Interstellaria

Interstellaria

106 ratings
Interstellaria Everything - A Steam Guide to being awesome (and quite rich!)
By Whygee
This guide will allow you a quick, comprehensive look at pretty much everything that's in the game, including where to get your stuff, where to sell your goods for maximum profits, and in which vessel to do it! The game is fully covered in all its aspects, with as few spoilers as possible.
   
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1- Overview
Good day!

Welcome to my guide to profits and riches in Interstellaria! I hope you will walk away from reading this content and confident that the galaxy is just one more lucrative opportunity after the other. And everything else it can and should be. It should be noted that it's going to be more fun reading this while listening to that!

The guide is broken down in 13 chapters, conveniently selectable from the right hand side of the Guide (original Steam/web version):
  • Overview (what you are reading now);
  • Getting Around: Trading Ports and Galactic Map;
  • Commodities List;
  • Fleet concepts;
  • Ships;
  • Ship Consoles;
  • Ship Weapons;
  • Crews Concepts;
  • Crew Equipment;
  • Walkthrough 1/2;
  • Simple Trading Stategies; and
  • Concluding Remarks.

As these are pretty self-explanatory, let's just move along to the good stuff. However, should you be looking for something very specific, remember you can use the CTRL-F function at any time.

Furthermore, should you be looking for a guide to edit your saved games, you will find one here[www.dropbox.com], thanks to Steam user (and constant contributor to this guide) jessenoland.
Enjoy!

Last edited: 28 July 2015 @ 19h25 (UTC-5)
2- Getting Around: Trading Ports and Galactic Map
This section tells you where to go to buy/sell your comodities, for Trading. It's broken down in obvious categories to facilitate browsing.

As I have not yet tried all the permutations myself, there is the possibility that not everything is listed adequately in the "Want" column; what is there, however, is confirmed.

A Galactic Map is available here! Many thanks to Steam user "Jamian_Zephyr" for his good/hard work!

#
Region
Port
Has
Wants
1
Human
Trade CO.
Nothing
Scrap / Dynium
2
Human
Zephyr
Nothing
?
3
Human
Yunqi
DNA
Gas
4
Anoa
Oloke
Flowers / Vines
War Relics
5
Anoa
Anoa
Flowers
Artifacts / War Relics
6
Kursha
Cyala
Nothing
Dynium
7
Kursha
Ongman
Gas
Data / DNA
8
Kaidan
Eshk
Water
Vines / Firestone
9
Kaidan
Aibit
Nothing
Firestone
10
Bashien
Delna
Artifacts
Gems / Dynium
11
Suna
Wiegre
Fruits
Flowers / DNA
12
Unclaimed
Paren
Snow / Ooze / Flowers
?
13
Kaidan
Kere
Pixcoin
?
14
New Terra*
Kibou*
Dynium
Water
15
New Terra*
New Terra*
Nothing
Water
NOTES:
  • Deal value: You can tell it is a good or a bad trade because the merchant will tell you beside the "Sell" button. If nothing appears, then it's just a normal trade (which is ok~ish if you got the stuff for free from harvesting or exploding aliens other legitimate means).
  • Overstocking Penalty: Any time a Port already has a commodity in stock, your stocks of that particular commodity will sell very poorly. This rule applies to everything in-game, not just commodities.
  • Trading for Profits: Bonus money from a good trade is always equal to that item's market value (example: Water is worth 50$ at Eshk, so selling it somewhere where it is wanted will net you a sale of X + 50$). So buying somewhere to sell somewhere else is a totally legit and viable option (See "Simple Trading Strategies" section at the bottom) and determining your profit margin per unit is pretty simple (rule of thumb: it's essentially 100% of the standard sale price, the extra in green representing and covering the initial acquisition cost).

  • Paren is located in the Central Trailward region, near the bottom of the map.
  • Snow melts.
  • Ooze is worthless.
  • (*) denotes that this area is not immediately accessible (unlocks later).
  • Until Steam user (and game maker) coldricegames tells me otherwise, Pixcoins are a scam.
3- Commodities List
A short list of all the commodities I am so far aware of in Interstellaria, and places where you can get them. (M) denotes a Market source, as opposed to an harvested source.

NOTES:
  • (M) denotes a Market item.
  • (*) denotes that this area is not immediately accessible (unlocks later).
  • Don't land on Tsaaraa unless you really have to (aka You want to get a dog on your ship).
  • Snow melts.
  • Ooze is worthless.
  • Until Steam user (and game maker) coldricegames tells me otherwise, Pixcoins are a scam.

#
Name
Source
1
Scrap
Sakari / Gadaad* / Ott*
2
Data
Sakari / Gadaad*
3
Gems
Sakari / Xiwang / Tsaaraa / Random Asteroids / Brand*
4
Flowers
Anoa (M) / Paren (M) / Sakari / Xiwang
5
Vines
Oloke (M) / Xiwang / Aibit
6
DNA
Yunqi (M) / Xiwang / Cylus / Ott*
7
Artifacts
Delna (M) / Cylus
8
Water
Eshk (M) / Ayudar / Gadaad*
9
Fruits
Oloke (M) / Wiegre (M) / Oloke
10
Dynium
Kibou* (M) / Aibit / Tsaaraa / Eshou / Random Asteroids / Brand* / New Terra*
11
Gas
Ongman (M) / Ulu*
12
Snow
Paren (M) / Herafor
13
Ooze
Ayudar / Ghfi* / Who cares? It's trash.
14
War Relics
Sakari / Ott*
15
Firestone
Brand*
16
Pixcoin
Kere (Robar) (M)
4- Fleet Concepts
This section discusses everything about Fleets in Interstellaria. Will add more relevant points as they are discovered.

  • Fleet necessity: While the game allows you the possibility of making Fleets, they are by no mean required to actually win the game in its current form. My first playthrough was with always just 1 ship, and 1 crew (which never shot over 6 people).
  • Cargo Space: One of the most useful thing about having a Fleet, strategically, is that you have a lot more Cargo Room space. Each new ship, notwithstanding it's size/class, will add 4 extra slots for goods and commodities.
  • Fleet travel speed:
    Originally posted by Telerion:
    When considering travel speed on the Galactic map, you will travel at the speed of your FASTEST ship in the Fleet. It is therefore possible to specialize a ship into speed, which will always maximize energy allocation into speed, with a Navigation Mk III console and your best Navigator. This can really speed up galactic travel (and trade).
    Note that since energy distribution on ships is flexible and user-allocated, nothing stops you from redistributing to weapons and also using this ship to blast people apart in combat, should there be a need for such things. I am rather certain, however, that you've already exercised that option multiple times there won't ever be a need for such violence over the course of your adventures!
  • Combat Speed: While in combat, each ship moves at its own individual speed (so it's a pretty good idea to still put a Navigation console and a Navigator in every ship).
  • Fleet-wide bonuses: The maximum bonus values from best console/officer in Navigation and Engineering will be awarded only to the ship itself, but Scanning and Tactical goes fleetwide. Bonuses gained from operated consoles also happen to be cumulative (they add unto one another) for that ship in question in matters of Navigation and Engineering, while Tactical and Scanning is fleetwide.
  • Artillery Platform: While this is rather expansive to setup (and somewhat useless considering the current difficulty of space combat), it's really rather funny to slot 4 Artilleries on a ship (you can't put more since energy allocations caps at 12) and just leave it wherever it spawns. Since Artillery fires the fastest payload in the game, and that this payload will pass through whatever, it can hit for a full volley of up to 120 dmg from across the map while you're busy blasting alien constructs into oblivion negotiating an end to hostilities!

  • Thanks to "Telerion" and "enderfour" for their contributions!
5- Ships
This section discusses the many ships in the game, broken down by species who makes them and class.

NOTES:
  • The ship you start with is the Old Empire Corvette.
  • Shields: Shields are really helpful. There can be no annoying hull breach or fire as long as they're up (exception: you have an Arsonist onboard). In fact, I tend to automatically dismiss any ship without shields as useless. I await your inflammatory feedback to the contrary :)
  • Speed: Speed is best at first, and stays that way all through the game, in my opinion. Money is made harvesting planets and trading, both of which are made a lot easier by increasing travel speed. More speed also means less chances at unfortunate encounters (or better odds at making it in time for that anomaly).
  • Energy cap: Each vessel has a hard cap on how much energy can be spent on each allocations (Engines, Systems or Weapons), which is 12. This cannot be overcome by any means (that I know of, anyway). In other words, you can't spend the 22 Energy of a Human Cruiser on Engines, or Weapons; 12 is always the maximum.
  • The Shuttle: The Human Shuttle is a random loot event available in Earth's orbit after discussing the possibility of having a Fleet with an NPC at Yunqi (note that other NPCs in other Ports may also put you on that trail as well). This usually happens during/after the Xiwang mission.
  • Fleet sales: Selling price of ships is always 50% of the original market price.
  • When it comes down to it: The Kursha Cruiser is very likely the best vessel in the game, followed closely behind by the Suna Cruiser and Human Cruiser.

  • Special thanks to Steam user enderfour for the stats on the Shuttle!

#
Maker
Class
Availability
Price
Energy
Speed
Armor
Shields
Slots
1
Old Empire
Corvette
TradeCO. / Delna
17.000
11
3
100
0
3
2
Human
A2 Fighter
Trade CO.
7.500
6
8
15
0
1
3
Human
Shuttle
Earth's orbit*
(8000)
25
2
40
10
6
4
Human
Corvette Mk II
Yanqi
20.000
11
4.5
80
15
2
5
Human
Frigate Mk II
Yanqi
40.000
17
5
120
30
3
6
Human
Cruiser
Yanqi
100.000
22
6
150
50
6
7
Kursha
Fighter
Ongmon / Cyala
9.000
7
8
5
10
1
8
Kursha
Corvette
Ongmon / Cyala
26.000
15
4
75
25
2
9
Kursha
Frigate
Ongmon
60.000
18
4
75
74
4
10
Kursha
Cruiser
Ongmon
150.000
23
7
100
100
5
11
Anoa
Torch Fighter
Oloke / Anoa
7.000
5
6
18
0
1
12
Anoa
Corvette
Oloke
18.500
10
2
125
0
2
13
Suna
Pod
Wiegre
6.000
6
4
2
15
1
14
Suna
Corvette
Wiegre
16.000
14
3
10
75
1
15
Suna
Frigate
Wiegre
30.000
19
4
20
80
2
16
Suna
Cruiser
Wiegre / Delna
75.000
24
6
30
170
3
17
Kaidun
Miner Craft
Eshk
8.000
6
4
16
0
2
18
Kaidun
Corvette
Eshk
22.000
13
3
150
0
2
19
Kaidun
Frigate
Eshk
50.000
16
3
250
0
4
20
Kaidun
Cruiser
Eshk
125.000
21
6
300
0
6

Spoiler alert:
Originally posted by Rhonda:
Experimental Human Ship - Value: (70,000), Energy:15, Speed: 8, A/S:50/50, Slots:2
You can get it by doing the following:
  • 1. Talk to the Bountyhunter on Xiwang while doing the Bryan Nomad mission.
  • 2. Talk to the Bountyhunter on Aibit. He will give you a special code to unlock the door at Reekompensa. NOTE: There is a limited window of opportunity to meet the BH on Aibit, so act fast!
  • 3. Talk to the wounded Bountyhunter at Reekompensa. He will tell you about his ship which is in Yomin's orbit. You can also find the BH's Experimental Human Armor and the Arm Cannon at Reekompensa.
  • 4. Fly to Yomin in your new armor suit. Get your ship.
6- Ship Consoles
This section contains a comprehensive breakdown of all the stuff you can slot on your ships (using the "Fleet" function while in space). Remember to dump your parts in the Ship containers before equiping! Happy retrofiting!

NOTES:
  • (*) denotes that this area is not immediately accessible (unlocks later).
  • Entertainement modules are, between zombies and your sister carrying your baby, actually quite... entertaining!
Console
Price
Availability
Energy Consumption
Size onboard
Navigation 1
2000
Trade CO. / Anoa
1
1
Navigation 2
4000
Yunqi / Ongmon
2
1
Navigation 3
8000
Yunqi
2
2
Scanner 1
2000
Trade CO / New Terra*
1
1
Scanner 2
4000
Cyala / Ongmon
2
1
Scanner 3
8000
Wiegre
2
2
Tactical 1
2000
Trade CO / Cyala
1
1
Tactical 2
4000
Yunqi / Ongmon
2
1
Tactical 3
8000
Ongmon
2
2
Engineering 1
2000
Trade CO / Eshk
1
1
Engineering 2
4000
Cyala / Ongmon
2
1
Engineering 3
8000
Eshk
2
2
Sleep 1
750
Trade CO / Wiegre
1
1
Sleep 2
1500 (4000 in Cyala)
Yunqi / Cyala / Ongmon / Wiegre
2
1
Sleep 3
4000
Cyala
3
1
Food 1 (Fridge)
750
Trade CO / Delna
1
1
Food 2 (Stove)
1500
Yunqi / Anoa
2
1
Food 3 (Kitchenette)
4000
Anoa
2
2
Medical 1 (Box)
1000
Trade CO
1
0.5
Medical 2 (Bay)
1500
Yunqi / Wiegre
2
1
Medical 3 (Vat)
4000
Wiegre
2
2

Entertain 1 (Jukebox)
750
Trade CO / Paren
1
1
Entertain 2 (TV)
1500
Yunqi / Kibou*
2
2
Entertain 3 (Game Console)
4000
Kibou*
3
2
7- Ship Weapons
Do you like space? Do you like starships? Do you like guns? Do you like big explosions? Do you like dodging dead aliens sucked into a cold vaccum whilst looting their ship-turned-debris-field?

Well, look no further than this chart to understand how you'll obliterate next!

NOTES:
  • Weapon suites: Chart is sorted as: Projectiles, Energy, Missiles, Disablers, Damage over time.
  • What's with N?: Energy weapons are calculated as an increment of total allocated weapon energy at the moment they are fired, denoted by N. So, if you want to allocate, say, 6 energy into weapons, your best choice is the Particule-ADV (at 64.8 dmg/salvo); but if you want to go all out with, for instance, a Human Cruiser (6 slots), with energy weapons, you'd get more mileage with 6 Particule 2 (144 dmg/salvo) or 4 Death Beams (240 dmg/salvo, but slower recharge rate). You wouldn't be able to put more than 4 DB (or 12 energy) because of the allocation hard cap. Of course, this is all base damage; the total output will be modified by your Tactical Officer(s) and the type of console(s) being used. Anyway, yay maths.
  • Multipliers: Remember that your Tactical Console, their quantity and choice of Tactical Officer(s) will influence your damage ouput by applying a multiplier on top of your base damage (as seen at the bottom of the screen while the ship is selected).
  • Special WTF? moment: I think it's pretty weird too that there are two types of Rocket Pods named the same way but that are doing different things entirely. Ditto on the 30mm.

  • DoT = Damage over time.
  • (*) denotes that this area is not immediately accessible (unlocks later).

Name
Price
Availability
Energy Consumption
Damage
15mm Machine Gun
600
Oloke / Anoa
1
3 x 2
20mm Gatling Cannon
900
Trade CO
1
3 x 2
30mm Gatling Cannon
2500
Yunqi / Kibou* / New Terra*
1 (2 if Kibou or New Terra)
5 x 3 (6 x 3 if Kibou or New Terra)
Artillery
10000
Yunqi
3
30 +Penetration
Particule 1
1800
Cyala
1
1.5 x N
Particule-ADV
3800
Cyala / Ongmon
1
1.8 x N
Particule 2
5600
Cyala
2
2 x N
Death Beam
10000
Ongmon
3
5 x N
Rocket Pod
1500
Yunqi
1
12
Rocket Pod
1500
Eshk / Delna / Aibit
2
2 x 15
NX Rocket
2000
Eshk / Aibit
1
15
Nuke
10000
Eshk
3
60
Overloader
5000
Zephyr / oloke / Aibit / New Terra*
1
Speed -
Engine Kill Switch
10000
Delna
3
Speed = 0
Small E-War Dish
1800
Paren / Delna
2
Accuracy -
Small EMP Generator
1800
Paren / Delna
2
Disabled
Nanodeconstructors
5000
Zephyr
2
Small DoT
Nanopods
7000
Wiegre
2
Fair DoT
Disintegrator
10000
Paren
3
Heavy DoT
8- Crew Concepts
This section will help you better define and understand your Crewman and their emotional frailty attributes. Also, there is a list of all traits at the bottom, in alphabetical order for your convinience!

NOTES:
  • Crews Availability: They are available at most Ports, as identified in this guide. That said, available crewmen are completely randomized; the Recruitment Office will give you a different list every time you land at that Port, based on your current progression. Prices of recruitment varies according to their learned skills. Also, expect to recruit a member of the species who's race owns the Port you're at.
  • Crew Names: You can rename every person in the game to your liking. Just click on their names in Inventory screen (ground) or Crew Management screen (space). Try entering yours and your friends' names for giggles.
  • Crew Loot: A lot (and I mean A LOT) of the stuff to deck out the troops drops from dead aliens. Gee, don't they look delicious!! loaded with loots!
  • Early Departures: When attempting to leave the planet without everyone on board, you will be prompted with a confirmation screen. Also, any crew not onboard will automatically run back to the ship, notwithstanding what they were doing prior.
  • Loot Progression: Generally speaking, progressing the story makes better gear available.
  • Crew Augments: Augments are one-time, unremovable, bonuses that will apply to one guy. Try to be smart about what you do and specialize your crew (aka, make a tank so everyone else can shoot from afar).
  • Ammo management: You may come to a point where your crew doesn't appear to be discharging their weapons anymore. This is likely because they ran out of ammo. While this is tedious, a simple walk back to the ship is going to do it (note that you will have to embark them so they can grab rounds).
  • Crew Healing: You can buy Medkits everywhere, but they're fairly useless beyond the first hour of gameplay. You can always keep a stash in case. Medical stations are much better, and that's when/if something bad happens (which is rare once you get good armor). You don't even need healing for the final battle, just long range guns and one of the ladders.
  • Robots: Robots are a varied group and have restrictions over if they can wear armor, wield weapons, equip Augments or man a station. So be mindful of those when choosing a pal. That said, they have no personal needs, so those who can man stations will keep on doing so forever (thanks to Steam user "enderfour" for pointing this out!).
    Originally posted by Telerion:
  • The "blue" humanoid robots CAN'T level up stats but CAN use all stations.
  • The dronecopter CAN equip weapons but CAN'T use stations nor armor.
  • The "Flying Brain Thing" and the "Energy Ball Thing" both CAN level up in stats and can use all stations, which inherently makes them the most useful robots for the stations, since they have no needs like all other robots.
[/quote]
  • Crew Survival: Don't let your crew die. They get better over time. Likewise, don't let them starve/get bored/go without sleep. They'll quit your ship (with gears and Augments) and that's a lot of sadness.
  • Riot Shield: So good. Put on a crewman, give him HP+50 Augment, the Personnal Shield and a Zap Zat so he can let you cheese the ♥♥♥♥ out of every mob in the game from a distance with Rifles tank like a badass.
  • [/list]

    Special Recruits
    - Iraelas, Unknown race: 50HP, No Armor, Harephor random encounter.
    - Janitor, Unknown race: 50HP, No Gear, No Station, No Captain, Janitor Trait.
    - Vancho Pilla, Female Kursha: 40HP, Blue trait, variable coding. NOTE: Random encounter on Gadaad.
    - Cloner, Special event: Doomed trait, will quickly die.
    - The Dogs of Stadam (see "Simple Trading Strategies" section below).


    Character Traits
    • Arsonist: Randomly starts fires onboard ships.
    • Blue Myself: Becomes blue.
    • Butterfingers: Slower loot speed.
    • Coldrice: Consumes a lot more food.
    • Diplomat: Increase chances of spawning a free recruitment opportunity.
    • Doomed: Loses HP over time until death (Clone event, cannot be removed).
    • Dull Eyes: Decreases weapon range.
    • Energetic: Faster movement speed.
    • Easy Money: Increases amount of money dropped by enemies.
    • Fast Learner: +2% xp gain.
    • Fast Shot: Increases firing speed.
    • Fire Fighter: Puts out fire faster.
    • Glutton: Consumes more food.
    • Grabby: Faster loot speed.
    • Grease Monkey: Increases Ship Repair speed.
    • Greed: 10% chance of less money.
    • Gun Runner: Randomly gives money, or attacked by Pirates.
    • Hipster: Can only use a station if no one else uses same type of station.
    • Inspires: Provides extra console exp on the same ship.
    • Invisible: Self-explanatory.
    • Janitor: +0.001 exp to all aboard his ship.
    • Keen Eye: Slightly better accuracy with a gun.
    • Legendary Captain: Master of Interstellar travel, reknowned
    • Lethargic: Slower Speed.
    • Macabre: Full heal upon another crewman's death.
    • Medic: Heals others when trait-bearer is healed.
    • Needs a Manual: Sometimes misfire weapons.
    • Needs Glasses: Worst accuracy when firing guns.
    • Nerdy: Lower accuracy with guns, but faster rate of exp.
    • Ninja: Chance of teleporting right next to an enemy.
    • Pugilist: Unarmed damage +3.
    • Sharpshooter: Increases gun range.
    • Slow on the Uptake: -2% exp.
    • Star Athlete: Fastest movement speed.
    • Sturdy: +10 HP.
    • Survivor: Random chance of not dying.
    • Tactician: Increases ship-wide weapon asccuracy.
    • Technically Blind: Terrible accuracy with guns.
    • Thin Skin: Explodes upon death.
    • Tight Genes: Slowest movement speed.
    • Weak: -10 HP.


    • Thanks to Steam users "Aevarie" and "jessenoland" for their contributions!
    9- Crew Equipment
    This contains detailed charts as to where one can obtain weapons, armors and augments for your crews. This is also further split between what is available for purchase, and what is obtained from other means (aka shooting aliens).

    • Special thanks to Steam users "|-Sunshine-|", "neosuduno", "jessenoland" and "The Cat What Stalks Cheese" for their contributions!

      Purchasable Gear
      Weapons
      Name
      Price
      Availability
      Note
      Knife
      300
      Trade CO / Oloke / Delna / Paren / New Terra*
      Melee damage
      Needle Pistol
      500
      Trade CO / Paren
      Fast, Short-range, 0.2 dmg
      Needle Rifle
      500
      Zephyr / Paren
      Fast, 0.2 dmg
      Standard Pistol
      2000
      Yunqi / Paren
      Medium-range, 1 dmg
      Shotgun
      3000
      Anoa / Paren / Kibou*
      Short-range, 2.5 dmg
      Goo Gun
      2000 (also drops from random mobs on Cylus)
      Paren
      Paralyze
      Confetti Gun
      4000
      Aibit*
      Hapiness!
      Riot Shield
      1000
      Paren (also a drop from Sakari)
      No damage, blocks incoming attacks

      Armor
      Name
      Price
      Availability
      Defense
      Space Suit
      500 / 500 / 500
      Trade CO
      2 / 2 / 2
      Pants (Blue)
      100
      Zephyr
      100
      T-Shirts and Pants (all colors)
      100 each
      Paren
      1
      Jacket
      1000
      Delna / Paren
      2
      Eyepatch
      250
      Delna / Paren
      1
      Bow
      250
      Paren
      1 (but so pretty!)
      Bandana
      500
      Delna / Wiegre / Paren
      1
      Spelunker Hat
      500
      Kibou* / New Terra*
      1

      Looted Gear
      Weapons
      Name
      Location
      Note
      Adventurer's Sword
      Xiwing (Caves' secret area - can only be obtained once)
      Melee, Fast, 0.5 dmg
      Hunting Spear
      Oloke (Egg event can drop it too)
      Melee, Knockback, 1 dmg
      Bow
      Zephyr
      Slow, 3 dmg
      Laser Pistol
      Aibit
      Rapid fire, Low dmg, Short-range, recharges
      Pocket Game
      Aibit (can only be obtained once)
      User always at max fun (which means he won't fight, either)
      Laser Rifle
      Ghfi
      Rapid fire, Low dmg, recharges
      Sniper Rifle
      Gadaad
      Long range, Slow, 5dmg
      Lever Action Rifle
      New Terra
      Medium range, recharges, 1-3 dmg.
      Shrap Gun
      Brand
      Burst, 5 x 0.4 dmg
      Arm Cannon
      Reekompensa (Bounty Hunter code required first, can only be obtained once)
      Moderate range, Fast, 2 dmg
      Flame Thrower
      Ulu
      Extremely fast, 0.15 dmg
      Rocket Launcher
      Ott
      Long range, Slow, Knockback, 5 dmg (feels like more)
      Assault Rifle
      Station Horizon (cannot be obtained after mission completion)
      Long range, Rapid fire, 1 dmg

      Armor
      Name
      Location
      Defense
      Standard Issue Armor
      Sakari
      3 / 3 / 2
      Tribal Armor
      Oloke
      4 / 4 / 2
      Leather Armor
      Xiwang
      4 / 6 / 5
      Alien Armor
      Cylus
      8 / 8 / 4
      Holy Armor
      Aibit
      7 / 8 / 8
      Hazmat Suit
      Ghfi
      7 / 7 / 8 (bugged at 4/7/7)
      Gortoid Advanced Armor
      Brand
      8 / 9 / 9
      Experimental Human Armor
      Reekompensa (Bounty Hunter code required first, can only be obtained once
      11 / 12 / 11
      Environmental Armor
      Ulu
      10 / 10 / 10
      Power Suit
      Station Horizon (cannot be obtained after mission completion)
      20
      Mech Suit
      Ott
      22
      Scanner (Headpiece)
      New Terra
      1 + Dodge %
      Nil Helmet
      New Terra (secret passage, can only be obtained once)
      15 + 0.5 melee dmg

      Augments
      Name
      Location
      Note
      HP +20
      Sakari (Hills) / Zephyr / Station Horizon
      Increases HP by 20.
      HP +50
      Herafor
      Increases HP by 50.
      Zap Zat
      Oloke (Village) / Brand (Hub) / Special Asteroid
      Short range, Low dmg DoT
      Personal Shield
      Cylus (Hills)
      Self-regenerative, 10 HP
      Symbiont
      Ayudar (requires preliminary steps) / Ulu (after obtaining code)
      HP +20, Can't equip guns, Fires energy bolts (at cost of food)
      Temporal Stone
      Unknown Anomaly
      Chance to dodge attacks on land and in space (if Navigator)

      Additional info regarding Augments:
      Thanks to Steam users "enderfour" and "jessenoland" for their contributions!
      - HP 20
      Sakari Hills: Cave, requires Nomad Bryan's ACME stick from Giant Snake.
      Zephyr: Secret underground path, just go all the way left, then as far right as possible.
      Station Horizon: Past the kitchen area. The switch upstairs must be thrown to unlock the door.
      - Hp 50
      Herafor: Secret cave on the far left.
      - Zap Zat
      Oloke: Far left, requires story key.
      Brand: At the Hub, inside the Cave to the left, secret path above the spot where the creatures are.
      - Shield
      Cylus: Inside the right most cave, secret wall to the right.
      - Symbiont
      Ayudar: Talk to the man after certain story events.
      Ulu: Starting from the bottom left corner of the map (next to the quest NPC who gave you the secret code), move to the right until you reach a vine ladder. Don't go up, continue right (you can walk in the air here) and the symbiont will be next to a person not too far from the ladder.
    10- Walktrough - Part 1
    After hesitating a long time, I decided to post this walkthrough of the game. All of it is hidden as a spoiler, of course. I've taken the liberty of cutting the game down into acts, with their own chapters. Everything is listed in order as it appears in the game and/or should be done.

    Feel free to comment and add your own thoughts to the game (but remember spoiler brackets!).

    Act I - Introduction

    Chapter
    Must Do
    Would be Nice
    1. Home
    • Push the red button
    • Defeat the Robot
    • Report to employer
    • Push (another) red button
    • Board the vessel
    • Get all the coins
    • Follow on-screen instructions
    2. First Ride
    • Use various consoles
    • Set a course on the Galactic Map
    • Defeat puny vessels
    • Crash
    • Follow on-screen instructions
    3. Marooned
    • Grab the Padd
    • Repair the ship
    • Ask the crewman to join you
    • Lift-off and place consoles
    • Set a course to Trade CO
    • Pick up everything
    • Follow on-screen instructions


    Act II - Colonial Matters

    Chapter
    Must Do
    Would be Nice
    1. Vanished Colony
    • Talk to NPC at Trade CO
    • Head to Sakari Colony A
    • Get KeyCard, then redeploy to Colony B
    • Obtain the Interstellaria and return to Trade CO
    • Grab a cheap crewman ($400) at Trade CO before departing
    • Harvest everything you find on Sakari
    • Medpacks are precious and important at this point; don't squander
    2. Wanted
    • Talk to NPC at Trade CO, then head to Xiwang
    • Investigate the Overworld and obtain the List
    • Explore the Underground and obtain the List (another one!)
    • Investigate the Caves to obtain the TNT
    • Return to the Underground to confront Bryan
    • Leave the planet
    • Purchase a Medical Box, Jukebox and Engineering Console at Trade CO
    • Get a 4th crewman at Trade CO
    • Purchase Needle Rifles at Zephyr
    • Complete the sidequest of Zephyr (5 flowers) by harvesting everything
    • Get the HP+20 Augment on Zephyr
    • Talk to Bounty Hunter on Xiwang's Overworld
    • Harvest everything on Xiwang
    • Get as much Leather Armor as you can on the planet and pick up the Adventurer's Sword in the Caves
    3. Alien Artifacts
    • Head to Cylus
    • Reach the top of the Ruins to obtain the Slab
    • Return to Trade CO
    • Get a 5th crewman if you haven't already
    • Get the HP+20 Augment from Sakari Hills
    • Get Human Shuttle from Earth
    • Upgrade your ship in Yunqi - Human Frigate Mk II is preferable
    • Consider a few Mk2 consoles and a Mk3 Nav for your new ship
    • Upgrade guns from Needle Rifles to Pistol in Yunqi
    • Acquire a Riot Shield in Peren if none dropped on Sakari
    • With the Frigate, you can now consider unlocking Reekompensa (talk to Bounty Hunter on Aibit), running trade between Yunqi-Ongmon (see trading strategies below) and grabbing the HP+50 from Herafor
    • Consider visiting Wiegre to recruit the energy being; he sucks, but will man stations 24/7 and can level up
    • If you do go to Aibit, try getting some Laser Pistols and Holy Armor
    • Grab the Shield Augment from Cylus' Hills
    • Rerun the Ruins a few time for Artifacts (sell in Anoa) and Ancient Alien Armor


    Act III - Seeking Answers
    Chapter
    Must Do
    Would be Nice
    1. The Great Clean-up
    • Discuss with the Suna (tree-looking) alien at Trade CO.
    • Head to Ghfi's Hub and discuss with the Elder
    • Clean-up the valley (5 canisters) and return to Elder
    • Clean-up the Cave (20 canisters) and return to Elder
    • Clean-up the Factory (30 canisters) and return to Elder
    • If you feel you have enough weapons and armors, you can attempt to raid Reekompensa
    • Ghfi has horrible harvests, but sports a good selection of Laser Rifles and Hazmat Armor
    2. The Spirits Call
    • Go to Oloke's Capital Village and discuss with the Chief
    • Rescue the young girl and gather all the fruits in the Jungle before returning to the Chief
    • Since you already have 15 fruits, hand them over
    • Go back to Jungle and defeat the 2 Raptors
    • Return to the Chief and obtain the Worry Doll
    • Get a 6th crewman if you haven't already
    • Assault Reekompensa if you haven't already. Talk to Bounty Hunter to unlock his ship
    • Retreive the BH's ship in orbit around Yomin
    • Most if not all the loot/harvest from Oloke is trash at this point
    3. Screams Beyond Death
    • Travel to Aibit to speak with the Father
    • Assassinate the Queen at the Nest, then come back to the Father
    • Try to get some (more) Laser Pistols and Holy Armor
    • As you should have a fast ship/fleet by now, we shall forego Harvesting from now on. If you need money, run some trade routes
    4. Assault on Gadaad
    • Fight your way to Gadaad
    • Assault the Facility and retreive the Human Skull
    • Sniper Rifles drop here (one of the better gun for later)
    5. Outsiders
    • Fight your way to New Terra
    • Reach the settlement at the UDS and discuss the Skull
    • Meet the man on Kibou for the password, then return to settlement on New Terra
    • Go to Hermit's Home and obtain the coordinates
    • Kibou's Dynium is very valuable at Trade CO (and takes about 1 minute for a round trip)
    • Pick up the Nil Helmet (best headpiece) in New Terra's secret passage
    • Lever Action Rifles and Scanners (headpiece) drop on New Terra; neither are so great
    • If you have water, this is the place to sell it
    6. The Truth
    • Reach Station Horizon. Raid the Station and learn the truth behind the abductions
    • Assault Rifles and Power Suits - both are great -drop at Station Horizon, but only as long as you don't complete the mission (stop at Incubator Room if you're not satisfied)
    • Get HP+20 Augment from the Station's kitchen area

    11- Walkthrough - Part 2
    It's just that long, really.


    Act IV - Defying Fate
    Chapter
    Must Do
    Would be Nice
    1. Finding a Way
    • Go through transmission and head to Trade CO
    • Bring Data Disk to Brand
    • Talk to Kaidan at the settlement and grab the Keycard
    • Head to Brand's Field and talk to the Robot
    • Find 5 water jugs in the Galaxy
    • Exchange water for drop coordinates to Robot
    • Head to Warehouse and confront the Pirate for his Charm
    • You are now an enemy of the Human Military; if you feel like shooting, go ahead
    • Get the Zap Zat at Brand's settlement (secret passage by the card)
    • While Firestone is valuable, harvesting now and this little is pointless
    • Gaddad is a great place to get water (and Sniper Rifles)
    • Grab a Symbiont on Ayudar if you want
    2. Convincing the Pirate
    • Set a course for Ulu, land, talk to the man on the platform
    • Take the plunge down (2-3 crewmen MAX) and head left until you reach the Anoa with the passcode
    • Obtain passcode, and (painfully) make your way back to the landing site to talk with the man again
    • Navigating Ulu is a pain in the butt. Stick to as few crewmen as you're comfortable with and just run through. Don't bother harvesting anything
    • Grab the Symbiont if you feel like it (secret platform right of the Anoa)
    • You could farm flamethrowers and Enviro Suits, but you likely are already pretty good looking
    3. War Zone
    • Fly to Ott and land in the trenches. Be ready for a fight
    • Speak to the Suna leader about the Array, then redeploy to the Caves
    • Defeat the Mech, obtain the chip and return to Suna leader
    • Broadcast the proof, answer incomming communication
    • Confront the UHC Commander at his Hideout
    • Rocket Launchers and Mech Suits can be looted here, and they're both great to have


    Act V - Endgame
    Chapter
    Must Do
    Would be Nice
    1. The Final Battle
    • Set a course for The Zoo. Be prepared for numerous space battles
    • Defeat the General in orbit around The Zoo
    • Land at The Zoo, defeat the troops and threaten the remaining human
    • Go back to orbit. This is your last chance to save/do things before the final battle
    • Land at the Gene Lab, defeat the General (twice), gang up with Trade CO and beat him once and for all!
    • Farm long range weapons if you feel you don't have enough for the upcomming battle
    • Remove any Riot Shield you have equipped before landing at the Gene Lab
    • The easiest way to fight the General is to shoot him, climb the ladder, let him pass, drop, shoot, climb the ladder....
    • Remember to go to the ship to reload your guns periodically
    2. Claim the reward
    • Victory! Don't you feel good?
    • Hmm don't spend it all in one place?
    12- Simple Trading Strategies
    This section contains a few simple tricks to getting rich! More will be added later as I uncover them (or someone else tells me).

    Early game
    Quite frankly, any money is good money when you start the game. Do make an effort to sell your scraps to Trade CO. and make sure to pick up a couple of rifles from Zephyr when you have the money for it (but make sure one of your crew equips a Riot Shield, as soon as you can find one anyway). Remember, however, that your first priority is to grab at least 1 cheap crewman (400$) from Trade CO., along with an Engineering console and a Medical bay to set up in your ship. Don't spend a fortune purchasing the Astronaut set at Trade CO.; the enemies you'll be exposed to in Human space are weak, and the only crewman at risk is that robot you picked up for free during the tutorial (which can't wear armor anyway, and should just be assigned Harvesting duties while your dudes clear the maps). On top of that, better armor drops on Sakari (Human Combat gear, chestpiece is pretty rare) and Xiwang (Leather Armor, decent drop rates and convincing protection for a while).

    Free Shuttle
    After some time, if you visit Earth, you'll find a derelict Space Shuttle in orbit.
    Originally posted by Telerion:
    Talk to one guy at Yunqi after completing the Bounty Hunter mission and he tells you about that ship around Earth. After that you can fly to Earth and get your free ship.
    While it's very nice looking considering all the energy and gun slots so early in the game (and even later on), its speed rating makes it a dubious choice for starting entrepreneurs, compounded by the fact you likely have no money for nicer consoles or weapon systems. That said, it's up to you to either use it, or sell for a nice profit in neighboring Yunqi to front various upgrades. Alternatively, you can keep it parked in orbit and only acquire it later, when having tons of guns is more important than raw speed.

    The Yunqi-Ongman Trade Route
    This is a fairly simple A-B return trip exchange, buying DNA in Yunqi to sell to Ongman, and then ferry Ongman Gas back to Yunqi. A fast ship can do this in no time at all (and you should probably wait until you can afford a Human Corvette Mk II, after the Xiwang mission). Warning: this is EXTREMELY PROFITABLE (a return trip will reward you with a whopping ~150%, or 2.5 times, of your initial investment in about 3 minutes). While being a tad monotonous, this trade route will make you into a huge and very lucrative operation (but it will remain monotomous nonetheless, despite the thrill of profits). If you want to be a millionaire in less than an hour, this is for you.

    Once you have unlocked the Ruins of Cylus
    To be honest, the money game really (and I mean REALLY) opens up once you've progressed enough missions to reach the Ancient Ruins on Cylus. This is compounded by the fact you will likely have a ship that can actually move forward at this point. Now, on Cylus, you will be able to stock up on Artifacts and DNA, as well as some Ancient Alien Armor (which rarely drops from mobs, but is totally worth it). The boss in there is a pushover with competent tactics (aka have one guy with the heaviest armor, augmented with the personal shield you find in Cylus' Hills, use a Riot Shield, and everyone else stand behind him with Rifles/Pistols). Raid the temple a few times in a row (remember to heal your crew in between raids) and then proceed to Anoa (just "south" of Human space, in the overlapping circles) to sell all those precious Artifacts. I guess you could unload the DNA in Ongmon if you felt like it (if you do, grab some Gas and drop it off in Yunqi!).

    At that point in the game, this is an ENORMOUS money maker (2nd only to the Yunqi-Ongmon Trade Route explained above), and unless you grow tired of it, you can easily rack up enough money for the more expansive Human (or other species) ships and subcomponents while decking out your crewmen in some sort of thousand year old, dusty and foul smelling garnments fashionable ancient otherwordly atires. There are better armors out there, but none you can farm while making this much money with such ease in such a time frame.

    New Terra's Dynium Run
    Originally posted by Telerion:
    After unlocking the "New Terra" region, you can obtain Raw Dynium from Kibou, which sells very well at Trade CO. At that point in the game, your ship/fleet will take about 20-25 seconds to bridge the two systems, if that. While it isn't an A-B return trip like Yunqi-Omgmon described above, you can sell Dynium at a 85$/unit profit. Try to bring back as much as you can Coreward when you visit the Rim!

    A Trader's best friend
    While this won't get you any sort of concrete money or loot, it is possible to have a pet in this game. And who wouldn't want a space pet? While you're out there murdering aliens in the most satisfying ways possible saving the Galaxy whilst making a reasonable profit, why don't you stay on the lookout for Dog Treats (particularly on Tsaaraa and Eshou)? I'm sure a visit to, say, Stadam should be quite enjoyable afterward! Just keep the Treat in your Away Mission Cargo and, for ♥♥♥♥ sake, don't let him become territorial!

    Middle to late game Space combat loot
    Originally posted by The Cat What Stalks Cheese:
    Once you've got a combat fleet that can clear enemy vessels in good time, you can get quite a bit of cash from selling all the spare mk2 and mk3 parts and weapons. This is tedious until you're using more than peashooters and enemy vessels have more than just starting components (hence why you want to keep this until later), but it's more interactive than trading.
    13- Concluding Remarks
    That's it for now! I hope this was helpful to you and I'll try to keep updating the Guide as I learn more about the game, or as new stuff is discovered by others who kindly inform me of their discoveries. I'm also pretty active in the Comments section (Steam client wouldn't let me have it otherwise anyway) so you can always drop me a line.

    I would like to thank coldricegames for making such a great game, and Chipzel on an absolutely kick ass soundtrack! Having grown up on Star Control 2, doing many sleep parties with my friends trying to resolve all the Galaxy's problems, this is a nostalgic blast for certain (and a constant reminder of this). It's also where my need to make charts and classify everything in this sort of game comes from, possibly!

    Also, as a final note, I would like to thank again everyone who contributed to the Guide; all your names have been mentionned and credit has been given, but compiling all this information alone wouldn't have been this much fun and smooth without your help. So, cookies all around!

    Remember to rank up if you like the Guide, or used it in any meaningful way such as a mean to pass the time while sitting on the toilet over the course of your adventures.

    Thanks for reading!
    164 Comments
    MongooseCalledFred Sep 15, 2016 @ 2:16pm 
    As far as I could tell, Riot Shields have been nerfed since their heyday. There is a complete resource listing for who wants what over at StrategyWiki. (Accurate as of 1.07b, some data may have changed.)
    Thundercraft Sep 15, 2016 @ 4:46am 
    @ Whygee [author]
    Another discrepancy: In part 2, your chart of ports and their "Has" and "Wants";

    Number 6, port Cyala, only has Dynium listed in "Wants". But, I know for a fact that both Dynium and Data are given an "In Demand Bonus" there. So, you may want to add that.

    BTW: Riot Shields have not been removed from the game because I randomly got one near the beginning of my recent game. Though, I am sad to hear that we can no longer buy them. :steamsad:
    Whygee  [author] Sep 14, 2016 @ 8:10pm 
    What Moongoose said. I never updated the walkthrough but it seems like Riot Shields have been removed from the game, maybe? It did make things quite simplistic.
    MongooseCalledFred Sep 14, 2016 @ 5:03pm 
    Paren is near the bottom middle of the starmap. It no longer sells Riot Shields. (Unless that changed with the UI update.)
    Thundercraft Sep 14, 2016 @ 8:59am 
    For '3. Alien Artifacts' under 'Would be Nice', it says, " Acquire a Riot Shield in Peren if none dropped on Sakari ".

    Where in the heck is Peren? On that star chart you linked, there is no world named Peren. Nor is there a place named Peren on Cylus, the world involved in part 3.

    BTW: Don't do like I did and confuse armor plates made of dynium for actual Dynium and try to sell it at Trade CO. Dynium is different.
    An Atheist Jew Sep 8, 2016 @ 3:48am 
    So, like many, I missed my chance to go to Reekompensa via the Bounty Hunter key. I was miffed that I couldn't collect the armor and weapons and ship and whatnot, because I didn't know about an essentially secret side quest.

    So here's how to give yourself the keycard, if you missed the chance.

    1) Open up your savegame in any text editor. I recommend Sublime Text, but anything will work. Your savegames are located here (on Steam) : \steamapps\common\Interstellaria\Assets\Resources\SaveData

    2. Run a search to locate the line that says <keyring>

    3. This will probably be populated with a few keys already, corresponding to the locked doors on various planets.

    4. Add rk* (for Reekompensa) to the end of the keys. It should look similar to this:
    <keyring>sk3*xw3*ol*rk*</keyring>

    5. Save the file and load the savegame. You don't even have to quit the game to do this, just edit the file, save it, and load it - all while the game is running.

    Enjoy collecting the experimental junk.
    Whygee  [author] Aug 10, 2016 @ 1:32pm 
    Hello Silencer! Thanks for using the guide. You will also notice that the last update was quite a while back and that some items may have been changed/added/removed since. Further, the Mech Drop used to be a pretty rare drop. You can always edit your saved game at will using the guide located in the Overview section. Game on!
    Silencer Aug 10, 2016 @ 5:47am 
    Great Guide, helped me.
    btw, you forgot to include the Boltgun (electric gun). It drops @Zoo, after killing the general, right side/upper platform, gene lab. Best gun in the game :-)
    Myself, I couldn't get the mech suit to drop. Tried about 10l times on OTT, all 3 landing zones.
    ccfreak2k Feb 27, 2016 @ 4:51am 
    FWIW I was able to get the Shuttle on my first visit to Earth before talking to the NPC at Yunqi.
    Aleccia Rosewater Jan 25, 2016 @ 9:47pm 
    Nothing about having a dedicated planet-landing ship? Fill a cruiser up with multiple medical vats and dozens of crewmembers, each armed with a needle rifle (if you can't manage better)