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--= PLANET'S EDGE =--
GAME HINTS AND OBJECT LISTING
G'Day to you, gamers. If you are reading this, then you are being slowly
driven crazy by one of the most fascinating RPG/Space games around. Well,
don't despair, this will get you through the game. I've combined my
experience (I completed the game with ONE hint, not perfectly, but complete)
with the cluebook to produce what I believe is a comprehensive gaming aid.
Some Background:
The proper sequence of the rainbow is... Red, Orange, Yellow, Green, Blue,
Indigo, Violet... you'll need this information to pass a "test" in the game.
The game has a neat little glitch in it... In those combat sequences where
there is an intervening wall between you and the enemy, and you can still see
the enemy, you can shoot through the wall, while the enemy cannot. Your
accuracy goes all to hell, but they still die. Keep this in mind.
Except for those cases where Katya has the Mass Cannon, concentrate your fire
on one opponent at a time.
While most Orbital Bases accept bribes to allow access, the amount varies from
two to one hundred cargo units, the bases manned by the silvery cyborg types
MUST be destroyed to gain access to the planet.
NEVER, NEVER, NEVER, take all the minerals from a planet. If you do the
probability that the resource renews itself when you reenter the system is
reduced to 1%.
--= STARTING THE GAME =--
You begin at MoonBase. It is not necessary to build a single object to begin
the game. Evenly distribute the Ammo Clips amongst the three other characters
while giving the Heavy Magazines to Katya. Give a Rifle to William and Nelson,
and give a spare Flak Jacket to each of the characters. Give the First Aid
Kits and Trauma Kits to Osai. Your first stop will be Alpha Centauri II.
There are Eight Sequences in the Game, each named after one of the sectors,
and two Stand-alone Planetary Scenarios. The scenario on Alpha-C II is a
stand-alone and must be completed to give your characters the basic weaponry
and armor to move to the next stage.
When you land on the planet, you are in the middle of a courtyard with four
very hostile robots. Kill them, and take three hand lasers (Osai already has
one). Keep one other weapon as a back-up. Go through the station, saving
frequently, you will come across more hostile robots, some blue-headed
androids (DO NOT kill these at this time) and several items of value... these
are: Kevlar suits; a Grenade Launcher and Medikits and Trauma Kits. The only
other item of interest is the Android Key which allows you to access the
information in the severed android heads (silver globes) scattered around the
station. The info given by these heads is useful, if somewhat obscure at
first. You may drop the key in the station after using it, it has no other
use. Use the courtyard to regularize your inventory and return to MoonBase so
that the Kevlar Suits and Grenade Launcher can be added to your manufacturing
inventory.
At this point you are ready to embark on your quest for the eight pieces of
the Centauri Device. But first, I suggest a side trip to Rana Prime... to
"harvest" some Mono-Mol Disk Guns and Modu-Armor. Mug isolated non-verbal
workers (try to use the game glitch mentioned above) and arm your troops with
the guns. Read the listing for this weapon, and you'll see why the trip is
worth the trouble.
A NOTE ON BUILDING.
Although you find just about everything in the course of the game, you STILL
have to build lots of things, Ships, Ship's engines and weapons, some ammo and
items. You find that to build, you have to have minerals. Guess what, you
don't have what you need. So, you're stuck with the tedious chore of mining
and/or trading for minerals. Additionally, you find that the very mineral you
need is on a planet with a guardian starbase. This has gotta be the worst
part of the game, but its unavoidable. Anyway, I'm enclosing a list of
planets, found and from the cluebook, by mineral. The notation is... Mineral
-- Planet (if the planet is guarded, the notation is: Planet */B#, where
*=starbase and B=bribable and #=amount of bribe if remembered, and if I am not
sure whether it is guarded or not, the notation is: ?/?. Note, if in the
course of the game hints, the planet you have to land on is guarded, the same
notation applies.
Organics -------------- Alpha Centauri IV */B2, Asellus III
Crystals -------------- Atria III */?, Acamar III
Radioactives ---------- Alderberan Prime, Aldhibain (Prime, I think)
Common Liquids -------- Chara III */B30, Sheratan V
Heavy Metals ---------- Sol II (Venus), Nusakan III
Inert Gasses ---------- Altair IV, Alphard IV ?/?
Soft Metals ----------- Sirius V, Seginus VIII, Asellus Prime
Alien Gasses ---------- Kerb Prime ?/?, Sarin Prime, Deneb Prime, Phact VII ?/?
Alien Metals ---------- Miaplacidus Prime */B2, Biham Prime */B2, Tais IV
Alien Isotope --------- Rutilicus Prime */B?, Shedir Prime ?/?, Menkent Prime
Alien Crystal --------- Kursa II */B50, Kitalpha Prime
Alien Liquid ---------- Almach IV, Diadem V */NB(have to kill it... its tough)
Alien Organic --------- Scheat III, Dubhe III ?/?
Rare Elements --------- Unukalhai Prime ?/?, Misam II
New Elements ---------- Nekkar Prime
Hybrid Solids is a "blind". No use, no place to find it, not listed in the
cluebook.
There may be more planets than I have listed.
Then there's the glitch -- At a guarded Mineral Planet, you can do a fly-by
mineral load by ordering the Engineer to "Dump Cargo", and load up instead.
This is accomplished with the target planet in the left scanner, and NOT being
in orbit. Works for ALL Mineral Planets, even those with StarBases. Of course, the second aspect
of this glitch is even MORE fun... If you
load your ship WITHOUT orbitting, the game doesn't know that you've taken
minerals from the planet... so, you can take x amount of minerals from a
planet without depleting it, provided you do not take more than half of the
total minerals per access.
BUILDING SHIPS --
You do not have to build ships in class order. In fact, its better to skip
some classes and go right to the best ship for the job.
You definitely should build a Class 2 ship, this will allow you to obtain
minerals faster so that you can build a Class 4. Later in the game, a Class 2
with a Mark 6 Engine is the best fast scout around. There isn't a ship that
can catch it, so, if you need to go someplace where you don't have to bribe or
fight, then this configuration is it.
A Class 4 with a Mark 6 or 7 Engine is an excellent armed freighter. With
proper handling and patience, it will outfight anything in the sky, and
unarmed, with a Mark 7, nothing can catch it.
Now, if the attitude's gotta be: "Yea, though I walk through the valley of
the shadow of death, I will fear no evil... 'cause I'm the meanest SOB in the
valley", then build a Class 7 with Mark 7 engines and arm it with MegaMissles
and Rack Guns. YOU WILL BE *BAD*, slow, but bad. But remember kiddies,
you're not the only player with Class 7s, AND a Class 7 Starbase did not have
to mount engines.
I'd say all kinds of thing about ship-to-ship tactics, how to nuke starbases,
and alla that good garbage, but hey!, you gotta do something.
Shield Strength Calculation = Square of the size times 10.
E.g. Size 6, shields = (6 X 6) = 36 X 10 = 360.
Note that the number is also the Equipment/cargo size of the vehicle.
--= THE SECTORS OF THE GAME =--
After your first contact on Alpha Centauri II, You must complete the Eight
Sectors. Upon completion of each, you will receive a piece of the Centauri
Device. When the device is completed, Earth will return from the White Hole,
and you've won. In ascending order of difficulty with the items found therein,
the sectors are:
1. Algieba Sector, containing the scenarios: (ALGIEBAN CRYSTALS)
If Love be True ------- Talitha II
Gift of the Magin ----- Subra II
Inauguration Day &
Flight of the Attagi -- Algieba IV */B2
Solitare -------------- Kooshe Prime
2. Kornephoros Sector, containing the scenarios: (MASS CONVERTER)
Spawn ----------------- Rutilicus II
Loki's Sun ------------ Sabik Prime */B7
A Narrow Thread ------- Eltanin VII
Of Universal Concern -- Kochab II
Cognito Ergo Sum ------ Kornephoros III
3. Caroli Sector, containing the scenarios: (GRAVITIC COMPRESSOR)
Forsake the Wind ------ Denebola IV
Harvest --------------- Alula IV
A Small Matter -------- Cor-Caroli Prime
Life Gallery ---------- Merak Prime */B? (This is a stand-alone)
4. Alhena Sector, containing the scenarios: (KRUPP SHIELDS)
Squatters ------------- Procyon III (I think)
When Titans Fall ------ Capella Prime
Catalog #38791 -------- Alhena VII
Peace Offering -------- Hyades I */B50
5. Zaurak Sector, containing the scenarios: (K-BEAM)
Error Factor 0 -------- Rana Prime
Stormy Weather -------- Rasalmothal V
Matter of Conscience -- Zaurak II
Edge of Twilight ------ Diphda IV */B?
6. Ankaq Sector, containing the scenarios: (HARMONIC RESONATOR)
Apocalypse Factor ----- Fomalhaut VI
Instrument of the Gods Ankaq Prime
Shadowside ------------ Deneb II */B100
Pearl of Price -------- Nashira III
Double Blind ---------- Alrai II
7. Izar Sector, containing the scenarios: (N.I.C.T.U.)
From the Ruins -------- Arcturas III
We the Abducted ------- Mizar V
Circle of Light ------- Alkaid Prime
The Concierge --------- Izar II */B100
A Taste of Id --------- Vindemiatrix Prime
8. Alnasl Sector, containing the scenarios: (ALGO CAM)
By Puppet Strings ----- Alnasl Prime */B100
Ghosts, Nightmares
and Yesterdays -------- Vega IX */NB (Kill it)
Into the Breach ------- Ascella II */NB
With the exception of the "Life Gallery" scenario, you MUST complete all of
the scenarios to win the game. Now, some of you remember the "no violence"
philosophy of the first StarFlight game... not here. The game accepts
whatever action you perform without comment. Actually, the ONLY standard of
behavior control needed is... "Is it effective?"
Really, though mindless slaughter is fun, and it burns up those calories, you
have to behave EFFECTIVELY to complete the game. Remember, in some scenarios,
mayhem doesn't work.
--= NOTE OF INTEREST =--
At this point, I'm expected to give you a step-by-step walkthru. Instead, I'm
going to give you a quick run-through for each scenario and advise you to read
the Objects File below, it'll tell you where just about everything is. Its up
to you to get them, and make them work... that's where the fun is. Some
advice, however... Cin-Sae Spawn, the inhabitants of Zaurak II and the
Outsiders on Ascella II can kick some serious ass... beware.
1. FIRST CONTACT (Alpha Centuri II) -- Object: practice and to pick up
significant clues and equipment to move on in the game (see walk-thru).
ALGIEBA SECTOR
1. IF LOVE BE TRUE (Talitha II) -- Main Object: Obtain the Trinket for use on
Subra II, and obtain the Geal A'nai Amulet for use on Algieba. Secondary
Object: rescue the Princess, obtain upgraded armor and weapons. Objects
needed: Levitator, Matches, Queen's Banner(optional). Goodies: Laser Rifle,
Composite Armor, Assault Laser, Ammo, Medkits.
Major Hint: There's a MAZE in the garden.
2. GIFT OF THE MAGIN (Subra II) -- Object: Obtain the Algiebian Invite.
Objects Needed: Trinket, Imastyl, Talking Stick. Goodies: Nothing new.
Major Hint: An Imastyl is the means of communication for these Cabbage-Heads.
3. INAUGURATION DAY & FLIGHT OF THE ATTAGI (Algieba IV,*/B2) -- Object: Obtain
the ALGIEBAN CRYSTALS, Ship Plans, President's Amulet and Security
Card (which is also valid on Diphda IV). Objects needed: Geal A'nai Amulet,
Gravity Bar, Choassqa Card Sets(3), Algieban Tals, Sixth Seal, Vegan Wine,
Press Pass, Eyeglasses (optional). Goodies: Turbo-Laser, Ship Plans, Fixit
Kit, Ammo, Medkits.
Major Hint: The Geal A'nai are the Bad Guys, and the guarded character on
the Starship IS NOT President Ishtao.
4. SOLITAIRE (Koo-She Prime) -- Object: Obtain the Technical Plans. Objects
needed: President's Amulet, Mirror Shard. Goodies: Nothing new.
Major Hint: Deactivating the Security System requires a creature with FOUR
arms. Check the Genetic Lab.
KORNEPHOROS SECTOR
GAME HINTS AND OBJECT LISTING
G'Day to you, gamers. If you are reading this, then you are being slowly
driven crazy by one of the most fascinating RPG/Space games around. Well,
don't despair, this will get you through the game. I've combined my
experience (I completed the game with ONE hint, not perfectly, but complete)
with the cluebook to produce what I believe is a comprehensive gaming aid.
Some Background:
The proper sequence of the rainbow is... Red, Orange, Yellow, Green, Blue,
Indigo, Violet... you'll need this information to pass a "test" in the game.
The game has a neat little glitch in it... In those combat sequences where
there is an intervening wall between you and the enemy, and you can still see
the enemy, you can shoot through the wall, while the enemy cannot. Your
accuracy goes all to hell, but they still die. Keep this in mind.
Except for those cases where Katya has the Mass Cannon, concentrate your fire
on one opponent at a time.
While most Orbital Bases accept bribes to allow access, the amount varies from
two to one hundred cargo units, the bases manned by the silvery cyborg types
MUST be destroyed to gain access to the planet.
NEVER, NEVER, NEVER, take all the minerals from a planet. If you do the
probability that the resource renews itself when you reenter the system is
reduced to 1%.
--= STARTING THE GAME =--
You begin at MoonBase. It is not necessary to build a single object to begin
the game. Evenly distribute the Ammo Clips amongst the three other characters
while giving the Heavy Magazines to Katya. Give a Rifle to William and Nelson,
and give a spare Flak Jacket to each of the characters. Give the First Aid
Kits and Trauma Kits to Osai. Your first stop will be Alpha Centauri II.
There are Eight Sequences in the Game, each named after one of the sectors,
and two Stand-alone Planetary Scenarios. The scenario on Alpha-C II is a
stand-alone and must be completed to give your characters the basic weaponry
and armor to move to the next stage.
When you land on the planet, you are in the middle of a courtyard with four
very hostile robots. Kill them, and take three hand lasers (Osai already has
one). Keep one other weapon as a back-up. Go through the station, saving
frequently, you will come across more hostile robots, some blue-headed
androids (DO NOT kill these at this time) and several items of value... these
are: Kevlar suits; a Grenade Launcher and Medikits and Trauma Kits. The only
other item of interest is the Android Key which allows you to access the
information in the severed android heads (silver globes) scattered around the
station. The info given by these heads is useful, if somewhat obscure at
first. You may drop the key in the station after using it, it has no other
use. Use the courtyard to regularize your inventory and return to MoonBase so
that the Kevlar Suits and Grenade Launcher can be added to your manufacturing
inventory.
At this point you are ready to embark on your quest for the eight pieces of
the Centauri Device. But first, I suggest a side trip to Rana Prime... to
"harvest" some Mono-Mol Disk Guns and Modu-Armor. Mug isolated non-verbal
workers (try to use the game glitch mentioned above) and arm your troops with
the guns. Read the listing for this weapon, and you'll see why the trip is
worth the trouble.
A NOTE ON BUILDING.
Although you find just about everything in the course of the game, you STILL
have to build lots of things, Ships, Ship's engines and weapons, some ammo and
items. You find that to build, you have to have minerals. Guess what, you
don't have what you need. So, you're stuck with the tedious chore of mining
and/or trading for minerals. Additionally, you find that the very mineral you
need is on a planet with a guardian starbase. This has gotta be the worst
part of the game, but its unavoidable. Anyway, I'm enclosing a list of
planets, found and from the cluebook, by mineral. The notation is... Mineral
-- Planet (if the planet is guarded, the notation is: Planet */B#, where
*=starbase and B=bribable and #=amount of bribe if remembered, and if I am not
sure whether it is guarded or not, the notation is: ?/?. Note, if in the
course of the game hints, the planet you have to land on is guarded, the same
notation applies.
Organics -------------- Alpha Centauri IV */B2, Asellus III
Crystals -------------- Atria III */?, Acamar III
Radioactives ---------- Alderberan Prime, Aldhibain (Prime, I think)
Common Liquids -------- Chara III */B30, Sheratan V
Heavy Metals ---------- Sol II (Venus), Nusakan III
Inert Gasses ---------- Altair IV, Alphard IV ?/?
Soft Metals ----------- Sirius V, Seginus VIII, Asellus Prime
Alien Gasses ---------- Kerb Prime ?/?, Sarin Prime, Deneb Prime, Phact VII ?/?
Alien Metals ---------- Miaplacidus Prime */B2, Biham Prime */B2, Tais IV
Alien Isotope --------- Rutilicus Prime */B?, Shedir Prime ?/?, Menkent Prime
Alien Crystal --------- Kursa II */B50, Kitalpha Prime
Alien Liquid ---------- Almach IV, Diadem V */NB(have to kill it... its tough)
Alien Organic --------- Scheat III, Dubhe III ?/?
Rare Elements --------- Unukalhai Prime ?/?, Misam II
New Elements ---------- Nekkar Prime
Hybrid Solids is a "blind". No use, no place to find it, not listed in the
cluebook.
There may be more planets than I have listed.
Then there's the glitch -- At a guarded Mineral Planet, you can do a fly-by
mineral load by ordering the Engineer to "Dump Cargo", and load up instead.
This is accomplished with the target planet in the left scanner, and NOT being
in orbit. Works for ALL Mineral Planets, even those with StarBases. Of course, the second aspect
of this glitch is even MORE fun... If you
load your ship WITHOUT orbitting, the game doesn't know that you've taken
minerals from the planet... so, you can take x amount of minerals from a
planet without depleting it, provided you do not take more than half of the
total minerals per access.
BUILDING SHIPS --
You do not have to build ships in class order. In fact, its better to skip
some classes and go right to the best ship for the job.
You definitely should build a Class 2 ship, this will allow you to obtain
minerals faster so that you can build a Class 4. Later in the game, a Class 2
with a Mark 6 Engine is the best fast scout around. There isn't a ship that
can catch it, so, if you need to go someplace where you don't have to bribe or
fight, then this configuration is it.
A Class 4 with a Mark 6 or 7 Engine is an excellent armed freighter. With
proper handling and patience, it will outfight anything in the sky, and
unarmed, with a Mark 7, nothing can catch it.
Now, if the attitude's gotta be: "Yea, though I walk through the valley of
the shadow of death, I will fear no evil... 'cause I'm the meanest SOB in the
valley", then build a Class 7 with Mark 7 engines and arm it with MegaMissles
and Rack Guns. YOU WILL BE *BAD*, slow, but bad. But remember kiddies,
you're not the only player with Class 7s, AND a Class 7 Starbase did not have
to mount engines.
I'd say all kinds of thing about ship-to-ship tactics, how to nuke starbases,
and alla that good garbage, but hey!, you gotta do something.
Shield Strength Calculation = Square of the size times 10.
E.g. Size 6, shields = (6 X 6) = 36 X 10 = 360.
Note that the number is also the Equipment/cargo size of the vehicle.
--= THE SECTORS OF THE GAME =--
After your first contact on Alpha Centauri II, You must complete the Eight
Sectors. Upon completion of each, you will receive a piece of the Centauri
Device. When the device is completed, Earth will return from the White Hole,
and you've won. In ascending order of difficulty with the items found therein,
the sectors are:
1. Algieba Sector, containing the scenarios: (ALGIEBAN CRYSTALS)
If Love be True ------- Talitha II
Gift of the Magin ----- Subra II
Inauguration Day &
Flight of the Attagi -- Algieba IV */B2
Solitare -------------- Kooshe Prime
2. Kornephoros Sector, containing the scenarios: (MASS CONVERTER)
Spawn ----------------- Rutilicus II
Loki's Sun ------------ Sabik Prime */B7
A Narrow Thread ------- Eltanin VII
Of Universal Concern -- Kochab II
Cognito Ergo Sum ------ Kornephoros III
3. Caroli Sector, containing the scenarios: (GRAVITIC COMPRESSOR)
Forsake the Wind ------ Denebola IV
Harvest --------------- Alula IV
A Small Matter -------- Cor-Caroli Prime
Life Gallery ---------- Merak Prime */B? (This is a stand-alone)
4. Alhena Sector, containing the scenarios: (KRUPP SHIELDS)
Squatters ------------- Procyon III (I think)
When Titans Fall ------ Capella Prime
Catalog #38791 -------- Alhena VII
Peace Offering -------- Hyades I */B50
5. Zaurak Sector, containing the scenarios: (K-BEAM)
Error Factor 0 -------- Rana Prime
Stormy Weather -------- Rasalmothal V
Matter of Conscience -- Zaurak II
Edge of Twilight ------ Diphda IV */B?
6. Ankaq Sector, containing the scenarios: (HARMONIC RESONATOR)
Apocalypse Factor ----- Fomalhaut VI
Instrument of the Gods Ankaq Prime
Shadowside ------------ Deneb II */B100
Pearl of Price -------- Nashira III
Double Blind ---------- Alrai II
7. Izar Sector, containing the scenarios: (N.I.C.T.U.)
From the Ruins -------- Arcturas III
We the Abducted ------- Mizar V
Circle of Light ------- Alkaid Prime
The Concierge --------- Izar II */B100
A Taste of Id --------- Vindemiatrix Prime
8. Alnasl Sector, containing the scenarios: (ALGO CAM)
By Puppet Strings ----- Alnasl Prime */B100
Ghosts, Nightmares
and Yesterdays -------- Vega IX */NB (Kill it)
Into the Breach ------- Ascella II */NB
With the exception of the "Life Gallery" scenario, you MUST complete all of
the scenarios to win the game. Now, some of you remember the "no violence"
philosophy of the first StarFlight game... not here. The game accepts
whatever action you perform without comment. Actually, the ONLY standard of
behavior control needed is... "Is it effective?"
Really, though mindless slaughter is fun, and it burns up those calories, you
have to behave EFFECTIVELY to complete the game. Remember, in some scenarios,
mayhem doesn't work.
--= NOTE OF INTEREST =--
At this point, I'm expected to give you a step-by-step walkthru. Instead, I'm
going to give you a quick run-through for each scenario and advise you to read
the Objects File below, it'll tell you where just about everything is. Its up
to you to get them, and make them work... that's where the fun is. Some
advice, however... Cin-Sae Spawn, the inhabitants of Zaurak II and the
Outsiders on Ascella II can kick some serious ass... beware.
1. FIRST CONTACT (Alpha Centuri II) -- Object: practice and to pick up
significant clues and equipment to move on in the game (see walk-thru).
ALGIEBA SECTOR
1. IF LOVE BE TRUE (Talitha II) -- Main Object: Obtain the Trinket for use on
Subra II, and obtain the Geal A'nai Amulet for use on Algieba. Secondary
Object: rescue the Princess, obtain upgraded armor and weapons. Objects
needed: Levitator, Matches, Queen's Banner(optional). Goodies: Laser Rifle,
Composite Armor, Assault Laser, Ammo, Medkits.
Major Hint: There's a MAZE in the garden.
2. GIFT OF THE MAGIN (Subra II) -- Object: Obtain the Algiebian Invite.
Objects Needed: Trinket, Imastyl, Talking Stick. Goodies: Nothing new.
Major Hint: An Imastyl is the means of communication for these Cabbage-Heads.
3. INAUGURATION DAY & FLIGHT OF THE ATTAGI (Algieba IV,*/B2) -- Object: Obtain
the ALGIEBAN CRYSTALS, Ship Plans, President's Amulet and Security
Card (which is also valid on Diphda IV). Objects needed: Geal A'nai Amulet,
Gravity Bar, Choassqa Card Sets(3), Algieban Tals, Sixth Seal, Vegan Wine,
Press Pass, Eyeglasses (optional). Goodies: Turbo-Laser, Ship Plans, Fixit
Kit, Ammo, Medkits.
Major Hint: The Geal A'nai are the Bad Guys, and the guarded character on
the Starship IS NOT President Ishtao.
4. SOLITAIRE (Koo-She Prime) -- Object: Obtain the Technical Plans. Objects
needed: President's Amulet, Mirror Shard. Goodies: Nothing new.
Major Hint: Deactivating the Security System requires a creature with FOUR
arms. Check the Genetic Lab.
KORNEPHOROS SECTOR
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- Planet's Edge solution by System on 09/03/2006, 09:50






