Space Rangers HD: A War Apart

Space Rangers HD: A War Apart

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The Complete English Guide for SR HD
От WaKKO151 и соавторов
This is a guide in progress that was slowly written by WaKKO151, Yao.89, and alot of helpful people. The first link leads directly to an english speaking guide I used to learn how to play this game over a decade ago. This guide includes almost all the basic information + advanced information that might be helpful to veteran players. We hope this guide can help you enjoy this wonderful game. Space Rangers 2 is one of the greatest games ever created!

Also please give us a helpful rating so we know it is helping people :)
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The Help Manual
There is a help manual in-game in SR HD. After you enter a game, press esc and click the help button in the menu. There, you will be able to access the help manual. I will include sections in the header that will tell you if it is found in the help manual.
The Players
*section is found in the help manual
This game is a simulation. Keep that in mind. You are not controlling the simulation EXCEPT when you first pick the intial options. There is an ARROW pointing down in the difficulty section (Yes sometimes people don't notice this.)
It allows you to make some basic selections on how the simulation will run. This is your chance to change the way the game plays. Once it starts it can not be changed after that so think about what you are doing and understand that you are not the only one playing. From my own calculations there are 13 AIs besides the AI for each ship in the game.

The Players

The Govenours - There are AIs for each planet called Govenours. They are actually doing alot of stuff you can not see on the planet like producing goods, ships, equipment, creating missions for haulers, and rangers, and military personel. There is alot going on in the backround and the Govenours control what happens on each planet. There goal is to make there planet the best of all the other planets in the game and they do compete with each other.

The Race AIs - Each Race AI controls its races fleet. It decides how many ships it would like each planet to send to an offensive fleet.

The Empire AI - The Empire itself has an AI that trys to balance the control of all planets between the Races and sets prioritys to taking or defending space. It controls the main fleets objectives.

The Dominators - Each Dominator race has its own AI. They can not co-exist in the same solar system and will attack each other. They control the production of planets captured by the Machine race and tell there fleets where to go and who to attack.

The Machine AI - Even though they can not co-exist in the same solar system they can co-exist in the same universe while the Human opponents are alive. They will avoid attacking each other unless they are really desperate. And in this way they are almost on the same team. Things like not owning any systems or being trappend between the other AI races with no other prospects will prompt the Machine AI to attack itself. Otherwise they can and will work in tandem to try and overwhelm the Empire and pirates.

The Pirate Govenours - They work like the Empire Govenours except they are actually destroying the economy and trying to get as much out of it as they can before they are pushed out or just leave. They never intend to stay long term. So there control really devestates a local economy even after they leave or lose the system.

The Pirate AI - This AI controls the Pirate fleets. This is similar to the Empire AI except each pirate is a unique individual and they own there own ship.

The Rangers and Pirates - Each ship in the game is its own AI that is doing something it was offered. So haulers for example go to places where the race ai told it was the best place FOR THEM (based on there distance and current circumstances) to go and buy things, and then the best place to sell those items. Rangers can take offers from any AI just like you. So they can ask for a mission from the govenour or they can take a trade run, or just look for a target to attack. Each one normaly has a preference for what kind of missions they like to do. Each pirate in the game is playing a deadly game of pay up or i will try to kill you. They will keep there word if you pay them and move to a new target but they will not ask govenours for missions, attapt to go on a miliary run, or take trade missions. So all of these guys are playing the game at the same level as you.
The Settings and Why
*Section is found in the help manual
The Settings

Pirates
Wakko's choice: I pick Weak or Ordinary because even though the pirates have less resources, especially at the start of the game, they can quickly grow out of control because they are basically are made up of guys who fight everyone including themselves, all the time and the ones that survive for a long time end up being really strong. That and add in how fast they can strip resources off a planet and produce cheap goods that they only sell to friends and you have an extremly strong Faction that has no actual responsibilites. Furthermore, the pirates love wiping out every station except medical + pirate stations, which would really make it more difficult in the beginning.
Yao.89's choice: I agree with most of the information above, however, I will go into the specifics a bit more. If it is your first time playing, pick weak or ordinary, since tough or higher will be way too difficult. If you want a challenging gameplay, pick tough. If you are a veteran pick the highest one available, but be prepared to basically stay low until you have the better weapons.

Price Spread - It increases the range at which people buy and sell things allowing for a bigger profit margin per trip.
Wakko's choice: I personally pick Big or Normal. The price spread allows people like haulers to make more money per trip. So this can increase the economy of everyone but, Since the Empire has a lot of guys dedicated to hauling crap around it really helps them in a big way. But the pirates will also make more money from this simply because there will be places that sell it for higher or lower. Again, the Empire benefits the most from a Big Spread and is hurt the most by a small or minimal price spread.
Yao.89 choice: To be brutally honest, I find this setting useless. Usually I put it in minimal, since there is no point in the game if it's high, since it doesn't truly benefit you. If you are a beginner, I suggest putting it in normal. Otherwise, you can put it in minimal.

Scientists - This increases the speed at which scientists research dominator tech.
Wakko's choice: I personally keep this at stupid. The faster these guys research the faster the tech is going ot increase. This makes the game smoother. You won't see people going from blasters to UBER Weapons within a couple of months. You won't have enough money to buy it by then anyway. Increasing this definetly helps The Empire and hinders the Dominators the most.
Yao.89's choice: I also keep this as stupid mostly. If you want a quick game, you can put it as genuis. It is truly up to you.

Repairs -
Wakko's choice: I honestly don't think people understand how important this setting is. Honestly, It is got to be the single most important setting in the entire game and the effects accumulate faster then any other setting by far. Raising this lowers the maintence cost of flying a space ship for EVERYONE!!. I can not stress this enough. For pirates, rangers and haulers this can mean the difference of making pure profit off of flying around and making a decent living and urking by. Pirates for example, have to pay when they land on a planet to repair there ship systems and there hull. Since they use there ship for fighitng non stop, this can really hurt there wallet, as opposed to being able to fly around without ever really paying anything for repairs and instead can save up large amounts of cash to upgrade there ships. I suggest putting this setting to Average or Frequent as it will nerf the rangers and pirates enough to make the game competitve. It also makes assassination missions alot easier as you can starve a person out of money by attacking them until they are forced to land and repair until they run out of cash.
Yao.89's choice: This makes a huge difference once you have dominator equipment which needs nodes to repair. It reallt just becomes a hassle. However, I suggest normal is decent, and frequent if you want a challenge.

Equimpent -
Wakko's choice: This determines how far behind planets and stations are from research centers. The availability of epic equioment. This is a huge descion. The easier it is to get gear the more likely other people are going to have access to it as well. That means that it is less likely for you to get rare equipment when everything is so easy to come by. That is why I reccomend setting this to Poor or Junk. When you find really nice equipment and buy it then no one else gets it and you get an advantage over everyone else. Plain and simple.
Yao.89's choice: I agree with the statement above, since at the start, you will not have a lot of money. It is a given. Therefore, it is best to put it as poor or junk, so when you find good equipment you can actually buy them. Beginners should just keep it as average.

Quests -
Wakko's choice: This affects probably the least amount of people because most rangers do not take Govenour missions. They ussually follow the main fleet around. But that being said it does effect you and a few others who are more inclined to help the Empire. Therefore, I reccomend puting this to Light or Normal.
Yao.89's choice: I usually put this as light, since it helps a lot. Especially once you do a couple of planetary missions, your payout becomes insane.

Black Holes and Luck
Wakko's Choice: Only 2 people use black holes in the game. 1 dominator AI and you. So you can honeslty set this to whatever you want. There are a lot of rare items to be found in black holes and you can really get an edge over others. Luck is confusing to me. I won't pretend to understand what it does.
Yao.89's choice: Based on my observation, luck dramatically affects drop rates, quest rewards and exploration chances of items. Therefore, it is easier to get a vertix or micromodule drop when you have very high luck. Furthermore, luck may lower damage estimation percentage (the random damage range you have for every weapon). However, this is just speculation, but I tested the drops + rewards, which holds true.

For Beginner (75%):
- Overall, weak enemies, and coalition will be pretty strong. This shouldn't be that hard.
Pirates - Weak
Price Spread - Small
Scientists - Genuis
Repairs - Rare
Equipment - Average
Quests - Light
Black Holes - Average
Luck - Brilliant

For intermediate (100%):
-Overall, pirates may pose a threat, but coalition should be decent enough.
Pirates - Ordinary
Price Spread - Big
Scientists - Stupid
Repairs - Average
Equipment - Poor
Quests - Light
Black Holes - Numerous
Luck - Fine

For people that want to be challenged (150%):
- coalition will probably get owned by the pirates, so you have to invest in the coalition and etc.
Pirates - Strong
Price Spread - Minimal
Scientists - Stupid
Repairs - Average
Equipment - Junk
Quests - Light
Black Holes - Few
Luck - Poor
Starting out
Starting out: If you are a beginner, I suggest beginning with the human race and with the merchant class. This is because relations are good with all races, making trade + quests easier and human and Faeyan Hulls come with an overdrive which increases your speed at the expense of burning out your engine faster then normal use. Otherwise, you can choose anything really. Once you get in game you can work around any shortcomings you have.
For complete beginner: You should do the full tutorial, it does make some money. The droid should be easy to beat if you got 3 weapons, or at least 2 frag cannons. Make sure to do the planetary mission.

For more experienced players: You can skip the entire tutorial. However, you should do the planetary mission 1, since it is 100% success rate. The planetary mission should be on the home planets on where you start out. DO NOT ask for reinforcements or metal alloy, b/c it will decrease the money reward by ~80%. For this planetary mission, basically, just make 5 combat bots, 2 repair bots. Combat bots uses fullstack, either 4 missiles, or 3 missiles + 1 stun gun or 2 missiles + 2 lasers, antigravs, and mortar only for combat bots. The choice of locator, firewall and dynamod is completely up to you. The repair bot should just have 4 repair tools and a locator. No mortar, since then repair bots try to attack, which usually gets them killed. Basically, send 3 combat bots up front, 2 repair bots at the back. Manual control another combat bot up and lure the bots to the 3 other combat bots. Then, just rush the towers. Every time you capture a base, build more robots to cover your loses.

The Pirate Federation: I suggest you 100% join the pirate group. You get a free 500+ size ship with 4 weapon slots around 20k cost. Even if you don't go pirate, this is a great starting ship. Its important to note that you will be shot at if you are in a pirate held system when the Coalition tries to reclaim the system. For all intensive purposes joining the pirates makes you a pirate. That can be fixed but get the ship. Also, remember there is an alternate ending if you become the highest ranking pirate.

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Here are you options after the tutorial missions.

Merchant Way: Basically, it involves buying items for low prices and selling items for high prices. Using the business center is very good for close system trades. Also, there are stimulants that boosts trade skill, so buy that if you can find it. Minerals are useless to merchant. The increment on the goods should be: foodstuff -> medicine ->mechanics -> luxuries. If you'll willing to take a risk (chance of getting arrested) : foodstuff -> medicine -> weapons ->luxuries -> drugs. In the end, drugs do make the most money. Normally I check every trade center on any station or planet I land at and buy anything that has a bunch of thumbs up and sell when i come to a station with a bunch of thumbs up on the sellers side. Simple. However, the best way is to use the information center. It will get the prices of the lowest purchase prices + the highest selling prices at a cost of 6 cr.

Scrap collector: Basically, you go to places where fighting is occurring and picking up only the useful items. Mostly pick up anything that is about 10-20:1 in cost size ratio. Do not collect minerals ever, just a waste of time. Foodstuff is useless after you amass around 50k+ in cash. Always pick up luxuries and drugs. This is Very dangerous. Always save before you try this out. Save a lot.

Quests: I suggest to avoid them until you have a better engine and weapons. However, these do offer a good amount of exp + cash. They are normally courier missions. Take X item to Y planet in Z system. The easier ones give you more time to complete the mission and the harder missions take less time. You get more money from harder missions. Assassination missions require you to use the Search Function in the info section at stations to locate the target. Once you find him you normally have to bleed his money dry or kite him really far away from everyone else so he can not land. Sometimes if you are tasked with killing a pirate they will land on a planet where they are immediatly arrested. You will have to either wait until his sentence is up which normally means you lose the mission... OR you can talk to the govenor to release him but that costs money. I suggest, before taking any quest, save right before you take it, then you can restart or choose not to do it if it's impossible. Also having an extra gas tank, or Cistern full of gas will help you get thru areas where it is not possible to land and refuel after a jump.

Pirate: This involves attacking people and requesting them to either give you money, or drop their cargo or you will keep attacking them. This is more an art then a science. You see if you blow everyone up you don't make a lot of money and the police start hunting you down. But no one cares if you just attack people all day long and extort money from them. Except of course the people being attacked. They will ask others for help and they will defend themselves. The optimal thing to do is to fight weak targets like diplomats and merchants until they make an offer. Hope it's more then the cost to repair your ship. That's the tricky part. However, extensive pirating will lower your relations to the coalition planets, so be careful. Pirates also recieve discounts at pirate bases depending on how much of a jerk you are.

Dominator exploiter V2: Basically, you need at least 3 frag cannons or 3 missile launchers to stand a chance. You go to places the dominators invade, then kill the easy guys and/or the big guys if there is enough people. Then take the items that offer 2x the cash or anything that has a high cost but low size. Take the nodes too and store on planets, since they will help later on. I would suggest you store the nodes on planets because if any station blows up (And they will blow up) you will lose all your items. You can use nodes at pirate centers for a program: distress signal, which could help you get powerful weapons from dominators. The pirates + dominators usually destroy a lot of the space stations, so you shouldn't trust too much on the ranger centers. I usually store the bulk of equipment and nodes at my home system, since the security is the highest there and its normally in a corner.
Mid Game
At this point, you should have a decent hull. (All slots open or at least everything except 1 weapon slot or artifact slots) You should have much better weapons, which are multi-resonators (earliest strong coalition weapon), missile launchers, lirecrons or caphasitors. You should try to take on more missions and also take on more black holes. Now, the black holes will reward you with much better weapons and equipment, so it might be better to specifically aim for black holes if you see some on the galaxy map. By now, you should begin taking over systems and investing the business center (making scientific, pirate, military or creating fleets). Just remember, Don't attack the pirates (in the alliance) unless you want everyone in the alliance to become hostile towards you. Your aim at this point is to obtain an end-game hull, prefereably 800+ space, all slots open, which would allow the space for loot and equipment. If you do obtain a transculator (if their size is 500+)from missions or black holes, do use them, since training them earlier will help out much later in the future.
End Game
By now, you should be ready to take on the bosses (dominators) and the pirates. At this point, you should be equipped with only end-game weapons, such as: vertixes, IMHO-9000, Turbogravitron, Atomic Vision and or designators. Multi-resonators are too weak at this point, unless they are equipped with threader + artifacts. You could follow the pirate alliance, as a secret agent for the coalition, but it will be more dangerous and you will permanently lose relationships with special agents. The fastest way to win the game is to finish the pirate storyline. Finish all the tech research and kill the dominator bosses one by one. For Keller, the black hole one, you should use: 5 flow blasters, since they auto lock & droid junior to repair your ship. Multi-resonators could also work. Another piece of advice is to hire rangers or pirates (if you are a secret agent of coalition), so you could use them as sponges for dominator fire. They especially help for the bosses.
Pirate Quest Line
This section will cover the pirate quest line from start to finish. The coalition is simple, where there is no quests, while the pirate quest line has a mission for each level up. This will just go through the various missions.

Ship Boy Promotion Mission: Basically you go to a uninhabited island and you use probes to discover a memory module that you need to deliver to the nearest pirate base.

Raider Promotion Mission: You need to kill a supposedly "snitch." Although once he is shot out, he will try to negotiate you to live. In addition, there will be a commander that wants to meet you as well. Once you have picked up the capsule, you can decide to drop it off in either a pirate base or a coalition planet.
If you drop it off at a coalition planet, you will be given a nanobrolite equipment III + attack skill boost + 1, which is fairly decent. There is also indications that you might be allowed to become a spy. Afterwards, you go to the pirate base and get to choose from 3 level 2 micromodules.
If you drop it off at a pirate base, you will get an upgraded equipment III + mobility skill boost +1. In addition to choose from 3 level 2 micromodules. The pirate base just kills him.

Skipper Promotion Mission: This involves taking down a Ranger Center. You will be given 3 quark bombs and then a transfusion beacon, so that there would be a swarm of dominators that invade the system. After you accept, you will receive a notification to land on another planet. You can choose to ignore or tell them. If you tell them, you stay as the coalition's special agent. If you tell them, once you arrive at the ranger station, you need to keep the space ranger station alive for 60 days to accomplish the mission. After you and the station survive for 60 days, the station will self-destruct. For the reward, you get to choose from: 3 lvl 3 MM, 2 lvl 2 MM or one lvl 1 MM. Depends on your but I would recommend either 2 or 1, since they are the best bang for your buck.

Interesting Offer: There is the ability to get submodem from the pirate base. This involves paying 80% of which you can negotiate down to 40% of your cash stack.

Cutthroat Promotion Mission: This involves killing the top ranger basically. If you are top, it will involve killing the 2nd place. I recommend to follow the ranger to a dominator system and kill him there, so you won't have any bad relations. After you return to the pirate base, you learned that he survived, so you have to complete a text mission. After you receive this mission, you have the option to go to a planet for "tax return" which is the special agent mission. Basically, you don't get anything just remember your honor. Right after you land on the planet with the hospital, you will start the text quest.

Hospital Text mission: After you arrive, there is a droid that scans you. Allow it to scan you. You will have to give up the blaster. Your goal is to go to the 1st floor, service area, go to the restroom, wash your hands and wear the work clothes. Then go to the bureau with the other workers, play dice until you can't play dice anymore. Then go to the admissions center and approach the nurse to talk about a light bulb. Then you go back to the workers "the Bureau" and ask about Kuzmich or something and talk to Kuzmich, then get the light bulb from the utility room. Go up to the 2nd floor, go to the general ward, talk to people there, approach the ward, climb up ladder, eavesdrop, and replace the light bulb. Exit, go to the private ward, tell guard you are here to fix the ventilation and then go see the ranger. You can suffocate the ranger here, but if you are still with the coalition, leave without killing him. Then take elevator to the 4th floor to ask to talk to the chief about important stuff and tell him what is going on. After that, the ranger wakes up and you get an ultra-alloy equipment III. Then you go to the pirate base to finish up your quest. You get to choose 2 lvl 1 MM.

Capo Promotion Mission: You need to go to an uninhabited planet to kill another pirate. There will be another pirate that accompanies you. Once you arrive, you have 2 choices. You can either attack on planetary battle and then the pirate finishes him off or you can ask the pirate to attack the planet and you finish him off outside. If yo attack the planet, you will go through a planetary battle. I have the video guide below, but it is super easy (5 minutes) so I would go through this route. After you can decide to let him die or live. If you let him live, you get to choose 1 lvl 2 MM from a colaition planet.


If you let the pirate attack the planet, he fails and makorav will try to escape. His ship is OP, with over 49% defense, it is unlikely you can kill him. Once he arrives at the planet, you need to go to another pirate base. Ask for the next steps and infiltrate the planet. Ask Shue to distract and you go on the planet for the text mission. Basically, the code is the number divided by 2. Afterwards, you can cause an accident -> but go to jail or kill in hyper space which is a 4 v 1 no items hyperspace battle. Fairly easy. Then you can decide if you want to kill him or not.

The rewards for if you kill him is upgraded equipment III and 3 lvl 1 MM's.

Khan Promotion Mission: This is composed of 3 separate quests. These might vary, but here is the ones I got:

1. Go to an uninhabited planet and rescue an uncle in a Dominator system. I would just ignore the dominators in space, land and return back. There is a planetary battle, below, but literally takes 2 minutes if you know what to do. Pretty simple.


2. Need to complete a text quest for a journalist.
- half baked fried chicken -> agree and follow the peleng -> revive yourself -> I understand
- if the question is: how many gaalians fight a pencheyracus -> answer: None!
- that's it, so now you deliver the disk back

3. Depending on the pirate base, you can get 2 easy deliver missions.

The reward is a choice of 3 lvl 5 pirate hulls.
- kindhearted priate hull, +14 energy, +12 frag, +20 missile weapons
- Pacifist Corsair Hull: +10% shield, +4 armor, -1 attack, -1 technology
- Honest Renegal Hull: +13 jump, +50 grip, -50% ship mass and -3 commerce skill (I recommend this, since it's fast)

The reward if you helped the coalition is:
- Dandy Hull V: +400 radar, +20 jump range, -12% shield
- Ironclad Hull V: +8 energy, +9 frag, +12% generator, -200 engine speed, -2 mobility skill
- Dumbo Hull V: +20 missile damage, +3 Charisma Skill (recommended since missiles damage is a lot and no drawback)

Baron Promotion Mission: Once you go to a pirate base, you will be asked to go to another pirate base. This one is in the Tortugatz System. Once you arrive at the base, the coalition attacks. You can try to kill as many as possible, but eventually, you need to land in the pirate base, which will start the text quest.

1st quest: you defend an airlock and pressing the button activates the turrets.
Wave 1: 1 rocket + wait + machine when in range
Wave 2: 1 rocket + wait + machine when in range
Wave 3: Open box (replenish ammo) -> 2 rockets -> wait -> machine gun -> wait then kill remaining solders with lasers
Wave 4: Open box (replenish ammo) - > 3 rockets -> wait -> machine gun
Wave 5: Open box (replenish ammo) - > 3 rockets -> wait -> machine gun -> lasers when they get close enough
Wave 6: Set mines - > 3 rockets -> wait -> machine gun -> lasers when they get close enough
Wave 7: 3 rockets -> -> machine gun -> lasers when they get close enough
Pirate Quest Line (continued)


Baron Promotion Mission: Once you go to a pirate base, you will be asked to go to another pirate base. This one is in the Tortugatz System. Once you arrive at the base, the coalition attacks. You can try to kill as many as possible, but eventually, you need to land in the pirate base, which will start the text quest.

1st quest: you defend an airlock and pressing the button activates the turrets.
Wave 1: 1 rocket + wait + machine when in range
Wave 2: 1 rocket + wait + machine when in range
Wave 3: Open box (replenish ammo) -> 2 rockets -> wait -> machine gun -> wait then kill remaining solders with lasers
Wave 4: Open box (replenish ammo) - > 3 rockets -> wait -> machine gun
Wave 5: Open box (replenish ammo) - > 3 rockets -> wait -> machine gun -> lasers when they get close enough
Wave 6: Set mines - > 3 rockets -> wait -> machine gun -> lasers when they get close enough
Wave 7: 3 rockets -> -> machine gun -> lasers when they get close enough

2nd quest: We are looking for a different way - we go to the warehouse -> need to go to the booth and storm in to attack (200 rounds), then to the T- 3400, use key -> go to depot 13 -> look in the equipment and install armor, navigator, light and turbo -> look for a handgun -> make sure to collect the frag rounds -> go to distillation center and fill up fuel -> take back to transporter and fill up -> Go to the sorting facility -> jump over the abyss with a running start -> go left to moveable corridors -> fall behind columns -> ram -> open barrels to ignite -> use navigator -> enter tunnel with light -> drive _ .leave transporter -> advance x3 -> shoot power conduit -> aiming + burst shooting -> just keep advancing using dangerous section, shine light at the sensor

3rd quest: walk decisively to guard -> show badge -> say you walked while watchmen was asleep -> then listen -> wait until 2 guys dispatched to get wine for the admiral -> then attack with coin distraction -> Break out the pen and paper because this one is going to be a difficult one, logistically anyway, it's fairly straightforward logically. Look at the first 4 on the first bundle, write them each down except the 5th. Now start looking at the second bundle, match each one after you identify it, if you see one that you didn't write down on the first bundle, logically it must be the 5th. Match all wires -> finish all the combat using coal, something about a horn and etc.

4th quest:
Listen
To kill pirate leadership: Kill the Admiral'
-> go to the nearest ranger center to complete game

To complete the ascendance to Baron: Kill both or just the Baron
-> go to the nearest pirate base to complete game

Reward: upgraded equipment III
Bases info
*under construction*
Tips and Tricks
*Doesn't seem to correspond to any section in the help manual
General Tips:

The Information Center: This is perhaps the most powerful tool you have at your disposal. You can search for what merchants have for sale based on the best prices, equipment + hulls to buy. You can search for targets of kill quests. I suggest you use it yourself, since I can't really explain this very well. However, a good tip is to check the hulls after every 2-4 weeks to see if a good one pops up.

Important equipment: At the beginning, the most important equipment by far is the engine. Engines determine if you can finish quests on time, outrun your enemies and decrease the time it takes to get where you need to go.

Side Note: At the beginning, you should just buy the lowest cost + weight items to free up space. Then upgrade them slowly at Research Stations (Always use the best technicians). It is usually worth it since the cost to repair the equipment will be really low, while the specs for the equipment shouldn't be that bad. However, for weapons, at the start, basically you have to buy fragment cannons, since the industrial lasers do little to no damage. Missiles are okay, but reloading them at the beginning is really expensive. Each Missle costs money and you can run out of ammo.

How much money to have on hand? Usually, it is best to keep 20k in the first year and increase it by 200k-300k each year. This just allows you to have enough money to buy the ideal hulls if it ever pops up. Save your money. You will never have enough. Believe me.
*Spoiler Note: Actually, you can have enough, the max money is 100 million cr. Where after that, the money you receive will not increase your cash stack.

What is the fastest way to make money?
Solution: Planetary Battles. They usually make 10x the regular quest award (when not using the alloy or reinforcement help). They are usually offered when you conquer a system.


Equipment
*A less detailed section is found in the help manual
General Information: For equipments there will be two parts, one includes the standard equipments, while the other includes the specialized equipments. Most likely, the specialized equipment section will not be completed because of the enormous amount of different types of special equipment.
*S = Standard, NS = Non-standard

First, on weight of equipments. There is a standard weight for each kind of equipments, which means the lightest possible weight found on standard coalition / pirate / black hole equipments. Weight of dominator or acrynic ("orange named") equipments can go slightly below that limit. The highest possible weight is about 450% of standard weight.
*Tier 1 = T1, Tier 2 = T2, and etc.

Engines (S):
T1: Diving Engine – Base stats: engine speed: 400, jump range: 17
T2: Singular Engine – Base stats: engine speed: 450, jump range: 19
T3: Gillnozzle Engine – Base stats: engine speed: 500, jump range: 21
T4: Flow Engine – Base stats: engine speed: 600, jump range: 25
T5: Splash Engine – Base stats: engine speed: 700, jump range: 29
T6: Graviton Engine – Base stats: engine speed: 800, jump range: 33
T7: Stensor Engine – Base stats: engine speed: 900, jump range: 37
T8: Temporal Engine – Base stats: engine speed: 1000, jump range: 41

Fuel Tanks (S): fuel tank's capacity is actually function of its weight (and level): c = 0.5*w+5*lvl+5.
*Ratio is the highest I have found, actual values may fluctuate
T1: Hyper Liquid Fuel Tank – Base stats: tank size ratio to actual size: 1:1
T2: Condensed Fuel Tank – Base stats: tank size ratio to actual size: 1.05:1
T3: Reductional Fuel Tank – Base stats: tank size ratio to actual size: 1.2:1
T4: Protovesicular Fuel Tank – Base stats: tank size ratio to actual size: 1.3:1
T5: Positional Fuel Tank -Base stats: tanks size ratio to acutal size: 1.4:1
T6: Endoclustered Fuel Tank – Base stats: tank size ratio to actual size: 1.6:1
T7: Gyroscopic Fuel Tank – Base stats: tank size ratio to actual size: 1.9:1
T8: Tecronic Fuel Tank – Base stats: tank size ratio to actual size: 3:1

Radars(S):
T1: Undular Radar – Base stats: radar range: 1200
T2: Subtransfer Radar – Base stats: radar range: 1400
T3: Octonic Radar – Base stats: radar range: 1600
T4: Fascicular Radar – Base stats: radar range: 1800
T5: Cathauric Radar – Base stats: radar range: 2100
T6: Neurolinear Radar – Base stats: radar range: 2400
T7: Ethane Radar – Base stats: radar range: 2700
T8: Zero-Contact Radar – Base stats: radar range: 3000

Scanners(S):
T1: Tracer Scanner– Base stats: scanner power: 11
T2: Vortex Scanner– Base stats: scanner power: 14
T3: Neuroprobic Scanner– Base stats: scanner power: 17
T4: Molecular Scanner– Base stats: scanner power: 20
T5: Colloidal Scanner– Base stats: scanner power: 23
T6: Tecoral Scanner– Base stats: scanner power: 26
T7: Deatomic Scanner– Base stats: scanner power: 29
T8: Quantifying Scanner– Base stats: scanner power: 32

Droids(S):
T1: Biotic Droid– Base stats: droid repair rate/day: 5
T2: Suspensory Droid– Base stats: droid repair rate/day: 10
T3: Tracking Droid– Base stats: droid repair rate/day: 15
T4: Tubular Droid– Base stats: droid repair rate/day: 20
T5: Bolide Droid– Base stats: droid repair rate/day: 30
T6: Tensor Droid– Base stats: droid repair rate/day: 40
T7: Dowel Droid– Base stats: droid repair rate/day: 50
T8: Duplex Droid– Base stats: droid repair rate/day: 60

Shield Generators(S):
T1: Shortwave Shield Generator– Base stats: Shield: 11 %
T2: Polarizing Shield Generator– Base stats: Shield: 13%
T3: Mesonic Shield Generator– Base stats: Shield: 16%
T4: Mesh Shield Generator– Base stats: Shield: 19%
T5: Polygon Shield Generator– Base stats: Shield: 22%
T6: Zone Shield Generator– Base stats: Shield: 25%
T7: Microlevel Shield Generator– Base stats: Shield: 28%
T8: Ultraplasmic Shield Generator– Base stats: Shield: 31%

Grippers(S):
T1: Activating Gripper– Base stats: gripper power: 40, gripper range: 100
T2: Telekinetic Gripper– Base stats: gripper power: 50, gripper range: 110
T3: Plasmathread Gripper– Base stats: gripper power: 60, gripper range: 120
T4: Ectogenic Gripper– Base stats: gripper power: 80, gripper range: 130
T5: Piezotropic Gripper– Base stats: gripper power: 90, gripper range: 140
T6: Erimetric Gripper– Base stats: gripper power: 100, gripper range: 150
T7:Optoundular Gripper– Base stats: gripper power: 150, gripper range: 175
T8: Microtonal Gripper– Base stats: gripper power: 500, gripper range: 200

Due to the excessive amount of special weapons, this guide will not include them. However, you can still find a pretty detailed database of information on the help manual.
In-Depth Weapon Guide
*A less detailed section is found in the help manual
*The weapon mods section will only be found in the help manual (javitor, inveiter, etc.)
General Information: Weapons are one of the most important aspects of the game. It determines whether you live or die in a battle. For the most part, there will be more information on weapons that you should use, rather than weapons that are deemed worse compared to others.
*note: AOE effect means area of effect, meaning more than one place (for weapons meaning damaging multiple enemies)
*note: weapon speed is based on relative sequence (meaning if there are no weapons faster, they will fire first)

In a combat turn, different weapon fires at different timing. Some fire early in the turn, and some fire late. There is definite sequence of what kind of weapon fires when. I call it "loading time". I don't have precise number, so I'll label it as fast, mid, slow, etc. There are some consequences of this "loading time", for example, slow weapons like atomic visions are hopeless against kamikaze kligs.
Alphabetical Order:

Atomic Vision 40, slowest.
General Description: A long range weapon that forms a yellow sphere around the enemy.
Type: Energy
Comments: This weapon does have an AOE effect. An enemies touching the sphere will receive damage from the weapon also. Overall, it is a decent weapon, long range and medium damage. However, usually it takes a long time to research to obtain, so black holes are usually the best places to get these.

Caphisator
General Description: A pirate weapon that uses energy beams.
Type: Energy
Comments: This weapon is more effective as time goes on. Every shot will produce the ionization effect, which also causes damage to the ship's hull. The drawback is the weapon is relatively weak in damage. Not a weapon that I would personally use.

Disentegrator 45, fast.
General Description: The longest range weapon.
Type: Energy
Comments: This weapon has the longest range out of an weapon. It has relatively high damage, however since it can only damage one enemy, it is suggested to get a few other weapons with AOE to take down multiple ships.

Electronic Cutter 15, mid.
Type: Energy
General Description: Shoots a wave of red and blue towards the enemy. Relatively low damage, but the equipment damage is severe.
Comments: At higher levels, the equipment damage is usually your only weakness. However, this weapon is relatively weak compared to the fragment cannons, so it best should be avoided. Also, when you get damaged by this weapon, every equipment in your ship, including the cargo bay will get damaged.

Esodapher
General Description: Shoots a blob at the enemy.
Type: Splinter/Fragment
Comments: This weapon is destined for battles that last a long time. Every hit, it will damage the shielding on the enemy ship. does not affect bosses, so good only for solo kill missions where everyone has to much shielding.

Flow Blaster 40, mid.
General Description: Shoots two red pellets that hit the enemy from the sides. Overall, a long-range weapon. Damage is medium to high.
Type: Splinter/Fragment
Comments: The problem with this weapon, is that it generally takes up way too much space, so it is usually not really that useful in battle, unless you have the combat simulators activated. Best seeker weapon in black hole though.

Fragment Cannon 20, mid-slow.
General Description: Shoots yellow pellets at one enemy, overall, it is a great beginner weapon.
Type: Splinter/Fragment
Comments: Damage is relatively high compared to the rest of the weapons at the beginning. Range is low though. Low cost maintenance compared to weapons of the same caliber. This is my suggested weapon for the beginning. Range is low though, so requires a fast ship.

Flux or Lezka 20, mid-slow.
General Description: A long-range weapon.
Type: Energy
Comments: Seems like a long range industry laser, so to be honest, this weapon is horrible, so never use it.

IMHO-9000 40+, slow.
General Description: Shoots red beams to every enemy in range.
Type: Splinter/Fragment
Comments: This is the best Splinter/Fragment weapon in the game. Overall, the range is decent and damage is high. Size varies ~100 – 120. However, with weapon really shows power when you have the 3 artifacts that boost weapon effectively. Once you have these upgraded with the burnez MM, the power is on par with the vertixes. This is one of the suggest end game weapons.

Industry Laser
General Description: A fluorescent beam that shoots at one enemy.
Type: Energy
Comments: Overall, it is a weak and ineffective weapon, which should be completely avoided.

Lirecron
General Description: A pirate missile weapon
Type: Missile
Comments: It shoots 5 missiles. The missiles cause equipment to stop working momentarily after each shot. However, this is random. Overall, it is a decent weapon, but high cost to use because you got to refill the missiles after use.

Missiles 10, slow.
General Description: A regular missile weapon
Type: Missile
Comments: Shoots 3 missiles. The weapon is probably the best you can get in the beginning. The only drawback is the high weapon cost. Later in game, a fully upgraded missile launcher (H) slotted with Anti-Fey or Burnz packs very high damage in theory

Multi-Resonator 35, slow.
General Description: Shoots a orange red ball at the enemy.
Type: Splinter/Fragment
Comments: Generally a great weapon that has an AOE effect on the enemy. However, the only drawback is the damage and range is medium. With artifacts, the damage can be increased a little though.

Torpedo Apparatus 40+, slow.
General Description: A single firing missile weapon.
Type: Missile
Comments: The longest range weapon. It has very high damage and long-range. It is expensive to use though, so that is the drawback.

Treton 15, fastest.
General Description: A weak damaging weapon.
Type: Energy
Comments: A weapon with lowest damage, but high range that slows the enemy down. Every shot will slow the enemy down by 3%-10% of the enemy speed.

Turbogravir 50, fastest.
General Description: The strongest single damaging weapon.
Type: Energy
Comments: It has high range and high damage. 1 vs 1, this weapon will just rip apart the enemy. The only problem is this weapon size is large, or the cost to buy it is the highest in the game.

Wave Phaser 20, mid-slow.
General Description: Shoots yellow waves at the enemy.
Type: Energy
Comments: First multi-hit weapon. Its shot can jump to a nearby ship twice, hitting up to three ships total. Overall, medium damage and low range, so not suggested to use.

Vertix 160, slowest
General Description: The most powerful weapon in the game.
Type: Energy
Comments: The longest ranged AOE weapon in the game. Does 100% of weapon damage for every enemy in range. However, the drawback is the nodes to repair it and the sheer size. The average size of vertix is ~170-~180, but it isn't rare to find ~200. However, I have found ~140-~160s, but they are rare. Therefore, the MM used is usually size reducing MM, because you need to have space for nodes to repair your weapons. That being said, anyone with 5 vertixes is almost invincible in this game. (well as long as you have the nodes to repair them)
Black Holes & Artifacts
*A less detailed section is found in the help manual
General information: Mostly, the difficulty of the battle depends on the # of enemy ships and the map. Overall, the strategy in all the maps involves kiting. (The process of moving backwards while shooting the enemy following you) The only time I suggest gun + run is when you have 5 vertixes, because at that point it doesn't matter. Always save before you enter the black hole.
Note: Dominators are NOT affected from gravity mines or areas in the map.
Map to avoid: Quadrubble – basically avoid this map altogether if you want to get specific artifacts.
Most Important Note: The items you receive are from the last dominator that you kill. (I tested and confirmed)
Remember to equip scanner cash + probability analyzer to see which artifacts/loot the dominators have.

Artifacts:
General Information: A ship can either have 0 – 4 slots for artifacts. Artifact sizes range from 5 – 38. (from my experience) Artifacts provide benefits to the ship if they are equipped.

Artifact Bonus (AB):
General: The bonus occurs only when you are using equipment and/or hull won from the black hole. The bonus means the effects of the artifacts are doubled or the penalties are decreased by 50%. When the AB is active, the artifact space will be lit in an emerald green color. Furthermore, the artifact will say it effect is increased when you check the description. Basically, AB will only occur when equipped with equipment won from black holes.

*note: does not have health means the artifact will never need repairs.

Artifacts List (Alphabetical Order):
*: will mean it has special functions
AB: bonus effect is total, not added to the original effect (equipment worn on ship for AB)
a'Egis: Explodes 5 rockets or missiles / day at a radius of 150 AB: explodes 10 rockets or missiles /day at a radius 300 (Radar)
Antigravitazer: Decreases ship mass by 25%, AB: 50% (Hull)
ARMS: Allows two weapon turrets instead of a shield generator slot. (does not have health)
Artifactor: uses up droid space so prolonger, scanner cash and probability analyzer does not take any space.
Bioworld: increase resistance against diseases + enhances stimulator effects.
Blast Wave Localizer: increase chance of preserving loot from killed ships AB: 2x previous effect (Scanner)
Black Goo: Replenishes a little fuel/day AB: 2x previous effects (Fuel Tank)
Droid Junior*: Increases Droid repair by 10/day, In Hyperspace: Increases repair rate of health AB: 20/day + previous effects (Droid)
Erimeter: Provides 30 increase to gripper power. AB: 60 increase (Gripper)
Fiver: doubles damage for every 3rd shot from an energy weapon. AB: unknown (Energy Weapon)
Frostix: Decrease wear and speed loss of engine in battle AB: 2x previous effects (engine)
Hypergenerator: Allow to jump up to 40 parsecs, even if it's beyond engine's jumping range. Also reduce hyperjump time. AB: up to 60. (engine)
Matter Psi-Accelerator: Increase speed of engine AB: 2x previous effect (engine)
Nanitoids: Repairs 10% of equipment/day AB: 20%+ since it works with all equipment
*note, it seems that nanitoids only repair equipment below 50% and it does not work for dominator weapons
Nozzlenator: increase speed of ship by 100 at a cost of 1 weapon slot AB: increase speed by 200 at cost of 1 weapon slot
Oblivion Connector: Decrease wear of engine in Turbo by 50% AB: 75% (engine)
Polarizer*: Provides 5% increase of shielding and possibility of reflecting damage. AB: 10% increase + previous effects
Probability Analyzer*: Makes a percentage estimate on chance of victory for any ship you can scan. *Predicts the dominators, pirates, coalition movements (where they are likely to invade) *Also indicates treasure amount in uninhabited planets, In Hyperspace (Black Hole): when used WITH scanner cash, provides information on artifact or hull (transculator) each dominator ship has. Remember: last kill = artifact and/or hull you get from the black hole AB: unknown, can predict when technology level increases
Prolonger*: Increases radar range by 600 and provides information on number of ships in nearby systems, with more information on dominator ships AB: 2x the previous effect
Proportioner: decreases shielding by 50% for increased 50% energy weapons power. AB: decrease shielding by 25% for 50% in energy weapons power (Shield)
Proton: decreases shield by 10% full additional weapon slot AB: decreases 5% for previous effect (Shield) (does not have health)
Rocketang: Provide 10%-40% defense against rockets. AB: 20%-80% defense (Hull)
Scanner Cache*: Provides 10% increase to scanner power. Also provides information on ship health, hull armor and damage range. In Hyperspace (Black Hole): provide picture of ships + health. AB: 20% to scanner power + previous effects. (Scanner)
Screw-on: Increases fragment weapon damage by 20% AB: 40% (Fragment weapon)
Swallower: Decreases damage from energy weapons by 30%. AB: 60% (Hull)
Zing: adds explosive charge on fragment weapons causing engine damage to enemy AB: 2x previous effects
Zoopie: Provides 5 increase in hull armor. AB: 10 increase (Hull)

Other Items from Black Hole:
Subportal: makes a black hole, 1 time use
Quark Bomb: dropped in hyperspace, does massive damage when it explodes, must be shot by weapons and/or missiles to explode
Transfactorial Beacon: sends mostly Keller dominators to enemy systems (90 day recharge) Initial use cause radiation sickness for 1 month.
Tranclucator: Robot ship that follows your every commmand. You can upgrade the ship in the hangar.
Weapons in Black Holes
*This section is unique to this guide* :)
Weapons in black holes (Alphabetical Order):
General Information: In hyperspace or black holes, the actual weapon damage does not matter. The damage caused by the weapons are solely determined by the type of weapon it is. Actual stats will not decrease or increase a weapon's damage.

Atomic Vision: 2 shots (Before reload required) of very high damage yellow beam with low homing capability. Very fast bullet speed.
Caphasitor: Shoots rapid blue spiked orbs in a wave pattern. Very fast bullet speed, med damage, but no homing ability.
Disintegrator: Shoots a straight fluorescent thin beam, with med-high damage, fast bullet speed, but no homing ability.
Electronic Cutter: Shoots 1 yellow ring, that expands after it travels about 3-4 ship length. Low damage unless it expands, no homing ability.
Esodapher: Shoots 3 – 4 (before needs reloads) green blobs toward the enemy. Very high damage, med bullet speed, but no homing ability.
Flow Blaster: Best Kite Weapon shoots tiny stars that have extremely high range + homing ability. It does med - high damage.
Flux: shoots green balls with spikes, infinite range (straight trajectory, will remain in the hyperspace until it hits something), but weak damage. If hit, it will cause recoil, meaning it will push the ship it hits.
Fragment cannons: blue beams shoots and slowly moves toward nearest enemy, low range, medium damage.
IMHO-9000: Shoots a few yellow ring, that expands after it travels about 3-4 ship length. Low damage unless it expands, no homing ability. Basically an upgraded version of the electronic cutter in hyperspace.
Industry laser: a regular beam of yellow bullets shoots from the ship, medium range and weak damage, weak homing ability.
Lirecron: Produces a circle of blue orbs that rotates closely around your ship. Low damage, most useless weapon in hyperspace.
Missile: shoots triangles with high tracking. High range and medium damage.
Multiresonator: Shoots green eggs that shoots tiny pellet to all enemies around it. Green eggs has high damage, the pellets have low damage. Nonetheless, the 2nd best kite weapon in my opinion. Furthermore, in actual space, multiresonators are still decent.
Torpedo: shoots a circle of orange balls from the front of the ship. Very high range, unpredictable accuracy, med-high damage.
Treton: Shoots shoots 5-6 bullet beams at close range, low damage, no homing capability. Will slow the target if it hits.
Turbogravitron: Shoots 2 orange rockets that rotates around your ship 2 full circles while expanding. High Damage, usually useless, because it requires to be close to the enemy.
Wave Phaser: shoots very fast yellow bullets with extremely short range, but high damage/sec, a weak-med homing ability
Vertix: Shoots a circle of triangles from the front of the ship. Very high damage, very far range. If you have 5 of these, just move beside the ship, face it, and point blank range it, usually it does 50% with each shot.
Black Hole Video
Just a quick video on blackholes:


Keller Boss Battle:

This is the battle between me and Keller. Gives you an idea of the most annoying/difficult black hole battle. This includes the conversation section afterwards as well. It also results in the "New Frontier" achievement. (sending Keller to explore the galaxy)



Black Hole Walkthrough
For the best beginner weapon, just get missile launchers. They also have homing capabilities, but just not as good as flow blasters. I'm not sure if the damage really does affect black hole, but aim for this at the beginning and switch to the weapons below once they get better.

The single best weapon in Black holes are flow blaster. They have a high homing capability and medium damage. However, if you do not have them, multi-resonator is also a good weapon. In the video, I had a vertix, which is an expert lvl weapon. If I was fighting against the Keller boss in the black hole, I would opt out for the flow blaster.

The main strategy is to kite, meaning go backwards and shoot. This usually works very well. I suggest you have at least fragment cannons, since industry lasers are terrible. Just remember, if you can afford them, you can buy some weapons just before you enter the black hole and dump them after.

As a side note, there are a few artifacts that works well in black hole. Droid junior will continual repair your ship. If you have the probability analyzer and scanner (artifact) you would be able to see the enemy ship's health and artifact if they hold any. If they are not holding an artifact, they will just be holding some type of equipment.
Micromodules
*A less detailed database is found in the help manual
*currently, not up to date after newest patch oct.7
The Micromodules Database
Micromodules when installed, confer bonuses to ship equipment. On some equipment, (not all) you can gain slightly enhanced upgrade bonuses (from upgrading at research stations), when the item has been prefitted with a micromodule. Therefore it is suggested to install micromodules into equipment, before upgrading.
*Note: Micromodules does not work on any black hole equipment, because they have artifact bonus.
*Note: Micromodules work on all Terronoids, Kelleroids, and Blazeroids equipment
*Note: All races include all pirate races

Lvl 3
Name: Antent
Allowable Races: All
Effects: radar range +210, or scanner power +2%
Name: Berserker
Allowable Races: all
Effects: damage of all weapon types +5, and firing range +20, and size +80%
Name: Botter
Allowable Races: Faeyan
Effects: + 5 for droid repair rate
Name: Brond
Allowable Races: : all
Effects: hull armor +2, or shield +3%
Name: Cent
Allowable Races: All
Effects: - 75% cost & +10% size
Name: Dalstar
Allowable Races: peleng
Effects: jumping range +8, or radar rage +500, or firing range +30
Name: Dronner
Allowable Races: All races
Effects: +20 droid repair rate & +50% size
Name: Electro
Allowable Races: All races
Effects: + 5 energy weapon damage
Name: Faejoel
Allowable Races: faeyan
Effects: engine speed +25, and jumping range +8, and size +20%
Name: Farshooter
Allowable Races: All races
Effects: +25 range for all weapons
Name: Forcer
Allowable Races: All Races
Effects: Activates radar, scanner and afterburner slots for hull
Name: Gugaal
Allowable Races: gaalian
Effects: engine speed +60. and cost +25%
Name: Inliner
Allowable Races: all
Effects: scanner power +3%
Name: Interdesign
Allowable Races: All Races
Effects: increase hull size by 7%
Name: Klein
Allowable Races: All Races
Effects: (+7 energy weapon damage or +15 fragment weapon damage or +10 missile weapon damage) and -20 range
Name: Massodrope
Allowable Races: Maloqs, Peleng
Effects: +15 droid repair rate & -50% cost of droid
Name: Minisized
Allowable Races: Humans
Effects: - 20% size + -30% cost
Name: Patch 0.96 Alpha
Allowable Races: All races
Effects: +25 engine speed or +250 radar range or +2% scanner power or +4 droid repair rate or +30 weapon range
Name: Paxton
Allowable Races: maloq
Effects: shield -1%, and size -75%
Name: Platicoat
Allowable Races: all
Effects: cost +20%
Name: Resizer
Allowable Races: all
Effects: fuel tank capacity +10, and size +20%
Name: Rocketon
Allowable Races: All Races
Effects: +10 damage for missile weapons or +4 energy weapon damage
Name: Rustle
Allowable Races: All Races
Effects: increase shielding by 3%, increase size by 25%
Name: Vortex
Allowable Races: human
Effects: engine speed +30, jumping range +3

Lvl 2
Name: Addon
Allowable Races: Maloqs, Humans, Faeyans, Gaalians
Effects: increase hull size by 15%
Name: Armorpack
Allowable Races: all
Effects: hull armor +4, size -10%
Name: Clip
Allowable Races: Faeyans
Effects: -40% equipment or weapon size
Name: Colebrator
Allowable Races: All races
Effects: +3% for scanner power or +40 gripper power or + 700 radar range
Name: Convector
Allowable Races: Human
Effects: +1000 radar range or +6% scanner power
Name: Diamant
Allowable Races: All Races
Effects: Activates gripper and droid slots
Name: Displacement
Allowable Races: Humans, Pelengs
Effects: +14 jumping range for engine
Name: Dioshield
Allowable Races: Faeyans, Humans
Effects: +5 % for shielding or +10 missile weapon damage
Name: Dronze
Allowable Races: Maloqs, Peleng
Effects: +25 droid repair rate
Name: Energos
Allowable Races: All races
Effects: +7 energy weapon damage
Name: Excalibur
Allowable Races: Human
Effects: +15 damage & +40 weapon range
Name: Exploder
Allowable Races: Pelengs, Humans, Faeyans, Gaalians
Effects: +150 engine speed & -7 jumping engine range
Name: Implaegun
Allowable Races: All races
Effects: +7% scanner power & +25% cost
Name: Insighter
Allowable Races: Gaalians
Effects: +1500 radar range or +10% scanner power
Name: Integrator
Allowable Races: All races
Effects: (+5 energy weapon damage or +15 fragment weapon damage or +5 missile weapon damage) and +25% size
Name: Jeiad
Allowable Races: All Races
Effects: Activates gripper and shield slots
Name: Maform
Allowable Races: Maloqs
Effects: +20% size & +50% cost % (+5 fragment weapon damage or +3 energy weapon damage or +7 missile weapon damage)
Name: Magnicum
Allowable Races: All races
Effects: +70 gripper power & +5 gripper range
Name: Microshooter
Allowable Races: human, faeyan, gaalian
Effects: jumping range +10, or firing range +50
Name: Optimator
Allowable Races: Pelengs
Effects: -20% size (does not work for weapons or hull)
Name: Paragon
Allowable Races: Maloqs, Humans, Faeyans, Gaalians
Effects: +80 gripper power & +20% cost & +10% size
Name: Patch 0.95 Beta
Allowable Races: Peleng, Human, Gaalian
Effects: +500 radar range or +50 engine speed or +3% scanner power or +50 weapon firing range or +5 droid repair rate
Name: Rasta
Allowable Races: All Races
Effects: Activates droid and shield slot
Name: Redusa
Allowable Races: peleng
Effects: +140 engine speed
Name: Splinter
Allowable Races: Maloqs, Pelengs
Effects: +10 fragment weapon damage
Name: Stopbark
Allowable Races: All races
Effects: -30% size & +50% cost (does not work on weapons or hulls)
Name: Strutter
Allowable Races: Maloq
Effects: +100 engine speed
Name:Turing
Allowable Races: All races
Effects: -5 damage for all weapon types & -10 firing range & -50% size
Name: Volumer
Allowable Races: Peleng, Faeyan
Effects: +20 fuel tank capacity
Micromodules Continued
Lvl 1
Name: Antifae
Allowable Races: Maloqs, Pelengs, Humans, Gaalians
Effects: +30 missile weapon damage
Name: Armorer
Allowable Races: All Races
Effects: Activates 2 weapon slots
Name: Broing
Allowable Races: pelengs
Effects: (+8% shield or +7 hull armor) and +40% cost
Name: Burnz
Allowable Races: Pelengs, Gaalians
Effects: +30 missile weapon damage or +40 fragment weapon damage or +20 energy weapon damage
Name: Dimin
Allowable Races: Humans, Gaalians
Effects: +35 Fuel capacity
Name: Drover
Allowable Races: Maloqs
Effects: +180 engine speed & +20 engine jump range
Name: Extremer
Allowable Races: Maloqs
Effects: +20% Hull size & +50% Hull cost
Name: Harding
Allowable Races: Pelengs, Humans
Effects: +6 hull armor
Name: Hocus
Allowable Races: All races
Effects: +150 gripper power & -10 gripper range
Name: Hub
Allowable Races: Humans, Faeyans
Effects: increase hull size by 25%
Name: Jake
Allowable Races: All Races
Effects: +140 engine speed
Name: Jumpa
Allowable Races: All races
Effects: +14 engine jump range & +20% size
Name: Jumpgator 3.11
Allowable Races: All Race
Effects:+20 engine jump range & +40% cost
Name: Microsize
Allowable Races: Maloqs, Pelengs, Humans, Faeyans
Effects: - 30% size (does not work for Hull or weapons)
Name: Minivision
Allowable Races: All Races
Effects: +1500 radar range & -15% size
Name: Perforator
Allowable Races: all
Effects: activate two artifact slots
Name: Shell
Allowable Races: maloqs
Effects: +8 hull armor
Name: Threader
Allowable Races: Maloqs & Pelengs
Effects: +35 fragment weapon damage & +50% weapon cost
Name: Universe
Allowable Races: All races
Effects: +5 hull armor or +15 tank capacity or +70 engine speed or + 800 radar range or +6% scanner power or +30 droid repair rate or + 60 gripper power or +6% shield or +20 energy weapon damage or +30 fragment energy weapon damage or +20 missile weapon damage
Stimulators
*updated July 1 2023, still WIP*

This section will cover as much about stimulators as possible. The main part you need to know is always use stimulators, since they allow you to increase the abilities of your character without waiting for all the level ups.

Maloq Sizha: Great for combat, increase accuracy +2 and mobility by +3.
Duration: 8 months

Gaalian Alacrity: Basically increases the ships speed by around 100-150 while also increasing the accuracy by 3.
Duration: 5 months

Ragobam Whisper: Increases your charisma by 3 so very good for completing the quests.
Duration: 7 months

Doubleplex: Hands-down the best stimulator for quests. If you manage to get doubleplex + Ragobam Whisper, then your missions money will almost 3x.
Duration: 4 months

Stardust: good for an all-rounder. Boost mobility, Accuracy, commerce and technology skill by
Duration: 8 months

Blood Djagor: Prevents disease.
Duration: 16 months

Psychotropic Cache: increases your scanner and radar, but I never use it. Not that useful since it lowers the relations with everyone as well.

One-eye Khamas: helps you ask for cargo and tribute. Lowers charisma and leadership by -1.
Duration: 5 months

Super Technician: Increase technology skill by +5, great for beginning, since you buy 8 probes and explore planets.
Duration: 4 months

Shakhmandoo Leader: increases leadership skills by +4
Duration: 8 months
Best Hulls
Best Hulls
Brief description of section: This section will only contain the best hulls (basically final hulls you use to challenge bosses). All hulls listed contains all of the slots except for one.
*MM stands for micromodule

Maloq Series: Myriada, Ideal
Pros: cheap, size, good MM for size
Cons: for harder difficulties, only seen near the end of the game

Peleng Series: Ideal
Pros: cheap, good MM for armor
Cons: very rare to find

Faeyan Series: Ideal
Pros: good MM for armor or size
Cons: very rare to find

Human Series: Ideal
Pros: Common, good MM for armor or size
Cons: Still cannot compare to the special or pirate series in the end

Gaalian Series: Ideal
Pros: none
Cons: expensive, usually suggest to avoid these hulls

Pirate Series: lvl IV or V ( only available after completion of second last pirate mission)

Special Series: All lvl IV series have all slots equipped, "Shadow of the Empire" , lvl V dumbo available after completion of second last pirate mission
Unique Ships
-Military unique ship (rank at least ace, character minimal fighter, destroy 50 pirate)

-Rock - (?)

-Science unique ship (rank at least ace, done 20 quest, destroy 500 dominator

-Pirate unique ship (Rank "Pirate", Rank no lower than Ace, Eliminated 100 Civil Ships)
Planetary Battles
*A more beginner oriented information section is found in the help manual
If you play real-time strategy (RTS) games before, you will like planetary battles. If you played Space Rangers 2, you will find that the missiles are nerfed. Yes, seems they increased the reload time + severely cut the damage. The sad part is that missiles are still the best long rang weapons and 2nd best weapon in planetary battles even after the nerf.

Note: enemy robots will always aim to capture base with 1 robot in an army, so you could keep attacking the base capture location to force them to keep coming. After you use manual, the robot will have about 5 s of attack program activated, so make sure to move back a little, otherwise the robot will go to its death.

Nevertheless, Planetary battles will provide the best monetary rewards in the game. Their cash reward is usually 8x-10x regular quest rewards if you don't use the help. Also, for the reinforcements in-game, as long as you don't ask for the extra reinforcements in the beginning, once you're in the game, you can ask for reinforcements. (in-game you can call reinforcements whenever they are available)

AI Info: AI behaves basically like a factory. It will mass produce robots, because it has unlimited resources as long as it have a few bases. However, once it used up most of the resources, it will start producing really weak robots, which are easy to defend against. Generally, they aim for the strongest faction.

General Information: You obtain resources every ~6.5 seconds from the bases you hold. For every robot, there is a lot of special functions, but I have never used one of them yet. The team color are divided to: Yellow: you, Green: Kelleroids , Blue: Terronoids , Red :Blazeroid , Grey: Neutral. Most maps are a death match, but some maps may have special objectives. This might include making bomb robots to blow up some structures. To capture a regular enemy base, you have to go into the circle for ~12 seconds. To capture a regular neutral base, you have to go into the circle for ~7 seconds. If it is an enemy base, you have to go for 12 + 7 seconds, from enemy to neutral to yours.

The bomb: I have never used it in any of my current strategies so far. However, it does about 50% - 80% damage to all robots within a medium range + ~40% to all turrets. Despite this, in my opinion the bomb is not worth the resources usually. However, when you have enough resources at the end, you might want to use the bomb to speed up the capturing. Always use manual control for bomb.

Note: After you manual control, the robot will become aggressive, so make it move back and it will lower its aggressiveness. Meaning it won't go to attack and instead will stay stationary.

Here are my usual robot configuration:
Assault 1: (A1)
Weapon 1 Missile
Weapon 2 Missile
Weapon 3 Missile
Weapon 4 Stunner
Body Fullstack
Legs Antigravs
Head: Firewall + mortar
Note: suggested is ecroplane at the beginning due to lack of resources. You might want to make one with anti-gravs just for you to manual control sometimes.

Medic: (M1)
Weapon 1 Repair Tool
Weapon 2 Repair Tool
Weapon 3 Repair Tool
Weapon 4 Repair Tool
Body Fullstack
Legs Antigravs or ecroplane
Head: Locator, No Mortar
Note: suggested is ecroplane at the beginning due to lack of resources. You might want to make one with anti-gravs just for you to manual control sometimes.

Medic beginning: (M2)
Weapon 1 Repair Tool
Weapon 2 Repair Tool
Weapon 3 Repair Tool
Weapon 4 N/A
Body Trident
Legs Ecroplane
Head: Locator, No Mortar
Note: suggested is ecroplane at the beginning due to lack of resources. You might want to make one with anti-gravs just for you to manual control sometimes.

Assault 2: (A2)
Weapon 1 Laser
Weapon 2 Missile
Weapon 3 Missile
Weapon 4 Laser
Body Fullstack
Legs Antigravs or ecroplane
Head: Firewall + mortar

Assault 3: (A3)
Weapon 1 Plasmagun
Weapon 2 Missile
Weapon 3 Missile
Weapon 4 Plasmagun
Body Fullstack
Legs Antigravs or ecroplane
Head: Firewall + mortar

Assault 4:(A4)
Weapon 1 Plasmagun
Weapon 2 Laser
Weapon 3 Laser
Weapon 4 Plasmagun
Body Fullstack
Legs Antigravs or ecroplane
Head: Firewall + mortar

Waiting it Out: Basically, for every map, except a few, you have to aim to dig in and wait for your resources to build up. This means you have to capture the bases closest to you and defend them. The best way is analyze the map before it begins. Afterwards, identify the max # of bases you can capture + defend against the dominators. Afterwards, build as much A1 + M2 as possible. The best way is to have at least one M1 + 2 A1 for the bases you want to defend. The optimal way: 3 A1 + 2 M1 at the back. With 2 missile turrets, this is almost impenetrable. Remember to place the A1 a little behind the missile turrets and M1 further back. Try to make sure the robots face the right way for defending, otherwise the robots has to rotate and then shoot.

The Counterattack: After you have enough robots, you can finally mount an assault. Enough robots = at least 3 defending the bases, and 3 A1 + 2 M1 to attack. Of course, sometimes, while I am defending I manual control a robot to destroy some of the turrets (mainly missile turrets) so the bases are easier to capture. Remember never to attack the bases too close to the main base of the dominators, otherwise you have wave after wave of robots. Your main goal right now is to expand your area of influence, but make sure to not lose troops. At this point, if at any point you lose 4+ robots, you have a 70% of losing the entire battle.

Capturing main base 1: Capture a base close to the enemy main base. Afterwards, build some missile turrets and camp your robots there. Keep killing the waves, and make sure to check the one with the bombs. Manual control an A1 robot and kill all the missile turrets. (remember, after you manual control robots, it becomes aggressive, so you need to click it back to stop it from attacking) Afterwards, storm the base and destroy the rest of the turrets. Capture the base with an A1, never a M1 since the robot disappears after it captures a main base.

The final offensive: After you manage to capture the 1st main base, it is almost 100% that you will win. Keep defending and expanding the bases you already have. Now start producing A3 + A4. Keep building missile turrets on the bases you captured. Use the same technique as stated above to capture the rest of the bases.

Close Quarter maps: For close quarter maps, usually involving the maps in ships or factory, make one A4 for every 2 A1, since you need some good close quarters damage. Generally, the smaller maps are more challenging since it takes longer for you to build up resources.

If it is too hard?: If you can't beat the map on normal mode, get the titanium alloy, which should do the trick. For me, the first planetary battle with the bugs story is really difficult without armor. The laser one at the middle will also be difficult.
Planetary Battle Videos
This will be the links to all the videos of the planetary battles I have done. In general, I only record the harder ones, since you can figure out most of the easy ones with the guide above. In terms of difficulty ranking, everything is done with the armor, so it will be much easier if you have it. Easy is basically impossible to lose you are follow the strategy above. For medium, it does mean you have to bide your time before attacking. For hard, you might have to restart a couple times for the enemy to start bad or because you made a mistake.

Map: Private Ryan
Difficulty: Easy

Map: Icecutting Inmates
Difficulty: Medium
*sorry about the sound, I fixed in the other videos

Map: Mauna Roa Beaches
Difficulty: Hard

Map: In Memoriam
Difficulty: Hard

Map: Maloqsoft
Difficulty: Medium

Map: Zenith
Difficulty: Hard

Map: Megadrill
Difficulty: Hard

Map: Module
Difficulty: Hardest, probably top 3 of most difficult planetary battle

Map: Time Laboratory
Difficulty: Easy

Map: Landing
Difficulty: Hardest, probably in the top 3.

Map: Equantor
Difficulty: Easy but tedious. You need to manual most of this.

Map: Trident
Difficulty: Medium, but time consuming to wait for resources

Map: Weather Station
Difficulty: Easy, but large map

Map: Atoll
Difficulty: Medium, but large map

Map: Border
Difficulty: Easy

Map: Fuel for Life
Difficulty: Easy

Map: Trash
Difficulty: Medium, but time consuming

Map: Sinking Island
Difficulty: Medium

Map: Depth
Difficulty: Medium (make sure get timing right to capture 1st base)

Map: St. Valentine's Island
Difficulty: Medium (just follow how I do it)
Secret Agent Missions
Based on strigvir comment in forums:

There are females in the ranks of rangers (humans only). They spawn on industrial human planets and their maximum possible number for the whole galaxy cannot exceed 6.

In order to trigger a 1st quest from agent dialogue, following reqs should be accomplished:

Good attitude of that particular agent
Good attitude with Coalition regarding piracy threat
Agent is doing a quest, i.e. fedexing or escorting another ship
Agent and an escorted ship aren't in fight with another ship and there are no hostile to them ships (including passing by special snowflake pirates) in a range of 500 (~range of missile launcher)
Good attitude with an escorted ship
Obviously there are should be non-pirate coalition systems

The reward for completing 1st quest: BH Tranclucator (stats depend on Galactic Tech Level).

2nd mission reqs:

Good attitude with that particular agent.
Good attitude with Coalition regarding piracy threat.
At least 15 Coalition systems.
Successfully completed previous mission.
Agent isn't hired by another ranger, is not in fight, isn't attacked and there are no hostile to her ships (including passing by special snowflake pirates) in a range of 500 (~range of missile launcher).
Dialogue takes place in a system at least 20-40 (16+3*GTL) parsecs away from nearest dominator system.

The reward is either an Atomic Vision with the weight of 40 and stats of current GTL or a Flow Blaster with the weight of 20 and stats of 8th GTL. Both are made by humans.

3rd mission reqs:

Good attitude with that particular agent.
Good attitude with Coalition regarding piracy threat.
At least 15 Coalition systems.
Successfully completed previous missions.
Agent isn't hired by another ranger, is not in fight, isn't attacked and there are no hostile to her ships (including passing by special snowflake pirates) in a range of 500 (~range of missile launcher).
Dialogue takes place in a system at least 20-40 (16+3*GTL) parsecs away from nearest dominator system.
Coalition rank "Captain".
Pirate rank "Capo" with most pirate missions completed for Coalition side.
Quest for Capo rank is completed for coalition side (Makarov is alive).

The reward is a human-made Hybrid Droid. It has 7 modes with different bonuses each and droid switches them depending on situation.

So, in order for even a chance to get these quests it's better to start off as humans (or start another map until the closest sector would be Karagon) with pirates difficulty set to lowest.
Take note though you can't get them after reaching pirate rank of Khan.
"Good attitude with Coalition regarding piracy threat" formulae is quite complicated. In short, it depends on number of killed pirates and liberated systems but doesn't depend on dominator kills.

Probes
*A more detailed section is found in the planet exploration screen in the help manual
Probes: This should be done regardless of if you are a beginner or not. Probes are satellites that you drop in inhabited planets. They explore the planet for you and can obtain good treasures: weapons, microdules and artifacts. Buy mid, long or indestructible reliability probes with +1 explore option for all three of the land types. Basically, you buy the probes, land on a planet with no one there and drop the probes down. There will be a box that will appear with the information on how much the probes have explored. When they are done, you can go to the system, and a message will pop up with an exclamation mark saying they finished (only in the system).
Remember to equip the probability analyzer to see which planets are worth exploring.
Here is a general guide:
Beginner: Use mid reliability probes to scan planets. These probes should have +1 for all three types of land. Buy the indestructible reliability only if it has at least +1 on all three types of land.
Intermediate: Do the above and also use low reliability probes to quickly scan the planets. Get +2 for all types of land at least.
Expert: Use mostly spy probes (low reliability). The spy probes should have +2 for 2 land types and +3 for the last land type. At this point, just explore all the planets, since it could help get the Easter egg (explained below).

*Spoiler Alert*
After 10 000 sq ft is explored, you have a possibility of finding a meteor-like object. Do not sell it. Give it to a scientific center, preferably a safe scientific center, and let them research it. Afterwards, you can buy the "shadow of the empire" ship from them. Make sure to upgrade it and use the level 1 mm "Armorer" since it only comes with 3 weapon slots. I suggest buy the 1500 size hull (3.5 million cr) and place it on a planet, since it is only used for battles. The Hull is too massive for regular use, because the speed is too low. Note: there is special functions on the ship screen to the right, make sure you read them. The ship can create its own black holes for hyperspace travel.
Shadow of the Empire (End Game Ship)
Just some video of me (yaoz889) owning some dominators.

Original Text Quests Part #1
All original text quest information is from Limona Razvan

Coach Clerks Unlimited

Apparently clerks all over the galaxy are more than simple paper pusher and
this competition is the living proof. A team of 5 competitors called Ashot,
Bibik, Cutter, Domer and Elfer will compete in 10 probes, each requiring
different abillities : Iike Bana (IQ, Logic), Energy Modeling (creativity),
Encyclopedica (knowledge), Wrestling (strength), Plumpush - Swamping games
(craftiness), Stone Sculpture Making (strength, creativity), Encyclopedic
cheats (erudition, knowledge), Cyborgdrom ( IQ, Creativity), Air Bats(strength,
craftiness) and Virtual Space Battle (knowledge, logic).
I found that you can win using 2 options :

a. Calculate your moves.In order to do this choose wrestling first in training
sessions and put Ashot(1) against Bibik(2) and Cutter(3) against Domer(4).The
winners compete again and you`ll find the more powerfull or in case of a draw
2 people with strength. Next should be individual probes like Energy Modeling
and Encyclopedica where you pick people with very good/good performances,
usually not those with stregth. By now each one has at least one good point -
strength, creativity, knowledge and don`t forget to note what else they can do.
Choose Plumpush and Iike Bana in the end to put craftiness along strength in
one people and IQ in the left one. The last 5 probes require 2 abilities in
one person and by now you should now who goes where (if not bribe the gym
manager for illegal training). Before each round visit the bar and train the
same clerk for IQ (Maloq), knowledge (Peleng) and creativity (Human). Play and
pray because you never now the real intellectual level of your clerks before a
probe.

b. Go for luck . Choose the first one who show outstanding qualities in
wrestling, Plumpush and Iike Bana and those very good/good at Encyclopedica
and Energy Modeling. Use the bar trainers and again pray.


Repair a DND player

An old faeyan DND player got the habit to chew 90% of discs after somebody
`very evil` play with him in a wrong way . After you get the info pick 2 and 8
and the DND will chew only 10% - hey, I`m good with tools !


Elus Game Tournament

Now this a brain washer quest! Go to bar and speak with your former classmate
Max, who wrote a doctorate thesis about Elus, to find the basic rules and the
motives behind your new job ( ranger I mean ) - zero academic results!. Elus
is played using 8 figures with 2 colors (blue, yellow), 2 size (big, small)
and 2 types (circle, lozenges), a bunch of rules from whom you find out 6 in
the begginig and one interesting turn - the rule in play for each round is
unknown. Basically you`ll guess the rule looking how figures get in the first
3 rounds, but Elus has 23 rules :
- choose a figure of the same color
- choose a figure of the same size
- choose a figure of the same type
- choose a figure of a different color
- choose a figure of a different size
- choose a figure of a different type
- if the last figure is a lozenge, choose a blue one, if not choose one of
the same size
- if the last figure is yellow, choose a big one, if not choose a small one
- if the last figure is yellow, choose a circle, if not choose a lozenge
- if the last figure is blue, choose a circle, if not choose a lozenge
- if the last figure is blue, choose a big figure, if not choose a different
type
- if the last figure is blue, choose a big figure, if not choose a circle
- if the last figure is a circle, choose a blue figure, if not choose a yellow
one
- if the last figure is a circle, choose a small one, if not choose a big one
- if the last figure is a circle, choose a yellow one, if not choose a small
one
- if the last figure is big, choose a lozenge, if not choose a blue one
- if the last figure is big, choose a circle, if not choose one of the same
color
- if the last figure is big, choose a circle, if not choose a lozenge
- if the last figure is big, choose a yellow one, if not choose a blue one
- if the last figure is big, choose a yellow one, if not choose a lozenge
- if the last figure is big, choose a blue one, if not choose a yellow one
- if the last figure is big, choose a blue one, if not choose one of the same
type
- if the last figure is big, choose a blue one, if not choose one of another
color

If you are on the second place, you can gratulate the winner, when you do this, you will notice a small laptop that the winner tries to hide. So you found out that he cheated and now you become the winner.

Saving Rolan

Rolan is the nephew of a very important government member and some bad guys
keep him as hostage. On his planet the truth reveal himself - Rolan got a loan
from a local gang called Iroquois (!) and they get tired waiting the money.
Speak with his wife, find what jobs you can do to earn enough cash in the local
currency and hints about possible dangers. Then start working on your brand new
truck. This is the easy way out from this quest, but are many other options as
long you respect three rules : Never get bellow 70 l fuel ; Always repair the
truck hull at 100% ; Don`t try to run when fully loaded .
Solution : first do a couple of runs to mines, get coal and sell him at the
plant in Shpick town. On the road to mines stop always at Mo`s to refuel and
pay the toll to gangsters only when you are full or under 75% truck hull.
Repair yourself back to repair shop and around 200-300 credits go to the
spinach farm. Load a full 10 t cargo and sell it to the mines. Don`t try to run
or assault the Iroquois SUV around repair shop and spinach farm because they
are heavily armoured, just pay the price. The rute is Shpick - Mo`s - Mines -
Mo`s - Shpick - Repair shop - Spinach farm - Repair shop - Shpick - Mo`s -
Mines etc. Do this for a while, take the passengers and speak with trucks on
the road to gain as much money, then head to the Iroquois camp, pay Rolan`s
debt, go back to airport and return to ship.
There are, of course, bigger fish to fry. Dump site sell iron and you need
5 tones to allow the guy from repair shop mount some spikes, necessary when
dealing violently with the SUV`s on the roads guarded by Iroquois thugs.
A Peleng in Scorpion Bar sell a shotgun, people in need of transportation
and money have bullets, the sheriff want to break a money safe, etc.


Jumper device field test

Some crazy scientists want to test a Jumper prototype that already killed
a couple of guys and let others without important parts of body ! There are 4
yellow platform, 4 red, 5 violet, 4 blue, 3 green and the final point. Your task
is to jump from yellow to green taking in consideration the distances between
platforms and the Jumper energy consumptions. The steps are : Yellow 3, Red 4
and replace battery, Violet 4, Violet 3, Blue 3, Green 3, Final point. As
suplement you need to charge 2 battery jumping around 2 platforms with 5 sphere
in the following order : first platform - 1 and 3; second platform - 1 and 2,
change battery, 3 ; first platform - 4 and 5, change battery, 2 ; second
platform - 4.
Original Text Quests Part #2
Foncer racing tournament

Ask Slybooth about foncers, race and tournament. In short the foncer is a seat
with a powerful engine, field generator, antigravitational turbine and
maneuvering slides. The maximum speed is 1000km/h, the race have 3 rounds and
the track 11 segments of different difficulty and length. Go the draw and great
the other competitors to find out their style :
- Peleng - speed and maneuverability, but he like taking risks
- Maloq - protection over speed and maneuverability ( slow )
- Faeyan - maneuverability
The best foncer is the Vortex with good engine, 330 protection and excellent
maneuverability, the last being essential to avoid damage. The race have 3
different places to run - stone plateau, canyon and horizontal (meadow).
The best strategy is to use Full throttle on horizontal, Move easily through
the dangerous parts ... and Brake slightly in the most dangerous places when
reaching the stone plateau and canyon. While the Peleng will hit the wall and
the Maloq is slow, the Faeyan is quite a match. Pick Full throttle on
horizontal and Move easily through the dangerous parts ...on stone plateau and
canyon, using Brake slightly in the most dangerous places only in the canyon if
he is leading the races. If not don`t hesitate to choose one time Get power to
protection field in the stone plateau and ALWAYS keep your eyes on the foncer
damage .



Escort for the Maloq Prince

Only a dedicated ranger like you can be a loyal escort to the Maloq prince
Tardym Ka`Boom and his wife Hanna `Looks Killer`. Land and ask a couple of
questions to the master of ceremony and a shaggy character who, by the way,
knows how you can meet Corsair Santa Clause !
Now go to the ceremony and pick the following lines, keeping in mind that
you have to butter up both : Pick the suit with belts, sword-belts and
weapons; Great the Maloqs as fit; Jab the prince full force on the jaw; Great
the Prince`s wife; Kiss the Princess hand; Put the basin in the middle, fork
on the left and drive the knife into the table on the right; Serve blood;
Stand to the side of the prince and wait till the first course is over;
Remember a romantic story of your feelings towards a Princess who had been
kidnapped by hyper - pirates; Backhand him right into the ear just for the
kicks of it and hint that his face could suffer a lot damage from Mr.
Iron-tray here; Mix 5 hiphops,2 water, 3 repulsator or another (they drink
everything); Like sunrays they shine ...; Kill your glass in one swing,
providing your heirs with a considerable insurance policy; Give the beautiful
shells to prince Tardym; Give the super-rifle to Princess Hanna; Give the
backpack to Prince`s sons; Well, to be completely frank with you ...; Go out
and take a walk in the garden around the Government Palace;Approach the
prince.


Pilot Testing for Z-45/6 a category

So the Pelengs need this driver license to smuggle drugs and they hire a
ranger to do the job in exchange to a considerable amount of money. On the
planet you`ll find 3 rooms with different examinators: Laho-khan (Gaalian,room
1), Dalany Highbrow ( Faeyan, room 2) and Sniperman Hogger ( Human, room 3).
Get inside the first one to find out that the emaciate Gaalian is in love with
Bugbubba from the document control department and he want a date. Accept to
help him, Go to the document control department, Listen to conversation, Enter
and face 3 womans. Of course she must be the Maloq. Head over there and choose
military journalist as profession on your way to the canteen, where the entrance
fee is 150 cr ( I know, cheep, but effective ! ). She is big so order plates
full of calories like Lorelai (first menu), Baked tailpullers (second) and Chef`s
Special Gablingkot (third menu). Eat and burp. No she is in trance and you have
to pick the line saying Shrill out her name and she will write the place and
time for your date ( I was a Peleng character and dating a huge Maloq is pretty
funny, from distance I mean !). Go back to Gaalian, take the papers and head
to the practice line. Fire the meteors without going up and down more than 2
times and get back to ship.


Swarokok medicine

Apparently homemade potions to cure wounds are greater than their synthetic
counterparts and you`ll need one small bottle of this wonder cure made by
Maloqs to earn the money. The quest imply hunting down swarokoks and bring back
10 paws, but only the front right one from six paws that the animal posses.
The animal could be trapped using a net and a knash as bait or killed with
a knife and club.Killing with a knife and club presume high skill and strength,
while hiding require a good concealment. Keep in mind that results are random
and you could take 10 paws first time or after more moves.
Solution : Slip of a couple of flowers ( in reality there are flowers and
fruits. Red petal raise health; first and second unknown flowers raise
concealment and skill; first and second unknown fruits reduce health-raise
strength/skill and reduce skill-raise health/strength ); Try to catch a couple
of knashes; Make a club out of the tree; Start hunting. What to do ?
a. Train a little; Come to cartanga and shake its stock ( until skill is at
least 96% ); Get back to hunting; Lie down and have a rest ( to increase
strength/health); Take your knife ...; Wait until the swarokok jump at you and
then slash its throat. REPEAT until the knife is gone
b. Train a little; Use the huge log ( increase streghth at 100%); Get back to
hunting; Lie down and have a rest; Use the club; Haul off and struck him with
the club. REPEAT until the club is gone or IF ARE NOT ENOUGH PAWS GO TO c.
c. Bait him with knashes and attack with either a club or bare hands. If
this is not enough reload the quest and try again.


The Rock Concert

A dream come true - for a night you will be AC/DC ! To win the purse is
necessary to hire a band ( guitarist, keyboardist, bass player, drummer) and
sing to win the big prize. Solution :
When you wake up on the first day in the hotel open your laptop :
a. check mailbox for some funny stories and quest indications
b. enter the instrument search and buy Strings and Drumstick for 50 cr each
c. Search through library and buy the books signed O. Hippie, Chvakha Cheet
and the antology , receiving a paper volume of the antology because you are
the number ... who read it.
Go out from hotel and check the following places in town, but always check
your physical condition - if the phrase You are sleepy ! or You are very tired
appear go back to hotel and take a nap :

Tatoo parlor - get a guitar tatoo, pierce a ear and ask for musicians to hire
Pub - speak with the Gaalian and answer 867 at his quest. You could get strings
and drumsticks or listen an advice; Approach the bass-player, listen the music,
ask him to join and give your Poetry Book ( he is only at night in the pub )
Long Street - speak with the guitarist and hire him
Rock club - speak with the maloq owner and hire him as drummer
Pool room - play a hand to win some money, then get close to keyboardist and
hire his services after you beat him one time at pool
Studio - buy a 5 min song with 50 cr; Train each individual to killer and the
band to unique, but keep an eye to your physical condition;
Pub - if you have the time play the song in the second/third day to get the
`feeling`
Sleep the last night and go to make a good show, without drinking on the way:
a.Select music actions and pick one after another Perform a great vocal party,
Play a shredding guitar solo, Play some cool bass-line, Play a wicked keyboard
solo, Play the drums the punk-rock way, Sing romantically
b.Select Special Effects and pick Fireworks along the scene (they burn a
drum, but the drummer got his solo) and Artificial Rain to create a magic
water effect.
c.Select Show and pick Undress ( to show your tattos ) and Run around the
stage and scream hysterically.
d. Back to music action and choose Just sing and play
In the end go to the interview
Original Text Quests Part #3
Intergalactic Tournament - Hyper Jumping Plasma checker

Go the hotel library to understand the rules and pick this numbers :
3 5 6 4 2 1 3 5 7 6 4 2 3 5 4


Presidential Candidate

Usually the planet is a former prison for all criminals, regardless the
species and gender. Still this is not a democracy, because the loser will get
shoot on site. The first thing to do - check what races dominate the planet.
If Gaalians and Faeyans do, pick answers related to cooperation, science,
knowledge, tolerance , etc. If Peleng/Maloq have the upper hand pick greed,
heroism, business, military, strength, etc. Humans will be in the middle, so
you`ll get over 50% of their vote regardless the options and this is a good
thing. If possible try to catch the attention of a four race, increasing your
chances to win against Abu Linkoln Husseyn (!!). Keep also in mind that all
species love freedom and hate unjust taxes, but over all they are interested
in local problems and less in the galaxy fight with dominators, so avoid ranger
poster and slogans. First you`ll have to establish a platform. Choose according
to the dominant races your opinion about taxes, budget priority, defense
potential, free press, physical training and sport, science and education.
Then is time to do the real work and this convincing the people that you are
the right choice. There are some ways to do this, as following :
a. Press conference - answer the questions as mentioned before
b. Start canvassing the crowd with 6 options : Street posters - one time
(despised by Gaalians), Stereotrailer - one time (hated by Humans), T-shirt -
one time (hated by Maloqs), Badges - two times (despised by Maloq and
Faeyans), Leaflets - three times (irritating for Gaalians, Pelengs and Humans)
and Spam - unlimited (despised by all). The best choice are the leaflets with
military/business/science images and slogans like Vote for freedom, Protect
your way of life, etc.
c. Black PR - mainly a hired team will made up dirty news about your rival
concerning one species. If it work you gain at least 10 %, if not the press
will find out and make you lose points.
d. social events - go to prisons, museums, military bases and promise
freedom, budgetary increases, etc.
e. watch forecast and stereovision to gain information about Abu Linkoln and
change tactics regarding one or more species



Island on lease

The Pelengs want to lease an island from a planet wide known for her
administrative trapes, in order to build a leisure station for the brass.Land
and meet a watchman called Ge Chevara (!). Go to the corridor, enter the
secretariat, approach the secretary, ask her name, play 21 until you get her
watch and glasses, give back her objects and get the papers, find out
where is the register, look inside the garbage can, get the hat and put it on,
go to the basement, search, go back, go to the commandant and find out where the
clerk is, go to WC, enter second cabin, answer a couple of questions, go back
to the secretary who will stamp the papers, go to house master and answer some
questions, find that he is no authorized to sign the papers, go to the head of
transportation shop who want a fish, visit the commandant and ask about fish to
get a rod, go outside, go to the lake, get into the lake and look for something
on the bottom ( a bloodsucker), attach the bloodsucker to the line ...,go back
to ministry , go to basement, cast the line into the hole and catch a fish, see
again the head of transportation, get the papers, leave. Yuh !


International Robot Combat Tournament

Welcome to BattleMech where three people - John `God` O`Damned, Zen Cha-Cha
and Steel Sylvester wait to crush your skull inside a robot armor. You have an
average robot, who can be upgraded from 1.000 cr and 3 weapons - Blaster, Rocket
launcher and Torpedo tune. For protection people use a power shield against the
blaster, antirocket maneuvers against rockets and a noise generator to jam the
torpedoes homing signal. A robot can carry 10 ammunition sets,2 blaster charges,
2 rocket sets, 2 torpedoes and 4 sets at your disposal. Go to bar before each
round and find out your opponents weakness and strength from the Peleng and
Maloq characters. Leave the crowd last, join them before the last match and give
a toast in the honor of the last opponent to find about him. It`s possible
before the last round to visit first the boxes, upgrade torpedoes - lethal -
and go to the bar and arena after. Strategy example: If Zen Cha - Cha had a
discharged power shield and use rockets/antirockets maneuvering get more blaster
charges and 1-2 torpedoes. In battle hit him with blaster shoots and torpedoes,
avoiding his rockets with antirockets maneuvering.


Destroy the secret Peleng base

On a unhabited planet the famous Peleng Lyakusha ( pirate ) called Borzukhan
established a secret base that you have to locate and destroy. Land, speak with
Carl who offers 1000 cr bonus for the Borzukhan alive and three possible
location for his base - Mountain (N), Forest (SW) and Underground caves (E).
You get a laser gun, several grenades and a special explosive device. Climb into
the flyer and pick the following lines :
Circle over the camp and look around, Fly to the smoke trace,Land carefuly not
far from the fire, Listen to the Peleng conversation, Continue listening,Shoot
the pirates ..., Search the Peleng bodies, Examine the man, Speak with him and
take him back to camp, Go SW, Land and look for the lyakusha cabin, Kick the
door in and ..., Stun Borzukhan with the stunner and get him back to camp, Go
E, Go down to the sea ans inspect the rocks more carefully, Enter the grotto,
Look for the secret passage, Carefully cut out the lock ..., Go right, Enter
the left door, Shoot the Peleng, Set the explosives , Leave.
Original Text Quest Part Part #4 (Final)
Diving quest

An alien ship crashed underwater and now she send a distress signal. You get
a bathyscaph with random diving depth, a location and some hints about diving.

Please, God, don`t send me underwater ! The following solution belong
to David Tardif. Thanks, man !

I have a solution for the submarine planet problem.

The coordinates they give you are like a graph in mathematics, where
-x corresponds to west, +x corresponds to east, -y to south and +y to
north. Those coordinates represent how far your target is away from
you, which is also moving at a rate.

The trick is to turn your sub to one of these directions, and get as
close as possible, then turn to the other direction and get as close
as possible. It is possible to synch up the motion of the object you
are seeking exactly, so try and avoid going in anything other than
cardinal directions. It is important that no matter what direction
you are going, if you come within 1200 ft of the target depth, you
must start dropping ballast or you will die. It is very difficult to
get your target (I've never gotten it to work) once you hit the ocean
floor and you're off target, so the trick is to time your landing on
the bottom so that it happens after you reach your target.
Occasionally, you may be near the position of the object (the pre-dive
tutorial says what distance you need to be from the object, something
like 30x30-90x90 depending on luck) but you may not be able to grab it
or see it. What you have to do here is turn your sub so that it faces
the object; that is to say, turn the direction of where you have to
go, which you should be anyway. Then, once you have it, just drop
ballast constantly until your surface. Voila!

The method to defeat the sea creature that attacks is turn to face it
and turn your headlights on. Usually I can't coordinate this and I
just end up surfacing and retrying the mission.


Managing a sky resort

You need to earn 1000000 cr before a time limit managing a resort with 1
hotel, 1 restaurant, 1 sky lift and one beginners track.

A.I want to say thank you to Erik Mohn who provided the solution below
for this rather difficult quest.

Solution : This is reguarding thi SKI RESORT quest. I dont remember the
order but i ended up with this: ECONOMIST VERY IMPORTANT

3 HOTELS
4 RESTAURANTS
5 LIFT W/ CHAIRS
1 LIFT W/ CABINS (SECOND OR THIRD BUILT)
4 BEG. TRACKS
5 AVG. TRACKS
2 PRO TRACKS

A TOTAL OF 130 BEG. SKIIERS AND 90 PROS

ALSO I PUT 20.000 TO MARKETING (FIRST THING I DID)

HAD 3 DAYS LEFT. When you are done it as if you want to do it til you reach
10.000.000 no time limit.

ALL I DID WAS CHECK WITH ECONOMIST TO SEE WHAT I WAS SHORT ON AND IF I HAD 3
THAT NEEDED ATTN. I DID HOTELS AND RESTAURANTS FIRST THEN TRACKS (IF I HAD
NOT DONE CABIN LIFT YET)

B. Other thanks go to Silence DarkGryphon K'vala who come up with another
solution :

First thing i did was to bring the advertising to 40$ a week and i kept an
eye on how many people were comming in so i can build accordingly.Always
kept the hotels and restaurants at least +30 beds/seats, had 2 pro, 4
average, 7 begginer courses, 4 lifts with cabins and 3 without.
Text Quest Guides (HD War Apart Add-on) Part #1
*A brief description of every text/planetary quests in found in the help manual
*The attached guide at the top of this guide contains all the text/planetary guides from SR 2. However, this section is designed solely for new addon text quests.

Auropedal Sibolusovtus
Difficulty: Medium ~ High
Duration: ~ High


First, click ask more specifically. Then click go to base. Click next. At first, you are not able to catch the sibolusovtus. You will need equipment. Go to the expedition leader's safehouse. Examine the writing desk. Look in the left drawer, which should give you a little gear. Afterwards, return to the desk, and look into the safe. Rummage the plastic cards to remember the two numbers given: 504 and 325. (These numbers may be random) Walk away from the desk and return to the main area again. Go to the labrotory and pour yourself 2 flasks of sulfuric acid. Afterwards return to the main area and go to the warehouse. Enter compartment one and enter the number 325 (or the second number given). Take the net and leave. Now, return to the main area and go to the forest to start searching for the sibolusovtus. As you search in the forest, you might meet the gaalian biologist who will give you the keycard for the second compartment. The second compartment holds the tranquilizer darts, so you can go back. However, I found the net to be much more effective. Anyways, mostly, you should continue to search, if you go too far, you will die. Anyways, after you find a sibolusovtus, cautousily creep closer. Then throw the net. After you return to base, read "everything about sibolusovtus." You will find that they die pretty quickly. You can put it in the analyzer, but it doesn't really matter, I think it's like a 50/50 chance. (not the 30/70 in the game) I would just go along with it. Administer 3 doses of sleeping drug. Then begin the operation with a scalpel. Cut the 3rd vertebrae. After that, you will find out if it is male or female. If it is the right one, you are done, otherwise, you will have to go look for another one.
*Random event 1: in the forest, you might find a stump. This seems to be just a event where you can't really die, but I didn't use all the equipment on it.
*Random event 2: in the forest, you might ecounter a stone wall. Just look for an entrance and you'll be fine.
*Random event 3: in the forest, you might meet a furry man, you must mke sure to say all the right things. He is immortal and do not say you are looking for the sibolusovtus.


This is a guide for Space Rangers HD for the Transportation text mission where you must build up a liner industry to get 50 liners by the 50 day deadline.

First, talk to the advertising consultant and set it to 20,000 cr. Then forget about it. Do not reduce it. It will be very helpful later on in the game.
Next, hire a liner and a guard, and end day.

The strategy after day 1/2 is quite simple: Keep buying Liners and guards, and upgrade your liners. You will want 1 guard per Liner to minimize risks of invasion.

In order of most to least important upgrades:
5% Happiness Level per day
25% Extra Capacity
Reduced Repair Costs
Extra Armor Plating

If any of the sudden events occur, such as Hijacking, Celebrity, or Great Aunt occur, it's much better to pay out / give them liners than to decline.

When the "Guards go on Strike" event occurs, if you have enough credits, postpone the liners for the day. If you have absolutely zero credits left, be prepared to lose some liners.


A Ranger's Bad Day
Difficulty: High
Duration: ~ High

1. Go look for escorts and buy all the necessary items
2. Go to the address and enter the building
3. Go to the left stairs, go into the tunnel, throw bread and go through the metal door
4. Go up stairs on the right
5. Go through the 3rd door, throw meat sandwhich at hand, run from creature
6. Go through the 5th door and search table to get a keycard
7. Go through 1st door, answer: I'm best lyachashu, I'm different from that one and get magnetic key
8. Go downstairs and enter right door, insert key
9. Solve the Puzzle:
Move 1 to 3rd row, 2 to 2nd row, 1 to 2nd row, 3 to 3rd row, 1 to 1st row, 2 to 3rd row, 4 to 2nd row, 1 to 1st row, 2 to 2nd row, 1 to 2nd row, 3 to 1st row, 1 to 1st row, 2 to 3rd row, 1 to 3rd row, 3 to 2nd row, 1 to 1st row, 2 to 2nd row, 1 to 2nd row, 5 to 3rd row, 1 to 3rd row, 2 to 1st row, 1 to 1st row, 3 to 3rd row, 1 to 3rd row, 2 to 2nd row, 1 to 2nd row, 3 to 1st row, 1 to 3rd row, 2 to 1st row, 1 to 1st row, 4 to 3rd row, 1 to 3rd row, 2 to 2nd row, 1 to 2nd row, 3 to 3rd row, 1 to 1st row, 2 to 3rd row, 1 to 3rd row.
10. obtain the body and go upstairs in the 1st door to obtain the metal key
11. go downstairs, enter the left door and enter wooden door and choose statue symbolizing sight to obtain sledgehammer
12. Go through the metal door
13. Go through middle door and hit bell with sledgehammer
14. Go upstairs and go through 2nd door and splash twin with alcohol, then hit your twin (slam/hit on the side)


This is the the Baraboom Cup Game
Basically, it is just moving the position past the enemy. You can try if you want. Here is the solution:

up - left - down - up - up - down left - down

Cheats
Cheats
Implementing cheats will cause you to be unofficial, meaning any achievements you earn will not be counted. Furthermore, it seems that the days for the cost of cheats are also implemented, meaning the time will be the amount of days you use for the cheats. Lastly, it seems that time will go faster once cheats are activated, but this is not confirmed. Don't be in a rush to become all powerful.
Want to help?
----Current Question----
Starting Strategy!
Please comment on your favorite way to get a high score. it can be anything, but please give us all the details so we can add it to the guide under possible strategies section. This is your chance to help the players behind you. So go ahead and send me or Yao.89 your favorite starting strategies.
----Current Question----

I would like to fill this guide up with some more info. If there is anything incorrect or something that you would like to add, including your own section... Please feel free to contact me or Yao.89. We would be glad to make this a community guide for one of the best games ever created.

A Note to The Makers of Space Rangers 2. - Wakko's rant
Why the ♥♥♥♥ didn't you make the races fight each other? What were you thinking? How did you drop the ball on that one? Once all the pirates and dominators are dead it would be nice to have the Empires revert to fueding. I don't think it is alot to ask that you include the options a game built in the 90s had which was; A Simple alliance and war system where the factions either thought of each other as Allies, Neutral, or Enimies. Please fix it immediatly. Sincerely, everyone who has ever played Sid's Pirates and a grateful audience. The Next game better have the 2 Klissian Factions, 3 Dominator Factions, 10 Empire factions, 2 for each Race, and 5 Different Pirate factions. Please make the map size adjustable. Thank you to anyone who have read this far.
Contributors & Updates
Creator of the Guide: Wakko151

Main Writer: Yao.89

Last Update: July 5, 2023
- finished stimulators
- added several planetary battle videos to help
- finished pirate quest line

No more updates, basically all done.

Many thanks to:
Risa
YellowKid67
FDru
WWDragon
Xomka
The Vintage Tradesman [PPM]
Redbull102
Strigivr
Комментариев: 223
opa 33 4 фев в 17:49 
find it funny that industry lasers are concidered weak and should be avoided.
i like to do chalenge runs with the weaker weapons only ,and had some rather interesting results.
the biggest suprise where the industry lasers,wich can deal more then 100 points of dmg in space with modules (excalibur) ,ship type III kindhearted lyakusha and a full set of type III acrynylic Equipment .
in hyper space there still weak though
Triel 2 фев в 8:46 
If you got an antigravitazer and psi accelerator, with a speed upgraded temporal engine you can get ~1k speed on 1.5k shadow of the empire. Hows that for too massive for regular gameplay?
Triel 26 янв в 7:35 
And flamer is the absolute best manual control weapon since it has longer range than anything else in manual
Triel 23 янв в 15:34 
A good note could be that hull AB means only a tranclucator can benefit from the bonus
SK RaZoR 25 ноя. 2023 г. в 5:12 
If you can tank 850 damage and have a Junior droid. You can artefact farm Keller's black hole. (I'm doing this 2 tech levels bellow the max)

When Keller pops in a system he tends to linger. I just entered the black hole next to Keller 4 times in a row. Farmed all the missing things. Did it a couple of times before to get some guns too. Each hole entry tanks a full salvo from keller maybe even 2. Does 400 damage on average to me. You don't always have local ships soak damage for you.

The junior droid you need because exiting with less than full hp, keller will blow you up, and you can stay in arcade to heal to full after all are dead.

Even if you carry probability analyzer and scanner cache you still have to Load/test what the other ships give. Maybe that droid upgrade you want is in the ship without an artefact reward.
yaoza889  [создатель] 13 авг. 2023 г. в 17:32 
Everything I wanted in the guide is now completed. For specific text guides, just search google and you should find them
yaoza889  [создатель] 2 июл. 2023 г. в 12:33 
I will add the planetary battle video for the Private Ryan (Google's comment)
WaKKO151  [создатель] 6 июн. 2023 г. в 14:50 
Its been awhile but i thought you defend and then counter attack.
Google‡¤‡ 30 мая. 2023 г. в 0:53 
Has anyone completed the planetary battle, where you are vs red, and you both start without bases on the beach? I need some tips, since he is too quick and has many troops
Vitt 27 мар. 2023 г. в 7:42 
Good guide with a potental for improvement.Also esodapher doesnt decrease armor when attacking bosses,same applies to some other status effects like lirecrons emp-damage or kaphacitors ionization