Amnesia Space Rangers 2. Space Rangers Walkthrough (all quests)

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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 items. 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 separate 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 action. 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 ...

Foreword

The text quests in Space Rangers 2 remain one of the best parts of the game. Compared with the first part, their number has increased, and the content has expanded significantly.

Now there are fewer quests that have the only true path to a solution: a lot of them are not “problems”, but rather “games within a game”. Moreover, games of various genres... For those quests for which the algorithm is unambiguous, I will give a brief walkthrough, in the rest I will describe in detail the way to achieve victory.

The guide features the following quests:

Original

  • Amnesia
  • Banquet
  • bomber
  • Borzukhan
  • Driver
  • Diver
  • military registration and enlistment office
  • Elections
  • Hyde-no
  • Depth
  • Jumper
  • Xenologist
  • Xenopark
  • labyrinth
  • Easy job
  • Ski resort
  • Master of Iike-Baana
  • Ministry
  • Mouzon
  • drugs
  • Olympics
  • Amusement park
  • Pachvarash
  • Pilot
  • Pizza
  • Plasma checkers
  • player
  • robots
  • svarokok
  • Pharaoh
  • Faryuki
  • Fonsers
  • citadels
Addon Quests
  • Logics
  • Sorting
  • Edelweiss
  • Fishing Championship
  • Identikit
  • stealth
  • bad day ranger
  • Faeyan asylum
  • Tourists
  • Leonardo da Vinci
  • volcanic island
  • Lost Hero
  • Evil genius
  • Fifteen
  • Pirate's Nest
  • Testing
  • prologue
  • Colonization
  • Chief Editor
  • Dominator Witness Community
  • Mafia

Executor: anyone.
You need to deal with memory loss and other problems that hang on you...
There is only one solution, and here it is step by step.
Go to the spaceport, search your own ship (there is a stunner), go to the grocery store, buy a bottle of vodka, go to the hunting store, buy everything you can.
Now - to the orderly's house, go to the orderly, listen to the voices from different apartments, stun with a stunner, demand a weapon, ask who robbed the apartment, finish off the bearing, give the policeman a bottle of vodka.
Next - to the Golden Lily bar, talk to the Gaalian, go to the hunting store, tell the seller the password, go to the bar, go to the bearing, let the Gaalian go forward, carefully go around the house from behind, order the Gaalian to attack the left enemy, and shoot the right one yourself , go to the house, go down to the bunker, shoot bearings together with the Gaalian.
Calculate the lock code using the formula: X=(10*(2^n))-10 n is the number of days, open the door and leave the room, enter the nearest door, paralyze the malok with a stunner, go down to the floor below, drop the weapon and surrender.

Executor: not small, not a fairy, not a merchant.
The task is to convince the Malok prince to visit the planet-customer (therefore, you need not a malok - it will be uninteresting, not a feyanin or a merchant - it will be impossible).
In addition to the prince, there is also a princess and, how should I say it, princesses. You can fool any of them - that will be enough. The prince of Malok wants to see a thug, the princess wants to see a refined courtier ... In general, you understand. Here is the prince version:
As a costume, we put on a construction of belts and harnesses, “we meet the Maloka ambassadors, as expected”, give the prince in the teeth and spit in the face of the princess, after which we lead them to the banquet hall. We serve the table: we put a bowl, next we stick a fork and a knife into the table. We choose sour milk. We stand on the side near the princess, and when the prince asks why, we explain: "It's easier to feed cartridges and drag the corpses."
We talk about the order carved from Terron's casing, give it to the ear of the waiter, the cook - to the eye, read a poem as a toast, drink the proposed drink in one gulp, give the prince shells, the princess - a super rifle, sons - a satchel, an icon - a Papuan ... stop, something I got carried away. Finally, we invite the prince to go fishing and rejoice for half an hour.

Executor: pirate, not human.
For those who miss the vileness: you need to test the Maloka bomber. Bomb a city, causing a predetermined level of panic and destruction.
There are three types of shells: poisonous (we take 8), seismic (we take 3), thermal (4).
The "map" of the city is presented in the form of a table.
Where the letter O stands, the desired effect is produced by poison shells, etc. Bold font means that the effect is maximum, italics - unnecessarily large destruction. Sector D2, when hit by a seismic projectile, causes an instant loss. Re-entering a sector that has already been bombed has no effect.
The wind blows the projectiles. With a wind speed of 1-5 there is no drift, 6-7 - drift by 0-1 sector, 8-12 - strictly by 1 sector, 13-14 - by 1-2 sectors, 15-19 - 2 sectors, 20 and above - 2-3 sectors.
The wind changes at random intervals, but they are always at least 3 minutes.
Bombardment with one projectile takes 3 minutes, flight for 1 sector - 1 minute and 1 unit of fuel, other actions do not take time.

Borzukhan

Executor: anyone.
A simple mission to eliminate the lair of the Peleng pirate - lyakush Borzukhan.
Here is her short walkthrough.
“I’m ready,” fly into the smoke, sit quietly at a distance by the fire, listen to the conversation, shoot with a laser rifle, search the bodies of the bearings, inspect the lying person, go southwest into the forest.
Go down and wander through the forest, go deeper (if we fall into a trap, then repeat the procedure), further southwest, go down and wander through the forest, go deeper, throw a grenade out the window.
Now fly north into the mountains, to the cave, shoot the guards with a laser rifle, plant explosives and leave.

Driver

Executor: anyone.
It is necessary to find and redeem a certain Rolan from captivity.
This time we have a trading simulator. We ride around the territory (the map can be viewed in the game at any time) and are engaged in buying and selling, not forgetting to sleep and stock up on gasoline from time to time.
Lettuce is bought on the farm, sold in the mining village; coal from there and scrap metal from the military base (it is also a landfill) goes with a bang in the trading office of the city. In addition, you can earn extra money by driving - from time to time one or another passenger asks to be delivered somewhere.
There is one problem - local bandits, who sometimes try to stop us and collect "their share". How to deal with them? Firstly, buy spikes on the wheels from the car mechanic Screw: after that, if the jeep catches up with you, ride it, you will like the result. Secondly, if you are going empty - just run away. Thirdly, get a gun: you can get it from the bearing, which in the Scorpion bar asks to deliver it to the city. Stopping (if nothing else helps), fire at the bandits three times, and it's done. You can get more ammo if you ask the locals about weapons.
As soon as you get the required amount, 900 chervonets, roll to the Iroquois and redeem the guy.

Executor: anyone.
The task is to perform diving work (deactivate weapons) in an underwater mine. The task has slight variations in the solution, but in essence the way to cope with the task is one:
“There are no questions, let’s get started”, send the container down, swim down, swim through the lock in the wall, explore the mine, clear the blockage at the bottom of the mine, continue working (red card), swim to the “control center”, illuminate the control center with a searchlight and look around, explore the terminal (yellow card), swim out of the control room, swim to the "cabin room", illuminate the room with a searchlight and look around, go to the terminal, insert all the cards into the terminal, work with the terminal, "launcher" - open the missile hatches, finish the job with the terminal, move away from the terminal, swim out of the wardroom, swim through the airlock into the missile silo, remove the rocket head, put the head in the container and send it home, grab the halyard and rise with the container.

military registration and enlistment office

Executor: merchant or warrior.
The task is to fulfill the plan for recruiting recruits on some unimportant planet (for me it bore the proud name of "Jewish Home").
There are no difficulties here. We regularly hold various events with the propaganda team, sometimes we give a bribe to the rector, if someone specific is missing, you can use the services of informers once or twice. If our event leads to a too bad reputation among human rights activists, we make donations. That's all... Yes, don't forget to rest regularly!

Hyde-no

Executor: anyone.
By order of the bearings, we hack into the computer network with the server of the Macrohard company.
We pay for 4 hours, sit down in a chair and download exploits to overcome obstacles: Shear, Jumper, Mirror, Graft. In hacker mode, we go along the following trajectory: south bridge, east (first port), south (second port), west (second), study temporary files, then east (second), east (first), south (second), east, we pass the password and access the hard drive directly.

Executor: anyone.
In ancient times, when computers were big, there was such a fashionable toy - "Landing on the moon." "Depth" is her revival.
You have a bathyscaphe that needs to be carefully landed at a given point. You can control the thrust, monitor the coordinates of the bathyscaphe and the depth. The current sets the demolition of the bathyscaphe to the side. It is necessary, playing with the only parameters available to us - the direction of the bathyscaphe's nose and the traction force - to reach the right place, and not just anyhow, but at a low speed (no more than 40, but better less), otherwise you will be hit against the bottom so that you immediately complete the list of bottom minerals. In general, the moral is this: swim to the point from which the current will carry you where you need to, and slow down to a minimum.
Sometimes in the depths there is a monster; to part with it, turn on the searchlights and point the bathyscaphe with its nose straight at the stubborn creature.

Executor: anyone.
You need to test a certain device by "jumping" the maze.

Here is the solution:

start, yellow-3, red-4, purple-4 (we change the battery), purple-3 (the battery is automatically recharged), blue-3, green-2, finish area.

Solution of an additional problem:

go up to the first platform; we charge the battery for 8, 11, 6, 16 ergos; change the battery; climb to the second platform; we charge the battery for 7, 12, 15 ergos; change the battery; we charge the battery for 10 ergos; go to the first platform; We charge the battery for 14 ergos.

Xenologist

Executor: anyone.
This time, the brave ranger is offered the role of a private detective. A classic plot: a murder has occurred in a xenologist base isolated from civilization, and the circle of suspects is clear from the very beginning...
The solution is unique, but contains a fork.
So: "I'm ready to start an investigation", we go to the personnel training class, ask about the disks, tell a joke, ask about the disks, leave the building, ask the robot about the disks, go to the technical floor, rummage through the "Waste" box (the first disk), to the communications room, sit down in the terminal chair, go to the professor, “Would you like to look at the disks at your place? Maybe you have them somewhere? (the second disc will appear), enter the personnel training class, enter the password: 8, go to the professor, pull the ticket, answer questions at will (as a result, a permit is given), leave the building, show the robot a permit.
After waiting for the akabos: “I came from a village that is far from here”, ask about the death of previous xenologists, to the xenobiologists laboratory, ask to solve the riddle, go behind the fence to the akabos, play a game.
Further, depending on the success in the game:
If we win: to the staff bedroom, try to wake the professor, to the xenobiologists office, ask how to wake the professor, to the technical floor, ask the T-1000 if he took a whistle (a whistle appears), to the staff bedroom, blow a whistle (appears permission with a seal), to the technical floor, give permission to the robot.
If we lose: go to the malok ship, return to Rulez, to the personnel training class, ask Andrey for help in stopping the malok invasion (gives a detonator), to the xenobiologists office, rummage through the closet (we find depleted uranium), to the technical floor for the timer, interrupt recharging the robot, to the laboratory of xenologists.

Xenopark

Executor: not small.
The task is to feed the strange animals, on the cells of which the inscriptions are mixed up. The solution is, in the order of the cells: Kwak To-Us Kozhnotsvetny, Haapt's Balls and Hydrocarbon tincture, Vatskaya kryambusina, Glandular Laap-Sha and Granular zirks, Just photons.

labyrinth

Executor: anyone.
The task is to participate in the ritual. To do this, you need to go down into the labyrinth and collect Hvacher's eggs there.
It is necessary to collect pieces of 8 of these same eggs, for which you should first buy everything that he offers from the hunter and go around the labyrinth using the attached plan. Particular attention is paid to dead ends, where you can most often find what you are looking for.
After you collect 7-8 eggs, you can get out and proceed to the second part of the task: use the hooks to kill the penchekryak. A shirt-front bought in advance from the hunter will help here: if you let the hookers pat it with their teeth, they will be more aggressive.

Easy job

Executor: anyone.
At first glance, the matter boils down to handing over the package ... But in the process, unexpected difficulties are revealed.
So, spitting on the representative of the Earth, we go to the city and stomp to the D-El bar. We approach the bearing, in front of which there is a lot of booze, and he reveals to us the secrets of the mail. Now you can go to the square and go to the post office. Having said the password, we bang the robot (as requested by the bearing) and return to the bar, to the bearing with a drink, to inform him of this joyful fact.
Now we know the customer's address, so we go to the square, get in a taxi and drive to Mudbolotny Avenue; not finding the addressee professor there, we follow him to the museum. The conversation with the professor does not matter.
We return to the hotel, send off the journalist, return the grunts (taken from the bearing) and stomp into the room.
Again we are going to the professor ... alas, the poor fellow has left this world. Let's go figure it out. We enter the door and go to the found address ... M-yes. We didn't talk about monsters!
We bounce, sneak, run to the far door, press the switch, rummage through the computer, look for useful information there (sweeping away from the stubborn creature), return to the shield and try to crack the door opening system. Now we go to the door opposite, enter and solve the puzzle with the lock (you need to turn all the numbers into 0. Here is a cheat sheet for this task:

0001 0001 0001 0001 1111

0000 -> 1100 -> 1111 -> 0001 -> 1111 ->>

0000 1100 1111 0001 0001

0000 1100 1111 0001 0001

1111 0011 0000 0000 0000

1111 -> 0011 -> 0000 -> 0000 -> 0000

1111 1111 1111 0011 0000

1111 1111 1111 0011 0000

Phew. Now you have to storm the building. We recruit people so as to achieve the best probability of passing through one of the paths (the probability is shown all the time). Molgar flies away - we hit him with rockets.
Wow - the parcel was delivered ...

Ski resort

Master of Iike-Baana [Part 1]

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.
  • M agia- 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 only worth saying 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 it returns health, magicka, focus to the usual maximum, and spells and potions are able to raise the 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:

  • Vampirism: 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
  • Freeze: Air and Water Freezes an enemy for 1 turn and drains 2 health.
  • 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
  • distraction: Fire and Water 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 always works. 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 (having noticed a “strange black formation” near it, we ignore it. This is the case when observation plays a cruel joke with us), from there to the Dark 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).
Note: “Bee” will work only once against the great magician, 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

Further, our path lies to the Source.
Tip: if you meet a racketeer along the way, the cheapest way to get rid of him is "You've got a pretty penny."
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.
Path 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.

Further walkthrough in part 2 .

Master of Iike-Baana [Part 2]

Further passage, one of the largest test quests of KR2.

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;
  • 312 coins;
  • two amulets.
The chest is also recommended to be filled with potions.
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."

Characteristics of the Great Mage:

  • Health: 30-35
  • Accuracy: 100
  • Magic: 6-8 each element (total!)
  • Potions: 2 Magic and 2 Intuition
He 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?

Ministry

Executor: anyone.
The challenge is to overcome the local bureaucracy and obtain special permission to rent the island.
The solution here, as far as I can tell, is the only one, and here it is.
Go to the corridor, in the secretariat, approach the secretary and ask her name. Then you win hours and points from her cards, rummage through the trash twice (cap), exit through the corridor into the hall, find out from the commandant where the office is. Again in the corridor, in the toilet you go into the second booth.
Ask about paperwork, answer questions (no matter what). give the secretary her things, ask her to certify the papers, go out into the corridor and to the main house, agree to answer questions.
There is a trick here. Some of the answers are obviously correct (see below), the rest give a positive result with a certain probability. In extreme cases, for 100 coins, you can "redeem" a failed test.
So the "correct" answers are:
1. Turn on the vector system...
2. Meat is tough to cook and needs to be cooked.
3. It doesn't matter what to answer.
4. Live at the expense of the people.
5. Expensive weapons.
Now you need to go out and go to the head of the transport department, talk to the commandant and ask about fishing. With a fishing rod, leave the ministry and go to the lake, climb there and fumble at the bottom. You hook the extracted leech to the bait, get out, go to the ministry and go down the stairs, throw the bait into the hole with water, go up the hall with the caught fish, from there into the corridor - and take the fish to the head of the transport department.
All task completed.

Executor: anyone.
We gather a group and participate in a music festival.
We turn on the laptop, buy sticks and strings, read books from the library: "Space Billiards", "Courtesy of People", "Modern Lyrics".
We go to the main square. In the tattoo parlor, we paint in full and pierce the ear, and at the same time ask about the keyboard player.
We find a drummer in a rock club, a guitarist in a long street, after which we return to the hotel and wait for the night. In the billiards club we find a keyboard player, we play billiards with him. In the bar we approach the person and politely (not in vain read!) We invite the bass player. We give a book and go to bed.
Now - to the main square, to the studio, we order a song. For 7 minutes. We rehearse, we raise the skill of individual participants and the group as a whole to the maximum. Before the concert, you should definitely drink.
The performance is another “quest within a quest”, we start with music, and then we intersperse it with special effects and all sorts of hooliganism.

drugs

Executor: no bearing.
What needs to be done is completely incomprehensible. The misty intrigues of the Maloks and Pelengs have several solutions according to the circumstances. Here is one of them: go to the car, pick the lock, follow the bearing, chat with the bearing, and buy a camera in "Stuff and Things". In the tavern, negotiate with the owner, play with bearings until victory, return to the owner and ask about the type with red eyes. Following this figure, get into an orgy of ghouls, film all this disgusting, hand over 50 coins to an unintentional bearing witness.

Olympias (Clerks Without Borders)

Executor: anyone.
We need to score the most points in ten types of competitions. We have five athletes for this - Ashot, Bibik, Vychet, Gomer and Zen. Their abilities change from time to time, so there can be no unambiguous passage here.
To get started, make a table where the columns will be: strength, intelligence, cunning, creativity and knowledge, and the rows will be your athletes. Before the start of the competition, pitting them against each other in different forms (as indicated in the handbook), determine the strengths and weaknesses of each.
Then everything is simple. Since you know the competition calendar, you can train everyone at night, except for the one who competes tomorrow (since the final stage, the pentathlon, is held on the same day, no one trains on the last night). You will probably have one strongman, one expert, etc., so train mostly Nordics - for the final competitions.

Amusement park

Executor: not a feyanin, not a malok, not a merchant.
This time we are waiting for a mysterious operation in the amusement park...
First, at the stone with the inscription we go to the left, we catch a bundle with "Alyonushka International", we answer Vasilisa's questions (100 rubles, "About Fedot the Archer", Ivan Tsarevich) - we get a green cube.
Now we go to the right - we will have to talk with the Serpent-Gorynych. We choose a sword and a shield, lull vigilance, dive, beat, hide behind the shields, and then, slowly retreating, we strike.
Finally, we go straight; to find "sources of funding", we answer the question: "Four sayings are false."
At the auction, we immediately raise the price to 50 coins.
In no case do we listen to the concert, but go for a bite to eat.
We select the md square, the password is “Sim-sim, open”, we put the cubes: orange, green, blue and blue, we get a rainbow and turn off the system.

Pachvarash

Executor: anyone.
In order to get permission for a sex change to a certain bearing, one must ... survive as a pachvarash (and don't ask what kind of creature it is!).
In the next "optimization game" you must:
increase your weight to 100 units (for this you need to eat);
dig a hole 50 ar long;
earn at least 50% respect from other pachvarash (for this you need to beat them with anything).
The happy owner of 5 scalps of Pachvarash can, however, do without a long hole, etc., having defeated the leader of the Pachvarash in battle.
The main rule of the successful life of a pachvarash is not to threaten something that is too tough. While weak - dig a little, eat next to the hole (although at first it is sometimes possible to break into a good meadow just like that), fight with weaklings. And then move on to something better.

Executor: not feyanin.
You need to pass the test and get a pilot's certificate (how timely...).
The test has several options. Here are all the answers:
Protection generator power at price first engine:

  • 110 cr. - ten%.
  • 150 cr. - twenty%.
  • 180 cr. - fifteen%.
Captain's cabin:
  • - “D meets” or “B meets” - the correct answer is “Cabin 1”.
  • - “A occurs” or “never occurs” - the correct answer is “Cabin 3”.
Airfare based on tank capacity:
  • Capacity 47 - 240 cr.
  • Capacity 52 - 260 cr.
  • Capacity 60 - 230 cr.
This is the easiest way, there are workarounds to solve the quest.

Executor: anyone.
This time you are invited to win the pizza making competition. You need to please the jury more than your competitors.
First you need to answer the interview; some options endear you to judges more than others. Namely:

  • 1. - I represent the Galaxy Rangers! (and by no means the planet that sent you here!)
  • 2. - Yes. This is my debut.
  • 3. - Excellent! I'll rip their asses off.
Our further life depends on who is on the jury today. One of the judges can be bribed (refer to the bearing): it is worth bribe the one who, firstly, represents his race alone, and secondly, it is worse combined with the rest (see below).
We must, adding components one at a time, make a pizza with a thickness of at least 10 and no more than 20 cm (usually it is worth doing 18-19). Please note that:
  • Maloki prefer a lot of meat, hearty, fatty pizza. It's easy to please them - throw meat and lard of all kinds.
  • Bearings, on the contrary, love fish and seafood. They, like the little ones, don't care about aesthetics.
  • It’s more difficult to please people: they need all kinds of components to be harmoniously combined in pizza, so that exotic things are present, and so that all this also looks good (for this, it’s worth taking, firstly, multicolored components, secondly, of decent quality).
  • Faeyans eat mainly grass and all sorts of inorganic spices, their aesthetic demands are moderate.
  • Gaalians are the most fussy about aesthetics, as well as connoisseurs of exotic components.
Note that although the components are sorted by type, many belong to more than one category. For example, the "boar saddle" will please the Gaalian and the person with its exoticism, and low-calorie - with hearty meat. The combination of pea puree and crab claws is quite fishy for bearing, relatively high-calorie for malok and elegantly multi-colored...
The judge you bribed will give out a ten anyway, so there's no need to worry about him. Please the rest - and it's in the bag.

Plasma checkers

Executor: anyone.
You need to win the championship in hyperjumping plasma sabers. It's just a puzzle, the solution is:

  • 0) HHHWBB
  • 1) HHHWBB
  • 2) HHWCHBB
  • 3) HHWHBB
  • 4) HHWBBW
  • 5) BWBWB
  • 6) BWBWB
  • 7) BCHWBCHB
  • 8) BCHBCHB
  • 9) BCHBCHBCH
  • 10) BCHBCHBCH
  • 11) BCHBBCHCH
  • 12) BBWBBW
  • 13) BBWBBW
  • 14) BBBHHHH
  • 15) BBBHHHH

player

Executor: anyone.
You need to fix the ancient player. The only sequence that decides the matter is the choice of cells 2 and 8.

Executor: anyone.
Robot fights are essentially rock-paper-scissors: guess your opponent's maneuver and counter with a counter maneuver. But some preliminary research can help in this lesson: by talking with everyone in the bar, you can find out the tastes and preferences of your opponents, after which you are more likely to choose the right way to attack and defend.

svarokok

Executor: anyone.
The task is to get 10 legs of a svarokok.
We go hunting, make a wooden club and catch knash. We tear a couple of flowers, we start hunting.
It is best to catch on knash - the foot is saved more often and there is less danger, but in general it all depends on your parameters. It is easier for the dexterous to hunt with a knife, for the strong - with a club, for those who disguise themselves - with knash. Hunting with a knife is quite dangerous. Fighting with bare hands is really bad - it hurts and it's hard to keep the paw.
If necessary, we train:
on a log - strength;
tree shaking - dexterity;
in the thickets of hrum-hryamsta - the ability to hide.
The main thing is not to let the svarokok get closer than 160 grags during training, 200 - when making a net, 220 - when catching knash and making a club. You can't sharpen a club with a bad knife. Flowers are treated here.

Executor: anyone.
It is necessary to open the tomb, naming the name of God, which is made up of the first letters of the four indicated brothers. The numbers of the brothers are different each time, so there are several correct answers.

The first letters of the names of the brothers

The name of the god who opens the robber

Here is the birth sequence of the brothers, from the oldest to the youngest: Zampolet (bespectacled man), Yeptimat (warrior), Anusptis (fat man), Vertepopes (handsome), Ramzetz (merry fellow), Seremtut (frightened), Moikhrenes (dirty).

Executor: Has a decent merchant or pirate rating (not necessarily a current merchant or pirate).
The task is smuggling very smelly fruits. They must be taken out through the checkpoint, for which it is necessary to ensure the level of the BON and the container is exactly 80 units. It is allowed to spray the faruks with level-changing substances, combine them in different ways, and also return the already taken out faruks by throwing them over the fence (I wonder why you can’t take them out the same way?!).
Here is one way to get through:
We spray vonilin on “Shaggy”, put “Blue filling”, “Boot” and “Shaggy” in the wheelbarrow. We send Shnobel through the checkpoint.
We shake up the cologne and sprinkle it on the "Big", then on it with vonylin. We return (throw over the fence) "Boot". We put the “Boot”, “Big” and “Yellow-eye” in a wheelbarrow and send the Dowel through the checkpoint.
We spray vonilin on the Striped, return the Blue Pouring and the Boot, put everything in a wheelbarrow and send Pugel through the checkpoint.

Executor: anyone.
It is necessary to win the race of car-fonser (three times in a row). At the beginning, we are offered to choose a car; the most, in my opinion, sensible choice - fast and moderately maneuverable. Tactics: on the plain we drive at full speed, in the canyon we slow down to the limit, on the plateau we drive if the defense is not at a minimum.

citadels

Executor: anyone.
We played role-playing, manager too, there were races... Now something like Magic: the Gathering awaits us. There is a "mana" of three varieties - energy, metal and electronics, a set of "cards", the amount of life ("base") and a shield. It is necessary to deprive the base of the enemy. Mana, unlike MtG, accumulates from turn to turn. You can use one ability per turn.
At the beginning of the game, we can edit our "deck" by adding something instead of something else. You can buy special chips.

  • put in the deck abilities that increase the production of mana at once of two types;
  • in total, keep no more than 3 "production" abilities, one-time additions or theft of resources are generally useless;
  • do not deal with the growth of the shield at all - it's not worth it, but you need to have one base healer in the collection, as an option - a base healer and a base+shield healer;
  • keep a balance between cheap and expensive attacks of about 2:1 or even 5:2;
  • "conditional" attacks work well, like "if shield=0, then...". Direct attacks on the base bypassing the shield do not work well;
  • start the game with production "spells", then play mainly attacking ones, occasionally increasing production; engage in protection only if it has become necessary or nothing else can be applied.

Executor: anyone.
Objective: Win the Elus Game Championship.
The meaning of the game: guess the pattern that the sequence of pieces obeys, and move with the right pieces. A penalty point is awarded for each mistake. It is not necessary to name the pattern itself, it is enough to walk correctly.
This is interesting: for a “clean” victory, you need to pass the test with zero mistakes, but if you make exactly 1 mistake and come out in second place, it’s okay: go congratulate the winner, and everything will work out ...
The patterns in the game are random, so there is no ready-made solution. Your attention is invited to a set of discovered patterns: just figure out which of them can correspond to the proposed set. Perhaps these are not all the patterns that are in the game.

First tour:

Possible Rule

big blue circle
Big blue diamond
small blue circle

Move with a piece of the same color

Small blue rhombus
big blue circle
small blue circle
Big blue diamond
Small blue rhombus

Big blue diamond
big yellow diamond
Big blue diamond

Move a piece of the same type

Small yellow rhombus
Small blue rhombus
Big blue diamond
Small blue rhombus
Small yellow rhombus

big blue circle
small yellow circle
Big blue diamond

Go with a figure of a different size

Small yellow rhombus
big yellow circle
small blue circle
big yellow diamond
small yellow circle

big blue circle
small yellow circle
Big blue diamond

Move a piece of a different color

Small yellow rhombus
big blue circle
big yellow diamond
small blue circle
Small yellow rhombus

Big blue diamond
big yellow circle
Big blue diamond

Go figure the same size

big yellow circle
Big blue diamond
big yellow circle
big blue circle
big yellow diamond

Big blue diamond
big yellow circle
Big blue diamond

Move with a different type of piece

big yellow circle
Small blue rhombus
small yellow circle
Small yellow rhombus
big blue circle


Second round:

Initial sequence of shapes

Possible Rule

big blue circle
small blue circle
small yellow circle

If the last sign is big,
then go blue sign,
otherwise - yellow

Small yellow rhombus
big yellow diamond
small blue circle
small yellow circle
big yellow circle

big blue circle
small blue circle
small yellow circle

If the last sign is blue
then go around
otherwise - rhombus

Small yellow rhombus
big yellow diamond
Small blue rhombus
small blue circle
big yellow circle

big blue circle
small blue circle
small yellow circle

If the last sign is a circle,
then go small sign,
otherwise, big

Small yellow rhombus
big yellow diamond
big yellow circle
Small blue rhombus
Big blue diamond

big yellow diamond
small yellow circle
small blue circle

If the last sign is big,
then go yellow sign,
otherwise - blue

big blue circle
Small yellow rhombus
Small blue rhombus
Big blue diamond
big yellow circle

big yellow diamond
small yellow circle
small blue circle

If the last sign is a circle,
then go blue sign,
otherwise - yellow

Small blue rhombus
big yellow circle
big blue circle
Small blue rhombus
small yellow circle

big yellow diamond
small yellow circle
small blue circle

If the last sign is yellow,
then go around
otherwise - rhombus

big yellow diamond
big blue circle
Small blue rhombus
Big blue diamond
Small yellow rhombus

big blue circle
big yellow diamond
small yellow circle

If the last sign is yellow,
then go around
otherwise - rhombus

big yellow diamond
big blue circle
Small blue rhombus
Big blue diamond
Small yellow rhombus

small blue circle
Big blue diamond
big yellow circle

If the last sign is big,
then go around
otherwise - rhombus

small blue circle
big yellow diamond
small yellow circle
Small blue rhombus
Small yellow rhombus

Initial sequence of shapes

If the last sign is big,
then go around
otherwise - a sign of the same color


Third round:

Initial sequence of shapes

Possible Rule

big blue circle
big yellow diamond
small blue circle

If the last sign is a circle,
then go yellow sign,
otherwise, small

big yellow diamond
small blue circle
small yellow circle
big yellow diamond
Small blue rhombus

big blue circle
big yellow diamond
small blue circle

If the last sign is blue
then go big sign,
otherwise, around

big yellow diamond
small yellow circle
small blue circle
big blue circle
big yellow diamond

big yellow circle
small blue circle
small yellow circle

If the last sign is big,
then go blue sign,
otherwise, a sign of the same type

big blue circle
Big blue diamond
Small blue rhombus
Small yellow rhombus
Big blue diamond

big yellow circle
small blue circle
small yellow circle

If the last sign is big,
then go blue sign,
otherwise - a sign of a different color

Big blue diamond
Small blue rhombus
Small yellow rhombus
small blue circle
big yellow diamond

small blue circle
big yellow circle
big yellow diamond

If the last sign is blue
then go big sign,
otherwise - a sign of another type

small yellow circle
Small blue rhombus
big blue circle
big yellow diamond
big blue circle

big yellow circle
small blue circle
Small blue rhombus

If the last sign is big,
then go around
otherwise - a sign of the same color

Big blue diamond
big blue circle
big yellow circle
small yellow circle
Small yellow rhombus

Executor: any

What a news! It turns out that the Maloks have a logic game that we have to play. On a field consisting of three columns (in the first and third - three cells each, in the second - five), there are four chips: one belongs to the player and can move in any direction (if it is in the topmost cell, then diagonally). Enemy pieces are not allowed to move backwards. The goal of the player is to reach the lowest cell of the field, while the opponent must lock the opponent's chip so that he cannot make a move.
Our main task is to break the "system" of the enemy and be at least on the same level with his chips. There is no unequivocal combination of moves leading to victory, the opponent's steps change every time, but the following method works quite often. In the first move, we retreat back, then we rush to the left and right, occasionally rising up, and as soon as a hole is formed, we go to this cage. Do not forget that both you and your opponent must move a piece every move - using this rule, you can force your opponent to make a deliberately failed move. Difficulties with this quest should not arise, you are confronted by a malok, but they still do not differ in special intelligence.

Sorting

Executor: any other than Gaalian

The Pelengs started a war on a single Gaalian planet, and we are asked to send military cargo from orbit by "trains". We have four tracks at our disposal, each of which can take no more than twenty wagons; if the limit is exceeded, the path is closed. Our makeshift station regularly receives trains (each from 1 to 11 wagons) with four types of cargo - equipment, weapons, fuel and soldiers. We must sort the incoming trains into four paths and send them to the planet. As soon as the track is filled with twenty wagons of the same type, the express train automatically goes into the thick of hostilities. From time to time, instead of trains, tractors are delivered to the station, which can take an unlimited number of cars with them. We also have several mini-tractors at our disposal, which can send from 1 to 5 wagons to the planet. For any violation (overloading the track, "mixing" trains of different types), we are given a penalty, if there are more than three of them, the task will fail.

In this quest, the random number generator rules the ball, so it does not have an unambiguous solution, I can only give a few tips. Firstly, to complete the main quest, you need to accept thirty trains, but this figure is not taken into account anywhere during the assignment. Therefore, I advise you to count them yourself. Secondly, if we add a train with vehicles to the train with soldiers, then at the output we will get a penalty and a long train with equipment. Such is the simple equality. Thirdly, sometimes it makes sense to get a penalty, but send the train out of the way, adding to it up to twenty wagons.

Do not waste mini-tractors, after completing the main quest you will be offered a hack - the essence is the same, but one path is closed. To complete an additional task, timely unload the tracks with a small number of wagons with mini-tractors.

Edelweiss

Executor: any

We have to try ourselves as an engineer and install the Edelweiss radio transmitting complex on the planet famous for dust storms. The situation is somewhat overshadowed by the fact that our predecessor died, moreover, in a very mysterious way. After a brief educational program conducted by the local chief on the radio, we land at a small geological station. Now contact with the outside world is possible only when taking off again over the storm, since this can be done almost at any time. First of all, let's go to our cabin, where we find a transformer screwdriver and instructions for installing Edelweiss. To mount the device, you need to find a suitable site using a terrain analyzer, then take the device there, go back and conduct a test communication session. Please note that the equipment is very heavy - pick up and analyzer, and "Edelweiss" will not work. After reviewing the instructions, we will visit the local geologist - the feyanin Gayolak, whose cabin is just nearby. The only inhabitant of the station does not really favor us, but he answers questions, albeit reluctantly. Having pulled out all the available information from it and taking the radar, we go to the equipment and, putting on a spacesuit and taking the analyzer, we go to the surface.
Our task is to find a place suitable for the installation of "Edelweiss". As a rule, it is three or four cells from the base. The scanning method is very simple:

  • a map is displayed on the left side of the screen;
  • the symbol 0 denotes uncharted territory,
  • 8 - well-known,
  • 1 - our current location,
  • 2 is an almost ideal platform for installing a radio station.
We make runs from the base to the edge of the map, then climb one cell up (or down) and go back. At the base we replenish the supply of oxygen, and again on the road - to the bitter end. There are two main dangers on the surface of the planet: a broken radar (in this case, do not panic - as soon as you continue on your way, everything will return to normal) and ringed crawlers, with which our geologist friend loves to mess around. They are aggressive creatures, but stupid - a couple of blows with a screwdriver will send them to the worm Valhalla.

During the next run with the analyzer, we stumble upon the corpse of our predecessor, who also has a cut oxygen supply hose. Something is not clean here! We remember the number of his badge and go to the base. Now in our cabin it is possible to view a video file recorded by a Gaalian shortly before his death. In addition to the speculation that Gaiolak is doing some dirty tricks at the station, we learn a secret combination that opens access to a secret compartment in the swindler's locker (we sequentially open the second, third, first, second doors again). Again we go to the surface, find a place to install "Edelweiss" and return to the base.

Having removed the spacesuit, we find that the medical device in our cabin is broken, and the radio station has disappeared. Having visited the empty cabin of the feyanin, we find the missing "Edelweiss", and by entering a secret combination, we get hold of a circular saw. Gaiolac is not visible nearby, and to hell with him - it would be faster to complete the mission and fly away from here. Returning to the airlock, we discover the loss of the spacesuit; have to go without it. Each step takes away health, therefore, without being distracted by extraneous desires, we go to a given point, install "Edelweiss" and return. Here's a surprise - Gaiolak appears on our way, and even in the missing spacesuit. His intentions are clearly unfriendly - it turns out that we are preventing the feyanin from secretly extracting gold nuggets from the stomachs of worms, which are rich in the local soil. Attempts to reach an agreement will not lead to anything good, so we use the last argument - a circular. Putting on the suit of the murdered geologist, we return to the base, where we get in touch with the authorities. Congratulations, mission accomplished! And what to do with two corpses is no longer our business.

Fishing Championship

Executor: any

The life of a ranger is full of surprises and surprises - the government of another planet sends us to the fishing championship, and even pays money for it. Sheer joy, not a task. Having arrived at our destination and received 800 marks for purchases, we learn that our main opponent is the Vulture bearing, which has been winning these competitions for five years in a row. Well, nothing, tomorrow's tournament will show who really knows how to fish, and who was lucky for five years in a row. To begin with, let's go to the hut that was allocated to us for the night, and examine the closet - in addition to the angler's guide, there is a chance to find 10-20 stamps. A trifle, but nice. Having studied the reference book, we learn that there are three types of fish in the local lake. In the reeds there are small (on average - 300 grams) cheriki, which peck at anything, and the quality of gear does not particularly affect their capture. Swimming in shallow water murlocs, medium-sized (from 400 to 600 grams) predators that hunt cheriks (and therefore swim in the reeds) and prefer white worms. To catch a murloc, you need good tackle. Deep whirlpools have chosen massive (from 700 to 1000 grams) volts who hate reeds, but love to feast on green worms. Without good gear and a fishing rod, you can’t catch a Volt.

Now our path lies in the bar, where the future rival, the Vulture, has settled. Approaching him, we learn that he is not averse to measuring his strength in arm wrestling. The winner receives one hundred marks. It's a sin not to take advantage of the opportunity.
We have three tricks at our disposal: pull the enemy’s hand down with force, use the sharpness trick and break the brush. The fight takes place according to the principle of "rock-paper-scissors" - a power hold is effective against a sharp move, and a hall is effective against a force one. A sharp jerk, respectively, knocks down the hall. Using these techniques, we defeat the bearing and approach the dice players who are sitting nearby. The rules of the game are elementary: he threw out more than the opponent, the number - received 40 marks, the smaller - gave 20. If the numbers are the same - he received ten. It all depends on chance, but I can advise especially superstitious people to move away from the table during protracted losses. Our task is to accumulate 1160 marks. As soon as the amount is reached (if you lost outright, it’s better to restart the quest), we go to the stall, where, ignoring cheap trinkets, we buy the most expensive tackle and fishing rod, as well as twenty green worms - we don’t need others. After all the above procedures, it's time to indulge in a healthy sleep - you need to come to the championship after a good night's sleep.

So, the competition begins - we have half an hour to catch as many fish as possible. First of all, you need to find a deep place without reeds - we will catch volts. And then - a matter of technique: planted a worm, cast a bait, waited a bit and caught a fish. By the end of the championship, the weight of the fish caught by you will be almost twice that of the Vulture catch - good tackle has done its job. Now, after a short communication with nature, you can again go into space - the dominators are not asleep.

Identikit

Executor: human, not a pirate

The mission promised to be quite simple - all that was needed was to meet with the head of the Esen and Co corporation, Asa-Gan, in a restaurant and convince him to give the patent for the production of xent emitters to us. However, already at the exit from the spaceport, trouble awaits us - a negligent taxi driver drove us around the city for forty minutes, and then completely reported that the car had broken down. Asking a passerby for directions, we find out that the restaurant is located at the other end of the city. When we get there, we listen to Ace-Gan's reproach for being unpunctual, but we are in no hurry to tell the truth - in their area, unlike ours, a taxi driver who does not know the way is not the rule, but the exception. A much more pleasant impression on the big boss will be made by sweet lies about the modern technological equipment of the local spaceport. However, it's time to start eating, and the head of "Esen and Co." leaves the choice of dishes to us. The optimal menu looks like this: onnarike in green, extruder on a stick, neon-propane solution. After a meal, we are asked why our planet is so eager to get a patent? To please the technophile, we answer that emitters will help to better study the structure of dominators. The interlocutor leaves us for a few minutes, but we do not remain alone - we are accompanied by a suspicious person who delicately asks us to give up the patent, because our own life is more valuable than the reward for the successful completion of the mission. Naturally, an experienced ranger cannot be penetrated by such threats, so we meet Ace-Gan, find out that it was we who won the patent, and pick up the suitcase with documents. However, we will not be able to walk with him for a long time - in the nearest lane we are beaten until we lose consciousness and a valuable cargo is taken away. We come to our senses already in the hospital, in the company of a doctor and a couple of policemen who ask us to make a verbal portrait of the attacker.

Criminal

This description is enough to figure out the perpetrator. Bandit caught, documents returned, mission accomplished.

Executor: human, Gaalian

This task is a standard (by the standards of "Space Rangers", of course) text action movie, which is distinguished by many tactics of passing. Below I will give only one, which fundamentally does not correspond to the name of the quest. The goal of our mission is to hijack a new stealth aircraft from a hangar located near a military base. Two mercenaries are assigned to help us (they promised three, but the last one disappeared somewhere), a malok and a feyanin, who deliver you to the site of the operation in a small jeep, while hotly arguing which is better - a firearm with tremendous destructive power, but a low level hit or an accurate and quiet energy. We don’t care about their argument, so you can safely snore in the back seat.

This is important: if you choose a different tactic of passing, support one of the two mercenaries in a dispute, then ask him for a weapon. Feyanin will give a blaster, Malok - a shotgun.

Our dream is interrupted by an explosion - cunning guards hit the car. Before us is a difficult choice - to pull out a malok (we will remove a machine gun from the body), a feyanin (we will get a sniper rifle), a camouflage box (a first-aid kit, grenades, mines - to choose from) or carry our legs (then we will completely preserve our health, in other cases a couple of percent is lost ). We choose the first option and turn onto the path - there is an hour left before the arrival of reinforcements from the base, if we do not have time to complete the task during this time, we will have to kill five more well-armed opponents. Then we run to the east. Seeing the opponents, we begin to sneak (this increases the accuracy of shooting), and then we frighten the surprised guards with a burst from a machine gun. Ideally, one shot is enough for each enemy. It’s not worth searching the bodies, we don’t have much time anyway, but for a corpse in a spacesuit and a corpse with glasses, we’ll still make an exception - we’ll take the key from the first, and special glasses from the second. Do not forget the mercenary tokens that are on every dead person, however, the process of removing them is quite long. With the help of such simple gestures, we quickly reach the hangar, finish off the remaining guards and go inside. We put on glasses, get into the plane, start it, shoot the gates, try to finish off the bearing, which turns out to be our third escort (he, you see, overslept!), if there is a desire, we sell tokens to him (I was offered a symbolic 50 Cr for a token) and finish mission.

bad day ranger

Executor: any, except small

This is important: this quest is one of the most atmospheric in the add-on, so I strongly advise you to try it yourself first and only then look into this deliberately dry walkthrough.

Arriving at the spaceport, we look around and buy all the provisions from the seller in the stall - bottles of water and alcohol, bread and a meat sandwich, then we talk with the bartender and go to the named address. We enter, climb the left stairs, fall into the tunnel, distract the spider with a meat sandwich, leave the room through the metal door - we are again at the entrance. We go up the right stairs, go to the fifth door, rummage through the table, find a magnetic card and a photo album, look through the latter. By the way, do not try to call on the videophone - your mental health will be shaken (hello Fahrenheit!). We approach the first door, use a magnetic card, in the dialogue we select "The best lyakushka ..." and "Another lyakushka", we get an electronic key and a request to find a dress. We go down, open the right door with the key, break down the door, ignoring the puzzle, take the body and take it back to the first room, we get the metal key. We go into the fourth room, throw water and bread into the cauldron, and brew a healing potion. We're going down again. We pass through the left door, open the wooden door with a metal key. We select a blind statue, take away the hammer, exit through the metal door and open the central one. We beat the bell with a hammer, go upstairs to the second room. We splash alcohol at the enemy, then we beat with a hammer, not forgetting to drink the potion. After defeating the enemy, we listen to a prosaic explanation and enjoy the completed task.

Faeyan asylum

Executor: anyone except a feyanin

Whom we just have not visited in our long life as a ranger! Now you have to try on the skin of an ordinary psycho. Do not be afraid, everything is in perfect order with our mind, we just need to take out some documents collected by the Peleng resident, who also pretended to be insane. The hospital is divided into four floors, in order to go higher, you need to activate the elevator through various actions - from clapping your hands to exclaiming "Sim-Sim, open!". The patients of this clinic know which action to perform, however, each needs a special approach.

So, first floor.

  • FROM dictator one should greet him delicately (“Greetings, oh ...”), and then ask if he really finds a timely refuge for modest.
  • The answer to the question cryptographer will be "2".
  • Maloka fireman you need to hit on the shoulder and tell about your exploits in the war with the dominators.
  • Pelengskaya teacher will be very happy to hear "152" as an answer.
  • But wildly mad feyanin Under no circumstances will contact be made. And what else would you expect from a person who constantly shouts: “Pkhnglui mglvnafh Rlyeh Cthulhu vgahnagl fhtagn!”?
We rise to the second floor.
  • Malok the writer will help you if you suggest naming his book Notes on the Walls of a Prison Cell.
  • Crazy infernet will gladly tell you the elevator activation code if you talk to him in infernet slang.
  • To find out the desired combination from bearing with split personality, you need to try to cut down both halves of it.
  • The card he is asking you about gambling addicted feyanin, - "five".
On the third floor crazy dragon will tell you which elevator to use if the letter you give him is M. In verse Maniaka Y talking about a blaster.

On the fourth floor, you will find the Peleng “psycho” we need, and all that remains is to climb out onto the ledge, grab onto the medical robot and slowly plan down.

Leonardo da Vinci

Executor: anyone except a pirate

Tasks in "Space Rangers" are sometimes striking in their originality. At least I haven't seen an artist's simulator up to this point. Driven by a thirst for profit, we go to the tournament of artists, where we will have to fight with three worthy fighters of the brush and paints. The mechanics of the game is quite simple, there are three rounds in the tournament, in each of them you have to draw a picture with three parameters: interestingness, purity and coloring. Each of the parameters is influenced by a huge number of components - from your characteristics to the speed at which you draw. The main ones are listed below.

Firstly, the styles in which you will work play a big role.

  • Impressionism increases interestingness by 2, but decreases clarity and color by 1.
  • Realism adds to purity and color by 1.
  • Cubism increases interestingness by 3, but reduces purity by 1.
  • Primitivism extremely charitable effect on interestingness, increasing it by 4, but reduces other characteristics by 1.
  • Surrealism increases interest by 2.
Secondly, the choice of colors is important.
Fluorescent have a good effect on the interestingness of the picture, however, to the detriment of purity, ordinary paints behave exactly the opposite.

Thirdly, the characteristics of the player have a direct impact on the parameters of the picture - imagination, accuracy and literacy. Initially, each of them is 3, but there are several ways to increase them. You can do this with the help of books sold at the spaceport:

  • "Stories" by Lem increase fantasy by 1 point
  • "Embroidery Handbook"- accuracy
  • "How to learn to draw without drawing a single drawing", - literacy
Please note that you can only buy two books, but you can read them three times (that is, some one - two or all three times, while the characteristics also increase. Repetition is the mother of learning?).

The second way to improve performance is to watch TV programs after the second round.

  • fantasy movie will increase by 1 fantasy, reducing literacy by the same amount
  • Cooking show will increase accuracy by 1 at the cost of lowering the fantasy value
  • Art History Program will throw literacy by as much as 2 points
True, you will have to sacrifice the rest of the characteristics - one will be taken away from them

In the process of creativity, you should pay attention to the speed with which you draw - the more accurate, the more time it takes. If you do not have time to meet the hour, the work will simply not be appreciated and will be given zero points. By the way, fast is not always bad, a carelessly drawn part of the picture can sometimes pass for an innovative primitivist solution. Also, fatigue affects the time spent on drawing - the higher it is, the slower one or another part of the picture is given to you. However, this characteristic is important only in the first round - having devoted the whole night to reading books, we did not get much sleep - in the future you can not think about it, the nights will be calm.
The fruits of our labors are evaluated by three judges: the Gaalian Leevi-taan, a well-known realist artist who highly appreciates the purity of the picture, a man with the surname Satimov, a primitive artist who evaluates works by their interestingness, and Malok B "Ugarra, who is absolutely ignorant of art, but approving coloration.

Well, perhaps now you know enough to create your own masterpiece, which will be admired by many generations. Finally, I will give a scheme that almost always leads to victory in the competition:
We buy Lemov's "Stories" and "How to learn to draw without drawing a single drawing", we read the first one once, the second two, then go to bed. Since we are tired, we do not draw very carefully in the first round - otherwise there will not be enough time. We choose fluorescent paints, impressionism, do without a pencil sketch, then quickly but carefully (with the exception of the animal's head - we draw it extremely carelessly) we write a landscape as a background, a teapot instead of a head, snake rings will serve as the body, and the dragon's limbs will complete the composition. The ratings are not the highest. But there are still two days to go.

We come to the second round having had enough sleep, so we can afford to draw with the highest accuracy. Our choice - fluorescent paints, impressionism, sketch, Kleesan cockpit, spiked thing instead of wings, the hull as we imagined it as a child. And space will act as a background. It's not entirely clear how such a spaceship can fly, but the judges love it.
In the evening we watch a culinary show, but in the morning there is a tempting opportunity to rummage in the pocket of our main competitor, bearing Kasyak - an experienced drug addict who, in a state of expanded consciousness, creates masterpieces. If we're lucky, we'll pull the joint, if we're not lucky, they'll break our nose and the third round will pass us by. To risk or not is up to you. Since the topic of the final round is a portrait, let's focus on ordinary colors and realism. After a pencil sketch, with the highest accuracy, we draw a bowler hat and mustache as a face contour, a sponge with a bow, a nose like that of an ancient deity. We complete the portrait through the eyes of a malok who has not slept for a week. The judges are delighted, the audience is delighted, and we take the cup and fly for the award. If your competitor scored the same number of points as you, an additional competition is held. It is necessary to determine how many mixes one or another color can be obtained. For light purple, the correct answer would be 2, for brown, 1, and for turquoise, 3.

volcanic island

Executor: a person, not a merchant

And again we have a task that has more than one solution. I will give here the most obvious of the options for passing.

This time we have to land (more precisely, simulate a disaster) on a tropical island and learn about a new power plant, which is located inside a local volcano. We rummage through the luggage of passengers, go to the pilots, buy two bottles of vodka from them, go to the toilet, where we also find a lot of useful things. While we were busy, the time of the crash came - we yell at the fat businessman, otherwise he will not jump out of the plane, after landing we set up camp and go to bed.

It seems that while we were dozing, the situation changed dramatically - we inspect the surroundings and go to the village, where we put beads on the leader and say an obscene word. After this ritual, the savages will not pay much attention to us. First of all, we go to the coast, where we kill an excessively aggressive big man, for which we get 500 units of local currency. Further, our path lies in the fabric tent of the fortune-teller. Having answered the questions (“Put on a stake”, “Fix a knife on the upper tree ...”, 25, 24), we get another one and a half thousand. With the accumulated money we buy a wooden card and a box of cartridges from the merchant and distill vodka into a combustible mixture. If there is a need for treatment, you can go to the leader and eat cilantro with him (we pay off the guard with either vodka or a bribe), at the same time the head of the village will tell us about the local military base. Now our path lies to the volcano. Leaving the village, we pluck cone grenades from the branches (do not try to take them from the ground - they can explode in your hands!) and climb up to the metal door. It's time to use the wooden "plastic" card. A pleasant surprise awaits us on the threshold - a box of cartridges. Now running around the corridors begins - you need to find many different cards (the blue card opens the safe, which contains the red card, the red one opens the safe, in which the yellow one ...). The room is small, the cards are easily searched for, it makes no sense to describe the search in detail. Kill the guards without a twinge of conscience by any means - on almost every corpse there is a first-aid kit and cartridges. Having found all the cards, a wrench and opening the water, we install an impromptu bomb on the glass door, then we show the spy transmitter to the guard, we shoot everyone except the main frog, we find out from him the background of what is happening, we drag it with us to the hangar and fly away.

Lost Hero

Executor: anyone, except bearing and feyanin, not a merchant

And again, we have a very multifaceted, albeit somewhat “raw” quest in terms of technology, which has many ways to solve it. The fastest way to pass is in front of you.

Explosion, catastrophe... death? A very unusual start. However, do not be afraid, after a while we regain consciousness. We are alive - this is good, but the lack of food, a roof over our heads and, most importantly, means of communication with the outside world is somewhat frustrating. First of all, let's look for a transmitter, otherwise in a few days the island will be covered with carpet bombing. The item you are looking for is usually located in one of two places: in the first case, we head to the bunker in the south, turn on the generator and through the ventilation (the turn leading to the transmitter is a variable value, but do not try to press the button in the right corridor) into shower we climb into the command center. If it was not possible to establish communication in the bunker, we swim (this will slightly improve our health) and go east, where we dive into the lake with the sunken flyer. First of all, we search the warehouse, where a strange monster is waiting for us - a fish with a drill instead of a nose. Having defeated the nightmarish creation of someone's unhealthy mind, not forgetting to replenish oxygen supplies, we search the rest of the compartments. The transmitter should be waiting for us in the cockpit.

Now it remains to wait for help. In order not to perish from the paws of wild animals, hunger and cold, we build a fire, collect food (you can eat porcini mushrooms, yellow and black berries, red and yellow mushrooms can only be eaten fried), we get building materials (for a poor hut you need ten bamboo stalks and ten palm leaves) and build ourselves a temporary shelter. The hut will be ready just in time for the evening (after collecting building materials it is better to rest), so we go to bed, and in the morning we meet the reinforcements that have arrived, go to the assault, listen to the interrogation and get a well-deserved reward. The task is completed, but the island still keeps a lot of secrets in its depths.

Evil genius

Executor: anyone, not a trader

Working as a dark lord is not such an exciting occupation. It turns out that in addition to sinister laughter and threats to destroy the world, a real villain needs to have a good command of management, without which neither the Infernal Machine nor the base itself can be built. We have three types of minions at our disposal and one more absolutely useless one - a diplomat, as well as workers, scientists and soldiers. The first build a base (barracks add twenty places for hire, laboratories increase research speed, rest rooms increase staff loyalty) and get small amounts of money in relatively legal ways, the second create the Infernal Machine project and die like flies, the third commit robberies that bring impressive sums, and protect the base from invading military forces. At first, it’s better for us not to attract attention to ourselves and, having made the first robbery, lay low, receiving money from trading operations, at the same time building barracks and a couple of rest rooms, not forgetting to hire new military and scientists to replace the dead. When the number of people in khaki increases slightly, you can begin to take action. We regularly send warriors to robberies, but when the armed forces begin to advance against you, we conserve the base. We make up for losses - and again.

After the completion of the development of the project, the number of scientists can be reduced, but you should not completely get rid of them - numerous conservation of the base will have a bad effect on their number. Now that we have a lot of money, we continue to do approximately the same thing - we commit mass robberies (we send about half of the minions), we hire the military on an industrial scale and buy parts of the Infernal Machine. Attacks by ordinary soldiers will now occur less frequently (if the number of soldiers allows, you can not preserve the base, but repel the attack; each of your soldiers can take on two units of enemy infantry, a typical raid on the base is 20-25 people), but to your soul secret agents will begin to appear, which, however, is very easy to deal with.
We will slaughter the first young man in cold blood with his own knife, after asking the “knight” if his sword is not small, the ninja is overcome in hand-to-hand combat, built on the principle of “rock-paper-scissors”, and the rhyme that serves as a hint for defusing the bomb is very very transparent. In addition, you can call your bodyguards, they will take care of the safety of the boss's life, but ordinary employees will have a lower attitude towards you. Actually, with the crazy little guy who attacked last, I figured it out with the help of a guard.
Pirate's Nest

Executor: anyone other than a malok, not a trader

Another pirate went to visit his filibuster god, and rightly so.
There are legends about the Peleng sabotage and reconnaissance organization Dzuhallag, and not the most pleasant sense. We have a chance to avenge the numerous attacks of scum pirates on our ship and sabotage the construction of a supership. The quest, as usual, has many solutions, I will give one of the fastest and most effective. We start the mission from the first moon, where we go to the miner's shop and try to buy a bomb. After the refusal, we find the bearing and ask what he needs. We buy a droid, a drill and a pick, we change the inventory for a miner's license and buy a bomb. We fly to the second satellite, going into the bar, we introduce ourselves as the pirate Skull, at the exit we meet the authority of Katsap (you need to earn his trust in order to get to the spaceport where the ship is being built), we answer the question about our personality: “Yes, I am Skull, Skull ... Are you waiting for someone else?

In the car, we treat ourselves to alcohol, after taking five sips and grunting, we win another portion of trust in our person, and we offer our own name as a nickname. As a topic of conversation, it is best to choose the autocar of our temporary boss. In the morning, waking up in the room, we go to Katsap's room, where we ask him about the house, then we follow to our room, where we sit down at the computer. We listen to the Peleng "blatnyak", we climb onto the site with the same Peleng "strawberry", inspect the closet, take out the book that the boss told us about, and try to pronounce the password, which will also increase confidence in us. All these actions should already be enough for the boss to be imbued with respect for your person. We go into his room and ask him to tell about the secret case, if he is not in the apartment, we walk around the house. Sooner or later he will appear. You can go down to the hall and speak positively about the film, go to the dining room and cook food, you can, in the end, try to cook "duckweed", but that's a completely different story.

So, together with Katsap, you arrived at the plant, and you were given a personal account. After examining it, we find the detonator, then we follow into the next room. If a feyanin works there, we say that we have figured out a traitor in him, then we inspect the office, we get a pass and explosives. In the laboratory we collect another bomb, and then we leave the department. Katsap is standing with his back to us next to the very fighter that needs to be blown up. Killing him now is a tempting idea, but we're taking a slightly different route. After talking with him, we push the pirate into the abyss, mine the ship and watch how his remains burn out.

Executor: anyone, not a pirate

We settle down on a frightening-looking armchair and plunge into the virtual world. Before us is the character creation window. We increase dexterity and charm to six and start the game. The first location is a falling spaceship from which we have to get out. We search both rooms, open the hatch with a laser cutter, rummage through the container and leave it, put on a spacesuit and open the gateway. Having come to our senses on the surface of the planet, we find a note in which we are told the secret code for the annihilation of the object - IDDQD. Too bad it can only be used once.

Passage of the quest before patch #16/2.1.1100, in which the ability to catch cockroaches was removed indefinitely.


We arrive at the town square and immediately look into the stall, where, with the help of Carmack's heritage, we destroy the local seller, take a fishing rod and go to the north gate. Leaving the city, we find strange insects scurrying under our feet. We bend down and start catching local termites with a fishing rod. The cursed bugs bite painfully, but high agility provided us with good protection, so life force will drain slowly. If there is a need for medical treatment, we return to the city - walking along the local streets is very healthy and absolutely free. We repeat the above procedure as many times as necessary until the total weight of the bugs is slightly less than seven kilograms. If any representative of the local fauna dares to attack you - do not hesitate to kick your feet, success is guaranteed with the most pumped charm. When the required weight is gained, we return to the city and go to the local bar, where five rangers sit, whose ranks we have to replenish. After talking with Cool Walker, we learn that the entry costs a little less than seven pieces of local bucks, but the amount will decrease for completing the tasks of his comrades.
Now we are interested in the Katsap bearing, which - attention! - asks to bring him a kilogram of termites, which we immediately hand him. And for every gram brought in excess, we get one coin. We give the amount to Walker, and the quest is completed.

Passage of the quest after patch #16/2.1.1100, in which the ability to catch cockroaches was removed indefinitely.


We select the cobblestone at the southern gate and go to the city to the city square. From there we go to the bar "Three-legged Penchekryak" and approach the bearing. Let's play cards with him. The first couple of games at the minimum, and then at the maximum. Then we go to the stage and juggle weapons with the addition of cobblestone. We juggle until we get 7000 bukazoids, for each number they give 256 bukazoids. Then we approach the table of the "magnificent five" and talk to Walker. Quest completed.

prologue

Executor: any

This task is a kind of text "Space Rangers" of the 2200 model: here you can escape from pirates, and government tasks, and war with bots.

Waking up in the shoes of the ranger Lance, we listen to the briefing, take on board the radar, capture and laser, and then fly to the scientific base (a pirate will attack - run away in afterburner), where we get the task to deliver combat programs to the Betelgeuse system. There is one problem: the way there lies through Kefron - a system captured by bots, and we lack two units of fuel before two hyperjumps. We improve the radar to v4 and start to Venus, where we take the task of delivering a letter, after completing which we will get some money. Next, our path lies on Mars. We go to the bar, we learn from the bartender about a certain Anatoly Vasilyevich. To do this, you need to pour a pint of beer (568 ml) in less than three seconds. In most cases, the following scheme works: turn on the tap all the way, wait until the glass is filled to about 460 ml, reduce the pressure, keep it as it is a little more, and then smoothly close the tap, serving the bartender a measured pint. An old alcoholic uncle Tolya gives us his invention - a distillation apparatus.

Now we are looking for alcohol in the shopping centers of the surrounding planets and make a jump to Kefron. There we follow the route Semi-Axis-Vestala-Orleon (we sit down and wait for three days) - the hypertransition point in Betelgeuse. When meeting with an asteroid, we turn on the afterburner, and then we sit down at the military base, where we needed to deliver the programs. Mission completed.

Colonization

Executor: any

Before us is a text analogue of "Civilization" - in thirty days you need to build communism (or democracy - there are several political regimes to choose from) on one single planet. The mission is long, but not too difficult: evenly build resource-producing buildings, keep the attitude of the population towards your person at an acceptable level (an initial tax cut would be a good move), repel barbarian raids, and 10-12 days before the arrival of the commission, start building buildings that from you are required on assignment. The only exception is the spaceport - building it and choosing the military as welcome guests will increase the number of droids. Do not forget to use the support of the planet-employer - the most profitable, in my opinion, are the replenishment of resources and the construction of factories. The latter, however, makes sense only at first, while a short-term peace is concluded with the barbarians.

Chief Editor

Dominator Witness Community

Executor: any, except malok or bearing

While we are destroying the dominators with all our might, some cunning person has organized a sect that glorifies them. Such heresy should be burned in the bud with a red-hot iron, which is what we have to do. This task is highly linear. It is almost impossible to lose here, to get lost too, and for any task, among others, the correct answer will be offered. Just go ahead and do whatever is asked of you. Here are a couple of little tips.

  • First, there are robes in your room. Wash them and tie a rope - it will be possible to strangle the guard.
  • Secondly, the warehouse code is 31415.
  • Thirdly, in the final battle, destroy combat helicopters with torpedoes, you will no longer need them.

Getting the title of "salaga"

The first rank, everything is simple here.
Fly to the pirate base, get the rank of a pirate, as well as a good pirate corps.

Obtaining the title of "Jung" (100 points)

To complete, a scientific base must be built in the galaxy, in this case you are given the task of finding a memory block on an uninhabited planet. We buy 1-3 probes, load them onto the planet and fly about our business. Upon returning, we take the memory block and hand it over to the pirate base.
As a reward now and in the future they will give out excellent acryne equipment with low weight and maximum capabilities for that year, but naturally not without minuses.

Obtaining the title of "raider" (250 points)

Well, finally, a normal task, you need to kill one pirate-informer, but that's not all.
After you accept the task, you will constantly receive one stupid message on the bottom panel, something is written there about your cow. So, this is a secret message from agents. We fly to the planet indicated in the message, and here you are offered to leak information in favor of the Coalition. Never say that you don't know what the agent is talking about, even if you want to play as pirates, because you will miss some parts of the plot.
We drain them of the pirate we need to kill. Next, we fly to kill the pirate, and after the capsule falls out, we take money from the pirate, load it on board and:

  • either we grab and carry to the PB (+ to the pirates)
  • either we grab and carry to the nearest coalition planet (+ to the coalition)
Regardless of what you choose, at the end you will receive 1 micromodule of your choice and a new rank.
In order for the girls-special agents to give you tasks, you need to complete tasks in favor of the coalition whenever possible.

Obtaining the title of "skipper" (450 points)

Here the task will be more serious, we need to destroy the business center in the system attacked by the dominators, and we also called them.
We fly to the planet to meet with a representative of agents, report everything to him and fly to the system where our business center is.
You can complete the task in 2 ways:

  • We do as the pirates say. Upon arrival in the system, the beacon is activated automatically. We fly to the business center and wait for the dominators. As soon as the system was invaded, we place 3 quark bombs, and shoot at them, destroying the business center. Dominators can not be touched, and fly to the pirate base. (+ to pirates)
  • We play for the Coalition. We arrive in the system, the beacon is activated, we fly to the BC, and as soon as the dominators fly into the system, a message appears on the panel that it is necessary to guard the BC for 60 days. Actually this is what we do. After 60 days, the base will self-destruct, and you will only have to fly to the pirate base for a tag, and to the coalition planet for a reward. Oh yeah, there are 3 more quark bombs left in your hold. (+ to the coalition)
Regardless of who you played as, at the end you get a choice of: 3 MM Level 3, 2 MM Level 2 or 1 MM Level 1.

Getting the title of "thug" (750 points)

It's time for the stick. At first glance, the task is simple, but not everything is so smooth.
We hit the road and kill the ranger, we return to the PB.
Here we are informed that the ranger is alive, and is now in the hospital. We fly to the agents, and to the planet where the ranger lies. Next we have a quest.

Passing the quest:
We allow the droid to scan ourselves, leave the blaster with you and you will be taken to the doctor. To the question about your health, answer: "like a well-fried penchekryak." We take his robe and shed. We go to separate chambers, and there we find our ranger.
No need to choke him with a pillow, nothing good will come of it. Further to the elevator, to the first floor, to the office premises, and to the toilet. There I wash my hands and take a worker's suit. Further, on the third floor, we insert the worker's card, we pass into the room to the head of security, we eavesdrop on the conversation, we leave. Further into the nameless door, we tell the guards of the room that the Major is calling to us and move on.
There is already a branch, depending on who you play as:

  • If for a special agent, then press "refuse to kill." We rise to the 4th floor and say that you have important information, tell everyone the truth and ... the task is completed. Receive your award on the spot. (+ to the coalition)
  • We lock ourselves in the room, search everything, put on a breathing mask and begin to pump out the air. First level 3, and then all the rest. We exit through the main entrance. To the guard who met, we tear off the mask. Mission completed. The reward awaits you at the PB. (+ to pirates)
After the quest, we fly to the PB and get 2 micromodules to choose from.

Obtaining the title of "ataman" (1000 points)

To become a chieftain, you must kill the chieftain, which is logical. The mysterious Mr. Shu is sent to help you. Ask him who he is and what his goal is, he must tell you that he is a liquidator, for this you will receive an additional reward.
We fly to the planet where the ataman settled, we are waiting for Mr. Shu in the orbit of the planet, and we choose from 2 ways to eliminate him:

  • If you don't want to participate in the Planetary Battle, send Mr. Shu to do it. In a day he will fly out and the ataman will fly to another system, to the planet, where he will be imprisoned for 100 years. Follow him, and then you can go to the PB. (+ to pirates)
  • We leave Mr. Shu in orbit, and we ourselves fly to the planet.
    Next, you have to win the Planetary Battle. It is quite simple, you can immediately go to the center of the map to the green ones, destroying towers and capturing factories along the way. At the same time, it is worth keeping all the robots intact, i.e. after each shootout, give them time to repair.
    After the victory, a small quest opens.
    It should do the following:
    - And there is
    - What do you mean?
    - Powerful words.
    "After you've said that, I'm starting to understand...
    Further on the choice: you can leave him alive (+ to the coalition) or kill him (+ to the pirates).
If you left him alive, then fly to the coalition planet to receive a reward. After we fly to the PB and choose a set of micromodules for ourselves.

It is worth noting: if you completed this task not in favor of the Coalition, then there is no way to get the last task from the girls-special agents, i.e. you won't get a hybrid droid.

Getting the title of "Khan" (1500 points)

To obtain this title, you need to complete 3 "special" government tasks to choose from. Here I will try to describe each of these tasks that I can find. All of them are interesting, so I recommend going through each of them.

  • Black hole exploration:
    Before passing, it is advisable to arm yourself well. We fly into a given black hole, there will be no special problems inside, the main thing is to collect first-aid kits before departure so that the xp bar is full, because. at the exit, 3 pirates and a lot of trash will be waiting for you, apparently from the ships killed before you. We remove the pirates, collect everything you need from the garbage, and return to the planet for a reward.
  • Buy equipment and food:
    In general, we need to buy 1000 tons of food, and 1000 tons of equipment, for a total of 2000. You won’t get money for this, so you’ll have to accumulate not a frail capital in advance. It is better in advance, before the task begins, buy everything you need, slowly, and when the mission begins, you will only have to turn in the purchased junk. You should not take this task if you have a small hull or a weak engine. You simply won't make it. Do not forget the main thing when you fly through the system, poke on each planet and base with the right button, if the planet has a good supply of the goods you need, buy it. And use the search by planets to buy a lot at once, and not collect 10-20 vehicles from each planet.
  • Destroy the Science Station:
    If you do not have research probes at the beginning of the mission, you can buy them just in the same system, on the same base that you need to blow up. Do not skimp on the probe that is given when you take the task, the probe is really good and will serve you in the future. Next, fly to the planet where the bomb is hidden (It is advisable to get good probes, because the mission is limited). We skip days, and as soon as a bomb appears, we grab it and fly back. Throw out a bomb next to the base (you don't just have to shoot at it, the bomb will explode by itself) and you can immediately fly to the starting planet. By the time you get there, the bomb will explode. Naturally, no money will be given.
  • Collect tribute from 6 peaceful ships:
    The task is simple. We fly through the system and rob peaceful ships. You can take away the goods, you can demand money. After you rob 6 ships, a message will appear on the notification panel stating that the task has been completed.
  • Deliver a container with records of Peleng atrocities:
    A simple delivery task. If you can't handle it, turn on the afterburner. Receive your reward upon arrival.
  • Assemble a complete package of dominator equipment:
    But this is already interesting, it's time to make war with the dominators.
    You need to assemble: a torsion reactor (engine), a stackbarrel (fuel tank), a dianode (droid), a mental probe (capture), a pixellite (protection generator), a sensorotron (radar) and a tech-detector (scanner).
    Reward: Standard amount of government assignments + payment for collected equipment x2. If the equipment is recently knocked out, then x3, and if it also belongs to the same series, then x4. You have approximately one year to complete this task. It will be a shame not to have time, so we try to prevent this from happening. If you decide to collect equipment of only one series, then get ready for problems. For example, the Blazers, very rarely (I have never dropped out) have a sensorotron, when the Kellers have it, every 2nd killed has it. If you have a Blast Wave Locator, or a sufficient number of "Alarm" programs (you can buy from pirates for nodes), then you can try to collect one series, if not, then it's better not to bother and ignore the link to the series. A year should be enough for you, besides, by this time, you should have a completely combat ship. Put the equipment somewhere nearby, as soon as you collect everything, return for a reward.
  • Find an artifact divided into 3 parts:
    We get probes, the more the better (and most importantly good ones), we fly to the first planet, drop the probes there and fly after the pirates. You can safely kill both, after which you will find out where the other 2 parts of the amulet are. In the process of killing them, as soon as the exploration of the first planet is over, fly on it, grab the 1st fragment, and repeat the same with the 2nd other planets. The main thing is not to delay! You have a little over six months for all this.
  • Find the secret archive:
    Buy probes that are offered to you (do not be stingy, they are good). Explore the necessary planet, take the archive, and fly back.
  • Exchange the Animal for a figurine:
    We do everything according to the instructions:
    • We destroy the transport, which will take off the next day after the issuance of the task
    • We select Vrotmnevolos (the name of the animal) and take it to the pirate base. Look in advance in the search for where it is, otherwise the ruler forgot to tell us the system where this base is.
    • We exchange Vrotmnevolos for a figurine and take it back to the owner.
  • Plant drugs on one politician (quest):
    I have not seen a simpler quest, so I will not describe in detail. And so, by the beginning of our operation, we put on gloves and insert the key, attempts are not limited, so you can enter all 3 codes, as you enter, put on shoe covers, and then hide the bags so that it would be very easy to find, but so that they are not on in a conspicuous place, and do not throw all 5 bags in one room. Make a bag in each room. No need to be smart, hide it in a stereovisor, in a flower pot sprinkled a little with earth, in a boot, or a slipper. When leaving the apartment, do not forget to take the key with you.
  • Clear the planet of dominators (PB):
    The battle is simple. The most important thing is to quickly take a neutral base in the center to build robots before Keller takes it. Initially, you will have only 5 robots. Also, for payment by nodes, you can increase the starting number of robots.

Obtaining the title of "Baron" (3000 points)

We get a badge, and a new sector opens up for us with 2 systems: Tortugats and Nifigats. In Nifigats, after receiving the title of Baron, it will be possible to fly in and collect taxes from the planets.
But while we have not received the title, we are flying to Tortugats. There will be only one pirate base, although according to the mechanics of the game, it is considered a planet. As soon as you sit on it, warriors will immediately burst into the system. We fly out, start to wet them (you don’t have to shoot at them, the pirates will do everything themselves) And we are waiting for the arrival of the WB, which will land on the PB. After landing on the PB, the quest to save the base will begin.

The quest is divided into 4 parts.

In the first part, we have to repel the attack of the military. We turn on the turret and select more machine guns, since you will have to use them more often, because. most of the lasers will be in an overheated state. To win you need to remember one thing. Only 7 waves are waiting for you, so you should not save much machine gun ammunition. There are 2 ways to get through. With or without mines. I personally passed without mines. In this case, instead of placing mines, we collect ammunition. You will have a decent supply of missiles. Well, what to shoot? If you have a lot of soldiers, and not so much equipment, then shoot with lasers. If the soldiers and vehicles are evenly matched, or if the lasers are overheated, fire machine guns. Rockets, on the other hand, are very effective against cyborgs and heavy vehicles, but against soldiers, they are no more useful than machine guns, except that the supply of missiles is very limited. In the first 3 waves, try not to use rockets, and then you can land 3-4 pieces per wave.

In the second part, we are given a walker:
- look for another way
- To the conveyor
- Go to the warehouse
- look for something
- Leave the warehouse
- move away from the conveyor
- Approach the glass booth
- Throw a smoke grenade inside
- Leave the closet
- To the conveyor
- Use the key.
Next, you have a transporter. The amount of fuel is running out, so first we go to the Distillation, refuel and now to the Storage. We pick up hand weapons, and for the transporter: Grenade launcher, Lantern, Armor set and Navigator. Let's go to the sorting room. Then we fly through the abyss, Throw the fragmentation into the booth with the bearing. Further into the maneuverable corridors, we attach ourselves at the end of the column and shoot from a grenade launcher., further to the gate, and again use the grenade launcher, firing at the barrels. We call in the hangar, and shoot the last shells in the left and right heap. We leave the transporter, move forward twice, shoot at the energy node and finish off the rest with bursts. We pass through the conveyor. Next, as your transporter presses against the magnet, throw the fragmentation into the booth. Dedicate a flashlight to the sensor and that's it. This part of the quest can be completely different, depending on the equipment you have chosen in Vault 13.

The third part is not much different from the second, except that all the mini-games are fixed. We decisively approach the little box, say that you are from the verification service and that you will not tolerate a lack of order. Show your Ranger ID when it comes to your documents. Ask for his name and part number and move on. Approaching the next door, wait until it is written that nothing has changed. We go inside. If there are 4 opponents - throw a coin, if 3 - knock down the cabinet, if there are more, then there's nothing to be done. In the next mini-game, you need to connect wires of the same color from different bundles. This is where the leaflet comes in handy. There are 5 colors in total: Yellow, red, blue, green and orange. View 4 wires from the first bundle and write down the color. Sign the 5th wire to the missing color, because there may not be enough time to view it. We do the same with the 2nd bundle and connect the wires of the same color. Then we go up, then everything is according to the scheme:
- Dash towards enemies
- Throw a goblet at opponents
- Jump into the box
- Throw an ember at opponents
- Pull the edge of the carpet
- Run towards the elevator
- Grab a picture of Rhea Pin

And there was the last final very short part:
Click: Listen, Pay attention to the officer. And now the final choice on which the end depends:

  • Agreeing to an offer is a stupid decision, and you will pay for it with your life.
  • If you kill the Baron, you take his place, and you yourself will conduct deals with the corrupt admiral, and as a result, the Pirates will defeat the Coalition. The ending for the ranger is not a happy one. Evil has won.
  • If you Kill the General - In this case, you cut off communication between the pirates and the coalition, thereby destroying the pirate organization as a whole. The baron is unable to do anything. The coalition will defeat the pirates. The secret services will fake your death and give you a lot of money for later life. Good has won.
  • If you kill both - you take the place of the baron, and put an end to the pirate organization. The pirates returned to their roots, and you became famous not only among the pirates, but the coalition treated you with respect, despite your pirate activities.
Friendship won.

UPD(May 2018): This guide has not been updated since mid-2014. If someone replays and sees that something can be added, then write in private messages what exactly you would like to fix, I will give you the opportunity to edit the manual.
All galistry time at my expense!

Quests for the game Space Rangers 2: Revolution

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
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.
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)
* Dump (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
* 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: first port
* South Bridge: second port
* East 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 a different type of piece
* Go with a figure of the same size
* Move 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 in a circle, otherwise - a rhombus
* If the last sign is a circle, then go with a small sign, otherwise - with a large
* If the last sign is large, then go with a yellow sign, otherwise - blue
* If the last sign is yellow, then go in a circle, otherwise - a rhombus
* If the last sign is a circle, then go with a blue sign, otherwise - with 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 (tablet Big Habbat) prefers "Kwak To-Us Leatherflower";
The animal in the second cage (tablet Swamp Zhvyrklats) loves "Haapt's Balls" and "Hydrocarbon tincture";
The animal in the third cage (tablet Klisansky proto-spock) 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, having looked 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. You can not spend money on advertising at the very beginning, when there is not enough money, but at the same time you need to keep a vigilant eye so 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 good 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.

Master of Iike-Baana
Objective: Defeat the Gaalian Iike Baanist in a virtual game
Customer: Gaalians
Fulfillment Planet: Humans
Player requirements: no
This quest, according to the developers of the game, is the largest in the game. This is true, the quest is huge, so I will try to briefly describe its possible passage and give some advice.
Arriving on the planet, we go to the bar "Tired Gamer". There you can listen to the impressions of experienced players, but, more importantly, you can also buy a card for virtual money. This money will be added to the starting amount in the game. After that, you can go to the "Second Life" pavilion and connect to the game.
Next, I will give one of the fastest possible passages of the quest. But remember that you can wander around the world of the game for a long time, opening up new opportunities. Also, before following this walkthrough, I recommend reading the tips and advice given after it.
Let's go to the Village. Approaching the merchant of magical items, we buy the book of the Spirit and one of the amulets of Light, Harvest or Spirit to choose from. We leave from the merchant and read the book of magic. We create a Concentration spell (it became available after studying the book) and turn off the pause.
We approach the crying girl. We find out the cause of her grief and with the help of the Healing spell we treat her mother. As a reward for our good deed, we receive a rose. Let's go to the Crossroads.
From the Crossroads we walk into the Dark Forest. Entering, we control the value of Concentration - if it is less than 90, then we either cast a Concentration spell or drink a potion of Intuition. Entering the Forest, we notice a small path located to the west of the main one. We need it, let's go for it. In the clearing we find a multicolor flower and take it with us. Then we follow the trodden path into the forest. From it we turn onto an untrodden path, and then we go along an overgrown path. Having found the skeleton of the Gaalian, we direct the magic of the Spirit at it. From this, the ghost of the Gaalian magician comes to life, who asks to strengthen the flow of the Spirit. This is what we do. As a reward, we choose magical abilities, which will increase our Spirit magic by four units. After that, we leave and get out of the Forest along a familiar path.
Now we go along the overgrown path to the left. We make our way through the jungle to the exit to the path and stomp along it. During the journey, bees will constantly bite us, causing 4-7 damage. If the need arises, then you need to stop and rest by casting a Healing spell or drinking a potion. When there is one dash left before the exit from the forest (the corresponding inscription appears), you need to take a break and raise your concentration to 100. Having got out into the clearing, we notice the body. We examine it, pick up the found things and plunge into the stream.
Refreshed, we approach the house. You can talk with the hostess of the house for a long and interesting time, but I offer the shortest way, which gives only the necessary information:
1. "Master! Open the gates:"
2. "Oh, yes, let me introduce myself, madam:"
3. "What could be more beautiful:"
As a reward for politeness and a rose flower, we get the Ice Bee spell. It can be used 5 times in the whole game, but against the Great Mage it will only work 1 time. Therefore, 4 charges can be safely spent.
We return to the Village. Entering the healer's hut, we sell him a multicolor, while buying potions of Magic and Health. We go to the Crossroads, and from it to the Magic Source. There we store all the potions in the chest, so that no more than one of each type remains. Swimming in the Source. After that, we return to the Crossroads, and from it we step into the Cave of Mysteries.
Entering the Cave, choose the Path of Will. There you will need to defend yourself from the attacks of the demigods. Here are some possible ways to repel their attacks:
* The first demigod. If he attacks with Air, then we put the protection of the Earth. If Water, then Fire.
* The second demigod. If he attacks with Air, then we put the protection of Water. If Earth, then Air.
* The third demigod. If he attacks with Water, then we put the defense of Fire. If by the Spirit, then by the Spirit.
As a reward for these actions, we get a full set of potions. Now you can go along the path of Wisdom. There are three riddles to answer. The correct answers are:
1. Death
2. Water
3. Fire
As a reward, choose the Harvest or Wind amulet.
If there is enough money, then you can not go on the path of Knowledge. Otherwise, let's go there. There you will need to work with various types of magic on a multi-colored flame in the following order:
1. on Yellow - Spirit
2. on Red - Water
3. on Blue - Earth
4. on Violet - everything except Fire
5. on Green - everything except Air
We will get a lot of money as a reward.
We return to the Crossroads, and from it - to the Village. We buy potions and again go to the Crossroads, and then to the Magic Source. We release one place for potions of each type, shifting the excess into the Chest. We bathe in the Source and move to the Buyer. We sell extra books and ask the Buyer for help. We agree to help with the rats and the basement. In the battle with rats, the most effective spells of mass destruction are Fireball (fire + air), Geyser (water + earth), Fire Blade (fire + spirit). After killing all the beasts, we get a small reward and the location of the Buyer - now he is ready to give us a potion that doubles our health.
We return to the Source of Magic. By this time, the hero should already be the owner of the "Ultimate Set" (see notes). If not, then you still need to wander around the world, knocking money out of its inhabitants to buy the required things. When we are ready, we start preparing for the battle with the Great Mage.
We use the money to buy the missing potions. Before going to the Mage, the following conditions must be met:
* All parameters restored in Source.
* Focus raised to 100.
* Raise the level of Magic to the maximum (with potions). At least one potion of Magic and Health should remain in your pocket.
* Increase your health to 50 (no longer worth it).
*Must have at least 312 coins in your pocket.
Now we go to the Buyer and double his health. From there we stomp to the Sorcerer's Castle. Having met the Guardian, we answer as follows:
1. Always ready!
2. That's right!
3. Give him the required amount
The last action will increase the power of Fire by one. Next, we proceed to the battle with the Great Mage. Here are some guidelines to help you in this battle:
The tactics of the Mage is constantly changing, and you need to act as the battle progresses. But the peculiarity of the AI ​​is such that, having felt that the player can be finished off with one spell, he will definitely cast it, or freeze the player in order to finish off with the next move. In addition, realizing that he himself can be killed with a single spell, the Mage heals, paralyzes the player or puts up a Shield to survive. At the same time, he does not know about the Ice Bee spell, which pierces the Shield and deals 8-12 damage, so it is better to use LP on finishing moves, or in a critical situation, to make the Mage take care of his own health and forget about the player. Unfortunately, after feeling the effect of the Ice Bee, the Great Mage will neutralize the spell, and it can no longer be used. In addition, the Great Mage tries to maintain a high level of Concentration - more than 70.
There are three ways to defeat the Mage:
1. Mutual exhaustion and draw
2. Mage Depletion
3. Death of the Mage
The better the victory, the higher the exchange rate of the money remaining after the game for galactic credits will be.
Below are some tips and tricks.
* After reading, magic books are no longer needed, and they can be sold at the Buyer.
* With a Concentration over 90, you can find a secret clearing and avoid a trap, in addition, a high Concentration increases the likelihood of finding a wallet with money, 3-4 wallets can be found in the Village and near the Crossroads, since time does not pass, you can run back and forth to find all wallets that appear when you enter a location.
* Potions and spells can raise magicka, health and focus above the maximum - magic up to 10 and up to 100 units each parameter, but be careful: these bonuses will disappear after visiting the Source.
* If the phrase "you noticed something shiny" appeared - pick up a wallet. Check regularly in the Village and at the Crossroads.
* With each visit to the Village, the maximum amount of money should be left with the Witch Doctor. Therefore, when going to the Village, if there is no place for new potions, but there is money, then it is better to put the excess potions in the Chest or drink it after plunging into the Source.
* If you see a "strange black formation" at the Crossroads, in no case should you throw anything there! Purse on the contrary - raise immediately.
* When attacked by a monster, it is better to run away, losing 10% of the cash.
* On the way to the Source, you can encounter a racketeer, this path is free from monsters. You can choose any options - there will be no consequences, although the option "A in the eye" deprives the player of 1 hit and 20 concentration, and "You have a pretty penny" - 1 coin.
* In the Cave, you can stumble upon a level designer and get another multicolor. In total, the Witch Doctor takes no more than 2 flowers, giving out money and a Magic Potion in return.
* The ultimate set that a player can have and which gives maximum efficiency when sent to the Mage: take 3 potions of all types with you. Two amulets. 312 coins (preferably for the bonus). 1 Elixir of Concentration, 2 Magic and 2-3 Health in a chest.
Quest guide.
spells
* Healing: Spirit and Water. Restores 7 health points.
* Concentration: Earth and Spirit. Concentration + 15 units, but not higher than 100.
* Lifesteal: Air and Spirit. Enemy -3, player +3 health.
* Fire Blade: Fire and Spirit. Deals 8 damage.
* Shield: Air and Earth. Provides protection from harmful effects for 1 turn.
* Geyser: Water and Earth. Damage 4-6. 50% take 1 Spirit Power from the enemy and give it to the player
* Meteor: Fire and Earth 5 damage. 20% stun enemy for 1 turn
* Fireball: Fire + Air 5 damage and -5 Focus to the enemy
* Absentmindedness: Fire and Water Enemy Focus -10
* Freeze: Air and Water Freezes the enemy for 1 turn and takes away 2 health from him
* Ice Bee: Air, Spirit and Water - 2 times 4-6 damage, 100% chance. When hit by a magic Shield, only 1 bee deals damage.
amulets
* Winds: Air+1, Spirit+1
* Waves: Air+1, Water+1
* Light: Fire+1, Air+1
* Harvest: Earth+1, Water+1
* Blood: Spirit+2
* Will: Focus +10
Monsters
Rats: Only in the Buyer's basement
8 pieces.
Health: 3
Damage: 1-2 (each)
Special: guided by ear, no misses
Spells:
The meteor in the basement doesn't work.
Fireball - kills 2-3 rats
Geyser - kills 1-2 rats
Fire. Blade - kills 1-2 rats
Freeze - paralyzes 1 rat
Ice Bee - kills 2 rats
Vampirism - kills 1 rat and gives 3 hits to the player
Scatter - does not work
Reward:
700 gold, 1 Healing potion, 1 Intuition potion, the ability to double the current health of the Buyer once
Combat Tactics:
A powerful attack with spells of mass destruction, not forgetting to raise the Concentration.
Wolf: on the roads, not in the Forest and on the way to / from the Source, often near the Village
Health: 12-15
Damage: 3-7 (additional 0-2 Focus)
Accuracy: 80-95
Special:
50% chance to restore 1 health each turn, up to a maximum of 15 total.
20% chance to dodge Geyser and Fireball spells at the cost of 10 Conc.
Spells:
Meteor - can take away 1-2 Focus
Geyser - can take away an additional 1-2 Focus
Reward:
300-540 gold
Combat Tactics:
The most powerful, preferably Geyser and Fire spells, Lifesteal and Freeze. After his dodge - Absent-mindedness
Ratboar: on the roads, not in the Forest, often near the Village and on the way from the Source
Health: 20-23
Damage: 5-8
Accuracy: 45-65
Special:
50% chance to deal an additional 1-2 damage
25% chance to take 5 Focus and 1 Spirit from the player
Spells:
Fireball - 50% to deal 1 more damage, subtracts an additional 2-5 Cond.
Meteor - 50% deal 1 less damage (4 damage) can take away 1-2 Ag.
Geyser - 50% deal 1 less damage (3-5 damage) can take away 1-2 Ag.
Fire. Blade - additionally takes away 1 health and 4-8 Focus.
Reward:
420-720 gold
Combat Tactics:
The most powerful, preferably Fire spells. Absent-mindedness. Lifesteal and Freeze. Meteor and Geyser are not desirable.
Skeleton: Only in the Forest
Health: 12-16
Damage: 4-7
Accuracy: 80-95
Special:
30% chance to reflect a Fire elemental spell at the player, losing 10 Conc.
Spells:
Fireball - half the damage, only 2-3 damage, takes away 1-3 Ag.
Fire. Blade - half damage, only 4 damage
Meteor - increased damage, takes away 6 health and 5-7 Ambient.
Geyser - increased damage, takes away 5-8 health and 2-4 Ambient.
Ice Bee - 2x 1-3
Distraction - does not work
Vampirism - does not work
Reward:
360-660 gold, 1 potion of Healing or Intuition
Combat Tactics:
Geyser and Meteor. Other Fire spells not desirable
Zombies: Only in the Forest
Health: 27-35
Damage: 5-10 (additionally subtracts 0-3 Avg.)
Accuracy: 60-65
Special:
Poison Spit every 3-6 turns, subtracts 3 hit points, 5 Comp. and paralyze for 1 turn
Cannot be stunned or frozen
Spells:
Fireball - deals increased damage, 5-7 damage and takes 2-5 Concentration.
Fire. Blade - increased damage. 10 damage and takes 3 focus
Geyser - deals half the damage, only 2-3 damage
Meteor - Deals reduced damage, 2-3 damage and takes 2-4 Focus
Vampirism - 3 health is taken away from the player, zombies are not harmed
Distracted - weak action, takes away 3-6 Focus
Freeze - adds 2 zombie health
Ice Bee - 2x 2-3
Reward:
480-840 gold, 1 potion of Healing or Magic
Combat Tactics:
Most Powerful Fire Spells. Meteor and Geyser are not desirable. Lifesteal and Freeze do not use
Dema: story, only in the Forest, after falling into the Trap
Typical zombie, but:
25-58 health
65-73 concentration
Ready to spit already 2-3 turns after the start of the battle
Reward:
1000 gold, 1 Healing Potion, 1 Magic Potion
Grand Mage: storyline, in the Sorcerer's Castle
Health: 30-35
Damage: no
Accuracy: 100
Magic 6-8 each element
Potions 2 Magic and 2 Intuition
Special:
Owns 10 standard spells, like the player
Empowered Spells:
- Healing Spell restores 8 HP to Mage
- Spell of distraction takes away 12 focus to the player
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 the "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:
1. Turn on the vector, energy and navigation systems, check all indicators and start the engines.
2. Penchekryak meat is too tough for frying. It can only be boiled.
3. The answer doesn't matter.
4. Live at the expense of the people.
5. Expensive weapons.
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.
Muzok
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 "All sorts of things" 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:
1. In the fairy tale "The Magic Ring" Martynko paid 100 rubles for the cat Vaska;
2. "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-Sagittarius;
3. 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:
1. The power of the protection generator at the price of the first engine:
110 cr. - answer "10%" 150 kr. - answer "20%" 180 cr. - the answer is "15%"
2. The captain's cabin, if there is an indication in the statement of the second question:
"D meets" or "B meets" - the correct answer is "Cabin 1"
"A occurs" or "never occurs" - the correct answer is "Cabin 3"
3. The cost of the flight with the capacity of the tank:
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 it is necessary to bribe a person, 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):
1. 3
2. 5
3. 6
4. 4
5. 2
6. 1
7. 3
8. 5
9. 7
10. 6
11. 4
12. 2
13. 3
14. 5
15. 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 the karteng tree increases dexterity;
* Walking through the thickets of chrum-crunch 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):
1. (wise guy) Commander
2. (fighter) Yeptimat
3. (glutton) Anusptis
4. (womanizer) Vertepopes
5. (merry fellow) Ramzetz
6. (cowardly) Seremtut
7. (dirty) Moichrenes
Faryuki
Purpose: to pull out six "faruks" through the gatehouse 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-Aromaticity (RHN) 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:
1. spray vonylin on "Shaggy"
2. put in a wheelbarrow "Shaggy"
3. put in a wheelbarrow "Blue filling"
4. put in the wheelbarrow "Shoe"
5. send Schnobel through the checkpoint
6. shake and sprinkle cologne on "Big"
7. spray vonylin on "Big"
8. throw over the fence "Shoe"
9. put in a wheelbarrow "Big"
10. put in a wheelbarrow "Yellow-eye"
11. put in a wheelbarrow "Shoe"
12. send the dowel through the checkpoint
13. spray vonylin on "Striped"
14. throw over the fence "Shoe"
15. throw over the fence "Blue filling"
16. put in a wheelbarrow "Blue filling"
17. put in a wheelbarrow "Striped"
18. put in a wheelbarrow "Shoe"
19. send Pugel through the gate
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 "Citadels" 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.
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.
Quests from the "Reboot" add-on:
Logics
Customer: Maloki
Artist: any
What a news! It turns out that the Maloks have a logic game that we have to play. On a field consisting of three columns (in the first and third - three cells each, in the second - five), there are four chips: one belongs to the player and can move in any direction (if it is in the topmost cell, then diagonally). Enemy pieces are not allowed to move backwards. The goal of the player is to reach the lowest cell of the field, while the opponent must lock the opponent's chip so that he cannot make a move.
Our main task is to break the "system" of the enemy and be at least on the same level with his chips. There is no unequivocal combination of moves leading to victory, the opponent's steps change every time, but the following method works quite often. In the first move, we retreat back, then we rush to the left and right, occasionally rising up, and as soon as a hole is formed, we go to this cage. Do not forget that both you and your opponent must move a piece every move - using this rule, you can force your opponent to make a deliberately failed move. Difficulties with this quest should not arise, you are confronted by a malok, but they still do not differ in special intelligence.
Sorting
Customer: bearings
Artist: anyone except the Gaalian
The Pelengs started a war on a single Gaalian planet, and we are asked to send military cargo from orbit by "trains". We have four tracks at our disposal, each of which can take no more than twenty wagons; if the limit is exceeded, the path is closed. Our makeshift station regularly receives trains (each from 1 to 11 wagons) with four types of cargo - equipment, weapons, fuel and soldiers. We must sort the incoming trains into four paths and send them to the planet. As soon as the track is filled with twenty wagons of the same type, the express train automatically goes into the thick of hostilities. From time to time, instead of trains, tractors are delivered to the station, which can take an unlimited number of cars with them. We also have several mini-tractors at our disposal, which can send from 1 to 5 wagons to the planet. For any violation (overloading the track, "mixing" trains of different types), we are given a penalty, if there are more than three of them, the task will fail.
In this quest, the random number generator rules the ball, so it does not have an unambiguous solution, I can only give a few tips. Firstly, to complete the main quest, you need to accept thirty trains, but this figure is not taken into account anywhere during the assignment. Therefore, I advise you to count them yourself. Secondly, if we add a train with vehicles to the train with soldiers, then at the output we will get a penalty and a long train with equipment. Such is the simple equality. Thirdly, sometimes it makes sense to get a penalty, but send the train out of the way, adding to it up to twenty wagons.
Do not waste mini-tractors, after completing the main quest you will be offered a hack - the essence is the same, but one path is closed. To complete an additional task, timely unload the tracks with a small number of wagons with mini-tractors.
Edelweiss
Artist: any
We have to try ourselves as an engineer and install the Edelweiss radio transmission complex on the planet famous for dust storms. The situation is somewhat overshadowed by the fact that our predecessor died, moreover, in a very mysterious way. After a brief educational program conducted by the local chief on the radio, we land at a small geological station. Now contact with the outside world is possible only when taking off again over the storm, since this can be done almost at any time. First of all, let's go to our cabin, where we find a transformer screwdriver and instructions for installing Edelweiss. To mount the device, you need to find a suitable site using a terrain analyzer, then take the device there, go back and conduct a test communication session. Please note that the equipment is very heavy - picking up both the analyzer and Edelweiss will not work. After reviewing the instructions, we will visit the local geologist - the feyanin Gayolak, whose cabin is just nearby. The only inhabitant of the station does not really favor us, but he answers questions, albeit reluctantly. Having pulled out all the available information from it and taking the radar, we go to the equipment and, putting on a spacesuit and taking the analyzer, we go to the surface.
Our task is to find a place suitable for the installation of "Edelweiss". As a rule, it is three or four cells from the base. The scanning method is very simple - a map is displayed on the left side of the screen; 0 denotes uncharted territory, 8 - explored, 1 - our current location, 2 - an almost ideal site for installing a radio station. We make runs from the base to the edge of the map, then climb one cell up (or down) and go back. At the base we replenish the supply of oxygen, and again on the road - to the bitter end. There are two main dangers on the surface of the planet: a broken radar (in this case, do not panic - as soon as you continue on your way, everything will return to normal) and ringed crawlers, with which our geologist friend loves to mess around. They are aggressive creatures, but stupid - a couple of blows with a screwdriver will send them to the worm Valhalla.
During the next run with the analyzer, we stumble upon the corpse of our predecessor, who also has a cut oxygen supply hose. Something is not clean here! We remember the number of his badge and go to the base. Now in our cabin it is possible to view a video file recorded by a Gaalian shortly before his death. In addition to the speculation that Gaiolak is doing some dirty tricks at the station, we learn a secret combination that opens access to a secret compartment in the swindler's locker (we sequentially open the second, third, first, second doors again). We again go to the surface, find a place to install "Edelweiss" and return to the base.
Having removed the spacesuit, we find that the medical device in our cabin is broken, and the radio station has disappeared. Having visited the empty cabin of the feyanin, we find the missing "Edelweiss", and by entering a secret combination, we get hold of a circular saw. Gaiolac is not visible nearby, and to hell with him - it would be faster to complete the mission and fly away from here. Returning to the airlock, we discover the loss of the spacesuit; have to go without it. Each step takes away health, therefore, without being distracted by extraneous desires, we go to a given point, install "Edelweiss" and return. Here's a surprise - Gaiolak appears on our way, and even in the missing spacesuit. His intentions are clearly unfriendly - it turns out that we are preventing the feyanin from secretly extracting gold nuggets from the stomachs of worms, which are rich in the local soil. Attempts to reach an agreement will not lead to anything good, so we use the last argument - a circular. Putting on the suit of the murdered geologist, we return to the base, where we get in touch with the authorities. Congratulations, mission accomplished! And what to do with two corpses is no longer our business.
Fishing Championship
Customer: people, bearings
Artist: any
The life of a ranger is full of surprises and surprises - the government of another planet sends us to the fishing championship, and even pays money for it. Sheer joy, not a task. Having arrived at our destination and received 800 marks for purchases, we learn that our main opponent is the Vulture bearing, which has been winning these competitions for five years in a row. Well, nothing, tomorrow's tournament will show who really knows how to fish, and who was lucky for five years in a row. To begin with, let's go to the hut that was allocated to us for the night, and examine the closet - in addition to the angler's guide, there is a chance to find 10-20 stamps. A trifle, but nice. Having studied the reference book, we learn that there are three types of fish in the local lake. In the reeds there are small (on average - 300 grams) cheriki, which peck at anything, and the quality of the gear does not particularly affect their capture. Murlocs swim in shallow water, medium-sized (from 400 to 600 grams) predators that hunt cheriks (and therefore swim in the reeds) and prefer white worms. To catch a murloc, you need good tackle. Massive (from 700 to 1000 grams) volts have chosen deep pools, which reeds can not stand, but they love to feast on green worms. Without good gear and a fishing rod, you can’t catch a Volt.
[Space Rangers 2 screenshot, 159KB]
For 2007, the graphics look, to put it mildly, outdated.
Now our path lies in the bar, where the future rival, the Vulture, has settled. Approaching him, we learn that he is not averse to measuring his strength in arm wrestling. The winner receives one hundred marks. It's a sin not to take advantage of the opportunity.
We have three tricks at our disposal: pull the enemy’s hand down with force, use the sharpness trick and break the brush. The fight takes place according to the principle of "rock-paper-scissors" - a power hold is effective against a sharp move, and a hall is effective against a force one. A sharp jerk, respectively, knocks down the hall. Using these techniques, we defeat the bearing and approach the dice players who are sitting nearby. The rules of the game are elementary: he threw out more than the opponent, the number - received 40 marks, the smaller - gave 20. If the numbers are the same - he received ten. It all depends on chance, but I can advise especially superstitious people to move away from the table during protracted losses. Our task is to accumulate 1160 marks. As soon as the amount is reached (if you lost outright, it’s better to restart the quest), we go to the stall, where, ignoring cheap trinkets, we buy the most expensive tackle and fishing rod, as well as twenty green worms - we don’t need others. After all the above procedures, it's time to indulge in a healthy sleep - you need to come to the championship after a good night's sleep.
So, the competition begins - we have half an hour to catch as many fish as possible. First of all, you need to find a deep place without reeds - we will catch volts. And then - a matter of technique: planted a worm, cast a bait, waited a bit and caught a fish. By the end of the championship, the weight of the fish caught by you will be almost twice that of the Vulture catch - good tackle has done its job. Now, after a short communication with nature, you can again go into space - the dominators are not asleep.
Identikit
Customer: any, except for small and bearings

The mission promised to be quite simple - all that was needed was to meet with the head of the Esen and Co corporation Asa-Gan in a restaurant and convince him to give the patent for the production of xenthoemitters to us. However, already at the exit from the spaceport, trouble awaits us - a negligent taxi driver drove us around the city for forty minutes, and then completely reported that the car had broken down. Asking a passerby for directions, we find out that the restaurant is located at the other end of the city. When we get there, we listen to Ace-Gan's reproach for being unpunctual, but we are in no hurry to tell the truth - in their area, unlike ours, a taxi driver who does not know the way is not the rule, but the exception. A much more pleasant impression on the big boss will be made by sweet lies about the modern technological equipment of the local spaceport. However, it's time to start eating, and the head of "Esen and Co." leaves the choice of dishes for us. The optimal menu looks like this: onnarike in green, extruder on a stick, neon-propane solution. After a meal, we are asked why our planet is so eager to get a patent? To please the technophile, we answer that emitters will help to better study the structure of dominators. The interlocutor leaves us for a few minutes, but we do not remain alone - we are accompanied by a suspicious person who delicately asks us to give up the patent, because our own life is more valuable than the reward for the successful completion of the mission. Naturally, an experienced ranger cannot be penetrated by such threats, so we meet Ace-Gan, find out that it was we who won the patent, and pick up the suitcase with documents. However, we will not be able to walk with him for a long time - in the nearest lane we are beaten until we lose consciousness and a valuable cargo is taken away. We come to our senses already in the hospital, in the company of a doctor and a couple of policemen who ask us to make a verbal portrait of the attacker. The signs are as follows: thin, triangular face, long braid, liquid mustache, like a bearing, narrow eyes, normal nose, calm quiet voice, four fingers on the hand. This description is enough to figure out the perpetrator. Bandit caught, documents returned, mission accomplished.
stealth
Customer: any race, except bearings
Artist: human, Gaalian
This task is a standard (by the standards of "Space Rangers", of course) text action movie, which is distinguished by many tactics of passing. Below I will give only one, which fundamentally does not correspond to the name of the quest. The goal of our mission is to hijack a new stealth aircraft from a hangar located near a military base. Two mercenaries are assigned to help us (they promised three, but the last one disappeared somewhere), a malok and a feyanin, who deliver you to the site of the operation in a small jeep, while hotly arguing which is better - a firearm with tremendous destructive power, but a low level hit or an accurate and quiet energy. We don’t care about their argument, so you can safely snore in the back seat.
This is important: if you choose a different tactic of passing, support one of the two mercenaries in a dispute, then ask him for a weapon. Feyanin will give a blaster, Malok - a shotgun.
Our dream is interrupted by an explosion - cunning guards hit the car. Before us is a difficult choice - to pull out a malok (we will remove a machine gun from the body), a feyanin (we will get a sniper rifle), a camouflage box (a first-aid kit, grenades, mines - to choose from) or carry our legs (then we will completely preserve our health, in other cases a couple of percent is lost ). We choose the first option and turn onto the path - there is an hour left before the arrival of reinforcements from the base, if we do not have time to complete the task during this time, we will have to kill five more well-armed opponents. Then we run to the east. Seeing the opponents, we begin to sneak (this increases the accuracy of shooting), and then we frighten the surprised guards with a burst from a machine gun. Ideally, one shot is enough for each enemy. It’s not worth searching the bodies, we don’t have much time anyway, but for a corpse in a spacesuit and a corpse with glasses, we’ll still make an exception - we’ll take the key from the first, and special glasses from the second. Do not forget the mercenary tokens that are on every dead person, however, the process of removing them is quite long. With the help of such simple gestures, we quickly reach the hangar, finish off the remaining guards and go inside. We put on glasses, get into the plane, start it, shoot the gates, try to finish off the bearing, which turns out to be our third escort (he, you see, overslept!), if there is a desire, we sell tokens to him (I was offered a symbolic 50 Cr for a token) and finish mission.
bad day ranger
Customer: any race, except Maloks and Gaalians
Performer: anyone except Malok
This is important: this quest is one of the most atmospheric in the add-on, so I strongly advise you to try it yourself first and only then look into this deliberately dry walkthrough.
Arriving at the spaceport, we look around and buy all the provisions from the seller in the stall - bottles of water and alcohol, bread and a meat sandwich, then we talk with the bartender and go to the named address. We enter, climb the left stairs, fall into the tunnel, distract the spider with a meat sandwich, leave the room through the metal door - we are again at the entrance. We go up the right stairs, go to the fifth door, rummage through the table, find a magnetic card and a photo album, look through the latter. By the way, do not try to call on the videophone - your mental health will be shaken (hello "Fahrenheit"!). We approach the first door, use a magnetic card, in the dialogue we select "The best lyakushka ..." and "Another lyakushka", we get an electronic key and a request to find a dress. We go down, open the right door with the key, break down the door, ignoring the puzzle, take the body and take it back to the first room, we get the metal key. We go into the fourth room, throw water and bread into the cauldron, and brew a healing potion. We're going down again. We pass through the left door, open the wooden door with a metal key. We select a blind statue, take away the hammer, exit through the metal door and open the central one. We beat the bell with a hammer, go upstairs to the second room. We splash alcohol at the enemy, then we beat with a hammer, not forgetting to drink the potion. After defeating the enemy, we listen to a prosaic explanation and enjoy the completed task.
Faeyan asylum
Customer: bearings
Performer: anyone, except for a feyanin
Whom we just have not visited in our long life as a ranger! Now you have to try on the skin of an ordinary psycho. Do not be afraid, everything is in perfect order with our mind, we just need to take out some documents collected by the Peleng resident, who also pretended to be insane. The hospital is divided into four floors, in order to go higher, you need to activate the elevator through various actions - from clapping your hands to exclaiming "Sim-Sim, open!". The patients of this clinic know which action to perform, however, each needs a special approach.
So, first floor. The dictator should be greeted delicately ("Hello, oh..."), and then asked if he really finds timely shelter modest. The answer to the cryptographer's question will be "2". Malok the fireman must be hit in the shoulder and tell about his exploits in the war with the dominators. The Pelengskaya teacher will be very happy when she hears "152" as an answer. But the violently mad feyanin does not make contact under any circumstances. And what else would you expect from a person who constantly shouts out: "Pkhnglui mglvnafh Rlyeh Cthulhu vgahnagl fhtagn!"?
We rise to the second floor. Malok the writer will help you if you offer to name his book Notes on the Walls of a Prison Cell. The crazy infernet will gladly tell you the elevator activation code if you talk to him in infernet slang. To find out the desired combination from a bearing with a split personality, you need to try to cut down both halves of it. The card that the gambling-obsessed feyanin asks you about is "five".
On the third floor, the crazy dragon will tell you which elevator to use if the letter you give him is M. Maniak Y's poems talk about a blaster.
On the fourth floor you will find the Peleng "psycho" we need, and all that remains is to climb out onto the ledge, grab onto the medical robot and slowly plan down.
Tourists
Customer: any race
Artist: human, not a pirate
This task is a pure collection of logical tasks, the essence of which is to transfer a group of tourists across a number of bridges. For each, you must go through one, and only once. The complexity of the tasks is increasing incrementally - if even a primary school student can easily solve the first one (“Did you draw everything without taking your pen off the paper?” it is not clear where a third of all bridges lead. Below are possible solutions for each of the four challenges.
*
1 task: A, D, Z, F, F, C, B, D;
*
Task 2: red, blue, green, orange, purple, pink, aquamarine, light green, yellow, brown, blue;
*
3 task: 1, 15, 14, 4, 12, 5, 2, 6, 11, 9, 8, 3, 10, 13, 7;
*
4 task (optional): f, s, c, e, g, i, n, o, q, p, m, l, j, h, a, b, d, r, t;
Finally, a couple of tips. First, after the second task, you will be asked to visit a restaurant or a casino. In the first establishment, you can meet a bearing, which for a certain amount will show a card for the fourth task, and in a casino, you can try to increase your fortune using a slot machine. Secondly, if at the very end of the mission you shoot your employers (I must say, they deserve it), you will receive an amount slightly larger than the one that was stipulated in the contract.
Leonardo da Vinci
Customer: people, Gaalians
Performer: anyone except a pirate
Tasks in "Space Rangers" sometimes amaze with originality. At least I haven't seen an artist's simulator up to this point. Driven by a thirst for profit, we go to the tournament of artists, where we will have to fight with three worthy fighters of the brush and paints. The mechanics of the game is quite simple, there are three rounds in the tournament, in each of them you have to draw a picture that has three parameters: interestingness, purity and color. Each of the parameters is influenced by a huge number of components - from your characteristics to the speed at which you draw. The main ones are listed below.
Firstly, the styles in which you will work play a big role. Impressionism increases interestingness by 2, but reduces clarity and color by 1. Realism adds 1 to clarity and color. Cubism increases interestingness by 3, but reduces clarity by 1. Primitivism is extremely beneficial to interestingness, increasing it by 4, but reduces the rest characteristics by 1. Surrealism increases interestingness by 2.
Secondly, the choice of colors is important. Fluorescent paints have a good effect on the interestingness of the picture, however, to the detriment of purity, while ordinary paints behave exactly the opposite.
Thirdly, the characteristics of the player - fantasy, accuracy and literacy - have a direct impact on the parameters of the picture. Initially, each of them is 3, but there are several ways to increase them. You can do this with the help of books sold at the spaceport: "Stories" by Lem will increase fantasy by 1 point, "Embroidery Manual" - accuracy, and "How to learn to draw without drawing a single drawing" - literacy. Please note that you can only buy two books, but you can read them three times (that is, some one - two or all three times, while the characteristics also increase. Repetition is the mother of learning?). The second way to improve performance is to watch TV programs after the second round. A fantasy film will increase fantasy by 1, reducing literacy by the same amount, a cooking show will increase accuracy by 1 by lowering fantasy, and an art program will increase literacy by as much as 2 points, however, you will have to sacrifice the rest of the characteristics - one will be taken away from them.
In the process of creativity, you should pay attention to the speed with which you draw - the more accurate, the more time it takes. If you do not have time to meet the hour, the work will simply not be appreciated and will be given zero points. By the way, fast is not always bad, a carelessly drawn part of the picture can sometimes pass for an innovative primitivist solution. Also, fatigue affects the time spent on drawing - the higher it is, the slower one or another part of the picture is given to you. However, this characteristic is important only in the first round - having devoted the whole night to reading books, we did not get much sleep - in the future you can not think about it, the nights will be calm.
The fruits of our labors are evaluated by three judges: the Gaalian Leevi-taan, a well-known realist artist who highly appreciates the purity of the picture, a man with the surname Satimov, a primitive artist who evaluates works by their interestingness, and Malok B "Ugarra, who is absolutely ignorant of art, but approving coloration.
Well, perhaps now you know enough to create your own masterpiece, which will be admired by many generations. Finally, I will give a scheme that almost always leads to victory in the competition:
We buy Lemov's "Stories" and "How to learn to draw without drawing a single drawing", we read the first one once, the second two, then go to bed. Since we are tired, we do not draw very carefully in the first round - otherwise there will not be enough time. We choose fluorescent paints, impressionism, do without a pencil sketch, then quickly but carefully (with the exception of the animal's head - we draw it extremely carelessly) we write a landscape as a background, a teapot instead of a head, snake rings will serve as the body, and the dragon's limbs will complete the composition. The ratings are not the highest. But there are still two days to go.
We come to the second round having had enough sleep, so we can afford to draw with the highest accuracy. Our choice - fluorescent paints, impressionism, sketch, Kleesan cockpit, spiked thing instead of wings, the hull as we imagined it as a child. And space will act as a background. It's not entirely clear how such a spaceship can fly, but the judges love it.
In the evening we watch a culinary show, but in the morning there is a tempting opportunity to rummage in the pocket of our main competitor, bearing Kasyak - an experienced drug addict who, in a state of expanded consciousness, creates masterpieces. If we're lucky, we'll pull the joint, if we're not lucky, they'll break our nose and the third round will pass us by. To risk or not is up to you. Since the topic of the final round is a portrait, let's focus on ordinary colors and realism. After a pencil sketch, with the highest accuracy, we draw a bowler hat and mustache as a face contour, a sponge with a bow, a nose like that of an ancient deity. We complete the portrait through the eyes of a malok who has not slept for a week. The judges are delighted, the audience is delighted, and we take the cup and fly for the award. If your competitor scored the same number of points as you, an additional competition is held. It is necessary to determine how many mixes one or another color can be obtained. For light purple, the correct answer would be 2, for brown, 1, and for turquoise, 3.
volcanic island
Customer: Maloki, people
Artist: human, not a trader
And again we have a task that has more than one solution. I will give here the most obvious of the options for passing. This time we have to land (more precisely, simulate a disaster) on a tropical island and learn about a new power plant, which is located inside a local volcano. We rummage through the luggage of passengers, go to the pilots, buy two bottles of vodka from them, go to the toilet, where we also find a lot of useful things. While we were busy, the time of the crash came - we yell at the fat businessman, otherwise he will not jump out of the plane, after landing we set up camp and go to bed.
It seems that while we were dozing, the situation changed dramatically - we inspect the surroundings and go to the village, where we put beads on the leader and say an obscene word. After this ritual, the savages will not pay much attention to us. First of all, we go to the coast, where we kill an excessively aggressive big man, for which we get 500 units of local currency. Further, our path lies in the fabric tent of the fortune-teller. Having answered the questions ("Put on a stake", "Fix a knife on the upper tree ...", 25, 24), we get another one and a half thousand. With the accumulated money we buy a wooden card and a box of cartridges from the merchant and distill vodka into a combustible mixture. If there is a need for treatment, you can go to the leader and eat cilantro with him (we pay off the guard with either vodka or a bribe), at the same time the head of the village will tell us about the local military base. Now our path lies to the volcano. Leaving the village, we pluck cone grenades from the branches (do not try to take them from the ground - they can explode in your hands!) and climb up to the metal door. It's time to use the wooden "plastic" card. A pleasant surprise awaits us on the threshold - a box of cartridges. Now running around the corridors begins - you need to find many different cards (the blue card opens the safe, which contains the red card, the red one opens the safe, in which the yellow one ...). The room is small, the cards are easily searched for, it makes no sense to describe the search in detail. Kill the guards without a twinge of conscience by any means - on almost every corpse there is a first-aid kit and cartridges. Having found all the cards, a wrench and opening the water, we install an impromptu bomb on the glass door, then we show the spy transmitter to the guard, we shoot everyone except the main frog, we find out from him the background of what is happening, we drag it with us to the hangar and fly away.
Lost Hero
Customer: any race except Gaalians
Performer: anyone, except bearing and feyanin, not a merchant
And again we have a very multifaceted, albeit somewhat "raw" quest in terms of technology, which has many ways to solve it. The fastest way to pass is in front of you.
Explosion, catastrophe... death? A very unusual start. However, do not be afraid, after a while we regain consciousness. We are alive - this is good, but the lack of food, a roof over our heads and, most importantly, means of communication with the outside world is somewhat frustrating. First of all, let's look for a transmitter, otherwise in a few days the island will be covered with carpet bombing. The item you are looking for is usually located in one of two places: in the first case, we head to the bunker in the south, turn on the generator and through the ventilation (the turn leading to the transmitter is a variable value, but do not try to press the button in the right corridor) into shower we climb into the command center. If it was not possible to establish communication in the bunker, we swim (this will slightly improve our health) and go east, where we dive into the lake with the sunken flyer. First of all, we search the warehouse, where a strange monster is waiting for us - a fish with a drill instead of a nose. Having defeated the nightmarish creation of someone's unhealthy mind, not forgetting to replenish oxygen supplies, we search the rest of the compartments. The transmitter should be waiting for us in the cockpit.
Now it remains to wait for help. In order not to perish from the paws of wild animals, hunger and cold, we build a fire, collect food (you can eat porcini mushrooms, yellow and black berries, red and yellow mushrooms can only be eaten fried), we get building materials (for a poor hut you need ten bamboo stalks and ten palm leaves) and build ourselves a temporary shelter. The hut will be ready just in time for the evening (after collecting building materials it is better to rest), so we go to bed, and in the morning we meet the reinforcements that have arrived, go to the assault, listen to the interrogation and get a well-deserved reward. The task is completed, but the island still keeps a lot of secrets in its depths.

Evil genius
Customer: bearings
Performer: anyone, not a merchant
Working as a dark lord is not such an exciting occupation. It turns out that in addition to sinister laughter and threats to destroy the world, a real villain needs to have a good command of management, without which neither the Infernal Machine nor the base itself can be built. We have three types of minions at our disposal and one more absolutely useless one - a diplomat, as well as workers, scientists and soldiers. The first build a base (barracks add twenty places for hire, laboratories increase research speed, rest rooms increase staff loyalty) and get small amounts of money in relatively legal ways, the second create the Infernal Machine project and die like flies, the third commit robberies that bring impressive sums, and protect the base from invading military forces. At first, it’s better for us not to attract attention to ourselves and, having made the first robbery, lay low, receiving money from trading operations, at the same time building barracks and a couple of rest rooms, not forgetting to hire new military and scientists to replace the dead. When the number of people in khaki increases slightly, you can begin to take action. We regularly send warriors to robberies, but when the armed forces begin to advance against you, we conserve the base. We make up for losses - and again. After the completion of the development of the project, the number of scientists can be reduced, but you should not completely get rid of them - numerous conservation of the base will have a bad effect on their number. Now that we have a lot of money, we continue to do approximately the same thing - we commit mass robberies (we send about half of the minions), we hire the military on an industrial scale and buy parts of the Infernal Machine. Attacks by ordinary soldiers will now occur less frequently (if the number of soldiers allows, you can not preserve the base, but repel the attack; each of your soldiers can take on two units of enemy infantry, a typical raid on the base is 20-25 people), but to your soul secret agents will begin to appear, which, however, is very easy to deal with. We slaughter the first young man in cold blood with his own knife, after asking the "knight" if his sword is not small, the ninja is overcome in hand-to-hand combat, built on the principle of "rock-paper-scissors", and the rhyme that serves as a hint for defusing the bomb is very very transparent. In addition, you can call your bodyguards, they will take care of the safety of the boss's life, but ordinary employees will have a lower attitude towards you. Actually, with the crazy little guy who attacked last, I figured it out with the help of a guard. As soon as the machine is ready, we press the Red Button, and the planet is under our control. If you refuse to transfer power into the hands of the customer, you will remain to rule the world you captured, although the game, unfortunately, will end - you will be considered dead.
Fifteen
Customer: Maloki
Artist: any
This task is an adaptation of the famous game of "tag" to the world of "Rangers". We need to open the safe to which the source code is given. That's what needs to be restored to the castle with randomly distributed cells. Since the shuffling happens in a new way each time, it is pointless to give practical advice on this task - here the rangers will have to think for themselves.
Pirate's Nest
Customer: people
Performer: anyone, except malok, not a merchant
There are legends about the Peleng sabotage and reconnaissance organization Dzuhallag, and not the most pleasant sense. We have a chance to avenge the numerous attacks of scum pirates on our ship and sabotage the construction of a supership. The quest, as usual, has many solutions, I will give one of the fastest and most effective. We start the mission from the first moon, where we go to the miner's shop and try to buy a bomb. After the refusal, we find the bearing and ask what he needs. We buy a droid, a drill and a pick, we change the inventory for a miner's license and buy a bomb. We fly to the second satellite, going into the bar, we introduce ourselves as the pirate Skull, at the exit we meet the authority of Katsap (you need to earn his trust in order to get to the spaceport where the ship is being built), we answer the question about our personality: "Yes, I'm Skull, Skull ... Are you waiting for someone else?" In the car, we treat ourselves to alcohol, after taking five sips and grunting, we win another portion of trust in our person, and we offer our own name as a nickname. As a topic of conversation, it is best to choose the autocar of our temporary boss. In the morning, waking up in the room, we go to Katsap's room, where we ask him about the house, then we follow to our room, where we sit down at the computer. We listen to the Peleng "blatnyak", we climb onto the site with the Peleng "strawberry", inspect the closet, take out the book that the boss told us about, and try to pronounce the password, which will also increase confidence in us. All these actions should already be enough for the boss to be imbued with respect for your person. We go into his room and ask him to tell about the secret case, if he is not in the apartment, we walk around the house. Sooner or later he will appear. You can go down to the hall and speak positively about the film, go to the dining room and cook food, you can, in the end, try to cook "duckweed", but that's a completely different story. So, together with Katsap, you arrived at the plant, and you were given a personal account. After examining it, we find the detonator, then we follow into the next room. If a feyanin works there, we say that we have figured out a traitor in him, then we inspect the office, we get a pass and explosives. In the laboratory we collect another bomb, and then we leave the department. Katsap is standing with his back to us next to the very fighter that needs to be blown up. Killing him now is a tempting idea, but we're taking a slightly different route. After talking with him, we push the pirate into the abyss, mine the ship and watch how his remains burn out.
Testing
Customer: any race, except for maloks and bearings
Artist: anyone, not a pirate
We settle down on a frightening-looking armchair and plunge into the virtual world. Before us is the character creation window. We increase dexterity and charm to six and start the game. The first location is a falling spaceship from which we have to get out. We search both rooms, open the hatch with a laser cutter, put on a spacesuit and open the gateway. Having come to our senses on the surface of the planet, we find a note in which we are told the secret code for the annihilation of the object - IDDQD. Too bad it can only be used once. We arrive at the town square and immediately look into the stall, where, with the help of Carmack's heritage, we destroy the local seller, take a fishing rod and go to the north gate. Leaving the city, we find strange insects scurrying under our feet. We bend down and start catching local termites with a fishing rod. The cursed bugs bite painfully, but high agility provided us with good protection, so life force will drain slowly. If there is a need for medical treatment, we return to the city - walking along the local streets is very healthy and absolutely free. We repeat the above procedure as many times as necessary until the total weight of the bugs is slightly less than seven kilograms. If any representative of the local fauna dares to attack you - do not hesitate to kick your feet, success is guaranteed with the most pumped charm. When the required weight is gained, we return to the city and go to the local bar, where five rangers sit, whose ranks we have to replenish. After talking with Cool Walker, we learn that the entry costs a little less than seven pieces of local bucks, but the amount will decrease for completing the tasks of his comrades. Now we are interested in the Katsap bearing, which - attention! - asks to bring him a kilogram of termites, which we immediately hand him. And for every gram brought in excess, we get one coin. We give the amount to Walker, and the quest is completed.
prologue
Customer: any race
Artist: any
This task is a kind of text "Space Rangers" of the 2200 model: here you can escape from pirates, and government tasks, and war with bots. Waking up in the shoes of the ranger Lance, we listen to the briefing, take on board the radar, capture and laser, and then fly to the scientific base (a pirate will attack - run away in afterburner), where we get the task to deliver combat programs to the Betelgeuse system. There is one problem: the way there lies through Kefron - a system captured by bots, and we lack two units of fuel before two hyperjumps. We improve the radar to v4 and start to Venus, where we take the task of delivering a letter, after completing which we will get some money. Next, our path lies on Mars. We go to the bar, we learn from the bartender about a certain Anatoly Vasilyevich. To do this, you need to pour a pint of beer (568 ml) in less than three seconds. In most cases, the following scheme works: turn on the tap all the way, wait until the glass is filled to about 460 ml, reduce the pressure, keep it as it is a little more, and then smoothly close the tap, serving the bartender a measured pint. An old alcoholic uncle Tolya gives us his invention - a distillation apparatus. Now we are looking for alcohol in the shopping centers of the surrounding planets and make a jump to Kefron. There we follow the route Semi-Axis-Vestala-Orleon (we sit down and wait for three days) - the hypertransition point in Betelgeuse. When meeting with an asteroid, we turn on the afterburner, and then we sit down at the military base, where we needed to deliver the programs. Mission completed.
Colonization
Customer: people
Artist: any
Before us is a text analogue of "Civilization" - in thirty days you need to build communism (or democracy - there are several political regimes to choose from) on one single planet. The mission is long, but not too difficult: evenly build resource-producing buildings, keep the attitude of the population towards your person at an acceptable level (an initial tax cut would be a good move), repel barbarian raids, and 10-12 days before the arrival of the commission, start building buildings that from you are required on assignment. The only exception is the spaceport - building it and choosing the military as welcome guests will increase the number of droids. Do not forget to use the support of the planet-employer - the most profitable, in my opinion, are the replenishment of resources and the construction of factories. The latter, however, makes sense only at first, while a short-term peace is concluded with the barbarians.
Chief Editor
Customer: any race
Artist: any
By completing this task, the reader will be able to experience for himself what a difficult task it is to create a magazine. The quest is not so much difficult as voluminous - by the sixth week, monotonous work is frankly tiring. The release scheme of our printed publication is as follows: we determine our literary abilities (if we get a low rating, this figure can be increased by visiting the library in a week), then we hire an artist (only two candidates come in a week, if the design is at zero, they will reject the entire party, so when you see a worker with characteristics of 5 or higher, take it without hesitation). The next step will be the distribution of the journal's headings - it's better to do it evenly, increasing the amount of information that is currently more in demand (you can find out from the news), distribute the circulation by city, send the issue for confirmation to the council of censors, set the maximum deductions for advertising and send to print. And so - week after week, gradually increasing circulation and slowly earning the coveted 200,000 credits.
Dominator Witness Community
Customer: faeyane, Gaalians
Performer: any, except for small or bearing
While we are destroying the dominators with all our might, some cunning person has organized a sect that glorifies them. Such heresy should be burned in the bud with a red-hot iron, which is what we have to do. This task is highly linear. It is almost impossible to lose here, to get lost too, and for any task, among others, the correct answer will be offered. Just go ahead and do whatever is asked of you. Here are a couple of little tips. First, there are robes in your room. Wash them and tie a rope - it will be possible to strangle the guard. Secondly, the code for warehouses is 31415. Thirdly, in the final battle, destroy combat helicopters with torpedoes, you will no longer need them.
Mafia
Customer: bearings
Artist: any
You have to infiltrate a mafia family and earn trust by doing the dirty work in order to eventually "close the shop" and stop the rampant crime on the planet. This quest is extremely voluminous and multifaceted, a detailed analysis of it would require almost a separate article, so I will limit myself to general advice. First, carefully read all the texts, they usually contain a lot of clues. Secondly, the task is surprisingly logical. Do not invent any non-standard moves, do not try to build a time machine where you can limit yourself to a bribe. Thirdly, watch your parameters - you can easily die from hunger and fatigue.

Megatest
In this quest you have to help Malok get the title of Galactic Academician by answering 10 questions about the history and the game itself Space Rangers...
answers:
1. Eupentak
2. Egemon
3. Weapon
4. Our fight is sinister
5. Yanvelb
6. Clasp your hands and nod
7. There is no right answer
8. Glap
9. Rocket launcher
10. Attacking the Kleesan

Complex
1. Signal and try to contact the complex
2. Leave the ship and go to the transformer box. Select all items in turn, then leave the booth
3. Go to the main building, hammer on the door.
4. When asked by a dude, answer "Standing is a nice alternative
5. Reply "And I need to find out who is behind this
6. Talk to Nargile, answer the question about "chshakhi" about the scientific degree, ask other questions, except "Confess, muzzle ....
7. Talk to Ladieni, to the question "what's going on" to say about the impressions, ask other questions, except "Confess, muzzle ....
8. Ask Gaa-Tara all questions
9. Agree with Narghile, then go to Shromor. Choose a long key and spiral-shaped crap. Sleep next.
10. Turn around and run along the corridor, pull yourself together and remember, run to the left, run around the heap of ore.
11. Talk to Gaa-Tar, ask about the creature and then about the insects with chitinous shell, then say good day and say goodbye.
12. Choose Zramakk From the riches in the mud, go to Shromor, talk about Zramakk, strain your memory, buy time, say that you also played, write a story about leaving the sport. To fall asleep.
13. Take the heaviest backpack, make a few hammocks, talk about zramakka, try to resolve the issue peacefully, fall asleep.
14. Run to the rest of the tents, not aiming to shoot and retreat into the jungle, try to find a way out of the forest.
15. Think over everything that is known, suspect everyone, gather everyone for a confrontation, say that everyone is guilty. Say you don't believe. Say you agree. Quest completed. Or you can disagree, and then knock out the syringe with your foot. The quest will also be completed.
If at the time of point 14 you do not have any of the suspects with an attitude towards you above 70% - 72%, then you will not go any further. This walkthrough describes getting good favor to you from Shromor's side.

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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