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==About This Walkthrough==
  
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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's intervention).  This walkthrough is structured to reflect that aspect of the game. If you don't know what you need to do to advance the plot, if you'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.
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==<font color="#c90000">A work in progress</font>==
 
This page is a work in progress. And although I wish that I were the only one to make it, if someone does edit this page, it would be appreciated if they use the following techniques:
 
*''' 'Original' ''' work only! No copying from other guides for Star Control 1 or 2, and no copy or pasting from other parts of this wiki. All work must by hand typed and original.
 
*''' 'Order' ''' every step so it is in the order of how it would normally be executed. These include not only categories, but the individual steps in those categories.
 
*''' 'Separate' ''' compulsory quests (ones that need to be completed to finish the game) which go at the top of the guide and optional quests (ones that don't need to be completed to finish the game) that go in their own section at the bottom of the guide.
 
*''' 'Detail' ''' every step. Leave no stone unturned. If the player needs to go to a planet, print the name of the planet (for example 'Delta Gorno, Planet II'), the hyperspace co-ordinates of the constellation (for example '285.0 : 025.0'), and if you have to visit the moon, amend X after the planet number  (where X is the amount of moons from the sun using the lowercase alphabet, for example 'Zeta Centauri Ia'). All up, if someone had to visit the first moon of the first planet of Zeta Centauri, you should print something like 'Zeta Centauri, Planet Ia (146.3 : 077.9)'.
 
*''' 'Link' ''' whatever text you can do other pages in this wiki so people will be able to see what you are talking about.
 
*''' 'Add' ''' style to all of the steps. Don't have it all in one paragraph. The preferable ordering would be * (indentation). Also use headings so users can see what they are going to do next.
 
*''' 'Keep' ''' hints, comments, and links separate from the other content to avoid confusion by encasing them in a styled box like this:
 
  
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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.
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The hint, comment, or link you want to display goes in a box like this.
 
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==Starting The Ur-Quan Masters==
  
Welcome to the Ur-Quan Masters walkthrough guide. This page details every step you need to complete in order to win the game so if you get lost, you can find out what you need to do next right here. If anything is missing, or not yet complete, it is because this page is still being worked on.
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{{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.}}
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'''NOTE:''' Save your game on a regular basis. Usually saving before leaving constellations, after acquiring [[List_of_Alien_Artifacts|alien artifacts]], or completing quests are the preferable place to save, as sometimes things go wrong, and if you save too often, you wont be able to go back and correct a mistake you have made.
 
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{{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.}}
  
==Starting the game==
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Upon first starting the game, you will be at the edge of our solar system, called [[Sol]].
When you first start the game, you will be at the south edge of the constellation known as [[Sol]] (175.2 : 145.0). This is our solar system and consists of our 9 neighboring planets and their moons.
 
*The first thing you will want to do is head to [[Earth]], the third planet from the sun. When you arrive, a drone will fly out and converse with you. The alien you meet on screen are the [[Ur-Quan Kzer-Za]] and are your enemies. However, this is only a recording and the drone will let you go this first time, but any encounters with them, or a related race known as the [[Ur-Quan Kohr-Ah]], in the future will likely result in an attack on your starship, a [[Precursor]] vehicle known as the Vindicator at the start of the game.
 
*When you finish conversing with the [[Ur-Quan Kzer-Za]] drone, make your way to the [[Earth_Starbase|Starbase]] and talk to [[Hayes|Commander Hayes]]. He will explain what happened to [[Earth]] and what he needs in order to get the [[Earth_Starbase|Starbase]] back online.
 
*When you finish talking to [[Hayes|Commander Hayes]], and you know what minerals you have to get to repair the base, make you way to [[Mercury]]. '''Warning!''' [[Mercury]] is a very hot planet. While it is possible to dodge the heat coming from the surface of the planet, a first timer would be best off landing near the minerals, collecting and quickly flying back to the starship to re-crew. If your landing shuttle explodes, you must go back to the [[Earth_Starbase|Starbase]] and acquire another one from [[Hayes|Commander Hayes]], which, with such a slow ship, is a very long and annoying process.
 
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'''NOTE:''' This walkthrough guide does not include how to gather minerals from the planets surface. However, you can visit such pages as [[Lander Hints]] for help on this subject.
 
  
'''HINT:''' Although your ship 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 a lot stronger.
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*You will find [[Earth]] (the third planet) surrounded by a red shield. In addition to the [[Luna|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]].
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*Go to Mercury, scan it and dispatch a [[Lander]] to collect the radioactive (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.
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{{hint|Radioactive materials can also be found on the moons of [[Jupiter]], which are less dangerous than Mercury.}}
*After getting some radioactivity material, head back to the [[Earth_Starbase|Starbase]] and give them to [[Hayes|Commander Hayes]]. When he fixes the [[Earth_Starbase|Starbase]], introduce yourself. When he tells you about the [[Moon Base|alien base]] on the moon, go visit it and don't worry about the robots moving on the moons surface. They are harmless. When you finish reading the report, go back to the [[Earth_Starbase|Starbase]].
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*When you get back, and converse with [[Hayes|Commander Hayes]], an [[Avenger|Ilwrath Avenger]] arrives and jams the transmission. This is where you will get your first fighting practice. When you finish fighting, the transmission from the [[Earth_Starbase|Starbase]] will resume. When you choose the name of the new empire you are going to rule over, the [[Earth_Starbase|Starbase]] will be remade so it can service your [[Precursor]] vehicle.
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{{hint|[[Lander Hints]] can provide more suggestions on gathering resources using the lander.}}
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{{hint|The trip to Mercury is a bit tedious. At the beginning of the game your ship 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.}}
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'''NOTE:''' Along with minerals, this walkthrough guide does not include techniques/tips for fighting enemies. However, you can visit [[Fighting Hints]] for help.
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*Take the radioactives back the [[Earth_Starbase|Starbase]] and give them to Commander Hayes.  He will send you to the moon.
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*Scanning the moon, you will notice that the "Energy" scan has detected something. Dispatch a Lander and investigate.
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*At first, you won’t have much [[RU]] to spend on ship upgrades, fuel, or new [[Cruiser|cruisers]] but as you gather more minerals and offload them at the [[Earth_Starbase|Starbase]] your [[RU]] will increase allowing you to buy new things. When you have your ship the way you want, head towards [[Pluto]]. Scan for Energy, land near the source, and touch it. Most of your landing crew will be killed and your landing shuttle will return to your ship if it is not destroyed, but you will be able to meet [[Fwiffo]], a member of the cowardly [[Spathi]] race willing to join your alliance later on.
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*When you get back to Earth and talk to Hayes, you will be interrupted by an [[Avenger|Ilwrath Avenger]], which attacks your ship.
* Talk to him about everything but make sure you don't choose the options to attack him. Make sure you also jot down the co-ordinates of his home world, [[Spathiwa]] where you will travel to soon. Eventually he agrees to come aboard your fleet and you will then have just acquired yourself a [[Eluder|Spathi Eluder]]. Make sure to supply it with crew, otherwise it will explode with the first hit it takes!
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{{hint|[[Fighting Hints]] can provide suggestions on dealing with space combat.}}
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*After you have defeated the Avenger, Hayes will arrange to configure the Starbase to maintain and upgrade your ship.
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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.
  
 
==Gaining Allies==
 
==Gaining Allies==
Some alien races are very friendly. So friendly in fact, that they give you a couple of their ships or even the [[List_of_Ships|ship designs]]. This proves handy for defending yourself. Some even have [[List_of_Alien_Artifacts|devices]] with them, or on one of their planets that you need to complete the game. The quicker you make allies, the safer you'll be. Below are 4 alien races that can become your allies.
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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'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.
  
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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.
  
 
===The Spathi===
 
===The Spathi===
The [[Spathi]] are one of the first race you can encounter, and are one of the few races that will agree to join [[Earth]] on the quest to destroy the [[Ur-Quan Kzer-Za]] and [[Ur-Quan Kohr-Ah]] so it’s best you become their allies as soon as you can.
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*Because the [[Spathi]] are cowards, you will find them hiding on the moon of their home planet of [[Spathiwa]], also known as Epsilon Gruis Ia, because their planet is overrun by 'Evil Ones'. Make your way to that moon. If you are met by [[Spathi]] ships before reaching it, converse with them and try to talk your way out of a fight.
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*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]].
*When you enter the moon, go to the [[Spathi High Council]] by conversing with them, and give them the secret cipher 'Huffi-Muffi-Guffi' that [[Fwiffo]] gave you on the planet of [[Pluto]]. Talk to them and get them to agree to an alliance if you rid their home world of the '[[Evil Ones]]'.
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*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 '[[Evil Ones]]' from their historic homeworld, Epsilon Gruis I.
*Make your way down to their home planet and land on the surface using your landing shuttle. Get rid of all of the '[[Evil Ones]]'. You can also collect the minerals if you want, but it is not compulsory. Once all bio life forms are removed, go back to the moon and tell them that you have completed their task. They will then ask you to come back later.
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*Land, eliminate the Evil Ones, and collect the biological information that they leave.
*Go straight back to the moon, and ask about an alliance. Keep demanding and even threaten to bring the '[[Evil Ones]]' out of suspended animation. Eventually they agree to an alliance and you can make your way back home.
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*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.
*Later on in the game, the [[Spathi]] territory region disappears from your [[Spoiler-Free_Star_Map|Starmap]] because they (the [[Spathi]]) [[slave shield]] their planet to protect themselves from enemies. When this happens, go back to Epsilon Gruis Ia, scan for energy and go to the source. Here you will acquire the [[Umgah HyperWave Broadcaster]] which the [[Spathi]] give to you as a gift. This device will be used later on in the game, plus it can be used in [[Hyperspace]] to call [[Melnorme]], the trader.
 
  
 
===The Pkunk===
 
===The Pkunk===
The [[Pkunk]] are a friendly race who are willing to assist your cause without persuasion. Their ships, The [[Fury]], have regenerating capabilities and speed that make fighting enemies a lot easier. They also possess the [[Clear Spindle]], a device needed later on in the game.
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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.
*Make sure you have 4 empty spaces in your fleet. When the [[Pkunk]] become your allies they will donate 4 ships to you and you must have room to receive them.
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{{hint|Make sure that you have four empty spaces in your fleet when you visit the Pkunk homeworld.  If you don't want the Fury ships, you can scrap them later for RU}}
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'''HINT:''' To get rid of some ships in your fleet, either scrap them at the [[Earth_Starbase|Starbase]] by removing the crew from them (and getting your [[RU]] back), or match them against a superior opponent in a fight (you will lose the [[RU]] you spent on them this way).
 
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*Travel to Gamma Krueger I (052.2 : 052.5) and converse with them. The [[Pkunk]] are a friendly race, and so as long as do not to attack them or insult them, they are willing to help you almost immediately. You will also get the 4 ships as described above and the [[Clear Spindle]]. '''Warning.''' Although you get 4 [[Fury|Pkunk ships]], you do not get their plans for making more at your [[Earth_Starbase|Starbase]], so make them last as long as you can.
 
  
 
===The Orz===
 
===The Orz===
The [[Orz]] willingly join your alliance if you talk to them nicely. Their homeworld is located at Gamma Vulpeculae I (371.3 : 253.7).
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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).
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'''HINT:''' Don't bug them about the [[Androsynth]] too much.
 
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===The Shofixti===
 
===The Shofixti===
The [[Shofixti]] are very useful allies. Once they join your alliance, the [[Crew_cost|crew cost]] goes down by 2 credits each, and will no longer be affected by how many crew you recruit. Bringing back the Shofixti will also allow you to cause a revolt among the [[Yehat]].
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Making an alliance with the [[Shofixti]] is a more complicated process.
  
RECOMMENDED: Renew the Shofixti race BEFORE the crew cost increases due to 1000 crew being lost. If the Shofixti ally with you before you lose 1000 crew, the cost will forever be 1 RU per crewman. If the RU cost has increased due to crew loss, allying with the Shofixti will permanently set it to 3 RUs.
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*(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]].
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*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.
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*Bring the creature to ZEX at Alpha Cerenkov I (422.1 : 198.6).
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*Land on the planet's surface and retrieve the [[Shofixti Maidens]].
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*Take them to the Delta Gorno system (290.8 : 026.9), 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're not the enemy.  The fastest way to gain his trust is to insult him (the Melnorme hint at this).
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*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.
  
The Shofixti were nearly wiped when they detonated of the outer layers of their sun to attack the Ur-Quan, so recruiting them involves bringing them back from the edge of extinction. You will need to reunite the last remaining Shofixti warrior with the last remaining [[Shofixti_Maidens|Shofixti Maidens]].
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{{hint|If you kill Tanaka, his brother [[Katana]] will appear in the system. Katana can also be used to repopulate the Shofixti species.}}
*The [[VUX]] [[Admiral_ZEX|Admiral ZEX]] possesses the last remaining Shofixti maidens in a stasis pod. Admiral ZEX can be found at [[Alpha Cerenkov| Alpha Cerenkov I]] (422.1 : 198.6). Admiral ZEX offers to trade the Shofixti maidens in exchange for the [[VUX_Beast|legendary monster]] known as "ZEX's Beauty".
 
*ZEX's Beauty can be found at [[Delta_Lyncis|Delta Lyncis I]] (570.4 : 979.5). It is a very dangerous creature, so be careful. It's highly recommended that you purchase the Lander Speed Upgrade from the [[Melnorme]].
 
*After capturing ZEX's Beauty, return it to Admiral ZEX. He will leave the planet, allowing you to go down and collect the stasis pod containing the Shofixti maidens. You can also capture the other alien lifeforms for their biological data value to the [[Melnorme]].
 
*Once the Shofixti maidens have been retrieved, go to the former location of the Shofixti homeworld, [[Delta_Gorno|Delta Gorno]] (290.8 : 026.9). Orbiting one of the planets will be [[Tanaka]], the last Shofixti warrior. Tanaka will mistake you for an [[Ur-Quan]] and attack. Run away from the battle! Tanaka will chase you, continuing to attack. Converse with him every time. Eventually, Tanaka will realize you are not an Ur-Quan. Once that happens, you can offer him the Shofixti maidens.
 
  
*Once the Shofixti have been repopulated, you can build Scout vessels. Take one of these to [[Yehat]] space (Gamma Serpentis I) and meet a Yehat captain. Show him the Shofixti to spark a civil war. The Rebel side will supply you with Terminator vessels.
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The [[Shofixti]] are very useful allies. Once they join your alliance, the [[Crew_cost|crew cost]] goes down by 2 credits.
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{{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.}}
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'''HINT:''' When talking to Tanaka prior to recruiting him, insult him whenever possible.
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===The Yehat===
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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.
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There is no way to make a formal alliance with the Yehat.
'''HINT:''' If you accidentally (or on purpose) kill Tanaka, his brother [[Katana]] will appear in the system. Katana can also be used to repopulate the Shofixti species.
 
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===The Zoq-Fot-Pik===
 
===The Zoq-Fot-Pik===
Allying with the [[Zoq-Fot-Pik]] gives you access to their ship design, the [[Stinger]]. Even though their ships are not as strong as some other ships you can get, they are better to have as allies, than enemies.
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* You first meet the Zoq-Fot-Pik at [[Rigel]] (210.4 : 208.3). The lone Zoq-Fot-Pik scout tells you where the Zoq-Fot-Pik homeworld is.
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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)
* To recruit the Zoq-Fot-Piki, go to their homeworld at Alpha Tucanae I (400.0 : 543.7). The Zoq-Fot-Pik willingly join your alliance.
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{{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.}}
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===The Arilou===
'''HINT:''' The Zoq-Fot-Pik homeworld is located in [[Ur-Quan]] controlled space. The Ur-Quan will chase you if you attempt to go to the Zo-Fot-Pik homeworld. make sure your ship is fast and/or strong before trying to journey to the Zoq-Fot-Pik homeworld.
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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.
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===The Syreen===
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*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).
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*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.
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*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.
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*Take the Syreen Shuttle to Epsilon Camelopardalis 1a (593.7 : 393.7, deep in Ur-Quan space).  Dispatch a Lander to the energy signature.
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*Go to Talana to finalize the plans.  Your role is to give the [[Mycon]] information that will lure them into her trap.
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*Go to the Mycon homeworld (Epsilon Scorpii I, 629.1 : 220.8) and persuade Mycon to move to Organon, in accordance with Talana's instructions.
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*At this point, you may need to wait some time before continuing the process.  You can view the Mycon's progress on the Starmap.
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*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.
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{{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.}}
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{{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)}}
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===The Thraddash===
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*Go to the [[Thraddash]] territory (Draconis/Apodis constellation) and wait until a ship shows up in HyperSpace.
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*Attack the Thraddash and keep doing this until you have destroyed at least 25 of their ships.
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*The Thraddash will be impressed with your "fighting skills" and respect and admire you and ask you if you could create their new culture.
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*If you steal the Aqua Helix before destroying the 25 ships then you will not be able to ally with the Thraddash.
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{{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.}}
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{{hint|You can then go to Zeta Draconis and they will let you explore the surface and you can steal the Aqua Helix.}}
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===The Supox and the Utwig===
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[[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.
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===The Chmmr===
 +
 
 +
*First, complete the '''Ilwrath Removal''' quest.
 +
*Take the Sun Device to [[Procyon]] (074.2 : 226.8) and orbit the slave-shielded world (planet II). Use the Device.
 +
*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.
 +
*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]].
  
 
==Collecting Devices==
 
==Collecting Devices==
These items are needed later on in the game. You must complete the quests in the order they are shown.
+
 
 +
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.
 +
 
 +
===Umgah Caster===
 +
 
 +
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.
 +
 
 +
===Portal Spawner===
 +
 
 +
*Go to Alpha Pavonis VII (056.2 : 800.0) and retreive the warp pod from the wreckage of the Ur-Quan [[Dreadnought]]. (The Umgah, Thraddash or Melnorme can tell you to look there; the Arilou will directly point it out to you)
 +
*For the three days from the 17th through the 19th of each month, a naturally-occurring portal will be open at the coordinates 043.8 : 637.2, not far from Gamma Circini.  Go through the portal to [[Quasispace]].
 +
*Navigate to the Arilou Homeworld, [[Falayalaralfali]], in the upper right region of Quasispace.
 +
*The Arilou will use the warp pod to make a [[Portal Spawner]] for your flagship. If you return to HyperSpace without the portal spawner, the naturally-occurring portal remains your only route to QuasiSpace.
 +
 
 +
===Sun Device===
 +
 
 +
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.
 +
 
 
===Clear Spindle===
 
===Clear Spindle===
The [[Clear Spindle]] is one of three devices used to repair the [[Ultron|Broken Ultron]] for the [[Utwig]].
+
The [[Clear Spindle]] can be obtained when you visit the [[Walkthrough#The Pkunk|Pkunk]] homeworld, Gamma Krueger I (052.2 : 052.5).
*Refer to the [[Walkthrough#The_Pkunk|Pkunk]] ally quest.
+
 
 
===Rosy Sphere===
 
===Rosy Sphere===
The [[Rosy Sphere]] is the second device needed to repair the [[Ultron|Broken Ultron]] for the [[Utwig]].
+
 
*Purchased from the Druuge at the Zeta Persei star system. Cost: 100 crew (note: if you purchase the Rosy Sphere and never sell crew to the Druuge again, you will not suffer an RU increase for slave-trading) or [[Mycon]] [[Deep Child]] fragments.
+
You can purchase the [[Rosy Sphere]] (needed for the Ultron) from the Druuge at the Zeta Persei (946.9 : 280.6) star system. The cost is 100 crew or one [[Mycon]] [[Deep Child]] fragment or the Burvix Caster.  If you have not already shown your Egg Fragment to Talana, you should do so before you trade it away to the Druuge.
  
 
===Aqua Helix===
 
===Aqua Helix===
The [[Aqua Helix]] is the third and final device needed to repair the [[Ultron|Broken Ultron]] for the [[Utwig]].
+
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:
*Tell the [[Thraddash]] (Delta Draconis I) to attack the Ur-Quan's enemies, then go to Zeta Draconis while the fleet is gone.
+
#Tell the [[Thraddash]] (Delta Draconis I (253.5 : 835.8)) to attack the Ur-Quan's enemies, then go to Zeta Draconis (277.6 : 867.3) while the fleet is gone.
 +
#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.
 +
#If you manage to destroy 25 Thraddash ships, 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.
  
*If you fail to obtain the Helix before the Thraddash return, 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.
+
===Ultron===
  
===Broken Ultron===
+
*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 [[Walkthrough#Clear Spindle|Clear Spindle]], the [[Walkthrough#Aqua Helix|Aqua Helix]] and the [[Walkthrough#Rosy Sphere|Rosy Sphere]].  These four items can be acquired in any order.
Finally, the last piece. The [[Ultron|Broken Ultron]] itself.
+
*Combine the Broken Ultron with the other three items by "using" them in your device list after acquiring the Broken Ultron.
*Make contact with the Supox. If you are friendly, the Supox will give you the broken Ultron.
 
  
===A Powerful Bomb===
+
===Precursor Bomb===
*Repair the Ultron, then bring it to the Utwig. The Utwig and Supox will attack the Kohr-Ah, and also tell you the location of the Utwig Bomb, suggesting that you get it.
+
 
*The Druuge will be at the planet when you arrive, and you will have to fight with them.
+
*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 (850.0 : 937.2) to retrieve the powerful Precursor Bomb device.
 +
*When you arrive, you will have to fight a small contingent of [[Druuge]] [[Mauler|Maulers]] before you can dispatch a Lander to the surface to pick up the bomb.
  
 
===Taalo Shield===
 
===Taalo Shield===
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.
+
The [[Taalo Shield]] is a device that stops the [[Dnyarri]] from being able to control your mind. Since you will get a [[Dnyarri]] soon, this device is important.
*Go to Delta Vulpeculae, in Orz space. The Shield is on a moon in this system. It is guarded by Orz, but they will allow you through if you are friendly.
+
*Go to Delta Vulpeculae IIc (372.1 : 261.9), in Orz space. The Shield is on IIc, a moon in this system. It is guarded by Orz, but they will allow you through if you are friendly.
  
 
===Talking Pet===
 
===Talking Pet===
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.
+
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 Pet|Talking Pets]].
*When the Commander mentions several crewmen with high esper ratings becoming faint or having headaches, the Talking Pet has awakened.
+
*First, go to the Arilou homeworld in QuasiSpace, and ask them about the talking pet.
*Bring the Taalo Shield to Beta Orionis. 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.
+
*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.
*Once the Drones are defeated, you can take the Talking Pet. The grateful Umgah will hail you as a hero... 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!
+
*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!
 +
 
 +
==Other Quests==
  
 
===Burvix Caster===
 
===Burvix Caster===
Not required, but useful in several places. If you have the Umgah Caster, you don't need this.
+
This device is an alternative to the Umgah Caster.  The [[Melnorme]] can tell you about the [[Burvixese]] and where to find their homeworld.
*Go to Arcturus. The Caster is on a moon orbiting the first planet.
+
*Go to Arcturus (964.5 : 579.1). The Caster is on a moon orbiting the first planet.
 +
 
 +
{{hint|Once you acquire the Umgah Caster, a better use for this Caster surfaces: Load up the Flagship with empty High-Efficiency Fuel Tanks and go to Zeta Persei. The Druuge will fill your fuel tanks to the brim in exchange for the Burvix Caster. This fuel can be used or returned to the Starbase for a huge amount of RUs.}}
  
HINT: Once you get the Umgah Caster, a better use for this Caster surfaces. Load up the Flagship with empty High-Efficiency Fuel Tanks and go to Zeta Persei. The Druuge will fill your fuel tanks to the brim in exchange for the Burvix Caster. This fuel can be used or returned to the Starbase for huge amounts of RUs.
+
{{hint|The Burvix Caster can also be exchanged for the Rosy Sphere, one of the replacement parts for the Ultron. This is one of several ways to acquire the device.}}
  
===Sunray===
+
{{hint|You cannot perform either trade if you have already completed the mission to acquire the Precursor Bomb as the Druuge will be hostile to you from that point on.}}
Required to complete the Chmrr Process and bring them out of the slave shield.
 
*Go to Betelgeuse and make contact with the Syreen.
 
*Go to a Shattered World and locate Egg Fragments.
 
*Go to the Mycon Homeworld at Epsilon Scorpii and ask about the Egg Fragments.
 
*Go to the Syreen Station at Betelgeuse. Speak with Talana and show her the fragments (you must have spoken with a Mycon about the fragments beforehand)
 
*Take the Syreen Shuttle Talana gives you to Epsilon Camelopalardis (deep in Ur-Quan space) and land on one of the moons. Find the Vault on the moon and have the engineers on the Shuttle open it up.
 
*Go to Talana. She will set a trap for the Mycon.
 
*Go to the Mycon Homeworld and tell them about Organum, suggesting that they implant it with a Deep Child.
 
*While the Mycon fleet is headed for Organum, you can steal the Sun Device from a planet on Beta Brahe.
 
  
===Chmmr Upgrades===
+
===Ilwrath Removal===
Once released from the Slave Shield, the Chmrr will give you massive amounts of help.
+
*First, acquire one of the hypercasters:
*Take the Sun Device to Procyon and orbit the slave-shielded world. Use the Device.
+
** the [[Burvixese Hyperwave Broadcaster]] or
 +
** the [[Umgah HyperWave Broadcaster|Umgah Caster]] from the [[Walkthrough#The_Spathi|Spathi]] ally quest.
  
The Chmrr will awaken and grant you the Avatar ship, as well as a list of things you will require.
+
*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.
 +
The Ilwrath will attack the Thraddash, and the battle will annihilate both the Ilwrath AND the Thraddash Fleets.
  
*Go to the Supox Homeworld (Beta Librae) after the Supox and Utwig attack the Kohr-Ah and speak with them to gain the location of the Sa-Matra.
+
===Slylandro Probes===
*Go to the Chmrr with the Talking Pet, the Utwig Bomb, and the location of the Sa-Matra.
 
  
The Chmrr will take two weeks to rig the Utwig Bomb to the Flagship. The Bomb will take up more than half the Flagship's module locations and all of the lander locations.
+
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 "information about current events."  In addition, the Thraddash and Zoq-Fot-Pik can both tell you what general direction the probes are coming from.
The Chmrr will also provide you with unlimited resources (RU becomes infinite, allowing you to build as many ships as you want!)
 
  
==Final Quest==
+
You can go directly to the Slylandro homeworld at Beta Corvi IV at  033.3 : 981.2 and 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.  For this you will have to encounter a probe, converse with it, inevitably fight it and then return to the Slylandro homeworld, at which time all dialogue options will be available.
Equip your ship,
 
fly to the location of the Sa-Matra,
 
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 :-)
 
  
==Optional Quests==
+
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.
These tasks are optional. While helpful, they do not need to be completed in order to finish the game.
 
===Quasi-Space===
 
====Portal Destinations====
 
<table cellspacing="6" style="padding-left: 40px;">
 
<tr>
 
<td style="background-color: #e6e6e6">'''Hyper Space Destination'''</td>
 
<td style="background-color: #e6e6e6">'''Quasi Space Portal'''</td>
 
</tr>
 
<tr>
 
<td style="background-color: #e6e6e6">Arcturas (921.0 x 610.4)</td>
 
<td style="background-color: #e6e6e6">468.0 x 464.0</td>
 
</tr>
 
<tr>
 
<td style="background-color: #e6e6e6">[[Arilou|Arilou Entrance]] (043.8 x 637.2)</td>
 
<td style="background-color: #e6e6e6">500.0 x 500.0</td>
 
</tr>
 
<tr>
 
<td style="background-color: #e6e6e6">[[Arilou|Arilou Space]] (036.8 x 633.2)</td>
 
<td style="background-color: #e6e6e6">544.0 x 532.0</td>
 
</tr>
 
<tr>
 
<td style="background-color: #e6e6e6">[[Delta Lyncis]] (565.7 x 971.2)</td>
 
<td style="background-color: #e6e6e6">448.0 x 504.0</td>
 
</tr>
 
<tr>
 
<td style="background-color: #e6e6e6">[[Druuge|Druuge Space]] (973.5 x 315.3)</td>
 
<td style="background-color: #e6e6e6">488.0 x 538.0</td>
 
</tr>
 
<tr>
 
<td style="background-color: #e6e6e6">[[Ur-Quan|Heart of Ur-Quan]] (589.9 x 621.3)</td>
 
<td style="background-color: #e6e6e6">520.0 x 540.0</td>
 
</tr>
 
<tr>
 
<td style="background-color: #e6e6e6">[[Ilwrath|Ilwrath Space]] (005.0 x 164.7)</td>
 
<td style="background-color: #e6e6e6">492.0 x 492.0</td>
 
</tr>
 
<tr>
 
<td style="background-color: #e6e6e6">[[Mycon|Mycon Space]] (567.3 x 120.7)</td>
 
<td style="background-color: #e6e6e6">516.0 x 466.0</td>
 
</tr>
 
<tr>
 
<td style="background-color: #e6e6e6">[[Slylandro|Slylandro Space]] (011.1 x 940.9)</td>
 
<td style="background-color: #e6e6e6">520.0 x 514.0</td>
 
</tr>
 
<tr>
 
<td style="background-color: #e6e6e6">[[Sol|Sol Vicinity]] (190.9 x 092.6)</td>
 
<td style="background-color: #e6e6e6">506.0 x 474.0</td>
 
</tr>
 
<tr>
 
<td style="background-color: #e6e6e6">[[Spathi|Spathi Space]] (230.1 x 398.8)</td>
 
<td style="background-color: #e6e6e6">466.0 x 514.0</td>
 
</tr>
 
<tr>
 
<td style="background-color: #e6e6e6">[[Supox|Supox Space]] (775.2 x 890.6)</td>
 
<td style="background-color: #e6e6e6">530.0 x 528.0</td>
 
</tr>
 
<tr>
 
<td style="background-color: #e6e6e6">Unimportant (860.7 x 015.1)</td>
 
<td style="background-color: #e6e6e6">458.0 x 492.0</td>
 
</tr>
 
<tr>
 
<td style="background-color: #e6e6e6">[[Ur-Quan|Ur-Quan Space]] (611.6 x 413.1)</td>
 
<td style="background-color: #e6e6e6">476.0 x 496.0</td>
 
</tr>
 
<tr>
 
<td style="background-color: #e6e6e6">[[Ur-Quan]]/[[Thraddash]] (409.0 x 774.8)</td>
 
<td style="background-color: #e6e6e6">476.0 x 458.0</td>
 
</tr>
 
<tr>
 
<td style="background-color: #e6e6e6">[[Zoq-Fot-Pik|Zoq-Fot-Pik Space]] (318.3 x 490.6)</td>
 
<td style="background-color: #e6e6e6">502.0 x 460.0</td>
 
</tr>
 
</table>
 
  
===Sylandro Probes===
+
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.
Go to the sylandro homeworld Beta Corvi IV at  033.3 : 981.2  and ask about the probes programming until you prove the probes are destroying ships. The Sylandro will give you a code to destroy any probe you meet. If you destroy the probes with the code you still get the RU.
 
  
===Melnorme the Trader===
+
==Final Mission==
Melnorme Traders appear at every super-giant star system in the game. 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.
 
  
====Rainbow Worlds====
+
To initiate the final mission, you will need the [[Walkthrough#Sun Device|Sun Device]], [[Walkthrough#Precursor Bomb|Precursor Bomb]] and [[Walkthrough#Talking Pet|Talking Pet]] in your cargo hold. Take these to Procyon II and use the Sun Device while in orbit. When you regain control of the Flagship, you will appear back at the Starbase around Earth.
039.5 : 745.8  Beat Pegasi I<br>
 
468.1 : 091.6  Zeta Sexantis I<br>
 
996.0 : 904.2  GroomBridge I<br>
 
  
853.4 : 879.7  Gamma Aquarii I<br>
+
Equip your ship and fly to the location of the Sa-Matra at Delta Crateris (620.0 : 593.5). Use your Talking Pet to confuse the large Ur-Quan fleet guarding the Sa-Matra. Following this, only six Ur-Quan ships will stand between you and the Sa-Matra &mdash; three [[Ur-Quan Kzer-Za]] [[Dreadnought]]s and three [[Ur-Quan Kohr-Ah]] [[Marauder]]s. After defeating them, you may be supplied with as many [[Pkunk]] [[Fury|Furies]] and [[Yehat]] [[Terminator]]s as you can carry (up to four of each). The appearance of these reinforcements is dependent upon you starting the [[Walkthrough#The Yehat|Yehat civil war]].  
283.6 : 785.7  Epsilon Draconis I<br>
 
766.6 : 866.6  Beta Leporis I<br>
 
  
543.7 : 827.0  Epsilon Lipi I <br>   
+
Finally, you will have to perform two daunting tasks. First, eliminate the eight shield generators 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 shield generators, you will be chased and harried by flaming, homing fireballs/comets of some kind, and small green blobs that, rather than shoot at you, simply bump into you causing a small amount of damage but a transferring a lot of momentum. The Pkunk Fury is well capable of flying around and eluding these slower adversaries, and its main weapon is ideal for strafing runs on the shield generators. You may want to fly around first so all the fireballs and green blobs come out of the Sa-Matra, so you don't have to worry about them coming out right next to you. ''Note that you can destroy the fireballs and green blobs with your weapons''. However, if any of the shield generators are still intact, the Sa-Matra will automatically send out new ones to replace those you've destroyed.
862.5 : 700.0  Alpha Andromedae I <br>
 
741.6 : 508.3  Gamma Reticuli I <br>
 
602.0 : 297.9  Gamma Kepler I <br>
 
  
====Bio-Rich Worlds====
+
Your second task will be to rush your bomb-laden Flagship into the asteroid shell for the final blow against the Ur-Quan. One approach is to rely on luck, that your Flagship gets a good initial placement in the battle when it's sent in, and filling the Flagship with as many full crew pods to survive the onslaught of the green blobs and fireballs. A second approach is to first use any remaining ships in your fleet to destroy any fireballs and green blobs left over from the first task. Since all the shield generators have been destroyed by this point, these will not be replaced when they are destroyed. With all the fireballs and green blobs destroyed, it is very easy to maneuver your Flagship into position to destroy the Sa-Matra. When you enter the asteroid shell with your Flagship, you will automatically activate the bomb and get away with the escape pod. Now enjoy the ending movie. :-)
  
===The Shofixti, VUX and Yehat===
+
==Other Useful Information==
Repopulating the Shofixti will give you the design of the small Shofixti scout,
 
and make the cost of crew cheaper.
 
  
Showing a Shofixti to the Yehat will start a revolution there.
+
===The Melnorme Traders===
 +
[[Melnorme]] Traders are present at every super-giant star system in the game -- if you don'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. Furthermore, if you use either the Umgah or Burvix Caster while in hyperspace, a Trader vessel will come looking for you.
 +
 
 +
===Mineral-Rich Worlds===
 +
*''Overall list'': [[List_of_top_mineral_planets | List of the Richest Mineral Worlds]]
 +
*''Early game list'': [[List_of_top_early_mineral_planets | List of Early Game Mineral Worlds]]
 +
 
 +
===Biological-Rich Worlds===
 +
*''Overall list'': [[List_of_top_biological_planets | List of the Richest Biological Worlds]]
 +
*''Early game list'': [[List_of_top_early_biological_planets | List of Early Game Biological Worlds]]
 +
 
 +
===Rainbow Worlds===
 +
#(862.5 : 700.0) [[Alpha Andromedae]] I
 +
#(766.6 : 866.6) [[Beta Leporis]] I
 +
#(039.5 : 745.8) [[Beta Pegasi]] I
 +
#(853.4 : 879.7) [[Gamma Aquarii]] I
 +
#(602.0 : 297.9) [[Gamma Kepler]] I
 +
#(741.6 : 508.3) [[Gamma Reticuli]] I
 +
#(996.0 : 904.2) [[Groombridge]] I
 +
#(283.6 : 785.7) [[Epsilon Draconis]] I
 +
#(543.7 : 827.0) [[Epsilon Lipi]] I
 +
#(468.1 : 091.6) [[Zeta Sexantis]] I
 +
 
 +
''More information'': [[Rainbow_World | Rainbow Worlds]]
 +
 
 +
==External Links==
 +
[http://www.gamefaqs.com/computer/doswin/game/564589.html GameFAQs set of Star Control 2 walkthroughs]
  
===Ilwrath Removal===
 
*First, acquire the [[Umgah HyperWave Broadcaster]] from the [[Walkthrough#The_Spathi|Spathi]] ally quest.
 
  
*Go to the Ilwrath home system Alpha Tauri 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. The Ilwrath will attack the Thraddash, and the battle will annihilate both the Ilwrath AND the Thraddash Fleets.
 
 
[[Category:FAQs]]
 
[[Category:FAQs]]

Latest revision as of 19:50, 14 November 2017

About This Walkthrough[edit]

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's intervention). This walkthrough is structured to reflect that aspect of the game. If you don't know what you need to do to advance the plot, if you'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.

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.

Starting The Ur-Quan Masters[edit]

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.

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.

Upon first starting the game, you will be at the edge of our solar system, called Sol.

  • 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.
  • Go to Mercury, scan it and dispatch a Lander to collect the radioactive (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.

HINT: Radioactive materials can also be found on the moons of Jupiter, which are less dangerous than Mercury.

HINT: Lander Hints can provide more suggestions on gathering resources using the lander.

HINT: The trip to Mercury is a bit tedious. At the beginning of the game your ship 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.

  • Take the radioactives back the Starbase and give them to Commander Hayes. He will send you to the moon.
  • Scanning the moon, you will notice that the "Energy" scan has detected something. Dispatch a Lander and investigate.
  • When you get back to Earth and talk to Hayes, you will be interrupted by an Ilwrath Avenger, which attacks your ship.

HINT: Fighting Hints can provide suggestions on dealing with space combat.

  • After you have defeated the Avenger, Hayes will arrange to configure the Starbase to maintain and upgrade your ship.

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.

Gaining Allies[edit]

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'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.

Most of these alliances are optional, but you may find them useful. Check the final mission section for a list of required alliances.

The Spathi[edit]

  • 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.
  • Once the captain knows the cypher, he can find the 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 'Evil Ones' from their historic homeworld, Epsilon Gruis I.
  • Land, eliminate the Evil Ones, and collect the biological information that they leave.
  • 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.

The Pkunk[edit]

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.

HINT: Make sure that you have four empty spaces in your fleet when you visit the Pkunk homeworld. If you don't want the Fury ships, you can scrap them later for RU

The Orz[edit]

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).

The Shofixti[edit]

Making an alliance with the Shofixti is a more complicated process.

  • (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 legendary monster.
  • Capture the beast at Delta Lyncis I (570.4 : 979.5). This is difficult unless your Lander has been upgraded by the Melnorme.
  • Bring the creature to ZEX at Alpha Cerenkov I (422.1 : 198.6).
  • Land on the planet's surface and retrieve the Shofixti Maidens.
  • Take them to the Delta Gorno system (290.8 : 026.9), where you can find Tanaka, a male Shofixti piloting a 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're not the enemy. The fastest way to gain his trust is to insult him (the Melnorme hint at this).
  • 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.

HINT: If you kill Tanaka, his brother Katana will appear in the system. Katana can also be used to repopulate the Shofixti species.

The Shofixti are very useful allies. Once they join your alliance, the crew cost goes down by 2 credits.

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.

The Yehat[edit]

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 Terminators 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.

There is no way to make a formal alliance with the Yehat.

The Zoq-Fot-Pik[edit]

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)

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.

The Arilou[edit]

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 Portal Spawner device. The Skiffs are waiting for you when you return to the Starbase.

The Syreen[edit]

  • 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).
  • 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.
  • 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.
  • Take the Syreen Shuttle to Epsilon Camelopardalis 1a (593.7 : 393.7, deep in Ur-Quan space). Dispatch a Lander to the energy signature.
  • Go to Talana to finalize the plans. Your role is to give the Mycon information that will lure them into her trap.
  • Go to the Mycon homeworld (Epsilon Scorpii I, 629.1 : 220.8) and persuade Mycon to move to Organon, in accordance with Talana's instructions.
  • At this point, you may need to wait some time before continuing the process. You can view the Mycon's progress on the Starmap.
  • 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.

HINT: Unlike other alien races, Commander Hayes will not inform you that the Syreen have joined your Alliance. However, their ships will be available for you to build.

HINT: While the Mycon fleet is out of position, you can steal the Sun Device from Beta Brahe I (639.5 : 231.2)

The Thraddash[edit]

  • Go to the Thraddash territory (Draconis/Apodis constellation) and wait until a ship shows up in HyperSpace.
  • Attack the Thraddash and keep doing this until you have destroyed at least 25 of their ships.
  • The Thraddash will be impressed with your "fighting skills" and respect and admire you and ask you if you could create their new culture.
  • If you steal the Aqua Helix before destroying the 25 ships then you will not be able to ally with the Thraddash.

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.

HINT: You can then go to Zeta Draconis and they will let you explore the surface and you can steal the Aqua Helix.

The Supox and the Utwig[edit]

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.

The Chmmr[edit]

  • First, complete the Ilwrath Removal quest.
  • Take the Sun Device to Procyon (074.2 : 226.8) and orbit the slave-shielded world (planet II). Use the Device.
  • 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.
  • 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 final mission.

Collecting Devices[edit]

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.

Umgah Caster[edit]

Make a formal alliance with 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.

Portal Spawner[edit]

  • Go to Alpha Pavonis VII (056.2 : 800.0) and retreive the warp pod from the wreckage of the Ur-Quan Dreadnought. (The Umgah, Thraddash or Melnorme can tell you to look there; the Arilou will directly point it out to you)
  • For the three days from the 17th through the 19th of each month, a naturally-occurring portal will be open at the coordinates 043.8 : 637.2, not far from Gamma Circini. Go through the portal to Quasispace.
  • Navigate to the Arilou Homeworld, Falayalaralfali, in the upper right region of Quasispace.
  • The Arilou will use the warp pod to make a Portal Spawner for your flagship. If you return to HyperSpace without the portal spawner, the naturally-occurring portal remains your only route to QuasiSpace.

Sun Device[edit]

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 Podships. To acquire it, follow the steps to form an alliance with 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.

Clear Spindle[edit]

The Clear Spindle can be obtained when you visit the Pkunk homeworld, Gamma Krueger I (052.2 : 052.5).

Rosy Sphere[edit]

You can purchase the Rosy Sphere (needed for the Ultron) from the Druuge at the Zeta Persei (946.9 : 280.6) star system. The cost is 100 crew or one Mycon Deep Child fragment or the Burvix Caster. If you have not already shown your Egg Fragment to Talana, you should do so before you trade it away to the Druuge.

Aqua Helix[edit]

The Aqua Helix is one of three devices needed to repair the Broken Ultron for the Utwig. There are 3 ways to obtain it:

  1. Tell the Thraddash (Delta Draconis I (253.5 : 835.8)) to attack the Ur-Quan's enemies, then go to Zeta Draconis (277.6 : 867.3) while the fleet is gone.
  2. 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.
  3. If you manage to destroy 25 Thraddash ships, 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.

Ultron[edit]

  • 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.
  • Combine the Broken Ultron with the other three items by "using" them in your device list after acquiring the Broken Ultron.

Precursor Bomb[edit]

  • When you give the repaired Ultron to the Utwig, they will tell you to go to Zeta Hyades VIb (850.0 : 937.2) to retrieve the powerful Precursor Bomb device.
  • 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.

Taalo Shield[edit]

The Taalo Shield is a device that stops the Dnyarri from being able to control your mind. Since you will get a Dnyarri soon, this device is important.

  • Go to Delta Vulpeculae IIc (372.1 : 261.9), in Orz space. The Shield is on IIc, a moon in this system. It is guarded by Orz, but they will allow you through if you are friendly.

Talking Pet[edit]

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.

  • First, go to the Arilou homeworld in QuasiSpace, and ask them about the talking pet.
  • 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.
  • 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!

Other Quests[edit]

Burvix Caster[edit]

This device is an alternative to the Umgah Caster. The Melnorme can tell you about the Burvixese and where to find their homeworld.

  • Go to Arcturus (964.5 : 579.1). The Caster is on a moon orbiting the first planet.

HINT: Once you acquire the Umgah Caster, a better use for this Caster surfaces: Load up the Flagship with empty High-Efficiency Fuel Tanks and go to Zeta Persei. The Druuge will fill your fuel tanks to the brim in exchange for the Burvix Caster. This fuel can be used or returned to the Starbase for a huge amount of RUs.

HINT: The Burvix Caster can also be exchanged for the Rosy Sphere, one of the replacement parts for the Ultron. This is one of several ways to acquire the device.

HINT: You cannot perform either trade if you have already completed the mission to acquire the Precursor Bomb as the Druuge will be hostile to you from that point on.

Ilwrath Removal[edit]

  • 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.

The Ilwrath will attack the Thraddash, and the battle will annihilate both the Ilwrath AND the Thraddash Fleets.

Slylandro Probes[edit]

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 "information about current events." In addition, the Thraddash and Zoq-Fot-Pik can both tell you what general direction the probes are coming from.

You can go directly to the Slylandro homeworld at Beta Corvi IV at 033.3 : 981.2 and 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. For this you will have to encounter a probe, converse with it, inevitably fight it and then return to the Slylandro homeworld, at which time all dialogue options will be available.

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.

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.

Final Mission[edit]

To initiate the final mission, you will need the Sun Device, Precursor Bomb and Talking Pet in your cargo hold. Take these to Procyon II and use the Sun Device while in orbit. When you regain control of the Flagship, you will appear back at the Starbase around Earth.

Equip your ship and fly to the location of the Sa-Matra at Delta Crateris (620.0 : 593.5). Use your Talking Pet to confuse the large Ur-Quan fleet guarding the Sa-Matra. Following this, only six Ur-Quan ships will stand between you and the Sa-Matra — three Ur-Quan Kzer-Za Dreadnoughts and three Ur-Quan Kohr-Ah Marauders. After defeating them, you may be supplied with as many Pkunk Furies and Yehat Terminators as you can carry (up to four of each). The appearance of these reinforcements is dependent upon you starting the Yehat civil war.

Finally, you will have to perform two daunting tasks. First, eliminate the eight shield generators 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 shield generators, you will be chased and harried by flaming, homing fireballs/comets of some kind, and small green blobs that, rather than shoot at you, simply bump into you causing a small amount of damage but a transferring a lot of momentum. The Pkunk Fury is well capable of flying around and eluding these slower adversaries, and its main weapon is ideal for strafing runs on the shield generators. You may want to fly around first so all the fireballs and green blobs come out of the Sa-Matra, so you don't have to worry about them coming out right next to you. Note that you can destroy the fireballs and green blobs with your weapons. However, if any of the shield generators are still intact, the Sa-Matra will automatically send out new ones to replace those you've destroyed.

Your second task will be to rush your bomb-laden Flagship into the asteroid shell for the final blow against the Ur-Quan. One approach is to rely on luck, that your Flagship gets a good initial placement in the battle when it's sent in, and filling the Flagship with as many full crew pods to survive the onslaught of the green blobs and fireballs. A second approach is to first use any remaining ships in your fleet to destroy any fireballs and green blobs left over from the first task. Since all the shield generators have been destroyed by this point, these will not be replaced when they are destroyed. With all the fireballs and green blobs destroyed, it is very easy to maneuver your Flagship into position to destroy the Sa-Matra. When you enter the asteroid shell with your Flagship, you will automatically activate the bomb and get away with the escape pod. Now enjoy the ending movie. :-)

Other Useful Information[edit]

The Melnorme Traders[edit]

Melnorme Traders are present at every super-giant star system in the game -- if you don'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. Furthermore, if you use either the Umgah or Burvix Caster while in hyperspace, a Trader vessel will come looking for you.

Mineral-Rich Worlds[edit]

Biological-Rich Worlds[edit]

Rainbow Worlds[edit]

  1. (862.5 : 700.0) Alpha Andromedae I
  2. (766.6 : 866.6) Beta Leporis I
  3. (039.5 : 745.8) Beta Pegasi I
  4. (853.4 : 879.7) Gamma Aquarii I
  5. (602.0 : 297.9) Gamma Kepler I
  6. (741.6 : 508.3) Gamma Reticuli I
  7. (996.0 : 904.2) Groombridge I
  8. (283.6 : 785.7) Epsilon Draconis I
  9. (543.7 : 827.0) Epsilon Lipi I
  10. (468.1 : 091.6) Zeta Sexantis I

More information: Rainbow Worlds

External Links[edit]

GameFAQs set of Star Control 2 walkthroughs