ÜÛÜ ÜÛ²²²ÛÜ ÜÛ²²²²²²²ÛÜ ÜÛ²±±±±±±±±±²ÛÜ ÜÛ²±°°°°°°°°°°°±²ÛÜ ÜÛ²±° °±²ÛÜ ÜÛÛßßßßßßßßßßßßßßßßßßßßßÛÛÜ ÜÛ²²²ÛÜ S I N C E ÜÛ²²²ÛÜ ÜÛ²²²²²²²ÛÜ 1 9 8 5 ÜÛ²²²²²²²ÛÜ ÜÛ²±±±±±±±±±²ÛÜ ÜÛ²±±±±±±±±±²ÛÜ ÜÛ²±°°°°°°°°°°°±²ÛÜ ÜÛ²±°°°°°°°°°°°±²ÛÜ ú ÜÛ²±° °±²ÛÜ ÜÛ²±° °±²ÛÜ ù ÜßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßÜ ³ ß ú ù Ä ÄÄ ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÅÄÄ ù ú ±²ÛÛÛÛ² ±²ÛÛÛ²± ²ÛÛÛÛ²± ²ÛÛÛÛ²± ±²ÛÛÛÛ² °±² ²ÛÛÛ²± °±² °±² ³ ²ÛÜÜÜÛÛ ²ÛÜÜÜÛ² ÜÜÜÜÜÛ² ÛÛ Û² ²ÛÜÜÜÛÛ ²Û ÛÛÜÜÛ² ²Û ²Û ù Üß ²Û ²ÛÜÜ ²ÛÜÜ Û² ²ÛÜÜÜÜÜ ²ÛÜÜÜÛ² ²Û ²ÛÜÜ ²Û ÜÜÛ² ²Û ²Û úßÜ Üß ±² ±²Û² ±²ÛÛ Û± ±²ÛÛÛÛ² ±²ÛÛÛ²± ±² ±²Û² ±² ²Û²± ±² ±² ßÜ Üß ßÜ ßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßß -BS- -*- Razor Dox 1911 Presents -*- ÖÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ· º Star Control II Solve º ÓÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄĽ Objective: The objective to solve Star Control II is the destruction of the Sa Matra, a Precursor battle platform that is being fought over by the Ur-Quan/Khor-Ah. This must be done before September 2160. At the current time you begin, The Alliance has been crushed and all races involved have either been destroyed or subjugated. The forces of the Ur-Quan/Khor-Ah are meeting for a ritual battle for the Sa Matra. The two Ur-Quan cousins have different objectives for how the galaxy should be controlled. The Ur-Quan want subjugation and slave control. The Khor-Ah want complete elimination of all races. Eventually the Khor-Ah will win and begin a death march through the galaxy. You have until the above deadline before they reach Earth. Overview of Races: Race: Androsyn Homeworld: Eta Vulpeculae II 358.7, 256.6 Overview: These enemies of the Alliance disappeared. Consumed by the Orz they discovered from an alternate dimension while testing new space travel methods. The exact story can be found by going through the ruins of their homeworld. This is a dead race. Race: Arilou Homeworld: Quasispace 613.4, 590 Overview: These allies of Earth are only around to do just that. This race strangely cares only about Earth and it's safety. They could care less about the other races. When Earth was placed under the slave shield the Arilou disappeared back to their secluded home in Quasispace, knowing Earth was protected. The Arilou have been visiting Earth for many years, modifying it to protect Earthlings from the same fate as the Androsyn. The Arilou will construct you a Portal Spawner to enter Quasispace from anywhere if you bring them the Ur-Quan Drive. They will join the new alliance. Race: Buvixese Homeworld: Arcturus I 964.5, 579.1 Overview: This race was destroyed by the Khor-Ah. The Druuge, fearing the Khor-Ah would find them, placed a high powered Caster on the moon of Arcturus I. This lead the Khor-Ah to this race resulting in their destruction. Race: Chenjesu/Mmrnmhrn/Chmmr Homeworld: Procyon II 24.2, 226.8 Overview: When the Ur-Quan defeated the Chenjesu and Mmrnmhrn they choose to be slave shielded. Once inside, they began a 'process' on merging their races into one, the Chmmr. You can talk to the Chmmr once you have the Burvix caster. If you use the Sun Device on them, the 'process' will be increased and the Chmmr will break through the shield and modify your ship if you have the Utwig Bomb. They will also supply you with unlimited RU and their Avatar ship design once they are released. Race: Druuge Homeword: Zeta Persei I 946.9, 280.6 Overview: This race is the Crimson Corporation. An evil race that spends it time running a dirty slave business. They will trade you the Ruby Sphere, some useless junk, and cheap fuel for your crew. The only thing you need from these people is the Ruby Sphere which you will have to trade 100 of your precious crew for, I have found no other way to obtain the Ruby Sphere. Note that if you do this more than once the Earth station will become aware of your activities and become very upset, raising the price of crew. Race: Dynarri Homeworld: None Overview: This evil race of psychic beings took over the Ur-Quan long ago. The Ur-Quan were enslaved and used for their evil purposes. They modified the Ur-Quan genetically and created the green Ur-Quan, an administrative part, and the black Khor-Ah, the workhorses. The Ur-Quan/Khor-Ah discovered they could break the link while under great pain. Ur-Quan/Khor-Ah began hurting themselves horribly and were able to break the psychic control over them long enough to kill every Dynarri in sight. In revenge the Ur-Quan converted the Dynarri genetically into low intelligence 'Talking Pets' which they use as translators aboard their ships. The Ur-Quan/ Khor-Ah swore they would never be enslaved again, and so to insure this, they ste forth to enslave all the other races. Race: Ilwrath Homeworld: Alpha Tauri I 22.9, 366.6 Overview: These spider beings are one of the Ur-Quan's largest subjugated fighting slave race. The Umgah have played a trick on them, using a fancy Caster they broadcast at the homeworld the voices of two gods, Dogar and Kazon. The Ilwrath's entire race is now concentrated on carrying out the worship of these bogus gods and they go forth killing all those in their path to appease the false gods. There is nothing of importance you need from these beings other then having them stay out of your way. They are almost insane and will not help you in any way. If you get the Umgah Caster you can broadcast at the homeworld system and they will leave. Strangely, the Ilwrath homeworld is not within their sphere of influence. You will need to use the Umgah Caster after you get the Sun Device in order to reach the Chmmr. Currently the Ilwrath are attacking the Pkunk to please their gods. Race: Ur-Quan/Khor-Ah Homeworld: Unknown - Not of Importance Overview: The Ur-Quan/Khor-Ah were originally a single, brown colored, peaceful race. They were part of an ancient alliance with the Taalo and some other ancient races. Then they were taken over by the Dynarri and changed. (See Dynarri). The Dynarri ordered them to destroy all the other races in the ancient alliance. When the Dynarri were finnaly defeated, the Ur-Quan/Khor-Ah were unable to agree on what to do next. The Ur-Quan wanted to subjugate and enslave the other races, preserving them, but controlling them. The Khor-Ah wanted all other races eliminated. The Ur-Quan and Khor-Ah began fighting. They eventually agreed on the 'Path of now and forever' which stated that who ever wins in battle would get control of the Sa Matra and whatever say in dealing with the other races of the galaxy. The Ur-Quan won, and according to the 'Path of now and forever', the Khor-Ah had to leave in the galaxy until the next time of the ritual battle. With the Khor-Ah gone, the Ur-Quan took over and enslaved the races and defeated the Alliance. Now the ritual battle is being fought again. The Khor-Ah have returned and are now more powerful. They are in a sort of insane state completely dedicated with the removal of all other race. They will win control of the Sa Matra around Jan. 2159. At which point the two races will sort of 'party' for a couple months. During this time you will not be chased by any ships while going through Ur-Quan/Khor-Ah space except around the Sa Matra. The Ur-Quan will not even attack you but instead tell you to run for your life. After about 2 months of this, the Khor-Ah death march will begin. Starting with the Druuge, the Mycon, the VUX, the Arilou, the Utwig, the Spathi (if they are still around), the supox, the Utwig, the Yehat, the Ilwrath, and then they will hit Earth. You should complete the game well before this death march starts. You can watch it's progress on the Starmap. You should avoid contact with these races until time comes to destroy the Sa Matra. Race: Melnorme Homeword: Unknown Overview: This race roams the galaxy trading biological elements from planets and locations of Precursor rainbow planets in exchange for 'credits' which you can then use to purchase information and technological advancements for your ship. You should buy the advancements first. Most of their information is not as important as they might have you think. They will also help you if you should become stranded without fuel. If this happens and you have no credits they will give you fuel in exchange for parts of your ship at a great monetary loss to you. This race is insensitive to events around them and think only 'business'. They are aware of the happenings of the Ur-Quan/Khor-Ah and will leave the galaxy in 2159. Normally the Melnorme hang around all the large systems throughout the galaxy, like Alpha Centauri and Alpha Illumnati. After 2159 you can only reach them if you have a Caster which you simply use in Hyperspace, then wait and the Melnorme will arrive. Race: Mycon Homeworld: Epsilon Scorpii I 629.1, 220.8 Overview: This race of fungus 'seed' people is very unusual. They are the only race that willingly submitted to the Ur-Quan as fighting slaves. They expand their race by converting worlds like Earth into 'shattered worlds' which are suitable enrichment for the Mycon. They have no concern for other races, and are responsible for the destruction of the Syreen homeworld at Beta Copernicus I. They also guard the Sun Device. You can obtain the Sun Device from them by having the Syreen launch an attack against them as described in the paragraph below on getting the Sun Device. Race: Orz Homeworld: Gamma Vulpeculae I 371.3, 253.7 Overview: This strange race mysteriously appeared replacing the Androsyn. They guard the Taalo planet on which lies the Taalo Shield which you need to protect your self from the Talking Pet. The Orz use the planet to have what they call *picnics* on. In order to go down on the planet you must become *campers*, to do so, simply go to their homeworld and form an alliance. You will then become a happy *camper*. The Orz will give you the design for their ships and make an interesting visit to the Earth Station. Do not discuss anything concerning the Androsyn, if you continue to do this they will become hostile. Race: Pkunk Homeworld: Gamma Krueger I 52.2, 52.5 Overview: The Pkunk are cousins of the Yehat separated long ago. Their race is highly 'enlightened' and happy. They are being destroyed by the Ilwrath and eventually will go to re-join the Yehat. You can make an alliance easily by visiting the homeworld, they will also give you the Clear Spindle. When you see them move towards the Yehat you can stop them from going by simply bullshitting with them, don't let them reach the Yehat until after the Yehat civil war begins otherwise they will be destroyed. This is not necessary to win the game, but can help. (See Yehat) Race: Precursors Homeworld: None Overview: This ancient race of high advanced beings is still never to be seen. The only remains are various artifacts, your ship, 10 rainbow planets, and the Sa Matra. Race: Shofixti Homeworld: Formerly around Delta Gorno 290.8 26.9 Overview: After the defeat of the Chenjesu and Mmrnmhrn forces, the Yehat, Shofixti, and Syreen retreated towards Delta Gorno. They ordered the Syreen back to their homeworld, and set up a defensive front. Then the Yehat queen switched sides and the Yehat left them. (See Yehat). Unable to construct a force of significant strength the Shofixti rigged their sun to explode, and when the Ur-Quan arrived they blew up their system, destroying 30% of the Ur-Quan fleet. There are some Shofixti still alive however, you can find them by poking around the Delta Gorno system. If you run into one, DO NOT ATTACK it, just keep insulting him and using ESC to get out of battle. Eventually the Shofixti will realize who you are. You can revive their race by bringing them the Shofixti maidens which are currently in the possession of Captain Rex (See VUX). After this happens the Shofixti will supply you with enormous crew at the Earth station bring the price for crew down to 1 RU. They will also supply you with their ship design. The Yehat have guided the Shofixti out of the stone age and are very close. The destruction and abandonment of the Shofixti by the Yehat has brought great hidden shame on the Yehat. So shameful that if you bring a Shofixti before the Yehat (the Yehat think all the Shofixti are dead), proving they are still alive, the Yehat will begin a civil war to overthrow the queen. (See Yehat) Race: Slylandro Homeworld: Beta Corvi IV 33.3, 981.2 Overview: This race of gas bags lives in a gas giant. They have been around for thousands of years, back to the time of the Precursors. They have some information of use. They primary need to visit them is to stop the Red Probes which become increasing more annoying. If you've talked to a probe at least once, and then talk to the Slylandro, discuss the program with them in great length the mistake in the programming of the probe becomes apparent and they will give you a destruct code. Race: Spathi Homeworld: Epsilon Gruis I 241.6, 368.7 Overview: This pathetic coward race was the first alliance race to fall to the Ur-Quan. When choosing their type of enslavement, either fighting slaves or shielded, they choose shielded. However, the Umgah who was responsible for transmitting the decision switched the response deliberately and so the Spathi and now fighting slaves. You can easily make them YOUR slaves by going to the moon of their homeworld. The Spathi will join you if you agree to clean up the alien beings off their home planet which they are too chicken shit to deal with. After about 1 year, the Spathi will disappear off the map. The bastards end up shielding themselves on their home planet so they can hide safely (But not from the Khor-Ah, hehehe). They will leave you the Umgah Caster which they took from the Umgah on the moon. Other than that, the Spathi offer nothing other than their ship design. Race: Supox Homeworld: Beta Librae I 741, 912.4 Overview: This race of plant beings is busy gearing up to defend themselves against the Ur-Quan/Khor-Ah since they are not currently enslaved. They will happily become allies, and will give you the Ultron which you need to repair and return to the Utwig. Race: Syreen Homeworld: Formerly Beta Copernicus I 600.8, 263.1 Currently Betelgeuse I 412, 377 Overview: This race of alien women is currently subjugated in the same manner as Earth. You will need them to launch a surprise attack against the Mycon so you can get the Sun Device. (See paragraphs below). Other than that there is nothing more you can do but fuck Talana, the station commander. Race: Taalo Homeworld: None Overview: An ancient race that has dissappeared long ago. Probably destroyed by the Ur-Quan/Khor-Ah when the Dynarri took them over. Their technology allowed them to construct devices to protect themselves from the Drynarri psychic attacks. The only thing remaining of this race is the Taalo Shield, which you need to protect yourself from the Talking Pet. Race: Thraddash Homeworld: Delta Draconis I 253.5, 835.8 Overview: This hostile, but stupid warrior race was of the first races to be subjugated into fighting slaves. Their society consists of building up their technology and then destroying themselves back to the stone age, repeatedly. Each time a change occurs they name their race a higher 'culture' number. Currently they are Culture 19. You can become allies by proving that you are stronger than they are. To do this simply destroy most of the ships floating around the homeworld system (do not attack the homeworld itself otherwise you will fight forever). They will then submit and tell you some information and give you their ship design. The currently possess the Aqua Helix which you need and can only get to by becoming allies. Once you have the Aqua Helix you can leave. They will become very upset that you have taken the Aqua Helix and become hostile. Race: Umgah Homeworld: Beta Orionis I 197.8, 596.8 Overview: This race of blobbies were the first race to be subjugated by the Ur-Quan. This set off the creation of the Alliance. The Umgah have a habit of playing nasty jokes on their neighbors, such as using a Caster to imitate 'Dogar and Kazon' which the Ilwrath follow madly. When they tried to use it on the Spathi, the Caster was taken away with some force. The Umgah are masters at biological engineering, and will have the Talking Pet in their possession (or rather the Talking Pet has them). They are loyal to the Ur-Quan and can be made allies somewhat by removing the Talking Pet from their homeworld. Race: Utwig Homeworld: Beta Aquarii I 863, 869 Overview: This mysterious race consists of beings that wear masks based on their current posture. Right now they are all severely depressed because they broke their Ultron. The Ultron was sold to them as part of a dirty deal by the Druuge who thought the device was useless. Then when the Utwig tried the device and it's purpose revealed itself they gladly took it. The Druuge looking very dumb, left quietly. The Ultron gave the Utwig guidance, enlightenment, and a sense of purpose and direction. Now they are contemplating mass suicide. They will become allies if you repair the Ultron and return it to them. With their Ultron back, they will no longer need to commit mass suicide, so they will let you have the Utwig Bomb, which is really a Precursor planetary destruction device. Race: VUX Homeworld: Beta Luyten I 433.3, 168.7 Overview: This race became enemies with humans when a human captain accidently insulted a VUX when first met. Since diplomacy was delayed by this, the Ur-Quan had enough time to subjugate them. They are solid enemies and I could not get them to turn regardless of how many apologies I made. The exception is Captain Rex. A VUX war hero, he was given Alpha Cenrekov I 422.1, 198.6. He will trade you Shofixti maidens for the VUX beast. After you give him the beast he will try to dick you over, but the beast will escape and kill him. Then you can just land and grab the maidens. Race: Yehat Homeworld: Gamma Serpentis I 492.3, 29.4 Overview: This race of bird clans was originally a good member of the Alliance until their queen switched sides to the Ur-Quan suddenly fearing that they would be defeated and break the old traditional oath that they will never be defeated in battle. The Yehat abandoned the Shofixti, leaving them to die. The Yehat are not proud of this, especially since the Yehat have helped guide the Shofixti over many years. If you bring them a Shofixti, they will revolt against the queen and a war will break out. If you run into the revolutionaries they will give you ships. The revolution will eventually be won and a Pkunk queen will take the throne. Race: ZoqFot Homeworld: Alpha Tucanae I 400, 543.7 Overview: This helpless and humorous race of beings consists of 3 races banded together. They are located inside Ur-Quan/Khor-Ah space and constantly fear attack. They will become easy allies by simply promising to protect them. You may be called once of twice to remove an annoying Khor-Ah from their planet's orbit. They will provide you with information on the status of the war between the Ur-Quan and Khor-Ah. Overview of Objects Object: Aqua Helix Location: Zeta Draconis I 277.7, 867.3 Overview: This is one of the 3 objects needed to repair the Ultron. It is a treasured relic of the Thraddash and you will need to become allies as decribed in the paragraphs below. One that is established you can land on this planet and steal it. Note that the Thraddash will become hostile once you do this. Object: Burvix Caster Location: Arcturus I-A 964.5, 579.1 Overview: This is the device the Druuge used to lead the Khor-Ah away from them to the Burvixese. It is extremely powerful and you can reach through the slave shield and talk to the Chmmr with it. It is not necessary to have this device to win the game. Object: Clear Spindle Location: Gamma Krueger I 52.2, 52.5 Overview: This is one of the 3 objects needed to repair the Ultron and the most easy to obtain. Simple become allies with the Pkunk and they will give it to you. If the Pkunk have left their homeworld simple land on the planet and search the buildings. Object: Egg Case Fragment Location: Beta Copernicus I 600.8, 263.1 Overview: This is the egg that Mycon 'Deep Children' travel in to convert a world for colonization, with little regard for what race may already be on the planet. This fragment lies on the former homeworld of the Syreen and is part of the proof you will need to show the Syreen that the Mycon destroyed their homeworld. Object: Portal Spawner Location: Quasispace 613.4, 590 Overview: This device will be constructed for you by the Arilou. It allows you to enter Quasispace from any location in Hyperspace at the cost of only 10 fuel units. This device is very important and makes space travel much more efficient. (See paragraphs below). Object: Ruby Sphere Location: Zeta Persei I 946.9, 280.6 Overview: This is one of the 3 objects needed to repair the Ultron. You will unfortunately have to trade 100 crew to the Druuge to get this. Object: Sa Matra Location: Delta Crateris V-A 620, 593.5 Overview: This is a giant Precursor battle platform, the symbol of Ur-Quan/ Khor-Ah supremacy. This ship is many times bigger than yours and is highly guarded. You should not approach it until you have the Talking Pet and you ship has been modified by the Chmmr. Object: Sun Device Location: Beta Brahe I 639.5, 231.2 Overview: This is a Precursor device that omits powerful light energy in the close proximity of planets. It is used to speed up the process of integration of the Chenjesu/Mnnrnrnrm on Procryn II. They will then come forth from the slave shield as Chmmr. Object: Taalo Shield Location: Delta Vulpeculae II-C 422.1, 198.6 Overview: This device was constructed by the Taalo, an ancient race, to protect themselves from the Dynarri's psychic attacks. It is not exactly known what happened to the Taalo. You will need this device to get the Talking Pet. Object: Talking Pet Location: Beta Orionis I 197.8, 596.8 Overview: The Talking Pet you obtain here is the only living Dynarri, and ancient and evil race. Having been converted to Talking Pets by the Ur-Quan/Khor-Ah this particular pet has been restored to it's original state by the Umgah. The Talking Pet will take over the Umgah homeworld and you will need the Taalo Shield in order to retrieve it. You will need the Talking Pet to distract the Ur-Quan/ Khor-Ah for the final confrontation with the Sa Matra. If you go here with the Taalo Shield, you will suddenly find yourself talking to an Ur-Quan in the middle of their space. The Ur-Quan will panic and rush to win the war faster. I do not know what effect this has since I didn't let this happen. Object: Umgah Caster Location: Epsilon Gruis I-A 241.6, 368.7 Overview: This is the device the Umgah used to play their jokes on the Spathi and Ilwrath. You will need it to order the Ilwrath away from the Chmmr homeworld. You can get this device on the Spathi homeworld moon after the Spathi seal themselves and disappear from the starmap. You must have the Spathi as allies for this to happen. Object: Ur-Quan Drive Location: Alpha Pavonis VII 56.2, 800 Overview: This device can be found in the wreckage of an Ur-Quan ship that crashed and failed to self-destruct. You will need to bring this device to the Arilou to have them build you a Portal Spawner. Object: Ur-Quan Vault Location: Epsilon Camelopardalis I-A 593.7, 393.7 Overview: This is where the Ur-Quan stored the Syreen's ships after their subjugation. You will need to go here after you are requested to by the Syreen. Only the Syreen can open it and you have no need to go here until such time. Object: Utwig Bomb Location: Zeta Hyades VI-B 850, 937.2 Overview: This is really a Precursor planetary destruction device. You will need to bring this to the Chmmr to have it's power amplified for the final confrontation with the Sa Matra. The Utwig will give you access to retrieve this device if you return the repaired Ultron to them. You will have to fight about 6-7 Druuge ships to get this device. The Druuge are trying to take it as part of another dirty business deal. Rainbow Worlds: Here are a few of the 10 Rainbow planet locations that are worth 500 credits from the Melnorme. They also have quantities of exotic minerals worth tons of RU. Groombridge I 996, 904.2 Epsilon Draconis I 283.6, 785.7 Gamma Aquarii I 853.7, 879.7 Playing: You should first go directly to the Earth space station (Earth is the second planet, remember). Then after assist the station with some radioactive elements from Mercury and checking out the moon, and destroying a small Ilwrath fighter. (use your Earth ship to do this, two shots and it's gone). Talk with the Earth station commander, he was tons of information on the current events and situation. Then proceed to mine the system, you will find a lone Spathi on Pluto. After a long talk, you can convince him to join your fleet. He will tell you the code to talk with the Spathi at their homeworld, and it's location. For the first year or two you should concentrate and getting as many minerals and biological stuff as possible. Watch out for planets with hot spots (the fire trails), or high weather/tectonics classes above 3. If you see hot spots as you land on a planet and don't yet have the shield, hit the secondary (backup/special weapon) key and get out of there right away. You can make quick trips down to planets with classes of weather/tectonics above 3, but you can lose allot of crew and landers which can become expensive, especially since the Earth stations supply of crew is somewhat limited at first. When you meet with the Melnorme always trade the biological elements for new technologies, all of which will help. You can always buy the information from them later, must of which is redundant and can be found elsewhere. Mine the surrounding systems, like Centauri. Avoid going west or you'll run into the Ilwrath which are too strong to for you fight right now. You can run into their space, mine and run out if you want. One way to earn credits fast is to find the Rainbow planets, they are worth 500 credits each. The locations of a few are listed in the overview of objects below. Once have a good ship with plenty of fuel, you can begin meeting other races and make alliances. The Pkunk, Spathi. The first thing you might want to do is head up to Alpha Pavoris and get the Ur-Quan Drive and visit the Slylandro. You need to talk to the Slylandro to deal with the annoying Red Probes. Be sure you talk to a probe at least once. (See Overview of Races). Then go get the Ur-Quan Drive, and go to the "space hole" at (43.8, 637.2) on the 17th of the month (see overview of "Space Hole") and go in to Quasispace. Go to the Arilou and they will give you the Portal Spawner. With the Portal Spawner you can go into Quasispace from any location in Hyperspace. This will allow you to travel all over the galaxy faster and using less fuel. Inside Quasispace are a bunch of "holes", they lead to various locations throughout Hyperspace. So now when you want to go someplace you just go into Quasispace, go through the appropriate "hole" and you're almost there. Where the "Holes" in Quasispace come out in Hyperspace at: (Some coordinates are approximate - Don't forget that you can use the Insert and Delete keys to zoom in/out on the starmap) 500.0, 500.0 - This is where the "Space Hole" appears from the 17th to the 20th of every month. it is also where you enter Quasispace when using the portal Spawner 512.6, 541.6 - 574.9, 621.3 (Ur-Quan/Khor-Ah Space) 488.0, 538.0 - 973.5, 315.3 (Druuge Space) 466.0, 514.0 - 230.1, 398.8 (Spathi Space) 474.0, 497.0 - 611.0, 413.0 (Ur-Quan/Khor-Ah Space) 530.0, 528.0 - 775.0, 890.0 (Supox/Utwig Space) 544.0, 532.0 - 36.8, 633.2 (Arilou Space) 520.0, 514.0 - 11.0, 940.0 (Near Slylandro/Alpha Pavoris) 492.0, 492.0 - 5.0, 164.7 (Ilwrath Space) 447.0, 504.0 - 565.0, 971.0 (Top/Middle of map Near Delta Lyncis) 458.0, 492.0 - 860.7, 15.0 (Bottom/Right map area) 506.0, 475.0 - 189.0, 92.0 (Near Earth) 516.0, 466.0 - 567.0, 120.0 (Near Mycon/VUX/Yehat) 501.0, 460.0 - 381.0, 490.0 (Near ZoqFot) 478.0, 458.0 - 409.0, 774.0 (Top/Left Area Ur-Quan/Khor-Ah Space) 468.0, 464.0 - 921.0, 610.0 (Middle/Right area of map) The next step is making alliances and getting the objects you need to solve the game. All of the objects help in a way. Making alliances will allow use to build ships from other races to help you through treacherous space. Getting some objects require an alliance with a particular race. You should first concentrate on repairing the Ultron for the Utwig. You will need three objects, the Ruby Sphere, the Aqua Helix, and the Clear Spindle. Once you have all these simply "select" them on the ships device menu and they will each repair a part of the Ultron. Take the Ultron to the Utwig and they will give you the Utwig Bomb. You will need to defeat approx. 6-7 Druuge ships to get this necessary object. (See overview of objects/races on the above mentioned). The next object you need is the Talking Pet that the Arilou got from the wreckage of the Ur-Quan at Alpha Pavoris VII 56.2, 593.5. It will be at the Umgah homeworld causing trouble. To get the Pet you will need the Taalo Device to protect youself from psychic attacks. You will need to defeat 10 Umgah ships to get the Talking Pet. (See overview of objects/races on the above mentioned). Next, you will need the Sun Device from Beta Brahe 639.5, 231.2. You will need to have the Syreen forces launch an attack against the Mycon. To do this you will need the evidence showing how the Mycon destroyed the Syreen homeworld at Beta Copernicus I in Mycon Space. There you will find the Mycon Egg Case Fragment. Go to the Mycon homeworld and ask the Mycon about the 'shattered worlds'. They will tell you about the 'Deep Child' process. Then go to the Syreen homeworld and show them your evidence. Then you will need to get the Syreen their ships for the Ur-Quan vault on Epsilon Camelopadalis I-A 593.7, 393.7. They will then ask you to go back and make the Mycon aware of a new planet suitable for colonization, the Mycon will then move toward it, the Syreen will attack them by surprise and the Mycon forces will be significantly reduced. While the Mycon are on the move, you can go to Beta Brahe and get the Sun Device. You will need to defeat some Mycon forces to get this. Once you have the Sun Device you will be unable to reach the Chmmr because the Ilwrath will have their full forces blocking the planet. You will need the Umgah Caster that the Spathi stole. Go to the Ilwrath homeworld system and use the Umgah Caster to imitate their gods and order them away. They will then go attack the Thraddash. (In case you are wondering they do manage to kill the Thraddash but the Ilwrath sphere of influence is reduced to a circle smaller than the Arilou, hahaha). Then you can go to the Procyon system and use the Sun Device on the Chmmr slave planet. They will come forth and modify your ship, give you unlimited RU, and the plans for their kick ass Avatar ships. You will be transported back to base automatically and there you can dump all the weak ships in your fleet for Chmmr Avatars. (See overview of objects/races on above mentioned). You are now ready for the final step, the destruction of the Sa Matra. Go to Delta Crateris in Ur-Qua/Khor-Ah space. Inside the system you will see a huge fleet of ships making a barrier circling the planet the Sa Matra orbits. Now use the Talking Pet to distract them, them will instantly fly right out of the system, leave only 6 ships guarding the Sa Matra, you can fight your way through if you want for fun, but you will still need to use the talking pet before you go to the Sa Matra. At the Sa Matra you will need to kill the 3 Ur-Quan and 3 Khor-Ah ships there. You may find it easier to use your own ship rather than Chmmr Avatars, to save them for the battle with the Sa Matra. Once through you will have to confront the Sa Matra itself. If you have started the Yehat revolution, you will be notified by the Yehat that they have overthrown their queen and they now have a Pkunk queen. They will give you Yehat/Pkunk ships to replace any empty space in your fleet that you may have lost. The Talking Pet will tell you how to fight the Sa Matra. The fight itself is not terribly difficult. One tip that helps is when you have a bunch of green bombs coming at you is to stand still, do not thrust, when they explode they will give you a fast push away from the Sa Matra. You will float across the edge of the battle area and come out the other side straight at the Sa Matra's other side with good speed, usually enough to get hits on it before the green things blast you away again or the fireballs reach you. Once you have destroyed all 8 eight shield generators as the Talking Pet described, you can clear the space of any remaining green things. Hit the ESC key to warp out and bring in your big Precursor ship, just fly it into the hole in the asteroid belt where the shield was and that's it. Sit back and watch the thing blow. The ending scene at base is a little corny, watch for the races during the credits, it's a good laugh. Now wait for Star Control III.