Difference between revisions of "Walkthrough"

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This walkthrough details the steps you need to take in order to complete [[The Ur-Quan Masters]].
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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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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==
 
==Starting The Ur-Quan Masters==
  
{{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, but if you use all fifty available slots, it can be hard to keep track.  If you use a lot of saves, get familiar with the screen where you select 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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{{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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{{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]].
 
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]].
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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]].
*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.
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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.
  
 
{{hint|Radioactive materials can also be found on the moons of [[Jupiter]], which are less dangerous than Mercury.}}
 
{{hint|Radioactive materials can also be found on the moons of [[Jupiter]], which are less dangerous than Mercury.}}
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{{hint|[[Lander Hints]] can provide more suggestions on gathering resources using the lander.}}
 
{{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 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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{{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 [[Earth_Starbase|Starbase]] and give them to Commander Hayes.  He will send you too the moon.
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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.
  
 
*Scanning the moon, you will notice that the "Energy" scan has detected something.  Dispatch a Lander and investigate.
 
*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.
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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.
  
 
{{hint|[[Fighting Hints]] can provide suggestions on dealing with space combat.}}
 
{{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.
 
*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 and missions, including acquiring items and forming alliances with other races.
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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 the 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===
  
*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]].
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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]].
 
*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.
 
*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.
 
*Land, eliminate the Evil Ones, and collect the biological information that they leave.
 
*Land, eliminate the Evil Ones, and collect the biological information that they leave.
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===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}}
 
 
{{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).}}
 
 
 
*Travel to Gamma Krueger I (052.2 : 052.5) and converse with them. The [[Pkunk]] are a friendly race, and so as long as you 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]].
 
 
 
{{hint|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.  
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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).
Their homeworld is located at Gamma Vulpeculae I (371.3 : 253.7).
 
 
 
{{hint|Don't bug them about the [[Androsynth]] too much.}}
 
  
 
===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.
  
{{hint|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, Lander fire rate and BioShield Upgrades 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.
 
  
{{hint|When talking to Tanaka prior to recruiting him, insult him whenever possible.}}
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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.
  
{{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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{{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===
 
===The Yehat===
*It takes two months for the Shofixti to repopulate, then you can build Scout vessels. Take one of these to [[Yehat]] space (Gamma Serpentis I (492.3 : 029.4)) 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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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.
  
 
===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.
 
* 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.
 
* 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.
 
  
{{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 Zoq-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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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)
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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.}}
  
 
===The Arilou===
 
===The Arilou===
The Arilou will not join the alliance directly, but they will supply you with the rather useful QuasiSpace portal opener.
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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.
  
*Go to the HyperSpace area north of Gamma Circini on the 17th of a month. A star will appear out of nothing at coordinates 043.8 : 637.2. Move to that star, it takes you to QuasiSpace.
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===The Syreen===
*Open the starmap, navigate to the big star on the top right. This is the Arilou homeworld.
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*Talk to them about everything, give them the Warp Pod found in the Ur-Quan dreadnought wreckage on Alpha Pavonis VII (056.2 : 800.0)
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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).
{{hint|While you are in this area, this is a good opportunity to get rid of the [[Walkthrough#Slylandro Probes|Slylandro Probes]]}}
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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.
*When you return to Earth and talk to the Starbase Commander, he will tell you of the Arilou's arrival and give you three Skiff vessels.
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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.
  
===The Syreen===
 
After you complete the [[Walkthrough#Mycon Sun Device|Mycon Sun Device]] quest, go to Betelgeuse and talk to Talana. She will tell you about their great revenge against the Mycon, and join your Alliance.
 
 
{{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.}}
 
{{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)}}
  
===The Supox===
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===The Thraddash===
The [[Supox]] will join the alliance once the Ultron is repaired.
 
  
===The Utwig===
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*Go to the [[Thraddash]] territory (Draconis/Apodis constellation) and wait until a ship shows up in HyperSpace.
The [[Utwig]] will join the alliance once the Ultron is repaired.
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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.
  
 
===The Chmmr===
 
===The Chmmr===
Once released from the Slave Shield, the Chmmr will give you massive amounts of help.
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*First, complete the '''Ilwrath Removal''' quest.
 
*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.
 
*Take the Sun Device to [[Procyon]] (074.2 : 226.8) and orbit the slave-shielded world (planet II). Use the Device.
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*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.
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*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]].
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==Collecting Devices==
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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.
  
The Chmmr will awaken and grant you the Avatar ship, as well as a list of things you will require.
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===Umgah Caster===
  
*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, Delta Crateris (620.0 : 593.5).
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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.
*Go to the Chmmr with the Talking Pet, the Utwig Bomb, and the location of the Sa-Matra.
 
  
The Chmmr 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 Chmmr will also provide you with unlimited resources (RU becomes infinite, allowing you to build as many ships as you want!)
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===Portal Spawner===
  
==Collecting Devices==
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*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)
These items are needed to complete the game.
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*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]].
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*Navigate to the Arilou Homeworld, [[Falayalaralfali]], in the upper right region of Quasispace.
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*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.
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===Sun Device===
  
===Mycon Sun Device===
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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.
Required to complete the Chmmr Process and bring them out of the slave shield.
 
*Go to Betelgeuse (412.5 : 377.0) and make contact with the Syreen.
 
*Go to a [[Shattered World]] and locate Egg Fragments.
 
*Go to the Mycon Homeworld at Epsilon Scorpii (629.1 : 220.8) 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, or have bought information on the Syreen from a [[Melnorme]] trader)
 
*Take the Syreen Shuttle Talana gives you to Epsilon Camelopalardis 1a (593.7 : 393.7, deep in Ur-Quan space) and land on 1a. 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 Organon, suggesting that they implant it with a Deep Child.
 
*While the Mycon fleet is headed for Organon, you can steal the Sun Device from a planet on Beta Brahe (639.5 : 231.2).
 
{{hint|Once you have shown the Egg Case Fragment to Talana, you can exchange it for the Rosy Sphere at the Druuge homeworld, saving yourself the 100 crew that the Druuge would ordinarily charge you.}}
 
  
 
===Clear Spindle===
 
===Clear Spindle===
The [[Clear Spindle]] is one of three devices used to repair the [[Ultron|Broken Ultron]] for the [[Utwig]].
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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 one of three devices needed to repair the [[Ultron|Broken Ultron]] for the [[Utwig]].
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*Purchased from the Druuge at the Zeta Persei (946.9 : 280.6) star system. Cost: 100 crew or one [[Mycon]] [[Deep Child]] fragment. The Mycon fragments are required in the quest to get the the Mycon Sun Device so you should get the Mycon Sun Device first.
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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.
(Note: if you purchase the Rosy Sphere with crew and never sell crew to the Druuge again, you will not suffer an RU increase for slave-trading)
 
  
 
===Aqua Helix===
 
===Aqua Helix===
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#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.
 
#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.
 
#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 (ships destroyed at their worlds don'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.
+
#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.
  
===Broken Ultron===
+
===Ultron===
Finally, the last piece. The [[Ultron|Broken Ultron]] itself.
 
*Make contact with the [[Supox]] (e.g. at Beta Librae I (741.4 : 912.4)). If you are friendly, the Supox will give you the broken Ultron.
 
  
===A Powerful Bomb===
+
*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.
*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 (Zeta Hyades VIb (850.0 : 937.2)), suggesting that you get it.
+
*Combine the Broken Ultron with the other three items by "using" them in your device list after acquiring the Broken Ultron.
*The Druuge will be at the planet when you arrive, and you will have to fight with them.
+
 
 +
===Precursor Bomb===
 +
 
 +
*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 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.
+
*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]].
 +
*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.
 
*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!
 
*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!
  
===Optional Quests===
+
==Other Quests==
  
====Burvix Caster====
+
===Burvix Caster===
This device is an alternative to the Umgah Caster.  The [[Melnorme]] can tell you about the Burvixes and where to find their homeworld.
+
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.
 
*Go to Arcturus (964.5 : 579.1). The Caster is on a moon orbiting the first planet.
  
{{hint|Once you get the Umgah Caster, a better use for this Caster surfaces:  
+
{{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.}}
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|You cannot perform this free fuel trade if you have already done the mission to acquire the "Powerful Bomb" as the Druuge will be hostile to you from that point on.}}
+
{{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|Instead of the "Fuel-Trick" above, you can exchange the Burvix Caster
+
{{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.}}
for the Rosy Sphere, one of the replacement parts for the Ultron.
 
This way, you can avoid paying the Druuge with crew.}}
 
  
====Ilwrath Removal====
+
===Ilwrath Removal===
 
*First, acquire one of the hypercasters:
 
*First, acquire one of the hypercasters:
 
** the [[Burvixese Hyperwave Broadcaster]] or
 
** the [[Burvixese Hyperwave Broadcaster]] or
 
** the [[Umgah HyperWave Broadcaster|Umgah Caster]] from the [[Walkthrough#The_Spathi|Spathi]] ally quest.
 
** the [[Umgah HyperWave Broadcaster|Umgah Caster]] from the [[Walkthrough#The_Spathi|Spathi]] ally quest.
  
*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.
+
*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.
 
The Ilwrath will attack the Thraddash, and the battle will annihilate both the Ilwrath AND the Thraddash Fleets.
  
==Final Quest==
+
===Slylandro Probes===
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 :-)
+
 
 +
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.
  
==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===
+
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.
====Portal Destinations====
 
<table cellspacing="6" style="padding-left: 40px;">
 
<tr>
 
<td style="background-color: #e6e6e6">'''HyperSpace Destination'''</td>
 
<td style="background-color: #e6e6e6">'''HyperSpace Coordinates'''</td>
 
<td style="background-color: #e6e6e6">'''QuasiSpace Portal'''</td>
 
</tr>
 
<tr>
 
<td style="background-color: #e6e6e6">Arcturus </td>
 
<td style="background-color: #e6e6e6">921.0 : 610.4</td>
 
<td style="background-color: #e6e6e6">468.0 : 464.0</td>
 
</tr>
 
<tr>
 
<td style="background-color: #e6e6e6">[[Arilou|Arilou Entrance]] </td>
 
<td style="background-color: #e6e6e6">043.8 : 637.2</td>
 
<td style="background-color: #e6e6e6">500.0 : 500.0</td>
 
</tr>
 
<tr>
 
<td style="background-color: #e6e6e6">[[Arilou|Arilou Space]] </td>
 
<td style="background-color: #e6e6e6">036.8 : 633.2</td>
 
<td style="background-color: #e6e6e6">544.0 : 532.0</td>
 
</tr>
 
<tr>
 
<td style="background-color: #e6e6e6">[[Delta Lyncis]] </td>
 
<td style="background-color: #e6e6e6">565.7 : 971.2</td>
 
<td style="background-color: #e6e6e6">448.0 : 504.0</td>
 
</tr>
 
<tr>
 
<td style="background-color: #e6e6e6">[[Druuge|Druuge Space]] </td>
 
<td style="background-color: #e6e6e6">973.5 : 315.3</td>
 
<td style="background-color: #e6e6e6">488.0 : 538.0</td>
 
</tr>
 
<tr>
 
<td style="background-color: #e6e6e6">[[Ur-Quan|Heart of Ur-Quan]] </td>
 
<td style="background-color: #e6e6e6">589.9 : 621.3</td>
 
<td style="background-color: #e6e6e6">520.0 : 540.0</td>
 
</tr>
 
<tr>
 
<td style="background-color: #e6e6e6">[[Ilwrath|Ilwrath Space]] </td>
 
<td style="background-color: #e6e6e6">005.0 : 164.7</td>
 
<td style="background-color: #e6e6e6">492.0 : 492.0</td>
 
</tr>
 
<tr>
 
<td style="background-color: #e6e6e6">[[Mycon|Mycon Space]] </td>
 
<td style="background-color: #e6e6e6">567.3 : 120.7</td>
 
<td style="background-color: #e6e6e6">516.0 : 466.0</td>
 
</tr>
 
<tr>
 
<td style="background-color: #e6e6e6">[[Slylandro|Slylandro Vicinity]] </td>
 
<td style="background-color: #e6e6e6">011.1 : 940.9</td>
 
<td style="background-color: #e6e6e6">520.0 : 514.0</td>
 
</tr>
 
<tr>
 
<td style="background-color: #e6e6e6">[[Sol|Sol Vicinity]] </td>
 
<td style="background-color: #e6e6e6">190.9 : 092.6</td>
 
<td style="background-color: #e6e6e6">506.0 : 474.0</td>
 
</tr>
 
<tr>
 
<td style="background-color: #e6e6e6">[[Spathi|Spathi Space]] </td>
 
<td style="background-color: #e6e6e6">230.1 : 398.8</td>
 
<td style="background-color: #e6e6e6">466.0 : 514.0</td>
 
</tr>
 
<tr>
 
<td style="background-color: #e6e6e6">[[Supox|Supox Space]] </td>
 
<td style="background-color: #e6e6e6">775.2 : 890.6</td>
 
<td style="background-color: #e6e6e6">530.0 : 528.0</td>
 
</tr>
 
<tr>
 
<td style="background-color: #e6e6e6">Unimportant </td>
 
<td style="background-color: #e6e6e6">860.7 : 015.1</td>
 
<td style="background-color: #e6e6e6">458.0 : 492.0</td>
 
</tr>
 
<tr>
 
<td style="background-color: #e6e6e6">[[Ur-Quan|Ur-Quan Space]] </td>
 
<td style="background-color: #e6e6e6">611.6 : 413.1</td>
 
<td style="background-color: #e6e6e6">476.0 : 496.0</td>
 
</tr>
 
<tr>
 
<td style="background-color: #e6e6e6">[[Ur-Quan]]/[[Thraddash]] </td>
 
<td style="background-color: #e6e6e6">409.0 : 774.8</td>
 
<td style="background-color: #e6e6e6">476.0 : 458.0</td>
 
</tr>
 
<tr>
 
<td style="background-color: #e6e6e6">[[Zoq-Fot-Pik|Zoq-Fot-Pik Space]] </td>
 
<td style="background-color: #e6e6e6">318.3 : 490.6</td>
 
<td style="background-color: #e6e6e6">502.0 : 460.0</td>
 
</tr>
 
</table>
 
  
===Slylandro Probes===
+
==Final Mission==
  
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.
+
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.
  
<font color="navy">This section contained incorrect information. Some investigation will be needed before it can be fixed. In the mean time, here is what the present author knows:
+
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]].
  
*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.)  I did three things before I went there that I think may have had an effect: I waited for [[Hayes]] to warn me about the probes, I bought "current events" information from the [[Melnorme]] until they told me about the probes, and I lured a probe (it seems that there is usually one in the upper left of the Beta Corvi system if you arrive after Hayes has told you about the probes) to the vicinity of their planet and destroyed it there. After I did these things, I was able to inform them that the probes are destroying ships.</font>
+
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.
  
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.
+
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 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.
+
==Other Useful Information==
  
 
===The Melnorme Traders===
 
===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. Finally, if you use either the Umgah or Burvix Caster, a Trader vessel is all but guaranteed to come looking for you.
+
[[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====
+
===Rainbow Worlds===
 
#(862.5 : 700.0) [[Alpha Andromedae]] I
 
#(862.5 : 700.0) [[Alpha Andromedae]] I
 
#(766.6 : 866.6) [[Beta Leporis]] I
 
#(766.6 : 866.6) [[Beta Leporis]] I
Line 305: Line 234:
 
#(468.1 : 091.6) [[Zeta Sexantis]] I
 
#(468.1 : 091.6) [[Zeta Sexantis]] I
  
====Bio-Rich Worlds====
+
''More information'': [[Rainbow_World | Rainbow Worlds]]
#(178.7 : 033.8) [[Zeta Ptolemae]] I (Warning: class 6 weather)
 
#(258.3 : 375.0) [[Zeta Gruis]] I-A
 
#(287.5 : 404.1) [[Beta Ceti]] II-A
 
#(160.4 : 364.5) [[Alpha Herculis]] II, III (bad weather)
 
#(110.4 : 333.3) [[Delta Virginis]] II
 
#(079.1 : 327.0) [[Gamma Virginis]] I, VI
 
#(029.1 : 325.0) [[Alpha Virginis]] VI-A
 
#(114.0 : 184.7) [[Beta Volantis]] I-B
 
#(074.2 : 226.8) [[Procyon]] III-A, III-B
 
#(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.)
 
#(372.1 : 261.9) [[Delta Vulpeculae]] VIII (Very mineral rich.)
 
#(026.7 : 364.5) [[Gamma Tauri]] II-B, III-B (IIb is extremely rich, some hostile)
 
#(160.1 : 174.6) [[Alpha Wolf]] IV-A (some tectonics, very nasty organisms, hard to kill), IVc (tect = 6, more organisms than data)
 
#(131.2 : 126.0) [[Delta Centauri]] II-A
 
#(335.4 : 235.4) [[Delta Mira]] I-A, I-D (tectonics, fast aggressive organisms), IIb (atm = 3, tect = 5, few organisms)
 
#(230.6 : 228.5) [[Alpha Saurus]] III
 
  
 
==External Links==
 
==External Links==

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