Guide and walkthrough for "Space Rangers". Space Rangers Protoplasm in reserve

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Races

The Maloks are large, powerfully built humanoids, adherents of the cult of strength, and are the most technologically backward civilization in the Commonwealth.

Races

Pelengir - the race of bearings refers to the species of amphibians that are commonly referred to as leprasses. Bearings are pirates, saboteurs and provocateurs. Although formally they are members of the Galactic Commonwealth, in fact, the Bearings do not have strong economic ties or diplomatic relations with other races.

Races

People, I think, do not need to be described.

Races

The Faeyane are a race of hermaphrodite humanoids with large brains and compound eyes. These are sedentary, physically weak creatures, most of whose activity is directed to mental activity. The Faeyan race is distinguished by the highest level of natural mental abilities. These are philosophers, researchers and innovators who cultivate their own technocratic culture and their own original vision of the universe.

Races

Galtsy (children of Gaal) are humanoids that have been modifying their biological form for thousands of years by genetic modification of embryos. this moment Gaalians are the most highly developed race.

Maloki


Maloks are large, powerfully built humanoids. They are characterized by enormous physical strength, endurance, high resistance to natural factors, not too active mental activity, and almost absolute omnivorousness. Such characteristics allow malokam to survive even in the most adverse environments.

Maloki are adherents of the cult of power. Physical strength and strength of character, strength of word and deed, strength of arms and strength of power - these are the basic and universal values ​​of the Maloka civilization. Maloki do not like frail faeyans and abstruse Gaalians.

The Maloki are the most technologically backward civilization in the Commonwealth. This is primarily due to their traditional distrust of intellectual values, which too often leads to freethinking, which is understood by the Maloks as the main threat to stability. Other reasons hindering technological progress are the huge costs of maintaining the army and space fleet.


The race of bearings belongs to the species of amphibians, commonly referred to as leprasses. This type of creature is equally well adapted for living both in a liquid environment and on land, and is able to breathe almost any gas mixtures that include a small amount of nitrogen. Like all leprases, the food of bearings is acid plankton and calol reef deposits.

Pelengs are pirates, saboteurs and provocateurs. Although formally they are members of the Galactic Commonwealth, in fact, the Bearings do not have strong economic ties or diplomatic relations with other races. Direct and quick profit by any means is the only goal of both a separate bearing and the Bearing civilization as a whole. Bearings treat all other races equally badly. Especially to those who are smarter.

Bearings' attempts to overcome the technological gap in a number of areas consist in a developed system of industrial espionage. The Dzuhallag Peleng Department is the best espionage and sabotage structure in the entire Commonwealth.


People

People are humanoids of medium height with a thin fragile skeleton, they eat organic protein food. The heterogeneity of climatic regimes on most inhabited planets (especially the solar system) is reflected in strong external differences: skin color, facial features, etc.

People are primarily psychologists, politicians and diplomats. Rhetoric, psychological game, political technologies - these are the main trump cards of people. Historically, people and faeyans maintain friendly relations, but people have always disliked the Maloka civilization for its excessive aggressiveness. Attitude towards bearings and Gaalians is normal.

In terms of technological development, people are strong middle peasants. All the main achievements of mankind lie in the economic sphere. It was they who, many centuries ago, initiated the creation of a galactic network of shopping centers, having managed to involve even conservative Gaalians and Maloks who despise trade in this project. But the most important victory of people in this field is the introduction of a common currency - galactic credit! Also, notable successes include the introduction of a common chronological system based on the human one throughout the galaxy.

The Faeyane are a race of hermaphrodite humanoids with large brains and compound eyes. These are sedentary, physically weak creatures, most of whose activity is aimed at mental activity. Feyanin can arbitrarily divide his consciousness and facet vision into sections that function independently, thus creating an arbitrary number of autonomously operating areas of consciousness that separately perceive the world through their part of facet vision.

The Faeyan race is distinguished by the highest level of natural mental abilities. These are philosophers, researchers and innovators who cultivate their own technocratic culture and their own original vision of the universe. The Faeyans have great respect for the Gaalians and condescendingly treat their smaller brothers in mind - people. Feyans perceive Malokov as animals rather than as rational beings. Well, the bearings cause dissatisfaction of the Faeyans with the fact that they constantly send their spies to them in order to get the latest Faeyan technologies.

The faeyans in the Commonwealth account for the bulk of research projects and developments in various fields of science and technology.


Gaalians

The Gaalians (children of Gaal) are humanoids that have been modifying their biological form for thousands of years by genetic modification of embryos. The original natural form of the Gaalic race is no longer known.

At the moment, the Gaalians are the most highly developed race. The history of their people dates back to ancient times, when the Gaalians were the only intelligent beings from all the races of the Commonwealth. The Gaalians are patrons and motivators of the cosmos, cultivating constructivism and humanism in all respects. They use the navy only to neutralize the emerging conflicts and ensure stability in the Commonwealth.

Gaalians treat everyone without exception equally, and equally well. It is understood that no matter how badly people behave, they are potentially bearers of positive tendencies and have at least three rights: to life, to the definition of virtue, and to motivation. As a result, the Gaalians treat everyone as friends and partners, even when objectively the latter are not.

Dominators

Little is known about dominator robots. Actually, the player will have to find out during the game who they are and why they came to our world.

It is known that they are divided into three types: blazeroids, kelleroids and terronoids. Scientists suggest that each series of dominators has its own command center, which is its founder. It is believed that only by meeting with him can one find out the reason for the invasion of this particular series of dominators into our galaxy. But so far no one has been able to talk to any of the dominator bosses.

Dominator ships are fearless, they do not negotiate and never ask for mercy. The technology of the Dominators is in no way inferior to the most advanced technologies of the Commonwealth. The robots have powerful weapons that are not available to the Coalition forces.

The Commonwealth of the Five Races is actively fighting the dominator troops. All forces are thrown against the machines. Scientific bases are engaged in anti-dominatorial research. Ranger centers collect nodes - parts that fall out of the broken ships of the dominators (micromodules are subsequently made from the nodes to improve equipment), and also recruit new rangers - the heroes of our time. Finally, military bases award pilots with new ranks and organize combat operations to free systems.

Guides and walkthroughs - Guide and walkthrough for "Space Rangers"

The boundless blackness of space, riddled with solar wind and asteroids. Hundreds of worlds that are waiting for you and hoping for your help, no matter whether monetary or military. Many competitors and one vicious enemy for all. Something similar happened before, in my pro

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Guides and Walkthroughs

The boundless blackness of space, riddled with solar wind and asteroids. Hundreds of worlds that are waiting for you and hoping for your help, no matter whether monetary or military. Many competitors and one vicious enemy for all.

Something similar happened before, in my past lives. I remember landing a ship on a station in Elite, shooting at Phobos in Frontier, fighting the atmosphere in Battlecruiser Millennium, running between stargates in X-Tension, having superfights in Star Control 2. Now a new attack, and I became a hero again. In fact, one of the heroes...

- Well, now you have received your ship, - the official representative of the authorities completed the briefing. - Three hundred credits have been transferred to your account. Congratulations, you are now a space ranger. And even though you are currently ranked thirty-sixth at the very bottom of the galactic ranking, I am sure that a great future awaits you. The invaders are brutal and incredibly strong, but desperate guys like you will help us deal with them ... probably.

"Probably" - he correctly noticed. According to the latest reports, the Klissans have already mastered half of all inhabited star systems, and continue to capture system after system. If it were not for my desperate financial situation, which I now hope to improve, I would still be living on a planet away from fierce but hopeless battles. On the other hand, if the Klissans win, there will simply be nowhere to hide.

- Well ... - the representative brushed away an uninvited tear. - Good luck, suicide bomber, don't forget to fly into the ranger center to register. And a personal request from me: try not to let the Kleesans take over my system.

Perhaps these are the only sincere words that I hear today. On your marks...

Team Elemental Games from Vladivostok quite unexpectedly gave us a game "Space Rangers" . This game is an amazing combination of strategy, tactics, diplomacy, trade and quests. "Free" game style here is very organically combined with role-playing elements, turn-based movement and combat system. Let's not forget about arcade battles in hyperspace, original graphics and space music that fits into the game organically.

Passage in the sense of "go there, do something" simply cannot be here, because with the start of each new game, a new, unique world is also generated. Here, there is not even a desire to "pump and embed everyone" or "run the plot." I want to live here. Live by the rules, live the way you see fit.

In this guide you will find:

Description of all races and types of NPCs in the game. Their behavior, character and attitude towards you will be especially noted, depending on your lifestyle.

Description of all equipment that you can install on your ship. There will also be recommendations for its use and updating.

Enumeration of all types of artifacts, their functions, comparison by degree of usefulness.

Strategy tips for the game: financial matters, government assignments, game timeframes, hiring other rangers, etc.

Tactical tips for the game: battles in space, battles in hyperspace, various tactics, collecting trophies, etc.

Passage of all text quests of the game.

Let's go. "Klisans but pasarans"!

Basic Concepts

Background and distinctive features of the game

The Space Rangers are lone mercenaries hired by the Galactic Council to fight the invaders. Invaders are a cruel warlike alien race - Klisans (nee - Klings). It is not known why, they came from deep space and staged a real massacre on the border star systems. They never gave up, never backed down, never made contact. The army could not hold back the massive attacks of aliens for a long time and suffered one defeat after another. In this regard, the urgently assembled Galactic Council of the Five Races (more on them below) began to gather volunteers who could single-handedly get through enemy barriers to the main ship of the Kleesans, the mother ship called Mahpella.

At the beginning of the game, there are about three dozen heroes, and the player is one of them. Rangers are given a ship basic set equipment, some money and complete freedom of action (including significant tax breaks). The government will not give you anything else just like that: it is tacitly assumed that each ranger must supply himself. To gain experience, as well as better weapons and equipment, you will need to engage in trade, complete government tasks, piracy (or fight pirates), and collect trophies. But all this must be subordinated to the main goal - the fight against the Klisans and the search for their mother ship.

What you will do and how you will do it is completely at your mercy. You can hit the trade, or you can not hit, becoming a pirate and simply robbing ships flying past. You can become a gloomy warrior and live only on sold trophies. You can make a name for yourself, accumulate capital and hire up to five Rangers as assistants.

During the game around you are constantly happening events. This can be an increase or decrease in prices on planets, Klisans attacks (successful or not), dialogues and showdowns between pirates and rangers. Any ranger can die, go into the service of another ranger, or even go to jail.

You are not some kind of outside observer, on the contrary, you can interfere in almost everything. You can arrange a collapse in prices on the planet by selling a large amount of goods, persuade a pirate to stop attacking peaceful transport, invite a group of merchants or warriors to sit down on pirates or Klisans together. The options for action are innumerable.

Your actions affect not only the world, but also the end of the game. There are several ways to complete it. You can simply die. You can destroy the Kleesans by physically destroying them (at easy levels, this may well be done without you (!)). You can help scientists create a mental communicator that allows you to communicate with Mahpella and find out the motives of the Klisans. There are several other endings to the game, including the most nasty one - when the Klissans take over one system after another, killing all the rangers and forcing you to retreat to the last star system along with a couple of merchants. And then they capture it with one big blow, destroying you and finally defeating you.

But, I am sure, it will not come to this, especially after reading the manual.

Rangers

You are one of them. You are only one of them, moreover, at first - the weakest and deadest. Rangers are your colleagues, your friends. But sometimes they are also competitors, and even, at times, enemies. In the game, it is they who have the most developed artificial intelligence, which allows them to do everything that the player can do (with the exception of completing text quests). Any of them can become a merchant and deliver between planets and star systems. If the ranger prefers the noise of battle, he will attack the Kleesans, defend systems from them, or try to recapture already captured ones, together with the military or colleagues. Rangers with criminal inclinations may well turn into pirates, earning easy money and spoiling relations with the planets. The character of the Rangers is not a dogma. Today he robbed liners, and tomorrow he is a brave warrior or a prudent businessman.

The ranger table is always available to you. It shows how many points each one earned, how many Klisans, pirates and others ships he shot down, how many systems were liberated with his participation, what military rank he has, rating (about him - below), etc.

Naturally, sometimes a ranger dies, but sometimes a newcomer appears in your ranks. The total number of Rangers may well decrease to ten or fifteen (or even to zero, but in this case, consider the game lost) or increase to forty or more.

Now let's ask ourselves a selfish question - what can other rangers give you? Many things. First, they fight the Kleesans. You cannot free the system alone, so having several colleagues nearby is not at all superfluous. Secondly, a ranger can help you in a fight with a strong pirate (or maybe not help if he has a good relationship with this pirate).

At the beginning of the game you have a very weak ship, so in battles with alien invaders you will hide behind the backs of tougher comrades, stealthily picking up trophies dropped from destroyed Klissan ships. For this opportunity, I must say thank you to your colleagues. They will not beat you for collecting someone else's. On the other hand, when you level up a bit and buy cannons, the situation will change radically: you will destroy the Kleesans, and other rangers will quickly pick up the trophies and protoplasm that have fallen out after you. You shouldn't freak out. Firstly, you yourself are not averse to doing this, and secondly, you are doing a common thing. Here the ranger will pick up some Klisan part, sell it, buy himself a long-range cannon and kill even more enemies. Is it bad?

More rangers can be hired as a kind of workers, "laborers" for money. The pros and cons of such "kulaks" will be described below, in the tactics section.

All roads lead the Rangers to the Ranger Center floating in space.

Role elements

"Where can I donate a piece of protoplasm when there is only me around?" (one syllable)

The Ranger Center is a base where you get the opportunity to develop your skills in exchange for the turned in protoplasm. Protoplasm drops out of damaged or destroyed Kleesans ships, plays the role of a kind of "experience points" for raising skills. Each skill can be developed up to five times (the amount of necessary protoplasm, of course, grows exponentially). There are six skills in total:

Accuracy- Affects the amount of damage inflicted on enemies by your weapon. Most useful for warriors, but useful to everyone.

Maneuverability- Reduces damage taken in combat. A very useful skill, it is necessary for everyone to develop it, without exception.

Knowledge of technology- reduces wear and tear of equipment during use, as well as damage to equipment in battle. Allows you to save money, so it is most beneficial for warriors and those who have money problems as a common thing.

Trade skill- allows you to sell old components for b about a larger amount, reducing the cost of the upgrade. It will be useful if you tend to change parts, weapons and hull frequently. In business, this skill Does not help, but with it you can sell the captured trophies at a higher price. The skill is moderately useful to everyone.

Charm- the negative reaction of others to your pranks (for example, piracy) decreases, and the positive reaction to constructive actions increases. Charm is very useful for pirates.

Leadership- with each rise of this skill, you gain the ability to hire more rangers. If the skill is not developed at all, you cannot hire any. One rise - you can hire a maximum of one ranger, the second - two, and so on up to five. If you are going to do this, develop the skill, but I would save on it at first, especially since the pleasure of having "laborers" is not cheap.

The Ranger Center is not located in every system. It can be found in approximately one system out of five or seven, so after heated battles, having collected a full hold of protoplasm, do not rejoice in advance - you still need to get to the center by finding it on the star map and sometimes making a couple of hyperjumps (about them - below).

In addition to the delivery of protoplasm, in the Ranger Center you can find out the latest news (as elsewhere, however), buy goods, sell trophies, or change some bells and whistles on the ship.

I must say right away that goods, spare parts and news are the lot of all planets and bases: pirate, ranger, military and scientific. At the bases, you can carry out a complete repair of the ship for a round sum - it will become like new. They do not do this on planets, but you can refuel there (on bases - you can’t). Remember this.

It is interesting: if a system that has a Ranger Center is captured by the Klisans, the Center is destroyed by them. When a captured system can be freed, a new Center is sometimes organized. But only if there are no Kleesan systems in the immediate vicinity.

Rating

Rating is a property of a ranger, which indicates his status, character, life position. The rating depends on the actions of the player or the computer ranger. There are three types of ratings: trade, military and pirate. If a ranger is actively fighting Kleesans and pirates, then his military rating rises and the rest fall. If he trades or robs, then the corresponding ones grow. The attitude of others towards the player depends on the rating. For example, if you have a high pirate rating, then you will be respected by other pirates, and at the bases of pirates (more on them below) you will be given big discounts. But law-abiding races and courts will not treat you well.

Indirectly, your rating can be recognized by your nickname. If you are called "Godfather", or "Warrior", or "Torgash", then there are usually no special problems with self-identification. Definitely, a trading rating with the nickname "Tycoon" will mean a higher rating than with the nickname "Torgash". "Godfather" will be cooler than "Gangster". If you shake money from pirates, you can earn a rating called "Thug". You can easily find out your pirate rating in numbers at the pirate base (more on that below).

Races

"Two things I hate: racism and bearings!" (from forum)

In addition to the Kleesans, there are five races in the game. Each race has its own degree of technical development, its own moral principles and its own attitude towards other races and professions. We list them in descending order of the degree of technical development:

Gaalians. This is a very advanced, ancient and friendly race. The technique of the Gaalians is at the highest level, and all technical innovations should be sought first of all from them. Their attitude towards other races is equally good, but they can't stand pirates.

Their planets often have a high demand for minerals. Illegal goods on Gaalian planets are drugs, weapons and alcohol (if you try to trade illegal goods, the attitude of the planet towards you worsens, and you yourself can be put in jail).

Fayane. A race of intellectuals - physically weak, but very mentally developed. In terms of technical savvy, they are second only to the Gaalians. They have a bad attitude towards maloks (they fought before) and bearings (bearings steal technology from them). Gaalians are respected. They don't like pirates.

Faeyan planets usually have a demand for food and minerals. Prohibited trade in alcohol, weapons, drugs.

People. We are an average race in every respect, but this is especially true of our technology. We love feyans for friendship, we don't love maloks - for stupidity and raids on fayans. We treat pirates with indifference, we honor rangers-warriors.

We need luxury and alcohol, and the only illegal goods on our planets are drugs.

Bearings. A cute, but naturally very cunning and cunning amphibian race. They are tolerated in the Galactic Council. The Pelengs prefer to obtain technology through espionage, for which they are especially disliked by the Faeyans, who often become the object of espionage (the Gaalians tolerate it, because they are altruists). Due to their innate tendency to vice, the Pelengs love pirates, or "lyakushs", as they themselves call them. All other races are initially treated with distrust.

There are no prohibited goods on the Peleng planets, so the Peleng planets are a smuggler's paradise. Bearings usually have a demand for luxury, weapons and equipment.

Maloki. The most underdeveloped creatures. A long time ago, having met with the Faeyans, the Maloki mechanically foolishly unleashed a war, and since then they have had a strained relationship with the Faeyans, and they do not like the Gaalians either. By vocation, Maloki are warriors. They produce the most low-quality equipment, as they say, "maloka assembly" with a red emblem. They keep at a decent level of technology only because they buy technologies obtained by espionage from bearings. On the planets of the Maloks, alcohol, drugs and luxury goods are prohibited.

At the beginning of the game, you can choose any of the five races with all the consequences. If your race has ceased to suit you over time, then it can be changed at a reasonable price at a pirate base. But about pirate bases - below.

Relations

The attitude towards you of the surrounding characters and governments of the planets is a very subtle matter. If you are a bearing, you will be treated badly by Faeyan planets and Faeyan ships. If you are a pirate, you will be treated badly by merchants, military and good rangers, and other pirates and "bad" rangers will love you (as a rule, but exceptions are possible). The attitude of the planets towards you increases as you destroy the Kleesans. If you managed to ruin your relationship with an important planet, then here's your way to atonement for sins - kill common enemies, green reptiles. If the attitude of the planet towards you is generally negative, but not malicious, then you can atone for your guilt with some money.

If you don't kill the Kleesans or donate Protoplasm for a year, the Ranger Center will make a general announcement: "While all the Rangers are at war, the Ranger is slacking off." At the same time, the attitude towards you on all planets will decrease by a certain amount, and this is right - no need to be free.

Having killed a pirate, you have the right to count on good relations from others (except for pirates, of course), but on the planet where the pirate comes from, they will hold a grudge against you.

It should be noted that the attitude of race and the attitude of the planet are not at all the same thing. The planets are autonomous, so even a Faeyan planet might love a bearing that did something good for the planet, such as helping free the system from the Klisans.

If you behaved really badly, then the planet can put you in jail (usually for nine months). There is nothing particularly wrong with prison as it is a text quest where you can even earn some amount of money. That's just nine months - it's a decent piece of time.

If you messed up with a lot of people (which is quite possible for an active pirate), you can fly to a pirate base and do an identity change operation.

The behavior of the characters around you depends on their attitude towards you, fear towards you, the degree of the character's employment (if he has already set up to land on the planet, then he cannot be persuaded to help you in battle), as well as on the degree of your influence.

It is interesting: if you want any ship to stop being afraid of you, remove your weapon and put it in the hold.

Pirates

Pirates are the storm of space. They can be found almost everywhere. There are especially many of them in the Peleng systems, where pirates are traditionally respected.

Woe to those who do not have great military power or a fast ship - they will catch up and rip them off, and if you do not share, they will simply be torn to shreds. In the early years of your life, you are a desirable target for pirates: they see that a newcomer is flying, and flock to him just like industrious bees to honey.

What to do with it? You can ask the pilots of the surrounding ships to help in combat. They may help, or they may not. If you are a merchant, then other merchants will help you, the military will not refuse either. Rangers can help (if not pirates themselves). What if no one is around?

If it’s completely unbearable, and the pirate finishes off - pay off, if there is enough money. If not enough, say that, they say, I'm a beggar - if a pirate is in a good mood today, he might fall behind. And maybe not to fall behind - how the chip will fall. What if there are two pirates? What if there are three? What if it rains during drying?

If in the middle of the system you got fast and formidable pirates, and you just can't reach the edge of the system to escape into hyperspace, you can try to sit out on the planet. At the same time, fix the body. Sometimes it helps.

There are three ways to counter the pirates. The first is to be the coolest. Then they won't touch you. But it is difficult and long, and you need to defend yourself from pirates from the very beginning of the game.

The second way is to become a pirate yourself and win their respect. They don't rob their own, or rarely rob. But if you don't want to play the pirate?

The third way, the easiest one, is to equip yourself with a high-speed ship so that you can safely break away from a stubborn pirate or even two. This method is quite feasible in the early stages of the game - you just need to buy yourself a powerful engine. But about the engine - below, and now we will talk about pirate bases.

Pirate bases hang in space on the outskirts of some system. There are also few of them - one for five to seven systems, and they must be searched for. Pirates are ready to serve anyone - even a merchant, even a warrior. But they love pirates more, so in special services (repairs, resetting a bad reputation) they give significant discounts to their pirate brother. The size of the discount as a percentage is called by the seller directly - this is your pirate rating. If your pirate rating is fifty, then everything will be sold to you at half the price. If eighty - you will use the services of the base for one fifth of their cost.

So, we already know that pirates can sell goods (contraband, including), spare parts (usually broken, but inexpensive) and repair your ship (cheaper for pirates). In addition, each pirate base can make two very profitable offers.

The first proposal is a change of personality and a complete reset of information about you in all databases in the galaxy. If you are already so annoying that you are being chased from everywhere, you can pay the pirates and - voila! Hatred is gone, you are clean before the law again. In this operation, you can change not only personality, but also... race. He was a bearing, became a feyanin. Now they are doing it. True, the race will have to be changed. If you want to become the same person again, and not a nasty slippery bearing - change the race again.

The second sentence is fake protoplasm. If you are a pirate and do not want to spend time and effort fighting the Kleesans, then for a certain amount (cheaper for pirates) you can purchase a certain amount of fake protoplasm, so that you can then turn it in at the Ranger Center. This can help maintain your reputation (they won't announce you're a slacker on the radio) and give you the opportunity to level up or two. However, I would not completely rely on counterfeit protoplasm - it ends quickly.

It is interesting: if a pirate station offers you information for money, do not hesitate to refuse. This is story information.

Warriors

Warriors are civil servants who fight Kleesans and pirates to help the Rangers. In case of danger, warships take off from the planets and bravely attack. The average warrior is generally weaker than the average ranger. Warriors are happy to agree to beat a pirate unfriendly to you. If you're a pirate yourself and like to annoy planetary governments, stay away from these guys.

Warriors love to shove and launch suicide attacks on systems that have been overrun by the Kleesans. Sometimes, however, they succeed. Having found out the next target of the military at their base or in the news, you can join them and earn yourself protoplasm, artifacts, or just a freed system in the track record. In order for the liberated system to be credited specifically to you and to be congratulated on the planet, you need to kill at least one Klissan in the battle just before the liberation.

Again, warriors are the ones who first encounter a Kleeshan raid on a peaceful system before the Rangers arrive (or until the Kleesans win). At the beginning of the game, they can help you by supplying you with free Klissan trophies and protoplasm. The scheme is simple: they are at war, and you pick them up behind you on the sly. Warriors do not take trophies for themselves, but they are very fond of shooting them because of the excess of valiant strength. Keep this in mind, and pick up the trophy until some brave soldier flew past him, shooting from a cannon.

A military estate is a military base.

Like all bases, the military base is rare, and you must also look for it through the map. As elsewhere, here you can repair, buy goods or spare parts. Also here you can get information about the course of hostilities. A stern malok (usually they run military bases) will tell you what percentage of the galaxy is under the control of the Kleesans, providing the description with a suitable epithet, and will also let you know which system the military is going to liberate in the near future.

But the main thing that a military base gives is ranks. Ranks are given at a military base after accumulating a certain amount of points. Points are given for destroying Kleesans, liberating systems, destroying pirates (including hyperspace pirates, which I will discuss below). Completing military quests will also earn points. But points can be deducted for criminal activity.

What gives a title? Respect and ability to hire other rangers. It's just that you won't be able to hire a "laborer" who is higher than you in rank - you will either have to look for and hire completely dead newcomers, or make a military career yourself.

peaceful ships

In addition to all the above NPCs, there are a large number of peaceful ships around the player: diplomatic, transport, trade. Diplomats travel between planets, astroliners carry passengers, truckers carry cargo. If you are a pirate, then all these ships are your daily bread.

One should not, however, underestimate them and take the epithet "peaceful" literally. All these ships have weapons, and in the event of an attack, they can stand up for themselves. Sometimes. If they cannot, then they usually prefer to pay off with money or goods. More than once or twice you will watch an oil painting: a pirate and a merchant fly past you, exchanging fire, while bargaining furiously: "Don't shoot me, I can give you two thousand!" - "Few!" - "Three!" - "Three and a half!" - "Okay, fly, I'm kind today."

If the pirate is weak, then powerful merchants can take out their anger on him, so much so that the poor will have to pay off himself.

A diplomat attacked by a pirate usually invokes diplomatic immunity. If a peaceful ship is well armed and feels confident, then the pirate demand "cargo or life!" replies: "I can stand up for myself - try, attack!" Sometimes this is enough for a pirate, and he is looking for another victim.

After all, he didn't promise you anything, did he?

It is interesting: pay attention - its visible size on the screen depends on the volume of the ship's hull.

Scientists

Scientists are not ships, but only scientific bases. Usually Faeyan. Scientific bases differ from all other bases in that, in addition to the standard set of services (trade / repair), they can, for a certain amount of money, perform “tuning”, improve any part of your ship: hull, engine, and so on. Three types of specialists can do this (in descending order of cost): the best specialists, ordinary specialists and green interns.

Green interns are a budget solution, usually the effect of such a setting is small. The price, however, is also low. Ordinary specialists are the most balanced option in terms of price / quality ratio, and in most cases it is recommended. The best specialists are a prestigious option, slightly better than the regular one, and only recommended if you have a lot of money in your wallet. Everything is like in life.

In addition, scientists across the galaxy are working together to develop a device to communicate with the mothership of the Kleesans, the Machpella. The speed of their work is slow, and the game can end much earlier than this device is created. Naturally, only a forceful ending will be possible here ("finish off all the Klisans").

But you can help scientists a lot if you bring them the remains of dead Kleesans for sale: their engines, sense organs, fuel tanks - everything except for the protoplasm itself, which scientists do not need. You may be tempted to sell Kleesan trophies right there on the planets, but you don’t have to do this - don’t be too lazy to take the trophy to the scientific base. There you will receive the same money for them, and thus you can speed up the work of scientists several times. As a result, you will be able to get a mental communicator before the war ends without your participation.

It is interesting: only scientific and pirate bases can repair artifacts from black holes - all other bases and planets refuse to do this under the pretext of "lack of a repair license". About black holes - below.

Klisans

"Famous Mutton Tim" (Klisan tale)

Meet the enemies. Throughout the game, they will try to defeat the alliance of five races, capturing the systems with powerful blows, and then multiplying and multiplying on them. You can't talk to the Kleesans, they never retreat (and this should be used, by the way!).

Klisans' favorite color is green. Any, even the most overwhelmed, ship of the Kleesans is equipped with weapons. Klisan fights them. If a Kleesan is not fighting, he is either asleep or dead. He cannot fight. Because Machpellah orders.

Apart from Machpella herself, there are five types of Klissan ships in the game:

Mutenok. This funny name fully reflects the courage and at the same time the weakness of such a ship. Someone on the forum put it this way: "I kill mutenki, but I myself cry bitterly - I feel sorry for them ..."

Mutenki (or muddy?) are small ships, very fast, almost invisible and practically not dangerous, except perhaps in the first years of the game. It is on mutts (mutenkos?) that the player will earn his first "stars on the fuselage". But they never inhabit the system alone. They are always accompanied by more powerful Klisan ships. For example, horns.

Rogit. A fast ship, a little slower than a Mutenka. It has more noticeable firepower. Two or three horns is already serious, but one can be dealt with without much effort. Hornets and mutts are usually included in the first wave of attack. Why? Because the Klisans are characterized by "mutton" tactics. I saw - I ran to attack. Mutenki and horns run faster than anyone, and therefore they are in front.

Katauri. This is the basic attack fighter of the Kleesans. Despite its small size, its firepower makes you think. At the beginning of the game, try not to let the katauri approach you - such a "flock" can peck very quickly.

Nondus. Heavy ship. Sometimes his "head" turns red for some unknown reason - an interesting optical illusion. However, jokes aside. Nondus is a very serious opponent. It is better not to engage in a duel with him: you are guaranteed to lose. Exactly. At least until you get a super-powered ship and upgrade like a chipmunk. It's good that nondus fly slowly and it's easy to get away from them (if lighter ships don't interfere - and they can). If a nondus has one hundred and fifty to two hundred hit points left (hit points, game units of the "health" of the hull) and three rangers beat him, then you can sit down and try to finish him off with the last blow to get points for killing him. But don't go for it on your own.

Egemon. Hey! "What is this huge fool?" - "You yourself are a fool, it's an egemon!" - "Wow aegemon - such a huge fool..." Huge and slow ship. Very dangerous. You can only hit in the last stages of the game and only in chorus if you are not a superman.

Machpell. I won’t describe it: when you see it, you definitely won’t confuse it with a mutt.

planets

The planets revolve around the central star in the system. The rotation of the planets around the star is slow but inevitable. Flying into the system, it is impossible to know in advance whether you will be close to the planet or you will have to fly to it across the entire map.

Every system has at least one habitable planet. As a rule, there are two or three of them. For example, in the solar system, these are Venus, Earth and Mars. The rest of the planets are uninhabited. You can sit on them (escaping from pirates or Kleesans), but you will not see anything other than a beautiful landscape. You can also land on an uninhabited planet by completing a quest.

One planet - one race. There can be planets of different races in one system, but two races cannot live on the same planet at the same time. Each inhabited planet has its own focus of the economy - industrial, agricultural or mixed. This affects the market, its supply and demand, the quality and "advanced" equipment that can be bought on this planet. Also, the planet can have a democratic regime, a monarchy, a dictatorship, anarchy, a republic. In addition, each planet has a certain amount of population, which also affects the economy.

On the planet, you can go to the market to buy or sell goods. You can go shopping at the spare parts market, find out the news, repair the ship's hull and refuel. In addition, you can contact the government to pay a fine, go to jail, get a lucrative offer or even a quest.

To find out the names of all the planets, their race, type of economy and attitude towards you, just hover over the star.

If the system is attacked by the Klissans, and the defenders have already faltered, then you should not wait out the storm on the planet. If the Klissans take over, you will die. Right on the planet.

It is interesting: flying close to a star can seriously damage the hull, so the course is automatically plotted to avoid its heat.

hyperspace

According to all fantastic canons, the movement between systems in "Space Rangers" is carried out through hyperspace. Calling up the galaxy map, you find the system you need to jump to and click on it. If there is enough engine power and fuel (while the visually necessary system is inside the circle on the map), then, having reached the end of the map on your own, you jump into hyperspace and after three or four days you get into the desired system. If there is not enough capacity - fly on the seatposts, with transfers and refueling on the planets. This is, of course, a slow process.

In hyperspace itself, you fly to the desired star along the arrows between the bunches. By pressing the spacebar, you will simply fly through them without any difficulties - there is always one safe path from start to finish. But, if you want to earn extra money, tickle your nerves and just want to diversify the turn-based game, you can fly into clumps that are out of your way. There you can meet pirates, hyperspace pirates. Each bunch can contain from one to five pirates. It also happens that they are not there.

The battle with them takes place in real time in a strange, unusual, closed environment. You can either turn on the autopilot (then the ship will fight itself), or control the battle "manually". Killed pirates sometimes drop equipment that can be picked up and then sold in regular space on planets. After the destruction of all the pirates, you can safely fly around the bunch, collecting parts, and when you get bored, break the barrier in front of the exit with shots and go outside.

Hyperspace battles are shamelessly arcade-like, and everything here depends on the experience and reaction gained back in Quake III. But you can give some advice to the player, read more about arcade battles in the "Weapons and their use" section and in the "Tactical advice" section.

It is interesting: after each visit to the bunch with pirates, the strength of the pirates increases. However, if you don't let them down from the start, they might just... run out, and you'll be flying around hyperspace looking for them and yelling in vain: "Pirates, ay! Come out, I saw you!"

Black holes

A black hole is an unexplored region of space.

The appearance of black holes is announced in the news. A system that has a black hole is marked on the map with a special symbol that cannot be confused with anything else.

Having flown into a black hole, you find yourself in an arcade battle, which is like two drops of water similar to the one described above. The whole difference here is that you are fighting not with pirates, but with unknown ships of unknown civilizations. Sometimes these ships leave artifacts after their death (the very ones that are repaired only by scientists - see above).

Artifacts are not ship parts. They just "attach" themselves to the parts of the ship, making them work better or slightly different (but still better). You can't buy artifacts in the shop, so I highly recommend visiting black holes more often. You will find a description of all types of artifacts below, in the "Equipment on your ship" section.

It is impossible to predict in advance which system the exit from a black hole will lead you to. It is quite possible that you will find yourself in a system captured by the Kleesans, and you will urgently need to run away from the humming crowd of green warriors.

Equipment on your ship

Standard Equipment

"Well, finally, happiness: I bought a big gun.

But how to fly now? No tank, no engine..."

(lyrics on the forum)

As you know, the ranger and the ship are one. Therefore, it is very important to look after your ship, carry out EU (daily care) and MOT (maintenance), replace obsolete or outdated parts in time.

We list the standard parts of the spacecraft.

Frame- in fact, the shell of your ship.

Engine- it's an engine. You won't be able to fly without it, so it's a must.

Fuel tank- no comment. Without it, you will not be able to fly either - this is the second necessary thing in the ship.

Radar are your eyes. Radar allows you to see and recognize what is flying around you.

Scanner is a device that allows you to scan other ships, determining what they are carrying and how strong they are.

Droid- an automatic machine that, right in space, continuously repairs a damaged hull.

capture- this is what helps you take on board objects hanging in space, cargo and trophies.

Protective field generator- weakens damage in battle and prevents scanning from alien ships.

Now - in detail about each.

Frame- this is the basis of your ship. Each body has two characteristics. Firstly, this is the volume, which can vary from about two hundred units (they are also damage points, hit points) to a thousand. This number is very important because it determines how many elements you can put on the ship and how much you can put in the hold. The hold is the entire volume remaining after the ship was filled with equipment and weapons.

If you exceed the ship's capacity when loading heavy cargo or buying heavy weapons, you will not be able to move. Therefore, throughout the game, you will try to save the ship's vital volume by thinking ten times before buying a heavy part. Having filled the hold to the very eyeballs with trophies, you will be forced to fly a heavy magpie to a base or planet to relieve yourself there, leaving other tasty trophies to be eaten by other rangers.

The second characteristic is the amount of damage that the hull can reflect when fired upon. For example, you were shot with a laser with a power of 30, and the hull reflects 7 units. Then the hull will receive only 23 points of damage (of course, there are other modifiers in the game). The volume of the hull is also its strength, when the amount of damage exceeds it, you die.

Engine is what makes your ship move through space and jump to other systems through hyperspace. Your flight speed and jump range depend on the quality of the engine. A good engine is the key to everything. Watch your lips - this is the key to absolutely everything. It's the most important part in your car... I mean, in a spaceship.

You can fly through space unarmed, and no one will do anything to you if you just run away from the enemy, leaving the villains to sniff your exhaust gases and watch enviously at the point on the horizon that you have become.

You can fly through space in a frail ship of three hundred units of volume, and pirates and Kleesans will not do anything to you for the same reason. You can remove the scanner from the ship - you will not suffer much from the inability to scan the contents of enemy ships. Let them fly, powerlessly threatening and trying to take you "on the gun." Short arms!

You can get by with the cheapest and "shortest" radar, or, in extreme cases, remove it altogether. You can do without the minimap that the radar gives you (although difficult). You can pick up cargo in space without looking at what it is (looking at the contents of the container is also an opportunity provided by the radar).

Oddly enough, you can freely remove the capture of orphan objects flying in space: anyway, you won’t make big money on the debris of comets, and you won’t have to pick up their junk after the defeated enemies, due to the tacitly assumed lack of guns (see above).

The auto-repair droid and defense generator are optional accessories, just mere toys for warriors. You can safely remove them and not worry - why fight when you have a really powerful engine?

In a word, nothing in the game is as important as a great "fiery engine" for your iron horse. Here are the benefits of a good engine:

A powerful engine gives a high speed of movement in space. This can work in your favor when you have vicious pirates or green Kleesans on your tail.

A powerful engine coupled with a deep fuel tank will allow you to make long jumps through systems.

A powerful engine will give you the opportunity to earn good money in quests. If you are confident in your speed (it should not be less than seven hundred or eight hundred, and in an unattainable ideal it should be about nine hundred), feel free to choose a tighter quest time frame - this will give you a big increase in the amount of money paid for the quest.

With a powerful engine, you will be able to have a large hull, have a lot of free space in the hold, and thus make a successful trading career. You ask why with powerful? Because a weak engine and a large hull are a complete mess: even the most dead pirate will catch up with you and fire at you, forcing you to get rid of a couple of thousand or cargo.

Fuel tank. With powerful engine you will not be discouraged even by the presence of a shallow and shallow fuel tank of some thirty-three units in size (slightly more than the average distance between two adjacent systems). In the distant system, you can jump and sequentially with transfers.

Another thing is that if you have a powerful engine, having a good and deep fuel tank is highly recommended. These two things work together perfectly, allowing you to cross half of the galaxy in a matter of days. It is very good if you have obtained an artifact in a black hole - black goo. However, what am I talking about - how do you get it without military equipment? Guilty, I was dreaming. Let's go further.

Radar. This is a very useful thing. With it, you can spot enemies and friends, payloads and dangerous comets on the minimap. You will only be able to talk to the ship that is within your radar range. If the alien ship has more radar than you, then they can send you messages unilaterally. Radars vary in range. Naturally, the further the better. But there is nothing critical in the radar.

Scanner. The scanner is a semi-useful thing. If you do not have enough space in the hold, then sell the scanner and save on volume. With it, you can scan other ships, determine their "configuration" to compare with your own, assessing who will win in a hypothetical battle. It doesn't work with Kleesans, you can't scan them in any way. If the generator of the alien ship's protective field is stronger than the power of your scanner, then the scan will not take place. If you have money and a place on the ship - use the scanner, you will not be worse off.

Droid. For a warrior or a pirate, a droid is a must. The merchant also needs it, in case of an accidental fight with a pirate. The droid's job is to repair the hull during each turn, restoring a certain amount of lost hit points. The number of hit points restored depends on the type of droid. The more powerful the droid, the better.

Capture. Without capture, you will not be able to collect protoplasm in space, abandoned goods, orphan fragments of asteroids for sale, artifacts. Therefore, capture is absolutely necessary. Its main parameter is power, which determines the maximum size of an item available for "seizure". Let's say you have a capture of forty units. You will be able to collect pieces of protoplasm weighing twenty-five units, loads of forty units, but you will no longer be able to pick up some abandoned cannon weighing forty-five units. The grip should be changed to a more powerful one as soon as it goes on sale.

Protective field generator. This is purely "combat" equipment, absorbing a certain percentage of damage. If you are a warrior or a pirate, then you need a generator, without any talk. But if you are a merchant (who needs to clear more space on the ship for cargo), then do not buy a generator or carefully evaluate its weight before buying.

Equipment quality

In real life, when buying some technical device, we evaluate it according to several different criteria - price, quality, brand. We are looking for the best value for money. The developers were able to bring this same economic factor into the game with a simple concept of "quality". Each part or weapon in the game has its own weight, its own quality and its own "manufacturer race".

On the "market" quality is indicated by the color of the two dots at the bottom left of each item. The color of these dots should be compared with the rainbow stripe at the top of the window. On the left - low-quality items, on the right - very high quality. Find the color you need on the strip and determine the quality of the product.

Good quality means that the item will break less during use and less money will be spent on repairing it on planets or space bases. Poor quality is an increased "fragility" of the item, but at the same time a low price. Your task is to choose the combination of price and quality that suits you. Keep in mind that repairing an expensive item will cost a lot. A low-quality thing will break more often, but its repair will cost mere pennies.

Weight is also a key parameter. Naturally, lighter items are more expensive, as they save space on the ship for other parts or cargo. Your task is to choose either a heavy and cheap gun, or a very expensive one, but a little lighter. I recommend not skimping on weight and taking a lighter thing, ignoring the gaps in the budget.

The "manufacturer's race" affects the quality of the item. Things made by wise Gaalians are usually of very high quality and expensive. Next in descending order are feyans, people, bearings and, finally, maloks. Maloks and bearings make primitive, heavy, brittle, but very cheap things.

Almost every thing can, for a certain amount, be upgraded at a research station. The more expensive the item, the more you will be charged for upgrading.

It is important: Don't confuse hull damage in combat with equipment damage. You can roam half a hull in battle, leaving the equipment almost unscathed. You can drive equipment (for example, an engine) to a complete breakdown even without a fight. The hull and equipment are repaired separately. On planets, equipment can be repaired if it is half or more broken. No one on the planet will provide you with the opportunity to prevent slightly worn-out equipment. At the stations, you can repair in the usual way, and all together, and carry out preventive maintenance - but for a lot of money. Frame separately You can't repair at stations - only on planets. However, if you order to repair the whole ship, the hull will be repaired too.

Artifacts

Secret developments of unknown civilizations, artifacts - these are things worth running through black holes for. Sometimes an artifact can be given for completing an important quest or freeing the system, but I would not rely on it. Everything is in black holes!

The usefulness of artifacts (with their small weight of 5-25 units) does not need proof. It is enough to list them with an indication of the degree of usefulness:

Iron bugs. This is a colony that settles on the hull of your ship and secretes jupinum, giving your hull increased durability. Just a useful artifact.

Black goo. Placed in a fuel tank, the black goo gradually restores fuel in it - usually two units per turn. The usefulness is overwhelming! With black goo, you will never get stuck anywhere and will be able to fly the entire galaxy without refueling.

Psi accelerator of matter. With the help of his consciousness, he tunes in to a common wave with the engine and accelerates it, transforming the space around the ship. A very useful artifact.

Scumbags. These are ultra-cold bacteria that cool the engine in a hot battle. Just a useful artifact.

Prolonger. Attaches to the radar and increases its range. Just a useful artifact.

Scanner cache. Increases the processing power of the scanner, and hence its strength. Just a useful artifact.

Droid Jr. Helps the droid repair the ship. A very useful artifact at the beginning of the game and just useful - towards the end.

Nanitoids. Miniature robots that can repair anything they can get their hands on. For each turn, they repair any unit (except for the hull) by ten percent. According to the degree of usefulness, nanitoids even make black goo. They can save you a lot of money on repairs. They don't just fix themselves.

Erymeter. Fixes the pickup beam, allowing you to pick up things slightly larger than the pickup specifications. Just a useful artifact.

Polarizer. An atomic source of subactive particles that enhances the power of the ship's protective field. Just a useful artifact.

Probabilistic analyzer. By receiving scan data, it can predict the likely outcome of a battle with any ship. Utility is above average.

Blast wave localizer. Increases the chance that a more useful part will fall out of a defeated enemy in battle. A very useful artifact.

Antigravitator. Using the Gnuck-Einstein principle, it reduces the mass of the ship. A very useful artifact.

Z-Transmitter. With it, you can call klisans into the system according to the decoy principle. For an amateur.

Quark bomb. You throw it into space, fly away so that the blast wave does not hurt, shoot it. Bzdyh! And we fly. It works very well against small and medium Klisans - you can kill a dozen with one bomb. A very useful artifact. With the help of a quark bomb, you can get Mahpella even in the early stages of the game. In fact, this is the only way to defeat her in the early years of the game.

Tranlucator. Ku, comrades! The Tranclucator is a heavy (60 weight units) robot that can be launched into space to support in combat. In fact, a free "farm laborer" always listens to you and does not pick up the protoplasm you shot. That's just the firepower of the tranclucator is small, and the robot weighs a lot. For a warrior with a large hold - useful, for a merchant - not very much. By the way, after his death, there is a chance to catch a good detail from the wreckage.

Army GP-3 direction finder. It is given to you for achievements at the military base. This direction finder allows you to determine in advance how many pirates are flying in a hyperspace bunch. So you can roughly estimate your chances of winning and find the secret lair of the Master Pirate.

mental communicator. This is what scientists are researching and this is what will allow you to start a dialogue with Machpellah. When the research is completed, you can purchase a communicator at the research station. Warning: save money. Usually, they won't sell it to you for less than fifty thousand credits.

THIRD PAGE

Weapons and their use

Why do you need a weapon?

With weapons you forge your victory. During the game, you will be able to determine for yourself which weapon suits you best for battles in space, and which for battles in hyperspace. You will learn how to build a balanced arsenal for yourself, making the difficult choice between heavy but powerful weapons and light but weak ones.

You buy weapons at bases or planets. In total, you have five slots (seats) for weapons on the ship. This means you can have up to five guns. If there is enough hull volume, of course, and this is not at all a fact, since the usual weight of large guns starts at about a hundred units. If there is a lot of space in the hold, then nothing will prevent you from having seven or eight guns - just put five in the slots, let the rest lie in the hold. You can change them from time to time. But why are you doing this? Just a waste of space.

Naturally, if you suddenly pick up a powerful cannon in battle, then you can immediately use it. Each cannon fires once per turn.

Weapons differ according to the principles of action on the enemy. One simply damages the hull (the most direct way). Another destroys internal hardware. The third slows down the enemy. Each gun has its own parameters. Of course, these are the “manufacturer race” and quality already described above, which affect the wear rate.

But the main thing is, of course, range and power. Range is the distance the cannon can fire. When a cannon is selected, a circle appears around the ship, and everything within it is available for attack. You can attack both a ship and an asteroid, an object, a cargo hanging in space, or protoplasm.

Shot power is calculated as follows:

Each weapon has a certain maximum and minimum power. For example, we take a laser, power - 10-20. If you don't have a hit skill at all, then a beam with a power of ten will fly at the enemy. If your accuracy is pumped to the maximum, then twenty.

If the laser is improved at the scientific station, then it can start firing further. And maybe increase the power. Then the scheme will take the form: 10-20 (+5). In this case, the shot is calculated as before, but five is added to the result.

When fired, damage to the enemy's hull is calculated using modifiers that depend on the power of the gun, your accuracy, enemy dodge, hull and protective field. To some extent - from the droid. If you deal fifteen hits of damage to an enemy and the droid repairs ten hits of damage on the same turn, the result is five hits of damage. Everything is clear here.

However, one should not think that each gun has certain, rigidly set power and distance. No, even guns of the same type are all different. Tactical and technical characteristics each instance depends on its quality, on the race that produced this weapon, on technical advancement (advanced options are usually sold from scientists). Also, all guns have different weights.

In addition, progress in the game does not stand still (more on progress in the "Strategic Tips" section below), and if at the beginning of the game the photon laser knocked out 10-20 hits from the enemy, then towards the end the average laser bought in the average store, will knock out already 23-38 units. A new type of weapon that has just been invented shoots weakly at first, weighs a lot and is expensive. But technology develops over time, and now it is no longer so heavy, and it shoots more powerfully.

It's important to understand that each weapon has a different way of working in space (where the turn-based mode is active) and in hyperspace or black holes (where real-time arcade combat takes place).

What is the weapon?

So, we present a description of all types of weapons.

Photon gun. First level. Light weight, low cost, weak fire. Perhaps the only advantage of the photon cannon is the long distance at which it can hit the enemy. In the beginning, you will need the lightness of the cannon (you will have a small ship at first), but after a few years, abandon the photon cannons without regret.

In space: in normal mode The photon cannon fires pale yellow beams that are almost invisible.

In the arcade: in hyperspace battles, these are yellow volleys, reminiscent of rocket shots. Reload speed is average, damage is average.

Industrial laser. Initially, it is intended to split asteroids into minerals of some value. In general, asteroids can be hit with anything, but only an industrial laser does it very carefully, preserving a large amount of minerals. In combat, he is not very handy. If you want to start collecting and selling asteroids (they are more like comets in behavior), then use it. But soon you will get bored with this activity - it does not bring great benefits, and chasing every asteroid is something else.

In space: blue beam. I would even say trickle.

In the arcade: dense bursts of blue blobs. Shoots fast, battery drains quickly. It hits weakly, but has weak homing properties, which is very good for a beginner.

Explosive weapon. More powerful than a laser, but acts over a very short distance. A couple of years after the start of the game, it will become your basic weapon, although it will also be replaced when its performance characteristics become obsolete.

In space: yellow bundles. The action is similar in appearance to a laser.

In the arcade: green balls. They fly slowly, but they hit very not bad, and even give an impetus to the blast wave. If you quickly fly in hyperspace and shoot at the same time, you can stumble upon your own charges. It is convenient to shoot back with an explosive gun, backing away. Another curious property of explosive weapons in arcades is that they do not explode on their own, but only when they collide with a ship. If you miss with an explosive weapon, then its charges begin to endlessly fly throughout the "arena". After a heated battle using such weapons, dozens of green balls begin to fly back and forth in the battle area, making it difficult for you and your enemies to move.

Graviton Beam. The thing is not very powerful, approximately equal in strength to the explosive weapon. But the beam thrower has a much larger range, so it can be useful as a replacement for an explosive weapon. The main thing is to find a light beam gun, because with the appearance of this type of weapon in your arsenal, the first problems with the weight of the weapon begin.

In space: here it can be recognized by a beautiful multi-colored blue-green beam.

In the arcade: yellow balloons. They hurt.

Retractor. It does not damage the enemy ship, but only causes it to slow down. If a pirate is running away from you to a planet (where he can repair himself) or into hyperspace, it might be a good idea to slow him down with a retractor. But there is no special use in the retractor.

In space: green dotted flow. They like to sin Klisans.

In the arcade: p a fan of shells extending in all directions. Here he really damages ships. Use against a large pile of enemies.

Phaser Keller. A guest from Star Trek. It hits at a short distance, but powerfully. Pretty heavy which is bad. Usually used in close combat, if you need to kill the enemy as quickly as possible with all your strength.

In space: yellow sinusoid.

In the arcade: quick turn of yellow balls. Hitting the enemy casually, they will not do anything to him, but if you pinned the enemy into a corner and fed him with the whole queue, then it will not seem like much.

Aeonic blaster. A very heavy and powerful weapon. Hits far. Does not go out of fashion until the end of the game. Very handy for use in the arcade.

In space: red pair of rays.

In the arcade: blue clots with tails. They have very powerful homing properties. If you are being shot at by Aeonic blasters, run away and the clots flying behind you will go out after a while.

X-defibrillator. Slightly hits the ship, but at the same time destroys its internal equipment. These weapons should be banned as inhumane, but the Klissans are very fond of using them - especially Nondus and Egemon. The defibrillator doesn't seem like a very useful weapon to me.

In space: in a normal battle, the defibrillator is easy to recognize - these are blue lines that look like a schematic representation of radio waves.

In the arcade: here it is cubic shells, which, after being hit, break into smaller pieces.

Submeson cannon. Powerful, but not particularly long-range weapon. This gun is very handy for use in arcade modes. It is also beneficial to use it to fight in space with flocks of small Kleesans, due to the fact that it has the effect of "shooting in areas". You will probably fight Kleesans often, so submeson guns will not go out of fashion for a long time.

In space: yellow clots. Not only the target is damaged, but also nearby enemies.

In the arcade: green large clots. Flying past enemies, they release small bursts of greens at them with medium accuracy. small clots. They do not hit very hard, but decently - a few well-aimed shots from a submeson cannon can severely beat the enemy. The situation in which submeson cannons are fired at you is not particularly pleasant. If the enemy has this weapon, try not to let him force you to fight at close range.

Field Annihilator. A bulky but very effective weapon.

In space: the enemy is enveloped in a yellow field, taking away hits from the body.

In the arcade: here you shoot a powerful yellow beam. You need to aim carefully, the beam has no homing.

Tachyon cutter. First, the tachyon cutter is very powerful. Secondly, he shoots at a very long distance. But he is also extremely heavy. The Tachyon Cutter can be great for hit-and-run tactics.

In space: yellow beam.

In the arcade: rainbow stripe. It looks fun, but it's not at all sweet for the enemies when they get hit with such a "stripe". When using the tachyon cutter in the arcade, it is important to aim carefully - two or three shots with the tachyon cutter will completely eat up the battery, and you have to wait a long time until it is charged again.

Vortex spotlight. Here on the spotlights of the whirlwind you will complete the game. On searchlights and tachyon cutters. With chisels you will start hitting game from afar, and with a whirlwind searchlight you will finish off close. Naturally, if there is enough money and space on the ship for such a huge weapon. A shot from a chisel, a whirlwind and a Keller phaser - and one less mutton in the world.

In space: double helix resembling DNA.

In the arcade: around you, two clots begin to cut into spirals. If they hit an enemy, they deal massive damage to them. Can only be used in close combat. Better - against several enemies at once.

Absolute matrix. Absolutely useless thing, except for the benefit of selling this expensive thing to scientists. It is not for sale anywhere, it can only be captured as a trophy. Actually, the internal equipment of the ship is striking. The Kleesans use it to hurt the Rangers as much as possible economically, so that they go broke on repairs. You don’t need to ruin the Klisans - you need to kill them.

In space: in space, these are yellow narrow "radio waves" that radiate in the direction of nearby enemy ships.

In the arcade: a kind of "buckshot", which explodes at a short distance.

Hell wave. A curious Kleesan weapon, but due to its heaviness and low efficiency, I would not use it. It is the infernal wave that spreads around the capital ships of the Kleesans, damaging everything around at a short distance. Of course, the conclusion suggests itself - you need to use it in a crowd of enemies. It's just inconvenient because of the huge weight. You can't buy an infernal wave in the store - you can only get it from the Klisans or in black holes. Its value is quite decent, so I usually sell hell wave to scientists.

In space: a white double wave extends a short distance around you.

In the arcade: again a wave, only consisting of lines resembling boomerangs. Damages everyone around, but not much.

Machpellah's eyes. A powerful weapon and very heavy. Shoots far. The use of Mahpella's eyes is a matter of taste. You can get it from dead Kleesans and in black holes.

In space: purple lightning.

In the arcade: Eight powerful charges are scattered around you, similar to the charges of the absolute matrix.

"Piracy is good! It's not forbidden. Pirates are arrested and imprisoned..."

(from forum)

Who to be?

When choosing your "representative" in the world of "Space Rangers", it is important to create exactly who you represent yourself. If a name is a matter of taste, then the question of race must be taken more seriously. If in doubt - take a man, his muzzle is prettier. Advanced players can try something else. The choice of "profession" affects your relationship with planets, races and NPCs, and your initial equipment. Create several heroes and choose the one that suits you best.

The birth of the world

With the start of a new game after choosing your race, name and "class", the world in which you will live is generated. Not just the workpiece is shaken with a mixer, but it is created new world. The number of sectors, the location of stars, planets, races and population, the political system on the planet are determined.

Theoretically, a world could turn out where there would be no rangers of any race at all. Maybe it will be a world where the Klissans will brazenly press from the very beginning, and you will have to drop everything and defend yourself with all your strength. Perhaps the Klissans, on the contrary, will suffer defeat after defeat.

It may even turn out to be a world of pirates, in which they will drive and keep peaceful ships and even rangers at bay. The world can be calm or warlike. If from the very beginning you are not satisfied with the world that you have, it makes sense to start a new game and generate a new one.

Timeline of the game and evolution

Here you are for the first time fluttered from your home planet. On the calendar - January 1, 3000. Time has gone.

Each move is one day on the calendar. One transition in hyperspace takes up to a week. Arcade battles take place out of time. You develop, the world develops and lives. Events take place in it, military battles, captures and surrender of systems. In addition, scientists of different races are researching new, advanced types of equipment and weapons. Do not expect to find a singular drive (velocity - 1000, range - 51 parsecs) in the first years - it will appear only after a couple of decades. When exactly depends on the amount of research. For now, use the old one - reactor (400, 21 parsecs) or phase (450, 24 parsecs).

Okay, we figured out when the game starts. But when does the game end? Either when you die, or when you defeat the Kleesans (or they are finished off without you). There are no exact boundaries of the game, in principle, you can play at least a hundred years.

In general, the average results are something like this: at an easy level, the game ends after 13 years, at an average level - after 15, at a hard level - 17 and at an expert level - 20. These are approximate figures - nothing will stop you from reaching thirty or forty years. If you have destroyed or driven out the Kleesans, but do not rush to report to the Ranger Center, then time can be dragged out indefinitely. Another question, do you need it?

Over time, several continuous processes occur simultaneously. As mentioned above, the planets invent technical innovations. On industrial planets, inventions are faster, their speed also depends on the population of the planet. New items are coming all the time. The same thing can be opened many times - its characteristics are constantly improving.

Despite the fact that the time of the game is not limited in any way (it seems to be), at a certain stage the war slides into a positional one. At the same time, neither side achieves much success. This happens closer to the fifties. From what? It's just that both the Rangers and the Klisans are spinning. Due to the coolness of the Rangers, Kleeshan attacks on systems usually fail (although they can sometimes succeed). The coolness of the Kleesans is manifested in the fact that on the captured systems of the planet under their control they begin to produce new green ships at a very high speed. Even if there are five rangers and powerful warships operating in the system, it becomes simply impossible to beat off the system, due to the fact that new freshly crafted green ships are constantly appearing.

Hence the rule - do not slow down.

It is interesting: to find the person you need or to track the appearance of a technical novelty on sale in time, use the search engine. For only five credits, you will be told where everything is (if it is). Looking for singular engine for sale? Type "singul" in the search, and you will know for sure whether you have opened it or not.

How to get hold of capital?

From the very beginning, you will clearly face the bitter problem of finance. It has to be solved somehow.

Pick up and sell everything that is bad (especially asteroid fragments). Do not hesitate to carry out the tasks of governments. If you're willing to spend an hour or two practicing hyperspace arcade battles, you can trade in equipment dropped by pirates.

Once you have a small amount of money, you can start trading. There is only one rule here: they bought cheaper (in the trading window, an asterisk to the left of the product) - they sold more expensive (the asterisk is to the right of the product). The more planets in the system (even better - planets of different races), the more you can earn on it.

Always have free space in the hold. The minimum is one hundred units. Ideal - up to two hundred and above. The larger the parties you carry, the larger the profit you will have from each flight. When an expensive commodity is sold to the planet, the demand for it falls. The price also falls, so it becomes unprofitable for you to sell the goods. Now imagine that you have a small hold of fifty units, and you brought goods to the planet twice in the amount of fifty pieces. You will earn a little before the demand is satisfied. And if - one hundred and fifty pieces? The difference is significant.

The more expensive the product - the more fat it has. Products are inexpensive. You can load the entire hold with products and get some money. Things are better with minerals that can be collected in space.

But it is most profitable to carry expensive goods. These are appliances and luxury goods. For one successful flight, you can earn two to three thousand. But keep in mind that for large-scale purchases of luxury, you will need a large capital. As a rule, at the bases you can buy goods cheaper than on the planets.

On the planets of Malokov, luxury is illegal. Weapons and drugs are illegal almost everywhere, in some places - alcohol (for more details on prohibited goods, see the "Basic principles of the game" section) When selling illegal goods, you can make a good profit, but the planet can get angry and put you in jail, or attack with military. Don't piss off the planet if you're going to take on a government mission there later on. If there is no default task, you can do smuggling relatively quietly.

When you have satisfied all the demand in the system, fly to the next one. You should not climb into systems where pirates are in charge. Bearing systems are especially guilty of this.

This is how you learn to trade. If you are attracted to the career of a merchant - so be it. If you want easy criminal money - buy military equipment and become a pirate. If you want to make war by handing over trophies, be a warrior.

Live, complete quests (also a good source of income), but do not forget about the klisans.

What shall we do with the Kleesans?

But nothing. At least not doing anything in the early years. No, you can visit them, but you can't do anything with them yourself. You still don't have enough strength. However, it is necessary to hand over the protoplasm, to increase one's levels - it is necessary, as well as the military rank. Yes, and scientists would be nice to help. What to do? There is only one way out - to use the fruits of someone else's labor, to alienate the protoplasm shot by other rangers and the military and pieces of Klisans bodies.

The principle here is simple. You fly into the system after army ships or a bunch of other rangers, hide behind their backs and start to get hold of a little, looting on dead Klisans. You can finish off wounded animals to get military points for them. If four rangers have already almost finished off the nondus, then you can join the battle (just be careful). If you are lucky, and it is your shot that turns out to be fatal for the nondus, then it will be written to your account.

Even in a system where Kleesans are attacked by others besides you, you can suddenly find yourself face to face with a cloud of mutenki and katauri. Do not be lazy in a difficult situation to call for help. Do your feet.

Over time, you will become stronger. The green freaks will do the same. Somewhere in five years, you will be able to kill individual katauri in battle, help rangers defend systems, and in fifteen years - beat the enemy in the tail and mane. But even then, you won't be able to fight the Kleesan systems on your own.

In general, it is easier to defend a system than to capture it. Defending yourself, you can fly to the planets to "treat". But you can’t sit there - if the deplorable financial situation and broken equipment no longer allow you to fully fight, then try to escape to other stars.

It is interesting: At first, you only have access to a small number of sectors. From the rest you have no cards. Sector cards are bought on the border planets. Cards become more expensive over time, so try to stock up on more cards as early as possible.

How to level up?

Every real ranger should understand that the ranger centers have introduced a stupid reward system. They consider the merits of the rangers for the brought protoplasm and for this they allow them to develop skills. But no one will directly tell you where to get this protoplasm. You can fly after other rangers and steal the precious substance from under their noses. True, and they are not averse to snatching the protoplasm knocked out of the Klisans by the player. Whoever grabs it faster will get it.

If you are an immoral type at heart, then you can generally buy protoplasm at pirate bases. Let it be fake. The main thing is that in the centers of the rangers they take her for a real one.

Skills should be developed depending on the chosen tactics of the game. If the player is determined to fight, then it is necessary to pump the attack and maneuverability. To trade, you need to develop the skills of maneuverability and repair. It is recommended to develop skills in parallel and do not forget that the trade skill will help sell the equipment found for a higher price.

Quests, quests, quests

Quests can be taken on planets, but some of them you will receive in space. Planetary quests (here we will only talk about them) are of several types. First - text: you fly to some planet and perform it there. Walkthroughs of all text quests can be found below.

But there are other quests as well. In them, you need to destroy a pirate or a ship, bring cargo, patrol the system, protecting it from pirates, and so on.

Read the terms of the quest very carefully before accepting it. On what planet will you need to complete it? How many days do you have for this? Feel free to check the location of the desired planet on the map. Find out if you will receive money for the work done immediately (on the spot), or you will need to fly back for them. Sometimes you need to have time to return back within the specified time - only then will the quest be credited to you. Carefully calculate your options and you can start bargaining.

In almost every quest, you can offer to simplify or complicate the conditions for its implementation. Simplification is a longer period for its implementation or a reduced period for patrolling. Complication works the other way around. In the first case, you are offered less money for completing the quest, in the second - more. By asking for quests from bearings, you run the risk - they never directly say the amount that will be paid to you.

For completing quests, the most important "gadget" on the ship is the engine with the fuel tank. Only they determine how long you can turn around. If the engine is not enough, take the "Easier" conditions. If the engine allows you to jump to the system at once, you can safely take the "Harder" conditions. If you move fast in space (light body and powerful engine), then you can take on difficult tasks, even when there are two hyperjumps to the system. Have time. And you can get going too.

But those were text quests. What about others? Some of them are easier, some are more difficult. I wouldn't recommend taking an order to kill a pirate, especially in the early stages of the game. Firstly, you are weak, and the pirate is perhaps twice as strong (you can’t immediately understand this). Secondly, a pirate is very difficult to kill. Even if you attract two or three merchants or warriors to help you, nothing will stop a pirate from repairing on the planet from time to time or simply escaping to another system. Or kill you, which is more likely.

But, if you, nevertheless, decided to take the "murder" quest, then the tactics here will be something like this.

Firstly, the target is moving, so on all the planets that you visit, you need to go to the Internet (some call it an information center) and set the name of the pirate to the local Yandex. That's how you find out where he is. If the pirate suddenly changed his location, we change course.

FOURTH PAGE

Here we are. Immediately inspect the sector and check all the pirate ships around you, look for the name you need (by the way, the name of the pirate ship consists of two words: the type and the actual name - for example, they ordered the pirate Paseshak, which means he could be Lyakusha Paseshak).

If you haven’t found it, don’t rush to look in other sectors, maybe he is now refueling or selling drugs on the planet. Skip a turn and see if he shows up. If not, wait some more. If it appears - immediately attack with all your strength and cannons, do not hesitate to invite neighbors to fight.

A pirate can land on a planet. It's annoying, but what can you do. Also sit down, repair and take off, continuing to wait for him in orbit. The pirate can also fly to another sector - then dive after him, catch up with him in another sector and finish him off.

There is an unpleasant situation - you flew to the right place, and the news says that such and such (your client) went to jail for three months. Unfortunately, then the quest will most likely fail, you will not get it in prison. The problem is treated only by loading the saved game.

But it also happens that, having received a task, you will know in two days that it has been completed. How so? It's just that the pirate is dead. The Klisans pecked or the military finished off - it doesn’t matter. The main thing is that according to the contract he must be dead, and he is dead. Fly for the reward.

Patrolling the system is much easier than killing missions. If you are a trader and want to trade in the system, then you can take this task at the same time. There are usually few pirates in the sector, and they don’t expect much heroism from you - just watch the pirates half-heartedly. If suddenly a swara began in space - fly and separate. Inform the pirate that the ship is under your protection. If you're cooler than a pirate, he's more likely to get into it. If it's the other way around, join the swara. In this case, the pirate cannot be stopped in another way.

Usually, after you have joined the battle, the enemy will land on the planet or fly away from the sector. While he settled on the planet, deal with other pirates. The patrol period is very short, so such tasks seem to me simple and quite doable for a novice player.

What to do with pirates?

Pirates develop along with the player, and at the very beginning of the game they are much stronger than you. This state of affairs can persist for quite some time, and your only hope is a fast engine. Over time, by gaining experience and equipment, you will become powerful enough that most pirates (I mean regular space pirates) won't risk messing with you.

Pirates, however, are also different - arrogant and meek, strong and weak. You can choose a pirate with a dead hull as a victim and invite a nearby merchant to attack him together. Now, there are two of you, and he is one.

When flying about your business in systems where pirates are in charge, carefully look around. If a pirate "persuaded" some ship to drop the cargo, then you, having a fast ship, can intercept a container hanging in space.

Friendship is strong and will not break

One of the interesting features provided by the game is the ability to hire rangers for your service. You can hire a "hands-on" ranger for an amount that starts from about five to ten thousand credits - it all depends on the rank of the subordinate, his "coolness" and the term for which you hire him. The less you pay him, the less he will serve you.

If you are unable to hire a ranger, then most likely the problem is as follows:

You have a low leadership skill (more on this in the "Role-playing Elements" section of the "Basic Game Concepts" section).

You don't have enough money (only if you have less than a thousand credits).

A potential "farmer" has a higher rank than you (get badges at a military base or wait until newcomers join the ranks of the rangers).

The Ranger you are trying to hire is a good leader himself (if he has one or more ships under him, you will have to stop trying to "buy" him).

He is already in submission (if it is really important for you to take him as a "farm laborer", then wait until his term of service ends).

He doesn't want to serve you at all (well, you never know - maybe he just doesn't like you).

But suppose you still hired an assistant. What advantage does space "kulaks" give?

Ranger constantly follows you. If he is behind, he will catch up later (and in the meantime you will think about whether you need a ranger friend on a brake phase engine).

He, without long arguments and conversations, attacks the one you point your finger at.

If the ranger is a pirate and has started robbing someone else's ship, you can order him to stop.

But at the same time, the ranger will not cease to be an independent person. He is still evaluating the situation in terms of his own benefit. If you do not give him special tasks, then upon arrival in the sector he begins to deal with his own problems - he collects minerals, protoplasm, quarrels, puts up or pirates. It is unlikely that you will pull it every time - you will quickly get tired of it.

Moreover, the ranger does not always listen to your orders. If you and him flew into the Kleesan system, then, having assessed your chances, he can simply chicken out and run back. There, his conscience may speak, and he will return to help you. And it will help if he doesn't pee in his pants again.

Your "laborers" will not lose you - they always know where to look for you. But keep in mind - they are almost always weaker than you and worse equipped. Remember this as you fly at full speed through a system overrun by the Kleesans, dragging a tail of nondus and katauri behind you. If your partner decides to fly in the same place, then he may not be able to withstand the massive attack of angry Kleesans. Of course, he will try to escape, but it may be too late.

If your partner has died, then you will find out about it from the space news service. If his term has expired, then he will specially fly to you and inform you about it. Naturally, you can immediately hire him again.

Here, you will be with us in Kolyma ...

If you are a bad ranger, engage in piracy and smuggling, then some planet may run out of patience. You can be forced to land on the planet with the help of the military or arrested when trying to go to a government official.

You are going to jail. The prison in the game is a text quest. You live in a cell, communicate with inmates and administration, exercise, read books, gamble... and so on. You are usually imprisoned for up to three months. If you behave well, you can get out on parole. The quest prison has no solution - you just serve your time. However, it is real to lose here, if you do not endure the hardships of the life of a prisoner and throw back your hooves.

However, you can earn a lot of money in prison. It's simple enough. Be smart, have some money with you. Don't go to the canteen, cockroach race, boxing, the gym, or work. Just play and go to the library. Play for 100 credits until you become the "Head". After that, start playing for half a thousand credits. Rest every Sunday, sometimes go to the massage therapist.

Behave with security quietly, do not spoil relations. If the guards demand money from you - let's do it. Maintain relationships at a normal level. If you anger the administration, you will end up in a ShIZO and in general you can lose your health from beatings. If the relationship is too good, and you will be enrolled in the reforming or may even be released. This is also not good if your goal is to make good money.

There are other ways to make money in prison. Don't be afraid to experiment. The main thing here is to take care of your health.

To spoil the relationship with the planet, just buy and sell prohibited goods on it. With the help of imprisonment, you can earn a sum of one hundred or more thousand loans in two or three years. But that's the Munchkin way. We will go the other way.

Plot notes

Doing trade, wars, piracy and other fun things, do not forget about the plot. To be able to complete the game the way you want it, bring the Kleesan ship wreckage to the scientists in time to get the mental communicator as quickly as possible. Even if you are a warrior or a merchant, don't forget to pop into pirate bases from time to time. If you are offered information there for money - do not refuse. This is story information. If you do not recognize her, then several options for ending the game will close for you.

Keep a couple of quark bombs in the hold in case of an unexpected meeting with Machpella (the players friendly call her either Hangmella or Marine). They weigh a little, the pocket is not pulled. But at the right time, you don't have to spend a long time and tediously shooting thousands of hit points at the Klisans' queen.

I’ll say right away: if you don’t organically digest the arcade, then you can go through the entire game without ever flying inside a black hole or a hyperspace clot full of pirates. Flying between the stars, you can always find a safe path between the clots, and no one is forcibly driving you into black holes. Of course, then you will not be able to get hold of useful artifacts in black holes, but the game can be completed without them. Well, or with their very minimum, received for valor.

There is one "but" here. The final battle in the story just takes place in a black hole. But do not moan and prepare for the worst. It is enough to put the ship on autopilot, and you may well win here too. By the way, you can generally do without a battle.

Autopilot (key " BUT") can be used in any other arcade battle. If you do not touch the control keys for a while, the autopilot will turn on by itself. It will act based on the situation and will think no worse than the enemies. However, this does not guarantee you victory - enemies can be much stronger than you, especially since one enemy in an arcade battle is rare luck.Usually there are more of them.Maximum - five.Autopilot can destroy one or two, but the rest will finish you off.

The main elements of the arcade

If you still decide to visit black holes and at least occasionally drop in on a visit to pirates, then here's a parting word for you.

Learn all the control keys. Know how to quickly set your weapon to two types of keys in battle so that you can hit from a distance with an aeonic blaster, and at close range, for example, with a Keller phaser. Carefully monitor the effect of the weapon, its strength, find out in which situation which gun is better to use.

When fired, the hypothetical "battery" of each type of weapon is discharged. A certain time is spent on charging, during which you can use other weapons.

"Feel" your ship. Learn to move quickly and accurately in space, point the bow of the ship in the right direction and shoot. Empty hyperclots will help you with this. Use momentum. You can quickly turn around one hundred and eighty degrees, if you hit the wall.

The number of possible configurations of the arcade field can be counted on the fingers of one hand. You must learn the places where the prizes are located, learn how to quickly run through them, use the "terrain" for your own purposes.

Practice dodging shots. To do this, you can use your own weapons. Fire a few dozen shots in different directions with an explosive weapon, and its charges will begin to fly around you. Dodge them in flight.

After a couple of hours of training, you will feel much more confident in the arcade. Now you can try to fight with a real opponent.

Each clot or interior of a black hole is the surface of a ball. You seem to "glide" over it, seeing only a separate section of it. If you look carefully, you can occasionally observe enemy ships flying on the opposite side of the ball.

If for some reason you need to avoid combat (for example, you urgently need repairs), try to be on the opposite side from the enemy.

Arcade Prizes

In battle, you can pick up special arcade prizes that strengthen or weaken you. Prizes can be taken by your enemies. Each of the prizes is only valid for a few seconds. After taking the place where he was, remains vacant for some time, then another prize appears in this place. I will list them.

Positive prizes

Life- slowly restores the body. This prize is very helpful. He can save even the most desperate situation. If you have few hit points left, then, having taken a life, do not get involved in the battle for a while, waiting until the prize runs out. Then go into battle with renewed vigor

Protection- blocks half of the hits. Also a nice prize. Taking it, you can carry out a risky attack.

Strength- Increases enemy damage by half.

Acceleration- acceleration in one and a half times. Haste usually comes in handy when you need to get out of the furious fire or look for an extra life in the level.

Fast reload- The battery charges twice as fast. The fewer guns you have, the more useful the accelerated reload is for you.

Invisibility- you are not seen if you are far from the enemy and do not shoot

Negative prizes:

slowdown- one and a half times slowdown. As a rule, this prize comes across to you at random. While affected by the slow, fly as far away from the enemy as possible and wait for the effect of the prize to wear off.

Weapon lock- Doesn't let you shoot. A good reason to learn how to silently dodge other people's fire. If the prize of blocking weapons is accidentally (or not by chance) taken by the enemy, feel free to sit on his tail and beat the bastard with all types of weapons.

random prize

A random prize can be anything - both positive and negative. There is always risk in it. You can heal, or you can get a weapon lock or, even worse, a slowdown. If the enemies are weaker than you, do not take random prizes. If you are almost finished off, you can take a chance. And win.

Tricks in the arcade

It is not necessary to try to honestly "shoot" and "run across" the enemy, wielding only the spinal cord. You can use certain tricks for your own purposes. One of these cunning tactics is called "tachanka".

It consists in the following: you take only weapons that are homing in the arcade, such as industrial lasers, aeonic blasters, submeson guns. You can take a vortex spotlight. Then learn to move deftly, moving backwards (the flight speed is the same as when flying forward). After an hour of training, you are already flying in circles around the level, pouring water on enemies from homing weapons.

This tactic is best suited for the most difficult and most "round" level, in which on one side behind the triangular "walls" are good prizes, and on the other side behind the semicircular "screens" are random prizes.

At other levels, it is better to use the Dolby Surround tactics (you fly around a bunch of enemies, while they, shooting you, beat each other because of the tightness).

But it is best to use "lazy" tactics at other levels. She is extremely efficient. Using it, you can defeat five opponents with almost no shot fired. Interested? Let's get started.

On all "levels" (except "round") you can find a strange little thing - black, with spikes, reminiscent of a sea mine. It has a gravitational effect, attracting ships to itself. From a distance, this action is weak, but close up it can be difficult to escape from the embrace of the "mine". But this property of hers would not be so useful to us if the "mine" did not damage the ship located near it. In addition, there are usually negative prizes near the mine, which also plays into our hands.

Immediately after entering the "level" dodge enemies and look for this "mine". After finding it, cut circles around it, trying not to fall under the influence of gravity.

Enemies flying up behind you in an attempt to unravel your strange maneuvers will fly into this mine and begin to "beat" against it. Imagine a picture: three enemy ships "sit" on a mine, get damaged, from time to time "collect" the prize of slowing down or blocking weapons. You fly around them.

Naturally, the ships will try to open fire, but you will be almost completely safe flying in circles. But the comrades sitting next to them will take the brunt of the blow. After a couple of minutes, the last ship will explode, and you just have to pick up the parts left after them.

In the worst case, with his indiscriminate fire, the enemy will shoot the "mine". In this case, the action of gravity will not stop, but you will have to finish off the enemy on your own.

Where are our homing cannons?

It is important: at the "round" level, such tactics do not work for a simple reason - there are no "mines" there.

How to fight in space

The battle in space takes place in turn-based mode. You blaze a path, assign guns to targets within range, hit spacebar, and see what happens. Then you make your next move.

You can simply order your ship to attack the enemy with all the available arsenal, and he will do it on his own, chasing and attacking the enemy. It turns out such a kind of autopilot.

Do not spray cannon fire at different targets. This can be done in one case - if an almost finished enemy is definitely enough for one shot. Only then can other guns be directed at the next enemy. If you shoot in different directions, then turn into a headless chicken, uselessly rushing in the thick of the battle. Take care of one enemy until it turns into space dust, then switch to another. It's best to attack the weakest enemy first (in the case of the Kleesans, these are the mutts).

Keep a close eye on the wear and tear of your equipment. Don't get into a heated fight on half-working equipment. Naturally, keep an eye on the integrity of the hull - this is the "health" of your ship. Assess the "hotness" of the battle. If it gets too hot, make your feet - a good engine will help you with this. You don’t need to save on the engine at all - it will help in quests, save you in battle, gobble up all the money for repairs.

Legs can be made to the planet. On the planet, you can easily repair frankly broken parts, patch up the hull, refuel. If the planet is far away or you are in the Klissan system, then jump into hyperspace and heal in other systems.

It is better to escape in time than to die ingloriously.

Hit and run

Klisans take by number. Usually they pile up at once in a large pile, consisting of small reach mutts, larger horns and dangerous katauri. Somewhere behind at this time, nonduses or, God forbid, egemons are usually pulled up to the front line.

It is best to kill the muttons first - this way you will raise your personal counter of killed Kleesans without any problems. Then nondus may come up and, if you are not strong enough, then it's time to give work to other rangers and the military. Hide behind their strong backs, and if there are no backs, then just wash off.

If you and another ranger (not necessarily hired) flew into the Kleesan system, and he suddenly turned around sharply and decided to make his feet, you should know that the danger is really great. It would be nice to follow the example of the wise ranger.

If you are confident in your speed and can freely overtake the mutt, then use the "hit and run" tactic ("hit and run"). If you have a low powered engine, use the "run for your life!" tactic immediately. ("Save yourself, who can!").

"Hit and run" tactics are common among Rangers. It consists in the following: you fly into the Kleesan system, stuff as many enemies as possible, and when the situation starts to get hot, you sharply make your legs. Usually light ships of the Kleesans fall under your hot hand - heavy ones simply can not keep up with you. Sometimes you can start teasing the green ships by flying in circles around the central star in the system. From time to time, let individual mutts and horns get closer to you. Deal with them.

If you have a repair droid available, then breaking away, you can repair. Here, however, you need to monitor the wear and tear of equipment: if your engine fails, you are a dead man. The presence of nanitoids on board, repairing equipment themselves, will save you from this headache - that's another reason to visit black holes.

...and picked up

On the go, you can pick up the goods that drop from the wounded and killed Kleesans. However, you should not be greedy - if you hesitate too much, running around a large piece of protoplasm shouting "is it all mine?"

The tactic of "running around the system, killing, and picking up good on the second round" will not work either. For some reason, the Klisans do not like it when protoplasm and green carcasses fly around them - this leads them to sad thoughts. Because of this, every mutton flying past a green lump considers it his duty to shoot him and smash him to smithereens. To be able to pick up protoplasm after a killed ship, maneuver so that the rest of the ships sail as far away from it as possible.

By picking up trophies, you compete with other rangers. A delicious trophy can literally be taken away from under your nose. When trying to capture the same item with two ships, it usually flies to the one who is closer. If the ships stopped at the same distance from the object, then you can watch the fun "tug of the trophy" competition for free, which can last for days.

If you and a rival ranger are the same distance from the trophy, try to plot a course so that you land as close as possible to the desired item at the end of the turn. In this case, you will drag it into your hold. However, it is possible that you will simply "float" on it and not be able to click on it with the cursor. Beware of this outcome.

It is interesting: did you know that space doesn't end at the edge of the map? You can check for yourself how far it extends beyond the borders. The main thing - do not get lost there yourself. Some believe that protoplasm and valuables can be hidden behind the edge of the map: supposedly other rangers will not find them there. You can try.

Mutenok and the sun

In the past, it was fashionable to use the luminary of the system in the fight against the Kleesans. Allegedly, these green guys quickly lose their health and die on it. The main thing, they say, is to cut circles around the luminary so that the green invaders fly into the disk and lose health. You can test this tactic - maybe it will work for you. With the patch, however (unfortunately or fortunately) the Klissans have become three times more fireproof, so that in the patched game the "ikar" tactics have lost their relevance.

Protoplasm in reserve

After a heated battle, I believe that more than once, having stuffed a large hold to the eyeballs with good and protoplasm, you will watch with bitterness as other rangers pick up everything else that did not fit into your hold.

And it's a pity, and there's nothing to be done - there is no place in the hold itself. However, there is a way that will allow you to set aside the collected pieces of protoplasm "in reserve" so that no one touches them. To do this, you need a lot of space in the hold (150-200 units) and a very good grip (the same 150-200 units).

Do this: fill the hold with protoplasm until it accumulates a lot. Then throw it all away in one big piece - the main thing is that you yourself can then pick it up. Rangers will not be able to "swallow" such a large piece and will simply ignore it. In the meantime, you can collect Kleesan parts, sell them profitably at the scientific base, and then calmly return for protoplasm.

Note that the trick only works on protoplasm. Expensive pieces of Klissan plating cannot be thrown away "in one piece". If a "hellish wave" weighing two hundred units falls out of an aegemon, then no one will take it anyway.

To be sure, however, scan other rangers for powerful grabs and free space in the hold. If the ranger has a strong hold, but the hold is already full, do not rejoice in advance: nothing will prevent him from swimming up to your "stash" and dragging him away, throwing the excess out of the hold.

Also beware of the military and transports - they like to shoot "unnecessary" objects in their opinion when flying by. I have already spoken about the tendency of the Kleesans to cover up evidence above.

FIFTH PAGE

Passage of text quests

Text quests are the real highlight of the game. Quests come across here and there - do not hesitate, take them and go through them carefully - you are guaranteed a lot of fun, interesting solutions and humor - funny and sarcastic, kind and black, good and different.

Almost all quests can be completed on your own, if you have patience, brains and sometimes a pen and paper. But sometimes it happens that the quest is not completed, for the life of me! It is for this case that the passage of all text quests in the game is provided here. Taking this opportunity, I thank the inhabitants of the forum "Elemental Games" for their help in solving quests.

Please note that the quest allowed pass again if you failed it, that is, numerous save / load will not be required from you. And it's humane...

Each quest has several solutions and several possible outcomes. The quest description lists the race that is ordering the quest, the race on whose planet you are doing the quest, and the requirements for the player. For example, spying on bearings is unlikely to be given to a bearing player, and sabotage at the base of maloks will not be given to maloks (you will have to change race or lifestyle to be able to take the quest).

It is not recommended to keep the passage in front of you in advance - you will lose nine-tenths of the pleasure from solving the quest. I specifically give here a description of the quests without much detail and literary delights ("... so you bravely approached the gobzavr and stroked his head ..."), so that you would not be tempted to memorize all the solutions in advance.

Only one possible solution is described here. The conditions of some quests change randomly - in this case, a rough solution or a winning strategy is given. Using the passage, excluding the situation of a complete "plugging", is strongly not recommended - all the buzz will be lost.

You have been warned.

1) "Bank" - you need to find out the time of the change of protection and the password

Customer: Gaalians

Fulfillment Planet: bearings

Player requirements: No

§ Say password

§ Say password

§ Do the same on the first day as on the second

§ Second day

§ Computer Store (buy Chess Gamer, Password Cracker, Trojan)

§ Installation (Trojan, Chess Gamer (external), Password Cracker (internal))

§ Bank (Open an account, Say about a discount, "You smell ...", invite to a restaurant; Play chess with a computer, use a laptop, demand to see a log file - PASSWORD)

§ Pharmacy (department of psychotropic drugs, buy Otkrovin)

§ Book a table in a restaurant

§ Leisure

§ Restaurant (story, add Otkrovin, story, ask the time of the duty shift - TIME)

2) "Boat" - we transport the gods across the strait

Customer: Gaalians

Planet: uninhabited

Player requirements: No

§ (there)Ax(2)+Wow(1) =2 hours

§ (back)Ax(2) =4 hours

§ (there)Ge(10)+Bach(5) =14 hours

§ (back)Wow(1) =15 hours

§ (there)Ax(2)+Wow(1) =17 hours

3) "Neoflora" - looking for a stolen Faeyan container

Customer: faeyans

Planet: bearings

Player requirements: not a bearing and not a pirate

Solution:

§ Pretend to be a foreigner and enter the city

§ Go to a bar

§ Talk to an old friend, have a beer with him.

§ Go to a computer club, go to the Net and find out the password

§ Go to an antique shop and buy a lucky charm

§ Leave the shop

§ Enter City Hall

§ Scratch behind the knee (three times)

§ Say password "red pachryamba"

§ Go to warehouses 13-24

§ Kick down the door

§ Take crate

§ Leave the municipality (you can through the main entrance if you have more than 60% luck)

§ Leave the planet

4) "Commando" - we blow up a warehouse with fibrogen

Customer: Gaalians

Planet: maloki

Player requirements: not small and not a merchant

Solution:

Actions:

§ Rocket to the left gate tower

§ Rocket to the right gate tower

§ Rocket to Gate

§ Rocket to grenade launchers

§ Turret Torpedo

§ Jeep Rocket

§ Accelerate, overtake the jeep, mine in the jeep

§ Jeep machine gun

§ Turret Torpedo

§ Machine gun to grenade launchers

§ Turret Torpedo

§ Turret Torpedo

§ Rocket to tubes

§ Rocket to Snipers

§ Machine Gun to Riflemen

§ Rocket to tank

§ Rocket to tank

5) "Terrible death" - an experiment with calolic acid

Customer: bearings

Planet: Gaalians

Player requirements: human

Solution:

Little depends on you. Most importantly, take care of your health

6) "Exam" - we enter the university

Customer: matches the player's race

Planet: Gaalians

Player requirements: No

Solution:

Strength >=3 - go to the library, save the bird: physical education; math (bird)

Mind >=3 - go to a tavern, get the professor drunk: mathematics; chemistry (professor)

Dexterity>=3 - walk around the city, pull out a book: labor; literature (book)

All = 2 - do nothing, go to bed: work; physical Culture

7) "Fishing" - we catch fish

Customer: Gaalians

Planet: bearings

Player requirements: No

Solution:

§ Catch Bait

§ Don't talk to the fisherman

§ Start from the WEST shore

§ First throw CLOSER to shore

§ If a leech was used, then the second throw is AWAY from the shore, if a cockroach, then AS FURTHER from the shore as possible, if a BOOT is caught, then take it to the fish inspector

§ Third roll, only if leeches were used the first two times. Throw AS FAR as possible from the shore.

8) "Galaxy" - looking for drugs in the casino

Customer: bearings

Planet: bearings

Player requirements: people, the presence of at least three thousand

Solution:

§ In the women's toilet, break off the sign

§ To the bar, man in the middle, learn to play

§ To the gambling hall, play, watch, talk to the cheater

§ To the bar, girl in the middle, take the spray

§ To the gambling hall, play, watch, run after a person

§ To the toilet, use the spray, take the gun, hide the body in the next stall, put up a sign, take the diplomat, report the money up to the required amount

§ To the second floor, use the gun

9) "Ikebana" - making ikebana

Customer: Gaalians

Planet: Gaalians

Player requirements: No

Solution:

§ Select first move

§ Close the color to leave an even number of even and odd digits (0 is an even number)

§ Repeat enemy moves

10) "Murder" - investigate the murder

Customer: people

Planet: faeyans

Player requirements: man and pirate

Solution:

§ At Lee's restaurant, get a dossier on Katerina

§ Interrogate Katerina

§ At Lee's restaurant, get a dossier on Bidon Pomoev

§ Interrogate Bidon Pomoev

§ Find the key in Katherine's cell

§ Go to the institute, find the ship's log

§ Interrogate a Faeyan

§ Blame the sheriff.

11) "Penetrator" - testing Maloka weapons

Customer: maloki

Planet: maloki

Player requirements: not small

Solution:

§ Check mail

§ Fly around the polygon

§ Hit one of the droids

§ Ignore tail

§ Frame Droid

§ Shoot the robot

§ Hack the system

§ Enter melee combat

12) "Breed" - we bring out the perfect penchekryak

Customer: maloki

Planet: maloki

Player requirements: No

Solution:

§ Align Cunning, Aggressiveness, Toothiness to the maximum value with Catticit and Swinskas (2 turns)

§ Equalize Strength and Devotion with Chappichups (1 turn)

§ Equalize Strength and Agility with Sleeper Heater (1 turn)

§ Align Strength and Aggression (1 turn)

§ Start / 115532

§ HZA+4 / 148535

§ LH+4 / 188575

§ PM+1 / 288585

§ SP+3 / 588885

§ CA+3 / 888888

13) "Race" - we participate in races

Customer: faeyans

Planet: people

Player requirements: feyanin

Solution:

§ Go to the garage, you can ask about the races

§ Go to sleep

§ Check the track, honk and drive

§ Next comes a random distribution of turns, straight roads, and so on. Watch the road, keep the speed around 90-110 km/h. On simple turns, turn around smoothly, on steep turns - sharply. Fix tires and gas tank in the pits

14) "Spy" - we place bugs in the presidential palace

Customer: bearings

Planet: people

Player requirements: No

Solution:

§ Ask for two hundred rubles

§ Buy flowers

§ Buy two bottles of vodka

The quest can start from different parts of the palace. Go through the rooms on your own. Basic moments:

§ Workers in the garage are treated to vodka and follow the specified path

§ Give the cloakroom attendant flowers and follow the path

§ You run away from the blue ones to the women's toilet

§ Answer the question about the creed: "Always", "In dialectical"

15) "Tomb" - open the sarcophagus in the tomb

Customer: people

Planet: uninhabited

Player requirements: Gaalian

Solution:

Fire-1, light-2, wind-3, darkness-4, water-5, earth-6

1 2 3 4 5 6 (brothers)

2 2 n n n n (fire)

n n 5 1 n n (water)

3 n n n 1 n (wind)

n 4 n n 4 n (darkness)

n n n n 5 (ground)

n n 3 2 n 3 (light)

16) "Gladiator" - we train a gladiator

Customer: bearings

Planet: maloki

Player requirements: No

Solution:

§ Stroll around the market

§ Knock down a customer, help get up and get a talisman

§ Save energy

§ Talk to the owner of the dreadlock

§ Punch in the face

§ Use Talisman

17) "Hatchball" - train the hatchball team

Customer: people

Planet: bearings

Player requirements: No

Solution:

(works in most cases)

§ Select blue shape

§ Defense

§ Attack

§ Defense

§ Attack

§ Appeal to the judge

§ Hatching

§ Defense

18) "Energy" - fixing the power plant

Customer: people

Planet: people

Player requirements: No

Solution:

O - Total capacity

1 task: O-5, 5-3, 3-O, 5-3, O-5, 5-3

Task 2: 8-3, 3-2, 2-8, 3-2, 8-3

3 task: 10-4, 10-3, 3-10, 4-3, 3-10, 4-3, 10-4

Task 4: O-5, 5-7, O-5, 5-7. Left supercharger: 7-5, 5-O, 7-5, O-7, 7-5

Prize: 12-7, P, 7-5, 5-12, 7-5, P, 12-7, P, 7-5, 5-12, 7-5, P, 12-7, P, 7- 5, 5-12

19) "Gobzavr" - we deceive a wild beast

Customer: faeyans

Planet: uninhabited

Player requirements: No

Solution:

§ Follow the footsteps

§ Make some noise

§ Raise Skull

§ Raise Bone

§ Devour Bone

§ Throw a die to a gobsaur

§ Play with the skull

§ Keep playing with the skull

§ Throw the skull out of the cave

§ Find drive

20) "Menzols" - we buy an idol from a primitive tribe

Customer: people

Planet: uninhabited

Player requirements: dealer

Solution:

§ Take a bone from the ground, a hunter came running, buy a bone from him

§ Go to the junkyard, take the item

§ Identify the item as a broken gong

§ Rob a house

§ Give money to the fisherman, get a bag of bones

§ Sell a bag of bones and a hunting bone to a sad

§ Buy gunga, kunga, tonga at the auction for money

§ Go to the grunt for fish, sell him a tonga

§ Go to the old man, fix the gong for fish

§ Go to the young one, sell the gong, get information

§ Go to the shaman, buy booze for the cork

§ Go to the leader, pay a bribe, talk to him, sell him a figurine, kung, dong. He needs a tanga

§ Exit the leader, sell the ganga at the auction

§ Go to the hunter, ask to show the tanga, the hunter with a stunner, take the tanga (first kill the old man with the stunner, but he doesn’t have a tanga)

§ Go to the chief, sell the tanga, buy the idol

21) "Siege" - we fight off the rebels at the Maloka base

Customer: maloki

Planet: maloki

Player requirements: No

Solution:

Talk to the sergeant and learn all the rules

Guns: Mortars 50-70 km, turrets 7-15 km, laser anti-aircraft guns 1-2 km

Wind: 10-20 km/h - will not blow, 40-60 km/h - will blow by 1 square, 90-100 km/h - will blow by 2 squares

Plasma tanks: 15-25 km/h - will not go away, 50-70 km/h - will go by 1 square, 110-130 km/h - will go by 2 squares, 170-180 km/h - will go by 3 squares

22) "Casino" - we get a new game for the casino

Customer: bearings

Planet: people

Player requirements: No

Solution:

Depends on luck and your risk appetite. Fold in bad cases, sometimes feel free to bluff

23) Bondiana - we penetrate the Peleng base to save the agent

Customer: people

Planet: bearings

Player requirements: No

Solution:

§ Get blaster

§ Go down the drain

§ Hit a rat

§ Shoulder the grate

§ Wait for the guard to come down and put the blaster to your temple

§ Command the second to raise their hands

§ Enter opening

§ Go left

§ Knock out a guard

§ Shoot a second guard with a blaster and remove the keys from the corpse

§ Go into the opening

§ Go straight

§ Go down the sewers

§ Shoot a rat

24) "Construction" - building a Maloka outpost on a wild planet

Customer: maloki

Planet: uninhabited

Player requirements: No

Solution:

One of the options:

§ Sandy Shore

§ Strengthening the Foundation

§ Strengthening the Foundation

§ Build base

§ Build base

§ Build base

§ Build base

§ Day off

§ Trim base

§ Trim base

§ Trim base

§ Trim base

§ Build and furnish a base

25) "Diamond" - open the safe with a diamond

Customer: bearings

Planet: maloki

Player requirements: not a warrior

§ Agree to the task

§ Chat with Kramer

§ Ask how to crack safes, ask for examples

§ End the conversation and go to sleep

§ Go shooting with Yomir

§ Play cards with Zelif

§ Go for Energy Healing with Yomir

§ Climb down the sewers, skip Yomir first

§ Take cover from gunfire at the table

§ Take the elevator down

§ Start cracking the RG safe. Then remember everything Kramer taught you. It is necessary to monitor the indication of Hz. Count tens of Hz. If there is one ten, then some number is in its place. If two tens - two of some numbers stand in their place. Determine these places using the replacement-selection method. It must be done in twelve moves.

Cheater's corner

Let's face it - there are cheats in Space Rangers. Here are the basic rules that every cheater should know!

a) Each cheat has a cost. To use the cheat, you need to score N days-points. Therefore, the more days you go without cheating, the more powerful cheat you can use. When using a cheat (any), the accumulated days are reset to zero!

b) If the rules for calling the cheat are not followed, an error is displayed, but the call of the cheat is not counted and you can call the next cheat.

c) The amount of cost of called cheats is added up. Ranger cheater record will be accepted on the official game server ( www.elementalgames.com ), to a special list of cheaters. This list is displayed in the high scores table separately from the high scores of honest players.

So here are the codes:

Title: Audacious fix

Action: Repairs all equipment on the ship

Rules: None

Challenge: Fly into the sun and type Shift+Ctrl+Repair

Cost: 40

Title: Klisan Dozen

Effect: Increases the number of Kleesans in each of the systems they control to 12.

Rules: None

Call: Shift+Ctrl+KlissanMax

Cost: 20

Title: Call to fight

Action: Kleesan ships are invading the system from which the signal was given.

Rules: More than 20 Klisans must not invade the system. These Klisans are real, they are taken from real systems, and if the Klisans do not have ships, then no one will arrive.

Call: Shift+Ctrl+KlissanCall

Cost: 20

Title: Lazy Ranger

Action: Ranger gains 1000 Ranger Points

Rules: If the ranger has less than 1000 unallocated points.

Challenge: While in the center of the rangers, dial Shift + Ctrl + RangerPoints

Cost: 150

Title: Title for free

Action: The ranger receives the number of points needed to reach the next rank.

Rules: If the rank is less than the maximum.

Challenge: While at the military base, type Shift+Ctrl+NextRank

Cost: 90

Title: Cool gun

Action: A cool gun appears in the store

Rules: None

Challenge: While on the planet, type Shift+Ctrl+CoolWeapon

Cost: 100

Name: credit card gun

Action: A random cannon appears in the shop for 1 cr

Rules: More than 50 items in the store does not appear

Challenge: While on the planet, type Shift+Ctrl+LowCostWeapon

Cost: 20

Title: Two bombs

Action: 2 quark bombs appear in the hold

Challenge: While in space, type Shift+Ctrl+Bomb

Cost: 60

Title: Random Artifact

Action: 1 random artifact appears in the hold

Rules: If there are less than 10 things in the hold

Challenge: While in hyper, type Shift+Ctrl+Artefact

Cost: 40

Title: Easy money

Action: The player's cash is increased to 10000 cr

Rules: None

Challenge: Being in space, on the planet, in the store - dial Shift + Ctrl + Money

Cost: 40

Title: undress

Action: The ship closest to the player drops all equipment not needed for flight.

Rules: The rule does not apply to Mahpella.

Challenge: While in space, type Shift+Ctrl+Drop

Cost: 60

Name: Packing

Action: On the player's ship, all equipment becomes 2 times smaller.

Rules: The body remains unchanged. Can't take less than 1 item.

Challenge: While in space, type Shift+Ctrl+Paking

Cost: 300

Title: Science Gift

Action: Scientists provide good Kleesan equipment.

Rules: None

Challenge: While in the science base, type Shift+Ctrl+KlissanItem

Cost: 160

Title: Sell your soul

Effect: Pirates increase the maximum power of their cannons by 10-20 units for themselves and the player.

Rules: The global ratio of normal planets and ships (not pirates or partners of the player) to the player is reduced by 60%. The player becomes a 100% pirate.

Challenge: While at the pirate station, type Shift+Ctrl+WeaponStrength

Cost: 200

Title: bomber

Action: 10 quark bombs appear around the player at a distance of 800-1500.

Rules: None

Challenge: In space, type Shift+Ctrl+10Bomb

Cost: 140

Name: New Base

Action: A random base appears in the player's system.

Rules: There must be 1 of each type of base. There should not be more than three bases in one system.

Call: On the planet, type Shift+Ctrl+RndBase

Cost: 30

Title: Open Sector

Action: A previously closed sector on the map is opened.

Rules: If there are unopened sectors.

Challenge: Being at the pirate station, type Shift+Ctrl+OpenMapSector

Cost: 20

Title: big money

Action: The player receives an additional 100,000 credit cards.

Rules: If the player has less than 1 million credit cards.

Call: Type Shift+Ctrl+HugeMoney

Cost: 300

Title: Pelengsky surprise

Action: In the shop on the planet of bearings, the range of weapons sold is doubled!

Rules: The global ratio of normal (non-Pelengian) planets and ships (not the player's partners) to the player is reduced by 50%.

Challenge: Type Shift+Ctrl+PelengSurprise

Cost: 100

Title: Hyperforce

Effect: The player's hull is increased by 30% and fully repaired.

Rules: None

Challenge: Dial in space Shift+Ctrl+SuperHull

Cost: 250

Title: Big Boom!

Action: In hyper, all enemies explode.

Rules: Does not apply to the final fight

Challenge: Type in hyper Shift+Ctrl+Boom

Cost: 30

Title: Hate the Rangers

Action: All pirates, transports, liners, and diplomatic ships begin to hate all rangers, including the player.

Rules: The ratio of rangers to each other and the ratio of planets and warships to rangers remain unchanged.

Challenge: Type in space Shift+Ctrl+HateRangers

Cost: 10

Title: Invasion of the Pirates

Action: A Pirate is spawned in each system belonging to the coalition forces.

Rules: None

Challenge: Dial at the pirate base Shift+Ctrl+Pirates

Cost: 100

Hotkeys

Keys common to all modes

Esc- open "System menu"

F2- save the current game

F3- download the game

Space- press the "End of turn" button (execute given orders)

Shift+Space- make a flight with a stopover at the end of each day

S- call the "Ship" window

M- open the "Galactic map" window

Alt+F4- terminate the program immediately

Keys in system menu mode

Esc- close the menu and return to the game

C- change game settings

E- end the game and go to the main menu screen

Keys in planet mode

G- go to the "Government Building"

E- go to "Equipment Store"

T- go to "Shopping Center"

I- go to the "Information Center"

H- go to "Angar"

P- get general information about the planet

Keys in hangar mode

A- repair the ship's hull

B- refuel

F- take off from the planet

Keys in space mode

I- scan another ship

T- enter into a dialogue with another ship

W- show/hide weapon panel

~ - select all guns

+ - select still unselected guns

F- switch to movie mode

Keys in arcade battle mode

Left, Right, Up, Down- control the movement of the ship

ctrl- shoot from the guns of the first group

Space- shoot from guns of the second group

1...5 - switch to the specified weapon

A- enable/disable autopilot

P- pause

Shift- pick up an object in hyperspace

1 2 3 4 All

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 two-dimensional 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, strategy and keys to defeating 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. Nobody 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 friendships with other races are easy to establish by fighting with dominators (and spoil by 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&mdash is a race of thinkers and sages, occupied mainly with creation and contemplation of beauty. As a result, they have quite decent relations with everyone, and on their planets you can get cheap (relatively) luxury goods. The equipment of the Gaalians is insanely expensive, but reliable. The Gaalians (and Faeyans) outlaw alcohol, drugs and weapons.

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

Fayane&mdash "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. Faeyans are hermaphrodites.

People&mdash, 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, was originally the human currency.

Bearings, amphibians, also known as "mean toads," are the most infamous 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&mdashbrutal 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 is, 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&mdashcombat skills: they determine, respectively, the amount of damage inflicted 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&mdashA skill that reduces wear and tear on 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). The technique also increases the number of probes that can be controlled - see below in the Science Stations chapter.

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&mdash, on the contrary, it's 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&mdash 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 with ship equipment. Gable icon with columns allows you to chat with a representative governments: here our brother is given assignments, rewards for the work done, sometimes - useful information ... well, sometimes a brainwasher, if you 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 hold - 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 constructions, 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 sometimes drag them.

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

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

In fact, you can 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 increase the charm, the power of the scanner and radar, and the most, perhaps, the funniest one 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 heal 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&mdash is 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

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 more than profitable.

The first possibility is 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 bribery), 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 a single 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 won't describe the combat technique in detail - I'll refer you to the manual for the first CDs on our CD. 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 takes you out of hyperspace after the battle.

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.

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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 - Maloki, 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 it has left is the scanner (unless the ship's defenses are better than what 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";
  • agree 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, they 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 - except to 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 have a stronger effect on racial relations than robbing a civilian transport, but less than attacking a diplomat.

The benefits of soldiers are, first of all, that they fly in a large bunch to liberate 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 soon as this type fires 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:

  • to hire;
  • "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 (quite 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.

equalizer

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 modern-style barrels) 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&mdash 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 push the brats closer to the sun and make them gently fry.

Firstly, even flying around a star by itself, if you have time 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 have to completely abandon weapons of this kind - for obvious reasons.

Thirdly, in order to lure the dominator "to 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 rockets, and hits are “written” from him quite quickly.

Of course, this can only be done with Urgants and Equentors - 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. As soon as the numbers of his hits turn brown - release the roast, otherwise it will burn.

UFO

Ships that do not belong to any known race are commonly 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 spyglass.

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 its 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 pluses 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 structure (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 new feature in planetary combat is the ability to 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 selected 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.

Why don't they hit each other? It's not fair!

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 - better not, 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 spark gap 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 an arrester is needed infrequently, 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.

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 one by one 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 to 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 become stronger.

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 a 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 an ideal tool - 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 larger the item number, 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 advancement 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, get 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) cannon 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 is not able to 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, most often something decent comes 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 the "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 unprofitable 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 transported 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 “toughness”.

The droid determines how many hull hits it will heal per turn (the simplest, biotic, gives 5, suspensor 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 the “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 stage). 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 make any difference. 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 common, 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 item 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 is very different - 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 distant they will be shot because of the small number of guns reaching the enemy.

industrial laser

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” doesn’t disgust you, carry the laser with you. At first they even fight ...

fragmentation gun

Range 1

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

Did you know...

That in Space Rangers 2 you can optionally play any quest, planetary battle or arcade battle?

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. Blow it up there and observe the effect...

Lezka

Ranger in the pasture.

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

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

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

Range 3

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

Atomic Vision

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

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

Range 3

The heaviest of all guns. Dot.

IMHO-9000

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

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? — is 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 to be recharged, which costs a pretty penny, and even when the systems are released, it’s hard;
  • 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 time gaalistra), 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 during the course they will probably get closer to the distance, 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 remember to switch from them to newer weapons when the enemy’s defense becomes too strong for the 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 torpedo tubes with a low mass - try this way of fighting ...

FOURTH PAGE

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 gold mine.

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&mdashan 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, “shoot” a full hold of light and expensive parts is a matter of minutes.

Nanitoids. As before, nanitoids provide the fighter with the most 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 micro-module 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: &mdash50%

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: &mdash20 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: &mdash20%. Cost: &mdash30%

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: &mdash2 units Size: &mdash75%.

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 strength of missile weapons, and partially of energy weapons. 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 rather large volume, significantly reducing the ship's capacity. Hull armor: +8 pts. Size: &mdash10%.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Compress. Replaces the largest boards with their smaller modern counterparts. Reduces the size of any equipment and weapons other than the hull. Compatible with Faeyan equipment types only. Size: &mdash40%.

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: &mdash30%. 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: &mdash5 units Firing range: &mdash10 units Size: &mdash50%

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 micromodule modifies energy weapon transducers, greatly increasing their lethality. For patriotic reasons, this module is only compatible with human equipment. Energy weapon power: +15 pts.

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Micromodules of the first level

Antifey. Increases the charge of rocket weapons. By unknown reasons, is 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: &mdash15%.

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 periodicity of oscillations 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 at 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.

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-range 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:

  • check whether the purchase price where we are going to deliver the goods is still good enough;
  • is 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 even to 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 the owners of 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 the 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 get 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 - they 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 the 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;
  • to 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;
  • minor details - a capture, a radar, a scanner, sometimes a tank - are taken from the cheapest models reinforced with micromodules (the capture is still better Faeyan or Gaal, 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

And he has 10100 hit points...

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 a loan - walking like walking - 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 enjoy your “resurrected” reputation.

An option for "honest pirates" is to pump up the charm and go to war with the dominators. Restoring a reputation like this from “below the plinth” to excellent is real. 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

Now we will lose the repairman. It is unacceptable.

A way 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 it without it - 20 tons of minerals will fall out of the asteroid, which will not even pay your hero for 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 the 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 difficult 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 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. 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 the fact 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 it is so smart here, and you will receive the glory of the new Rachekhan (who does not know who we are talking about - I sympathize, apparently 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 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, where is Terron? 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!

Space Rangers is a sci-fi style video game developed by the Russian studio Elemental Games. Published by 1C in 2002. In the West, the game was released under the name Space Rangers. The game belongs to the genre of "epic games" with elements of RPG, turn-based strategy, text quest and arcade.

The game tells about the confrontation between the Galactic Commonwealth, consisting of 5 races and the invading forces klisan- an unknown, aggressive life form. The player will take on the role of a volunteer ranger, a member of an organization created specifically to fight the Klisans. Due to the Klissan invasions, conflicts and wars between races are prohibited, however, attacks by space pirates on peaceful ships are not uncommon in the game world. The main habitat of pirates is hyperspace, and the pirate organization also plays a big role in the game's ending.

The Klisans were first encountered by Gaalian scientific expeditions exploring the second arm of the Galaxy. All attempts to make contact with them ended in failure, as the Klissan opened fire. And although it would seem that they did not know about the inhabited arm of the Galaxy (where the game takes place), they somehow found their way there. Extremely aggressive, do not come into contact with the player and the Coalition of 5 races at all. Scientists at the scientific base can develop a device to make contact with Mahpella - the brain center of the Klisans.

The story is copied from almost any other game about "space and boats". Fits in a couple of lines:

The distant year 3000, everything was fine, but suddenly enemies of all living things appeared. Thousands! Having committed an all-out genocide, the vile Kleesans are confidently moving towards destroying the last planets. Here, the surviving inhabitants of a cozy universe are founded by the Federation of Rangers, one of which is our alter ego. All the banality of the plot is redeemed after half an hour of the game, when the player realizes that everything is not so simple. The Klisans do not want to die, they brazenly continue to capture the stars, and the local troops do not want to fight, who have little guts for normal military operations. That is, it may happen that the Kleesans will win. At all.

To win, you need to deal with the bosses. There are 2 of them: the leader of the klissan Mahpella and the pirate Rachekhan (who, by the way, you will not see until the final battle).

Despite the player's freedom of action, the main goal of the game: stop the Kleesan invasion and, if possible, find out its cause. To do this, you can destroy the Machpella, the main ship of the Klisans, but if you wait until the development of a program that allows you to negotiate with the Machpella, then the game can be completed by negotiations with her. The ending of the game is a combination of 2 player decisions: what to do with Machpella (kill or just send him home) and, in case the player starts communicating with Machpella, whether or not to kill Rachekhan (but only if the player managed to find out where and how to find him) .

Another important principle appeared in Space Rangers - the world around the hero lives its own life, independent of the actions of the player. Other computer-controlled rangers, like the player, trade, fight Kleesans, piracy (or may themselves be attacked by pirates), improve their equipment, and so on. This principle, so far rarely seen in computer games, is probably one of the reasons for the success of the game. One of the features of the game's plot is the abundance of humor, often parodic (for example, in text quests).

Gameplay

At the start of each game, the player chooses their race, character, name, and difficulty level. The level of difficulty has 4 degrees and determines the following factors: the size of the initial capital, the “coolness” of the klisan, the size of the reward for the quest, the frequency of opening holes, the size of the artifacts.

The game is played in turn-based mode, with the exception of battles in black holes and hyperspace clots. Game process resembles Close Combat battles: the player gives an order (plots a course, aims an onboard weapon, selects debris to capture), presses the “end of turn” button, and watches the action in real time for some time without the ability to intervene. The player's ship travels in space between planets and space stations - within one system - and through hyperspace - to travel from one system to another. Each turn in the game corresponds to an in-game day. Before pressing the “end of turn” button, the player can enter into a dialogue with the ships of the commonwealth or scan them (if they are within the range of the radar), reinstall the equipment from the hold to the ship slot or throw it into the airlock, activate a special artifact. All these actions are performed "out of time" and do not require spending game moves.

Upon landing on a planet or space station, the player is able to choose between different tabs, thus moving from the hangar to the government center or hardware store. The player has access to:

  • government building, in which you can receive a government assignment, hear valuable trading tips, purchase maps of nearby stars, or give a bribe to improve relations;
  • hardware store, where you can purchase equipment or weapons that have 8 gradations of technical excellence;
  • shopping center for transactions of purchase and sale of 8 groups of goods, and some of these goods may be considered contraband;
  • information centre, which publishes the latest galactic news, in addition, in this center you can search for any space object, whether it be a planet, a ship, a space station or equipment.

Both in space and on planets, the player always has access to 3 buttons that open the internal structure of his ship, a galactic map and a global rating of rangers. The galactic map, in addition, makes it possible to choose the direction of the hyperjump to go to another system. To do this, it is necessary to fly up to the border of the system and go into hyperspace. Once in the hyper, the player is on the screen for laying the route. You can travel along the arrows (only in one direction) from one hyperspace cluster to another. You can enter into clots. The color of the clot characterizes the probability of meeting a pirate in it. The end point of the route is a star symbolizing the system. Time in hyperspace moves, but more slowly than in outer space. Entering a clot or flying into a black hole, the player enters the arcade battle in real time, like in Star Control.

Quests

Quests are tasks that are usually issued by the governments of various planets (although there are exceptions). The quest on the planet can only be obtained if the government treats the player at least "good". Upon completion of the task, the attitude of the government towards the player improves to the degree of "excellent", for failure, the reputation deteriorates to the level of "bad". As a reward for completing a task, the player receives money and in some cases an artifact, equipment, ranger points, or a medal. Any quest can be both complicated and simplified. Depending on this, the deadline for completing the task and the size of the reward will change. To complete the task, sometimes you just need to complete the task, and sometimes return to the customer planet. In total, the game has 120 regular tasks and 26 text ones.

Role system

The pilot of every ship in the game has 6 skills: accuracy, maneuverability, trade, knowledge of technology, charm, leadership. Each skill has 5 levels of development. To move from one level to another, points are required, which are awarded for the delivery of protoplasm - a special substance of klisans. The number of points required for the next increase in the skill grows in arithmetic progression. Depending on the choice of the initial race and class, the player has already learned several levels of skills at the beginning of the game. The total number of points (including points spent) determines the position of each ranger in the global ranking.

In addition, there are military points for which rangers receive military ranks. Points are awarded for destroying ships and freeing captured systems. The player can only hire rangers who are junior in rank. At some point, the military hands the player-ranger a hyperspace direction finder, a device that indicates the number of pirates in hyperspace clumps.

Peculiarities

  • Mixing practically all game genres, although in general Space Rangers can be called a turn-based RPG. Even an analogue of artifacts is present in the form of artifacts such as "black goo" or "nanitoids", which give bonuses with fuel, repairs, etc.
  • Runs even on old computers, and the size of the chips does not exceed 600 MB.
  • Nearly complete freedom of action, although you can’t play after the victory, but if after the destruction of everyone you don’t fly into the center of the rangers, then it’s quite possible.
  • Really living universe. Soldiers fight, merchants trade, scientists explore, pirates rob caravans. On low difficulty levels, the Coalition can clean up the galaxy even without the help of the player. By analogy, on the super-hard difficulty level, she safely loses all star systems within 2 months, with the exception of the one the player flies through. But it can also be crossed off the list for 3-4 months.
  • 5 races and 3 classes, more precisely, the nature of the character, determined by his actions in relation to the ships of the Coalition, to the ships of the Kleesans and to goods in the market / in outer space. For each race and character there are unique quests and tasks.
  • Occasionally appoint the best merchant/warrior/pirate of the galaxy. Getting into their number is not forbidden. If you try hard, you can win in all 3 categories at once.
  • Diverse gameplay. Text quests, arcade battles and, in fact, a turn-based part.
  • Constant inflation, the real global economy: in 3301 the most expensive ship will cost about 20,000, and for a simple quest you will be paid about 4000. In a year, like, in 3380, an average ship will cost about a million, and for quests you will be given 200 thousand each. However, in there is a flaw in the game - inflation does not affect prices in text quests, so in the same year 3380, completing a quest with a reward of 200 thousand, you can get a “solid” bonus in the form of 500-1000 credits in the quest itself.
  • high replay value. Each party is not like the previous one.
  • domestic manufacturer.
  • Also in the game there is an ordinary human greed - that is, a constant desire to get a better boat and equip it better, in fact, for this the whole game is started.
  • The main villains can not only be killed, but also chatted, ordered to kill themselves or even forced to leave.

Races

5 intelligent civilizations: Gaalians, Pelengs, Humans, Maloks, Feyans

Arranged in order of increasing brains, starting from zero, which corresponds to the quality of the equipment: Maloka clothes seem to be made in China, and Gaal can hammer nails.

  • Maloks are warriors, they despise other people's luxury and don't like to sell their own (you won't believe it, but their stools are very popular in the galaxy). They love exclusively forceful options for solving problems (solutions with intelligence and cunning are considered a shameful deception). Their appearance and character can be called patriotic cattle. There is no democracy on the planets of the Malokov. Despite their equipment nightmare, their hulls are spacious and strong (and cheap as well as fuel). They also love the color red.
  • Bearings are green, slimy, toad-faced, four-armed and cunning. On their planets, you can trade everything you can. Among bearings, it is customary to throw mud at each other (in every sense), to deceive, betray and mock at everything in a row. In addition, the constant desire to deceive everyone around, the presence of the best intelligence service in the galaxy "Dzuhallag" and eternal secret conspiracies. The name for the AI ​​ranger is found in the game - Kuchma Khan. All pirate stations are either Peleng or human, as well as military stations are either Malok or Peleng.
  • People are excellent traders, they imposed time on the whole galaxy in their own way, they convinced everyone that it would be better if there was only one currency left in the galaxy, they taught everyone to trade, even the little ones, who believe that trading is worse than disobeying the commander. People's technologies are worse than those of the Gaalians and Feyans, but better than those of the Pelengs and Maloks. For the "cultural" expansion of people, other races are not very fond of, primarily because this "culture" is crowding out the ancient sacred customs of other races.
  • Faeyans are purple tadpoles, almost the complete opposite of the Maloks. Establish cultural ties with people by sending them cool technology (which they do not understand at all).
  • The Gaalians are swarthy and golden-eyed. It was the gloomy Gaalian genius that gave birth to the “wunderwaffle”, thanks to which the Machpells appeared - in fairness, representatives of other races pulled the pin each time, secretly tearing off the drawings buried away from sin. They are proud of their inner world, in short - the elite. Nevertheless, the most technically advanced race, even more abruptly than that of the Faeyans (in fact, the Gaalians have discovered everything for a long time, but super-technologies were mothballed until the backward neighbors themselves get to them). Their original appearance is unknown, the current state being achieved by a large number of genetic enhancements. They fight fiercely against the drug trade in the galaxy, as they are the most easily addicted race to substances.
  • "Space Rangers" ("Space Rangers") - a racial American television series in which these very Space Rangers fly on a shaking vessel through the farthest corners of space, saving people, shooting villains, catching shipments of illegal substances, etc. The series favorably differed from Babylon 5 and Star Treks are not only a motley team, but also an almost complete absence of epics and pathos.
  • If you get sick with chekumash (causes hallucinations), you can see the death star in space, the battle of ships from star wars and the Babylon 5 space station.
  • You can meet Luke Skywalker and other Star Wars characters and even get a lightsaber.
  • The name of the Peleng race is consonant with the name of the Fereng from Star Trek, they were also cunning bandits and merchants.
  • There are a lot of jokes in the quests, for example, the Windows virus that raged on Earth, the documentary film about dominators "Terminator 3: Rise of the Machines", the inscription in the toilet cubicle: "And let there be this toilet - a bastion of struggle for peace!".