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- Walkthrough of STARFLIGHT II
- ============================
- (compliments of GRAYBEARD)
-
- Part 1
- ======
- INTRODUCTION
-
- This walkthrough of STARFLIGHT II is divided into four parts: INTRODUCTION,
- CONFIDENTIAL, SECRET, and TOP SECRET. The INTRODUCTION contains tips on game
- mechanics; if you've played STARFLIGHT, you can probably skip most of it.
- CONFIDENTIAL conveys useful playing information that is _not_ pertinent to the
- goal of the game, while SECRET contains hints that _are_ pertinent to the goal
- of the game. TOP SECRET includes explicit instructions for winning the game. The
- four sections are intended to be read in sequence as you play the game; each
- successive segment assumes that you're further along in the game.
-
- Outfitting the Ship
-
- The first thing to do when outfitting your ship is sell the weapons for extra
- funds. You want to make friends, not enemies. The few races who are not friendly
- cannot be hurt by lowly class 1 weapons. Wait until you have enough money for at
- least class 3 weapons before buying any weapons. Missiles are better than
- lasers. Also if you are close enough to use lasers, you are close enough to take
- hits and will suffer expensive damage. In most cases you can move far enough
- away to use missiles, and the distance allows you to dodge enemy missiles.
-
- Jump pods and Blasto pods are of marginal use.
-
- One or two extra cargo pods in the beginning are useful. Be careful not to
- overload the ship. You want to maintain Excellent acceleration at all times.
-
- Top priority goes to upgrading your engine at least to class 3 before upgrading
- your armor or shield. Thereafter, upgrading to class 5 engines is still a high
- priority, but no longer top priority.
-
- Selecting the Crew
-
- Humans make good Science Officers. Veloxi make good Navigators and Engineers.
- Thrynns make good Communications Officers. Elowans make good Communications
- Officers and Doctors. However Elowans have low Durability. They die all too
- easily and are not recommended for that reason. In the beginning, a human Doctor
- will suffice. Hint: If given the opportunity to trade crew members with Dweenle,
- trade the Doctor.
-
- Skills are of little use until they reach the maximum. For that reason,
- concentrate on training for one skill only until it has reached the maximum for
- the character.
-
- You will not have enough money to fully train everyone in the beginning. The
- important skills to train in are Science (for the Science Officer( and
- Communications (for the Communications Officer). Spend the leftover money to
- train the Navigator as much as possible. The Navigator does not need a high
- skill rating until you venture beyond the local cluster where Starport is
- located. You'll need the maximum use of the Navigator's and Communications
- Officer's skills immediately. Beware of the flux point in the local cluster
- (33,70). If you accidentally go into it, you will become lost if the Navigator's
- skill is too low.
-
- Train the Doctor next, and the Engineer last. You only need the Engineer's
- skill to repair battle damage. In the beginning, you're most likely to be
- totally destroyed in any battle, so you shouldn't need the Engineer's skill
- until much later in the game, when you have to fight some battles.
-
- How to Succeed in Business Without Really Trying
-
- The best way to make money is to find colonizable planets. (Hint: Check the M
- class star in the Starport cluster.) Finding colonizable planets is a matter of
- luck and diligent searching. Check all Earth-type planets (brown, blue, and
- white in EGA/VGA displays) that are within the Ecosphere. Log all planets that
- meet the requirements, no matter how marginal they are; even the most marginal
- planet is worth a lot of money.
-
- The next best way to make money is to trade Specialty Trade Goods. Those are
- always in demand, although only at specific places. When the Specialty good is
- marked with an asterisk (*), the item is particularly special at that place. Do
- not sell your entire supply of goods marked with asterisks. They are more useful
- when sold in small quantities as bribes to make the locals friendly, and in
- certain cases they're needed to buy Very Important Products.
-
- Every planet wants some native and foreign life forms that are lacking.
- Importing foreign life forms is not very profitable unless you know ahead of
- time that you'll be going to that planet. It's very worthwhile to capture native
- life forms for sale on that planet.
-
- Trading in Standard goods is a gamble. Demand is random, so you have no
- assurance they can ever be sold. It makes good sense to buy Standard goods only
- if you can get them at an especially low price (e.g., 70% discount or more) --
- and even then, just buy a little.
-
- Mining is totally worthless, except for minerals needed to make repairs. It is
- worthwhile to mine 10 to 15 cubic meters of those minerals, just in case you
- need them later on to repair battle damage. The exception is cobalt, if you get
- the Shield Disabler.
-
- Trading is done at Trade Centers. When you find a Trade Center, note its
- location. On many planets, the centers are always in the same place. On others,
- the location moves around but the place where you found one the last time is
- still a good place to start searching for the new location. Shyneum can be
- bought at trade centers.
-
- How to Make Friends and Influence Enemies
-
- Throughout the game you'll have encounters in space with various races. Most
- will be friendly. Some will be hostile. A few hostile races can be made into
- friends. However, all friendly races can be made into enemies if you do the
- wrong thing. Talk to the friendly aliens. Ask questions until they cut off
- communications. The detailed clues you need to play the game and win are
- obtained mostly by talking to aliens. The locations of a few other clues are
- also gleaned from talking to aliens. Consider the answer before asking another
- question, as some answers are hints to specific follow-up questions. Some clues
- are deliberately obscure and misleading.
-
- The best way to handle an encounter is to first move to a safe distance, then
- scan the alien ship. After a while, you can tell which race you're dealing with
- by scanning the ship. All races have their own unique ships, although some races
- use more than one type.
-
- The right posture (FRIENDLY, OBSEQUIOUS, or HOSTILE) is important. Most races
- respond to FRIENDLY. (Hint: The Tandelous respond best to OBSEQUIOUS.) (Hint: At
- least one race respond best to HOSTILE.)
-
- Galactic Expressways
-
- Traveling through normal space is slow and expensive in terms of fuel. Once
- your Navigator is fully trained, you can use jump fluxes to speed up the
- journey. Making a jump through a flux automatically records it in your Starmap,
- and it is the only way to find out where the flux goes to. If you find a flux,
- jump through it just to record it. If it does not take you to where you want to
- go, just jump back. Be aware that there are several flux clusters in which it's
- very easy to jump through the wrong flux. In these cases, you have to make a
- local map of the relative locations of the various fluxes. The Starmap scale is
- too large to differentiate between the various flux points when they are too
- close together.
-
- Game Aids
-
- Get a sheet of transparent acetate and lay it over the map that comes with the
- game. Use marker pens to make notations on the map. Mark off any system you have
- already explored.
-
- The copy-protection scheme is error-prone because it's color-based. Under
- tungsten light, the red and orange stars look alike. The white stars have a
- yellow tinge. Dark blue and purple both tend to look black. When you're asked to
- count stars of those colors, double check the colors.
-
- Get lots of 3"x5" index cards or note pads. They're useful for recording
- information about each system you explore, and for noting other important
- information.
-
- A spreadsheet program is very helpful for tracking the locations in which the
- various Specialty items are bought and sold. It makes it easier to plan trading
- trips and compute profit and loss.
-
- Part 2
- ======
-
- CONFIDENTIAL
-
- From: Adzel, Acting Captain of the Muddling Through
- To: Nicholas Van Rijn
- Subject: Trip Report
-
- David Falkayn is in stable condition at the hospital. The doctors think they
- can reverse the catatonic condition. The problem occurred while we were in the
- Teeelveee system, but I suspect the entire downspin half of the big nebula is
- hostile to humans. I recommend that only ships with nonhuman crews be sent into
- that system in the future, and that the nebula be avoided altogether. The
- Teeelveee system is inhabited by a very hostile race with weapons too superior
- for us to fight.
-
- Our first stop was at the neighboring Tandelou systems. The Tandelous are
- divided into two religious sects that are currently engaged in a religious war
- but are friendly to neutrals. The Tandelous at 29,74 have a System Scanner but
- will sell it only to someone who can provide them with Godmasks. The only source
- of Godmasks is the Dweenle at 54,195.
-
- The Kher at 214,178 sell a Psychic Probe. We found it very useful for
- encounters and trading. It glows green when someone is friendly, yellow when
- they are cautious, and red when they are hostile. All ships should be equipped
- with this probe. The Kher also sell Dreamgrids.
-
- The Aeoruiiaeo at 184,148 sell a Field Stunner to anyone who sells them
- Dreamgrids. Our terrain vehicle's weapons are more efficient than the stunner
- for most purposes. However, the stunner is useful for quick getaways when
- dealing with hostile natives. By the way, the TV shield that Starport sells will
- not work with the more dangerous life forms, but it's still worthwhile.
-
- We found that the Dweenles are easier to trade with if we first sell them some
- Amusoballs. The Djaboon at 161,52 and Humna Humna at 237,41 are two sources of
- Amusoballs. The Dweenles are also great lovers of nid berries. Dweenle space
- captains will give large amounts of shyneum in exchange for paltry amounts of
- nid berries. They also become very talkative after such an exchange. Nid berries
- can only be found at 132,6. I recommend that all our ships carry some nid
- berries when going into Dweenle space.
-
- The Humna Humna all will offer better trade terms after being sold Livelong.
- Selling Livelong is the only way to buy a Flux Scanner from the Humna Humna at
- 216,45. Livelong can only be bought from the Teeelveee who especially want
- Tandelou Happy Juice. The Flux Scanner locates flux points in the Starmap. It is
- very useful for locating new flux points. I recommend that all ships be equipped
- with one.
-
- The Draffa Bustii at 242,165 has a Planetary Teleporter that they'll sell in
- exchange for Grow Goo from the Bga-Seng-Diul at 203,106. The Teleporter takes
- the terrain vehicle back to the ship from anywhere on the planet. It greatly
- expanded our ability to search planets for useful items.
-
- The Humna Humna at 237,88 has an Encounter Scanner. In the Starmap it pinpoints
- the location of nearby ships. It greatly facilitates avoiding unwanted
- encounters. It was also useful when we wanted an encounter. Unfortunately, the
- scanner does not indicate whether the encounter will be friendly or not. We
- found this scanner very useful when evading ships in the Big Nebula.
-
- We understand that there is a Mining Drone at 101,85. However, the planet was
- inhabited by very hostile Spemins. Since mining is such a low profit activity,
- we decided not to search for it.
-
- All ships should be warned that Gas Slugs are very dangerous cargo. The gas is
- a psychedelic drug that cannot be filtered out with our technology. It will get
- into the ship's air supply. It is very dangerous to keep onboard a ship, as it
- seriously degrades the crew's performance.
-
- From: Chee Lan
- To: Nicholas Van Rijn
- Subject: Trip Report Supplement
-
- I knew Adzel would not mention this. We ran into a race called the G'nunk. They
- have a wonderful philosophy, even if it is a little extreme. They are hostile to
- all who have not shown themselves to be G'nasch. "G'nasch" is anyone who can
- defeat them in combat. Naturally Adzel found them to be very distasteful, and we
- could never establish full contact with them, as he would not fight them.
-
- Anyway, we learned from the Humna Humna that they have some sort of Shield
- Disabler: It disables an enemy ship shield for a short time. What's more, they
- give you a Disabler when you become G'nasch! Think of what this means in combat!
-
- ***Personal Communique***
-
- Chee, we are traders, not fighters. These G'nunks are not someone we want to
- deal with. They still burn Endurium. We will have nothing to do with them.
- Besides, I understand this disabler burns up cobalt for fuel, and the G'nunk
- will not tell anyone how to operate it. You have to have a G'nunk on the ship to
- operate one. How would you like to spend months on a ship with a G'nunk? Think
- of poor Adzel.... -- Nicholas
-
- [Thanks to Jon Urban for telling me about the Shield Disabler.]
-
-
- Part 3
- ======
-
- SECRET
-
- From: Limmar Poynets
- To: Starport Foundation
- Subject: Big Nebula
-
- The next time you guys want someone for a suicide mission, don't call me! Based
- on Van Rijn's tip, I checked around the Big Nebula. There's some race called the
- Umanu living in there. They've got some kind of really long-range lasers that
- can penetrate a class 5 shield like it wasn't there. They also have a cloaking
- device. I nearly got fried in my encounters with them. Fortunately, with class 5
- engines and the psychic probe, I was able to run away from any encounters with
- them.
-
- The danger area seems to extend from about spin 180 downspin to the edge of the
- Big Nebula at spin 90. It's definitely only humans that are affected. If a human
- has not gone comatose, leaving that area immediately results in a complete
- recovery. I'm pretty sure the Umanus are connected in some way with this
- phenomenon.
-
- From: Limmar Poynets
- To: Starport Foundation
- Subject: Tandelou Civil War
-
- The Tandelou civil war is due to the loss of The Precious Thing that was stolen
- by the Spemin. I tracked the Thing to a Spemin planet at 158,183, but the Spemin
- sold it to the G'nunk. It was a Humna Humna who told me where to look on the
- G'nunk home planet. Returning the Thing ended the civil war, although they still
- continue to spar over religious differences.
-
- Ending the civil war enabled me to finally get some information out of the
- Tandelou's Guardian Gorzek. The Lowar found it and set it up as the Tandelou's
- Guardian, but that's not what it was originally built to do. I have been unable
- to discover what it was built for, but I suspect it's Leghk in origin.
-
- Based on what it was able to tell me about the Past, plus the Leghk messages at
- 105, 75 and the recordings from the abandoned Lowar ship at 198,154, I can make
- the following speculations:
-
- 1. *** CENSORED ***
-
- 2. *** CENSORED ***
-
- 3. *** CENSORED ***
-
- 4. The Spemin obviously also found the Hall, because their new technology is
- clearly Leghkian. However it now appears that they are a minor nuisance compared
- to the *** CENSORED ***.
-
- I strongly recommend we *** CENSORED *** find the Halls of Memory.
-
- From: Limmar Poynets
- To: Starport Foundation
- Subject: Halls of Memory
-
- I located the Halls of Memory. I found information on the exact location of
- three Lowar worlds from a Dweenle. On one of them at 28N,45E, I found the ruins
- of a Lowar research institute. It gave me the coordinates of the Halls of Memory
- and other information, which allowed me to narrow down the location of the Hall
- world to just two small nebulas. The key was discovering from another Dweenle
- the old Leghk names of the local star clusters.
-
- Unfortunately the Spemin have looted the place. It's totally empty. That's a
- dead end. The only thing left is to use the *** CENSORED ***. We know the Lowar
- did it, and according to some information I got from an Arla captain, I think
- class 5 shields are sufficient to survive the trip.
-
- If you approve the trip, I will need 75,000 SP to buy shyneum. (Handwritten
- note appears here: "Authorized -- Hari Seldon.")
-
-
- Part 4
- ======
-
- TOP SECRET
-
- From: Limmar Poynets
- To: Starport Foundation
- Subject: The Anomaly
-
- I don't like suicide missions, and to think I recommended this one myself! With
- class 5 shields up, we were able to enter the Anomaly at 244,149. On the other
- side, we were immediately jumped by hostile Leghks and barely got away. The Big
- Nebula was not there, so the time period is clearly in the past. We headed
- straight for the Halls of Memory at 132,219, using the Encounter Scanner to
- avoid the Leghks. Unfortunately, in this time period, the Guardian satellite is
- still operating; we could not get past it.
-
- Remembering that the key had been left with the Dweenle, we went hunting for
- one. We got singed several times when the encounter turned out to be with
- Leghks. The nid berries were the key to getting the Dweenles to talk. The
- location was given in a riddle that the Dweenle in the past still remembered. We
- deciphered it. The key was located at 105,17 at 0,0 on the planet.
-
- We entered the Halls (30S,134E) and got the full story from the 48 Leghks still
- unaffected by the UHL. The Leghk had developed a weapon against the UHL, but the
- first part was on a planet that had been overrun by possessed Leghks before it
- could be completed. The Leghks gave us the other half. It was then an uneventful
- trip back to the future.
-
- Coming back through the Anomaly, I played a hunch and visited Gorzek. I was
- correct: It's the other half of the UHL weapon. Anyway, this is my last report.
- I'm retiring. I'm getting too old to run around the galaxy getting shot at.
-
- From: Admiral Jean-Luc Picard, Starport Command
- To: Captain Worf, ISS Enterprise
- Subject: UHL
-
- Your orders are to locate and neutralize the menace known as the UHL.
- Intelligence indicates the location of the UHL may be found at the former Lowar
- world at 139,135.
-
- ***Personal Communique***
-
- Worf, I realize the sudden replacement of all human personnel on the Enterprise
- has greatly decreased the combat efficiency of the Enterprise, but it is
- necessary. I have the fullest confidence in your ability to bring the new crew
- to full fighting efficiency in the short time alloted you. The new shield and
- plasma torpedoes should help greatly.
-
- From the Leghk records, the UHL appears to be intelligent. You are the mission
- commander. The final decision rests with you. I can only ask you to consider a
- peaceful, negotiated solution if it is at all possible. No matter what you
- decide, I want you to know that you have my complete support.
-
- Good luck old friend. -- Jean-Luc
-
- From: Lt. Cmdr. Wesley Crusher, Chief Engineering Officer
- To: Captain Worf, ISS Enterprise
- Subject: New Equipment Analysis
-
- The new class 7 shields can be blown down by 3 hits of the Umanu class 5
- missiles. They provide little protection against the Umanu's long-range laser,
- which is primarily an anti-personnel weapon. The Leghk battle jump appears to be
- our only defense against it.
-
- The Umanu must turn off their cloaking device to fire the laser. We can now
- determine when an Umanu ship is about to fire the laser from the energy buildup.
- Any ship that is about to fire will appear as a blinking dot on the battle
- screen. One caution about the battle jump: We do not fully understand how it
- works, and jumps are semi-random. It is possible for us to jump out of sensor
- range of the Umanu ships. Their lasers have a longer range than our sensors, and
- we will suffer hits from them until we can move back into sensor range.
-
- The plasma torpedoes provide a partial solution to their cloaking device. Once
- locked on target, the plasma torpedoes will track an Umanu ship, even with the
- cloaking device on. However, we have been unable to integrate the tracking
- mechanism with our targeting computers. We can target an Umanu ship only when
- the cloaking device is off.
-
- The UHL Weapon remains a mystery. We only know how to launch it.
-
- From: Captain Worf, ISS Enterprise
- To: Admiral Jean-Luc Picard, Starport Command
- Subject: UHL
-
- We proceeded to the former Lowar world at 139,135 and found a message
- indicating the location of the UHL. We proceeded there, whereupon a large Umanu
- fleet attacked us. After a hard fought battle, we defeated the Umanus. I commend
- the crew of the Enterprise. They performed admirably. After the battle, the UHL
- appeared. The psychic probe glowed green. Pursuant to orders, I attempted to
- make friendly contact. After a brief message, the UHL attacked. I launched the
- UHL weapon, which attacked the UHL and severely wounded it before being
- destroyed. The UHL then sent a message that it would leave the sector if we
- would cease hostilities. I replied yes, and the UHL left. We then received a
- message from the planet below. The Umanu are the descendants of the lost Noah 6
- colony ship and had been held in thrall to the UHL. The departure of the UHL had
- freed them.
-
- Mission accomplished. Casualty list follows.
-