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- 1. Tips
- 2. Action Replay Codes
-
- 1. Tips:
- =======
- Resource collection:
- -------------------
- To stand any chance of improving the performance of your ship it's essential to
- collecy resources early on in the game. To do this start by cleaning out the
- solar system as this is the easiest way. A couple of bountiful planets for this
- purpose are Alpha Centauri III and Beta Raynet V. Watch out when on Alpha
- Centauri though because there may be hostile life-forms. If there are wipe them
- out immediately.
-
- How to mine a dangerous planet:
- Always save your game before going down on to a planet because you never know
- what might go wrong. Stick yo taking a single shuttle craft to the planet so if
- you make a mistake you don't lose too many of your crew. Where planets have a
- violent weather pattern or atmosphere you find that the shuttle is displaced
- when it lands away from where you indicated with the cursor. The actual position
- of touchdown depends upon the planet's axial tilt. The rotation rate and
- latitude so use this to your advantage and anticipate your shuttle's landing
- position. Land as close as you can to the large resource deposits. Pick up what
- you can and leave straight away. Hanging around for too long could cost you not
- only your shuttle but its crew and the minerals too. If you have protection you
- still have to be careful even if you're not in much danger of losing your
- shuttle; it's the crew you have to watch out for especially in Hotspots.
-
- Resource Allocation:
- ===================
- The Flagship:
- Outfit your starship for long-range travel high speed manoeuvrability and plenty
- of storage space as quickly as possible. You need large quantities of minerals
- to win the game and the flagship os the only one that can get them. Also buy a
- dynamo pack before you buy another gun making sure that you always have at least
- one dyname pack for every two guns. Otherwise trying to shoot anything down is
- hopeless. Point-defence and auto-tracking also use up combat energy so don't
- forget to get enough energy to power them.
- The only type of enemy that your flagship can damage with its weapons is the
- Umgah so it makes sense to leave combat to the rest of your fleet as much as you
- can. The flagship is well worth protecting!
- If you want a decent ship right at the start of the game then come out of the
- game and use DOS to enter the STARCON2 directory. Type:
- RENAME HUMAN.SHP HUMAN.SHP
- RENAME CHMMR.SHP HUMAN.SHP
- RENAME HUMAN.SHT HUMAN.SHP
-
- This gives you a Chmmr ship to start with which is very handy if you find the
- original ship a bit on the weak side.
-
- The Fleet:
- It is important to keep a balanced fleet consisting of both strong and fast
- ships. The Pkunk ships which are given to you are a good bet as well as the
- Utwig Jugger. These two types of ship have special abilities that make them
- exceedingly difficult to destroy. The Pkunk Fury ships can be reincarnated after
- they have been destroyed. To do this hold down your special and thrust buttons
- when the explosion starts and let go of them during the time that expires
- between the 'kaboom' sound ending and the explosion fading away. If your timing
- is spot on the ship reappears as if nothing had happened. This can be repeated
- over and over again to make the Pkunk ship virtually immortal.
- The Utwig Jugger's shield uses power that can't be regenerated. Instead it
- converts the energy from enemy hits to recharge itself providing that it is
- turned on. This effectively makes the ship indestructable and particularly
- effective against the Sa-Matra.
-
- The Umgah:
- The Umgah homeworld lies at Beta Orionis. Your first contact is an UrQuan
- talking pet. Beware it attempts to control your mind. Make sure you have the
- Taloo shield before going here - it protects you from this mental attack. The
- Umgah sends out 10 ships to do battle with you - defeat them and their leader
- surrenders. Accept his surrender because the Umgah make vital allies in the
- final battle against the Sa-Matra. When you leave their planet they may try to
- destroy you again but just zap them with your Hellbore cannons.
-
- The Yehat:
- Between five and eight months after reviving the Shofixiti the starbase
- commander informs you that the Shofixiti have returned. Get yourself a Shofixiti
- scout and travel to Gamma Serpentis and talk to the Yehat starships. Tell them
- that the Shofixiti are reborn and the Yehat start a revolution. Now whenever
- you make contact with Yehat rebel forces they give you info and as many ships
- as your fleet can hold. Be warned though - you can't tell a rebel Yehat ship
- from a royalist one!
-
- The Sa-Matra:
- For the final battle you must travel to the fifth planet of the Delta Crateris V
- system. First ensure you've allocated resources to your ships in the desired
- manner. When you arrive use your talking pet to get rid of the dreadnoughts and
- then move in. The Sa-Matra have two types of defensive weapons operating at one
- time: four green globes give you ship a shove when hit inflicting only minimal
- damage while a three-pronged fire-ball attack penetrates your ship and kills
- loads of your crew. Both of these are guided weapons.
- To survive against the Sa-Matra you ships must be kitted out with at least one
- of the following abilities:
- High speed - a ship that is both fast and manoeuvrable enough to avoid the Sa-
- Matra's defences. A Pkunk Fury for example.
- Heavy firepower - a ship that can destroy a generator with a single blast like a
- Shofixiti Scout.
- Impenetrable Shields - a ship with shielding that can hit a Sa-Matra ship
- without suffering any damage. The Utwig Jugger has this ability.
- Destroy the force-field generators with Shofixiti Scouts and move in to blast
- out the central defences before moving in your Flagship. Now watch the end
- sequence.
-
- 2. Action Replay Codes:
- ======================
- STARCON2264604FF - Loads of money
- STARCON2264605FF - Use with above
- STARCON22647020A - Infinite landers
- STARCON2264700FF - Unlimited bio
- *EOF*
-