Home Flowers Space Rangers 2 passage of pirate quests. Space rangers hd revolution quests walkthrough. Passage of the text quest "Edelweiss"

Space Rangers 2 passage of pirate quests. Space rangers hd revolution quests walkthrough. Passage of the text quest "Edelweiss"

This text is recommended for reading only for those who either cannot complete a quest in any way, or for those who want to find new ways to complete a task. For those who have not yet tried to complete the task on their own, the text is contraindicated, the pleasure from the quest may disappear completely!

The text quests in Space Rangers are one of the best parts of the game. They are extremely interesting, complex and bring additional adventures into the life of a ranger, creating a unique atmosphere of the game.

The text is intended for those who have already tried to pass tasks, so their detailed descriptions are not given here, but various ways of passing and hard-to-reach things are considered.

Since in many quests the starting conditions are generated differently each time, it is very difficult to give a 100% tactic that always works, so if you can’t follow the proposed method, try again and it will work.

In most quests, there are several ways to successfully complete the task. I tried to briefly review them all, but I also give one of the methods of passage considered in detail (where possible).

Here is a list of all text quests in the game:

* Bank

* Bondiana

* Diamond

* Galaxy

* Gladiator

* Gobzavr

* Tomb

* Ikebana

* Commando

* Menzols

* Neoflora

* Penetrator

* Fishing

* Terrible death

* Construction

* Murder

* Exam

* Energy

The Prison quest is highlighted separately due to its features.

Bank

Target: find out the guard change time and password

Customer: Gaalians

Fulfillment Planet: bearings

Player requirements: No

First you need to say twice in a row about a letter from the planet of customers: the first time hitting the wrong door, the second - as a password. You can get additional information on the purpose of the quest, and then proceed.

There are two ways to find out the time of the change of guard - from the head of security or from the general manager. On the first day, nothing will work out anyway, but you need to try to get the equipment for the second day. So let's go to the library. We read books on taxation and etiquette or the latest types of alarms and hatchballs. Next we go to the computer store. We ask for cool programs and buy a chess sharpie. We return, install the cheater on the laptop and go to the bank. We are trying to open an account, and then, depending on the books we read, we either start talking about signaling, or about interplanetary transfers. In the first case, the head of security will come, who needs to be invited to the hatchball, in the second, the bank manager, who is eager to hear about how good she smells of mud, and then an invitation to the restaurant.

We need to play chess with the bank computer. We run the program from the laptop and ask to show the log file. There is no sense yet, but this action must be remembered. We return home.

We go to the pharmacy, where we try to buy psychotropic drugs, but they don’t give us. We return with nothing (you can, of course, buy something ordinary). We go back to the library and read new books - if for the head of security, then about the intricacies of hunting for penchekryaks and Billinger - a bank robber, if for a manager, then about ikebana and the unique civilization of mensols. We buy tickets (reserve a table). Go for a walk.

Option with a bar and the head of security: we start a dispute about the reasons for the defeat of the team (it’s not in vain that you read books?). We buy beer and either mix or don't mix drugs - the meaning is the same. We talk about the hunt and the bank robber. Let's break up friends.

Option with a restaurant and a manager: we pay the bill and talk about mensols. While the interlocutor is talking on the phone, we mix (do not mix) something into the glass, then we give out a story about ikebana. Let's break up.

We go to the agent and confess to failure. We are offered to live today again, but on a new level. We agree.

The beginning is the same - we go to the library and read books on the chosen topic. Next, we make a trip to the software store and send greetings from Yaytsentner's frog. The store owner instantly changes his attitude towards us and offers a bunch of all sorts of discs to choose from. We buy a chess cheat, a Trojan and a password cracker. We install a Trojan at the headquarters, put a cheater as the outer shell, and a password cracker as the inner shell. Let's go to the bank.

The difference of this stage from the previous day will only be that when playing with a computer and viewing its log "and we will find out the password to the safe.

We're going to the pharmacy. If further actions will be connected with the head of the security service, then you need to buy Sleeping pills in the department of psychotropic drugs, showing a doctor's certificate - Aggressin. If it is planned to fool the manager, then only Otkrovin is in the department of psychotropic drugs. We return to headquarters.

Return visit to the library. Everything is like the first time. Then we reserve a table (buy tickets) and begin to spend the evening culturally.

Option with a bar and the head of security: everything is on the beaten track, only you need to remember to mix in the Agressin pill, and then pay the bill for the broken glass and mix in the Sleeping pills.

Option with a restaurant and a manager: at the time of the opponent’s conversation on the phone, we sprinkle Otkrovin and elicit the data.

We transfer information to the agent and return to the ship.

Bondiana

Target: save the agent at the Peleng base

Customer: people

Fulfillment Planet: bearings

Player requirements: No

At the beginning, they offer to choose one type of equipment to save the agent: a blaster, an invisibility hoop or a rocket belt. Each of the items has two charges, that is, they can only be used twice. You can complete the quest with any of them, just the actions will change a little. And so, the choice of the subject is behind, and the choice of the path is ahead. There are three of them: through the sewer, through the main gate and through the fence. The last path is only available with the Rocket Belt.

In this quest, the ranger has two variable parameters: health and courage. A drop to zero of any of them is fatal. Almost every action reduces their values, some less, others more. Combat actions have a greater impact on health, and various evasive maneuvers reduce bravery. For example, when meeting with a rat in the sewers, you can shoot from a blaster, but the rat will still hit the ranger for five health units, or you can turn on the hoop. At the same time, health will remain the same, but from the excitement experienced, courage will decrease by five points.

There are many ways to complete the quest, I will give one of them, not the most interesting, but you can easily find the rest yourself. We select the blaster and go to the sewers. We meet the rat with a blow, and then knock out the grate with our shoulder. We put the blaster to the temple of the descended soldier, wait until the second one descends, and then we kill both. We enter the opening and turn left. We cut down the soldier, find the agent and remove the keys from the sleeping guard. We're leaving. Again in the opening, and then forward and into the tunnel. We shoot the rat from the blaster. Quest completed.

Diamond

Target: steal a diamond from a safe

Customer: bearings

Fulfillment Planet: maloki

Player requirements: not a warrior

In this task, in addition to cracking the safe, it is necessary to carry out operations to break into the bank and safely rescue. We will go to work with Zelif and Yomir. Much will depend on their attitude towards the ranger, for example, if the attitude is good, then you can put an accomplice under the bullets, and if it’s bad, you will have to do everything yourself. Attitude can be improved while preparing for a robbery (go to the bank or to fights), as well as during a robbery, if you call the enemy's fire on yourself. A bad attitude can also backfire very badly after returning from the bank - the sidekicks will decide that without us their share will be larger.

Some recommendations for opening the safe. We start by entering a strip of identical numbers, for example, 1111. If the oscilloscope shows 0, then there is no unit at all, if 13, then there is such a figure. Then we check the following numbers until the qualitative composition of the code becomes clear (you need to use the elimination method). Also, when two numbers are recognized, you can enter not strips of the same numbers, but of two. Example: 1111-13, 2222-13, 3333-13, 4455-0, 6677-2. 8 you can no longer check, it is clear that it is not there anyway .. Then you can try to find the location. We try 1122-22, therefore, both 1 and 2 fell into place, which can then be clarified. Further 3377-11. This means that the location of the three was guessed, but there is no seven in the code. The code 6677-2 has also already been checked - the number 6 should be either in the last or in the penultimate place. Taking into account all this, we check 1424-2 (there is no four, it serves as a "dummy"). Two says we didn't guess any locations, but that's okay, the true value is 3162.

Here is an example of this quest. Arriving at the robbers' base, we chat with Kramer. The next day we go shooting with Yomir, and then we play cards all day with Zelif. Next, we go to energy therapy with Yomir and proceed to the robbery. We get out first, then take cover behind the table and shoot at the guards. We go down the stairs. We proceed to hacking, using the above rules.

We go up the stairs. We attack the guns all together. Then we hide behind the table and do not stick out until two enemies remain, after which we attack from cover. We take a grenade launcher from Zelif and smash the jeep, then we ask Zelif to finish off the second one. When we fly away, we ask the customs officer to open the suitcase himself. Mission completed.

Galaxy

Target: find drugs in the casino of the same name

Customer: bearings

Fulfillment Planet: bearings

Player requirements: human

I recommend starting our evening at the casino with a visit to the women's restroom and tearing off the sign that says "do not enter." How this will help in the search for drugs will become clear later. Then you need to play cards, but since we still do not understand this matter, we need to find a teacher. They can be performed by a man in a bar, standing in the middle of the hall. If you ask him about a minuscule in Orion preference, then he will give a detailed lecture on the theory of the card game, which will allow us to beat everyone and everything. Now we approach the girl sitting in the corner at the table and ask her about drugs. Going out into the street, we beat her on the head and take the contents of her pockets. To successfully complete the quest, you need to have more than 3000 credits on your account, so if you already have them, then you can not play in the casino, but you can also play for the sake of additional income.

We go to the game room and sit down at the card table. Since we already understand the cards, there will be no special problems. Maximum at 4.50 you need to get up and look around. Seeing a man wandering with a downcast look, we follow him to the toilet, use the spray taken from the girl and hide the body in another booth, hanging a sign "does not work". We report up to 3000 credits to the received case of money and slip it under the partition. The incoming bearing transmits another case, the contents of which must be carefully studied. Realizing that there are spy data inside, we take the pistol of the stunned courier and use it to make our way to the owner of the casino on the second floor. We ask him to clarify the situation with the case, and then, having learned that the terrestrial intelligence department is working under the guise of a casino, we offer to deceive the bearings by slipping them a suitcase with drugs allegedly taken from the courier. For sim we part.

Gladiator

Target: achieve the victory of the ward gladiator

Customer: bearings

Fulfillment Planet: maloki

Player requirements: No

To successfully complete this task, it is necessary that the Peleng gladiator Jochen win three battles: with a sumo wrestler, with a giant dreadlock spider, and with a malok. To do this, we are given three parameters - strength, morale and the attitude of the judges. Each battle can be fought in different ways, depending on these methods, the parameters are reduced in different ways. For example, the first battle with a somoist can be won with a ranged attack, while spending a little strength and a little more morale, you can go into close combat, spending twice as much strength, but also saving spirit, or you can tie a brick to your stomach and win easily , but greatly falling in the eyes of the judges.

Before the start of battles, you can bribe the judge, or get a talisman as a gift by walking in the market. Bribing will help in the trial after the second fight, if you agree with the owner of the dreadlock, and the talisman will make it easier to fight with the malok.

Thus, there are several ways to complete the quest. I will bring one of them. First, walk around the market and help the merchant by getting a talisman for Ytsochen. Spit mud at a sumo wrestler from afar, then during a break, call the lovely ladies to cheer up and go to the second fight. Go and negotiate with the owner of the spider, filling the muzzle. Tell our gladiator about it and watch the second fight. Before the last exit to the arena, order Ytsochen to pretend to surrender and strike at the last moment. Mission completed. You can fly for money, and after receiving it, earn a little more by selling the received cup.

Gobzavr

Target: get the disc by fooling the wild beast

Customer: faeyans

Fulfillment Planet: empty

Player requirements: No

A very simple quest. We arrive on a desert planet and follow the tracks. Having entered the cave, we make a little noise so that its inhabitant wakes up, we select a bone and a skull from the ground. We gnaw the bone slightly and throw it to the gobzavra, then we play with the skull twice and throw it out of the cave. The monster jumps after him, and we can safely find the disk, after which we can no less calmly retire to the ship.

Race

Target: Win an ancient car race

Customer: faeyans

Fulfillment Planet: people

Player requirements: feyanin

General information: there are three types of turns on the track: regular, steep and one very steep. They can be passed, smoothly turning, at speeds of 90, 70 and 50 km / h, respectively, while the tires are not erased. At speeds of 110, 90 and 70 km / h, sharp turns must be used, while 10% of the tires are erased each time. It is not advisable to use higher cornering speeds, since in this case the tires are erased especially intensively, unless you can afford such pleasure at the finish line. Having studied the route, you can easily complete the quest, but just in case, I give one of the options.

We start, increase speed twice (up to 70), smoothly turn, increase speed twice (110), then go without acceleration and turn sharply. The usual turns are over. We move at a constant speed, and then slow down to 90 and again sharply turn the steering wheel. We slow down by 20 km / h and, with a quick movement, turning the steering wheel, we fit into a very sharp turn. We increase the speed to 90, go without acceleration and turn sharply again. The first circle is passed.

We accelerate and move to 110. We turn sharply, accelerate, go through a segment of the path without accelerating, then brake and fit into the turn again by applying a quick turn. Then we act in the same way as on the first lap after the usual turns. Having passed the last turn, we drive into the box and change the wheels, adding gasoline along the way.

The third round is the same as the first.

Tomb

Target: open the sarcophagus in the tomb

Customer: people

Fulfillment Planet: empty

Player requirements: Gaalian

Here is the correct order: fire, light, wind, darkness, water, earth. How is it received? Let's do a little research. At first it seems that fire should be in the second place, since the first two brothers put it there. But, if we accept this version, then soon we will reach a dead end, since it turns out that two elements will be in the first place at once. This means that the first and second brothers are lying about fire, but then it turns out that the second part of their phrase is correct. Further everything is simple.

Ikebana

Target: make ikebana better than a champion

Customer: Gaalians

Fulfillment Planet: Gaalians

Player requirements: No

This quest is very difficult and unpredictable, so I will only give you the basic strategy with which you can win in most cases. It is necessary to make the first move and with this move to ensure that an even number of even numbers remain on the field. I will give an example: there is the following ikebana: red - 1, yellow - 2, green -1, blue - 2, purple - 0. There are 3 even numbers here - from yellow (2), blue (2) and purple (0) colors. You need to add either red or green to two. Next, you need to repeat the actions of the opponent, that is, if he increases the number of flowers from 2 to 3, then you need to do the same for the other color.

Casino

Customer: bearings

Fulfillment Planet: people

Player requirements: No

What is this quest? Gambling, entirely dependent on luck and common sense in determining rates. Players together take animal discs out of the bag, then place bets and look at which animal is higher in the food chain. The lowest place is occupied by an empty disk, then a disk with a sucker, then a derkvak, then a long-tailed hooded seal, and even higher a man. But in a dispute between a person and a sucker, the sucker still wins. If the pictures on the discs are the same, then there is a replay. The goal is to win all the opponent's money in general, or to win at least some amount by the time the bar closes.

I can't give any specific advice here, bet more on good bones and less on bad ones. That's all.

Commando

Target: blow up a warehouse with fibrogen

Customer: Gaalians

Fulfillment Planet: maloki

Player requirements: not small and not a merchant

So, we need to blow up the warehouse with explosives. To do this, the Gaalians provide us with an ultra-modern machine with high protection and powerful weapons, which, however, still need to be chosen. We take 4 torpedoes, 15 missiles and 100 machine gun rounds. Let's go.

First you need to blow up both towers next to the gate with rockets, and then the gate itself. Further, assessing the danger, we launch a rocket at the grenade launchers on the roof and rush through the crowd of shooters. We launch a torpedo into the tower and, continuing to lead it, a rocket into one of the jeeps. The tower lost a piece, but the jeeps, unfortunately, were not damaged. We skip them forward and shoot one at a time with a rocket. Then we dodge the buckshot and finish off the second jeep. There is no time to save yourself from a new volley of the tower, you need to have time to dump it. Therefore, we launch another torpedo, and then mow down enemies with grenade launchers from a machine gun. Again, a torpedo into the tower and, having driven close, a rocket at close range. A line from a machine gun or a rocket into the opened fibrogen warehouse, and we proceed to the retreat. We shoot the Maloks on the roof with a machine gun, and then we beat the sniper with a rocket. A tank appears on the way, but, unfortunately, there is no time to mess with it anymore - we need to reel in the fishing rods, so we rush past and leave the territory of the plant. Quest completed.

Boat

Target: carry the gods across the strait

Customer: Gaalians

Fulfillment Planet: empty

Player requirements: No

So, after reading all the information provided, we proceed directly to the transportation of the gods. Here is the order: Ah (2) and Wow (1) float first, Wow (1) returns. Next, Bach (5) and Ge (10) get into the boat, Ah (2) returns. After that, Ah and Wow cross the water barrier again. Total 17 hours - we return to the ship and fly for a reward.

menzols

Target: buy an idol from a primitive tribe

Customer: people

Fulfillment Planet: empty

Player requirements: dealer

Extremely interesting and difficult challenge. The goal is to buy an idol from the leader of the menzols. To do this, it is necessary, firstly, to earn enough money (menzolers), and secondly, to earn the respect of the leader and the local population. All this is done like this: having crossed the river, we raise the bone and go to the village. Feeling the tip of the spear between the shoulder blades, we turn around and find an angry menzol at the other end of the spear. He explains that the bone is his and that we are deeply wrong. We realize our mistake and try to make up for the awkward situation by buying this bone. The initial price of four mensolers does not suit us, but not because it is high, but because in order to increase the respect of the local population, it is necessary to show oneself as an experienced merchant. We buy a bone for two mensolers and slap into the village.

First of all, we go to the landfill. We find an incomprehensible object there. We turn to the young menzol and ask about the name of the object. He is offended, but reports that this is a broken gong, thrown out by himself. We travel to a long house with two windows, break open the door and take the money, stunning the owners along the way. We go to the fisherman who lives in a house on the lake and give him 29 mensolers in exchange for a bag of bones. With this bag we approach the sad menzol and sell it to him, as well as the bone bought from the hunter. There is initial capital. We return to the fisherman and ask to get the fish. He promises to do it tomorrow. We go to sleep.

Now you need to start earning the respect of the natives. We speak with the old manzol and in exchange for fish, we ask you to fix the gong. With a repaired gong, we go to the young manzol and start selling it. The offered price is too low, please ask for more. We get 53 units of local money and complete information about the leader and shaman. To the shaman and let's move on. We change the cork from guanavas to a jug of guanavas. Next, you need to trade with a large totem. We buy a wooden gang, a new tonga, a juicy kwang and a beautiful dong (all for money). We go to the fisherman and sell him the tonga.

It's time to visit the leader. At the entrance, with the help of a bribe of 20 mensolers, we pass face control and appear before the bright eyes of the head of the tribe. We begin communication with a jug of guanava, and it is necessary to accept the offered mug and drink for the company. We offer the leader to trade and find out that the only thing his lordship wants is tanga. Therefore, we treat him with a kwang, give him a dong and show him the statuette of Raninta. We sell the last one to the leader for 50 coins. We bow out.

We stomp on the shore of the lake and go into the house of the hunter Murza. We ask you to show the tanga, then we jam the hunter with a stunner, pick up the tanga and go to the auction. We sell a stunner and a wooden gang. Again, our path lies to the leader, to whom we sell the tangu and ask about Mgagucha. The leader agrees to sell it. There should be enough money, we buy and successfully complete the quest.

neoflora

Target: find the stolen fae container

Customer: faeyans

Fulfillment Planet: bearings

Player requirements: not a bearing and not a pirate

I will describe the general strategy for passing this quest. The required container is located in the guarded building of the municipality. You can go there either as a courier, or as an electrician, or as an inspector of the terraforming service. In the first case, you need to find out the courier's secret gesture - triple scratching under the knee. This can be said either by the head of security in the very first dialogue, or indirectly hinted at by a bastard in a bar with whom you need to drink beer. In the second case, you need to buy a set of a young electrician in an antique shop. And in the third case, you need to talk to the bartender and buy documents from him.

Also, in all cases, you must know the password. You can get it in a computer club - either by playing Fallin 356 ("white cheska" - the password of the courier), or by playing the "General" ("green sharakesh" - the password of an electrical engineer), or by playing Kwake ("purple lacquer" - terraforming service worker password). Also, when working in a subnet, you can get a password of a very high level - "red pachryamba" - suitable for anyone, but it is not always possible to find it out the first time.

Then we go to the municipality, scratch under the knee or communicate with the guards. We speak the appropriate password and pass. The container lies in the 13th compartment, smoothly open the door and pick it up. Then we leave the building through any exit, the main thing is that the parameters are high enough, since, for example, a lot of time and, accordingly, the charge of the shield are spent searching for an alternative exit, and a good attitude is needed to exit the main entrance. We return to the ship.

Tips: do not make unnecessary movements, as this will waste the screen charge of our feian ally, and when it ends, the mission will fail. If the guards harass and demand a search, then first refer to the international convention, and then agree to the inspection.

Siege

Target: fight off the rebels at the Maloka base

Customer: maloki

Fulfillment Planet: maloki

Player requirements: No

It is necessary to repulse several attacks of the enemy. This is most effective when shelling enemy tanks with mortars, which is what we will do. The initial data for shooting are as follows: the position of the enemy, his direction of movement and speed, as well as the direction and speed of the wind. The shelling technique is as follows: depending on the number of enemy vehicles, we load mortars (moderately - for about 28 vehicles, minimum - 14, maximum - 40). Next, divide the speed of enemy vehicles by 50 and round up to a whole number. The resulting value will be the number of cells that the enemy will overcome during the flight of the projectiles. It is necessary to adjust the location of the enemy in the direction of his movement by this number of cells. Example: enemy speed is 39 km/h, direction is southeast, current position is square D3. After rounding 39/50, we get 1. One square diagonally southeast of D3 is E4 (down-right). There will be tanks. But it must be borne in mind that the shells in flight will be blown away by the wind. The wind correction is calculated in the same way as the movement of tanks, i.e. the speed is divided by 50 and corrected in the direction of the wind. Example: The wind is blowing east at 98 km/h. This means that the projectiles will blow two cells to the east (to the right), therefore, you need to aim two cells to the west (to the left) - in our example, this turns out to be square C4.

During breaks, you need to request ammunition from the base - if it's good to shoot from a mortar, then shells, otherwise - buckshot. There can be three deliveries in total. After the enemy attacks with huge forces, about which the assistants will definitely inform us, it is necessary to hold the defense, then evacuate. Hit the commander in the face and look at the screen, reporting the successful completion of the task.

Penetrator

Target: test malok weapons

Customer: maloki

Fulfillment Planet: maloki

Player requirements: not small

At the very beginning, you should choose a way to spend time before testing weapons. You can take a walk around the city after drinking a cup of beer - then you will learn about the beam amplifier from the boozer in the bar, or read the mail and learn how to crack codes, or just relax, having received five units to your fortune. Next, we read the contract and proceed to the flight. It is advisable to start with an attempt to fly around the perimeter of the polygon. When we are pointed out to an error, we should turn around, accidentally hitting one of the security robots. If the mail was read at the beginning of the mission, now you can try to hack the droid, or you can not hack it, let it drag along behind.

The training ground will feature four different targets: a remote-controlled asteroid, a repair robot, an earth-type defensive bot, and a combat system of maloks. Each of them can be destroyed in several ways, depending on the actions at the beginning of the mission, the state of mind and ammunition. Also, in some cases, a selected security bot can play a role. A vehicle hacking code or a weapon booster can only be used once, but this will help save weapon charge and morale. The uncontrolled use of weapons contributes to a greater preservation of morale, but leads to a rapid waste of ammunition. Also, more than one concussion should not be allowed - this leads to death.

Finally, after general instructions, I will give an example of passing this quest. This method is far from the only one. To begin with, we read the submail and learn how to hack. We fly around the polygon, touch the robot and let it follow us. We destroy the asteroid with a powerful attack, hack it, and then shoot the repair droid. We beat the earthly bot with a direct attack on the engine (while receiving a shell shock). Under the combat system of the Maloks, we substitute the droid stuck to us (do we still remember about it?), And then we attack with all the cruelty and finish off the enemy. Mission completed.

Breed

Target: breed the perfect penchekrack

Customer: maloki

Fulfillment Planet: maloki

Player requirements: No

Here is the sequence of feeding penchekryak. To begin with, we determine to what level we will train him - this can be found out by adding up the initial values ​​\u200b\u200bof loyalty and aggressiveness. After that, we subtract the value of the toothiness of our monster from the obtained value and get the dose of the first feeding with the Ozverin Dietary preparation (if the resulting number is more than 5, then you will have to feed twice so that the total value matches the required one). Next, we apply the "Katty Kit" in such a way that the cunning is equal to the toothiness. The next feeding - "Svinskas" - we bring the value of aggressiveness to toothiness. And then "Chappy Chups" together with "Podogref Shpal" - we align dexterity and devotion with the normative. After that, the value of the force should become equal to everything else.

Fishing

Target: catch fish

Customer: Gaalians

Fulfillment Planet: bearings

Player requirements: No

I will outline the general goal and tactics of passing. The main goal is to take out at least one fish from the pond. This is achieved in several ways - either pretend to be an honest angler and catch 10 kilograms of fish for the inspector and everything else for yourself, or catch at least one and pay the inspector 1000 credits. For fishing, there are two types of bait - leeches and cockroaches. Leeches are less tasty food for fish, they are caught less on it, and more on cockroaches. But the fish at the bearings are smart, if you catch some, then the rest will quickly swim away from this place, and the better the bait was, the faster the fish will leave.

You need to start from the west coast. We plant a leech and throw a fishing rod closer to the shore. If you caught a fish, then plant a cockroach and throw it away. If not, then go to another place clockwise (west-north-east-south), where we repeat these steps. Having caught the boot, you can go and give it to the fish inspector, getting a couple more insects to catch.

Terrible death

Target: experiment with calolic acid

Customer: bearings

Fulfillment Planet: Gaalians

Player requirements: human

I recommend starting your life at the bottom of the acid pool with light gymnastics - doing a few exercises. At the same time, you need to think about green grass and your home. As a result, we get good health and calm the nerves. At the command of the operator, we start running at a normal pace, then we take in air and rise up. It is better to return back, raking your hands up.

The new test is to examine our eye. We take the proposed stick and throw it far in front of the target. Then we repeat this operation and hit the target exactly. The acid concentration rises. It is better not to sit just like that, but to walk in circles. After the deterioration of health, we remain in place and wait for new instructions.

And then hand-to-hand combat. We hit the mockup of the enemy, and then we give a sweep and a hook to the kidneys. The enemy is defeated! We lay down on the floor, then get up, crawl into the lift, turn it on and fall directly into the hands of the hospitable Gaalians, who are destroying the secret bearing laboratory. Oddly enough, but this is the successful completion of the task.

Construction

Target: build Maloksky outpost

Customer: maloki

Fulfillment Planet: empty

Player requirements: No

Success in passing the quest depends on a large number of accidents. The choice of a place is not a decisive factor - success can be achieved in any of the proposed ones. If a sandy beach is chosen, then I recommend building a completely reliable foundation. In any case, you must first exploit the workers at an accelerated rate, and then build or finish at a normal pace. It is not desirable for fatigue to fall below 40%. And we must remember that the quest does not require 100% construction and finishing - the main thing is that both parameters are more than 90%.

Murder

Target: find the journalist's killer

Customer: people

Fulfillment Planet: faeyans

Player requirements: man and pirate

It's good that we have an old friend on this Faeyan planet - little Lee, from whom you can get some information. We make an appointment and ask him about Katarina Fu. The next day we go to him and are interested in the life of Bidon Pomoev. Then we interrogate Katarina for drug use. She admits that the Can of Pomoev supplies her with drugs. We interrogate Bidon and demand from him a thing that can help in the investigation. The defendant did not have the promised key, but now we know where it can be found - in Katharina's cell, where we are conducting a search. The next day, we inspect the safe and then present the found logbook to Dalani Hya. We ask what he can tell in his defense, and find out the heartbreaking story of his life and the murder of a journalist. We agree with the conditions of the feyanin and the next day we prove the guilt of the sheriff in court. Quest completed.

hatchball

Target: achieve the victory of the ward hatchball team

Customer: people

Fulfillment Planet: bearings

Player requirements: No

The passage of this quest is very unpredictable, a lot depends on chance. To reduce their impact, follow these rules:

* First you need to determine the most developed parameter from the three data, which we will further develop. When choosing the color of a T-shirt, you need to be guided by this parameter - you need to increase it in every possible way, that is, if there is strong support from the audience - choose red, judges - blue, luck - yellow.

* If the leading parameter is not luck, then you can go down to the bar in the morning and accept the bearing offer. Then for the first time you can use the hint, but it’s better not to do this business anymore.

* The choice of tactics in the game is quite random, and it is better to choose one in order to develop the leading parameter more, that is, hatching is needed for luck, defensive play is for judges and hatching is contraindicated, attack is contraindicated for spectators and defense is contraindicated. The quest describes very well which tactics work against which.

* By the end of the fourth round, it is necessary that the value of the leading parameter is 80% or more. Then you will need to ask for help from the audience, file a protest with the judge, or find the bug yourself (depending on what parameter it is).

Spy

Target: put bugs in the presidential palace

Customer: bearings

Fulfillment Planet: people

Player requirements: No

Upon arrival, we sell the existing crystal to the spaceport dispatcher for 150 rubles (you need to offer 200 and bargain up to 150). We spend the received money as follows: we buy two bottles of vodka and a bouquet of flowers. We're finishing up the rest. We go to the palace. Since the journey each time starts from different locations, I will give only general recommendations:

* When communicating with workers, we drink a bottle of vodka and then follow the indicated route.

* We give flowers to the cloakroom attendant and find out the further path through the palace.

* You can pay a security guard 25 rubles and find out the way

* To the question of a congress delegate, answer either "Always!" with the specification "in dialectical", or "Hurrah!", adding "dialectical materialist". After that, paying the delegate 25 p. you can find out where to go next.

* Having met gays, you need to run to the women's toilet, where they do not go for reasons of principle.

There is also an alternative way to complete the quest. We sell the mineral to the duty officer immediately for 100 rubles, we buy flowers and two bottles of vodka. We go to the red-light district and, having presented the prostitute with a bouquet of flowers, we send the guy who has approached away. After the start of hostilities, we suppress the enemy with a bottle of vodka and leave them alive. We agree to go with the approached guys to rob the jeweler Katz. We buy a knife and wait for the arrival of the police. We ask the duty officer in the department to call the spaceport dispatcher for a bottle of vodka and, after talking with the latter, we leave custody and go to cut Katz. You don’t need to cut him, you need to scare him and force him to place bugs. Quest completed.

Exam

Target: go to university

Customer: matches the race of the ranger

Fulfillment Planet: Gaalians

Player requirements: No

A very interesting quest, the choice of its path depends entirely on the random initial characteristics of our ranger. You have to pass two exams. There are five to choose from: labor, physical education, chemistry, literature and mathematics. On the evening before the exams, you can raise the initial parameters and get a "secret weapon". Here's how it's done:

If the strength value is 3, then immediately after filling out the documents, you must move to study in the library. There, along the way, you can run into hooligans molesting an Alkaris chick. Since there is power, you can get into a fight and drive out the impudent ones. For this, the chick promises to help in tomorrow's math exam. In addition, classes in the library will increase the mind by one.

If the value of the mind is 3, then you can go and relax in a tavern. Having noticed an alcoholic in the hall, we ask him to join (firstly, it is not good to drink alone, and secondly, this is a professor who will take chemistry tomorrow and it is better to immediately establish contact with him). Also, walking in a bar will increase your Agility by one.

If the dexterity value is 3, then it is better to try your luck by walking around the city. There you can see the rector of the university, from whose pocket a book filled with poems by the head of the university is easily removed - it will come in handy during the exam. In addition, a walk in the fresh air gave us new strength (+1).

It is possible to pass literature directly if the mind value is 5. If not, then you can pull the book out of the rector's pocket, study it, and boldly go to the exam. We approach the professor and return the collection of essays, carefully flavoring the return process with selective flattery. We get excellent automatic.

Literature is also given up with 3 in dexterity and 3 in strength - you need to go to hand over the bearing assistant, start a dispute with him on a literary topic, and then make a scandal (This alternative way was suggested by Andy_AiF).

To successfully pass chemistry, you must either be very dexterous (the value is four), or get drunk with the teacher the day before, and then approach him at the exam.

If you want math to be one of your subjects, then you need to make sure that either the alkaris chick saved the day before is sitting in your pocket, or the intelligence value is four, or the dexterity and intelligence are three or more. In the first case, we immediately ask the chick for help and say the correct answer, in the second, we ask the teacher about the calculus system and get a well-deserved five, and in the third case, we try to confuse the professor by talking about the normalized Banach space, and then pronounce the correct answer - 11.

To hand over labor, it is necessary that the values ​​of all three parameters be at least two.

To get "excellent" in physical education, you need to be very strong - the value of this parameter should be equal to four. Or dexterity and strength in three.

If all initial parameters are equal to 2, then in order to successfully complete the quest, you must return to the spaceport so as not to disgrace yourself. And along the way, there will be an opportunity to help the guys carry stones, which, as it turns out later, is preparatory classes for Labor. But all three characteristics rise to 3, after which you can pass everything except Chemistry and Labor (the examiner will kick you out of the exam) (Andy_AiF suggested this alternative way of passing).

Energy

Target: fix the power plant

Customer: people

Fulfillment Planet: people

Player requirements: No

The task consists of several separate stages. It is necessary to fill a certain container with a given amount of energy using other containers. The volume of the reservoir is given in its name, for example, 3F - the volume of three quantsors. It is possible to fill the reservoir only either until it is full, or until the end of the energy in the source. For example, filling 3F from 5F, we get a full (3 quants) in 3F and 2 more quants will remain in 5F.

Using the common tank and reservoirs 3F and 5F, fill 5F with four energy quantifiers. This is done as follows: pour the full 5F from the common container, then pour 5F into 3F, pour everything from 3F into the common container and merge the two quantsors remaining in 5F into 3F. Pour 5F from the common container and merge one quanzor into 3F. In 5F, the required four energy quantsors remain. We activate the turbines.

Fill the 8F container up to four using 2F and 3F. 8F is initially filled. We pour three quantsors from 8F into 3F, then from 3F two quantsors into 2F and the same two quantsors into 8F. Drain the leftovers from 3F to 2F and fill 3F from 8F. We activate the freeze.

Fill the 10F container to five using 3F and 4F. 10F is initially filled. We pour four quantsors from 10F into 4F, then from 4F three quants into 3F and the same three quants into 10F. The quantzor remaining in 4F is transferred to the 3F region and from 10F we transfer four units of psi-energy to 4F. Activate the reserve.

It is necessary to fill 5F to four and 7F to three, using a common container. Pour full 5F from the common container and pour into 7F, again full 5F and again pour into 7F. Activate the left blower. We transfer energy from 7F to 5F, and from 5F to the total capacity. We merge the remains from 7F into 5F. We fill to the brim with 7F from the general storage and drain the excess into 5F. Activate the right blower.

The last step is optional, but completing it will add 2500 credits to your score. Using the initially full 12F and empty 5F and 7F, you need to simultaneously pour six quanzors into 12F and 7F. It is done like this: transfer from 12F to 7F, switch to small tank control, transfer from 7F to 5F, and from 5F to 12F, merge the remains from 7F to 5F, switch. Again, we completely repeat the previous operation. Again, we distill the energy from 12F to 7F, switch, merge part of it from 7F to 5F, and everything from it to 12F. Turn the black switch and collect your reward.

Prison

In fact, to call it a quest language does not turn. Because this part is more like a separate game. Let's consider in order.

How to get into jail? It is necessary either to land on a planet that is hostile towards our ranger, or to change the attitude to hostile already on the planet. In any of these cases, we are tried and punished for a period of 60 to 90 days to be spent in prison. From the armored bus in which we are being transported, the quest begins.

If you are completely reluctant to sit (for example, important things are waiting in the opposite part of the galaxy), then you can escape. It's done like this: we start a fight with a prisoner, grab a gun from one of the guards and shoot at other guards (it doesn't always work, sometimes the guards shoot earlier). We release the rest of the prisoners and hide. We leave the bus, and hello ship!

It is possible, by releasing the prisoners, to surrender to the authorities. Then the guards will hate us, the term will be extended, but the convicts will immediately respect us.

How to live in prison? In prison, you can go to the library, to the gym, to work, to the canteen, to walk, as well as to gamble, cockroach races and participate in battles. There may be different survival tactics. You can work out in the library and, having become smart, play cards for money, while you can get out of prison with a noticeably larger amount than you sat down. You can swing in the gym and participate in battles, simultaneously racking up cellmates. It is better not to quarrel with the administration and security; if they demand a bribe, it is better to give it.

Tips: the one who wins in fisticuffs, the head of the prison can release ahead of schedule. If you play cockroach races, then you should remember that a cockroach can run a maximum of 70 m / h, and then it dies. If the respect of cellmates falls, you can get a tattoo or arrange a feast in the dining room. If you feel unwell, you need to go to eat in the dining room or pay for the services of a massage therapist.

You can get out of prison either by winning the battles, or by earning a good attitude from the authorities, or by serving a howl.

In this Space Rangers walkthrough task, we need to find out the time when the guard changes and their password. The Gaalians brought such a task to us. The task is performed on the planet Pelengi. So, to begin with, read the customer's letter twice, due to which you will receive additional information.

To begin with, we note that there are two potential sources of information about the change of guard - this is the general manager and the head of the Security Service. Try to learn everything on the first day in order to fail and buy new equipment. On the second day, we head to the library. There are many books to read on new alarms or on taxes and etiquette. Have you read? It's time to go to the computer store, where we get a chess cheater. After installing a cheater on your computer, you can move to the bank.

Here we need to open an account. Depending on what you read, start a conversation on the right topic. Depending on the options of the conversation, either the head of the Security Service will come, who must be immediately called to the hatchball, or the senior manager, who needs to be given a lot of compliments and invited to a restaurant. Before you leave, play chess with the bank's computer and save the log.

It's time to move to the pharmacy, where they won't sell us psychotropic drugs. What a pity, but we wanted so much ... Oh well. We go to the library, where you need to read books in accordance with the path you are walking. In the case of the head of the Security Council - about hunting and the famous bank robber, in the case of the general manager - about ikebana and a strange civilization. Now it remains to buy tickets or book a table and you can go for a walk.

Well, that ended the meeting with our assistant in the passage of the Space Rangers. Now calmly go to your agent and tell about the failure. And we, oh miracle!, will be offered to live the same day again. We agree and ... back to the library to read the line of behavior that interested us. Only now we will go to the software store and say hello there from the Yaytsentner slug. Immediately we get a bunch of disks to choose from, which were not available before. You should buy a cheater, a trojan and a password cracker. They should be installed at the headquarters, and so that the outer shell is the Schuler, and the inner shell is the password cracker. Now you can go to the bank.

Now, asking the computer to play with the bank's computer and looking at the log, we will find out the password. Great option! Now we move to the pharmacy. If you decide to fool the manager, then buy Otkrovin. If you decide to find out the changing of the guard from the head of the Security Service, then you need to buy sleeping pills and Agressin. You can return to our headquarters. We need to visit the library again and read the same data as in the previous living of this day.

In the case of using the head of the Security Council, you need to mix aggressive and pay the bill for his rampage, adding sleeping pills to his drink. In the case of a manager, we mix in her revelations. Thus, we will receive all the information we are interested in and will be able to calmly return to the base.

Bondiana

At this stage of the passage of the Space Rangers, we got a very interesting quest. We need to help out the agent at the Peleng base. The order is given to you by people, so it makes sense to fulfill it with special care. We will carry out the task itself on the bearing planet.

To begin with, we have to decide on the equipment with which we will complete this task. There are three options - a blaster, an analogue of an invisibility cap - a hoop, a rocket belt. Each of these items is only two-shot, i.e. You can't use them more than twice. Therefore, think in advance that it will be convenient for you not to spend at the first opportunity. Also, after choosing the items, you will need to understand which path choice suits us the most. There are also three options - this is a sewer, the main gate and through the fence. The last option you can open only if you have taken the rocket belt.

Here you have two parameters that should be monitored with particular care. If your health or courage drops to a minimum, you will die. Therefore, carefully monitor them and replenish them in time. In fact - these resources are the main limiter in the passage of the Space Rangers. Moreover, depending on the options for events, different parameters will be spent. Well, yes, you yourself will understand what and how. Depending on the variability of events, there are quite a few options for completing the task. For example, we choose a blaster and move into the sewer, beat the rat and knock out the grate blocking our path with our shoulder. We capture one soldier, wait for the second and kill both. In the doorway, be careful, you need to turn left, stun the soldier and pick up his keys. Immediately pick up the right agent and go out. The rat on the way back can be shot. This is where the task ends. But in the game Space Rangers, the passage will take us very far!

Diamond

We have to work as a thief, extracting diamonds. Bearings make an order for us, we will fulfill it on the Malokov planet. The player must not be a warrior to complete this quest.

We need, in addition to cracking the safe, of course, to get into the bank itself and get out of there safe and sound. We will have to go for this diamond not alone, but with partners - Yomir and Zelif. If they treat you with admiration, then they can be sent forward without moving ahead on their own. Otherwise, you will have to expose your chest to the shots of the enemy. To improve your relationship, take your guys to fights. Then, during the fight, you can simply call fire on yourself, and they will immediately improve their attitude. By the way, if you have a bad relationship, then they may try to remove you so as not to divide the reward into two, not three.

Now when you arrive at the base, talk to Kramer and wait for the next day. Go shooting with Yomir and then spend the rest of the time playing cards against Zelif in the Space Rangers walkthrough. After completing the game, you need to go with Yomir to energy treatment and there already start the previously planned robbery. To do this, it is worth getting out first and hiding behind the table, because of which you need to shoot the guards. It's a pity, because we rubbed their trust in them. Now go down the stairs and crack open the safe. Keep in mind that cracking the safe is not difficult, but given a new combination each time, it doesn't make sense to talk about a specific code. Just choose the cipher and that's it.

Now we go up the stairs and shoot the guns. Then it’s worth sitting at the table until the enemies die almost everything. Take the grenade launcher from Zelif and shoot the jeep, after which Zelif himself can finish off the second one. Upon departure, the customs officer will require you to show your suitcase, for which you should provide him with carte blanche. Actually, this task ends.

Galaxy

In this walkthrough task, we need to find drugs that are traded in the casino. Bearings will leave us an order, and we will carry out the task on their planet. The main requirement is that the player belongs to the human race.

To begin with, before you begin to relax in the casino, go to the women's toilet and tear off the "do not enter" sign from it. This will help us a lot in the future. Now it’s worth a couple of times to play cards, and then find a teacher who is standing in the middle of the bar. If you learn from him about the minuscule, then you will hear an entertaining lecture on preference and game theory in general. After this lecture, we will have no rivals.

Approach the girl who can be found in the corner and ask her about drugs. She will take you outside, where she needs to be stunned and searched. Now, in order to complete this task of passing the game Space Rangers, we need to have 3000 money. But you can still play in the casino to earn extra money.

We can play until the clock hits 4 hours and 50 minutes. After that, get up and look around. We are interested in a sad person who moves to the toilet. Follow him and use the spray taken from the girl to make him lose his bearings. Now you need to put money in the case so that there are exactly three thousand there and hide the body in the booth, sticking the same sign "Not working" on it. Slide the case under the partition.

Immediately, a bearing will enter the cockpit, which will give us another case. Examine its contents carefully. What do you think it is? That's right, it's spy stuff. Take the gun from the courier and make our way to the second floor. There you need to meet the owner of the casino and ask him about the case. It turns out that there is an intelligence unit from Earth working here. Arrange for a swindle of bearings and throw them a suitcase that was stolen from the courier during our passage of the Space Rangers. This is where the task ends.

Gladiator

This task will force us to help the ward gladiator win victory. The order will be given by bearings, it will have to be carried out on the Malokov planet. There are no special requirements for your character.

So, in order to successfully complete this Space Rangers quest, we need Ytsiuhen, a bearing gladiator, to defeat three opponents - a huge sumo wrestler, a large Dready spider and a malok. You have three characteristics that will decrease with certain actions. I will not go into details, there are a great many ways to win.

Also, before the start of the battle, you can give money to the judge or go to the market, where you will be presented with a talisman. Bribing will ensure a favorable outcome of the second battle, and the talisman will not let you lose in the third battle. Actually, after choosing any of the options for passing, you will become a winner and will be able to return for money.

Gobzavr

We need to get a disk for the Faeyans, while deceiving the beast. We will perform on an empty planet. This is one of the easiest quests in the game. To fulfill it, we arrive on that same uninhabited planet and follow clear tracks. When you reach the cave, make some noise there to wake up the monster. Immediately take yourself a shard and a bone. Give the bone to the monster, throw the skull a couple of times and throw it out of the cave. The monster will run away to play, and we will calmly go to the ship with the coveted disk and the completed task of passing the Space Rangers.

Tomb

So, to complete this task, we need to open the sarcophagus, which stands on an empty planet for people. True, you need to be a Gaalian yourself. The order is simple and it is constant for everyone. It is fire, light, wind, darkness, water, earth. Just use this order, it's correct. We will not analyze logical conclusions, this is useless.

Ikebana

We will need to make ikebana better than the recognized leader. The order is issued by the Gaalians, and we will carry out this task with them. There are no special requirements for you, so the task will definitely be available. True, there is nothing to tell here, since everything is somewhat unpredictable. Just adequately respond to all the actions of the opponent and the task will submit to you.

Casino

In this task, you need to beat the person who came up with a new game. The task will be given to us by bearings, sent to the human planet. As in the previous task, you will rely solely on luck and some minimal logic. The essence of the game is that two pictures with drawings of animals are taken out of the bag. Then you place your bet and compare who is higher in the food chain. In ascending order, there is a clear picture, a sucker, a derkvak, a long-tailed hawk and a man. True, in a couple of people - the sucker will be the last winner. Your goal is to win as much as possible. Actually, this is how this task in the passage of the Space Rangers is passed.

commando

So, our task at the moment is to arrange an explosion in a warehouse with fibrogen. This order is given to you by the Gaalians, and you will have to fly to the Malok planet. We need not be a merchant and not belong to the Maloks in order to receive this task. Of course, we will not be left without equipment. They will give us an excellent machine, equipped with super protection and super weapons. Choose one hundred machine gun rounds, four torpedoes and a dozen rockets. Actually, you can fly out and start the passage of the Space Rangers quest.

So, for starters, blow up two towers and a gate, after which you need to kill a crowd with grenade launchers on the roof of the building with a rocket and fly through the shooters. Now drive a torpedo into the tower and blow up the jeep below with a rocket. Finish off both jeeps and dodge shots at you. Now finish off the tower with a torpedo and kill the remaining opponents with a machine gun. Finish off the tower with torpedoes and drive a rocket into it so that the fibrogen detonates. When retreating, a sniper must be removed with a rocket, and the rest must be finished off with a machine gun. It is better not to touch the tank - just fly past and fly away from the factory. That's it, task completed.

Boat

Transportation of the gods is a very entertaining action. There are no requirements for you, so you can immediately start the task from the Gaalians. It is somewhat reminiscent of the notorious wolf, goat and cabbage, which must be transported across the river. So, in order to properly transport them to the other side, we first take Aha and Wow. Then we return together with Wow and put Bach and Ge on the boat. We disembark and return with Ahom. We select Wow and return to the other side. Everything, the task is so simple that it is completed instantly. It's time to go home.

menzols

People made an interesting order - we need to purchase an object of worship from one tribe stuck in the primitive order of society. More specifically, we need to get their idol. You must be a merchant to receive the quest. By the way, this quest is very difficult and will make you treat it with great respect.

So, in order for us to be able to buy an idol, we need to earn a lot of money and gain respect from the leader and the entire population. So, for starters, cross the river and pick up the bone. Now it would be possible to go to the village if it were not for the spear that gets in the way behind us and is held by a native. He kindly reports that the bone is his, so we need to give back what we found. However, do not despair, but it is worth bargaining. Moreover, you need to bargain to the point of insanity, until you bargain for bones for two kopecks. This will help to gain the credibility of the merchant. Well, now you can go to the village.

Where to go first? Of course, to the landfill! There you can pick up a strange object, not like anything known to you. It is worth asking a young menzol about him, after which he will tell you that this is a gong. Yes, that definitely explains a lot. However, it will come in handy. Now you need to go to the big house, which has only two windows. Hack the door, stun its inhabitants and take all the money. Now go to the fisherman and exchange with him. Only 29 coins per bag of bones. Great, now you can sell these bones to a sad manzol standing nearby. There, fuse the bone that you bought from the hunter. On this you will earn a starting amount for promotion.

Now go back to the fisherman and ask for more fish. Must be done by tomorrow. Great, you should wait until tomorrow. When the next day comes, you need to start to rise in the eyes of the locals. Chat with the old native and ask him to clean the gong by paying him a fish. When the gong is repaired, you can sell it to a young boy who threw it away, in fact. Sell ​​for the highest possible amount. I managed to get 53 kopecks from him, which is quite good. Here you should also find out comprehensive information about the leader and the shaman.

Now we stomp to the shaman with whom we need to exchange. you need to exchange a jug of guanava from him in exchange for a cork from her. Great exchange. Now we stomp to the big totem and trade there. We need a beautiful donga, new tonga, ganga and kwanga. We buy all this for money and go to the fisherman. We will sell him a tonga. Part of the money was returned, now it's time for the leader.

In order to get to him, give a bribe and go through. Begin by drinking the guanavas by drinking the offered mug. You also need to bargain with him and find out that he only needs a tanga. Phew, confused with these names. However, treat him with a kwanga, give him a dong and show him the statuette of Raninta. For 50 coins he will be able to sell it. Now you can get out of there. Now we go to the lake and go to the house of the hunter Murza. It should be announced in order to steal the tangu from there. You can go to auction with it. We immediately sell the stunner and the gang, after which we go to the leader and sell the tanga. Learn about Mgachug from him. Well, you can buy it and set sail. Try to run away from there as soon as possible so that there are no problems with local law.

neoflora

In this task, we need to find the Faeyan container that someone has stolen. As you might guess, the Faeyans will issue the order. You will have to fulfill the order at the bearings, and in order to fulfill it, you need to be neither a pirate nor a bearing.

So, there are three options for completing this quest. You need to get into the city hall, which can be done either by pretending to be a courier, or an electrician, or an inspector. To become a courier, you need to chat with the head of security or get drunk in a bar drunk. Both will tell that the secret gesture of the courier is to scratch under the knee three times. If you decide to pretend to be an electrician, then you must definitely drop into an antique shop to buy a set of an electrician. If you want to become an inspector, just buy documents from the bartender.

Now you will need a password anyway. To get it, you need to go to a computer club. For the courier password, you need to play Fallin 356 - you will find out the password "White Cheska". If you play "general", then you will find out the password for the electrical engineer - "green sharakesh". When you play Kwake, you will receive the inspector's password - "Purple Slack".

When you have the password, you can move to the municipality. Get into the building using the acquired skills and go to the 13th compartment, where the container itself lies. Now just get out of there without making unnecessary movements so as not to lose the shield parameters.

Siege

In this task, we need to fight off the rebels at the Malok base. The task, respectively, is given by them. There are no specific requirements for the player, so the task will be available to everyone.

As you can see, we need to fight. To do this, it is best to sit behind a mortar and shoot enemy tanks. In order to correctly calculate the shot, you need to use the direction and speed of the enemy, his initial position and wind speed. After a few shots, you will be able to aim perfectly - it's not difficult. Do not forget to only get ammunition from the base. You can order three deliveries, so don't scatter your projectiles too much. At the end, you need to receive a message about a huge offensive, embed the commander and wait for the task to end.

Penetrator

In this task, we need to test the weapons of the Maloks. We don't have to be small to get the job. And for a more complete passage, you need to choose the rest that we will experience before starting work. You can walk around the city and have a glass of beer. In this case, the drunkard will tell us about a way to amplify the beam.

We can also sit and sort through the mail, learning along the way to crack the years. Or just relax, for which you can get an improvement in your own condition. Now read the task and fly to the desired point. Just do not forget to fly around the perimeter of the test site. When they try to correct you, turn around, accidentally hitting one of the robots. You can also hack a droid if you got the hack skill while resting.

When you are ready to launch, you will see four targets. These are the combat system of Maloks, a repair robot, an asteroid and a protective bot. You can easily deal with all targets, just do not scatter ammunition.

Breed

So, in this task, we need to carry out the procedure for breeding an ideal copy of the penchekryak. The order will be left to us by the same Maloki, we will fulfill it on their planet. And you can get the job in any case. The task itself is simple, but you need to follow a strict sequence of actions.

First you need to determine the level to which you have to develop our penchekryak. To find out, you need to sum up loyalty and aggressiveness. Now, from the resulting number, we subtract the toothiness and understand how much food should be initially poured into our pet. And you need to pour Ozverin Dietary. Now we compare cunning and toothiness with the help of Katty-kit. further we use Svinskas for equality of aggressiveness and toothiness. Now Chappy-Chups and Heated Sleepers are comparing the values ​​of agility and devotion with the standards. Now the strength should be equal to everything else and the task will be considered completed.

Fishing

The Gaalians will ask you to fish on the planet at the bearings. Well, no problem. To do this, we need to either catch an extra 10 kilograms of fish for the inspector and something for ourselves, or else give the inspector a thousand bribes and catch plenty of fish. There are also two options for bait - these are leeches and cockroaches. More fish are caught on cockroaches, but they have smart fish and as soon as you catch one, the rest immediately swim away. The better the bait was, the less chance of catching someone on the next bait.

It's best to start on the west side. Throw the leech closer first, then the cockroach away. This way you can catch more fish.

Terrible death

The Pelengs ask you to conduct an experiment involving calolic acid on the planet of the Gaalians. True, to fulfill this goal you need to be a man. Actually, the acid pool is waiting for you. We'll have to dive into the same pool. Start with light gymnastics, thinking about your house and the grass around it. Actually, this is what will help you calm down and defuse the situation. As soon as the order comes, we begin to run calmly, then, having gained air, we can float up. Get back down, helping yourself with your hands.

Now you need to pass the next eye test. We will be given a stick to throw behind the target. Then do the same, only hit the target clearly. Now we will have to try on ourselves an increased concentration of acid. Now you need to move in a circle until you begin to feel worse. It remains only to conduct a demonstration battle. Beat the mannequin, do a sweep and carry out a blow to the kidneys. All we won. We lay down on the floor, then we rise and crawl onto the lift to turn it on and climb to the Gaalians, who break the bearings laboratory. This will end the task.

Construction

In this task, we will build a fortification for the Maloks. As you could understand, this will take place on an empty planet. There are no special requirements for the player. And the quest itself is not difficult at all. Choose any proposed place, while paying attention to the soil. If you chose sand, then build a super strong foundation. To use the workers, first select the high speed mode, and then let them return to the normal pace. Make sure that no one is tired above forty percent and bring the finishing and construction above ninety percent. Yes, you can not finish, this is enough to complete the task.

Murder

In this task, we need to catch the killer who dared to raise his hand against a journalist. The order will be given to us by people, it will have to be carried out by the feyans. In order to get the quest, you need to be a human and a pirate at the same time.

So, let's start with a visit to an old friend - Shorty Lee. He will tell you some necessary information about Katarina Fu. Now rest for a day and come to him again to find out about Can Pomoev. Well, we're done with Lee, let's go to Katarina. Only she needs to be asked about drug use, and the same Can of Slops is the supplier. Pay a visit to him and demand something as a reward for silence that can help us in the investigation.

True, we never received the key, but we can find it in Katharina's cell, which should be done. We rest for a day and look at what we have in the safe. There you will find a ship's log that belonged to Dalani Hya. We go to him and interrogate him for murder. We learn all the necessary data and the next day in court we prove his crime. This is where the task ends.

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If it were not for the Brotherhood of the Coast, you would never have traveled to the New World, because there would not have been a single French colony that you should have visited.
R. Sabatini, Good Luck for Captain Blood

When the first "Rangers" appeared, it was a sensation: they knew absolutely nothing about the game, 1C did not bother to give a single advertisement.

Now, of course, that sensation will no longer exist: everyone knows what the Space Rangers are. Even those snobs who squeamishly turn up their noses at all 2D engines know that the game is a hit, and, therefore, its second part is obliged to collect its share of applause.

Elemental Games could well have made CR2 with minimal changes: a new story, replicas, quests, several types of weapons. Well, draw the graphics. And this already would be a success. But they went much further.

Preparing this guide for you, I found myself in a difficult position: on the one hand, the game has a lot of familiar things to experienced space pilots, on the other hand, many familiar things have gained new meaning. Therefore, I will describe the game as if from scratch, but I will especially focus on the innovations of the second part.

So, in this guide, you will learn about:

Races, professions, ranger skills and experience gain;

Ships, planets and space stations;

All kinds of equipment;

Text quests and their passage;

Planetary (ground) battles;

Tactics, strategies and keys to defeat the dominators.

For those who are familiar with Space Rangers and want to learn about the main novelties of the second part as soon as possible, I recommend paying attention to the following chapters:

"Flying Heroes" - section "Skills".

"A flying barrel or something else?" - section "Space stations".

"On the dusty paths of distant planets" - all about planetary battles.

"Cold iron" - section "Hull".

Flying Heroes or about the role system

As before, at the initial stage of a career, we will have a choice of five races - malok, bearing, human, feyanin, Gaalian - and professions, of which now there are not three, but also five: warrior, mercenary, merchant, corsair and pirate.

Professions

As before, the choice does not particularly oblige you to anything. No one prevents a merchant, having saved up some money for decent weapons, to become a space hero, a pirate - to "reforge", and a fighter to engage in racketeering or an honest business. Only the initial parameters and the vessel provided depend on the choice.

Tip: A newcomer to the world of CR should start as a trader. The life of "business sharks" has become much more pleasant in the second part, since trading is now able to bring quick profits.

Races

The choice of race does not have to determine your entire life either; initial relationships and equipment depend on it, but it is not difficult to establish friendship with other races by fighting with dominators (and spoil it with piracy). The set of available text quests also depends on the race (some, very few, are not given to everyone), but ... the race can also be changed if desired. At the pirate base.

Gaalians- a race of thinkers and sages, occupied mainly with the creation and contemplation of beauty. As a result, they have quite decent relationships with everyone, and on their planets you can get cheap (relatively) luxury goods. The equipment of the Gaalians is insanely expensive, but reliable. The Gaalians (and Faeyans) outlaw alcohol, drugs and weapons.

It is interesting: the degree of compliance with prohibitions depends on the political system on the planet. For example, in anarchy, practically no restrictions are given a damn. But the Gaalians almost always forbid drugs: apparently, because they love them very much (the prices for them among the Gaalians are exorbitant).

Fayane- "eggheads", a race of engineers and scientists. They are usually the first to have all sorts of technical innovations - of course, not cheap. Their planets often have good prices for equipment and medicines. The Fayans completely spoiled relations with the maloks and bearings.

It is interesting: when playing as a Faeyan, you will not be faced with the question of gender. Feyans are hermaphrodites.

People- as expected, average in everything, which in this case is not bad at all. Their things show a good "balance" between price and quality. People are in close friendship with the Faeyans and are very cold towards the Maloks. Drugs and weapons are illegal, but alcohol is too important an element of human culture.

It is interesting: galactic credits, on which the economy of the entire galaxy works, is originally a human currency.

Bearings, amphibians, also known as "mean toads", are the owners of the most bad reputation in the universe, not excluding the dominators. They do not disdain anything, they have the most abundant pirate fleet. On their planets allowed for sale all. It is clear that no one loves them (although the Gaalians and people somehow endure). Often on the Peleng planet you can buy something absolutely incredible - well, a pirate got it, drove it in his homeland ...

The most greedy rangers are sometimes bought from bearings with all sorts of illegal stuff and then sold to the Gaalians in one batch (and then not for long and thunder). Enrichment is really instant, but check if your gills grow after such tricks ...

Be careful when completing Peleng quests. To inflate with payment is the sweetest thing for them.

It is interesting: in galactic jargon, "bearing" means to compare with bearing, i.e. humiliate, humiliate.

Maloki- brutal thugs professing a cult of brute force. Accordingly, their space technology is made with the help of scrap and such and such a mother, therefore it costs a penny and is repaired almost for nothing, but it also breaks at the first opportunity. Since these brave guys do not tolerate effeminacy, they, the only ones in the entire Universe, have illegal luxury (as well as usually drugs and alcohol, but only a latent suicide can ban the little ones from selling weapons). Maloks have a decent relationship with the bearings, with the Gaalians - so-so, with the rest - on the verge of a massacre.

It is interesting: Malocs disdain trade, so you can ruin your relationship with them by simply trading too much on their planet. Speculation - in their opinion, the most vile of perversions. It is much more honest to select what you need: therefore, they have very moderate claims against pirates.

Skills

There are six skills. For their development, you should invest in them, as before, experience points.

But there is an important difference from the first part: experience is now given not for the surrender of protoplasm (now it is called "nodes"), but directly for participating in hostilities. Well, for quests, of course.

Accuracy and maneuverability- combat skills: they determine, respectively, the amount of damage caused by a shot and the scale of damage that you receive from hits. A fighter should develop them harmoniously, but it seems that accuracy is a little more valuable.

Technique- a skill that reduces the wear and tear of equipment (including under enemy fire), which means it provides warriors with greater cost savings. Although the level of wear reduction is not really great, it is still worth considering (but not in the first place). Another technique increases the number of probes that can be controlled - see below in the chapter "Science Stations".

Trade provides the best selling prices equipment(and only him). But if earlier this skill actually determined the amount of profit per battle (because the main income of a warrior is the surrender of dominator spare parts), now scientific stations always buy them at face value. Moral: Trading is a contender for the Most Useless Ranger Skill.

Charm- on the contrary, a great thing, because it increases the profit from quests (however, do not forget to visit the medical bases (see below) for the Ragobam whisper). In addition, charming rangers are better credited for hunting dominators and are more willing to forgive piracy and smuggling.

Leadership- for those who prefer to fight in the company. This skill, as before, determines the number of available mercenaries.

Flying barrel or something else? or about what might be encountered in outer space

The world is made of ink and luminaries,
There is a lot of filth in it.
Stars fly without a rudder and sails,
Galaxies are swirling around.
Our world is like a ball.
Hedgehog sleeps in the center of it.

O. Ledenev

It's time to talk about what we can meet in deep space.

I will immediately inform experienced rangers that the list has been significantly lengthened, and many familiar and familiar objects have changed their meaning. Therefore, when you see the familiar “flying barrel” of a ranger station in space, do not rush to draw your conclusion.

Stars and planets

As before, there is always one star in the system, and its only meaning is that it is not worth flying too close - the hull will begin to be damaged from the heat. Oh yes: also, if you hover the mouse over it, you can get a list of the planets and stations of the system.

Well, there is much more entertainment on the planet - at least if this planet inhabited.

First, there is score with an abundance of various goods for trade and another one with ship equipment. Gable icon with columns allows you to chat with a representative governments: here our brother is given assignments, awards for the work done, sometimes - useful information ... well, sometimes a headwasher, if they deserve it.

AT ship screen, by calling it from here, you can repair any part of the equipment - or the whole thing. You can also send part of the cargo to the warehouse, so that later, if necessary, pick it up.

Advice: Going on a big trade raid, remove everything superfluous: a droid, a scanner, and even guns (if the engine is good). More holds - more turnover ...

In the same screen, the improvement of our abilities for experience points is now performed.

Very useful button information centre. There you can regularly hear rumors about planned military operations, places of profitable purchase or sale of goods, and for a ridiculous price of 3 credits you can get a certificate from the local network. This is the most important opportunity for any merchant, this is how they plan flights with goods - after looking at the prices on the planet of interest. In addition, the information network will help to find planets or stations where advanced technology has already gone on sale.

Hangar- it's the take-off screen - as before, it allows you to refuel and repair frame ship.

It is interesting: now on the planet, entering the takeoff screen, you can see what other ships are currently in port. True, nothing can be done with them, but at least you can find out where this damn Phantom Lime, for which we have a contract with Mars, has gone ...

But it's all about inhabited planets. What about uninhabited?

They are no longer decorative objects, serving only during rare quests or for hiding from persecution. Now on any uninhabited planet you can look for something valuable. For this they serve probes.

The probe is purchased at the scientific station. Arriving on the planet, you leave it in orbit, and after a while you arrive - and look what he managed to sniff out. Lightning enrichment usually does not occur, but it is quite possible to make money in this way.

space stations

Huge structures, lazily floating in orbits along with the planets, are space stations. On them you can do everything the same as on the planets (excluding communication with the government - well, there is none there!) - plus something else, special for each type of station.

During a dominator invasion, every decent ranger tries to stay close to such stations. Firstly, they help to shoot back, and they can be repaired; but the main thing is that if the stations are not defended, they will be blown to pieces, and even after the valiant reconquest of the system, they will not appear ... at least not immediately. Left without a single business center or scientific base for many parsecs around, you will immediately feel some ... discomfort.

Ranger Center

Home, sweet home! Here I received my first paternal order from the captain, here I was taught to fly... Here, puffing, I once dumped tanks with Klissan protoplasm, receiving honor, rating and experience for this.

Dominators, due to their mechanical nature, do not have protoplasm, but this deficiency is replenished by "micronodes". What it is and how it differs from protoplasm - I have no idea. Well, there were green snot, now they are multi-colored ... But they still sell them here. True, this is no longer the main source of experience. But for the delivered nodes they give micromodules.

A micro-module in magical worlds would be called an "enchantment". This is such a small thing that improves the characteristics of some piece of iron, usually with a side effect (for example, the object increases in size). In general, about the same thing that they do at a scientific station for ordinary money (and the smart people there do everything without bad consequences).

Advice: do not transfer micromodules to crappy equipment. You can't take them out of there. Put them on something with which you plan to fly for more than one month.

In general, I have to admit: the center of the rangers has ceased to be the center of the universe for us.

scientific stations

The mysterious tribe of eggheads (no, I'm not talking about the Faeyans, more precisely, not only about them) lives at scientific stations. There they are engaged in "research of dominators" - or rather, their pieces, which I drag them from time to time.

The main reason why we are at war with the dominators is to “feed” scientists with dominator spare parts. Like our ancestors - Klisan.

At the same time, for some reason, scientists are developing individual funds from each of the three types of dominators - which is strange, because their ships are exactly the same. And I, therefore, should try not just to fight with the dominators anyhow, but to choose precisely those whose spare parts are in short supply today.

In fact, it is possible to give them parts from the “wrong” dominators, but this is simply unprofitable: if you hand over pieces of the “red” dominators to the “blazeroid” department (blue - to the kelleroid, green - to the terronoid), then they will be accepted double price, and this very good money. It is quite realistic to live only by this, without exchanging for more peaceful pursuits.

In their free time (from working at the scrap metal collection point) scientists can, as before, improve your equipment, charging for this by no means a modest fee. But it's worth it. In addition, only here and with pirates you can repair artifacts.

Finally, there is such a funny innovation as probes: with their help, you can find some material values ​​on uninhabited planets. But not to say that it was so profitable: the search usually goes on for quite a long time, then you return after half a year - and you find some kind of scrap metal for 500 coins ... Moreover, the probe needs to be repaired from time to time ... However, a technically advanced probe scans the planet fast enough that, say, when you return to the system for quest money, you can already harvest.

Medical centers

There were no such stations in space at all three hundred years ago, and if there were, then the war with the Kleesans would have ended many years earlier.

The fact is that here they give out the most powerful stimulants, with which the most snuffy ranger can become a great hero. Do you want to fight from the first days of the game? That way.

Here are the most important of the local funds:

Gaalistra of time. I never thought that from dripping turpentine on the back of the ranger, not only he accelerates, but also his engine. However, facts are stubborn things. Agility also increases from the gaalistra, in general, with it you will leave your grandmother, you will leave your grandfather, and even more so from the urgant. It also has a peaceful use - flying to trade or doing quests with such an afterburner is also a pleasure.

Maloka Sizha. This good is already a purely combat stimulant, overhaul increasing accuracy and maneuverability. Until they pumped it themselves - must have.

Star dust. Since haalistra and sizhu can not be bought always and everywhere, the dust also finds its connoisseurs. It simply raises almost all skills by one bar.

Ragobam whisper. They accept him, intending to earn extra money: with him, the rewards for quests increase markedly. In addition, it allows you to eat Ragobam toads. If anyone finds at least one, be sure to report it to the Discovery channel.

Supertech. This substance inspires you with powerful engineering knowledge, as a result of which the equipment on your ship does not wear out. For a fighter, the importance of such an injection cannot be overestimated, because the repair of the ship's internals is the main expense item, and the hull can be repaired with a droid.

There are a few less important ones - they enhance the charm, the power of the scanner and radar, and the most funny one, perhaps, makes merchants throw cargo into space on demand. A pirate can make a fortune on this.

In addition to all this drug addiction, diseases are also treated here, but such an attack will happen to you infrequently.

However, when it does occur, action must be taken urgently. How do you, for example, holy fanaticism when all ships without exception seem to be dominator? Or chekumash, in which "phantoms" appear around - non-existent planets, black holes, ships? Or enigmatic luatance, she is also viral pacifism (here, severe mental suffering is slightly brightened up by regular aid from the Luatan support fund)? Or bitter veil, at which the sufferer begins to destroy equipment on his own ship?

But in general, you need to know the main thing about illnesses: if you get sick - don’t play the fool and get treated quickly.

military bases

Many rangers visit these establishments only to receive the next title and the prize that comes with it (which, as a rule, is immediately driven to the flea market due to irrelevance). But recently there are two other reasons for this:

combat programs awarded from time to time to distinguished Rangers. They can do a lot, it's a pity that the number of "charges" is very small. But those who want to feel like a magician and wizard are happy to make the dominator shoot into the white light or throw their own droid and cannon overboard...

Order of a military operation- the latest achievement of military-economic thought. Indeed, if a ranger wishes to join the battle fleet, and not fight at his own peril and risk - why shouldn't he pay for this privilege? A relatively modest contribution (over time, its modesty decreases significantly) - and now the squadron of Maloka "drakars" is ready to take off.

The only pity is that they determine the goal themselves.

Pirate bases

Are you in trouble with the law? Are you wanted on forty-two planets? Do you want to urgently grow gills so that no one else will guess that it is you? That way. Here, for a modest amount, you will have a plastic surgery with a change of race, and not a single cop will ever dig into you, pardon the pun ...

Or maybe you want fake nodes to demonstrate integrity at the ranger center? Prepare loans, and everything will be fine.

All services - at reduced prices for those who are not constrained by moral standards and do not respect the existing order.

Business centers

Well, and for those who have no problems with the law, and ardent love for the authorities is written on their faces (especially those of their representatives that are depicted on banknotes), the direct road is to the business center. It is to these institutions that we owe the fact that in today's space, trade is a more than profitable business.

First opportunity - getting a loan. This is where life in big business most often begins. The terms and interest are quite soft, and if you miss the "hour H" - just pay a fine. True, if you remain deaf to the voice of debt, sooner or later deceived businessmen will spread dirty rumors about you throughout the galaxy (and no one will give you a single quest without bribes), and will also set pirates on you.

Further - market research. For a fairly moderate amount, you are offered ready-made options for the most profitable trade routes! Of course, the same thing can be found by digging for a long time on the local network, but it’s much easier and more pleasant this way. Just keep in mind that they choose according to the only principle - the maximum difference in percents between the buying and selling price. In other words, it can sometimes be more profitable to trade at a less remarkable difference, but more expensive goods (10% in the price of luxury is often nicer than 30% in the price of products).

Investments- the funniest thing ever. You do not like the location of the stations? Ha, I have a problem too! A small financial transaction - and here you have a brand new business center or a military base ... It's a pity that possible locations are determined without our help.

Well, and the last - insurance. Everything is simple here: pay some money, and for several years you will be able to use the services of doctors at half price. In my opinion, there is nothing to think about: everyone must have a policy!

Asteroids and space debris

In CR 1, many initially chose the career of "space scavenger": shooting asteroids, collecting free-floating minerals, or chasing them into hyperspace. The latter is now problematic, but hunting for asteroids - here you are in your right. However, don't be fooled too much: garbage is inexpensive, and time flies.

If you decide to deal with garbage, firstly, take care of the engine decently (asteroids run fast), secondly, about an industrial laser (only it splits the asteroid, retaining most of the minerals - the rest have very low efficiency), thirdly - about a decent radar, otherwise you will be looking for these volatile warehouses for a long time.

Black holes

Black holes - randomly opening passages from one star to another - remained the same as they were. As before, an arcade battle awaits us in the black hole with one or more ships of unknown nationality, and the reward is an artifact - and a certain amount of minerals. And, of course, the final meeting with the dominator boss is supposed to take place there.

There are more black holes now than ever before. This is understandable: after all we no longer have other sources of arcade battles, the opportunity to fight with pirates in a bunch of hyperspace during an interstellar transition was taken away from us. As before, the inhabitants of the holes cool the faster the more often you visit them. And sometimes, in addition to UFOs, you can find such things there ...

Battles, perhaps, have not become harder, only now you need to fly more actively, because there are a lot of healing prizes on the new maps, and if you don’t harvest first, the enemies will resist you for a very long time. I will not describe in detail the combat technique - I will refer you to the manual for the first CR on our disk. Let me just say that the "tachanka" tactic, when we fly exclusively backwards, turning our guns towards the enemy, is still more than relevant.

It is important: if you want to collect prizes in hyperspace after the battle, pick them up with the Alt key, and not with a mouse click: the mouse now immediately after the battle ends takes you out of hyper.

Sometimes it is known in advance (from galactic news) exactly where the hole leads.

Love black holes, the source of artifacts and "free" movement through the galaxy.

Ships of sentient races

Space is full of diverse people running somewhere about their business. Many of them do not care about you at all, others are ready to attack at the first opportunity, others are potential comrades in arms. But everyone has their own occupations, except to "serve as a decoration for a great hero."

The nationality of most ships is determined by the color of the hull and a dot on the radar, and you can know in advance what to expect. Red - maloks, green - bearings, blue - people, pink-lilac - Faeyans, yellow - Gaalians. But this does not apply to rangers (and some pirates): what kind of corps they have acquired for themselves, they have such a color. The fact that you fly on a Faeyan ship does not make you a friend to all Faeyans...

The direction of the ship's movement is indicated by the radar (if the ship is within its reach). The number of hit points remaining is the scanner (unless the ship's defenses are better than the scanner can overcome.

It is important: and yet, even without a scanner, you can get some information about the remaining hits of the enemy. If the questions (which stand instead of numbers) have turned brown, it means that the adversary will not smoke the sky for long.

If the ship is within range of the radar, you can talk to it. This is useful to:

Find out the direction of movement of the military squadron (whom they are going to release);

Find out some rumors about profitable goods (for this we talk with transports);

Agree on a joint attack (with a pirate - on a peaceful ship, with a civilian or warship - on a pirate, with a ranger - on a dominator);

Demand "trick or treat";

Arrange to hire a ranger to serve you.

Peaceful ships

Liners, diplomats and transports, as a rule, do not get into battle first (except perhaps against a well-known pirate, and only a bunch), they often show accommodating in the issue of ransom, and, in general, do not like to fight. Although sometimes the number of guns on board and the good spirits of the “Malok peaceful tractor” may surprise you.

Pirates benefit from them a lot, the rest can only find out about supply and demand or request help against a bandit.

warriors

These gentlemen are usually found in packs and are not at all averse to slapping pirates, enemies of their race or home planet in the forehead. It is not easy to negotiate with them if they already have a grudge against you. The warships are armed, as a rule, decently, but the government always skimps on good engines, so in which case it is quite possible to “go to plan B”. True, soldiers usually fly without cargo, which affects speed.

Destroying a warship seems to affect racial relations more than robbing a civilian transport, but less than attacking a diplomat.

The benefits of soldiers are, first of all, in the fact that they fly in a large bunch to free the worlds from dominators, and behind their broad backs you can shoot at flying evil spirits to your heart's content. As a rule, they keep military secrets weakly, they easily admit who they are going to go to, and it is not difficult to cling to. As I said, the operation can be ordered at an army base for your own money. Since the engines of the soldiers are so-so, you can easily escape from the fire according to the principle that one wizard once stated:

- Are you hoping to run faster than a troll with this spell?

No, I hope to run faster than the rest of the company!

However, there is one drawback in joint hunting with the army: soldiers are alien to profit, as a rule, they don’t have a capture, and therefore, in the absence of more worthy targets, they simply shoot everything that flies in space. As such a type shoots into a generator for 20,000 coins, anti-army sentiments immediately light up in all the rangers!

Warriors (maybe, except for the Peleng ones) always willingly respond to the proposal to jointly attack the pirate.

Pirates

These fly all over the place and are very interested in poorly protected ships, from which they solicit cargo or money. Many rangers who are tempted by illicit profits fall into the same category. This living creature will be especially abundant in the vicinity of their bases, as well as in the Peleng and - a little less - Maloka worlds.

Oddly enough, pirates usually fly on antediluvian tubs, and all they really have is guns and, sometimes, an engine.

Pirates have a well-developed instinct for self-preservation, and, deciding that they are superior in firepower, they calmly sit down on the planet, where they sit out hard times.

Often you are given a quest to destroy another John Silver, and this property of the Knights of the Jolly Roger bothers you a lot. What to do?

And here's what. Wait on the sidelines until the pirate takes off and heads for the edge of the map. Follow him not too fast until he is far enough away, after which try to get between him and the planet. In addition, a cannon named after is very helpful in hunting corsairs. treton, which slows down an enemy ship.

Shooting pirates (even without a quest) is not forbidden by anyone except ... the pirate's home planet. She can sometimes take offense at such concern for the safety of her orbit. Especially if the planet is Pelengskaya or Malokskaya. It can be extremely disappointing to see an army squadron on your tail, taking up arms against you for "cruel treatment of pirates"...

To prevent pirates from touching you, 3-4 guns are usually enough. Suspecting that here you can get punched in the face, the pirates will fly around you on the tenth road. And, of course, a fast engine will deprive them of the chance to present you with any claims.

Rangers

The ranger brethren are busy with about the same thing as you, and enjoy a similar degree of freedom, except that they do not touch text quests. Ranger can meet you in any guise, on any ship, he is free to become an indifferent merchant, a die-hard warrior or a greedy pirate.

But in general, the rangers are not so much your competitors as your colleagues. At least 80% of the credit for freeing the systems and at least 50% for defending them from the Dominators belongs to the Rangers. And as soon as you are interested in the final victory, don't hunt rangers, even if they behave disgustingly, dirtyly extort money from passers-by and swear like Maloka.

No, in principle, a particularly arrogant specimen can be nailed, but this should be an exception. In addition, pirate rangers often stray into a flock, so you really have to deal with not one, but three or four.

Rangers, unlike warriors, are independent guys, and it is impossible to order their visit to one or another system. But you can cooperate with them like this:

Hire for service;

"hang out" around the toughest fighters among the rangers, knowing that they are busy clearing star systems almost all the time (you can learn about the movements of these heroes from the galactic news);

Arrive in a system where they are already fighting (to be guided by the crossed blades icon, which is not very convenient, because everything can end by your arrival);

Try to negotiate directly (rather difficult);

Launch an attack and wait for their arrival.

The last one is worth mentioning in more detail. The fact is that rangers, like you, know how to look at the map and find icons with crossed blades there. And they also prefer not to fight the dominators alone. Therefore, for the appearance of colleagues in the system, it is often enough to fly a few circles around the edge of the map, moving away from shelling. Convinced of your serious intentions, the rangers will catch up...

On a note: to ensure the protection of the planetary system (you never know, suddenly it is something dear to you ...), sometimes it is worth ordering a ranger base there (with the help of the nearest business center). Rangers try to protect them and do not give them to the dominators to eat. A similar effect - in relation to the army - has a military base.

When fighting side by side with comrades, remember that the rangers are by no means disinterested and will gladly collect pieces of dominators and nodes flying in space, and preference will be given to the first. And, unlike warriors, they may well do this even when a fat, juicy dominator equntor swims nearby.

True, the ranger is limited by the possibilities of his capture, and the good that he cannot pick up, never doesn't shoot. And thanks for that.

By the way, your colleagues are completely stupid people in terms of business. You will not believe, but they never hand over production to a scientific base. Although you can earn several times more there - after all, they accept goods at full price, and if you take it to the right department, then double it! But no matter how you arrive at the scientific base, there is only the rubbish that you personally brought. And it's amazing.

Dominators

And here they are, those for whom we are gathered here today. The figures show samples of the Kelleroid fauna; Blazeroids prefer red trim over blue trim, while terronoids prefer green trim.

Interestingly, dominator military thought clearly developed under the influence of the Klissan. A brave mutt is easily guessed in the shtip, the urgant was a nondus as a girl, and the equalor was made under the license of the Egemon factory.

Therefore, the tactics of dealing with them are largely similar. In particular:

The most dangerous ships are smersh (former katauri). It is they who primarily determine the combat capability of the dominator squadron. Menok and shtip are fired by a well-armed ranger (five barrels of a modern model) in 2-4 volleys, and the urgant and equventor are so lazy and clumsy that you can easily carry out the “Grill” maneuver with them (see below);

Dominators almost never retreat, and only a very few of them know the third law of robotics (the one that tells you to keep yourself intact. However, the other two laws are unknown to any of the dominators);

You can safely count on the fact that if you are not reachable, and someone else is reasonable and kind swimming nearby, the dominator will cheat on you and start passionate love with the nearest available target;

They are also nervous about spare parts and nodes floating in space, and if they cannot reach you, they are engaged in shooting all this stuff, so you need to try to lead them along so that they do not have the opportunity to destroy your prey;

Urgants and Equentors like to spread a harmful wave around them, while shooting all the trophies in the vicinity at once.

But there is also something new.

Although dominators rarely refuse to attack you, they do not necessarily fly to you along the shortest path. Therefore, they are not as easy to lure as Klisan used to be to “bask in the sun”, and moreover, they are able to choose a course of preemption, surround, etc. Sometimes they even decide to retreat in order to quietly repair (but this happens so rarely that I don’t even know if this is a planned measure or a failure).

In the event that there are several different targets nearby, the dominators try to choose a target according to the principle of “maximum damage and maximum vulnerability”. They seem to determine these parameters by honest scanning, so the protection generator can prevent them from doing this. At the same time, the dominators try not set several heavy ships (Urgants, Equentors) on one target if there are more than one of them within reach.

Scan dominator ships impossible. True, the scanner regularly shows the remaining hits of the enemy (if, of course, it overcomes the defense).

Dominators of different varieties differ in equipment. So, Blazeroids are better armed than others, and Kelleroids usually fly faster. In addition, there are the following types of "branded" equipment:

blazeroids usually armed with torpedoes (and generally have a weakness for rocket weapons);

kelleroids- lovers of a strange contraption called "vertix";

terronoids they carry a weak, but easily penetrating defense, IMHO-9000 gun.

Grill maneuver

There is nothing fundamentally new in this idea, it worked with the Kleesans, but there are some specifics.

The point is to circle around the star to drive the brats closer to the sun and make them gently fry.

Firstly, even flying around a star by itself, if you manage to fly around a sufficiently large arc, makes sense: Dominator missiles and torpedoes fly towards you in a straight line, which means they will burn out in the flames of the sun.

Secondly, you must completely abandon weapons of this kind - for obvious reasons.

Thirdly, in order to lure the dominator "on the light", you first need to fry a little yourself - fly up to a dangerous distance and let the dominator catch up with you there. After that, the program no longer prevents him from sunbathing until he is completely satisfied! Of course, if you fly too far, he will crawl out of his solarium, but until then he will sit there, and you are completely safe from his missiles, and hits are “written” from him quite quickly.

Of course, this can only be done with Urgants and Equventors - the rest are not inferior to you in maneuverability. And don't forget that if the enemy explodes in the area of ​​the solar flame, all the loot will disappear with him. When the numbers of his hits turn brown - release the roast, otherwise it will burn.

Ships that do not belong to any of the known races are usually found in hyperspace and serve as a source of adrenaline and artifacts. However, twice I met a strange brown ship in ordinary space. The first time he was "bitten" by the dominators, the second time I "made it before".

It did not want to enter into negotiations, attacked immediately and, despite good weapons, was destroyed. Two (!) artifacts and a very decent gun were found in his remains. What it did in the Witt Prayonis system has not yet been established by science. If this riddle is solved, I will not fail to inform you about it.

On the dusty paths of distant planets or about battles in the unearthly firmament

I would give all these flying heroes and sailors to the infantry for a month. To see what kind of war it is when you look at it without a telescope.
F. Konyshev

As everyone who has been following the announcements of the game knows, planetary battles have appeared in CR2, and they are going on in RTS mode.

To begin with, I will reassure everyone who has these three Latin letters causing an allergic reaction, as well as those who in the morning, turning their faces to the monitor, say: “There is no RTS, except for Warcraft, and Arthas is her prophet.” that this mode is only for those who wish, and no one will force you to clean up the planets.

Planetary battles are just another type of quest, on par with the text quests beloved by the people. And those who are disgusted by the idea of ​​​​RTS in the Rangers can tell the quest giver that “such tasks do not interest me,” after which no one else will bother them with dirty offers.

No time is wasted on these quests: they usually have to be completed right on the spot, where they were asked. And time is still the ranger's most valuable resource;

For them, it doesn’t matter at all what equipment you have, how many guns and whether the engine is fast;

And finally, it's just nice.

Before the fight

So, we succumbed to the lure of novelty and landed on the surface of the planet. Before that, we were given the opportunity to choose between three options:

Get bonuses to armor;

Receive more frequent reinforcements from the base;

Do without these advantages to earn more money and experience.

If you are confident in yourself, you are on the third track, but honestly I will tell you that some of the RTS missions (for example, the one where you need to clear the autotrack of dominators) are very difficult without "indulgences". Well, with amplification, most tasks are completed with a bang.

It is important: in planetary missions, as well as in text quests and hyperspace fights, saving the game No. There is only a restart from the beginning (but after choosing the advantage).

Which plus to choose depends on the mission, and it is not always obvious at its beginning. You may need to load the game before the mission to make your choice again.

If you have problems with resources, it is better to take care of frequent reinforcements. If there is a lot of everything and you basically play with the maximum possible number of robots, then armor will help better.

Rules of the game

You have a certain number of bases and factories, as well as the enemy.

The factory is a source of resources, besides them, it can only produce gun turrets, and only in pre-marked places. Each plant produces resources of one of four types (titanium, micromodules, energy, plasma).

The base (its characteristic feature is the elevator platform in front of the building) can do two more things: produce combat robots and call for reinforcements from time to time (if you are stingy with a more frequent delivery of reinforcements, this will very infrequently).

Robots are produced very quickly - literally in a couple of seconds, turrets - for a relatively long time, and the base can only build one thing at a time (so if you need to quickly protect the base, it is often more reasonable to build robots).

In addition to the rate of profit of resources, the number of bases and factories depends limit on the number of robots who you can call to your service.

The task, as you may have guessed, is to rid the enemy of real estate. As a rule, you will have more than one rivals, and they also fight among themselves - this must be used.

To privatize a building, it is necessary and sufficient to command your (any) robot to capture the building (the button in the center of the command panel) and wait until the building becomes your property. Of course, it would be nice if your fighter was not shot during this time ...

Probably the most significant novelty of planetary combat is the ability design robot to your liking. You do not have an initially set range of fighters - there is only a set of "spare parts" from which a working configuration is assembled.

While you are fiddling with the design of the robot, the game is paused.

Assembly of robots

The robot consists of a body, an engine, guns - from 1 to 4, depending on the chosen body - as well as 1-2 additional modules.

Each detail costs some resources, and most of them affect armor as well.

The hull determines primarily the number of gun ports. To be honest: I used one-two-port only at the very beginning of the battle, and then I had such fighters only as help from the customer.

From trunks, pay special attention to repairer. Without it, your robots and buildings do not regenerate at all, so not using repairmen is pure suicide. Build a four-barrel repairman on a fast enough chassis (just make sure it doesn't roll ahead of the squad) with maximum armor and send with any squad. And with large groups, even two repairmen are better; Let's not forget that he can't heal himself!

The most powerful gun is the plasma gun, but it wants a lot of plasma, you just can't get enough of it. When there are plenty of resources, then you are welcome: such a robot demolishes turrets in just a couple of seconds. And more often you have to do with rocket launchers. Plus, all combat robots should be equipped with an additional, fifth barrel - a mortar. But the repairman - it's better not to, because this is another reason for him to get into a fight.

There is also such a tricky thing as an arrester - theoretically, it paralyzes an enemy robot. True, they often defend themselves against it. But still put one a discharger for one robot out of three - pays off.

The rest of the barrels can be installed as needed, but on average, in my opinion, they pay off worse than rocket launchers.

Now about the chassis. They differ in speed and permeability. It would seem that anywhere can be reached by road, so the second should be unimportant: however, this is a mistake. The fact is that wheeled robots (and others with low traffic) are forced to line up on the road in a column, in single file. As you know, this is the most unfortunate system for combat.

At the beginning, in order to quickly capture neutral factories, we rivet robots on antigravs; in the future, for the sake of economy, you can get by with acroplanes. If the group is intended mainly for defense or for a slow mass assault, let it go on caterpillar tracks (they provide maximum protection).

Well, and additional equipment ... Protection against a spark gap is rarely needed, as a rule, a mortar is better (an exception is a repairman). On the head, additional armor looks best, although there are also different schools of thought here.

Tactical advice

The main tactic here is the “concave mirror”: in front of the bottleneck, we place the army in an arc so that all enemy robots that do not fly are forced to act individually into the focus of fire. 3-4 fully armed robots plus one repairman behind in this way can repel almost any scale attack even without turrets. You should also move in an arc, keeping the “healers” behind the arc, so that any target falls into the field of fire of the entire brigade at once.

Since we have several opponents, the choice of direction for expansion is very important. The principle of "divide and conquer", as usual. Our map is a kind of labyrinth in which there are nodal intersections; if such a node is common for you and two opponents, do not rush to capture it, let them thin out each other themselves. And do not beat the weakest of the enemies - by doing so, you allow the more dangerous to intensify.

If the adversary dug in at the base and does not want to get out, the method of a false attack by a heavily armored caterpillar brigade contributes. And the main assault group - of course, on antigravs - waits until everyone crawls out to repel the invasion and quickly breaks through.

It is possible - and sometimes necessary - to capture a factory or base before that as the turrets are destroyed. But you shouldn't get carried away with this: the turrets have enough "wit" to shoot first of all at the invader. But the maneuver, when in this way the fire is diverted to the most armored of your monsters, sometimes works (especially if there is a repairman nearby); it's a pity that the tracked robots still won't crawl to the capture point fast enough.

Turret selection

As you know, we have four turrets. What is one type or another good for?

As turrets outside the base, most actively use rocket launchers. They need plasma, but if you not arm your robots with plasma guns, this resource will not be in short supply. And other funds are spent on them little. In addition, rockets are quite powerful and hit armor well.

Inside bases are the ideal remedy - heavy gun. It gives the most powerful damage, and its not very long range will not affect it there. But a heavy cannon is not cheap, and using it often means cutting back on the resources needed for mobile units.

laser turret expensive and not very effective, but there is one situation when it turns out to be in place: if the enemy is carried away by heavy armor (a characteristic feature is caterpillar robots). The laser beam doesn't care about armor. At key points of defense, sometimes you should not skimp on the laser.

What is good for light gun? The answer to this question is unknown to modern science. Of course, it costs next to nothing, but who is rich enough to buy cheap guns? Especially when they occupy extremely scarce gun platforms? Theoretically, her two quick-firing barrels should help against high-speed "runners" on anti-gravs. In practice, it can be described in one word: obsolete

cold iron or about equipment

There is a case on the table - not low, not high, not recumbent, not SLIM, and the power supply with it.
L. Kaganov

In this chapter, we will talk about everything that a ranger ship is equipped with. Of course, it will not surprise anyone that many new types of weapons, artifacts, etc. have appeared; but note that the rules about corps changed very significantly. In addition, the chapter "Micromodules" talks about a fundamentally new type of equipment.

It makes no sense to give exact parameters - they change, and even on the same planet you can easily find a couple of industrial lasers with different parameters. But I will give complete lists of all types of basic equipment - if only because it is easier to search for them in a local search engine. The higher the number of the item, the better and more expensive it is (although do not forget about the mass: a hefty heavy piece of iron, of course, is cheaper, but it’s better not to take it - it will take up the entire hold).

The race of the manufacturer also matters. As its technical sophistication grows (in the order: malok, bearing, man, feyanin, Gaalian), the equipment wears out more slowly, but it also costs more (including in terms of repairs). In addition, many micromodules have a restriction on the manufacturer's race.

Frame

If in the first "Rangers" all hulls differed only in size (it's the volume of the hold, it's also the number of hits), the absorption capabilities of the armor and the appearance, now one more important difference has been added: the number of positions for equipment of all types.

In the picture you see the scheme of the case. In different buildings, certain cells can be painted over - this means that nothing can be put here. For example, in our example, two of the five cells for weapons are painted over - therefore, more than three guns will not fit here; two of the four artifacts are painted over - the conclusion is clear. There are cases without a droid, without a scanner, without a capture ... Only the engine and the fuel tank are always present.

It is important: pay special attention to this unique "button". For hulls that lack the afterburner function, it is not painted over, but absent. You don’t need to put anything there, it’s just a property of the hull that does not require additional equipment. Afterburner is the ability to dramatically increase speed due to rapid engine wear. It's not a stupid idea to fly on a weak and cheap engine, but burn it with afterburner and achieve high speed. In any case, with an afterburner hull, you will always have an extra chance to escape, catch up, and so on. The most valuable thing!

Nothing prevents you from getting not one, but several buildings, and storing the extra ones in warehouses. For example, to acquire a special transport corps for trading operations - a huge hold and no guns.

A combat corps is, as a rule, all five (or at least four) gun ports, certainly a droid, almost certainly a capture (you didn’t take a vow of poverty, right?) And, normally, at least two artifacts (anti-gravity and rocket launcher , for example - a great combination). Forcing is highly desirable. The scanner can be neglected, the radar too, although this is already more difficult. The protective field generator has been relevant far from the beginning of the game - less than 25-30% protection is not worth the space in the hold. Well, I would like the dimensions to be not quite Spartan ... So that, so to speak, there is no sting in the shoulders. According to these principles, we will choose our corps for battles. And the absorption properties of armor are, of course, an important thing, but, at worst, they can be developed for money on a scientific basis.

Case types:
1. Gravicore.

2. Mesostructural.

3. Horny.

4. Brominated.

5. Chrobite.

6. Polymorphic.

7. Nanochitin.

8. Bioslot.

It is important: the configuration of the case is determined not at all by its appearance, but by the series (for example, "Hershey" or "Ideal"). Annoyingly, the local search engine for hull series cannot search, and finding the “Ideal” (this is a hull with all open cells and afterburner) is possible only by chance. The best thing to do is to look for "ranger corps" or "pirate corps" - among them, something decent is most likely to come across ..

Engine

Nothing has changed here. As before, the engine model determines the maximum speed and range of the jump. As before, a heavy ship with the same engine goes slower than a light one (which makes the antigravitator perhaps the most valuable of the artifacts).

On a note: an artifact called "hypergenerator" replaces the jump range with 40 regardless of the engine model.

"Base" speed assumes a mass of 500 units. With a greater weight of the vessel, the speed decreases (formula: speed in% \u003d 122.333 - 0.045 * Weight), but never falls below a third of the base.

This applies, however, only to the speed in a "calm" state: in battle, if you are often hit, the engine overheats, and the speed drops (may drop by half of the original). An artifact with the colorful name "Thugs" protects from this effect. Also, a cannon called "treton" additionally reduces the speed of the target.

Although the afterburner + hypergenerator is a combination that replaces a high-quality engine quite well, and the “gaalist of time” stimulant can correct the shortcomings of the “motor”, it’s still not worth saving on the engine. After all, both speed in battle and the ability to quickly trade and complete tasks depend on him ... Although such an unambiguous dependence, as in the first CR - as his colleague Khorev said, “ the engine is the key to absolutely everything' is no longer observed.

Engine types:
1. Diving.

2. Singular.

3. Gillweed.

4. Streaming.

5. Splash.

6. Graviton.

7. Stationary.

8. Temporal.

Fuel tank

Fuel is spent on hyperjumping, and nothing more. It is necessary to have a tank no less than the maximum jump range that the engine allows. Do you need a margin beyond that? Sometimes - yes, it will allow you to fly without refueling, in particular - to escape from an unfavorable battle. But no one forbids simply carrying a spare tank or tank for refueling in the hold.

Advice: since much is not needed from the tank, it is often advantageous to take a low-class tank and strengthen it with a micromodule - then its repair will cost mere pennies. The same is true for capture and radar.

Types of tanks:
1. Hyperfluid.

2. Condensate.

3. Reduction.

4. Protobubbly.

5. Positional.

6. Endocluster.

7. Gyroscopic.

8. Tecrine.

Radar

It's not strictly required, but very simplifying life, because without it you will have to look for everything manually, determine the value of prey “by smell”, refuse negotiations and mercenaries, from scanning (yes, the scanner also does not work without a radar!). In general, it's better to wear a radar. But the latest model is definitely optional. Let there be some.

Radar types:

1. Wave.

2. Subtransfer.

4. Beam.

5. Catahurny.

6. Neuroflow.

7. Ethane.

8. Zero-contact.

Scanner

Hundreds of rangers without a scanner have lived and will live. Is it possible for a pirate to be interested in how valuable the cargo is carried by transport and what is better to offer - to give the cargo or pay a fee? For the rest, only information about the number of hits is valuable, but you can definitely do without it - when the ship is close to death, this can be understood by the color of the hit line.

The work of the scanner is hampered by the generator of the protective field (they are divided according to the penetration power). Dominators cannot be scanned.

Scanner types:
1. Trace.

2. Vortex.

3. Neuroprobe.

4. Molecular.

5. Colloidal.

6. Tektorny.

7. Deatomic.

8. Quantifier.

Droid

But the droid is an essential item for everyone who plans to participate in battles. And even an avid pacifist should get at least inferior ones - so as not to spend money on repairing the hull after an accidental projectile or a collision with an asteroid. Well, for a fighter, a droid is almost the most important indicator of his "coolness".

The droid determines how many hull hits it will heal per turn (the simplest, biotic, gives 5 units, suspensory 10...). The best models sometimes provide complete recovery after a volley of a couple of deaths!

But don't forget the droid repairs body only. Damage to the engine, guns, other equipment (and the droid itself) will have to be repaired for money.

Advice: when repairing on a planet or base, if you are not going to immediately return to battle, do not use "full repair" - repair things one by one. Otherwise, they will charge you a tidy sum to repair the hull, which the droid will fix anyway.

Droid models:
1. Biotic.

2. Suspensor.

3. Trekking.

4. Stem.

5. Fireball.

6. Tensor.

7. Pin.

8. Duplex.

Defense Generator

This device reflects some percentage of the damage inflicted on you (shortwave generator - 5%, then 5% per step). In addition, it protects against scanning (if the scanner is weaker than the generator, scanning is impossible).

At first, the generator is a waste of money and, more importantly, space in the hold, since 5-10% of the deflected damage does not really matter. The real benefit starts at about 20-25%, and by the time zone generators appear, this is already a necessary piece of equipment for any fighter.

Types of generators:
1. Shortwave.

2. Polarizing.

3. Meson.

4. Mesh.

5. Polygonal.

6. Zonal.

7. Microlevel.

8. Ultraplasma.

capture

Capture determines only one thing - a piece of what size can drag a ship into its hold without choking, and from what distance it will be able to do this.

In fact, even the most ordinary, starting one, is quite enough if you strengthen it on a scientific basis and add a micromodule: then fixing it will cost a penny, and it will be able to pick up more than 100 units, which is enough in 99% of cases. True, there is an unverified opinion that steeper grips also pull the object faster, and this can be critical if you collect trophies right in the thick of the battle.

You can exist completely without capture only if you are not fundamentally interested in trophies. Therefore, it is not a sin to unload it when setting off for a quest or on a trade flight, but only inveterate unmercenaries go to war without capture.

Grip types:
1. Activator.

2. Telekinetic.

3. Plasmonite.

4. Ectogenic.

5. Piezotron.

6. Erymetroid.

7. Optical wave.

8. Microtonal.

Weapon

So we got to our hope and joy - all kinds of guns and rays. Since the last time, only an industrial laser remained with us, the rest of the list was changed.

Weapons are now divided into three types: fragmentation, energy, rocket. The difference between the first two classes is small, but it depends on which micromodules can be installed; the rocket one differs very much - see the details on the sidebar. In the future, fragmentation and energy weapons, in contrast to rocket weapons, will be called "guns".

As before, guns can be divided into groups according to range. In Space Rangers, ranged weapons outperformed melee weapons despite less damage; in CR2, the imbalance has been smoothed out a bit, but nevertheless it makes sense to take either only long-range guns (perhaps along with missiles), or only heavy melee weapons. A motley collection of both is inappropriate: in close combat you will be defeated by those who have only heavy weapons, and in the long-range they will be shot because of the small number of guns reaching the enemy.

industrial laser
Damage 1E

Range 2

Not so much a weapon as a tool: when it breaks asteroids, it turns out much more minerals than if you use something else. If "gathering" does not disgust you - carry the laser with you. At first they even fight ...

fragmentation gun
Damage 2O

Range 1

The first weapon with a meaningful level of damage, but you can actually hit them at close range.

Lezka
Damage 2E

Range 5

The longest-range cannon of the early period. Due to this, it remains relevant right up to the advent of disintegrators.

Treton

Range 4

In a past life, the treton was called a retractor. It is remarkable in that a successful hit from it reduces the speed of the target. Therefore, the running maneuver with its help is to shoot with a treton at a strong enemy so that he lags behind the weak one, at whom the rest of the guns are aimed.

wave phaser
Damage 3E

Range 2

It hits hard, but not too much, and the streaming blaster (appearing almost at the same time) is much better.

stream blaster

Range 4

The best weapon of its time, without a doubt. It hits very far, and nothing available at this time outweighs it significantly in strength.

Electronic cutter
Damage 2E

Range 3

The weapon of perverts and dominators, because it destroys the internal equipment of the enemy. In theory, they should become defenseless from this, but your trophies really die ...

multiresonator
Damage 4O

Range 3

The thing is powerful and relatively long-range; based on it, you can build a configuration "for medium range".

Atomic Vision
Damage 4E

Range 4

Not only is it powerful and long-range, it also acts in areas. A set of five visions "puts" changes and pins in whole squadrons.

Disintegrator
Damage 5E

Range 5

In my personal opinion, the best weapon in the game. And let the turbogravir hit harder, but the disintegrator is not much inferior to it, and its distance is such that few cannons can reach it at such a distance. The Professional's Choice!

Turbogravir
Damage 6E

Range 3

The heaviest of all guns. Dot.

IMHO-9000
Damage 3O

Range 3

I have no idea what the terronoids had in mind when they created this signature weapon of theirs. It's called funny, but I didn't notice much use from it. Maybe there is some special effect, I'm not sure.

Vertix
Damage 3E

Range 3

And Kelleroids are no better either. Just as bulky and stupid contraption.

Rocket launcher - superweapon or scrap metal?

This question worries many rangers. Rocket weapons are very different from everything else, and the question is whether to use them? - far from obvious.

pros missiles and torpedoes are as follows:

Their range is almost unlimited;

They cause very serious damage (torpedoes - by themselves, rockets - thanks to a volley);

Rockets (but not torpedoes) take up very little space. This is perhaps the lightest weapon of all.

Minuses:
a rocket can be shot down from a cannon (a torpedo too, but it has a lot of hit points, and this is not always possible);

This weapon needs recharging, which costs a pretty penny, and it’s hard to release systems;

You won't be able to fly around the sun - your rockets will burn out in it;

Damage is not applied immediately, which means that the enemy will still have time to shoot, and besides, it is more difficult to calculate the fire - because if the target is destroyed, and the missiles are still flying towards it, then the missile salvo was wasted.

At first glance, it may seem that the cons outweigh the pros, but this is not entirely true. With a fast engine (either on an afterburner or with a gaalistra of time), you can shoot a few studs and menks with missiles, earning valuable experience (and even loot), while approaching the distance of the beam, you will be destroyed. Missiles do not force you into a threat zone, and the importance of this cannot be overstated. And having completely switched to missiles, it is quite possible to destroy even equalors.

Main trick: don't use rocket launchers piece by piece. While a couple of missiles are flying at the enemy, he will probably have time to shoot them off. And if you load four barrels into it, even the equalizer will not have enough gunpower!

Sometimes it seems that it is unprofitable to shoot missiles while turning back to the chasing enemy - while these missiles are still deploying ... But this is not so: if the missiles eventually fly towards the enemy, this means that they will probably get closer in a move, greater range of his guns! That is, he will not be able to shoot a single missile and will receive all the ammunition on board.

And finally, let's not forget that the cost of constantly recharging rocket launchers is somewhat offset by the fact that much less money is spent on repairing damaged equipment (you are not exposed to fire!).

In general, the moral is simple: rockets are good if you use them a lot, if you are not lazy to earn extra money with quests from time to time, and if you don’t forget to switch from them to newer weapons when the enemy’s defense becomes too strong for a rocket launcher (approximately in the era of mass production of streaming blasters).

Should I arm myself with torpedoes later? This is a more difficult question. Many by this moment are no longer afraid to get under fire, it is more important for them to have time to collect trophies. But if you are lucky enough to get several low-mass torpedo tubes - try this way of fighting ...

Artifacts

Artifacts are obtained only in three ways: in black holes (guaranteed), in a military base as bonuses (sometimes) and as a reward for quests (occasionally).

There are quite a few of them in the game, but I will not describe them all - I will limit myself to the most useful or interesting ones. And I will divide them into groups, so to speak, by occupation.

I did not describe a whole series of artifacts that allow you to change the structure of the ship - for example, connect additional guns instead of a defense generator or three artifacts instead of a droid, as well as amplifiers for weapons and some other items.

Traffic

Antigravitator. It reduces the mass of the ship, and since it affects the speed very much, it is one of the most useful artifacts in the entire game.

Hypergenerator. Regardless of the engine, the jump range becomes 40 parsecs. If you find this thing early enough, completing quests becomes a bonanza.

Scumbags. Eliminate the effect of slowing down the engine in battle due to overheating and the effects of tretons. Without them, your speed in battle will gradually decrease.

Psi accelerator of matter. It just increases the speed of the ship.

The battle Droid Jr. The extra droid in the kit has never bothered anyone.

:Iron bugs. As before, they increase the absorption capacity of the body.

Quark bomb. You throw it out of the hold, fly off to the side and undermine it with weapons - and everyone around becomes very sad and sad.

Swallow, rocket launcher give additional protection against energy and missile weapons, respectively. The swallow is much more powerful.

Tranlucator- an additional combat ship, which, being unloaded from the hold, fights for you! By the end of the game, he is of little use, but at the beginning he is able to make you a career alone.

Economic

Blast wave localizer. Significantly increases the amount of prey dropped from the victim! With him, “shooting” a full hold of light and expensive parts is a matter of minutes.

Nanitoids. As before, nanitoids provide the fighter with the biggest profit, eliminating the cost of repairing all equipment except the nanitoids themselves. They are slowly but surely fixing everything they can get their hands on. By the way, they lost their stupid habit of starting with the repair of production in the hold.

Oblivion connector. Same as nanitoids, but only repairs the engine. But fast enough so that afterburner could fly for a very long time! Therefore, this is actually the most powerful acceleration of the ship.

Black goo. Gradually fills the tank with fuel. If in the first CR it was the most valuable thing, because it allowed you to escape from the enemy system without recharging, now no one bothers to carry refueling with you, and the importance of slurry has noticeably decreased.

micromodules

A micromodule is an improvement to any piece of hardware on your ship. They are mined for surrendering nodes in the ranger center, as well as a reward for quests and for freeing systems. Sometimes they also "fall out" from downed dominators.

By itself, the micromodule weighs almost nothing, and, which is especially nice, does not modify (unless otherwise stated) the price of the item in which it is installed. This means that an old gripper with a micromodule with a capacity of +70 is still being repaired for a penny...

You cannot remove the supplied micromodule.

It is important: do not rush to install a micro-module if you plan to improve the thing at a scientific station. They do not work with items that have “something non-standard”. First, improve, you will always have time to install the module.

Search for the names of modules (as well as series of cases), alas, does not work.

There are modules that can be installed in different types of equipment, for example, in a droid or in a protection generator. If the module description says something like "Droid: +5 units, generator: +5%", this means that it can strengthen either one or the other. It will not give both effects at the same time, because you will have to put it in a specific device. But if both effects are related to the same device - for example, engine speed and jump distance - then both will work.

Below, if I write “+ so many units” about weapons, I mean units of damage, not range.

Micromodules of the third level (cheapest)

Antent. Improves the performance of scanning and radar devices. It is built into the antenna amplifier, increasing its power. Radar range: +210 units. Scanner power: +3 units.

Upper. Increases the power of the engine and radar, by increasing the efficiency of energy conversion. Engine: +20 Speed, Radar: +400 Radius.

Berserk. Supplements weapon systems with a fairly massive particle accelerator and antimatter generator, significantly increasing the combat characteristics of weapons. The strength of any weapon: +5 pts. Range: +20 pts.

Botter. Updates the repair droid's software to make it more accurate and efficient. Compatible only with Faeyan equipment. Droid Efficiency: +5 pts

Brond. Capable of generating ultra-dense particles at high speed, used in the defense of the ship. Compatible with housing and field generator. Hull armor: +3 pts. Field generator: +5 pts.

Vortex. Contains an additional high-precision microcontroller for engine navigation systems. Due to the higher accuracy of calculations, the speed and range of the jump increase. Only compatible with human motors. Engine speed: +30 units. Jump Range: +3 pts.

Gromodryn. Removes unnecessary service blocks from the droid (protection against noise, radiation, fool, etc.), replacing them with additional repair modules. This operation, which increases the efficiency of the droid at the expense of its cost, is feasible only on droids of the Malok and Peleng production. Droid Efficiency: +15 pts Cost: -50%

Gugaal. Allows you to maximize the speed potential of Gaalian engines, which is inherent in the design, but not used in modern propulsion systems. Design changes are minor, but they nevertheless increase the cost of the engine by 25%. Engine speed: +60 units.

Rangefinder. Reduces the inertia of the corrective systems of the gun, increasing the firing range. Range: +25 pts.

Dalstar. Allows you to increase the range of the equipment by eliminating the statistical error of calculations, which manifests itself in bearing equipment when calculating in limit intervals. Compatible only with bearing types of equipment. Jump Range: +8 pts. Radar range: +500 units. Weapon range: +30 pts.

Dronner. Enhances the droid's capabilities by replacing some of the parts with more efficient, but also heavier ones. The droid's weight increases. Droid Efficiency: +20 pts Size: +18%

Interdesign. Due to more rational re-equipment of the ship's premises, the hull capacity is increased by 7%. Case Size: +7%

Klein. Increases the power of any weapon, while reducing the range of its fire. Energy weapon power: +7 pts. Shard weapon power: +15 pts. Rocket weapon power: +10 pts. Firing range: -20 units.

Mini size. It makes a number of replacements of large texo elements with more compact ones, but at the same time very cheap ones. Compatible only with equipment of the human race. Does not interact with energy and rocket weapons, as well as with the hull. Size: -20%. Cost: -30%

Paxton. Allows you to more rationally re-arrange the elements of the protection generator, made according to the Maloka technology. This leads to a reduction in the size of the device, while its performance is not disturbed, but the power drops slightly. Field Generator: -2 units Size: -75%

Patch 0.96 alpha. Contains a set of flashing modules for software for computing and corrective devices of some types of equipment. The patch increases the accuracy and speed of floating point calculations. The alpha version is compatible with the equipment of all races. Engine Speed: +25 HP Radar range: +250 units. Scanner power: +2 units. Droid Repair: +4 HP Range: +30 pts.

Platinos. Covers equipment with a thin layer of platinum, increasing its value. Cost: +20%.

Streamline. It is built into the flow block of the scanner and allows you to increase the spectrum of received waves. Scanner power: +5 units.

Rocketon. A micromodule containing non-directional beta conductors. Significantly increases the power of missile weapons, partially - energy. Energy weapons: +4 pts. Missiles: +10 pts.

Resis. Softens and deforms the walls of the fuel tank, increasing its volume. Tank: +10 units, size increases by 20%.

Feijoule. It is added to the navigation system of the engine, increasing the clock frequency of the device's computing unit. Compatible only with Faeyan equipment. Engine Speed: +25 HP Jump Range: +8 pts. Size: +20%

Cent. Affects the component of the material of any object (except for the body), slightly increasing the size of the object. The cost, on the contrary, is reduced by 4 times, which leads to the profitability of subsequent repairs. Size: +10%.

Rustle. Increases the effectiveness of the shield generator noise filter. In this case, the active micromodule occupies a rather large volume. Generator power: +5 units. Size: +25%

Electro. Affects the strength of an energy weapon using the principle of pulse generator power multiplication. Energy weapons: +5 pts.

Micromodules of the second level

Addon. Attaches an additional cargo compartment to the hull, increasing its capacity by 15%. For some reason, application to Peleng corps is impossible. Hull Size: +15%.

Armor package. Equips the ship's hull with additional sheets of composite armor. Placed inside the hull, gyroscopic hinged attachments of armor plates and shock absorbers occupy a fairly large volume, significantly reducing the ship's capacity. Hull armor: +8 pts. Size: -10%.

Dioschit. Replaces the moving parts of the shield generator and missile weapons with elements of the dominator principle of operation. Joint development of faeyans and people, works only with the equipment of these races. Field Generator: +8 pts Rocket weapon power: +10 pts.

Dronz. Improves the vector-type batteries, so that the droid can last longer and therefore repair more damage. Useless on human, Faeyan, and Gaalian droid models. Droid Efficiency: +25 pts

Impelgun. Replaces the magnetic generator of the scanner with a more expensive impulse-gravity one, thereby increasing the power of the device. Scanner Power: +12 HP Cost: +25%

Integrator. Increases the damaging coefficient of the weapon by singularly amplifying the initial impulse. Energy weapon power: +5 pts. Shard weapon power: +15 pts. Rocket weapon power: +5 pts. Size: +25%

Kolebrator. Improves the characteristics of the wave emitters of devices. Increases the power of equipment that uses continuous radiation and waveform fields, such as radar, capture, and field generator. Radar range: +700 units. Capture: +40 pts Field generator: +5 pts.

Convector. Built into the mechanical part of the device. Increases scanner power and radar range. Compatible with human equipment only. Radar range: +1000 units. Scanner Power: +10 HP

Magnicum. Increases the potential of the field generated by the capture, thereby increasing the power of the device. Grab Power: +70 pts.

Maform. Produces a physical deformation of the compensatory modules of the Malok weapons in the direction of increasing, while increasing the damage. Since this is one of the most expensive nodes, the cost of weapons increases dramatically. Size: +20%. Cost: +60%

Microstrel. Changes the coordinate system of the correction module to the Faeyan ecliptic, increasing the firing distance of the guns and the range of the engine hyperjump. Not suitable for use in Maloksky and Pelengsky equipment. Jump Range: +10 pts. Range: +50 pts.

Volumetric. Curves the area of ​​space inside the tank, allowing you to hold a larger volume of fuel with the same mass and size of the tank itself. Compatible with Peleng and Faeyan types of equipment. Tank volume: +20 units.

Optimator. Removes non-functional and decorative components and parts from Peleng equipment, reducing its overall dimensions. Not used for hulls and gun systems. Volume reduction by 20%.

Paragon. Replaces the capture energy source with a more powerful and expensive one. However, the new generator takes up more space. Not compatible with equipment of the Peleng race. Grab Power: +80 pts. Size: +10%. Cost: +20%.

Patch 0.95 beta. Contains a set of flashing modules for software for computing and corrective devices of some types of equipment. The patch increases the accuracy and speed of floating point calculations. Due to its dampness, the patch conflicts with Faeyan and Maloq equipment software. Engine speed: +50 units. Radar range: +500 units. Scanner power: +5 units. Droid Repair: +5 pts Range: +50 pts.

Shift. Modifies the engine acceleration system, thereby increasing the range of the jump in hyperspace. Adapted for bearing and human engines. Jump Range: +14 pts.

Compress. Replaces the largest boards with their smaller modern counterparts. Reduces the size of any equipment and weapons other than the hull. Compatible with Faeyan equipment types only. Size: -40%.

Spay. A quasi-intelligent unit that greatly increases the power of a Gaalian radar or scanner through the use of "pseudo-intuition". Radar range: +1500 units. Scanner Power: +17 HP

Splinter. Adjusts the breech mechanism of fragmentation weapons to improve firing efficiency. Compatible with Malok and Peleng weapons. Shard weapons: +10 pts.

Stop play. Replaces moving parts of equipment with stronger platinum ones. Reduces the size and increases the cost of equipment. Not applicable for gun systems and hull. Size: -30%. Cost: +50%.

Strater. Generates a zero-friction field, reducing engine energy loss at the output, thereby increasing speed. Compatible only with Maloka equipment. Engine Speed: +80 HP

Turing. Replaces the massive gun turret with a power mount. Part of the generator's energy is spent on dampening the recoil, so the range and power of the shot are reduced, but the gun occupies half the volume. Weapon Strength: -5 pts. Firing range: -10 units. Size: -50%

Exploder. Built into the engine. Destabilizes the molecular structure of the fuel, increasing its detonation properties. This allows you to increase the speed of the engine, however, due to high overloads, the range of the hyperjump decreases. Unfortunately, Maloka engines cannot withstand the increased loads. Engine Speed: +150 HP Jump Range: +7 pts.

Energos. It is added as an auxiliary device to the beam synthesizer for energy types of weapons. Energy weapons: +7 pts.

Excalibur. Invented by human scientists, this micro-module modifies energy weapon transducers, greatly increasing their lethality. For patriotic reasons, this module is only compatible with human equipment. Energy weapon power: +15 pts.

Micromodules of the first level

Antifey. Increases the charge of rocket weapons. For unknown reasons, rejected by Faeian equipment. Rocket Weapon Power: +30 HP

Bach. Special nanobots make changes in the molecular structure of the fuel, reducing its real volume, which makes it possible to store a larger amount of fuel with the same characteristics of the fuel equipment itself. Compatible with Gaalian and human equipment. Tank volume: +35 units.

Broing. The unique and expensive generator creates a surface repulsive field with a high degree of absorption of kinetic and thermal energy, and can be used to increase the protective properties of the housing and field generator. Compatible only with Peleng production devices. Hull armor: +13 pts. Field Generator: +13 pts Cost: +40%.

Vintar. Increases the explosive power of fragmentation weapons by increasing the critical mass. Weapon cost is increased by 50%. Suitable only for Malok and Peleng types of weapons. Shard Weapon Power: +35 HP

Dalpun. Attaches an atmospheric targeting system to the weapon, increasing the range of energy and fragmentation weapons. Increases the occupied volume due to the built-in atmic scanner. Incompatible with Gaalian weapon types. Range: +120 pts. Size: +35%.

Dvima. Modifies the movement crystal fillers, increasing the speed and range of the jump. Suitable for small engines. Speed: +180 HP Jump Range: +20 pts.

Jumpgate 3.11. Patches the software part of the navigation module and instant engine correction to version 3.11, increasing the range of the engine jump. Jump Range: +20 pts. Cost: +40%

Jake. Replaces fuel filters, increasing the degree of purification of the fuel, thereby increasing the speed of the engine. Speed: +140 HP

Zhampa. Installs an additional converter that allows you to increase the energy potential of the fuel for a short time. This increases the range of the jump. Jump Range: +14 pts. Size: +20%.

Burning. Adds additional damaging elements to projectiles using antimatter particles. Significantly increases the power of weapons, especially splinter-type weapons. Compatible with Gaalian and Peleng types of weapons. Energy weapon power: +20 pts. Shard Weapon Power: +40 pts. Rocket weapon power: +30 pts.

Ikebanit. Applies a decorative spray that gives any Gaalian equipment the color of a finished Gaalian Ike-baana. The cost of such equipment grows by 2.5 times. Cost: +150%.

Krepchak. Built into the body. Attaches its microgrid of repulsive stationary nanobots that partially block incoming damage. Compatible only with Peleng and human type hulls. Hull armor: +12 pts.

Microsized. Reduces distance in molecular grids of any equipment and compensates for changes in intramolecular forces. Cannot be applied to the hull and weapons, as in this case their functionality is lost. The micromodule allows to reduce the size of the equipment by 30%. Use in Gaalian equipment is not possible.

Minivision. It replaces the radar navigation unit with a new miniature, balanced and highly efficient element. Radar range: +1500 units. Size: -15%.

Shell. Conducts high-frequency bombardment of the hull with energy quanta, increasing the protective characteristics of the material. This processing is included in the standard operations for making hulls for all races, except for Maloks, therefore it is effective only for Malok hulls. Hull armor: +14 pts.

Reduza. Reduces the internal diameter of the engine nozzles by building up composite crystallides, resulting in an increase in the speed of the jet. It is used only for Peleng engines. Engine Speed: +140 HP

Univers. Fits into a standard expansion slot of any equipment. Actively participates in the operation of the device, optimizing the calculations and the operation scheme of the equipment. Hull armor: +10 pts. Tank volume: +15 units. Engine Speed: +70 HP Radar range: +800 units. Scanner Power: +10 HP Droid Efficiency: +20 pts Shard Weapon Power: +30 pts. Rocket weapon strength: +20 pts.

hub. Attaches an additional hub-block to the case, increasing its volume by 25%. Originally designed exclusively for human hulls, the Faeyans also licensed its use and adapted it for their ships. Hull Size: +25%.

Hokus. Changes the oscillation period of the capture wave field in accordance with the characteristics of the material of the captured object, increasing the penetrating power of the field and, accordingly, the capture power. Grip Strength: +150 pts.

Extremer. Due to a more rational program for the use of the internal space of the cargo compartment and the elimination of non-functional structures, it increases the capacity and cost of the ship's hull. Suitable only for Maloka hulls. Size: +20%. Cost: +60%.

Anti-dominator programs

Strictly speaking, this is not really equipment, because it does not take up space.

You get them on military bases - just for military merit. The range depends on number of delivered nodes so don't neglect this activity.

Anti-dominator programs are really powerful things, but you won't be able to use them regularly, because the supply of "charges" is limited. So, from time to time - to “solo” free the system or kill a particularly harmful Urgant. Or force the equalor to throw valuable equipment overboard.

To use the programs, you need an Intercom - a dominator signal decoder. The number of his "charges" is also limited, keep an eye on him.

List of programs:

Emergency Signal. After receiving an emergency signal, the dominator will throw out a piece of equipment and weapons. A valuable thing, because you can pick it up right there.

W-Encoder. Universal codec for selection and replacement of gun system passwords. The dominator will need time to recover the data. Doesn't work very well.

Gatrix matrix. A huge matrix of chaotic data overloads the electronic circuits of the robot with a stream of information. The robot senselessly flies and shoots at random. There is almost no beneficial effect.

Shocker-5300. The program interferes with the operation of electrical circuits, making it difficult to navigate. The robot flies slowly, shoots badly. A little better than the previous one, but not by much.

Ultimate weapon. Level zero order to self-destruct. Dominators obey implicitly.

System shutdown. All robot data is deleted. The dominator turns off, does not react to anything else.

Uncle Harpagon's advice or how to become rich

In the first CRs, the advice was simple: go to prison and win seed capital in prison. After the patch, it has become different: fly through safe clumps of hyper and collect garbage, that is, minerals.

Now, neither one nor the other can no longer be called an ideal way to extract money. Today, other methods are in honor.

Trade

Trading in WP2, unlike WP1, really brings excellent income. The main thing is to act according to science, and not at random.

First of all, we fly to the nearest business center and boldly take a loan there: without it, nowhere. Loans are different; if we can immediately purchase a decent engine (we found it with the help of a search engine not far away and not too heavy) - we take a large loan, if not - such that there is something to trade on.

Right there, in the center, we leave everything superfluous - that is, all the equipment, except for the engine and tank, for the lazy - also a radar. Yes, yes, including guns and capture.

Now we ask for an analysis of the market - for short and long distance routes at once - and we begin to study the proposed options. Analysts offer us the best routes in terms of percent profit, but we are not interested in this, but in profit per unit volume: if the loan just taken is large enough, we will have enough funds to fill the hold, and there is no need to bother with cheap things. However, it is worth doing everything that was recommended.

Arriving on the planet with the optimal selling price, before buying, we do two operations:

We check whether the purchase price where we are going to transport the goods is still good enough;

Are there any closer, in the first place - right in this star system, planets where all this can be sold at a good price. Let it be a couple of coins lower than somewhere out there, far away - but we will fuse the goods quickly and gain time.

What follows is more or less clear.

Having made a profit, we try first of all to strengthen the engine and hold. If we plan to engage in trade for a long time in order to make up a decent capital, it makes sense to even buy a merchant’s hull or a liner, a lot of guns are useless to us at this stage. A couple of barrels will be enough to protect against a pirate - and the hulls of the liners will allow you to carry these guns and leave enough space for cargo. The main thing - do not forget to leave enough money for trading operations.

No decent engine? Do not despair. Ride a hull with an afterburner, and the cost of repairing a cheap engine will easily pay off.

Especially for bearings, let me remind you that loans are supposed to be given. Otherwise, fortune will quickly turn its back on you: business centers will simply stop serving you, the planets will become angry, and pirates, tempted by the prize for your head, will begin to take an active interest in it.

Small and unprincipled people can get a one-time super profit by purchasing cheap illegal goods from the Pelengs and driving them to the Gaalians or Fayans. But if you abuse it, your red curls will become familiar and you will be beaten. Do not forget that business centers operate legally and no smuggling flights are reported.

By the way, pay for health insurance. You will need stimulants.

Quests

There is not much to say here, but I will still give a couple of tips.

Firstly, this method is for those who have a decent reputation. Pirates and smugglers don't worry. Secondly, before the "quest" certainly pump up at the medical station with the Ragobam whisper; if desired and possible - Absolute status (with it you can safely take the "harder" conditions, the terms are soft) and Gaalistra of time (speeds up your wanderings).

The most profitable of all quests are planetary battles: you don’t need to fly anywhere, everything is here, in place, without the slightest cost you make a profit.

Text quests are next in terms of profitability, followed by courier ones. If you have a decent engine (especially in terms of jump range) - take more difficult conditions, and the golden key is in your pocket.

Hunting for pirates offers a large fee, but, as before, this is an inconvenient business. Not because the pirate resists, but because he strives to take refuge on the planet, or even, what good, to thunder into a prison - and then your quest cried. Well, at least what is possible in this case see his ship on the planet where he was imprisoned...

The protection of star systems is a tedious and unpleasant task. Firstly, you can miss something, and secondly, it is very long. On the other hand, pirates don't often kill peaceful ships, but for the fact that they just shot at the liner, they will not deduct from you; so you can take advantage of this time to trade in the system.

But quests like “our liner is in distress, bring medicines” from the second part have disappeared somewhere. Apparently, the liners have learned to bring them on their own?

When flying on quests, carry a spare tank of fuel with you so as not to land on the planet during a transit flight. Of course, this is if the main tank is not enough for two jumps.

War

War has become a profitable business. Selling Dominator parts for double the price (rather than half as it was with the Kleesans) can make a great deal of business.

But "collecting carrion", as it used to be, is now more difficult. Spare parts of the dominators will be assembled without you. Nodes - those are lying around freely, and if desired, they can be collected even on transport, when the warriors beat the dominators. But they give little money for the nodes. True, as one Faian poet said, “protoplasm is not for sale, but modules can be sold”...

Don't forget that when some research is completed, the corresponding parts can no longer be sold at double the price. You can hand them over to other departments on a single one. And when all three studies are completed, this way of earning will be closed ... but why do you need earnings after that?

Alas, in war you not only earn, but also spend - on repairs, and this pleasure is very expensive. Usually, profits and costs are quite comparable. But there are things you can do to reduce costs. Namely:

Regularly take the stimulant "Super-tech". It pays off, and many times over, especially towards the end of the game;

Train knowledge of technology;

Get nanitoids - the most important artifact for saving money;

Never use a full repair: repair things separately, and let the body repair the droid - for free (this can save 10-20 percent, depending on the situation);

At the beginning of the game, earn yourself a pirate rating, and then repair at pirate bases at a reduced price;

Use the "Cent" micro-module, which reduces the cost of the part, especially for the engine and, occasionally, guns;

Secondary details - a capture, a radar, a scanner, sometimes a tank - are taken from the cheapest models reinforced with micromodules (it is still better to capture Faeyan or Gaalian, so that it does not break too often, but the most primitive version): micromodules without increasing the price greatly raise the characteristics of these details;

Get an atomic vision and shoot it in such a way as to undermine the cloud of enemy missiles.

Piracy

The most controversial way to make money, because there are a lot of bumps for this, and the income is so-so. We will probably return to this topic in separate tips from the masters.

Piracy makes sense mainly at the very beginning of the game. It is recommended to choose the appropriate race - bearing or small, so that at least at home you are loved and understood.

Start your piracy career by taking out a loan - walking like that - and medical insurance. Try to always fly under Gaalistra + One-Eyed Hamas.

Hamas makes it possible to demand and receive tribute: otherwise, even the most peaceful ships do not always agree to share their cargo. A robbed ship is much better for your reputation than a slain one.

Try to rob the ships of other races, so as not to inadvertently be unable to land on your own planet. It's not bad, for example, to arrive in the Gaalian system, rob a couple of transports (they carry luxury and equipment there) - and quickly escape to another.

When “you are already known everywhere” - at the pirate base, change your citizenship to a trustworthy Faeyan, human or Gaalian, and rejoice at the “resurrected” reputation.

An option for "honest pirates" is to pump up the charm and go to war with the dominators. It is real to restore the reputation from “below the plinth” to excellent. Especially if you first make a contribution to the business center for benefits to the families of the dead rangers.

Perhaps the most important advantage of such a career is the earned pirate rating, which allows you to repair cheaply on pirate bases. It makes your further war much more economical.

Black holes

Black holes have ceased to be an important source of income. No, a visit there brings some profit in the form of minerals and an obligatory artifact, but you won’t get rich selling artifacts, and minerals, as always, are cheap.

Do not forget that you can collect minerals with Alt and a mouse click, but after winning, a mouse click immediately takes you out of the black hole, so only Alt remains. I hope the patch will fix this inconvenience.

asteroids

A method for the most humble and unhurried. You need a large hold (for pulling cheap cargo), a decent engine (to catch up with the asteroid), an industrial laser (do not even try to do this without it - 20 tons of minerals will fall out of the asteroid, which will not even pay your hero the cost of beer).

If you wish, you can make up the starting capital for trading in this way. But why, if you can take a loan at not extortionate interest?

How to save the galaxy

We talked a lot about what you can do in the game. What's in it need do?

Dominators, like Gaul from the time of G.Yu.Caesar, are divided into three parts. Reds, blues, greens, or blazeroids, kelleroids, and terronoids. For the final victory, you must get rid of their command centers.

In theory, you can just find them and try to destroy them... But even if the armor is strong and the droid is fast, it won't be easy; except that Keller is armed rather weakly for his position. For the sake of experiment, your obedient servant for many months ran in circles from Mr. Terron and his relatives, engraving him with five decorated turbograviers on all sides, all up to his ears in stimulators, and I will say: beat him really. But he has 10,000 hitoa, 15 armor, and 46% defense, so judge for yourself. Yes, and the retinue does not sleep. True, Terron's droid heals only 30 hits per turn, which, as it were, is not serious for such a carcass. And this is your chance.

If you decide to use the head-on method, then the advice is simple: first shoot your retinue, the boss lives in a stationary orbit and wanted to sneeze at you. Before entering the system, take stimulants, of which the main one this time will be super technician: The most difficult thing in a protracted battle is to keep the droid and guns intact. When you have cleared the sky of small things, you can fight on the machine, just be careful not to slide into zero hit points, and if necessary - fly to the side from time to time to heal. As you can see, nothing supernatural, but with low accuracy, weak weapons or a bad droid, there is nothing to do here. Of course, the quark bomb helps a lot - with Terron's predictable trajectory, it's not hard to set it up.

It's worse with Blazer because he's more heavily armed.

How to find bosses? Blazer and Terron usually live in the farthest corner of the universe from your starting world (yes, the one where the whole corner of the map is filled with dominators. As a rule, there are three worlds there - Blazeroid, Terronoid and Kelleroid. Two bosses live at home, and Keller is walking around and you'll have to run after him, but you can find him too. "blue" dominators. In this case, Keller is probably not in the system, but in this very hole. In any case, you will almost certainly have to kill him in hyper, and not in ordinary space.

Regular method of destruction

But it’s not for nothing that we have been feeding scientific bases all this time, right? There is also a regular way to achieve victory. Sooner or later, scientists will develop means that allow one way or another to exterminate the leaders of the dominators.

On a note: no one forbids you to donate terronoid parts to the blazeroid department, etc. You will not receive double money, but research will be in full swing!

However, it's not just about finding a boss and waving science around...

Blazer

With this, everything is the easiest. You really just need to enter into a conversation with him and win these negotiations. There is only one trick here: when you offer Blazer a "new super program" and he asks what you want for it, explain that you hope to receive an immunity guarantee, otherwise he will not believe it. Well, after downloading the program, calmly tell Blazer to command all your robots to do hara-kiri, and go to the defense program of your system yourself ...

Keller

The scientists refuse to destroy Keller: he, you see, is their colleague, and his murder disgusts these rotten intellectuals. Therefore, you first have to frolic with him in a black hole, where he will be covered by an equalizer and some smaller living creatures. Moreover, with the healers in this section of the hyper, there is a real misfortune - only one for the whole map, in the center, and if Keller picks it up, it won’t seem enough. The moral is obvious - lure him to the edge and from time to time make quick raids to the healer.

Sounds scary, but you don't really have to be an arcade brawler to push Keller into a negotiating position.

After that, it remains only to convince Keller to stop his scientific activities. He counters that taking apart for parts is a natural method of exploration, and that you can't put it back together after that is your personal difficulty. He is very grateful to the living for what they did, but this is not a reason to refuse to know you.

True, it can be postponed for a while, since some material has already been collected, and completely unexplored Klisans live in the next dimension. So send him there, to the delight of all the Machpellas ... Of course, in a couple of hundred years they will come here to see who is so smart here, and you will receive the glory of the new Rachekhan (who does not know who it is - I sympathize, apparently, with Klisan you spent the war from CR1 in the rear, evading for health reasons). But after all, we already know how to defeat the Kleesan, don't we?

If you chose this method (rather than destroying Keller), then the Kelleroids will still remain in the systems. But it is no longer necessary to fight with them - even if they are not destroyed, it will still count as a victory for you.

Terron

If Blazer is defeated in space, and Keller is defeated in hyper, then Terron - where? That's right, in a planetary battle. The planet, ironically, is Terron himself.

To do this, you need to apply a program from scientists for hacking the planetary shield and land directly on the surface of the boss. After that, the most interesting RTS mission in the game awaits you.

You have two groups of robots: one is a balanced army at the bottom of the map, with four repairmen, the other - above - a group of kamikazes armed with bombs. There is no base - and where would it come from? The enemy has many, many turrets and several robots with them.

The bottom group moves carefully, disabling the turrets one at a time. To do this, three assault robots crawl up to the turret in a neat row, followed by three repairmen. You cannot afford any significant losses, so the "naked" turrets must be taken so that the skin is not scratched. The bombers ram their bombs into the passage from the corridor where they initially sit.

After the reunion, the logic is simple - forward the bomber, followed by the assault group.

As you can see, one significant part of the game remained behind the scenes - text quests. Alas, it simply did not fit into the room as a whole, and it seems inappropriate to give part of it. Therefore, I regret to inform you that we will talk about text quests in the February issue of the LCI. But you will not be tempted to immediately go through everything on the cheat sheet, and you will probably get even more fun!

Have a good flight!

Did you know......that in Space Rangers 2 you can play any quest, planetary battle or arcade battle at will?
To do this, in the main menu, press:

Calling the list of quests: Ctrl+Shift+livebook

Calling up the list of planetary battle maps: Ctrl+Shift+robotrumble

Arcade Mode Activation: Ctrl+Shift+fastfingers

...how to see developer portraits in WP2?
Connoisseurs of the first part are probably already wondering where they were hidden this time. Now they "sit" deeper than before.

You need to fight Terron on his planet (or load the terron fight map as above) and bring one robot with a bomb and full health (!) To the room in the center of the map. There, blow it up - and observe the effect ...

Executor: anyone.

This quest surpasses all probability in size: it is a separate game in itself. It's scary to even begin to describe it ...

So we have a role play. I'm not talking about the "Rangers" - inside the world there is a role-playing game in which the champion of Iike-Baan, Mr. Duu-Rak, played. Our task is to defeat his character, the archmage, to force Doo-Rak to return to reality.

Management

In the game we have the following options:

    Health- the most common hits.

    Concentration - determines the probability of successfully casting a spell, finding something unusual (most often a cache of money), spotting a trap.

    Magic - the maximum amount of mana for each of the five elements (see below), and in individual elements you can raise magical power above the total.

    Money - here it is worth saying only that from the very beginning you can buy game currency for ordinary galactic credits at the bearing in the Tired Gamer bar. By default, 2000 coins are given first; if you do not spare money and buy more - life will be easier. What is especially touching is that ordinary money is exchanged for virtual as 2:1. Well, they have a life!

While walking around the game world on the roads, you may repeatedly encounter some kind of living creature. You can fight it with the spells described below (recovering at the source), or you can simply run away: if you have very little money with you, it will cost you practically nothing. Hence the moral: spend all your money on goods (potions and what I advise on the passage), go empty-handed, and no one is afraid of you at this time. But you can also fight with creatures - this brings money and, sometimes, potions (from the undead).

The source - about its location below - is a very convenient way to "recover". But he returns health, magic, focus to usual maximum, and spells and potions can raise parameters above the maximum.

Elements of magic

The magic system here is largely borrowed from Robert Jordan's Wheel of Time: the same five elements (four ordinary and Spirit), the same tradition of calling spells "weaves". Weaving begins with one element and ends with another; these combinations are spells.

In some cases (they will say when) it is possible to simply “direct a stream of Fire (Earth, Spirit, etc.) - this phraseology is also from Jordan.

Here is the list of spells:

    Life Steal: Air and Spirit. Enemy -3, player +3 health.

    Geyser: Water and Earth. Damage 4-6. 50% take 1 Spirit Power from the enemy and give it to the player

    Freezing: Air and Water Freezes an enemy for 1 turn and takes away 2 health from them.

    Healing: Spirit and Water. Restores 7 health points.

    Concentration: Earth and Spirit. Concentration + 15 units, but not higher than 100.

    Meteor: Fire and Earth 5 damage. 20% stun enemy for 1 turn

    Fire Blade: Fire and Spirit. Deals 8 damage.

    Fire ball: Fire + Air 5 damage and -5 Focus to the enemy

    Absentmindedness: Fireboy and Watergirl Enemy Focus -10

    Shield: Air and Earth. Provides protection from harmful effects for 1 turn.

    Ice Bee: special(obtained not from the book). Air, Spirit and Water - 2 times 4-6 damage, the spell works always. When hit by a magic Shield, only one bee deals damage.

Items

Represented mainly by books, potions and amulets. To use them, you need the "Enable pause" command.

Books describe spells, and it is enough to read them once, and then you can carry them to the fence.

Potions one-time increase one of the three main parameters - health, concentration (potions of intuition) or magic, and you can carry no more than 3 of each type with you. Surplus potions are recommended to be stored in a chest.

Amulets give a permanent effect, and they must also be worn, and no more than two:

Winds: Air+1, Spirit+1.

Will: Focus +10.

Waves: Air+1, Water+1.

Blood: Spirit+2.

Sveta: Fire+1, Air+1.

Harvest: Earth+1, Water+1.

Walkthrough

Here is a sequence of actions, which, as a rule, is enough to defeat Doo-Rak.

We go to the village, we take the book of the Spirit and the amulet of Light from the merchant of magical items. We read the book, after which, as mentioned above, we sell it to the Buyer. Then we go under the spell of Concentration: hiding places with money (“You noticed something shiny”) do not skip a trace.

Other books will also be useful to us, especially the book of Air, but we will deal with it when there is enough money.

We approach the girl, we treat the woman with a spell, we get a rose as a gift.

We go to the crossroads (noticing a "strange black formation" near it - ignore his. This is the case when observation plays a cruel joke with us), from there to the Dark Forest.

Forest

We notice a small path to the west of the main one (the concentration must be at least 90 for this), we go along it and pick up the multicolor. (It’s worth going to the city, handing over the flower to the healer and returning - then we’ll get another one from the witch a little later.)

Now (if the magic of the Spirit > 1, otherwise we’ll wait with this) we’ll take a walk along the trodden path: turn onto an untrodden path, find the bones - send a trickle of the Spirit at them (without searching), then, at the request of the ghost, direct the maximum magic of the Spirit and get as a prize + 4 to Spirit magic. This will be of great use to us!

We get out along the familiar path and go along the overgrown path to the left, where, having made our way through the bushes and further, we go forward to a clearing with a stream and a house. On the way, ice bees will sting us (5 times), but in which case we just stop to rest and heal (the Shield spell also helps - it reduces harm from bees). When the “last push” remains, we rest, bringing Concentration to 100.

We examine the motionless body (we simply won't find it with low Concentration!), refresh ourselves from the stream until we are completely satisfied, and go to the house.

Here, if necessary, experiment - there are many options for communicating with a witch, and there you can get pretty much all sorts of usefulness. Here is a simple but effective way: “Master! Open the gates”, “Oh yes, let me introduce myself, madam”, “What could be more beautiful…”. This path gives us the spell "Ice bee" - see the manual - with the right to use five times, as well as a multicolor (if you didn't have one more with you).

Comment: against the great magician "Bee" will work only once, so we can safely spend four on any stray living creatures.

Now it's time to return to the village (let's not forget about the rise in Concentration - it's better not to leave money on the road), we go to the healer, we hand over the second multicolor to him (they reduce the price of the Magic potion for it, they give this very potion and money), we buy potions to the eyeballs and stomp back to the crossroads.

Cave of Mysteries

Advice: if you meet a racketeer along the way, the cheapest way to get rid of him is "You've got a pretty penny on you."

We put so many potions in the chest so that no more than one of each species remains, dive into the source, return to the crossroads and go to the Cave of Mysteries.

Here we need to go through three tasks, each of which gives a bonus.

Way of Will. We put protection depending on what is sent to us:

1. If Air, then Earth. If Water, then Fire.

2. If Air - Water. If Earth, then Air.

3. If Water, then Fire. If Spirit, then Spirit.

Path of Wisdom. Here the choice is fixed: Death, Water, Fire. We choose the amulet of Wind or Harvest.

Path of Knowledge(you need 1 of each element or 3 Spirits and 1 of Earth and Water). We act on the yellow flame with the Spirit, on the red - with Water, on the blue - with the Earth, on the violet - with anything except Fire, on the green - with anything but Air.

Rats

We return to the crossroads, we buy, we hand over to the Buyer two magic books obtained in the cave, and we ask about the plot. Then we stomp into the basement to beat the rats.

The Meteor spell does not work in the basement, and Focus does not increase above 70. Geyser, Fireball, Fire Blade work best.

Having killed the rats, we get, in addition to the reward, the right to look at the Buyer "for a mug of elixir", which doubles the current health.

We return to the crossroads and go to plunge into the Source.

Final fight

By the final fight we should have:

    3 potions of each type;

  • Now, with potions, we raise Concentration to 100, Magic so that the Spirit grows to 10, Health to 50. We go to the Buyer, avoiding battles (you can carry money in the form of books for sale for this!), Drink the elixir - we get Health 100.

    After that - to the crossroads and from there to the Sorcerer's Castle.

    We answer the guard that “Always ready!”, “That’s right!” and give money (because they carried 312 coins), "I am the defender of the humiliated and offended."

    Great Mage Characteristics:

    Health: 30-35

    Accuracy: 100

    Magic: 6-8 each element (total!)

    Potions: 2 Magic and 2 Intuition

    Owns all standard spells, but Healing restores him 8 hit points, and Absent-mindedness takes away 12 points of Concentration from the player.

    We will need the Ice Bee spell for finishing off (or to distract the Great Mage from finishing us off), the rest is for common sense.

    The magician can be killed, or exhausted or even reduced to a draw (mutual exhaustion), all this, in general, is a victory. Only the exchange rate of virtual money for real money depends on the "quality" of the victory... but do you need it?

    Attention! This text is recommended for reading only for those who either cannot complete a quest in any way, or for those who want to find new ways to complete a task. For those who have not yet tried to complete the task on their own, the text is contraindicated, the pleasure from the quest may disappear completely!

    Here is a list of all text quests in the game:

    • Amnesia

      • Customer: Gaalians
      • Execution planet: bearings
      • Player requirements: no
      • Waking up in the hospital and paying the bill for our treatment, we go out. The state is like after a week of hard drinking - I don’t remember anything, I don’t know anything, I can’t imagine what to do. First you need to find out what we have forgotten on this planet. We go to the spaceport and search our own ship. This does not add clarity, but now we have a stunner. Before further adventures, it is better to make a few preparations. In the grocery store we buy a bottle of vodka, and in the hunting store we buy a silencer and an optical sight.
      • Having prepared in this way, we go to the house of the nurse who picked us up. Before you go to him, we listen to the voices coming from the neighboring apartment. We go in there, we jam the malok with a staner and demand from the bearing of the weapon. We become happy owners of an automatic rifle. So that the bandits who robbed the apartment do not suffer, we destroy both. And we pay off the arrived law enforcement officer with a bottle of vodka.
      • Next we go to the nurse. After talking with him, we learn about the Gaalian from the Golden Lily bar. That's where we're heading. The Gaalian partially restores our memory with his story and, having given the password, sends us to the hunting shop. Arriving there, we say the password and get a map with the location of the drug lord and several cartridges for the gun. We return to the bar and together with the Gaalian we head to the villa of the mafia.
      • Now the combat part of the mission begins. Hiding in the bushes, we shoot at the first guard. We go around the house and, having met two guards, we order the Gaalian to shoot at one, while we ourselves deal with the other. We go into the house and go down to the bunker. Together with the Gaalian, we shoot bearings and pursue the escaped guard. He will stop at the locked door. To open the door, you need to solve a puzzle. For those who do not want to think about it, here is the formula for calculating the lock code: X=(10*(2^n))-10; where n is the number of days. When the door opens, we go in there. We open the nearest door and paralyze the Malok sitting at the table. We examine the monitors and go down to the lower floor. Bursting into the drug lord's office, we stumble upon an ambush and prefer to save our lives by surrender.
      • After that, you can laughingly learn about what our task on this planet actually was.
      • The quest has a few more additional features. So, with the help of the password received from the killed bearing (who still had a little friend), you can fall into the clutches of the bandits of Bullet Kosoruky. If you get out of this confrontation with honor, then the player's pockets will be replenished with additional cartridges. At the drug lord's villa, you can kill a large number of guards while diligently turning out their pockets.
    • Banquet

      • Goal: invite the Prince of Malok to visit the customer planet
      • Customer: everything except small ones
      • Fulfillment Planet: All Inhabited Except Maloks
      • Requirements for the player: bearing, human, Gaalian - warrior or pirate
      • The Malok prince Tardim has a great disrespect for the non-Nalok races. Therefore, it is quite difficult to win his favor so that he agrees to come to visit the customer planet. It is necessary to prove to the prince that representatives of the Nemalok races are also worthy of attention. This can be achieved by earning the respect of the prince himself, his wife, or both at once. I will give a brief description of one of the possible ways of passing.
      • Starting the game with a choice of costume, you should give preference to a strange design of belts and harnesses. Next, we meet the Maloka ambassadors as expected and greet the prince, hitting him with all his might in the teeth. Having received a retaliatory blow, we go to the prince's wife and kiss her hand. We bring guests to the banquet hall. We serve the table as follows: we put the bowl in the center, and stick the knife and fork into the table on the sides. For the first change of dishes, sour milk should be brought from the kitchen. After that, we stand on the side of the prince and wait for the end of the change of dishes. When the conversation begins, you should tell a tale about an order carved from Terron's skin. Then the people move on to strong drinks and you need to bring something to drink for the ambassadors. In order not to suffer with the choice, going out into the corridor we give a waiter in the ear and pick up his cart. We beat the approached cook in the eye and roll the cart into the hall. We make a toast in verse and drink our glass in one gulp. When the time comes to give gifts, we distribute them as follows: beautiful shells for the prince, a super rifle for the princess, and a satchel for the children. Then, seeing that the prince has already reached the necessary degree of respect for us, we invite him to go fishing on the planet customer. On this quest is considered successfully completed.
      • You can complete the quest by earning the respect of the princess. But in this case, it must be remembered that the princess is very fond of everything exotic and alien, but at the same time she is also small, therefore, she is extremely negative about manifestations of cowardice and caution.
      • If at a certain stage you do not hit the chef in the eye, but agree to his proposal, then you can take part in the process of preparing the traditional Maloksky alcoholic drink - cilantro.
    • bomber

      • Purpose: to cause panic in the city with the help of bombardment, but not to allow high destruction
      • Customer: Maloki
      • Fulfillment Planet: Humans
      • Requirements for the player: not a person, a pirate
      • A city map showing which projectiles have the best effect in different sectors is shown below. After analyzing it, we come to the conclusion that it will be effective to load 4 seismic charges, 4 thermal charges, and 7 poison charges into the aircraft. The wind, as stated in the introductory briefing, should be taken into account in this way:
      • Speed: 1-5, no drift
      • Speed: 6-7, per 0-1 sector
      • Speed: 8-12, for 1 sector
      • Speed: 13-14, for 1-2 sectors
      • Speed: 15-20, for 2 sectors
      • Speed: 20 and above, for 2-3 sectors
      • Sector 1 2 3 4 5
      • A T S OTS TO
      • B C TO TO FROM UTS
      • C TSO OST UTS UTS UTS
      • D OTS TS TS C
      • E T TCO T OST
      • The red color marks the charges that give the greatest destruction in this sector and therefore are undesirable for use. In blue - giving maximum panic.
      • Repeated hit in the same sector of the effect does not give any.
      • Remember that there is a dam in sector E2. If you hit it with a seismic charge, then the city sinks under water, and the quest is considered failed.
    • Borzukhan

      • Goal: Destroy the base of Borzukhan's lakusha
      • Customer: people
      • Player requirements: no
      • The quest has many possible ways of passing, I will give one of them. First you need to take off and, circling around the fire, move towards the haze seen nearby. There, sitting at a distance by the fire, we listen to the conversation. You should not listen to the bandits' conversations for a long time, it is better to carefully shoot them with a laser rifle. After searching the corpses, we communicate with the lying person and learn about the secret passage to the coast. We take the victim back to the camp and fly to the sea. We go down, examine the rocks and find the grotto. Entering the grotto, we open a secret passage. If it is closed, then you need to cut out the lock with a laser rifle. Once inside, go straight to the right. In the spacious hall we go into the left door and shoot at the bearing guarding the reactor. After searching the body, set the explosives and leave. Borzukhan himself will stand near the flyer. If you need him alive to exchange for 1000 credits, then you can try to stun him with a stunner. If not needed, it is better to kill immediately. After that, the quest is considered successfully completed.
      • The way to enter the base depends on where we fly after takeoff from the camp. The described method is the safest.
    • Driver

      • Purpose: to save the captured Roland by paying a debt for him - 900 chervonets
      • Customer: people
      • Fulfillment Planet: Humans
      • Player requirements: no
      • In order to collect the required amount, you will have to work as a truck driver, transporting goods and passengers in an area reminiscent of the wild west. There is no specific way to pass, so I will give only general tips.
      • Money can be obtained by odd jobs, bringing passengers, or freight. Routes can be:
      • Mines (coal at 5 chervonets per ton) - Shpik (sell coal for 12 hours per ton)
      • Landfill (metal at 10 chervonets per ton) - Shpik (sell metal at 23 hours per ton)
      • Farm (spinach at 25 chervonets per ton) – Mines (sell spinach at 45 h per ton)
      • By the rubidium mines (on the farm side) there is a larger truck, so it's worth taking it.
      • In the auto repair shop, it is desirable to make spikes on the truck, which will greatly facilitate disassembly on the roads.
      • In the Scorpions bar you can take a bearing to Shpik as a companion. Upon arrival in Shpik, the bearing will give up his gun.
      • When meeting on the roads, you can either pay for the fare (if you have money), or break away from your pursuers (if there is no cargo), or board the enemy. When a gun appears, it will be possible to shoot at the bandits.
      • After 900 gold coins have been collected, you need to go to the Iroquois to redeem Roland.
    • Diver

      • Objective: Deactivate weapons at the underwater station
      • Customer: people
      • Fulfillment Planet: Humans
      • Player requirements: no
      • There are several ways to complete the task. Here is the shortest way to remove a warhead from a rocket. Having plunged under water, we send the container down and swim after it. Having sailed through the gateway in the wall, we explore the mine. We find a blockage at the bottom of the mine and clear it in two steps, assigning a red card. We sail to the control center and, having looked around there, we find a yellow card in the terminal. We swim out of the control center and move to the wardroom. There we see another card in the terminal, insert all previously detected cards into it and start working. It is required to open rocket hatches with the help of a launcher. We finish working with the terminal, we swim out of the wardroom. We see that a hatch into the missile shaft has opened in the airlock. We go down there and screw the head off the rocket. After that, we put the head in the container and send it up, while we ourselves cling to the halyard and climb up next. Having got on the ship, we give the command to immediately depart and begin to think about returning to the customer planet.
      • There is also the possibility to leave the underwater station with the help of a bathyscaphe. But I suggest you consider this ability for yourself.
    • military registration and enlistment office

      • Objective: To help fulfill the recruitment plan
      • Customer: faeyane
      • Fulfillment Planet: Humans
      • Player Requirements: Merchant, Warrior
      • This quest does not have a single way of passing. It is necessary to fulfill the plan for the call. To do this, you need to methodically carry out the required promotional activities with the propaganda team. If you see that the required number of defenders of the fatherland is not reached within the prescribed period, then you will have to use illegal methods, such as bribes to the rector, the services of informers and raids on bars. If human rights activists begin to rally in front of the military registration and enlistment office, then their attitude needs to be urgently improved. This can be done either by transferring a certain amount to their account, or by showing high loyalty to the laws when communicating with conscripts and their parents. Of course, you need to order summonses on time and take tranquilizers. And then everything will work out!
    • Elections

      • Goal: win presidential elections on a sparsely populated planet
      • Customer: bearings
      • Execution Planet: Uninhabited
      • Player requirements: no
      • This quest does not have a specific way of passing - a lot depends on random factors and initial parameters. But the general strategy might be something like this. First you need to determine the main races, on which our election campaign will be mainly calculated. Of course, you need to focus on those races, whose representatives are more on the planet. And then it is necessary to act on the basis of the chosen preferences and knowing the characteristics of the races. Thus, the Gaalians are a race that helps others, loves beauty and harmony. Feyans are guided by the development of science and technology. Bearings like lawlessness and crime, as well as money. Maloki is crazy about everything military. Well, people are people.
      • Of course, one should not allow the attitude of any race to fall below the plinth. Remember that every percentage of those who are dissatisfied with you are votes in favor of the opponent! Sometimes it pays to compromise, even if it comes at the expense of the "core" races.
      • And a few more tricks. A press conference is a very profitable way to raise your profile, but it should not be used more than twice. Black PR is even more profitable, but there is a possibility that the idea will fail and you will lose a lot of votes.
    • Hyde-no

      • Purpose: to extract secret information from a computer network
      • Customer: bearings
      • Fulfillment Planet: Faeyans
      • Player requirements: no
      • Arriving on the planet, we get a note and, after reading it, we move in the direction of the nearest connection point to HydeNet. There we pay immediately for four hours of work and sit down in a chair. We get into the network. The network is a small maze with various guards between locations. The player has exploits to trick the guards, but there is a limited number of exploits that can be loaded at the same time.
      • There are several ways to get to the goal (if you wish, you can even make yourself a map). The mandatory location to visit is 2-1 - you need to find out the password there. I offer one of the options for passing (not the most profitable).
      • The first step is to download exploits from the hard drive to deceive the guards. Loading Shear, Jumper, Mirror and Graft. After that, we switch to hacker mode and follow this route:
      • South Bridge: First Port
      • Eastern bridge: the first port
      • South Bridge: second port
      • Western bridge: second port
      • Here you need to stop and examine the found temporary files. Find out the password ID-13. Move on:
      • Eastern bridge: second port
      • Eastern bridge: the first port
      • South Bridge: second port
      • Eastern bridge: second port
      • We transfer the password to the system and directly download the data to the hard disk. After that, the quest is considered completed.
      • For those who want to try all the additional features when completing this quest, I suggest using the map that was kindly provided to us by (o)ne. There is another option for the passage, in which the ranger receives an additional amount of money for the dexterity of actions, but I suggest that you find it yourself.
    • Depth

      • Goal: get an alien ship from the bottom of the ocean
      • Fulfillment Planet: Humans
      • Player requirements: no
      • This quest does not have a specific path, as the main parameters vary with each playthrough. Therefore, I will give only a few basic tips.
      • After listening to the introductory briefing, proceed to the dive. The first step is to pay attention to the depth of the target and, depending on this parameter, adjust the rate of immersion. It is necessary to remember about the bottom topography in order to prevent impacts on underwater rocks. If the depth allows, then first you need to orient the bathyscaphe over the target, turning it and controlling the speed. We must not forget the flow. When it’s not long to go down to the ship, you need to hastily throw away the ballast so as not to fall straight to the bottom. Having descended on the plateau, we turn on the searchlights, find an alien ship and, having hooked it with a grip, proceed to the ascent. To do this, we throw out all the ballast and rise to the surface at maximum speed.
    • Jumper

      • Purpose: to successfully test the device "Jumper"
      • Customer: people, Gaalians, Faeyans
      • Fulfillment Planet: Humans, Gaalians, Faeyans
      • Player requirements: no
      • This quest is not very difficult and consists of two parts: main and additional. To complete the main part, it is necessary to “jump” a special labyrinth with the help of the tested device. This device is very willing to waste energy, so they give you two batteries and promise that they can be charged at the stand. The tactics of a possible passage is as follows: with each jump, we jump to the next sector, and at the minimum distance. At the required time, we change, and then we recharge the battery.
      • I give one of the ways to overcome the stand: we start in Yellow-3, then we jump over to Red-4, after which we move to Purple-4. We change the battery and jump into Purple-3. The battery is recharging, and we are moving to Blue-3. From there - to Green-3, after which, with a clear conscience, we finish the test by jumping to the finish line.
      • An additional part of the quest, not required to complete, can increase earnings. For successful execution, you need to fully charge the batteries by touching the balls suspended at high altitude. Here is one of the possible (but far from ideal) ways to complete the task: on the first battery and on the first platform, jump to the 1st and 3rd ball. We rise to the second platform and there we touch the 1st and 2nd ball. We change the battery and use the 3rd ball, after which we return to the first platform. We charge from the 4th and 5th ball, after which we change the battery, finish off the 2nd ball and, having risen to the second platform, the 4th ball. Mission completed.
    • >Elus
      • Goal: Win the Elus Game Championship
      • Customer: Gaalians
      • Fulfillment Planet: Maloki
      • Player requirements: no
      • The Elus Championship is held in three rounds of increasing difficulty. The essence of the game is as follows: the computer puts several figures in a certain sequence, obeying one of the possible rules. The goal of the player is to guess this rule and place the next pieces following it. The winner is the one who completed all the tasks with the least number of errors. Next, I give possible variants of the rules for all stages of the game - you just have to guess which one is used in your case.
      • The first round is the easiest. Rule options:
      • Go with a figure of a different size
      • Move a piece of a different color
      • Move with a different type of piece
      • Go figure the same size
      • Move with a piece of the same color
      • Move a piece of the same type
      • The second round is more difficult. Rule options:
      • If the last sign is large, then go with a blue sign, otherwise - yellow
      • If the last sign is large, then go around, otherwise - a sign of the same color
      • If the last sign is blue, then go around, otherwise - a rhombus
      • If the last sign is a circle, then go with a small sign, otherwise - with a large one.
      • If the last sign is large, then go with a yellow sign, otherwise - blue
      • If the last sign is yellow, then go around, otherwise - a rhombus
      • If the last sign is a circle, then go with a blue sign, otherwise - yellow
      • If the last sign is large, then go around, otherwise - a rhombus
      • Third most difficult:
      • If the last character is large, then go with a blue character, otherwise - with a character of the same type
      • If the last sign is large, then go with a blue sign, otherwise - with a sign of a different color
      • If the last sign is blue, then go with a large sign, otherwise - with a sign of a different type
      • If the last sign is large, then go with a yellow sign, otherwise - with a rhombus
      • If the last sign is blue, then go with a big sign, otherwise - around
      • If the last sign is a circle, then go with a yellow sign, otherwise - with a small one.
    • Xenologist

      • Objective: Uncover the causes of the strange murders at the xenology base
      • Customer: people, Gaalians, Faeyans
      • Execution Planet: Uninhabited
      • Player requirements: no
      • Arriving on the desired planet, we listen to a brief briefing and proceed to the task. The first step is to learn the local language. To do this, we go to the personnel training class and try to find out about the disks with the language from the local operator. He is not in the mood at the moment, so you first need to tell him a joke, and then try to get information about the disks. We leave the building and communicate with the robot. When asked about the disks, he says that something similar was noticed by him on the technical floor in the waste. We go there and find the first disk. Next, we follow the communication hall and, sitting in the chair of the terminal, we find a note. From the text of the note it follows that the second disk lives with the professor. We go to the professor, ask about disks and after a while we become happy owners of a full course of the local language. In the staff training class, we use these disks (the installation password is 8) and learn to speak Akabos.
      • Now you need to get permission to exit the base. To do this, you need to pass the test to the professor. You can answer the questions he proposed in any way - all answers are correct. After that, we leave the building, present a permit to the robot and leave for the forest. There we wait for the akabos and begin to communicate with them. In no case should you tell them about technical achievements! Therefore, we say that we came from a distant village, and then we ask what happened to the previous xenologists. Akabosy want to make sure of our ingenuity, so they ask the question about the correct sawing of the plank. You don't even have to try to think about its solution - there are no correct answers among the proposed options. We answer as you like and return to the station. There we go to the laboratory of xenobiologists and ask to solve the problem. With a ready decision, we again stomp into the forest and, having waited for the natives, we present it to them.
      • This is followed by a fight of minds between you and the natives. You need to defeat the local champion in the game "Rock, paper, scissors". Since this event depends entirely on a random factor, there are two possible options for further life after the game.
      • First option. The ranger defeats the akabos. In this case, we follow the losers and at the last moment, with the help of the intervention of the shaman, we are saved from inevitable death. From the shaman we learn about the reason for the murders of xenologists and return to the base. We tell the representative of the customer about this and begin preparations for departure. To obtain permission to depart, you must wake up the professor. Trying to do it yourself will get you nowhere. Therefore, we follow the office of xenobiologists and there we learn how to wake up the professor. This requires a special whistle. We go up to the technical floor and ask the robot, who voluntarily blows the whistle. We return to the staff bedroom, whistle, wake up the professor and get permission. Again we go to the technical floor and there, presenting permission, we get out of the planet.
      • Second option. The native mind defeated the ranger. In this case, further conversation with the akabos is interrupted by the landing of the Malok ship. We run to the base, and from there to the landed ship. It is useless to communicate with maloks, it is better to immediately stomp back to the station. Having reported the situation to the chief, we proceed to resist the invasion of the Maloks. In the staff training hall, we communicate with Andrey and perceive his idea of ​​\u200b\u200bsabotage in the Malokov camp. Andrey also gives a detonator. It remains to find depleted uranium (a cabinet in the xenobiology laboratory) and a timer (technical floor). In order to get the timer, you need to interrupt the recharging of the robot. After that, with all the assembled parts, we follow the laboratory of xenologists. We commit sabotage, listen to the last explanations of the local xenologist and return to the customer planet for money.
    • Xenopark

      • Purpose: to feed rare animals with exotic food
      • Customer: bearings
      • Execution planet: bearings
      • Requirements for the player: not small
      • The quest is quite simple and has only one solution. In short, its essence is as follows: rare animals are kept in the xenopark, but as a result of an accident, all the plates on the cages were mixed up and now it is not known which animal is in the cage and what to feed it with. You will have to figure this out. In total, the xenopark has 5 cages with animals and 7 types of food. Your goal is to guess which animal is in the cage and give it the right food. If you give the wrong food, then the animal will either ignore the food, or get sick, or even die. For those who do not want to spend time comparing the descriptions of animals in books with their appearance and experimenting, here is the correct solution:
      • The Beast in the first cage (Big Habbat plate) prefers "Kwak To-Us Leatherflower";
      • The animal in the second cage (tablet Swamp Zhvyrklats) loves "Haapt Balls" and "Hydrocarbon tincture";
      • The animal in the third cage (tablet Klisansky proto-spok) likes to eat "Vatska kryambusina";
      • The beast in the fourth cell (tablet Noble Aishaut) chooses "Glandular Laap-Shu" and "Granular Zirki";
      • The Beast in the fifth cage (the Sandthorn plate) does not care for the soul in "Just Photons".
      • After all the animals are fed, you can find out what their correct names were.
    • labyrinth

      • Purpose: remember your task and complete it
      • Customer: faeyane
      • Fulfillment Planet: Gaalians
      • Player requirements: no
      • To successfully complete this ritual, it is necessary to collect the required number of hwacher eggs in the labyrinth and then defeat the penchekryak with the help of the hatched hatchets. First you need to buy from the hunter in the village all the things that he sells - it will come in handy. Entering the labyrinth, you should be guided by the given map. Eggs usually lie in dead ends.
      • When meeting with a hwacher, you need to throw powder from the Chwahi root into his eyes. If the purchased worm starts to squeak, then you can find the root and use it to restore some health.
      • After collecting 7-8 pieces of eggs, you can return to the exit. Hvachiki will hatch and rush at penchekryak. It is necessary with the help of a shirt-front to make the hvachiks more ferocious and evil, and then they will gladly bite the monster.
    • Easy job

      • Purpose: to deal with strange things happening on the planet
      • Customer: any
      • Fulfillment Planet: Gaalians
      • Player requirements: no
      • The quest has the only correct solution, so if you find it difficult to find it yourself, then follow the suggested instructions.
      • Arriving on the planet, we forget about the agent and with a clear conscience we go to the city. There we follow to the bar "D-El" and, after looking around, we approach the bearing, in front of which there is a mountain of booze. We communicate with him and, having elicited information about the mail robot, we return to the square. From there we stomp to the post office, we approach the informant robot and say the password. We find out the addresses of those who ordered the parcels and, fulfilling the bearing request, we finish off the robot. We return to the bar and get 15 grunts from the bearing. We go to the gravitaxi parking lot to check the addresses. In order not to suffer, we immediately fly to Mud-bog Avenue. There we find a note, read it and move to the museum. We communicate with the professor and go to the hotel. Attempts by a journalist to talk to us are ignored. We pay with grunts for a room and get enough sleep.
      • In the morning we go to the professor. We enter the door and find a picture of a complete defeat. We rewrite the address from the professor's notes and follow it. We go into the house and, having found the attacking monster, we bounce to the side. After that, we slowly move to the door and, entering the corridor, we run through the far door. We press the switch and, while the monster is beating at the door, we examine the computer. When the monster breaks into the room, we repel its attack and continue to work with the computer. When the self-destruct system is turned on, we approach the shield and try to break into the door opening system. At the moment when this happens, we run through the door opposite. We enter there and, going down the stairs, we proceed to solve the problem. You need to press the lock buttons. When pressed, the button changes the number from 1 to 0 and back, and with it, all the buttons next to it change the values. It is necessary that all buttons turn to zero, then the lock will open. This is achieved as follows: you need to reduce the problem to ensure that only one unit in the corner remains on the field (as in the piece of paper found), and then follow the solution given in this piece of paper. After the door opens, we leave the hospitable building and meet with the girl previously seen in the alley. We communicate with her and agree to participate in the assault. We rest and recruit people and equipment. The easiest way is to attack through the roof, you will need a flyer, electronic intelligence and a few fighters. When the Molgaar that this hunt is after flies away, it will be necessary to take on the role of a rocket launcher and shoot him. The necessary corrections for the wind must be made in accordance with the instructions given in the quest. It takes three hits to destroy a flyer.
      • The given way of passing is the simplest and bypasses a large number of details that the quest is rich in. So, you can travel to other addresses that the mail robot gave out, and to open one of the doors in the mansion with the monster, there is an alternative method related to solving a logical problem. Well, to attack the mansion of Molgaar, you can use various tactics.
    • Ski resort

      • Goal: Earn 1,000,000 credits for the ski resort in 20 days
      • Customer: any
      • Player Requirements: Merchant
      • This quest does not have a single way of passing and is an economic simulator. To achieve your goal, you will have to increase the capital of the resort from 100,000 credits to 1,000,000 in 20 days. To do this, you must constantly develop the resort, giving priority attention to those indicators that are beginning to be missed. Moreover, it is desirable to build new facilities without waiting until the resort's capacity is not enough. At the very beginning, when there is not enough money, you can not spend money on advertising, but at the same time you need to vigilantly ensure that the popularity of the resort does not fall to zero - then the quest will fail. In the future, it is desirable to increase deductions for advertising.
      • It is helpful to start every day with a conversation with an economist - this will allow you to most fully determine the best priorities in construction.
      • After the quest is completed, you will be asked to continue saving money, increasing the capital to 10 million. The reward for this will be an additional 10,000 credits paid out right there. Decide for yourself whether the money is worth a few more days spent at the resort.
    • Ministry

      • Purpose: to get documents for the lease of the island
      • Customer: bearings
      • Fulfillment Planet: Humans
      • Player requirements: no
      • The quest tests your resistance to bureaucracy. A visit to a ministry should begin with a visit to the secretariat. It is necessary to start an informal conversation with the secretary, asking her name, and then play cards with her. It all depends on your ability to play point. You need to win her hours and points, and then the game will stop by itself. After the secretary loses her glasses, she will no longer be able to keep a vigilant eye on the trash can, and the cap can be removed from this receptacle of used items. Putting on a cap, we return to the hall and talk with the commandant. He, noticing our headdress and comparing it with what he saw in the days of his youth, gladly answers all questions. So, you can find out from him that the office we needed used to really live in the basement, but now she has moved to the toilet. We go there and knock on the second booth. We answer all the questions of the clerk (the answers do not matter) and, having taken the papers, we return to the secretary. We return her things (it’s a pity, of course, but she can’t do anything without glasses) and ask her to certify the papers.
      • Now we stomp to the main house. He arranges a small test to test our sanity. For all his questions, among the proposed answers, there are several correct ones, here I will give those that give a 100% positive result:
      • Turn on the vector, energy and navigation systems, check all indicators and start the engines.
      • Penchekryak meat is too tough for frying. It can only be boiled.
      • The answer doesn't matter.
      • They live at the expense of the people.
      • Expensive weapon.
      • Further, we learn that all the previous actions were done in vain, but we should have immediately gone to the head of the transport department. But he is not up to our petty papers - he urgently needs a fish. We step to our informant - the commandant and we get a fishing rod from him. We leave the ministry and approach the lake. We climb into it, fumble with our hands and find a leech. We fasten a leech and slap back into the building. There we go down to the basement and throw the fishing rod into the hole with water. We catch fish. Then we take it to the head of the transport department and complete the quest.
      • In this quest, you can earn an additional 80 credits by trading a crowbar for 20 credits from the workers in the brush manager's room and using it to break through the door in the basement.
    • Mouzon

      • Goal: win the music festival
      • Customer: people
      • Fulfillment Planet: Humans
      • Player requirements: no
      • Arriving on the planet and sleeping off at the hotel, we start creating a super rock band. In theory, all musicians can be found through a computer without leaving the hotel, but this will require a lot of money. So it's better to run. To begin with, turning on the laptop, we arrange a search for musical instruments and buy strings and drumsticks. Then, so that the computer does not stand idle, we go to the library and begin to educate ourselves. We read a book about billiards, study the rules of etiquette and modern lyrics. Then we turn off the computer and go to the square.
      • First of all, we bring ourselves to the mind of a normal rock musician. That is, we go to the tattoo parlor, make all possible tattoos and pierce the ear. At the same time, we are interested in the presence of a musician and find out that you can try to look for a keyboard player in the billiard room. We leave and go to the rock club. There we seduce a drummer with a pierced ear and drumsticks and hire him into the group. We follow the long street, show tattoos and strings to the guitarist and also invite him to the team. Then we go to the hotel and wait for the night.
      • We go to the billiard room. Having found the keyboard player, we beat him in billiards and take him to the group. Then we go to a bar, where with our polite request we simply conquer the bass player. We exchange the book of poetry received at the hotel for the consent of the bass player to participate in a rock band. After that, we return to the hotel and go to bed.
      • In the morning we go outside and follow the studio. We order the most expensive song for ourselves for seven minutes. Then we submit an application for participation in the concert and proceed to rehearsals. Money, no matter how sorry, we use to raise the skill of the group as a whole and each musician (not forgetting his beloved) individually. Then we wait for the concert and, having drunk a bottle of beer to cheer up, we go to the stadium.
      • We begin our performance with musical actions. We all play together, and each musician performs his signature numbers. All this should be interspersed with special effects and hooligan actions. As a result, if everything went as I described earlier, the group's rating should approach 200 units, which gives a big lead over the competition.
    • drugs

      • Purpose: to arrive at the specified address and provide a bearing service named Kuucha von Yucha
      • Customer: Maloki
      • Execution planet: bearings
      • Requirements for the player: any, except bearing
      • The quest has several very different options for passing. The first plot fork begins in the car - you can safely drive to Kuuchi's lair, or you can escape from the car and plunge into life full of dangers on the Peleng planet. The option with actions in the Kuuchi mansion is filled with all sorts of logic puzzles, and walking around the planet is fraught with a very high danger to life. Each of the two main paths has several more forks. Here I will give the shortest version of the walkthrough associated with escaping from the car, and leave for personal consideration each solution to the problems of the von Yuchi mansion.
      • So, having escaped from the car, we catch a taxi and follow the bearing that met us. On the way we talk with the driver. After getting out of the car, we go to the store "Everything" and buy a camera. Further in the tavern we communicate with the owner, listen to his request and head to the company of bearings. We win them in dice and ask the delighted owner about the man with red eyes. After that, we follow him and, seeing a terrible scene of cannibalism, we photograph it. Then we pay the approaching bearing for silence 50 credits and, having received the documents, we successfully complete the quest.
      • I strongly recommend completing this quest in several ways, as it is very interesting. Solving puzzles in Kuuchi von Yuchi's mansion can keep you busy for a long time.
    • Olympics

      • Goal: Win your team of clerks in the "Clerks Without Borders" competition
      • Customer: people
      • Fulfillment Planet: Humans
      • Player requirements: no
      • First you need to determine the specialization of your fighters. Therefore, we conduct several sparring sessions in order to find out the preferences of the fighters. Having orientated, we assign each training in accordance with his specialization. You can even make a small table on paper so as not to rely only on your memory. There are few available workouts, but with the right approach, it should be enough. In extreme cases, you will have to pay money to spend a few more sparring.
      • The schedule of all competitions and requirements for players can be found in the booklet of the Olympiad. In critical cases, you can use the help of trainers in the gym, but it costs money. On the eve of the competition, it is better for the fighter who will participate in it not to train, but to sleep, fatigue is a very important factor, the success of the competition largely depends on it.
    • Amusement park

      • Purpose: to restore the functionality of the amusement park
      • Customer: people
      • Fulfillment Planet: Humans
      • Player Requirements: Merchant or Warrior
      • After talking with the communicator and assessing the scale of the disaster, we move on. At slot machines, you can try your luck and earn some local money. In general, at the end of the quest, all remaining coins can be exchanged for galactic credits at a favorable rate, so you should try to earn more of them. So, back to the pointer stone. First you should go to the left (because we don’t have a horse, so there’s nothing to lose!). Having pulled out a scroll from the lake, we communicate with the robot inhabiting it. To get the transport necessary for the robot, you will have to correctly answer Vasilisa's three questions. Here are the correct answers:
      • In the fairy tale "The Magic Ring" Martynko paid 100 rubles for the cat Vaska;
      • "Go there - I don't know where, bring that - I don't know what"? - this is how the hero was sent in the fairy tale about Fedot the Sagittarius;
      • Ivan Tsarevich became the husband of the Frog Princess.
      • After completing the testing, we activate the received scroll with the spell and become the owner of the green cube. We return to the fork.
      • Now we follow in the right direction. Waking up after a blow to the head, we choose a weapon for the battle with the Serpent-Gorynych. You can choose any weapon, except for a spear with an ultrasonic tip and a mace with a hydraulic booster. The choice will depend on the tactics of the battle. So, you can fight with a crossbow at a distance, and with a heavy sword only in a direct attack. The best choice, in my opinion, would be a treasure sword and a shield. Constantly changing tactics, we kill Gorynych. Having received 20 coins and an orange cube, we return to the pointer stone.
      • From there we go in the only possible direction - straight. To get a blue cube, you will either have to participate in the auction, or, if you have 70 coins, peacefully negotiate with Baba Yaga. At the auction, it will be possible to trade a cube for 40 coins. If this amount is too heavy, then before the auction, you should look for additional sources of funding. Having answered the question of Kalistrat Mudrilo that “four sayings are false”, we get 50 coins. Now you can participate in the auction. The main thing in trading is not to assign an amount of 25 coins - after that, a loss follows.
      • Having successfully traded the cube, we ignore the Alyonushki International concert and continue the task. In the tavern, we raise our health somewhat (however, if you rent the entire banquet hall for a lot of money, then your health will not improve). On the other hand, if the next task is completed correctly the first time, then the value of health no longer plays a special role. The blue die, the object of this next task, is in the md square. Having acquired the cube, we follow further, we communicate with the communicator. The door opens with the password "Sim-Sim, open!".
      • The cubes must be placed in the cells in such a way that the result is a rainbow, that is, under the letter A - orange, N - green, B - blue, O - blue. Next, we reboot the system, change the money at the rate and return to the customer planet for a reward.
    • Pachvarash

      • Purpose: to pass the sacred Pelengsky ritual
      • Customer: bearings
      • Execution planet: bearings
      • Player requirements: no
      • In this quest, the ranger's consciousness with the help of special equipment will be placed in a small three-legged sacred creature - pachvarash. In the body of this animal, you will need to fulfill certain requirements: peaceful or combat. The peaceful way is to increase the weight to 100 kg, dig a hole of 50 ar and win the respect of other pachvarash up to 50%. The battle path is to kill and save the scalps of 5 pachvarash and then win the battle with the leader.
      • Weight is gained by eating grass. Grass grows next to the hole and in the meadow. In the meadow, it is tastier and more satisfying, but in order to eat freely there, you must be a respected person and be able to stand up for yourself. Health is restored by rest.
      • The passing strategy is as follows: first fight with weak opponents and eat grass only at the hole, and then, as weight and respect grow, move on to strong opponents and a good meadow.
    • Pilot

      • Purpose: to obtain a pilot's certificate
      • Customer: bearings
      • Fulfillment Planet: Faeyans
      • Player Requirements: Not a Faeyan
      • The quest has several options for passing. If at the very beginning you choose door No. 1, then you can help the Gaalian arrange his personal life by bringing him together with Maloksha Bigbuba and thereby successfully pass the theory. When choosing door number 3, we get to a bribe taker who, for a modest fee, indicates the correct answers to questions. Behind the second door lives a feyanin who will have to answer questions without any help, but if you answer all three correctly, the examiner will free us from the practical part of the exam. Just in case, I give the correct answers to all possible problems.
      • Answers to tasks:
      • Protection generator power at the price of the first engine:
      • 110 cr. - the answer is "10%" 150 kr. - the answer is "20%" 180 kr. - the answer is "15%"
      • The captain's cabin, if the statement of the second question contains an indication:
      • "D meets" or "B meets" - the correct answer is "Cabin 1"
      • “A meets” or “never meets” - the correct answer is “Cabin 3”
      • Airfare based on tank capacity:
      • Capacity 47 - 240 cr. capacity 52 - 260 cr. capacity 60 – 230 cr.
      • The practical part is to shoot down asteroids and has no difficulty in passing.
    • Pizza

      • Objective: to take one of the first three places in the competition by making a pizza that all the judges will like
      • Customer: everything except small ones
      • Execution Planet: Any inhabited
      • Player requirements: no
      • Arriving on the planet where the competition will take place, do not be lazy and go to a restaurant. There you need to try all kinds of pizzas in order to understand what the judges will need from you.
      • Before the start of the competition, give the correspondent an interview to increase the sympathy of the audience. This will work best if the answers are as follows:
      • I represent the Galaxy Rangers!
      • Yes. This is my debut.
      • Excellent! I'll rip their asses off.
      • It is better to use the services of a bearing that offers to bribe a judge. It is better to bribe the judge who single-handedly represents his race in the competition. That is, if there are judges - 2 maloks, 2 feyanins and one person, then a person needs to be bribed, because in this case it will not be necessary to please the tastes of the human race.
      • Pizza ingredients must be chosen based on who sits on the jury. So, the Pelengsky judges love fish, exotic and vegetable supplements, for the little ones, the calorie content of food is most important. People like a balanced pizza that has a little bit of everything. Faeyan pizza is more of a salad full of plant foods. Well, the Gaalians most of all appreciate the exoticism and aesthetics of pizza.
      • Based on these simple rules, try to cook a pizza that will satisfy all the judges. If you don't succeed the first time, don't worry. In this quest, a lot depends on the random factor. Try again and success will come to you!
    • Plasma checkers

      • Goal: Win the Hyper Jumping Plasma Dash Championship
      • Customer: everyone except people
      • Fulfillment Planet: Humans
      • Player requirements: no
      • The task consists in solving a puzzle - it is necessary on a board of 7 cells with 3 white and 3 black checkers to swap the checkers in 15 moves. A checker can move to an empty space if it is adjacent, or if it is one cell away from it. Here is the solution to this puzzle:
      • It is necessary to move the checkers in the following sequence (the numbers of the cells on which they are located are indicated):
      • 3 5 6 4 2 1 3 5 7 6 4 2 3 5 4
    • player

      • Purpose: to fix the ancient device - DND-player
      • Customer: faeyane
      • Fulfillment Planet: Faeyans
      • Player requirements: no
      • This quest is one of the shortest and the task offered in it has only one solution. When choosing cells, you must indicate the 2nd and 8th cell (the sequence is not important). After that, you can safely fly to the planet-customer for a reward.
    • robots

      • Goal: to win battles on fighting robots
      • Customer: Gaalians
      • Fulfillment Planet: Maloki
      • Player requirements: no
      • A fairly simple quest, although very much dependent on chance. Before each fight, you need to go to the bar and communicate with its regulars in order to determine the weaknesses and strengths of the opponents. Having learned about the preferences of rivals, you need to act in battle in accordance with the information received. So, if the opponent likes to use a missile attack, then the anti-missile maneuver should become the preferred method of defense, if the enemy loves torpedoes, then you need to defend yourself with a jammer. You can also spare a little money and improve your means of attack in the workshop.
      • After you win three mandatory battles, you will be offered to take part in underground battles for an additional reward. In this case, you will be given a powerful robot, but there will be no information about the enemy, and each subsequent enemy will be more and more powerful. Unfortunately, the reward for these battles can only be called symbolic - 250, 500, 1000... credits. Typically, these amounts are quite small compared to the cost of the main part of the assignment. These battles can be ended at any time.
    • svarokok

      • Objective: Hunt 10 Svarokok Legs
      • Customer: everything except small ones
      • Fulfillment Planet: Maloki
      • Player requirements: no
      • Having started the quest and listened to the briefing, we go hunting. First of all, we make a wooden club for ourselves, then we catch a few knash, we tear a few flowers. After that, we proceed to the actual hunting.
      • The basic rules for hunting are as follows:
      • It is best to catch svarokok on knash. In this case, health is not wasted and paws are mined whole. But this method works only if stealth is sufficiently developed. If stealth is low, then you have to fight the beast in hand-to-hand combat. Then you need to focus on which parameter is greater: if the power is great, then it is better to repel the attack of the animal with a club, but if the character is very dexterous, then you need to take up the knife.
      • While the svarokok is far away, you need to either train, or catch knash, or restore health. The following types of training are available:
      • Working with a log increases strength;
      • Shaking a karteng tree increases agility;
      • Walking through the chrum-crunch thickets develops stealth.
      • It is better to restore health with health flowers found at the very beginning. If they are not, then you can eat any other plants.
      • If the club breaks, then you can cut yourself a new one, but only if the knife has not yet been serrated.
      • A Svarokok can defeat a hunter even if the hunter is 100% strong, agile, or stealthy. However, the hunter will have the best chance in such a situation when hunting with a knash as a bait, then with a club, and the knife gives the least chance.
      • You can fight with your bare hands, but it is much harder, and the foot is most often damaged.
      • You can not make a network for knash if the welder is closer than 200 grags.
      • You can’t catch knash and make a club if the weld is closer than 220 grags.
    • Pharaoh

      • Objective: open the tomb
      • Customer: Gaalians
      • Execution planet: bearings
      • Player requirements: no
      • In order to successfully complete this quest, you must solve a logical problem. It consists in the fact that it is necessary to determine the order of birth of the sons of the pharaoh. In the additional part of the quest (for a separate reward), you will also be asked to guess the characters of the sons of the pharaoh. I will not give a complete solution, since it is rather cumbersome, but I indicate the correct answers.
      • Order of birth of brothers (1 - senior, 7 - junior):
      • (wise guy) Commander
      • (fighter) Yeptimat
      • (glutton) Anusptis
      • (womanizer) Vertepopes
      • (merry fellow) Ramzetz
      • (coward) Seremtut
      • (dirty) Moichrenes
    • Faryuki

      • Purpose: to pull out six "faruks" through the gate of the plant
      • Customer: everyone except feyan
      • Fulfillment Planet: Faeyans
      • Player Requirements: Merchant or Pirate
      • In order for the “sniffer” detector at the checkpoint not to smell faruks in the exported wheelbarrow, it is necessary that the total Value of the Relative Non-aroma (RH) of the wheelbarrow reaches exactly 80 units. Each of the available faruks is characterized by a certain value of BONi, in addition, there are ways to change the value of BONi with the help of flavorings. Faryukov taken out through the checkpoint can be thrown back. Here is the most uneconomical (in terms of the number of remaining flavors) solution:
      • spray vonylin on "Shaggy"
      • put in the wheelbarrow "Shaggy"
      • put in the wheelbarrow "Boot"
      • send Schnobel through the checkpoint
      • shake and sprinkle with cologne on the "Big"
      • sprinkle with vonylin on "Big"
      • put in a wheelbarrow "Big"
      • put in a wheelbarrow "Yellow-eye"
      • put in the wheelbarrow "Boot"
      • send Doubel through the checkpoint
      • spray vonilin on "Striped"
      • throw over the fence "Boot"
      • throw over the Blue Pouring Fence
      • put in the wheelbarrow "Blue filling"
      • put in a wheelbarrow "Striped"
      • put in the wheelbarrow "Boot"
      • send Pugel through the checkpoint
      • There are several more ways to pass, in which more flavors remain, but I suggest you find them yourself.
    • Fonsers

      • Goal: to win races on fireballs - foncers
      • Customer: everyone except people
      • Fulfillment Planet: Humans
      • Player requirements: no
      • The main task in this quest is to correctly determine the choice of the fonser and the modes of movement in different areas. Fonser should be chosen based on your own preferences. Sections of the route are passed depending on their type: on the plains you can drive at full speed, and in the canyons it is better to slow down and take care of protection.
      • It is impossible to give a certain way to complete this quest, since all its parameters change every game. But it is necessary to monitor the strength of the protective field, so as not to break to death.
    • citadels

      • Goal: win the Citadel competition
      • Customer: Gaalians
      • Fulfillment Planet: Humans
      • Player requirements: no
      • This competition will not be new to those who imagine the Magic the Gathering card game system. The essence of the game is to implement your projects, increasing resources and causing damage to the enemy. I don’t give detailed advice on the solution, because it will be too cumbersome, it’s easier to play the game yourself and after a few moves everything will become clear. You need to take one of the first three places in the competition according to the Olympic system, after which the quest will be considered successfully completed.
    • Quest Prison

      • Since the first part of the game, the prisons on the planets have not changed much. Several new features have been added, but the basics remain the same.
      • How to get into jail? It is necessary either to land on a planet that is hostile towards our ranger, or to change the attitude to hostile already on the planet. In any of these cases, we are tried and punished for a period of 60 to 90 days to be spent in prison. From the armored bus in which we are being transported, the quest begins.
      • If you are completely reluctant to sit (for example, important things are waiting in the opposite part of the galaxy), then you can escape. It's done like this: we start a fight with a prisoner, grab a gun from one of the guards and shoot at other guards (it doesn't always work, sometimes the guards shoot earlier). We release the rest of the prisoners and hide. We leave the bus, and hello ship!
      • It is possible, by releasing the prisoners, to surrender to the authorities. Then the guards will hate us, the term will be extended, but the convicts will immediately respect us.
      • How to live in prison? In prison, you can go to the library, to the gym, to work, to the canteen, to walk, as well as to gamble, cockroach races and participate in battles. There may be different survival tactics. You can work out in the library and, having become smart, play cards for money, while you can get out of prison with a noticeably larger amount than you sat down. You can swing in the gym and participate in battles, simultaneously racking up cellmates. It is better not to quarrel with the administration and security; if they demand a bribe, it is better to give it.
      • Tips: the one who wins in fisticuffs, the head of the prison can release ahead of schedule. If you play cockroach races, then you should remember that a cockroach can run a maximum of 70 m / h, and then it dies. If the respect of cellmates falls, you can get a tattoo or arrange a feast in the dining room. If you feel unwell, you need to go to eat in the dining room or pay for the services of a massage therapist.
      • Compared to the first part of the game, the following features have been added in the prison: now you can dig a tunnel, improve your health in the first-aid post, and also participate in amateur competitions.
      • You can get out of prison by winning the battles, breaking through the tunnel to the end, earning a good attitude from the authorities, or after serving your entire term.

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