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Submitted by System on 09/03/2006, 09:50. Print file.
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º Star Control II Solve º
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Objective:

The objective to solve Star Control II is the destruction of the Sa Matra,
a Precursor battle platform that is being fought over by the Ur-Quan/Khor-Ah.
This must be done before September 2160.

At the current time you begin, The Alliance has been crushed and all races
involved have either been destroyed or subjugated. The forces of the
Ur-Quan/Khor-Ah are meeting for a ritual battle for the Sa Matra. The two
Ur-Quan cousins have different objectives for how the galaxy should be
controlled. The Ur-Quan want subjugation and slave control. The Khor-Ah want
complete elimination of all races. Eventually the Khor-Ah will win and begin
a death march through the galaxy. You have until the above deadline before
they reach Earth.


Overview of Races:

Race: Androsyn
Homeworld: Eta Vulpeculae II 358.7, 256.6
Overview: These enemies of the Alliance disappeared. Consumed by the Orz they
discovered from an alternate dimension while testing new space
travel methods. The exact story can be found by going through the
ruins of their homeworld. This is a dead race.

Race: Arilou
Homeworld: Quasispace 613.4, 590
Overview: These allies of Earth are only around to do just that. This race
strangely cares only about Earth and it's safety. They could care
less about the other races. When Earth was placed under the slave
shield the Arilou disappeared back to their secluded home in
Quasispace, knowing Earth was protected. The Arilou have been
visiting Earth for many years, modifying it to protect Earthlings
from the same fate as the Androsyn. The Arilou will construct you
a Portal Spawner to enter Quasispace from anywhere if you bring
them the Ur-Quan Drive. They will join the new alliance.

Race: Buvixese
Homeworld: Arcturus I 964.5, 579.1
Overview: This race was destroyed by the Khor-Ah. The Druuge, fearing the
Khor-Ah would find them, placed a high powered Caster on the moon
of Arcturus I. This lead the Khor-Ah to this race resulting in their
destruction.

Race: Chenjesu/Mmrnmhrn/Chmmr
Homeworld: Procyon II 24.2, 226.8
Overview: When the Ur-Quan defeated the Chenjesu and Mmrnmhrn they choose to
be slave shielded. Once inside, they began a 'process' on merging
their races into one, the Chmmr. You can talk to the Chmmr once
you have the Burvix caster. If you use the Sun Device on them,
the 'process' will be increased and the Chmmr will break through
the shield and modify your ship if you have the Utwig Bomb. They
will also supply you with unlimited RU and their Avatar ship
design once they are released.

Race: Druuge
Homeword: Zeta Persei I 946.9, 280.6
Overview: This race is the Crimson Corporation. An evil race that spends it
time running a dirty slave business. They will trade you the Ruby
Sphere, some useless junk, and cheap fuel for your crew. The only
thing you need from these people is the Ruby Sphere which you will
have to trade 100 of your precious crew for, I have found no other
way to obtain the Ruby Sphere. Note that if you do this more than
once the Earth station will become aware of your activities and
become very upset, raising the price of crew.


Race: Dynarri
Homeworld: None
Overview: This evil race of psychic beings took over the Ur-Quan long ago.
The Ur-Quan were enslaved and used for their evil purposes. They
modified the Ur-Quan genetically and created the green Ur-Quan,
an administrative part, and the black Khor-Ah, the workhorses.
The Ur-Quan/Khor-Ah discovered they could break the link while
under great pain. Ur-Quan/Khor-Ah began hurting themselves horribly
and were able to break the psychic control over them long enough
to kill every Dynarri in sight. In revenge the Ur-Quan converted
the Dynarri genetically into low intelligence 'Talking Pets'
which they use as translators aboard their ships. The Ur-Quan/
Khor-Ah swore they would never be enslaved again, and so to insure
this, they ste forth to enslave all the other races.


Race: Ilwrath
Homeworld: Alpha Tauri I 22.9, 366.6
Overview: These spider beings are one of the Ur-Quan's largest subjugated
fighting slave race. The Umgah have played a trick on them, using
a fancy Caster they broadcast at the homeworld the voices of two
gods, Dogar and Kazon. The Ilwrath's entire race is now
concentrated on carrying out the worship of these bogus gods and
they go forth killing all those in their path to appease the false
gods. There is nothing of importance you need from these beings
other then having them stay out of your way. They are almost
insane and will not help you in any way. If you get the Umgah
Caster you can broadcast at the homeworld system and they will
leave. Strangely, the Ilwrath homeworld is not within their sphere
of influence. You will need to use the Umgah Caster after you get
the Sun Device in order to reach the Chmmr. Currently the Ilwrath
are attacking the Pkunk to please their gods.

Race: Ur-Quan/Khor-Ah
Homeworld: Unknown - Not of Importance
Overview: The Ur-Quan/Khor-Ah were originally a single, brown colored,
peaceful race. They were part of an ancient alliance with the Taalo
and some other ancient races. Then they were taken over by the
Dynarri and changed. (See Dynarri). The Dynarri ordered them to
destroy all the other races in the ancient alliance. When the
Dynarri were finnaly defeated, the Ur-Quan/Khor-Ah were unable to
agree on what to do next. The Ur-Quan wanted to subjugate and
enslave the other races, preserving them, but controlling them.
The Khor-Ah wanted all other races eliminated. The Ur-Quan and
Khor-Ah began fighting. They eventually agreed on the 'Path of
now and forever' which stated that who ever wins in battle would
get control of the Sa Matra and whatever say in dealing with the
other races of the galaxy. The Ur-Quan won, and according to the
'Path of now and forever', the Khor-Ah had to leave in the galaxy
until the next time of the ritual battle. With the Khor-Ah gone,
the Ur-Quan took over and enslaved the races and defeated the
Alliance. Now the ritual battle is being fought again. The Khor-Ah
have returned and are now more powerful. They are in a sort of
insane state completely dedicated with the removal of all other
race. They will win control of the Sa Matra around Jan. 2159. At
which point the two races will sort of 'party' for a couple months.
During this time you will not be chased by any ships while going
through Ur-Quan/Khor-Ah space except around the Sa Matra. The
Ur-Quan will not even attack you but instead tell you to run for
your life. After about 2 months of this, the Khor-Ah death march
will begin. Starting with the Druuge, the Mycon, the VUX, the
Arilou, the Utwig, the Spathi (if they are still around), the
supox, the Utwig, the Yehat, the Ilwrath, and then they will hit
Earth. You should complete the game well before this death march
starts. You can watch it's progress on the Starmap. You should avoid
contact with these races until time comes to destroy the Sa Matra.

Race: Melnorme
Homeword: Unknown
Overview: This race roams the galaxy trading biological elements from planets
and locations of Precursor rainbow planets in exchange for 'credits'
which you can then use to purchase information and technological
advancements for your ship. You should buy the advancements
first. Most of their information is not as important as they
might have you think. They will also help you if you should become
stranded without fuel. If this happens and you have no credits
they will give you fuel in exchange for parts of your ship at a
great monetary loss to you. This race is insensitive to events
around them and think only 'business'. They are aware of the
happenings of the Ur-Quan/Khor-Ah and will leave the galaxy in
2159. Normally the Melnorme hang around all the large systems
throughout the galaxy, like Alpha Centauri and Alpha Illumnati.
After 2159 you can only reach them if you have a Caster which you
simply use in Hyperspace, then wait and the Melnorme will arrive.

Race: Mycon
Homeworld: Epsilon Scorpii I 629.1, 220.8
Overview: This race of fungus 'seed' people is very unusual. They are the
only race that willingly submitted to the Ur-Quan as fighting
slaves. They expand their race by converting worlds like Earth into
'shattered worlds' which are suitable enrichment for the Mycon.
They have no concern for other races, and are responsible for the
destruction of the Syreen homeworld at Beta Copernicus I. They
also guard the Sun Device. You can obtain the Sun Device from them
by having the Syreen launch an attack against them as described
in the paragraph below on getting the Sun Device.

Race: Orz
Homeworld: Gamma Vulpeculae I 371.3, 253.7
Overview: This strange race mysteriously appeared replacing the Androsyn.
They guard the Taalo planet on which lies the Taalo Shield which
you need to protect your self from the Talking Pet. The Orz use
the planet to have what they call *picnics* on. In order to go
down on the planet you must become *campers*, to do so, simply
go to their homeworld and form an alliance. You will then become
a happy *camper*. The Orz will give you the design for their
ships and make an interesting visit to the Earth Station. Do not
discuss anything concerning the Androsyn, if you continue to do
this they will become hostile.

Race: Pkunk
Homeworld: Gamma Krueger I 52.2, 52.5
Overview: The Pkunk are cousins of the Yehat separated long ago. Their race
is highly 'enlightened' and happy. They are being destroyed by the
Ilwrath and eventually will go to re-join the Yehat. You can make
an alliance easily by visiting the homeworld, they will also give
you the Clear Spindle. When you see them move towards the Yehat
you can stop them from going by simply bullshitting with them,
don't let them reach the Yehat until after the Yehat civil war
begins otherwise they will be destroyed. This is not necessary
to win the game, but can help. (See Yehat)

Race: Precursors
Homeworld: None
Overview: This ancient race of high advanced beings is still never to be
seen. The only remains are various artifacts, your ship, 10
rainbow planets, and the Sa Matra.

Race: Shofixti
Homeworld: Formerly around Delta Gorno 290.8 26.9
Overview: After the defeat of the Chenjesu and Mmrnmhrn forces, the Yehat,
Shofixti, and Syreen retreated towards Delta Gorno. They ordered
the Syreen back to their homeworld, and set up a defensive front.
Then the Yehat queen switched sides and the Yehat left them. (See
Yehat). Unable to construct a force of significant strength the
Shofixti rigged their sun to explode, and when the Ur-Quan arrived
they blew up their system, destroying 30% of the Ur-Quan fleet.
There are some Shofixti still alive however, you can find them by
poking around the Delta Gorno system. If you run into one, DO NOT
ATTACK it, just keep insulting him and using ESC to get out of
battle. Eventually the Shofixti will realize who you are. You can
revive their race by bringing them the Shofixti maidens which are
currently in the possession of Captain Rex (See VUX). After this
happens the Shofixti will supply you with enormous crew at the
Earth station bring the price for crew down to 1 RU. They will
also supply you with their ship design. The Yehat have guided
the Shofixti out of the stone age and are very close. The
destruction and abandonment of the Shofixti by the Yehat has
brought great hidden shame on the Yehat. So shameful that if you
bring a Shofixti before the Yehat (the Yehat think all the
Shofixti are dead), proving they are still alive, the Yehat will
begin a civil war to overthrow the queen. (See Yehat)

Race: Slylandro
Homeworld: Beta Corvi IV 33.3, 981.2
Overview: This race of gas bags lives in a gas giant. They have been around
for thousands of years, back to the time of the Precursors. They
have some information of use. They primary need to visit them is
to stop the Red Probes which become increasing more annoying. If
you've talked to a probe at least once, and then talk to the
Slylandro, discuss the program with them in great length the mistake
in the programming of the probe becomes apparent and they will give
you a destruct code.

Race: Spathi
Homeworld: Epsilon Gruis I 241.6, 368.7
Overview: This pathetic coward race was the first alliance race to fall to
the Ur-Quan. When choosing their type of enslavement, either
fighting slaves or shielded, they choose shielded. However, the
Umgah who was responsible for transmitting the decision switched
the response deliberately and so the Spathi and now fighting slaves.
You can easily make them YOUR slaves by going to the moon of their
homeworld. The Spathi will join you if you agree to clean up the
alien beings off their home planet which they are too chicken shit
to deal with. After about 1 year, the Spathi will disappear off
the map. The bastards end up shielding themselves on their home
planet so they can hide safely (But not from the Khor-Ah, hehehe).
They will leave you the Umgah Caster which they took from the Umgah
on the moon. Other than that, the Spathi offer nothing other than
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  1. Star Control 2 solution by System on 09/03/2006, 09:50
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