Star Control II walkthrough

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=                       Walk-Thru for Star Control II                       = 

=                   Game by Fred Ford and Paul Reiche III                   = 

=            Walk-thru written by Scott Reisig and Mark Allen               = 

=          Copyright 1993, 1995 by Scott Reisig and Mark Allen              = 

=                         Original  Date: 6/04/93                           = 

=                          Revision Date: 1/6/95                            = 

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=                                INTRODUCTION                               = 

============================================================================= 

 

================ 

A LITTLE FORWARD 

================ 

 

Scott and I would like to congratulate the game designers/programmers, Fred 

Ford and Paul Reiche III, on a game that is completely fascinating and  

totally engrossing.  We spent nearly 70-80 hours on the game; some in 12 hour 

marathon sessions that we called off due to sleepiness.  While this walk-thru 

will allow you to solve the game and find most of the artifacts in the game, 

it does not have all of them in it.  Apparently a cloaking device does exist 

(its listed in a picture on page 37) in the game somewhere, but it is well 

concealed.  We have not found this device, but we hear it is located  

somewhere in Ur-Quan space and is shielded against Energy scans. So if you do 

ever find this item, please email Scott or myself and tell us where the heck 

it is. We'd like to know! :) 

 

[To date, 1/6/95: We have not found it, nor has anyone else told us where they 

could find it.  Also, we continue to look for new information that we've left 

out or things which you think are really funny and we should all try...] 

 

============ 

OTHER NOTES: 

============ 

 

By using a little DOS magic, you can convert the Earthling ships into Kzer-Za 

or Kohr-Ah ships.  Copy the Ur-Quan ships and simply rename them.  Make sure 

you make a copy of them all first though, because you might want things 

restored for the Melee. 

 

Also, there is a problem with having RAM disk cache programs in memory.  They 

will corrupt your save files!!  Therefore, it is extremely prudent to disable 

or remove them before you start playing.  Accolade is looking into the  

problem, but in the meantime... 

 

A bug in the game will allow you to sell back more landers than you possess.  

This of course is a cheater way to play and extremely unethical. But, we'd  

just thought you'd like to know about it. 

 

======================== 

HOW TO REACH THE AUTHORS 

======================== 

 

Mark can be reached at: 

mallen@nwu.edu 

 

Scott can be reached through: 

northwst@casbah.acns.nwu.edu 

 

If you don't have email, then you probably live in a van down by the river, 

and don't have a computer anyway, but you can snail mail us at: 

807 Foster 

Evanston, IL 60201 

Please enclose a self-addressed stamped envelope for a reply. (Cause stamps 

ain't free.) 

 

============================================================================= 

=                             ALIEN HOME WORLDS:                            = 

============================================================================= 

 

Perhaps the most useful item in the walkthru is below.  This is a list of  

each alien homeworld, minus the Kzer-Za or the Kohr-Ah.  

 

Arilou                          QuasiSpace (see map) 

Chenjesu & Mmrnmhrm             Procyon II 

Druuge Trading World            Zeta Persei I 

Ilwrath                         Alpha Tauri I 

Mycon                           Epsilon Scorpii I 

Orz                             Vulpeculae system 

Pkunk                           Gamma Kreugar I 

Shofixti                        Delta Gorno system 

Slylandro                       Beta Corvi IV 

Spathi                          Epsilon Gruis Ia 

Supox                           Beta Librae I 

Syreen                          Betelgeuse I 

Thraddash                       Delta Draconis I 

Umgah                           Beta Orionis I 

Utwig                           Beta Aquarii I 

VUX                             Beta Luyten I 

Yehat                           Gamma Serpantis I 

Zot-Fot-Pik                     Alpha Tucanae I 

 

A note about the Melnorme:  They are located where ever there is a supergiant 

star.  So somewhere in that system they will be around.  Of course if you  

have either caster, then you can call them.  We liked to use the Melnorme as 

"in-flight" refueling. 

 

A note about the Ur-Quan:  This is the collective title for both the Kohr-Ah 

and the Kzer-Za.  The Kohr-Ah are the black ships that want to kill everyone 

in this part of the galaxy.  The Kzer-Za just want to enslave everyone.  They 

are the green ships. 

 

================ 

QUASI-SPACE MAP: 

================ 

 

There should be a Quasi-Space Map (in GIF format) included with this  

document.  We advise you to print it out and keep it handy.  You will be 

refering to it alot. 

 

We apologize for the first GIF enclosed with this document.  It was somehow 

corrupting during the upload.  We have fixed this problem are including a 

full sized map. 

 

[Note: The GIF map for whatever reason is gone from this file.  I don't have 

it handy anymore and I'm too busy right now to build a new one or look for the 

old one.  If any gracious volunteer would like to add her/his map to this 

file, send it via email.] 

 

 

============================================================================= 

=                             TASKS TO COMPLETE:                            = 

============================================================================= 

 

(Tasks in UPPER CASE are essential to complete.  The ones in lower case will 

add more enjoyment to your game.) 

 

===================== 

REPAIRING THE ULTRON: 

===================== 

 

Crystal Spindle 

--------------- 

The Pkunk have this item and will give it to you willingly if you visit their 

homeworld. 

 

Aqua Helix 

---------- 

The Thraddash have this item.  You need to gain the trust of the Thraddash 

before you go to get the item which is on Zeta Draconis I.  You gain the 

respect of the Thraddash by killing several of them (try about 20) and then 

visiting the homeworld. Don't go to the Homeworld first, as the kills you  

make there will not count for anything.  After you steal the Aqua-Helix, the 

Thraddash will be mad about this.  BUG OUT OF THE SYSTEM...It saves a lot of 

time and trouble. 

 

Rosy Sphere 

----------- 

The Druuge have this item on their trade planet.  Unfortunately, the Druuge 

only trade in slaves.  The price for the Rosy Sphere is 100 crew members, so 

be sure to have more than that on hand in the other ships you carry.  Hans 

Lie (g9hansl@cdf.toronto.edu) told us that you can also trade a Mycon Egg 

Case to the Druuge for the Rosy Sphere.  (There is an extra one on Gamma 

Brahe I). 

 

Uh, we personally, uh, don't recommend slavery, but of course we sold our crew 

members, so you should too... don't do it too often though, or you'll stop 

getting volunteers... 

 

For a laugh, try buying some of the other crap that the Druuge are selling... 

 

Ultron 

------ 

The Supox have the Ultron on Beta Librae.  Put all of the other parts into  

the Ultron by 'use'ing them from the Device Manifest.  Take the Ultron to the 

Utwig on their homeworld.  They will provide you with the bomb to destroy the 

Sa-Matra.  The bomb is on Zeta Hyades VI (2nd moon).  When you arrive there 

will be 5 Druuge ships.  They should be relatively easily to kill if you  

have the Hellbore cannons and the ATS systems. 

 

(A tactical tip from dmerrill@cdc.hp.com: 

 

The best way to kill Druuge ships is with the Earthling Cruiser.  As long as 

you are able to keep your distance (not too difficult, since the Druuge 

Mauler also has pretty poor acceleration), you should be able to take it out 

with a few nukes.) 

 

If you do this in a timely manner, the Utwig and the Supox will attack the 

Kohr-Ah, providing you with additional time to defeat the Ur-Quan. (Between 

9-12 months.) 

 

============= 

SYREEN TASKS: 

============= 

 

Prove that the Mycons destroyed Syra by going to the former Syreen homeworld 

at Beta Copernicus I and getting an "egg husk" of the Mycon Deep Child. Get  

the Syreen ships out of the vault at Epsilon Camelopardalis Ia. Travel to the 

Mycon homeworld and tell them of the new planet to take the Deep Child.   

Travel to Beta Brahe I when the bulk of the Mycon fleet is gone. You will  

still have to fight 5 Mycon ships though.  Obtain the Sun Device from the 

planet surface.  To tell the Syreen about Syra you must do one of two 

things: a) buy the information from the Melnorme, or b) (from Hans Lie again 

(thanks Hans! (g9hansl@cdf.toronto.edu)) you can visit a shattered world and 

ask the Mycon why shattered worlds are only in their system.  (Gamma Brahe 

has a shattered world -- for example) 

 

============= 

Spathi Tasks: 

============= 

 

Clear the Spathi homeworld of the biological life forms that feed on the 

Spathi. Tell them about your deed by traveling to the moon of the homeworld. 

Force them to send their ships to Earth.  Eventually they will construct  

thier own slave shield, but on the moon they leave behind the Umgah Mind 

Caster.  Be sure to pick that up.  Use the Caster for three things.  1) You  

can call the Melnorme in HyperSpace to come to your ship.  2) You can 

comminicate with the Chenjesu and the Mmmmhrmmr. 3) You can fool the  

Ilwrath into thinking that Dogar and Kazon are speaking directly to them. 

 

If you don't want to wait for the Umgah Caster, you can get the Burvixese 

Caster which is located at Arcturus Ia.  We only recommend this if you have  

the Portal Spawner though, because of the time involved getting it otherwise. 

 

[Note from skreyn@netcom.com: The Druuge will also trade you some ships or 

fuel for the Burvixese 'Caster.] 

 

============= 

Arilou Tasks: 

============= 

 

In Alpha Pavonis on a blue planet there is a wreck of an Ur-Quan Dreadnought. 

Salvage the wreck and pick up the Ur-Quan warp pod.  Later, in Columbae a 

portal to QuasiSpace opens every month on the 17th and stays open for a few 

days.  Visit the Arilou homeworld in the far upper right hand corner of 

QuasiSpace.  Provided that you have the Ur-Quan warp pod, they will fit your 

ship with a Quasi-Space Portal Spawner, which will save you much time and  

fuel. Since there are 15 "holes" back to HyperSpace, it is a little daunting 

to find which hole leads where.  This is an important device to have because 

of the time you will save. 

 

(Be sure to see the map included in this archive.) 

 

=============== 

SHOFIXTI TASKS: 

=============== 

 

The important thing to remember here is: DON'T KILL HIM!!  Go to Delta Gorno. 

Converse with him -- actually -- insult him. It's the fastest way.  He thinks 

that you are Ur-Quan and will attack. Continue to converse with him by using 

your emergency warp.  After he realizes who you are, he will become quite  

happy to help you in anyway possible. 

 

[Another note from: skreyn@netcom.com: The Shofixti warrior you meet is 

named Katana _or_ Takana (they're brothers)] 

 

In order to bring the Yehat back from the Queens clutches, you need to 

repopulate the Shofixti race.  Of course, you need to have females to do  

this.  A VUX admiral named ZEX (ha ha) on Alpha Cerekov I has several  

Shofixti women.  But in order to get them, you need to find this creature he 

wants.  It is located on Delta Lyncis I.  It is easily found by the fact 

that it's huge and is very aggressive. 

 

Return the creature to Admiral ZEX.  He will want to capture you, but the 

creature will escape, killing him and allowing you to go to the planet  

surface and get the Shofixti women.  Travel back to Delta Gorno and give them 

to Tanaka. Two months later, you can get a Shofixti ship. Another benefit is 

that crew cost is lowered to 3 instead of 5 due to the Shofixti volunteers.  

Buy one and carry it with you to Yehat space.  Show the Shofixti to the  

Yehat.  Unfortunately, you will start a civil war, but it can't be avoided. 

Later the Yehat can give you some ships if you need them. 

 

================== 

Zot-Fot-Pik Tasks: 

================== 

 

Visit thier homeworld.  They will eagerly join up with you and provide you  

with the designs for their ships. These guys will also provide you with some 

important reconaissence information, such as the location of the Sa-Matra,  

and also information about who is winning the Ur-Quan and Kohr-Ah war.  We 

liked these guys the best (except for the Umgah -- har har har).  Both of us 

want to know about Frungy... 

 

================ 

Slylandro Tasks: 

================ 

 

Have you noticed how annoying those Slylandro probes are?  If you visit thier 

homeworld, they will provide you with a self-destruct sequence code for the 

exploration probes.  Later, the Slylandro reprogram a probe which has  

returned to their world to broadcast the destruct sequence; this will 

dramatically lower the population of probes.  The Slylandro give you 

information about the Precursors.  Apparently the Rainbow Worlds have some 

great role in relating the fate of that ancient race. 

 

The rainbow worlds align into an arrow formation pointing toward the galatic 

core.  (Hmmm, setting up for a sequel maybe??!) :) 

 

(This complete list brought to you by Eric Yung (eric@ship.net) and Hans Lie 

(g9hansl@cdf.toronto.edu)) 

 

Beta Pegasi I 

Epsilon Draconis I 

Epsilon Lipi I 

Beta Leporis I 

Gamma Aquarii I 

Groombridge I 

Alpha Andromedae I 

Gamma Reticuli I 

Gamma Kepler I 

Zeta Sextantis I 

 

But other than the fact they're worth 500 credits from the Melnorme, there is 

nothing else to them.  [skreyn@netcom.com points out: While the Rainbow Worlds 

serve no "purpose" in the game, they usually also have valuable resources on 

them.] 

 

============ 

UMGAH TASKS: 

============ 

 

The Umgah have an Ur-Quan "talking pet" which is actually a Dryanni. You need 

to get the Taalo Pyshic Shield device on Delta Vulpeculae IIc. (Be nice to 

the Orz!) If you travel to the homeworld and ask about secrets, the Umgah 

will tell you that it is undergoing surgery.  If you leave and come back, the 

creature has taken over the minds of the Umgah.  The creature will try to 

send you to your death by making you attack an Ur-Quan armada; if you have 

the Taalo physic shield device, it will protect you from the tricks of the 

Dryanni.  After you are attacked by 10 Umgah commanders, the Dryanni will 

surrender.  Return to the planet.  The Umgah will give you some important 

information about the Mycon; and also 500 units of biological data that you 

can sell to the Melnorme; as well as four ships.  Being great joke lovers  

they will proceed to attack you...just warp out and leave the system.  (PS:  

For a good laugh sometime, come back...maybe you can be Honorary King!) 

 

============= 

Ilwrath Tasks 

============= 

 

When you enter the Ilwrath home system, use the Caster to trick the Ilwrath 

into choosing a new target.  It will be the Thraddash, so be sure that you 

have the Aqua Helix before you send them off on their rampage.  They will  

pack up and leave Pkunk space. 

 

============ 

CHMMR TASKS: 

============ 

 

After the war was over, the Chenjesu and the Mmrnmhrm decided to be enclosed 

on one planet.   Use the Sun Device from to accellerate the "process" of the 

combination.  The Chmmr will do three important things for you.  You will 

recieve unlimited RUs; they supply the designs for the Chmmr Avatar -- easily 

the best overall alien ship (other than your own.); and finally, they enhance 

the bomb with their crystal technology. 

 

======================== 

ASSAULT ON THE SA-MATRA: 

======================== 

 

The Chmmr transport you back to Earth, two weeks later...the bomb has been 

loaded into your flagship.  We recommend the following configuration (since 

you only have six open slots due to the bomb mechanism): 

 

Hi-Effiecency Fuel System 

5 Crew Pods. 

 

We also recommend that you buy 10 Chmmr Avatars and save two of your Pkunk 

ships.  

 

(Another tactical tip from dmerrill@cdc.hp.com: 

 

The Avatar is definitely NOT the best ship to fight the Ur-Quan and Kohr-Ah. 

The Utwig Jugger is far better at this -- an Ur-Quan ship has absolutely no 

chance against a Jugger, and a Kohr-Ah ship is only a small challenge.  An 

Chmmr Avatar has only a slight advantage over either of these baddies.  An 

Avatar can take out one, maybe two Ur-Quan/Kohr-Ah ships before biting it, 

but a decent Utwig pilot can hold out almost indefinitely.) 

 

[Ed. Note:  Scott and I can confirm that the Utwig ship is superior in melee 

vs. Ur-Quon ships.  It takes quite a bit of practice, but it is true that a 

decent Utwig pilot can destroy a significant number of Ur-Quon ships.  The 

ratio is 5:1 on average.] 

 

Use your portal spawner to put you near the Crateris constellation, and 

proceed to Delta Crateris V.  Around the planet is the biggest group of 

nasties we've ever seen.  Use your Dryanni to distract the orbiting fleet. 

Once you're able to enter the "planet" screen (the blowup of just the planet 

and the Sa-Matra), save your game!!  Proceed to the Sa-Matra, where you will 

be attacked by 3 Kzer-Za and 3 Kohr-Ah ships.  Take them out with the Chmmr 

Avatars (or don't).  But don't worry, the ships you lose here will be replaced 

with Yehat Terminators and Pkunk Furies.  After the Ur-Quan toadies are 

destroyed, the Dryanni will tell you about the configuration of the Sa-Matra. 

It has been our experience that Pkunk ships -- surprisingly -- do rather well  

against the shield generators.  This is due to thier speed and broadside 

capabilities.  Once the shield is down, concentrate your attacks on the 

green blotches and the fireballs.  Once you kill them, then fly your 

flagship into the opening, and win. 

 

Congratulations on solving the game. 

 

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=                               END OF DOCUMENT                             = 

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