simply make sure one of your ships is destroyed while fighting the 6 [[Ur-Quan]] to get a [[Pkunk]] [[Fury]].&lt;br /&gt;
&lt;br /&gt;
The real challenge will be getting your [[Flagship]] into asteroid entrance without getting destroyed by the fireballs.  Unfortunately, this is largely luck, and unless placed very near the entrance, there&#039;s a good chance you won&#039;t make it.  For this reason, it is best to have equipped your [[Flagship]] with not only (obviously) the maximum amount of [[Anti-Matter Thruster]]s and [[Turning Jets]] but also [[Point-Defense Laster]] systems as all your [[Flagship]] really needs to do for this final mission is survive as long as possible.&lt;/div&gt;</summary>
		<author><name>Jzyehoshua</name></author>
	</entry>
	<entry>
		<id>https://wiki.uqm.stack.nl/index.php?title=Walkthrough&amp;diff=22379</id>
		<title>Walkthrough</title>
		<link rel="alternate" type="text/html" href="https://wiki.uqm.stack.nl/index.php?title=Walkthrough&amp;diff=22379"/>
		<updated>2008-11-12T16:44:25Z</updated>

		<summary type="html">&lt;p&gt;Jzyehoshua: /* Final Mission */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==About This Walkthrough==&lt;br /&gt;
&lt;br /&gt;
For a linear game, the structure of a walkthrough is simple: it consists of step-by-step instructions.  The Ur-Quan Masters is not linear.  Instead, multiple plot lines advance simultaneously (some of them entirely without the player&#039;s intervention).  This walkthrough is structured to reflect that aspect of the game.  If you don&#039;t know what you need to do to advance the plot, if you&#039;re missing some critical piece of information, you can probably find it here.  But this is not a step-by-step guide to beating The Ur-Quan Masters.&lt;br /&gt;
&lt;br /&gt;
Plot spoilers have been kept to a minimum, in hopes that the game will be able to reveal itself to you as the creators intended.&lt;br /&gt;
&lt;br /&gt;
==Starting The Ur-Quan Masters==&lt;br /&gt;
&lt;br /&gt;
{{hint|Save your game on a regular basis.  Keeping multiple saves will let you go further back if you make a mistake without realizing it.  If you use a lot of saves, be sure to familiarize yourself with the interface for selecting which one to load.  It shows the in-game date of the save, the position of your ship and other information to help you choose your load point more easily.}}&lt;br /&gt;
&lt;br /&gt;
{{hint|If you want to depend as little as possible on this walkthrough, keep a notebook (a single sheet of paper is not remotely enough) to record what you learn from the people you talk to.  The story can drive itself without needing too much slow planet-by-planet exploration, and it can be more satisfying to make progress without referring to outside sources like this guide.}}&lt;br /&gt;
&lt;br /&gt;
Upon first starting the game, you will be at the edge of our solar system, called [[Sol]].&lt;br /&gt;
&lt;br /&gt;
*You will find [[Earth]] (the third planet) surrounded by a red shield.  In addition to the [[Moon]], there is a space station orbiting the Earth.  When you approach, a drone will fly out and converse with you.  Upon reaching the station, you can make contact with [[Hayes]], who will tell you that the station needs radioactive minerals and that you can find them on [[Mercury]].&lt;br /&gt;
*Go to Mercury, scan it and dispatch a [[Lander]] to collect the radioctive (orange) minerals.  Mercury is inhospitable, so it is advisable to land near the minerals and return to the ship (use the escape or secondary fire key) as soon as you have acquired the radioactives.  If the Lander is destroyed, you can go back to Earth and get another from Hayes.&lt;br /&gt;
&lt;br /&gt;
{{hint|Radioactive materials can also be found on the moons of [[Jupiter]], which are less dangerous than Mercury.}}&lt;br /&gt;
&lt;br /&gt;
{{hint|[[Lander Hints]] can provide more suggestions on gathering resources using the lander.}}&lt;br /&gt;
&lt;br /&gt;
{{hint|The trip to Mercury is a bit tedious.  At the beginning of the game is really slow at first, as you acquire more [[RU]] (Resource Units) and better technology from [[Melnorme]], you will be able to make it faster, better at turning, and stronger in combat.}}&lt;br /&gt;
&lt;br /&gt;
*Take the radioactives back the [[Earth_Starbase|Starbase]] and give them to Commander Hayes.  He will send you too the moon.&lt;br /&gt;
&lt;br /&gt;
*Scanning the moon, you will notice that the &amp;quot;Energy&amp;quot; scan has detected something.  Dispatch a Lander and investigate.&lt;br /&gt;
&lt;br /&gt;
*When you get back to Earth and talk to Hayes, you will be interrupted by an [[Avenger|Ilwrath Avenger]], which attacks your ship.&lt;br /&gt;
&lt;br /&gt;
{{hint|[[Fighting Hints]] can provide suggestions on dealing with space combat.}}&lt;br /&gt;
&lt;br /&gt;
*After you have defeated the Avenger, Hayes will arrange to configure the Starbase to maintain and upgrade your ship.&lt;br /&gt;
&lt;br /&gt;
At this point, the linear portion of the game is over.  The rest of this walkthrough consists of instructions for intermediate objectives, including acquiring items, forming alliances with other races, and instigating various events.&lt;br /&gt;
&lt;br /&gt;
==Gaining Allies==&lt;br /&gt;
Some of the aliens you encounter can be convinced to help you.  In some cases, this means a formal alliance: they send a delegation to Earth and you can build their race&#039;s ships at the [[Starbase]].  In other cases, they will give you a few ships but you will not be able to build them yourself.&lt;br /&gt;
&lt;br /&gt;
Most of these alliances are optional, but you may find them useful.  Check the [[Walkthrough#Final Mission|final mission]] section for a list of required alliances.&lt;br /&gt;
&lt;br /&gt;
===The Spathi===&lt;br /&gt;
&lt;br /&gt;
*To communicate with the Spathi, [[the Captain]] must learn their secret cypher, either by meeting [[Fwiffo]] on Pluto, or by buying information from the [[Melnorme]].&lt;br /&gt;
*Once the captain knows the cypher, he can find the [[The Safe Ones|Spathi leaders]] on Epsilon Gruis Ia (241.6 : 368.7).  Give them the secret cypher and ask them to join your alliance.  They will require that you prove yourself by eliminating the &#039;[[Evil Ones]]&#039; from their historic homeworld, Epsilon Gruis I.&lt;br /&gt;
*Land, eliminate the Evil Ones, and collect the biological information that they leave.&lt;br /&gt;
*Return to Epsilon Gruis Ia.  The Spathi will thank you and ask you to come back later.  As usual in this kind of situation, it does not matter how much game time passes before you return.  Start another dialogue with them and they will ally themselves with you.&lt;br /&gt;
&lt;br /&gt;
===The Pkunk===&lt;br /&gt;
Any [[Pkunk]] you meet will be friendly.  They will direct you to their homeworld, Gamma Krueger I (052.2 : 052.5).  When you get there, they will offer you the [[Clear Spindle]] and you can convince them to give you four [[Fury]] ships.  You can never build these ships at the Starbase.&lt;br /&gt;
{{hint|Make sure that you have four empty spaces in your fleet when you visit the Pkunk homeworld.  If you don&#039;t want the Fury ships, you can scrap them later for RU}}&lt;br /&gt;
&lt;br /&gt;
===The Orz===&lt;br /&gt;
You can make a formal alliance with the [[Orz]] just by conversing with them in space.  They can be found near their homeworld, Gamma Vulpeculae I (371.3 : 253.7).&lt;br /&gt;
&lt;br /&gt;
===The Shofixti===&lt;br /&gt;
Making an alliance with the Shofixti is a more complicated process.&lt;br /&gt;
&lt;br /&gt;
*(Optional) Visit [[ZEX]] of the [[VUX]] at his private planet, Alpha Cerenkov I (422.1 : 198.6).  (The [[Melnorme]] can tell you where to find him.)  He offers to give you the remaining female Shofixti if you bring him a certain [[VUX_Beast|legendary monster]].&lt;br /&gt;
*Capture the beast at [[Delta_Lyncis|Delta Lyncis I]] (570.4 : 979.5).  This is difficult unless your Lander has been upgraded by the Melnorme.&lt;br /&gt;
*Bring the creature to ZEX at Alpha Cerenkov I (422.1 : 198.6).&lt;br /&gt;
*Land on the planet&#039;s surface and retrieve the [[Shofixti Maidens]].&lt;br /&gt;
*Take them to the Delta Gorno system, where you can find Tanaka, a male Shofixti piloting a [[Scout|Shofixti Scout]].  He will attack you.  Flee repeatedly (this consumes a good deal of fuel, so be sure you have enough) until he realizes you&#039;re not the enemy.  The fastest way to gain his trust is to insult him (the Melnorme hint at this).&lt;br /&gt;
*Once he trusts you, you can give him the maidens, and two months later, the Shofixti will arrive at Earth and ally themselves with you.&lt;br /&gt;
&lt;br /&gt;
{{hint|If you kill Tanaka, his brother [[Katana]] will appear in the system. Katana can also be used to repopulate the Shofixti species.}}&lt;br /&gt;
&lt;br /&gt;
The [[Shofixti]] are very useful allies. Once they join your alliance, the [[Crew_cost|crew cost]] goes down by 2 credits.&lt;br /&gt;
&lt;br /&gt;
{{hint|If you lose a thousand or more crew, the cost per crewman will increase from 3 to 5.  If the Shofixti ally with you before this point, the cost will be 1 RU per crewman from then on (regardless of how many you lose). If the RU cost has already increased due to crew loss, the Shofixti will permanently set it to 3 RUs.}}&lt;br /&gt;
&lt;br /&gt;
===The Yehat===&lt;br /&gt;
&lt;br /&gt;
Take a Shofixti Scout to [[Yehat]] space (near Gamma Serpentis I (492.3 : 029.4)) and show it to a Yehat pilot in a hyperspace or in a planetary system.  A civil war will begin, and one side will be happy to supply you with four Yehat [[Terminator]]s whenever you meet them in space.  The other side is hostile, and there is no way to tell the difference until you talk, so be prepared to fight.&lt;br /&gt;
&lt;br /&gt;
There is no way to make a formal alliance with the Yehat.&lt;br /&gt;
&lt;br /&gt;
===The Zoq-Fot-Pik===&lt;br /&gt;
&lt;br /&gt;
To recruit the Zoq-Fot-Pik, go to their homeworld at Alpha Tucanae I (400.0 : 543.7). The Zoq-Fot-Pik willingly join your alliance.  (You can find out where they are by investigating Rigel after Hayes tells you about a transmission from that direction)&lt;br /&gt;
&lt;br /&gt;
{{hint|The journey to to Alpha Tucanae is hazardous.  You need to be able to out-run or out-gun the Ur-Quan ships in the vicinity.}}&lt;br /&gt;
&lt;br /&gt;
===The Arilou===&lt;br /&gt;
The Arilou will not make a formal alliance directly, but they will provide you with some of their [[Skiff]] vessels if you complete the process to acquire the [[Walkthrough#Portal Spawner|Portal Spawner]] device.  The Skiffs are waiting for you when you return to the Starbase.&lt;br /&gt;
&lt;br /&gt;
===The Syreen===&lt;br /&gt;
&lt;br /&gt;
*Go to a [[Shattered World]] and collect the Egg Fragments. There are three Shattered Worlds to choose from: Beta Copernicus I (600.8 : 263.1), Gamma Brahe I (635.4 : 272.9), and Gamma Scorpii I (647.9 : 206.2).&lt;br /&gt;
*Either (a) go to the Mycon Homeworld at Epsilon Scorpii (629.1 : 220.8) and ask about the Egg Fragments, or (b) buy information on the Syreen from a [[Melnorme]] trader.&lt;br /&gt;
*Go to Betelgeuse I (412.5 : 377.0) and make contact with the Syreen at the orbiting station.  Ask her about Syra and show her the Egg Fragments.&lt;br /&gt;
*Take the Syreen Shuttle to Epsilon Camelopalardis 1a (593.7 : 393.7, deep in Ur-Quan space).  Dispatch a Lander to the energy signature.&lt;br /&gt;
*Go to Talana to finalize the plans.  Your role is to give the Mycon information that will lure them into her trap.&lt;br /&gt;
*Go to the Mycon homeworld (Epsilon Scorpii I, 629.1 : 220.8) and converse with the Mycon in accordance with Talana&#039;s instructions.&lt;br /&gt;
*At this point, you may need to wait some time before continuing the process.  You can view the Mycon&#039;s progress on the Starmap.&lt;br /&gt;
*Return to Betelgeuse and talk to Talana.  She will make a formal alliance with you, and you will be able to build Syreen ships at the Starbase.&lt;br /&gt;
&lt;br /&gt;
{{hint|Unlike other alien races, [[Hayes|Commander Hayes]] will not inform you that the Syreen have joined your Alliance. However, their ships will be available for you to build.}}&lt;br /&gt;
{{hint|While the Mycon fleet is out of position, you can steal the [[Walkthrough#Mycon Sun Device|Sun Device]] from Beta Brahe I (639.5 : 231.2)}}&lt;br /&gt;
&lt;br /&gt;
===The Thraddash===&lt;br /&gt;
&lt;br /&gt;
*Go to the Thraddash territory (Draconis/Apodis constellation) and wait until a ship shows up in HyperSpace.&lt;br /&gt;
*Attack the Thraddash and keep doing this until you have destroyed at least 25 of their ships.&lt;br /&gt;
*The Thraddash will be impressed with your &amp;quot;fighting skills&amp;quot; and respect and admire you and ask you if you could create their new culture.&lt;br /&gt;
&lt;br /&gt;
{{hint|Neither the Thraddash nor Commander Hayes will tell you that you have become allies, but you will be able to build their Torch ships.}}&lt;br /&gt;
{{hint|You can then go to Zeta Draconis and they will let you explore the surface and you can steal the Aqua Helix.}}&lt;br /&gt;
&lt;br /&gt;
===The Supox and the Utwig===&lt;br /&gt;
[[Walkthrough#Ultron|Fix the Ultron]] and bring it to an Utwig space.  Find a captain in space or at their home planet (taking it to Zeta Hyades VIb (850.0 : 937.2) does not work) and show him the repaired Ultron.  He will take it, and the Supox and Utwig will both make formal alliances with you immediately.&lt;br /&gt;
&lt;br /&gt;
===The Chmmr===&lt;br /&gt;
&lt;br /&gt;
*First, complete the &#039;&#039;&#039;Ilwrath Removal&#039;&#039;&#039; quest.&lt;br /&gt;
*Take the Sun Device to [[Procyon]] (074.2 : 226.8) and orbit the slave-shielded world (planet II). Use the Device.&lt;br /&gt;
*The Chmmr will emerge, and if you do not already have the Talking Pet and/or the Precursor Bomb, they will instruct you to acquire them. In the meantime, they will ally with you formally and provide you with the Avatar designs.&lt;br /&gt;
*When you return with the Talking Pet and the Bomb (or, if you already had them, immediately) they will provide you with infinite RU and equip you with the Improved Precursor Bomb. You are now ready to begin the [[walkthrough#Final_Mission|final mission]].&lt;br /&gt;
&lt;br /&gt;
==Collecting Devices==&lt;br /&gt;
&lt;br /&gt;
With a few exceptions, these devices can be collected in almost any order.  The order in which they appear here is mostly arbitrary and un-motivated. &lt;br /&gt;
&lt;br /&gt;
===Umgah Caster===&lt;br /&gt;
&lt;br /&gt;
Make a formal alliance with [[Walkthrough#The Spathi|the Spathi]], and wait several months for them to disappear from the Starmap.  [[Hayes]] will also inform you of their disappearance.  Once they have disappeared, you can pick up the Umgah Caster from Epsilon Gruis Ia.&lt;br /&gt;
&lt;br /&gt;
===Portal Spawner===&lt;br /&gt;
&lt;br /&gt;
*Go to Alpha Pavonis VII (056.2 : 800.0) and retreive the warp pod from the wreckage of the Ur-Quan [[Dreadnought]]. (The Thraddash and Melnorme can both tell you to look there)&lt;br /&gt;
*For the three days from the 17th through the 19th of each month, a portal will exist at the coordinates 043.8 : 637.2, not far from Gamma Circini.  Go through the portal to [[Quasispace]].&lt;br /&gt;
*Navigate to the Arilou Homeworld, in the upper right region of Quasispace.&lt;br /&gt;
*The Arilou will use the warp pod to make a Portal Spawner for your flagship.&lt;br /&gt;
&lt;br /&gt;
===Sun Device===&lt;br /&gt;
&lt;br /&gt;
The [[Sun Device]] is located on Beta Brahe I (639.5 : 231.2), but it is guarded by a large (infinite, in fact) fleet of [[Mycon]] [[Podship]]s.  To acquire it, follow the steps to form an alliance with [[Walkthrough#The Syreen|the Syreen]], and either visit Beta Brahe I while they are away or after they come back.  If you wait for them to come back, you still have to fight them, but the fleet deployed at Beta Brahe I is finite, and can be destroyed so that you can pick up the Sun Device.&lt;br /&gt;
&lt;br /&gt;
===Clear Spindle===&lt;br /&gt;
The [[Clear Spindle]] can be obtained when you visit the [[Walkthrough#The Pkunk|Pkunk]] homeworld, Gamma Krueger I (052.2 : 052.5).&lt;br /&gt;
&lt;br /&gt;
===Rosy Sphere===&lt;br /&gt;
&lt;br /&gt;
You can purchase the Rosy Sphere from the Druuge at the Zeta Persei (946.9 : 280.6) star system.  The cost is 100 crew or one [[Mycon]] [[Deep Child]] fragment.  If you have not already shown your Egg Fragment to Talana, you should do so before you trade it away to the Druuge.&lt;br /&gt;
&lt;br /&gt;
===Aqua Helix===&lt;br /&gt;
The [[Aqua Helix]] is one of three devices needed to repair the [[Ultron|Broken Ultron]] for the [[Utwig]]. There are 3 ways to obtain it:&lt;br /&gt;
#Tell the [[Thraddash]] (Delta Draconis I (253.5 : 835.8)) to attack the Ur-Quan&#039;s enemies, then go to Zeta Draconis (277.6 : 867.3) while the fleet is gone.&lt;br /&gt;
#Take the Umgah Caster to the Ilwrath and command them to attack the Thraddash. The Thraddash will be too busy fighting the Ilwrath to stop you from taking the Helix.&lt;br /&gt;
#If you manage to destroy 25 Thraddash ships (ships destroyed at their worlds don&#039;t count), they will admire and respect you and form a new culture to fit your example. After doing this, you may travel to Zeta Draconis and retrieve the artifact unharmed.&lt;br /&gt;
&lt;br /&gt;
===Ultron===&lt;br /&gt;
&lt;br /&gt;
*Make contact with the [[Supox]] (near Beta Librae I (741.4 : 912.4)). The Supox will give you the Broken Ultron.  In addition, you will need the Clear Spindle, the Aqua Helix and the Rosy Sphere.  These four items can be acquired in any order.&lt;br /&gt;
*Combine the Broken Ultron with the other three items by &amp;quot;using&amp;quot; them in your device list after acquiring the Broken Ultron.&lt;br /&gt;
&lt;br /&gt;
===Precursor Bomb===&lt;br /&gt;
&lt;br /&gt;
*When you give the repaired Ultron [[Walkthrough#The Supox and the Utwig|to the Utwig]], they will tell you to go to Zeta Hyades VIb to retrieve the powerful Precursor Bomb device.&lt;br /&gt;
*When you arrive, you will have to fight a small contingent of Druuge Maulers before you can dispatch a Lander to the surface to pick up the bomb.&lt;br /&gt;
&lt;br /&gt;
===Taalo Shield===&lt;br /&gt;
The [[Taalo Shield]] is a device that stops the [[Dnyarri]] from being able to control you mind. Since you will get a [[Dnyarri]] soon, this device is important.&lt;br /&gt;
*Go to Delta Vulpeculae 2c (372.1 : 261.9), in Orz space. The Shield is on 2c, a moon in this system. It is guarded by Orz, but they will allow you through if you are friendly.&lt;br /&gt;
&lt;br /&gt;
===Talking Pet===&lt;br /&gt;
This creature was discovered by the Arilou and restored by the Umgah, who also accidentally unlocked the mental powers that are totally suppressed in most Talking Pets.&lt;br /&gt;
*First, go to the Arilou homeworld in QuasiSpace, and ask them about the talking pet.&lt;br /&gt;
*Bring the Taalo Shield to Beta Orionis (197.8 : 596.8). The Talking Pet will try to have you kill yourself, but the Taalo Shield will stop him. He then summons several Umgah to attack you. Fight off the Umgah Drones.&lt;br /&gt;
*Once the Drones are defeated, you can take the Talking Pet. The grateful Umgah will hail you as a hero, give you 500 biological data units as a reward... then immediately attack you, since heroes are boring. To make the attack interesting, they will graciously give you several Umgah Drones-take them and run!&lt;br /&gt;
&lt;br /&gt;
==Other Quests==&lt;br /&gt;
&lt;br /&gt;
===Burvix Caster===&lt;br /&gt;
This device is an alternative to the Umgah Caster.  The [[Melnorme]] can tell you about the Burvixes and where to find their homeworld.&lt;br /&gt;
*Go to Arcturus (964.5 : 579.1). The Caster is on a moon orbiting the first planet.&lt;br /&gt;
&lt;br /&gt;
{{hint|Once you get the Umgah Caster, a better use for this Caster surfaces: &lt;br /&gt;
Load up the Flagship with empty High-Efficiency Fuel Tanks and go to Zeta Persei. &lt;br /&gt;
The Druuge will fill your fuel tanks to the brim in exchange for the Burvix Caster. &lt;br /&gt;
This fuel can be used or returned to the Starbase for huge amounts of RUs.}}&lt;br /&gt;
&lt;br /&gt;
{{hint|You cannot perform this free fuel trade if you have already done the mission to acquire the &amp;quot;Powerful Bomb&amp;quot; as the Druuge will be hostile to you from that point on.}}&lt;br /&gt;
&lt;br /&gt;
{{hint|Instead of the &amp;quot;Fuel-Trick&amp;quot; above, you can exchange the Burvix Caster&lt;br /&gt;
for the Rosy Sphere, one of the replacement parts for the Ultron.&lt;br /&gt;
This way, you can avoid paying the Druuge with crew.}}&lt;br /&gt;
&lt;br /&gt;
===Ilwrath Removal===&lt;br /&gt;
*First, acquire one of the hypercasters:&lt;br /&gt;
** the [[Burvixese Hyperwave Broadcaster]] or&lt;br /&gt;
** the [[Umgah HyperWave Broadcaster|Umgah Caster]] from the [[Walkthrough#The_Spathi|Spathi]] ally quest.&lt;br /&gt;
&lt;br /&gt;
*Go to the Ilwrath home system Alpha Tauri (022.9 : 366.6) and use the Umgah Caster. They will believe you to be the twin gods Dogar and Kazon, allowing you to command them to stop attacking the Pkunk.&lt;br /&gt;
The Ilwrath will attack the Thraddash, and the battle will annihilate both the Ilwrath AND the Thraddash Fleets.&lt;br /&gt;
&lt;br /&gt;
===Slylandro Probes===&lt;br /&gt;
&lt;br /&gt;
The Slylandro Probes belong to a race of creatures that live in a gas giant, Beta Corvi IV ( 033.3 : 981.2 ).  You can learn about them from the Melnorme, who sell the location of their homeworld as &amp;quot;information about current events.&amp;quot;  In addition, the Thraddash and Zoq-Fot-Pik can both tell you what general direction the probes are coming from.&lt;br /&gt;
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If you go directly to the Slylandro homeworld at Beta Corvi IV at  033.3 : 981.2, you will be unable to convince them that the probes are harmful. (You can ask about the probes as much as you like, but you will not be offered the option of informing them that the probes are attacking ships.)  As soon as you have encountered and talked to a probe, however, all dialogue options open.&lt;br /&gt;
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If you convince them that the probes are destroying ships, The Slylandro will give you a code to destroy any probe you meet. If you destroy the probes with the code you still get the RU.&lt;br /&gt;
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The next time you return to Beta Corvi IV (even if it is immediately after you leave with the code), the Slylandro will inform you that they have succeeded in reprogramming a probe to seek out other probes and order them to self-destruct. From this point on, the number of probes will go down until you will no longer encounter them in the game.&lt;br /&gt;
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==Final Mission==&lt;br /&gt;
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The following alliances and friendships are necessary to the completion of the final mission (in alphabetical order):&lt;br /&gt;
*[[Walkthrough#The Pkunk|Pkunk]]: to acquire the [[Clear Spindle]]&lt;br /&gt;
*[[Walkthrough#The Syreen|Syreen]]: to gain access to the [[Sun Device]]&lt;br /&gt;
*[[Walkthrough#The Supox and the Utwig|Supox and Utwig]]: to get the [[Precursor Bomb]]&lt;br /&gt;
*[[Walkthrough#The Umgah|Umgah]]: to acquire the [[Talking Pet]]&lt;br /&gt;
*[[Walkthrough#The Chmmr|Chmmr]]: to improve the Precursor Bomb&lt;br /&gt;
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These alliances are not strictly necessary, but they are especially helpful:&lt;br /&gt;
*[[Walkthrough#The Spathi|Spathi]]: to acquire the Umgah Caster (optional because the Burzixes Caster can be used instead)&lt;br /&gt;
*[[Walkthrough#The Arilou|Arilou]]: to acquire the Portal Spawner, which you can use to save time and fuel when traveling to distant systems.&lt;br /&gt;
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Equip your ship, fly to the location of the Sa-Matra, Delta Crateris (620.0 : 593.5), use your Talking Pet to confuse the large Ur-Quan fleet, fight against the last ships guarding the Sa-Matra, then fight the Sa-Matra itself to get its shield down. Finally enter the Sa-Matra with your flagship, activate the bomb and get away with the escape-pod. Now watch the ending movie :-)&lt;br /&gt;
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&#039;&#039;See [[Final Mission]] for Tactics&#039;&#039;&lt;br /&gt;
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==Other Useful Information==&lt;br /&gt;
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===The Melnorme Traders===&lt;br /&gt;
Melnorme Traders are present at every super-giant star system in the game (if you don&#039;t see them when you reach the system, check the planets or wait for them to come out into view). Also, if your ship runs out of fuel and is dead in the water, a Trader will appear and offer to help. Finally, if you use either the Umgah or Burvix Caster, a Trader vessel is all but guaranteed to come looking for you.&lt;br /&gt;
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====Rainbow Worlds====&lt;br /&gt;
#(862.5 : 700.0) [[Alpha Andromedae]] I&lt;br /&gt;
#(766.6 : 866.6) [[Beta Leporis]] I&lt;br /&gt;
#(039.5 : 745.8) [[Beta Pegasi]] I&lt;br /&gt;
#(853.4 : 879.7) [[Gamma Aquarii]] I&lt;br /&gt;
#(602.0 : 297.9) [[Gamma Kepler]] I&lt;br /&gt;
#(741.6 : 508.3) [[Gamma Reticuli]] I&lt;br /&gt;
#(996.0 : 904.2) [[Groombridge]] I&lt;br /&gt;
#(283.6 : 785.7) [[Epsilon Draconis]] I&lt;br /&gt;
#(543.7 : 827.0) [[Epsilon Lipi]] I&lt;br /&gt;
#(468.1 : 091.6) [[Zeta Sexantis]] I&lt;br /&gt;
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====Bio-Rich Worlds====&lt;br /&gt;
#(178.7 : 033.8) [[Zeta Ptolemae]] I (Warning: class 6 weather)&lt;br /&gt;
#(258.3 : 375.0) [[Zeta Gruis]] I-A&lt;br /&gt;
#(287.5 : 404.1) [[Beta Ceti]] II-A&lt;br /&gt;
#(160.4 : 364.5) [[Alpha Herculis]] II, III (bad weather)&lt;br /&gt;
#(110.4 : 333.3) [[Delta Virginis]] II&lt;br /&gt;
#(079.1 : 327.0) [[Gamma Virginis]] I, VI&lt;br /&gt;
#(029.1 : 325.0) [[Alpha Virginis]] VI-A&lt;br /&gt;
#(114.0 : 184.7) [[Beta Volantis]] I-B&lt;br /&gt;
#(074.2 : 226.8) [[Procyon]] III-A, III-B&lt;br /&gt;
#(356.2 : 825.0) [[Iota Draconis]] I (Bad weather and dangerous animals; expect to lose crew even with a fully equipped lander. Also very mineral rich.)&lt;br /&gt;
#(372.1 : 261.9) [[Delta Vulpeculae]] VIII (Very mineral rich.)&lt;br /&gt;
#(026.7 : 364.5) [[Gamma Tauri]] II-B, III-B (IIb is extremely rich, some hostile)&lt;br /&gt;
#(160.1 : 174.6) [[Alpha Wolf]] IV-A (some tectonics, very nasty organisms, hard to kill), IVc (tect = 6, more organisms than data)&lt;br /&gt;
#(131.2 : 126.0) [[Delta Centauri]] II-A&lt;br /&gt;
#(335.4 : 235.4) [[Delta Mira]] I-A, I-D (tectonics, fast aggressive organisms), IIb (atm = 3, tect = 5, few organisms)&lt;br /&gt;
#(230.6 : 228.5) [[Alpha Saurus]] III&lt;br /&gt;
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==External Links==&lt;br /&gt;
[http://www.gamefaqs.com/computer/doswin/game/564589.html GameFAQs set of Star Control 2 walkthroughs]&lt;br /&gt;
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[[Category:FAQs]]&lt;/div&gt;</summary>
		<author><name>Jzyehoshua</name></author>
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