Star Map

Game Manual

Resource Guide




Table of Contents



 Starting the Game

 Confirm System Requirements

 Installing Star Control II


 Play Controls

 Menu Controls

 Keyboard Menu Controls

 Joystick Menu Controls

 Combat Commands

 Default Keyboard Combat Controls

 Joystick Combat Controls


 The Effects of Inertia and Gravity

 Interplanetary Travel

 Encounters in Interplanetary Space

 Entering Planetary Orbit

 Planet Types and Descriptions

 "Pushing" Up into HyperSpace

 HyperSpace Travel

 Fuel Use in HyperSpace

 Encounters in HyperSpace

 Returning to TrueSpace

 Ship Commands


 Alien Spheres of Influence

 Using the Autopilot Feature

 Scanning a Planet

 Specific Scans

 Mineral Scan 

 Biological Scan

 Energy Scan

 Dispatching a Lander

 Planet Surface Exploration

 Lander Status Display

 Returning to the Flagship

 Gathering Minerals

 Planetary Hazards

 Collecting Life-form Data

 Flagship’s Manifest

 Checking Cargo

 Using Devices

 Ship’s Roster

 Game Options

 Saving a Game in Progress

 Loading a Saved Game

 Changing Game Settings

 Changing Names

 Quitting the Game

 The Earth Starbase

 The Starbase Commander

 Transferring Minerals to the Starbase

 Outfitting Your Flagship

 Flagship Characteristics


 Flagship Enhancement Modules

 Adding and Removing Modules

 The Shipyard

 Adding and Removing Crew

 Combat Vessels

 Leaving the Starbase

 Encountering Alien Races

 Combat Sequence

 Conversing with Aliens

 Attacking Aliens


 Selecting a Ship

 The Battlefield

 Navigating Your Ship in Combat

 Collision with Asteroids and Planets

 Ship Status Displays



 The Basics of Blasting

 Victory and Defeat

 Running Away

 Analyzing Enemy Wreckage

 Appendix I: Known Alien Races

 Races in the Alliance of Free Stars

 Races in the Ur-Quan Hierarchy

 Appendix II: Play Tips for Star Control II

 Maximizing Available Memory

 Enhancing Game Performance

 Solving Possible Conflicts with TSRs

 Known Conflicts

 Specifying Sound Card on the Command Line

 Loading Problems

 Garbled Graphics or Blank Screen

 Graphic Adapter Fix

 Booting Clean

 Technical Support

 Online Support

 Appendix III: Instructions for SuperMelee

   Starting SuperMelee

   The SuperMelee Main Screen

   Creating a SuperMelee Team

   Game Settings

   Who Controls Each Team

   Input Device

   Computer Opponent’s Skill Level

   Leaving Settings Menu

   Saving and Loading SuperMelee Teams

   Fighting in Melee

   Picking Ships

   Fighting a Battle

   Winning SuperMelee

   Replaying Melee with the Same Teams

   Returning to the Team Edit Screen

 Appendix IV: Keyboard Configuration Utility

 Appendix V: Combat Vessel Descriptions

 Appendix VI: Flagship Modules

 Game Credits

 Legal Mumbo Jumbo



Welcome aboard. Star Control II will take you on a far journey,

a space odyssey encompassing the realms of science-fiction

and role-playing. This epic adventure spans hundreds of light

years, and evokes a history reaching back over 250,000 years.

As you travel out among the stars, your decisions and actions

will directly affect the destiny of 18 intelligent, star-

faring species, including the inhabitants of Earth. Star

Control II is only in part a sequel to Star Control, which

focused exclusively on the strategy and tactics of the bitter

Ur-Quan Slave War (known by the philosophical as the Great

Crucible of Sentience). You need not have played the first

game to enjoy this one. However, if you have never fought

a Star Control spacebattle, you may wish to practice with

the SuperMelee game before facing enemy forces. The evil

aliens you will encounter are adept at the art of war,

and unforgiving of weakness. The history that follows

details the critical involvement of Earth in the conflict

between the Alliance of Free Stars and the villainous Ur-Quan

Hierarchy. Study what happened, learn from the mistakes of those

that went before. Only in this way will you be prepared for the

mystery, the intrigue and the blazing action of Star Control II.



In the Beginning

The time is in the year 2155. Yet the story begins over two

centuries before, in the 1930’s, a time when surface vehicles

on Earth burned fossil fuels. It’s all hard to imagine now,

of course, getting from place to place in a dangerous noisy

machine with an engine that set fire to spurts of prehistoric

goo. Makes one shudder. Humans had another quaint oddity in

those days; it was a little box called a radio that transmitted

a mindless mix of music and speech. The radio was a harmless

diversion, really, until the radio towers got taller and the

broadcasts got stronger. Until the transmissions began to pulse

out into the vacuum of space, riding electromagnetic waves

throughout the universe. It wasn’t long before the broadcasts

from Earth reached distant stars, and several alien races

took notice of this new evidence of life on the far-off blue

planet. One of the species listening was the Ur-Quan, a life-

form devoid of conscience or character, a race genetically

compelled to conquest. As early as 1940, the Ur-Quan began

to formulate sinister schemes to attack Earth. Other aliens,

meanwhile, benign species that wished only peace, lay plans

to warn Earthlings of the Ur-Quan threat.



The Scrutiny of Earth Intensifies

From their strange worlds many light years away, both good and

evil aliens watched with growing interest as Soviet Cosmonaut

Yuri Gagarin became the first human to orbit the planet in 1961.

Less than a decade later, a tremor swept through the advanced

life-forms beyond the solar system as American Astronauts

Armstrong and Aldrin became the first men to tread Earth’s

satellite moon.


Alien scrutiny of Earth intensified. Meanwhile, the fratricidal

conflicts that had scourged mankind since the species evolved

continued unabated. The Small War of 2015 came close to

obliterating civilization on Earth when nuclear combat broke

out between several Middle Eastern countries. Fortunately

the exchange was relatively small, limited to less than

a dozen warheads, and a global conflagration was narrowly

avoided. Even so, nearly a million people died. The terrible

loss of life and the near-thing of a planetwide Armageddon

sobered heads of government around the world. The leaders of

the industrialized nations and the Third World met at the

United Nations headquarters in New York and agreed to cooperate

in an immediate strengthening of U.N. authority. Within six

months, the U.N. Security Council had assembled a large Peace-

Keeping Army and assumed worldwide control over all weapons of

mass destruction. "Mass-kill" devices were gathered up from

every country that possessed them. The weapons were then

dismantled and their components stored in huge subterranean

bunkers that came to be known as "Peace Vaults." Simultaneously,

the U.N. outlawed the sale of smaller arms. It took nearly a

decade to end all armed conflict on earth. Yet the goal was

finally achieved. Ten years after the U.N. summit, in 2025,

the Earth experienced its first year without war. To ensure

the total destruction of the arms trade, the United Nations

prohibited future weapons research, including the development

of nuclear fusion and fission technologies that might be adapted

for bomb-making purposes. Laser applications were also closely

monitored to prevent the design of "Star Wars" like weapons.


Despite these restrictions, science continued to advance across

a wide spectrum of disciplines, especially in bio-technology.

Brilliant Swiss Scientist Hsien Ho combined the now-complete

human genome map with sophisticated genetic-engineering

techniques and perfected the artificial parthenogenesis

- cloning - of humans at the Zurich BioTeknik in 2019.

Though the clones were, to all external appearances, human,

Hsien Ho modified their genes so that they were not capable

of producing offspring.


Meanwhile, a new religious order, known as Homo Deus, or "The

Godly Men," was founded in the aftermath of the Small War and

the emotional turmoil caused by the destruction of the Holy

Lands. Its charismatic founder, former car salesman Jason

MacBride, built his worldwide following on the thesis that

the Millennium was near. MacBride even predicted a specific

date, March 11, 2046, when Heaven and Earth would join, and

each devout person would be elevated to a divine status. The

movement captured the imagination of millions of poor and

disillusioned individuals worldwide. Within a few years,

"Brother Jason" was one of the most powerful and influential

people on the planet.


For most people on Earth, the following two decades were a

golden time of peace and prosperity. This was not the case

for Hsien Ho’s now adult clones. Seeing Ho’s creations as

a threat to his "Godly Men," Jason MacBride fought to have

the clones declared sub-human. Calling them "Androsynths," or

the "fake men," he used the vast resources of his Homo Deus

organization to strip the clones of their human rights.

Sadly, as the years passed, the Androsynths became little

better than well-treated slaves.


Not unexpectedly, March 11, 2046 came and went without the

arrival of Jason MacBride’s promised Millennium. Citing a "lack

of genuinely devout people," MacBride withdrew from public life

and faded into obscurity, his power and fortunes rapidly declining.


By the middle of the 21st Century, Earthlings had begun to colonize

their solar system. Planet orbiting factories led to lunar bases

and soon there were mining and research outposts scattered across

the Asteroid Belt. Yet the expansion of mankind into deep space

was limited by the relatively slow speed at which spacecraft could

travel. Research began in earnest to develop a ship that could

warp toward distant stars faster than the speed of light.


The Androsynth Rebellion

In retrospect, the Clone Revolt of 2085 was inevitable. Stronger,

smarter and more adaptable than normal humans, the Androsynths

despised and deeply resented their status as slaves. By the late

‘70’s there were tens of thousands of Androsynths distributed

across the planet, many of them doing sophisticated scientific

and technological research. Then, in the spring of 2085, the

Androsynths staged a worldwide rebellion, throwing off their

chains with the help of a sympathetic human underground.


The uprising had been exquisitely planned. Within 24 hours, the

clones had captured nearly every space-flight facility on the

planet. Androsynths working at the centers had secretly fueled

and readied over a thousand spacecraft to carry their people off

this hated planet. Two days after the rebellion began, the freed

clones took over all orbital and lunar bases, leaving not a single

Androsynth on the face of the earth. "Star Control," the recently

established wing of the United Nations’ military forces, made

several attempts to evict the clones. Each time the Star Control

ships approached, the craft were burnt to ashes by colossal MASER

weapons that Androsynth scientists had fashioned out of formerly

benign energy broadcast units.


After two months of futile strikes on the Androsynth strongholds

with conventional weapons, the U.N. leadership decided to use

the means of mass destruction stored in the Peace Vaults. Yet

before the nuclear bombs and laser rays could be reassembled,

Star Control scoutships watching the orbiting bases reported an

amazing sight. Eight of the largest space stations were

accelerating out of Earth orbit, heading towards the periphery

of the solar system. The Androsynths had somehow modified the

huge space-stations for flight, including the recently finished

StarLight Hilton.


Though Star Control chase ships were never able to catch the

space-stations, a ten thruster ore freighter on its way home

from an Asteroid Belt mining base with a hold full of titanium

was able to make a high-V interception of the ragtag fleet. As

the freighter pilot approached the fleeing space-stations, they

suddenly began to glow with a bright energy field that spun around

the ships with blazing speed. According to the pilot’s recorded

testimony, a "great red hole" over 500 meters across appeared

in front of the space-stations. As he watched in disbelief,

the stations flew into the hole one by one and vanished in a

starburst of white lights. When the last of the Androsynth

strongholds had disappeared, the hole collapsed rapidly inward,

imploding finally to nothingness.


Over 30 years would pass before humans encountered the Androsynths




Aliens Contact Earth

In 2112, the largest and most remote space installation, Ceres

Base, was built on the 700 kilometer-wide asteroid of the same

name. Three years later, Ceres Base would be the site of mankind’s

first official contact with an alien life-form - the crystalline

Chenjesu. The alien vessel suddenly appeared out of nowhere, a

scarlet flash of light announcing its presence as it took up a

position 3 kilometers above the asteroid. Almost immediately,

the alien ship began broadcasting this message:


            People from Earth: We are the Chenjesu. We mean

            you no harm. We come in peace with an urgent message.

            Heed these words: there is a horde of conquering

            warriors advancing toward your solar system from

            deep space. They are called the Ur-Quan. They know

            you are here. They will make slaves of you as they

            have made slaves of a thousand races across the

            galaxy. They will enslave both our species, Chenjesu

            and Human, unless we stop them now. We are not alone

            in our struggle. There are others who will fight with

            us against the Ur-Quan. Together - in an alliance with

            the remaining free stars - we may yet turn back the

            enemy, defeating the Ur-Quan and its Hierarchy of

            Battle Thralls.


            We beseech you to join us, for we desperately need

            your help. But we do not have much time. What is your



For over a week, the answer from Earth was stunned silence.



The Alliance of Free Stars

The Chenjesu representatives were patient. Beings of vast intellect

and perception, they understood the psychological shock their sudden

appearance had on the inhabitants of Earth, a people who, amazingly,

had never before had contact with a species other than their own.

The aliens remained in the solar system for several months,

conferring with the political, military and scientific leaders of

Earth. Meanwhile, the Chenjesu’s starship transported U.N. observers

through HyperSpace to visit several worlds that had been attacked by

the Ur-Quan and their Hierarchy of Battle Thralls. The sad evidence

of wholesale slaughter and devastation, and the accounts of dazed

survivors, proved that the Chenjesu account was true. On August 1,

2116, Earth joined the Chenjesu and their other allies - the

Mmrnmhrm, the Yehat, the Shofixti, and unofficially, the Syreen -

to form The Alliance of Free Stars. Following formal ratification

of the pact by the United Nations, Star Control was placed

under the direct authority of the Alliance Command Council. The

Chenjesu expected Earth to play a major role in the Alliance, both

as combatants and suppliers of war material. Even though Earthlings

were technologically primitive, their civilization had thousands of

huge modern factories and millions of skilled workers able to

manufacture both munitions and spacecraft. The tens of thousands of

thermonuclear weapon components stashed away in the Peace Vaults

were an additional bonus which surprised even the Chenjesu.


On the day following Earth’s formal induction into the Alliance,

an alien race known as the Ariloulaleelay appeared, landing first

on the Earth’s moon. They transmitted a request to meet with

Alliance representatives, and a delegation of human and Chenjesu

diplomats journeyed to the lunar surface to establish contact.

The Arilou explained that they too were threatened by the Ur-Quan

and had come to join the Alliance of Free Stars. Alliance

headquarters was consulted, and soon afterwards the Arilous were

welcomed into the coalition. Although the Arilou were extremely

secretive - being unwilling to discuss even the locations of

their homeworlds - they provided additional strength to the

Alliance. This strength was to be tested almost immediately.



The Course of the War

There were many great battles between the Alliance of Free Stars

and the Ur-Quan and their Hierarchy of Battle Thralls. Both the

Alliance and the Hierarchy built hundreds of asteroid forts all

across the spiral arm of the Galaxy. Only a small fraction of

these fortified positions, and the colonies and mining bases

that surrounded them, survived the fighting.


As the war spread, new alien races were drawn into the conflict

until finally there were 14 separate species at war. On the

Alliance side there were the Earthlings, the Chenjesu, the

Yehat, the Mmrnmhrm, the Ariloulaleelay, the Syreen, and the

Shofixti. Fighting with the Ur-Quan were the Mycon, the Spathi,

the Androsynths, the VUX, the Ilwrath, and the Umgah. By 2134 it

was becoming clear to both sides that the Ur-Quan and their

Hierarchy of Battle Thralls were slowly but surely winning the




Captain Burton’s Discovery

On March 16, 2134, Star Control Captain I. Burton, a highly

respected 28-year old female Earthling, was leading a task force

of heavy cruisers on a deep recon into what was believed to be a

friendly sector near the Zeeman-Vela star cluster. Burton was

brilliant and beautiful, with wide-set deep blue eyes, a white,

even-toothed smile and silky straw-colored hair. She also had a

figure that turned heads, even aboard a warship hurtling through

deep space. She had just taken a navigational star fix when the

ships from Earth were suddenly ambushed by an elite force of

Androsynth Guardian combat vessels. The Androsynth ships had been

modified for extended blazer mode, giving them increased speed

and range. The task force was cut to shreds and only Burton’s

vessel, the Tobermoon, escaped immediate destruction. Knowing the

Tobermoon could not outrun the Guardian ships, Captain Burton

engaged in a desperate ploy to save the ship and crew. Fear

crinkling the corners of her deep blue eyes, she warped her

craft toward the heart of Zeeman’s Star, a nearby supergiant

sun. She had a desperate plan, a last ditch ploy she prayed

would confuse the pursuers’ sensors. The bridge crew began to

panic as heat in the cabin climbed to oven-like temperatures.

Two enlisted men finally broke under the pressure and came for

Burton, terror in their eyes and sweat pouring down their faces.

But the captain had guts as well as beauty. She drew her

sidearm and held the mutineers off, gaining the precious

minutes she needed. Finally, the cabin temperature now nearing

150 degrees Fahrenheit, she judged they were close enough to the

titanic star for her plan to work. As the Tobermoon’s outer hull

began to liquify, Burton jettisoned the ship’s entire stock of

nuclear missiles and detonated them. From the Androsynths’

perspective, the vessel they were chasing had exploded when it

flew too close to the superhot sun.


As the Androsynth task force warped out of the system, a severely

damaged Tobermoon slowly emerged from its hiding place behind

Zeeman’s Star. Burton ordered a damage report. As she’d

suspected, the craft sustained severe damage. Worse, the ship’s

engineers informed her they couldn’t make repairs without a

planetfall on a world with a breathable atmosphere. Like most

supergiant stars, Zeeman did not have any Earth-like planets

in orbit around it. The Tobermoon limped through space for almost

a week before Hyper-Radar reconnaissance located a hospitable

planet orbiting the dwarf star Vela. The planet was called

Vela II, and it proved to have both an oxygen rich atmosphere

and deposits of metal ore the humans could refine and use to

repair their ship.


After a successful landing, Burton ordered the engineers to begin

repairs. She sent the rest of the crew off to explore their

surroundings. It was only pure chance that a young ensign chose

to enter an unremarkable cave in a nearby hillside. What he found

within the cave was the most remarkable discovery of the century

- a huge underground installation, the size of a small city,

built in the distant past by an extinct race known only as the

Precursors. The cave was massive, over 2500 meters long and

averaging 50 meters from floor to ceiling. Off the main tunnel

were countless side passages and hidden niches, almost all

crammed with futuristic equipment and hundreds of long-dormant

robots. Halfway down the main gallery, a deep crevasse sliced

across the tunnel floor, evidence of a tremendous prehistoric

earthquake that had offset the adjoining walls by more than ten

meters. Over the centuries, water trickling into the cave from

the planet’s surface had carried countless minute traces of

calcium carbonate that settled out as lime. As the limestone

sediment built up, the deposits covered much of the Precursors’

wondrous machinery with a smooth 14 coating called flowstone

that was now five to ten meters thick in places. Artifacts

of this powerful and technologically advanced alien species

had been found in every quarter of known space. Yet this was

the first time an entire Precursor base had been discovered.

Captain Burton recognized that the wealth of advanced

technology could bring the Alliance victory over the Ur-Quan

- but only if scientists could be brought to Vela II to study

the fantastic find.


Realizing that the surrounding region of space could fall under

the control of the enemy at any time, Burton accelerated repairs

to the Tobermoon and rocketed back to Earth at emergency warp

speed to report her findings to her superiors at Star Control.

Within a week, the Tobermoon was on the return leg to Vela II,

crammed full of hastily assembled scientific equipment and

experts on both the Precursor’s civilization and their advanced




Expedition to Vela II

The most respected but least liked Precursor expert in the

expedition to Vela II was Professor Jules Farnsworth. The

professor was well known for his formidable intellect and his

extensive knowledge of the Precursor civilization. Though

recognized as a great mind, Farnsworth was also widely disliked

for his flamboyant egotism and rude impatience with peers who did

not hang on his every word. The man was simply impossible to work

with for anyone with a modicum of self-respect.


It wasn’t long before both his fellow scientists on the mission

and Captain Burton rued the decision to bring Farnsworth along,

for the professor did little but complain during the voyage from

Earth to Vela II. Yet, as irksome as he was, Professor Farnsworth

proved his worth almost immediately upon his arrival at the

Precursor installation. Within hours he located the base’s

deactivated central control computer. While the professor worked

feverishly on the ancient aliens’ computer, Captain Burton

received a fateful message from the Star Control High Command.


As feared, the Ur-Quan had smashed through the defensive lines

drawn between the Mira and Indi constellations. Star Control

reconnaissance ships reported that a large Hierarchy task force

was hurtling toward the Vela star system. Captain Burton was

ordered to evacuate all personnel from Vela II and return to

Earth immediately. Burton’s heart beat like a hammer in her

chest as she read the rest of the message. Star Control was

paranoid that the Precursor’s advanced technology would fall

into the hands of the hated Ur-Quan. To prevent the Hierarchy

from obtaining these ancient secrets, Burton was ordered to

install nuclear devices throughout the Precursor installation.

Once the Tobermoon was in orbit, she was to set off the weapons

and destroy the entire complex.


The non-military members of the Vela II research team were stunned

by the order. Destroy the most significant discovery of the

century? It was unthinkable! Professor Farnsworth was especially

distraught for he was in the middle of several critical research

projects that promised to unlock ancient Precursor technical

secrets. In an uncharacteristic display of courage, Farnsworth

offered to remain behind, promising to detonate the nuclear

bombs if the Ur-Quan found the Precursor caves. The majority

of the other scientists and engineers also asked to stay on

Vela II and continue their research. Finally, Captain Burton

was persuaded that saving the treasure trove of advanced

Precursor technology was more important than obeying a direct

order from the High Command. Still, she didn’t trust Farnsworth

to det-onate the nuclear bombs should the Ur-Quan land. She

decided the only logical thing to do was to remain behind herself.


On August 11, 2134 Captain Burton gave over command of the

Tobermoon to First Officer Chi, with orders to leave the star

system immediately. He was to return to Earth at best speed and

brief the High Command on the expedition’s desperate attempt to

save the Precursor installation. Chi promised to return with a

relief party and supplies as soon as the Ur-Quan attack was

repulsed. After the Tobermoon had lifted-off, the team quickly

moved all their equipment deep into the cave system and obscured

all signs of their presence from the planet’s surface. Now, if an

Ur-Quan reconnaissance ship scanned the terrain, Vela II would

appear uninhabited. The weeks turned into months as Captain Burton

and her team of 200 waited for the return of the Tobermoon.




After six months in the caves, food reserves grew critically short

and Captain Burton imposed strict rationing. Professor Farnsworth

found a data bank in the computer memory describing Vela II’s flora

and fauna. Burton felt her spirits soar as Farnsworth pointed out

several plants and animals that could be harvested for food.

The most likely sources of meat were the red-brown Libixx, animals

that looked like winged rabbits, and the six-legged Ortogs, 2,000

pound beasts with pendulous udders that resembled a cross between

a cow and a lizard. Both had cell structures, internal organs and

flesh remarkably similar to mammals on Earth. The Precursor data

also indicated that several plant species - especially the giant

blue-flowered Iccamullon - had the same proteins, sugars and

starches as crops humans had been raising for centuries. Captain

Burton assigned teams to hunt wild animals and harvest food

plants, allowing them out of the caves only under cover of dark

for the first year they were there. Then, gradually as the years

passed, the marooned Earthlings grew confident they were safe from

discovery by the Ur-Quan on this out-of-the-way little planet.

They began to see themselves as colonists and most moved out of

the caves to settle on the surface. Still, with Captain Burton

prodding them, the humans remained cau-tious, building camouflaged

houses and planting crops in purposefully chaotic patterns.

Eventually they gave their planet a name: Unzervalt. It meant,

simply, "our world."


Ten years slipped past, marked by the deaths of a dozen colonists

from accidents or old age, and the birth of 42 children. Several

of the scientists had now become full-time farmers. Others

fabricated old-fashioned bullet-firing rifles and disappeared

into the Unzervalt wilderness, appearing months later clad in

Ortog skins and bursting with tales of strange landscapes and

even stranger life-forms.



Farnsworth’s Breakthrough

After more than a decade of hard work, Professor Jules Farnsworth

announced with considerable fanfare that he had finally succeeded

in unlocking the secret of the Precursor Control Computer. Without

Captain Burton’s permission - indeed without even knowing what would

happen - Farnsworth commanded the computer to initiate its prime

function. The resulting near-disaster almost got the professor

put in the stockade.


Suddenly, the immobile machinery within the cave roared to life.

Huge electrical arcs shot between massive electrodes, incinerating

a wooden storage shack. Robotic vehicles began tearing across the

cavern floor along pre-programmed paths - paths which led them right

through several man-made buildings. A 30 meter tall crane-like

machine detached itself from one wall and swiftly rolled through

the cave, nearly crushing a group of panicked scientists. It was a

miracle that no one was killed in the ensuing chaos as humans fled

the caves in terror.


The next day, robotic vehicles emerged from the cave, and cut down

a nearby forest. They levelled the ground, covered the surface with

some kind of metallic plastic, and then returned to their cave.


Bronzed from the Vela sun, her straw-colored hair pushed up under

her commander’s cap, Captain Burton led a squad of volunteers back

into the caves on a cautious reconnaissance mission. Inside the

main cavern, the squad came upon the robots assembling the spine

of a huge ship - a starship! Although the robots clearly knew the

humans were there, turning to focus benign scanners on the

volunteers several times, they obviously did not consider the

Earthlings a threat. Captain Burton decided it was safe for humans

to return to work in the caves, so long as people kept out of the

robots’ way.


Days later an abashed Farnsworth was finally coaxed back to the

Precursor Control Computer to continue his research. Almost

immediately, the professor discovered two significant facts.

First, the construction process would soon transition out of the

caves and assembly of the starship would continue on the planet’s

surface. Second, as far as Farnsworth could tell, the construction

was going to take a long time.


The "long time" that Farnsworth predicted turned out to be nearly

a decade. The colonists grew accustomed to the framework of a great

starship looming above their tiny village. Day after day, a hundred

robots moved across the surface of the vessel, welding and fitting,

assembling and fabricating.


Then one day, without warning, the construction robots stopped work

and returned underground. They assumed their original positions in

the cave and shutdown completely. The cave was exactly the way the

research team had first found it – silent, motionless. A flustered

Professor Farnsworth frantically asked the Control Computer for an

explanation, and got an immediate answer. There were not enough raw

materials left to finish the vessel, nor were there suitable

substitutes any-where on the planet. A week of tests by Burton

and her team proved the ship was complete enough to blast off from

the surface of Vela II. But it would have to cruise slowly through

HyperSpace, lightly armed, and with only enough room for a skeleton



There was another problem. The controls for the vessel were not

designed for humans. It became obvious from the interior layout of

the starship that the Precursors were giants, and seemingly not

bipedal. Levers were almost impossible to move, three people were

required to actuate a single switch, and the chairs, beds and other

furnishings were better suited for a wooly mammoth than a human.


Some kind of automated control system was needed. After mulling over

the problem for several days, Captain Burton decided that the only

answer was to remove the Central Control Computer from the cave and

configure it to run the ship. Surely Professor Farnsworth knew enough

about the Precursor com-puter system to give it whatever commands

were necessary to take the ship back to Earth. Despite vehement

protests from Farnsworth, the Captain ordered the Precursor’s computer

installed in the vessel. After 20 years marooned on Vela II, the

colonists were at last ready to return to Earth.


Or were they? Pressed to begin programming the computer, Farnsworth

broke down and admitted he didn’t have the foggiest idea how to do it.

It turned out he had never understood the incredibly complicated system.

Instead, for years he had secretly employed the natural computer talents

of a precocious young genius. This gifted child, now a young man, had

been born on Unzervalt – the son of an officer from the Tobermoon and a

Research Team engineer. Each night, after Farnsworth left the Control

Computer console, the young boy had crept into the caves and tinkered

with the computer. Within a few months, the child had established a

rapport with the computer far beyond anything Farnsworth had

accomplished. When the Professor discovered the boy’s nocturnal acti-

vities, he used gifts and phony promises to win the child’s

confidence, then talked the young genius into activating the entire

complex. This time, the Captain did throw the Professor into the



Then Burton called the young man into her office and proposed a plan.

She would command the starship, and he would serve as pilot, acting

as the interface with the starship’s Precursor computer. With

trepidation, you accepted.


The Return to Earth

After 3 months of intensive crew training, Captain Burton felt it

was finally time to leave Unzervalt. You weren’t so sure, weren’t

entirely comfortable with your new role as a starship officer.

Burton listened as you expressed your doubts, then put an arm

around your shoulders and reassured you. You’d make a fine pilot.

She’d trust a ship to you any time. Besides, all the plans were set.

The two of you would lead the return to Earth, and once there send

back a rescue ship for the colonists left behind. If necessary,

Burton vowed, you would fight your way through the forces of the

Ur-Quan Hierarchy.


You, above all, will remember that trip, for during the journey you

went through a rite of passage. You left Unzervalt a boy and soon

found yourself forced to be a man – to lead bravely and boldly and

wisely. Think back. Do you recall the exhilaration of blasting off

from the tiny planet where you were born – and the sheer terror

later? Three days out, as you approached the perimeter of that

cursed Oort Cloud, you found the Tobermoon – derelict and tumbling

through space. The deep burns along her hull were mute evidence she’d

seen combat. And lost. The discovery was, of course, a great shock to

Captain Burton. Unconsciously she chewed her bottom lip, and for the

first time her handsome face showed the awful strain of the past twenty

years. She’d been engaged to Captain Chi. Through two decades she’d

clung to the hope she’d see him again, kept alive the dream they’d

shared of marriage and children and a life together. Now the dream was

shattered. She knew he was gone, even though there was no body to mourn

over. Strangely, there were no bodies at all on board. And most of the

important ship systems were intact. Do you remember how Burton wondered,

tears brimming in her blue eyes, if Officer Chi and the other crew

members had been taken prisoner? How her words conjured up a picture in

your mind of the Earthlings being tortured – their ordeal provoking mirth

in the soulless Ur-Quan. With a few days work, the engineers brought the

Tobermoon back to life. What came next changed your life forever. With

Captain Burton the only one aboard qualified to pilot the Earth Cruiser,

you were put in command of the Precursor starship. Admit it. Standing

on the bridge – those epaulets the grieving but bravely smiling Captain

Burton pinned on gleaming from your shoulders – you felt proud, sure of

yourself. Hey, truth be told, at that moment you thought you were



Your confidence didn’t last long, did it? With the Tobermoon leading

the way, you and Burton pushed your ships out into HyperSpace – the

parallel dimension where distances are fantastically compressed and

interstellar travel feasible. Blazing white flashes surrounded your

vessels and everything took on a crimson hue. Something up there wasn’t

right. Remember? Your body felt like it was in a vise and your head was

spinning. You fought for control, forcing yourself to focus on the soft

voice of Captain Burton radioing a command from the Tobermoon: “Set

course for Earth.”


A day later – you think it was a day, but now, looking back, you can’t

be sure – a sinister shadow began following you through HyperSpace.

It moved fast, real fast. Within a couple of hours it had approached

close enough to interact with your ship’s hyperdrive field, pulling

you both back into TrueSpace. At close range, the enemy ship looked

like a pair of spinning red globes surrounded by a crackling energy

field. Some kind of glowing rod or energy beam connected the red

globes. The alien craft built up speed rapidly as it zeroed in on the

starship you commanded. Burton saw the attack coming and signalled

you to warp out of the area immediately. A moment later you watched

on your command console monitor as the Tobermoon flashed away on a

trajectory to intercept the alien ship. As you pushed up into

HyperSpace, you saw a crackling bolt of energy lance out from the

alien vessel and strike the Tobermoon. Burton’s craft wobbled

violently, then veered off on an erratic course in the general

direction of Unzervalt. The Alien craft was apparently satisfied with

disabling the Tobermoon, for the strange ship made a 180 degree turn

and rocketed at warp speed toward deep space.


Once your starship reached HyperSpace, you radioed the Tobermoon, only

to learn that Captain Burton had been killed by the alien’s unexpected

attack. You felt sick to your stomach. Then you wanted to punch the

bulkhead. You’d been half in love with Burton, you knew that now. Life



Captain Burton’s death left you in full command of the mission to find

Earth. You navigated the Precursor starship back on your original

course, your mind swirling with all that had happened. A terrible

doubt overtook you, gnawing at the edges of what had always been your

strong self-confidence. Could you pull this off? You, a son of

Unzervalt, born in a cave, raised on Ortog milk and Libixx meat. You,

a man who’d never set foot in a university, never had formal space

flight training beyond the crash course from Burton? You’d taught

yourself everything, learning from reading computer programs and

watching how engineers and scientists did things. The question ate at

you now; had you been both a good teacher and a good student? Good

enough at both to prepare you for the awesome task that lay ahead?

Time would tell.


And time did tell. Five days after the alien attack you arrived at a

stellar vortex leading out of HyperSpace. Your scanner showed the

vortex spiralling down to a brilliant yellow star. You knew at once

that this was the great star that had given life to your ancestors,

the star your Earthling progenitors called the Sun! You warped down

out of HyperSpace and took a navigational fix. You were just beyond

the orbit of the ninth planet of the yellow star. Earth was the

third planet out from the Sun. With all thrusters on, you can reach

the blue planet in two days. A horrible thought flits across your

mind. Had the Ur-Quan broken through the Alliance defense lines and

attacked your ancestral home? Was there devastation? Had the cities

been obliterated by nuclear weapons and the survivors left irradiated

mutants, genetic freaks roaming the ashen landscape like primal apes?

You’ll know in 48 hours.




It shouldn’t take much more than 5 minutes to install the game and

begin playing Star Control II. Although we salute the expression of

free will, you will get started faster if you follow the steps below.


Confirm System Requirements

 An AT-class IBM-PC compatible computer with a hard drive and 2x

  speed CD-ROM drive is required. A 20 MHz 386 machine or better is

  recommended. If you have a slower machine see Appendix II.

 Star Control II supports VGA and MCGA graphics only.

 You will need at least 580,000 bytes of low DOS memory

  available when you start the game.

 You will need at least 9.2 megabytes available on your hard

  disk if you want to play Star Control II from your hard drive 

  rather than play off the CD-ROM.



Installing Star Control II onto your hard drive

Star Control II can be installed on your hard disk. Here’s how:

1 Turn on your computer.

2 Insert the Star Control Collection CD-ROM into

  your CD-ROM drive (usually D or E).

3 In DOS, a DOS Window, or MS-DOS mode, make a

  directory for the game on your hard drive

  (usually C). Change to the root directory by

  typing CD\ <Enter>.

4 At the DOS prompt, type MD STARCON2 <Enter>

  to create the “STARCON2” directory.

5 Change to your new directory by typing CD\STARCON2 <Enter>.

6 At the new prompt, type COPY D:\STARCON\STARCON2\*.*

  <Enter> where D is the name of your CD-ROM drive.

  This will copy the game from your Star Control

  Collection CD-ROM to your hard drive, and install 

  Star Control II on your C drive, in a directory 

  called C:\STARCON2.


After you launch the game, you will be presented with choices:

 Start New Game: The game starts at the very

  beginning, prompting you to enter your

  captain’s name.

 Load Saved Game: You are presented with a

  list of saved games to choose from. If you

  change your mind and want to start from the

  beginning, press the Spacebar.




Follow these steps to start the game:

1 Make sure your computer is on.

2 Place the Star Control Collection

  CD-ROM in your CD-ROM drive.

3 If you have Windows, exit from

  Windows to DOS. If you have Windows ‘95,

  restart in MS-DOS mode. If DOS is your

  operating environment of choice, you

  should already be where you need to be.

4 Change to your CD-ROM drive by typing

  the drive name (usually D) and a colon.

  Press <Enter>.

5 At the CD-ROM drive prompt, type

  STARCON <Enter>.

6 Choose Star Control II in the introductory

  menu. When you are shown the picture of a

  star, hit the <Space Bar>.


If you have copied the game to your hard drive, exchange the

following steps for their equivalents above:

2 Since the game is on your hard drive, you

  don’t need the Star Control Collection CD-ROM

  in the drive.

3 Follow Step 3 above.

4 From the root directory of your hard drive

  (usually C:) change direc-tories to the

  STARCON2 directory by typing CD\STARCON2


5 At the C:\STARCON2> prompt, type STARCON2

  <Enter> to launch the game.

6 When you are shown a picture of a star,

  hit the <Space Bar>.




Star Control II can be played entirely from the keyboard, or

you can use a joystick for most game activities. Joysticks are

automatically detected and calibrated at runtime, so keep your

joystick centered and motionless until the game begins.


Menu Controls

Many aspects of gameplay are accessed by a system of menus.

Each menu will list various options which allow you to give a

command, select a ship, pick a phrase, etc. To select menu

items with the keyboard, use the cursor arrow keys to highlight

the item you want, then press Enter. In some cases, when you

pick a menu item, you will be given a new sub-menu of options.

To leave a sub-menu and return to the previous menu, press the



Keyboard Menu Controls

When selecting menu items, the joystick acts just like the

cursor arrow keys. Pressing Button #1 is the same as pressing

Enter, and pressing Button #2 is the same as pressing the

Spacebar. Button #1 selects the highlighted option, and

Button #2 returns you to the previous menu.


Joystick Menu Controls




  Button#2         |

Button#1           |

left        <---    --->  right





Combat Commands

In combat, you can control your ships with either the joystick

or the key-board. You can redefine the control keys with the

separate program, KEYS.EXE. The KEYS configuration will not be

saved unless you are playing the game from your hard drive. In

the SuperMelee bonus game, there can be two human players, and

each uses a separate joystick or area of the keyboard.


Default Keyboard Combat Controls

                                                Keyboard #1      Keyboard #2

Use Special Power                      N                                  1

Rotate Counter-Clockwise           M                                  2

Rotate Clockwise                        ,                                   3

Thrust                                       .                                   4

Fire Main Weapon                      ?                                   5



Joystick Combat Control




(Up/Cntr Clockwise)   Button #2   |                 (Up/Clockwise)

Thrust & Rotate    Special power |             Thrust & Rotate Clockwise

Counter Clockwise                        Y                    |                      

                                    \                                   |                                   /

            Button #1            \                                 |                           /

            Fire                       \                               |                         /

                   X                           \                       |                       /

                                                  \                     |               /

                                                    \                   |             /

(Counter Clockwise)                       \                  |           /                       (Clockwise)

Rotate Cntr Clockwise<------------------------------>Rotate Clockwise





The core of Star Control II is space flight, both in combat and

exploration. Whether you are traveling from planet to planet or

from star to star, or engaging in combat, the controls are the

same. To go somewhere, you rotate your ship in the direction you

want to go, and then press the Thrust key.


The Effects of Inertia and Gravity

When ships are navigating in Star Control II, they are under the

influence of two physical forces; inertia and gravity.


Inertia is the tendency of an object in motion to remain in

motion. All moving objects have inertia, and the faster they go,

the more inertia they possess. When you let your foot off the gas

in an automobile it slows and comes to a stop because there are

many forces of friction acting against your motion, like air-

resistance, the roughness of the road, and the car's mechanical

parts rubbing against each other.


In normal space, these resisting forces of friction are virtually

nonexistent. Any object in motion (like a spaceship) will keep

moving at the same speed until something stops it. The only way

for a spaceship to stop itself is to turn in the direction opposite

its line of travel and thrust until it comes to a stop.


Gravity is the natural attractive force that exists between all

objects. This force is usually too small to be noticeable, unless

an object is terrifically massive – like a sun or planet. In Star

Control II, the only situation in which your ship will be affected

by gravity is in space combat. As you approach a planet, its

gravity will begin to affect the course of your vessel, bending

your path toward the center of the planet.


Inertial ships can make use of planets’ gravity fields to achieve

higher than normal velocities by performing the Leyland Gravity

Whip maneuver. To use this trick, simply move past a planet, and

while you are close to the planet, thrust continuously without

rotating your vessel. Then, as you fly away from the world, stop

thrusting and coast at high velocity.


Note: Use caution when performing this maneuver to avoid striking

planets, which can damage your vessel.


Interplanetary Travel

Interplanetary navigation is travel between planets within a single

star system. The interplanetary navigation screen is represented as

a sun surrounded by a number of planets, each situated on an

ellipse describing its orbital path around the sun. As you navigate

your ship toward the center of the star system, the view expands to

show you a more detailed view of the inner planets. When you

approach a planet, the view will expand once more, showing you a

close-up view of the world, plus displaying any moons which may be

orbiting the main planet.


Encounters in Interplanetary Space

Though most of the known area of space is still uninhabited, you

are likely to encounter groups of alien starships anywhere in your

voyages. In the Interstellar view, these ships are represented as

small icons, which can be travelling between planets, or

patrolling space. At typical interplanetary distances, you will

be unable to ascertain the exact configuration of an enemy task

force. The actual composition can be determined only when you make

contact with the ships.


To engage an alien task force, simply bring your ship into contact

with the icon. But beware, the outcome of such an encounter may be

sudden combat.


Entering Planetary Orbit

Once you’re in a star system, you may want to visit the planets

there. Your flagship itself is not designed to land on a planet,

but you can enter a planet’s orbit for a closer look and then

send a Lander down for a more thorough investigation. To enter a

planet’s orbit, maneuver your vessel until it touches the center

of a planet. You will then automatically enter the planet’s orbit.


Planet Types and Descriptions

Planets are aggregated matter which forms around suns. The size,

composition and chemistry of each planet is unique, but the

majority of planets fall into a few general categories which

are described below.


Gas Giants

These planets are huge balls of gas composed of light elements

such as hydrogen or helium. Since gas giants have no surface to

speak of (just an increasingly dense fog of gas), ships cannot

land on this type of planet. Although there has been some

discussion of harvesting the upper atmosphere of gas giants

with enormous “scoop-ships,” your flagship is incapable of

gleaning any useful minerals from such planets. To date, no

complex life-form has ever been found in/on a gas giant;

however, research into this field has been minimal.


Water World

Like Earth, most other water worlds are large rocky planets

with nickel-iron cores, fluid mantles, and a thin shell of

H20 covering some or all of the surface of the planet.

Depending on the distance from primary (the star about which

the planet orbits) the surface can be solid ice, liquid, or

gaseous vapor. Due to the unusual chemistry of water, life

is quite common on water worlds having an average surface

temperature in water’s phase-change range, 0-100° centigrade.


Selenic World

Selenic worlds are small and not dense, being composed of

light, common minerals and metals. Such planets rarely

possess an atmosphere. Earth’s moon, Luna, is a perfect

example of this kind of world.


Dust World

The surfaces of these planets are composed of silicates

and metal oxides, with little or no usable mineral deposits.

The thin atmosphere found on dust worlds will occasionally

support a minimal eco-system.


Hydrocarbon World

Hydrocarbon worlds are similar to water worlds, but instead

of H20 these planets are covered with a layer of richly

varied, inorganic hydrocarbons such as ethanol. Small deposits

of useful minerals have been found on such planets, but they

are most notable for their ability to support life.


Primordial World

Large and rocky, these planets follow the typical metal-core,

silicate sheath configuration found in so many worlds of

this size. The primordial world gets its name from the

conditions found on its surface when the primary supplies

enough energy to volatilize the planet’s dense layer of CO2,

producing a super-thick, incredibly hot atmosphere.


Metallic World

Often found in the first or second orbital position,

metallic worlds have been subjected to such incredible

heat that the lighter materials burn-off the planet,

leaving a small, dense ball of heavy metals and minerals.

Although such metallic worlds are exceptionally valuable

finds for their abundant resources, beware their

occasionally intense gravity fields.


Reduction World

The reduction world is very similar to the water world,

except that the predominant surface gas is not oxygen,

but instead methane and ammonia.


Radioactive World

These rare planets have a much higher than normal surface

concentration of valuable radioactive elements, indicating

either atypical gas composition, or unusual mantle

convection processes.


Other Planet Types

There is no doubt that there are many other, less common

types of planets to be found in the galaxy, each with their

own unique characteristics. It is up to you to locate these

unknown worlds, and determine their nature.


“Pushing” Up into HyperSpace

To leave a star system and enter HyperSpace you will first

have to leave the gravitational field of the primary star.

To do so, fly away from the star until you reach the outer

limits of the system. At this point your flagship will

automatically engage its “pushers,” lifting you out of

TrueSpace, and projecting your ship into the adjacent

dimension of HyperSpace.



HyperSpace Travel

All the myriad ways between the stars may be reached through

HyperSpace, a conveniently accessible alternate dimension

which shares time-space with our own universe. The set of

physical laws in HyperSpace is substantially similar to our

own (allowing starships and their occupants to survive there),

but certain key differences involving the speed of light

permit fantastically accelerated transit between stars.


While in HyperSpace, you can monitor your surroundings via

the small tactical display in the lower right corner of the

screen. On this display, stars are shown as bright dots and

alien vessels are shown as dark dots. The Ariloulaleelay, who

seem most familiar with the nature of HyperSpace, have

intimated that there are other “things” in HyperSpace, some

of which are “good,” while others are “extremely bad.”

Presumably, these “things” the Arilou refer to would also

appear on the tactical display, though what they would look

like is unknown.


Things look strange in HyperSpace. The subtle differences

in physics cause a substantial red-shift in the visible

spectrum, casting everything in a blood red light. The

sudden explosions of bright light and coruscating energy

bursts which are common in HyperSpace have proved harmless,

and it is theorized that these are manifestations of objects

which are moving quickly through HyperSpace into adjacent



Fuel Use in HyperSpace

In HyperSpace, gravity and inertia do not function as they

do in our dimension. Once you cease thrusting, your ship

will gradually come to a halt, as though some invisible

force were constantly dragging on your vessel. This is,

in fact, the case. To continue travel, you have to thrust

constantly, and this uses huge amounts of fuel. As a general


lived to tell of the experience.


Encounters in HyperSpace

All known star-faring races use HyperSpace as their transit

corridor between stars. Occasionally, such ships may meet

in this alien dimension, and the intersection of their masses

causes them both to drop down from HyperSpace into the

interstellar void. The confrontation between ships then takes

place in the traditional manner, and is resolved in words

and/or weapons exchanges.


Returning to TrueSpace

The passage back to TrueSpace is made via the trans-

dimensional vortices produced by stellar gravity fields.

To enter a star system, move your ship onto the center of a

stellar vortex. You will automatically transition out of

HyperSpace and into the star system.




Your flagship is capable of many activities beyond

navigation. You access these abilities through the Flagship

Command Menu. You can enter this menu from Navigation by

pressing the Spacebar or Button #2, then moving the

highlight to the desired command and pressing Enter. The

Commands are as follows:



This command displays a map of the stars in the known

region of space.


To find out the name of a star, move the flashing highlight

on top of it. The name of the star and the fuel necessary

to reach it will then be shown in the secondary and tertiary

data displays at the top of the screen. The grey oval

surrounding your position represents your range with your

present fuel supply. Remember, you use fuel landing on planets

and escaping from battle, so this range circle can change even

if you are not in HyperSpace.


Note: Planetary excursions require fuel, and may significantly

affect your range.


You can expand the Starmap to get a clearer look at a viewed

region by pressing the Insert key. Use the Delete key to

return to the original view. To scroll your view of the

Starmap when you are zoomed-in, move the cursor off the

edge of the screen, and the view will automatically re-



Alien Spheres of Influence

When you acquire information about an alien race, either

through friendly conversation or via minute inspection of

enemy ship wreckage, the Starmap will display what you have

learned by showing the aliens’ sphere of influence. This

appears as a colored circle on the Starmap, labelled with

the name of the appropriate alien race. The size of the

sphere is an indicator of the overall strength of an alien’s

entire star fleet. Although these Spheres of Influence are

usually centered around their native homeworld, they can move.

Therefore, you might want to make regular examinations of your

star map.


Using the Autopilot Feature

You can fly to any star in space manually, using the

navigation controls described above. As a convenience, you

can also have an automatic pilot fly your vessel directly

to a desired star or location in HyperSpace.


To set a course for automatic pilot, start from the Starmap.

Position the cursor on your desired destination and press

Return. A line of blue dashes will show you the course

plotted by the autopilot computer. To engage, press the

Spacebar or Button #2. You will automatically enter navigate

mode and begin flying to your target. As long as “AUTOPILOT”

is flashing, you’re headed for your destination.


You can activate the autopilot while in orbit, in

interplanetary space or in HyperSpace. If you have set a

star as your destination, the autopilot will disengage when

you enter the target star system.


To interrupt the autopilot at any time and assume manual

control of your flagship, press any of your normal navigation

controls, and the autopilot will disengage. To resume

automatic flight, return to the Starmap and repeat the

procedure described above.


Scanning a Planet

Many planets exhibit important and interesting aspects,

such as valuable mineral deposits,unique life-forms,

and, potentially, items and artifacts left by other

intelligent species. To avoid tediously exploring the

surface of every planet, you can make a quick evaluation

of each planet from orbit by using your flagship’s

scanning equipment.


To get a basic scan of a planet, choose Scan from the

Flag-ship Command Menu. This will display general

information about the planet in the rotat-ing planet

display, including:


Planet Type:

A general description of the planet.


Orbital Radius:

Distance from its primary star in A.U.s (the distance

from Sol to Earth is 1 A.U.).



The average surface temperature in degrees centigrade.

The hotter the planet, the more prevalent are “hotspots”

on the planet’s surface, making travel there more




This value gives a general indication of the

frequency of large seismic shocks within the planet’s

surface. There are 8 classes of activity, with 1 being

least dangerous and 8 being a stupendous tectonic




This factor measures the force and density of

disturbances within a planet’s atmosphere. Like

tectonics, there are 8 classes of weather. The most

dangerous effect of weather on a lander is lightning,

which strikes more often on planets with higher

weather factors.


Atmospheric Pressure:

Pressure is a measure of the density of the gasses

which make up a planet’s atmosphere. Atmospheric

pressure is measured in Earth-standard units.



The mass of a planet is measured in Earth-

standard units, where 1.0 is equal to the mass of




The radius of each planet is also measured

in Earth units. The mass combined with the radius

determine a planet’s gravity.



A planet’s gravity affects how much fuel it costs

to land on the world. Gravity is measured in

Earth units.


Length of Day:

This measurement reflects how long it takes for

the planet to revolve fully about its axis.


Axial Tilt:

Axial tilt describes the angular difference

between a planet’s rotational axis, and the

axis of its orbit around the primary star.

Typically, the greater the axial tilt, the

greater the planet’s seasonal differentiation.



Specific Scans

Based on what you have learned from the basic scan,

you may wish to make a more focused scan of the

planet’s surface. These scans include:


Mineral Scan

This function paints low-power, deep-radar waves

across the planet, and interprets the resulting

echoes into dots on the mineral display, showing

the location, size, and type of each significant

mineral deposit on the surface. The diameter of

the dot indicates the size of the deposit, and the

color informs you what type of minerals are in the




Mineral                                      Color                 Value

Common                                   Cyan                 1

Corrosive                                   Red                   2

Base Metals                               Gray                  3

Noble Gases                               Blue                  4

Rare Earths                               Green                5

Precious Metals                          Yellow               6

Radioactives                              Orange             8

Exotics                                      Purple               25


Of course, each planet has many more resources well

beneath the surface. However, your lander is not equipped

to access these minerals, and must limit itself to

what resources are readily available.


Biological Scan

When conditions are right – the temperature, the

atmosphere, the amount of water – certain planets

develop life. The vast majority of life-forms are simple,

viral or bacterial organisms, and present little to

interest anyone but a specialist, or someone whose body

has become infested with such creatures. Larger, more

sophisticated life-forms tend to be more interesting.

All living creatures change the environment around them,

absorbing light and/or food, and excreting less pleasant

substances. Your flagship is equipped with Biological

Scan facilities which use such environmental changes to

pinpoint large creatures.


Energy Scan

The energy scan will locate power being generated on a

planet’s surface, providing the generator is not shielded,

or otherwise concealed. The primary use of this function

is to find alien ships or installations on a planet’s surface.


Dispatching a Lander Scanning only provides information

about what’s on a planet’s surface. To retrieve something

of value, you will have to go down to the surface. While your

flagship is unsuited for such a journey, it carries planetary

landing vehicles, which can make repeated trips to and from

planetside. Your flagship can hold up to 10 landers.


To send a lander to the surface, choose DISPATCH from the

Scan Menu. A flashing cursor lets you set your landing

position. Move the cursor with the Cursor keys and press

Enter. The fuel necessary to make the trip is displayed in

the flagship data window.


Note: If you have lost all your landers, you will be unable

to visit a planet’s surface. You will have to return to the

Earth Starbase for more landers.



Planet Surface Exploration

When you’ve landed on an alien world, be careful because the

conditions there could be quite treacherous. Planet landers,

though quick and maneuverable, are not exactly invincible

space tanks.


Lander Status Display

To the left of the planet map is the Lander Status display

showing the lander’s crew (a maximum of 12), its present

cargo, its data stores, and its protective devices. Once you

have launched a lander from your flagship, you will see it

fly off toward the planet. Your command area will then be

replaced by a magnified image of the vehicle landing on the

planet’s surface. After you have arrived on the planet

surface, you can begin maneuvering the lander vehicle using

your normal starship navigation controls, though you will have

to thrust continuously to move forward. As you move about the

surface, the magnified view will scroll to keep your vehicle

centered in the view.


Returning to the Flagship

You can return from the surface to the flagship at any time

by pressing the Spacebar or Button #2.


Gathering Minerals

Mineral deposits are shown on the planet’s surface as colored

dots (see the Mineral Chart, for details.) To pick up a

mineral deposit, simply run over it with your lander. You will

hear your harvesting equipment gather the material and bring

it aboard. The Cargo Status Bar will change to reflect the

presence of the minerals brought aboard, and show how much

room you have left in the lander. If you try to gather a

deposit when the lander is full, you will hear an unpleasant

protest from your harvesting machinery, and you will be unable

to load the deposit. To gather additional minerals, you will

have to return to the flagship and off-load the material into

your Cargo Bays.


Planetary Hazards

Alien worlds can be extremely hostile when compared with Earth,

and can cause the unfortunate demise of your lander’s crew. If

a disaster should strike, and your entire crew be eliminated,

your lander will be destroyed, and with it all the minerals

and/or devices you had collected. When visiting dangerous

planets, it is wise to keep a finger on your recall control,

just in case you need to leave in a hurry.


The hazards you will encounter include:


Earthquakes: These massive tectonic upheavals appear on your

magnified display as expanding concentric rings. The longer

the lander is pun-ished by an earthquake, the more of your

lander’s crew will perish.


Lightning: Unpredictable and unavoidable, lightning can

dance around your lander for minutes, then zero in on your

vessel and wipe-out half your crew in seconds.


Hotspots: On planets with high surface temperatures, you

will encounter “hotspots,” shifting regions of intense heat

which are incredibly destructive. Avoid these hazards at all



Native Life-forms: On rare occasions you will encounter

interesting life-forms on alien planets. Unfortunately,

“interesting” usually means dangerous. You will be unable

to ascertain just how dangerous a creature is until it

attacks, and it may then be too late. Many lifeforms will

flee from your lander instead of attacking. Some creatures

are sessile and just sit there.



Collecting Life-form Data

To collect life-form data, you need to thoroughly analyze

the creature. To do so, you must first prepare the life-form

for study. This is accomplished by aiming your lander at the

entity and pressing Return to fire a stun blast. When the

creature is sufficiently incapacitated, it will transform

into a glowing specimen canister which can then be retrieved

at your leisure by running over it with your lander. Don’t

worry, this doesn’t hurt the creature at all.


Each species of alien life is different. Some are fast and

others are slow. Some look like jumping plants, while others

look like zeppelins with teeth. Some creatures are stunned

by a single zap from your lander, while others won’t succumb

until they’ve been shot ten times. As a general rule, avoid

physical contact with alien creatures unless they are stunned

and properly contained. Remember, they may bite.


Unfortunately, in general the more dangerous the alien life-

form, the more valuable its data will be. Exactly where and

with whom you exchange life-form data for valuable

commodities is up to you to find out.



Flagship’s Manifest

This option lets you view and manipulate various detailed

aspects of your flagship and combat fleet.



Checking Cargo

The amount of minerals or other cargo your flagship can carry

depends on how many Cargo Bays you have built into your ship.

When you choose CARGO, the game will display the different

types of minerals and how many units you presently possess,

as well as the remaining FREE CARGO space left on your ship.

The display also shows how much information you have gathered

on life-forms. Should you wish to DISCARD some minerals

(perhaps to make room for other, more valuable minerals),

select the DISCARD command and then press Enter or Button #1.

Next, move the flashing cursor over the type mineral you wish

to discard and press Enter again. Each time you do so, one

unit of the selected mineral will be discarded. You cannot

retrieve minerals once you have discarded them.


Using Devices

During the course of the game, you will find, buy, or otherwise

obtain devices which you will carry aboard your flagship. To

manipulate such items, choose DEVICES from the Command Menu. A

list of the devices aboard your ship will be displayed in the

flagship status area. After you have highlighted the device you

want to activate, press Enter or Button #1. To leave the device

list and return to the Command Menu, press Spacebar or Button #2.


Ship’s Roster

This command is useful for moving crew between your flagship and

your combat vessels. After choosing ROSTER, you can ASSIGN crew

from your flagship to a combat vessel, or RECALL crew back to

your flagship. After you have selected the desired command,

highlight the ship you want to transfer crew to or from, and

then press Return to effect the transfer, one crew member at a

time. The number of crew aboard the selected ship is displayed

in the Flagship Data Window. When you are finished assigning or

recalling crew, press the Spacebar or Button #2 to return to

the Command Menu.



Game Options

By choosing GAME from the Flagship Command Menu, you gain access

to several commands which let you SAVE your game in progress, LOAD

a game in progress, change play SETTINGS, or QUIT the game



Saving a Game in Progress

You can never be sure just when you’re going to be blown to tiny

bits by an evil alien, so it is a good idea to save your game as

you play – especially right before a battle, or just after you’ve

struck it rich mining. That way, should you meet an untimely end,

all your hard work will not have been in vain.


When you choose SAVE GAME, the program will display a list of

numbered Game State Slots on the left side of the screen. Move

the flashing cursor up or down to pick the Game State Slot in

which you want to save the current game. Although there are 50

slots available, only ten are shown at once. To scroll the entire

selection of slots, move the highlight up or down beyond the edge

of the list.


When you have picked a slot, press Enter. The entire slot will

highlight, and you can now type in a brief description of where

and/or when you are situated in the course of the game. If the

slot already has a description, you can use the Backspace and

DEL keys to erase the old description, if desired. When you are

satisfied with the description, press Enter. The game will save

the necessary information, and return to the Flagship Command



Loading a Saved Game

After choosing LOAD from the Game Menu, highlight the Game State

Slot with the desired description and press Return. The game will

automatically load and return to normal play.


Changing Game Settings

This command allows you to configure the way the game plays to

better suit your personal preferences.


Music Level

This command toggles music on and off.


Sound Level

This command toggles sound effects on and off.


Reading Speed

After choosing READING, you can either pick +SPEED, which speeds up

the rate at which text is displayed in the game, or you can choose

-SPEED, which slows down text display.



This submenu of options allows you to change how the game conducts

space combat. By modifying these settings you can have the computer

fight your battles for you, and/or speed-up how fast the game

conducts the combat.



If both your arms are broken, or you are suffering from a serious

disease, you may wish to toggle the CYBORG setting on and have the

computer fight your battles for you. Of course, some players have

been known to use this feature WITH NO ADEQUATE EXCUSE! Harumph!


Resolving Combat:

By using the +Resolve and -Resolve options, you can speed-up your

Cyborg-controlled battles. The active setting is shown in the Flagship

Data Window. The available settings are:


Normal: The rate of play is held to a consistent speed which is

 similar on most computers. This is the default setting.

No Delay: The program unleashes the full power of the computer,

 allowing battles to be greatly accelerated on fast computers.

Flicker: The same as No Delay, but now the program shows only a

 sample of the calculated ship and weapon positions, creating a

 flickering, fast-forward display.

Fastest: To achieve maximum speed, the program displays no ship-

 to-ship graphics, just sound. The status areas are updated

 continuously, showing the progress of the furious conflict.


Remember, the Resolution setting is effective only when the Cyborg

is turned ON.


Changing Names

You will probably want to use this command at the beginning of the

game to establish the name of your character and to christen your

flagship. After choosing NAMES, you can pick CAPTAIN or FLAGSHIP.

After you have made your selection, the current name in the Flagship

Status Window is erased, and you can enter a new name in its place.

To erase the old name, use the Backspace and DEL keys. When you are

done, press Return.


Quitting the Game

To leave Star Control II and return to DOS (perhaps to play a game

of SuperMelee!), choose QUIT and then choose YES, QUIT to confirm

your departure.




Early on in the course of the game, you will gain access to a huge

Starbase orbiting Earth. This spacestation will serve as your base

of operations for the remainder of the game, providing you with

enhancements for your flagship, additional combat vehicles, and crew.

To visit the Earth Starbase, go to the Sol star system and approach

Earth until the view expands to show you the Earth-Luna system. The

Starbase is the object in orbit between the planet and the moon.

Navigate your flagship until it touches the center of the Starbase

and you will automatically take up position adjacent to the space

station. Once you arrive at Starbase, you have the following choices:



The Starbase Commander

This command initiates a conversation with the commander of the Earth

Starbase. He is the source of much information regarding the Ur-Quan

and various developments which will turn up over the course of the



Transferring Minerals to the Starbase

In order to build new equipment for your flagship, build additional

combat vehicles, or commission more crew, you have to supply the

Starbase with raw materials. These materials most often take the form

of minerals which you have gathered from the surfaces of alien worlds.

To transfer resources to the Starbase, initiate a conversation with

the Commander and select the option, “Commander, I have material to

off-load.” The Commander will then remove the minerals from your vessel

and inform you of their value.


Outfitting Your Flagship

At the beginning of the game, your flagship is incomplete. You will

spend much of the first part of the game gradually building it into

one of the most powerful vessels in the galaxy. To do so you must

gather mineral or other resources from across space and bring them

back to the Starbase.


When you choose OUTFIT FLAGSHIP from the Main Starbase Menu, you will

see a schematic display of your vessel, its components, its present fuel

supply and the landers you have on board.


Flagship Characteristics

The flagship schematic display also lists the following characteristics:


Turning Rate: The rotation rate of your flagship in combat, HyperSpace

and interplanetary travel, based on the number of turn jets on your



Maximum Velocity: Your ship’s speed in combat, Hyper-Space and inter-

planetary travel based on the number of thrusters your ship possesses.

Combat Energy: The speed with which the energy for your weapons is

replenished during combat. The more Dynamos you have on board your

flagship, the faster energy will be regenerated.



Your flagship requires fuel to travel through HyperSpace and to send

landers down to the surfaces of alien worlds. Your ship always has a

fuel reserve capacity of 10 units of fuel and is initially equipped

with one Fuel Tank Module with limited capacity. To increase your

present supply of fuel one unit, up to your maximum fuel capacity,

select +FUEL. To transfer fuel from your ship back to the Starbase

(recouping some of its value) choose -FUEL. To increase your fuel

capacity you will have to buy addi-tional Fuel Tank Modules.


Flagship Enhancement Modules

The Precursors who designed your flagship 250,000 years ago (while

humans were still little more than smart monkeys), would have really

appreciated the Swiss Army Knife. This is apparent in the way your ship

is built. The superframe of the flagship is strong but minimal,

providing little better than a solid framework ready to accept

additional pieces of equipment. These self-contained equipment

packages are called “Modules.” You can build additional modules and

attach them to your vessel.


Modules come in four different kinds: Thruster, Attitude, Lander,

and Multi-Function.


Thruster and Attitude modules affect how your ship handles in space.

The more Thrusters you have affixed to your flagship the faster it

goes. Increasing the number of Attitude modules allows your ship to

turn faster. You can have a maximum of 11 Thrusters and 8 Attitude

modules. Landers are necessary for making journeys to planet

surfaces. You may need more than one lander because hostile

conditions on planetside may result in the untimely destruction

of a lander now and again. You are limited to a maximum of 10



Multi-Function modules fit along the spine of your flagship and can

transform it from a colony space-ark to a mineral processing platform

to a battleship of unrivaled power. The characteristics of your

flagship depend on the selection of Multi-Function modules you make.

You are limited to a maximum of 16 Multi-Function modules. The optimum

layout of modules for your starship will depend on your specific

mission, and your style of play.


Adding and Removing Modules

To add a module to your flagship, choose +MODULE. The game will then

display a list of available modules in the Flagship Status Window. Next

to each module is its cost. Move the highlight to the module you wish

to add and press Enter. A flashing cursor will now appear on the

schematic display, allowing you to position the module on your vessel.

Move the cursor with the Cursor keys and press Enter. The cursor will

now move back to the module list so that you can add more modules, if

desired. When you are done adding modules to your flagship, press

Spacebar or Button #2 to return to the Command Menu.


There is no perfect configuration of modules, so at times during the

game you will want to replace a module on your flagship. To remove a

module and recover most of its value, choose -MODULE from the Command

Menu. A flashing cursor will then appear on the schematic display of

your vessel. Use the Cursor keys to move the highlight to the module

you wish to remove and press Enter.


Note: You cannot remove modules which contain resources such as fuel in

Fuel Tanks or minerals in Cargo Bays. If you want to remove such

modules, first empty them.


For a detailed list of module descriptions, see Appendix VI – Flagship



The Shipyard

In addition to enhancing your flagship, the Earth Starbase can also

build additional combat vessels to escort you on your travels through

space. To build combat ships, or commission new crew members for your

flagship or combat vessels, choose SHIPYARD from the Starbase Main



At the top of the Shipyard Screen you will see a schematic of your ship

which shows how much fuel, cargo, and crew you have aboard. Beneath this

schematic are the 12 ship hangars in which you can build your fleet of

combat vessels.


Adding and Removing Crew

To add new crew members, select +CREW from the Shipyard Command Menu. A

flashing cursor will appear on the schematic of your flagship. Move the

cursor using the Cursor keys to the ship to which you want to add crew,

and press Enter.


Additional crew are shown as green dots on your flagship. Your maximum

crew level depends on how many Crew Pod modules you have attached to

your flagship. Each Pod holds up to 50 crew. For combat vessels, the

present/maximum crew levels are shown in text beneath the image of each



When you have added sufficient crew members, you can then move the

cursor to another ship, or press the Spacebar to return to the Command



To remove crew from your flagship or a combat vessel, choose -CREW from

the Shipyard Command Menu, then move the flashing cursor over the

desired ship and press Enter. Each time you do so, one crew will be

transferred back to the Starbase, and you will recoup most of the crew’s

value. When you are done removing crew, press the Spacebar to return to

the Command Menu.


Combat Vessels

You may add up to 12 escort vessels which will travel with and fight for

your flagship. These ships may represent a less expensive alternative

for defending yourself, rather than spending a great deal of your

resources on transmogrifying your flagship into a battleship.


Adding Combat Vessels

To add a ship to your escort fleet, choose +SHIP from the Command Menu.

A list of the available ship types and their costs will then appear in

the Flagship Status Window. Move the highlight to the ship you wish to

purchase and press Enter. A hangar will then open, showing the newly

commissioned ship. Remember, ships arrive in their hangar with only one

crew member (the captain) onboard.


It is highly recommended that you immediately add maximum crew to each

new vessel as it is built. When you are done building ships, press the

Spacebar to return to the Command Menu.


Note: The selection of ships you can build will be very limited at the

beginning of the game. To expand this list, you need to make alliances

with other alien races. You may only receive these “gift ships” from

other races if you have room in your fleet. Therefore, you may want to

keep two or three open slots.


Also, these gift ships may be sold for Resource Units, but you cannot

rebuild the vessels. Once they are sold, they are gone.


Removing a Combat Vessel

To decommission (remove) a combat ship from your fleet, and recoup most

ofits value, choose -SHIP from the Shipyard Command Menu. Move the

flashing cursor over the ship you want to remove and press Enter. Any

crew on board the ship will be automatically removed, and their value

added to your available resources. When you are done removing ships

from your fleet, press the Spacebar to Return to the Command Menu.


Leaving the Starbase

When you are ready to leave, choose DEPART STARBASE from the Main

Starbase Menu. You will appear in interplanetary space, near Earth.




You can encounter alien ships in HyperSpace, in interplanetary space,

and in orbit around certain planets. Some encounters you can avoid,

others are inescapable. In some situations, you may have to chase

down the aliens to make contact with them.


Such an encounter may lead to a friendly conversation, or you may

immediately find yourself in battle. In most situations, you will

make the choice to talk or fight.


Combat Segue

Unless you have established friendly relations with an alien race, when-

ever you encounter their ships you’ll hear the “RED ALERT” klaxon and

the screen will change to display the combat segue screen. On this

screen, you will see the composition of the alien task force, as well

as the closest planetary body. At this point, the Command Menu gives you

the choice of talking with the aliens or attacking them. You may also

use all the GAME options so that you can save the game at this point,

should you desire to do so.


Note: The Combat Segue Screen normally displays the exact number of

ships you have encountered. However, if alien ships fill the entire

screen, you are facing an enemy task force of UNLIMITED size which

you CANNOT defeat in combat. If the task force is between you and

something you want, you will have to figure out what is necessary to

appease the aliens, or devise a clever plan to trick them into



Conversing with Aliens

When you choose CONVERSE from the Command Menu, you automatically

open a hailing frequency to the enemy vessel. The advanced Precursor

computer system aboard your vessel will translate messages to and from

your ship with near perfect clarity.


When the alien commander responds, his/her/its image will appear on

your screen. Depending on the alien race’s general disposition, and/or

your relationship with them up to that point, the alien’s greeting

could range from a friendly, “Hello, we come in peace. How are you?”

to the more traditional, “Prepare to die, puny Earthling.” The latter

phrase would probably end the conversation, and cause an immediate

transition to combat.


Conversations transpire in a familiar manner. You say something, the

other being says something, and the process repeats until one of you

is sufficiently angry, bored, or otherwise ready to end the

conversation. The interesting part of communicating with an alien (or

anyone else for that matter) is in what you say.


When it is your turn to say something, you will be presented with a

set of possible phrases. Depending on what phrase you choose, you may

alter-nately befriend or enrage the alien you are talking to. After

you have decided on the phrase you wish to speak, highlight it with

the Cursor keys and press Enter. The alien will respond, and either

you will be given another set of phrases or the conversation will

come to an end – possibly initiating combat. To repeat the alien’s

last phrase to you, press the Spacebar or Button #2.


Attacking Aliens

If you choose ATTACK! from the Command Menu, or your conversation

ends on a sour note, you will automatically go into COMBAT MODE.




One of the most important and fun parts of Star Control II is ship-to-

ship tactical combat. If you played Star Control, you already know how

this part works. If you are new to this aspect of the game, you will

want to read this section carefully, and then use the SuperMelee

program to prac-tice your combat skills. If you are totally inept in

fast action situations, and just want to watch the battle unfold,

set the CYBORG option (see page 39 for details) and let the computer

fight for you.


Note: Setting the Cyborg option is comparable to taking a shower

while wearing a raincoat.


Selecting a Ship

When combat is initiated, the screen clears. If your flagship is

flying without any escort vessels, it immediately warps into the

combat zone. If you are accompanied by one or more combat ships, you

must pick the first ship to fight. Move the flashing cursor over the

flagship or one of the escort vessels and press Enter.


The Battlefield

Combat always takes place in a region of space near a planet or

other large object. The area is bounded and wraps around on itself so

that when you leave one side of the combat zone, you appear on the

other side. The screen always centers on the midpoint between your

ship and the enemy vessel, so when one ship “wraps around” the screen,

the view will suddenly shift. At first this may be disorienting, but

you will soon grow accustomed to the transitions.


Navigating Your Ship in Combat

Maneuvering your ship in combat is similar to travelling in inter-

planetary space. You rotate your ship in a desired direction and

thrust forward. All of your ship commands (i.e. thrust, turn, fire,

and special power use) may be triggered simultaneously.


Collision with Asteroids and Planets

Asteroids are large rocks which endlessly tumble through a solar

system, trapped by the gravity of the star and its planets. Due to

the sophistica-tion of modern inertial dampeners, colliding with

asteroids causes no dam-age, just a sudden change in course.


Impacting a planet is a different matter altogether. Your ship will

be damaged severely, and potentially even be destroyed. Once again,

AVOID HIT-TING PLANETS.Ship Status Displays The right side of the

screen is broken into two Ship Status Displays, one for your enemy’s

ship, and one for your own vessel. In addition to showing who built

the ship and the name of the captain that commands it, the status

area displays key information which will be crucial to your

success in combat.



The bar to the left side of the large ship icon shows the maximum

and current crew levels. Each time a ship is damaged, green dots

(crew) will dis-appear from the bar. When all the crew are gone,

the ship is destroyed.



To the right of the large ship icon is the battery charge bar

which shows the current and maximum energy levels in the ship’s

batteries. Firing weapons or using a special power consumes energy

(the amount depends on each ship’s specific characteristics).

Unlike crew, batteries recharge gradually over the course of the

battle. The speed of energy regeneration varies from ship to ship,

and is a significant factor in a ship’s unique com-bat strategies.

Ships with constant, fast energy renewal (like the Yehat

Terminator) will want to close on their opponents and continuously

blast away, while other vessels with slower energy regeneration

(such as the Mycon Podship) will want to approach their enemy and

attack, then retreat to accumulate a fresh supply of energy.


The Basics of Blasting

Getting your ship in the right position is crucial to firing.

Therefore, you must keep several things in mind when confronting

an opponent:

The type and range of the weapon you’re firing.

The defensive capabilities of your opponent, both in defensive

 powers and evasive potential.

The position of other objects, such as planets and asteroids,

 which may affect either craft, or the course of the fired



The computer opponent achieves its remarkable accuracy by firing

not at your ship, but at where your ship is going to be.


The best way to learn how to shoot and maneuver is to repeatedly

practice in SuperMelee, either against the computer opponent, or,

preferably, with a friend.


Victory and Defeat

When you eliminate the last crew member from an enemy vessel, it

is destroyed.If there are other ships in the enemy’s task force,

a new ship will warp in immediately. Since each ship’s combat

entry position is ran-dom, be prepared for immediate hostilities.


If one of your combat vessels is destroyed, you must pick another

ship with which to re-enter the fray, unless your flagship was


this unfortunate circumstance, you will be given the option to

resume a saved game, start over from the beginning, or quit to DOS.


Running Away

If you are worried that one of your ships is about to be

destroyed, you can choose to flee the battlefield. To run away

while fighting with any ship, press the ESC key. Your ship comes

to an immediate halt and begins an emergency warp-out maneuver.

During this maneuver, you will be unable to control your vessel,

but it will be vulnerable to enemy attack. The glow around your

ship will pulse faster and faster until your vessel has generated

enough force to speed out of the combat zone.


When you command an escort vessel to flee, you are prompted to

select a new ship to fight with. The ship that fled will not be

available for the remainder of the battle, but will return to the

fleet when the fight is over. When you run away while using the

flagship, you leave the battle altogether, taking your escort

vessels with you.


Note: The emergency warp technology for escaping from combat

has NOT been included on your ships at the very beginning of

the game. However, this feature will become available early on

in play.


Analyzing Enemy Wreckage

If you defeat all the enemy vessels in an attacking task force,

you will scavenge and analyze the enemy wreckage. A scavenging

report will tell you how much you have reclaimed.





Races in the Alliance of Free Stars

The first Alliance race to become aware of the Ur-Quan threat

was the sophisticated, crystalline race, the Chenjesu. In 2098

their ultra-sensitive HyperWave receivers began recording strange

broadcasts, unshielded and strong, from the direction of the

Cygnus star cluster. Soon after, the Chenjesu listened as the

Ur-Quan brutally conquered the first race they encountered, the

Umgah. By 2111 the Spathi had also been subjugated and the Ilwrath,

one of the Chenjesu’s closest neighbors, was near defeat. The

Chenjesu realized that they needed help fighting the Ur-Quan and

their ever-growing armada of battle thralls.


The Chenjesu’s long-standing mutual defense agreement with the

Mmrnmhrm became the basis for the Alliance of Free Stars. Soon the

Yehat and their foster-species, the uplifted Shofixti, entered the

Alliance. Following Humanity’s induction in 2115, the

Ariloulaleelay and the Syreen (unofficially) followed suit,

bringing the Alliance to its final configuration, seven alien

races united against a common foe.



This race is the only known form of silicon-based life-form to

have achieved intelligence naturally. The Chenjesu are the oldest,

most technologically advanced species in the Alliance, and while

all mem-bers in the Alliance are officially equal, the Chenjesu

are a bit more equal. Since this species evolved as a

photo/chemovore (it derives its nourishment from light and

ambient minerals) with no natural predators, the Chenjesu are

entirely non-aggressive, preferring calm philosophical discourse

above all other activities.



The Mmrnmhrm’s origin is mysterious. Less than a thousand years

ago, the first Mmrnmhrm awakened, alone, on the surface of a dark,

airless moon. Looking up, the conical, segmented robot saw the

huge factory-starship which had just finished manufacturing it by

stripping the surface of the moon for raw materials and then

refining these crude ores into final parts within its cavernous

interior. Within a few years, the star system teemed with

millions of intelligent, self-aware robots who called themselves

the Mmrnmhrm.


These non-hostile mechanical beings were assembled for some kind

of mission by a distant alien race. When born/built, each Mmrnmhrm

awakens filled with knowledge and purpose, though to date the

Mmrnmhrm have not revealed the exact nature of their long-term

mission. Within a century after the first Mmrnmhrm was built, they

had established peaceful relations with the nearby Chenjesu and

colonized the adjacent stars in the Virginis constellation.



The Yehat are a race of avian creatures who live their lives in

the pursuit of honor for their clan, their Queen, and themselves

through combat. Physically, these creatures resemble a 3 meter

high hybrid between an old Earth pterosaur and a bumble-bee. To

succeed on their world, against larger, faster competitors, they

evolved a complex, programmable neural control system – a thinking

brain – which allowed them to adapt to new situations with

lightning speed.


Like Earthlings, the Yehat entered space without the assistance of

a more advanced race. It is not surprising that they grant

Earthlings such high honor and status for the same achievement.


The Yehat have great pride that they did not go through this uplift

process, and that their culture is totally intact. In fact, the

same ruling family has been leading the Yehat people for over 2000

years, dating back far beyond their Industrial Age. Given their

intensely martial society and advanced weapons technology, the Yehat

became the backbone of the Alliance Starfleet.



A Shofixti resembles a large marsupial carni-vore – sort of a killer

shrew – who exhibits furious aggressive behavior contained within a

strong ethical framework. When the Yehat first found them in 2075,

the Shofixti were living in fortified mud castles in a feu-dal

society similar to medieval Japan. The Yehat had such admiration for

these feisty little warriors that they immediately “adopted” them

and took responsibility for the Shofixti’s uplift, swearing that no

“peace-loving” race would be allowed to dilute the Shofixti’s noble

warlike tendencies. During the war the primary responsibility of

the Shofixti starships was to act as advanced scouts, establishing

mines, colonies, and fortifications throughout the stars.



Arilou (as individuals of this species are called) are pale, about

1.5 meters tall, and have large, childlike heads with dark,

soulful eyes. Although Arilou never talk (communicating through

direct telepathic link), they almost always wear a wide, innocent



The Arilou may have visited Earth often in the past, especially

in the period between 1950 and the year 2000, during which they

are suspected of having been responsible for flying saucer

sightings, cropfield circles, alien abductions and similar

prankish behavior.


The Ariloulaleelay maintain great secrecy about them-selves and their

motivations. The location of their home-world, or even their native

region of space, is unknown, as is much else about these beings. In

fact, the very existence of the Ariloulaleelay was not certain until

the year 2116 when they appeared without warning on Earth’s moon and

asked to be inducted into the Alliance.



The Syreen people evolved on a paradise world in the Arianni constel-

lation where they built a great artistic civilization in harmony with

their environment. No citizen of Syrea suffered want or ignorance.

Then, in 2035, a cataclysm of tectonic upheavals tore lava-filled

chasms across the planet’s surface and irrevocably poisoned their

atmosphere. The disas-ter killed off almost all the Syreen population

– only those in the Syreen Space Patrol were untouched. The male

population, who were rare in the Patrol, were virtually eliminated.


The Syreen Space Patrol collected what few survivors could be found

on the surface and transformed their many orbital space platforms

into huge starships.


In the following decades before the War, the Syreen became

wandering space-gypsies, navigating their fleet of Habitats

through the starways, searching for a new planet of such surpassing

beauty that it would forever wash away the pain of losing Syrea,

their Eden.


The Syreen became unofficial members of the Alliance in 2120, after

suffering repeated Ur-Quan attacks on their fleets of slow-moving

Habitats. Adapting their remaining Patrol vessels for combat, the

Syreen became a potent force in the fight against the Ur-Quan. The

single greatest weakness of the Syreen star fleet, its severe

shortage of trained crew-members, was alleviated by Syreen

scientists who developed a psionic amplifier which could compel

even the most hostile alien to serve a Syreen ship captain with

perfect faithfulness. Crews on board Syreen ships became a surreal

pastiche of alien races, with Ilwrath, VUX, Spathi and others

working dutifully side by side with human volunteers under the

command of beautiful Syreen officers.



Races in the Ur-Quan Hierarchy

The history of the Ur-Quan is largely unknown, save that they are

an old race who have travelled the galaxy for thousands of years

with a single motive: To find intelligent life and enslave it. Most

Xeno-psychologists agree that the Ur-Quan behavior indicates they

suffered some kind of severe trauma, and are neurotically acting out

their need to control every-thing by enslaving any intelligent

species they meet. Most starship commanders who have faced the

Ur-Quan in combat think the Ur-Quan attack and enslave simply

because they are evil, hostile creatures who should be destroyed.


The organization of the Ur-Quan Hierarchy is simple and immutable:

All alien races are inferior to the Ur-Quan. Battle Thralls, those

other races who fight for the Ur-Quan, are granted the next

highest status, and are permitted to maintain a small amount of

autonomy. All other independent species are simply known as prey.



Physically, Ur-Quan resemble the predatory caterpillar native to Earth’s

Hawaiian Islands, only grown to over ten meters in length. The Ur-Quan

equivalent of a face is rich in sensory organs, and its expressions are

varied and horrific. Aboard ship, these creatures cling to webbed

ceilings with their back legs, dangling down over their controls and

their slave-crew like hungry spiders.


Ur-Quan are extremely territorial and aggressive, having evolved as non-

social, hunter-killers. Their territorial instincts are so strong that

only one Ur-Quan is present on each Dreadnought. When Ur-Quan meet, they

keep several meters between themselves, lest their instincts drive them

to engage in an unarmed battle to the death. A simple, linear dominance

structure dictates power within the Ur-Quan species. Each member of the

species has a number, indicating its relative power and authority. Ur-

Quan Master #1 is the ultimate lord of the entire Hierarchy.


The Ur-Quan are unwilling to communicate directly with other species

because to do so would be demeaning. Therefore, when giving orders or

interrogating enemies, the Ur-Quan use “Talking Pets,” large-brained,

frog-like creatures which are non-sentient, but possess the telepathic/

empathic ability to translate all languages.



The Mycons are neither plant nor animal, having evolved from something

more closely resembling an ambulatory fungus. Mycons are asexual and

reproduce by budding their own flesh into a separate off-spring. They

exchange genetic material by exhaling and inhaling DNA-rich spores.

Mycons are most comfortable in a hellish envi-ronment of hot rock and

poisonous vapors which would kill most other species in seconds.

Culturally, the Mycon are baffling. They appear to be born adult,

instantly able to assume responsibilities. In addition, all Mycons

occasionally undergo temporary but dramatic personality transformation,

as though they were “possessed” by a different Mycon personality.



The Spathi are all abject cowards and have built quite a successful

civilization around this basic characteristic. The Spathi physique is

slight and soft, with the vital organs being covered by a hard shell

surface. Spathi have large, humanoid eyes atop stiff thick stalks that

protrude from their central body mass at odd angles. When alarmed

Spathi ooze copious amounts of unpleasant fluid from their pores.


It is somewhat confusing why the Spathi chose to fight with the Ur-

Quan, since they certainly didn’t fight very hard against them

(having surrendered after less than 6 hours of combat).



The Umgah are blobbish creatures consisting of four main attributes;

eyes, mouths, tentacles and a strong sense of humor. The Umgah make

use of bio-logical forms in their technology and must often rely on

biomechanical hybridization.


The Umgah prefer warm, moist subterranean dwellings, sheathing the

interior of their ships with a thick, wet skin, and suffer from

agoraphobia – the fearof open spaces.


Before they were enslaved by the Ur-Quan, the Umgah culture was

relatively peaceful, content to expand slowly through the surrounding

Orionis constellation. The most serious conflicts caused by the Umgah

are the result of their incessant practical jokes, such as clogging a

fleet of Spathi Eluders’ life-support systems with fast-growing foul-

smelling goo.



The VUX are bipedal, and would be considered humanoid were it not for

their heads, which look like a tragic combination of a squid and a

banana slug. The VUX are very sensitive about their looks. Indeed, in

the VUX culture, physical appearance is of tantamount importance, and

the VUX spend a great deal of their time on clothing, jewelry and

useless finery.


The VUX’s repulsiveness to most other races is matched by their

technological achievement in linguistic translation devices. This

combination led to the unfortunate incident in 2126, when the

Earthling Cruiser Miwok made first contact with the VUX near the Beta

Luyten star system. The Miwok’s Captain Rand, upon first seeing the

VUX commander on his view screen, remarked to his officers,

“That’s the ugliest freak-face I’ve ever seen!” Rand was unaware that

his every word was being relayed to the VUX captian with perfect

clarity. This grievous insult, and the subsequent ill-will between

Earth and the VUX delayed the VUX’s entry into the Alliance long

enough for the Ur-Quan to enslave them.



These human clones established a fledgling colony in the Vulpecular

constellation after fleeing from Earth in the year 2085. During the

following three decades, the Androsynths focused their energies on

reproduction and armament. The Androsynths were totally unaware of

the Ur-Quan invasion until the aliens were on top of them, capturing

their home star system in a few short weeks of intense interplanetary

combat. Androsynths now fight for the Ur-Quan and many Earthlings fear

that should the Alliance lose the War with the Ur-Quan, the

Androsynth’s hostility toward Humanity could result in great suffering

for Earth.



Before the arrival of the Ur-Quan, these violent, religious insectoids

were of little consequence to their neighbors, the Chenjesu and the

Mmrnmhrm, because they possessed little in the way of advanced tech-

nology or raw resources. However, when the Ur-Quan conquered their

species, the spider-ish Ilwrath became dangerous indeed. Now, with

modern weapons and drive systems, the Ilwrath revel in their

opportunities to deceive and destroy other forms of life, as is

required by their twin gods of evil, Dogar and Kazon.




Star Control II is mostly self-configuring, and most players will

never have to do more than type the program name. However, in a few

circumstances, you may have to adjust either your computer system

or the program.


Maximizing Available Memory

If you receive the error message, “Not enough memory to play Star

Control II.”, you will need to free up memory on your computer.

Some simple ways to do this include:

Installing the game on and playing from your hard drive.

Removing TSR programs or unnecessary device drivers from your

 AUTOEXEC.BAT and CONFIG.SYS files. Star Control II does not use

 a mouse, so removing your mouse driver (if your system loads one)

 would be a good first step. In general, the only such programs

 you will need are hard disk performance programs, such as disk

 caches or automatic file compression utilities.


Enhancing Game Performance

Star Control II is a complex, multi-tasking program which plays

all sound and music by mixing up to 8 digital channels in real

time. Consequently, if you are running on a slower machine, you

may experience less then optimal performance, particularly if you

are running internal speaker sound, which has the most

significant impact on performance. To improve the game’s

performance you can:


Buy a faster computer.

If you are running with internal speaker sound, either

 purchase one of the supported sound boards, which do

 not hamper performance as much and sound lots better,

 or shut down sound and music altogether (see

 Specifying Sound Card on the Command Line, for details).


Solving Possible Conflicts with TSRs Some TSRs and device drivers

do not cooperate with the Star Control II program. The most common

such problems occur on 386 machines with older, extended memory

managers. The symptoms include system lock-up when the program

first fires up, or INCREDIBLY slow performance. To fix these

problems you can:


Configure the extended memory manager NOT to emulate

 expanded memory.

Remove or replace the extended memory manager.

Shut down sound and music altogether (see Specifying

 Sound Card on the Command Line, below, for details).


Known Conflicts


Conflict: Extended Memory Manager (only in rare instances)

Symptom: Extremely slow performance and in rare cases, system


Solution: Modify config.sys or autoexec.bat files to remove

          memory manager.


Conflict: Gravis Ultrasound board in combination with Soundblaster

          or Roland sound boards.

Symptom: System halts immediately when game is run.

Solution: Remove all sound boards except Gravis Ultrasound, or

          remove Gravis Ultrasound.


Specifying Sound Card on the Command Line

Star Control II automatically detects supported sound cards

(inside your computer) when you load the program. However, there

are some peripheral sound devices which are not detected. For

these devices, you willhave to add a code to the command line:

STARCON2 /s:DEVICENAME where DEVICENAME is one of the following:


            Code                             Sound Device

            DISNEY1                        Disney Sound Source on parallel port #1.

            DISNEY2                        Disney Sound Source on parallel port #2.

            LPT1                             Covox Speech Thing or other sound peripheral on

                                                parallel port #1.

            LPT2                             Covox Speech Thing or other sound peripheral on

                                                parallel port #2.


If you want to specify explicitly your sound board, follow the above

convention with one of the following codes:


            Code                             Sound Device

            INTERNAL                      Internal speaker

            ADLIB                            An Adlib sound board

            SBLASTER                     A Soundblaster

            PAS                              A Pro Audio Spectrum

            SM2                              A Sound Master II

            ASC                              An ASC Media Master

            MICRO                          Microsoft Windows

            GRAVIS                         Gravis Ultrasound


If you want NO sound, use the code SILENT.


Loading Problems

If you load Star Control II and experience the following:


 The game doesn’t start properly,

 You see a “Not Enough RAM” error message,

 Freezes or erratic game play,


see the Booting Clean section.


Garbled Graphics or Blank Screen

Star Control II supports VGA or MCGA graphics only. If your computer

does not have these graphic cards and a color monitor, this game will

not work on your system. If you do have these and still experience a

blank screen or garbled graphics, see the Booting Clean section below.

Graphic Adapter Fix Certain computers, (i.e. Tandy 4850 EP) have

unusual video hardware. Therefore, colors in the game might not look

quite right. If you experience this problem, try running the game as

STARCON2 /g:BIOS. This will force the program to update the color

palette using the BIOS functions. Since most BIOS calls are far slower

than custom routines, a minor performance penalty may be noticed when

using this option.


Note: Any command line additions can only be made if you are launching

the game without using the front-end menu.


Booting Clean

The easiest way to resolve loading problems, DOS conflicts, memory

problems, erratic game play, etc., is to copy the games to your hard

drive, and boot your computer with a “boot disk” each time you wish to

play. A boot disk is a “clean” DOS system disk that will maximize use

of memory.


If you are in Windows 3.1, you need to exit Windows to get back to DOS.

From the File pull-down menu, choose “Exit Windows”. A dialog box will

appear mid-screen. Click on “OK”. You are now in DOS.


If you are in Windows ‘95, go to DOS by clicking on “Start,” then “Shut

Down and Restart the Computer in MS-DOS Mode”.


First, copy Star Control II to your hard drive.

1 At the DOS prompt, type C: <Enter>

2 At the DOS prompt, type CD\ <Enter>

3 Type MD STARCON2 <Enter> 4 Copy the Star Control II files to

  your hard drive. At the DOS prompt, type



Note: If you enter this command and receive the message, “Invalid Drive

Specification,” your CD-ROM drive is not properly set up for use in

MS-DOS mode. Contact your computer retailer or manufacturer for assistance.


Star Control II is now copied to your hard drive.


Creating a Boot Disk

1 Make sure you have a high-density diskette on hand that will

  fit into drive A:

2 At the DOS prompt, type FORMAT A:/S <Enter> You will be

  prompted to insert your diskette into drive A:. When the

  computer asks you to enter a label name, press <Enter>.

  When the computer asks if you want to format another

  diskette, answer NO.

3 At the DOS prompt, type A: <Enter>

4 At the A: prompt, type COPY C:\CONFIG.SYS <Enter>

5 At the A: prompt, type COPY C:\AUTOEXEC.BAT <Enter>

6 At the A: prompt, type EDIT CONFIG.SYS <Enter>


  Note: PC-DOS users may have to type E CONFIG.SYS <Enter>


  The editing screen display is blue with several lines of white text.

  Each line of text is one DOS command.


7 Only some of these lines are necessary for your game to

  run properly. The lines we need can usually be left just

  as they are. Keep the following lines intact:


   The line with HIMEM.SYS (or any other upper memory manager)

   The line with EMM386.EXE (or any other expanded memory manager)

   Any lines pertaining to your Sound Card

   Any lines necessary to the normal operation of your computer


  For all other lines, move the cursor to the left edge of each line and

  type REM <Spacebar>.


8 Once you have finished editing the CONFIG.SYS file, press <ALT+F> then

  <S> to save the file. PC-DOS users will need to press the <F3> key


9 Press <ALT+f> and <X> to exit the editor.

10 At the A: prompt, type EDIT AUTOEXEC.BAT <Enter>

   Note: PC-DOS users may have to type E AUTOEXEC.BAT <Enter>

11 Keep the following lines intact:



    the PATH line

    Any lines pertaining to your Sound Card

    Any lines necessary to the normal operation of your computer


   For all other lines, move the cursor to the left edge of each line

   and type REM <Spacebar>.

12 Follow steps 8 and 9 above to save the file and exit the editor.


The boot disk is now ready for use with the Star Control Collection.


To Play Star Control II, insert your boot disk into your A: drive and

either turn on or reboot your computer. At the A: prompt, type

C: <Enter>. Type CD\STARCON2 <Enter>, then STARCON2 <Enter> to launch

the game. When you finish playing, remove the boot disk from the A:

drive and either turn off or reboot your machine.




SuperMelee is pure Star Control combat. In this bonus game you can fight

against the computer opponent, or even better, battle another human player.

SuperMelee battles are fought between two rival teams, composed of up to 14

ships, using any combination of the 25 alien vessels from Star Control and

Star Control II.


If you have never fought a Star Control space battle, SuperMelee is the

necessary training ground where you will learn to survive in the hostile

starways of Star Control II. You can begin by fighting weak opponents,

learning the ins and outs of tactical combat. Then, as your skills

improve, you can take on more cunning foes and begin to explore the unique

stratagems for each ship-to-ship combination.


The experienced Star Control player will relish the 11 new ship types, the

multiplicity of ship battle combinations, and the ability to devise his or

her own SuperMelee teams.


Starting SuperMelee

To play SuperMelee:

1 Turn on your computer.

2 Get to the point in DOS where you would normally launch

  the game. If you play from the CD, choose SuperMelee from

  the Star Control menu, and ignore steps 3 & 4.

3 Change to the directory that contains the game. For

  example, if you installed the game in a subdirectory

  named STARCON2, type CD STARCON2 and press Enter.

4 Now type the file name, MELEE, and press Enter again.

  Note that MELEE.EXE has the same command line options

  for sound as STARCON2.EXE (see Specifying Sound Card

  on the Command Line, for details.)


Note: The Melee program tries to run at the same speed on all computers.

If you would like to unleash your computer’s power and play at maximum

speed, add /frenzy on the com-mand line after Melee.


The SuperMelee Main Screen

The SuperMelee Main Screen includes three regions: The Team Display,

which shows the ships in each team as well as their name; the Game

Settings, which records the manner you have configured the game; and

the Main Menu, which lists the general commands at your disposal. As

a convenience, SuperMelee always remembers most recently used teams

and settings, and automatically loads these for you whenever you

start the game.


Creating a SuperMelee Team

To create a SuperMelee Team:

1 First highlight EDIT on the Main Menu and press Enter.

2 Using the Arrow keys, move the cursor to the slot where

  you want to add a ship and press Enter. The highlight

  will now move to the list of available ships.


  Note: If you place the cursor on a slot which already contains a

  ship, that ship will be replaced with your new choice.


3 Using the Arrow keys, move the highlight in the ship list.

  Only two ships are shown at one time. To scroll the entire

  list, move the highlight up or down. The list shows not only

  the names of the ships, but their val-ues as well. Ship

  values are useful when two or more players want to compose

  different teams with the same overall strength. When you have

  highlighted the ship you want to add to your team, press Enter

  and the ship will appear in the Team Display region. The cursor

  now returns to the Team Display region.

4 Continue placing as many ships as you like on both teams by

  repeating steps 2 and 3. Notice that as you add and remove

  ships from each team, the total team value changes to reflect

  your modifications.

5 If you want to remove a ship from a team, highlight the ship

  in the Team Display Region and then press the DEL key.

6 To change the name of a team, move the cursor to the name,

  which will then highlight. Use the Backspace and Delete

  keys to remove the old name, then type in the new team name.

  When you are finished naming a team, press Enter, or just

  move the cursor up or down off the team name using the Arrow


7 When you are done creating your team, press the Spacebar to

  return to the Main SuperMelee Menu.


Game Settings

The current game settings for both Player #1 and Player #2 are shown in

the Game Settings Display, just above the Main SuperMelee Menu. When

you choose SETTINGS from the Main SuperMelee Menu, the cursor will move

to the Game Settings Window. To change a setting, move the highlight

to the desired setting and press Enter.


When you are done changing the game’s settings, press the Spacebar or

Button #2 to return to the Main SuperMelee Menu.


Who Controls Each Team

In SuperMelee you can play against a human opponent (the most fun), or

against a computer controlled foe. To change who controls a team, high-

light the setting and press Enter or Button #1. You can set both teams

to have computer control. In this case they will fight a totally

automatic series of battles against each other during which you can

study their techniques.


Input Device

You can play SuperMelee with joysticks, keyboard, or a combination of

both. To reconfigure the keyboard configuration, run the separate

keyboard configuration program KEYS.EXE. For consistency, the con-

figuration you set for SuperMelee will also be used in Star Control



Note: Any keyboard configuration other than the default will only be

saved if you are playing from your hard drive. If you use the KEYS

command and are playing from the CD-ROM, your new configuration will

not be saved.


Computer Opponent’s Skill Level

In SuperMelee you can set the computer opponent’s skill level to

accommo-date beginner, intermediate or advanced players. To cycle

through the skill levels, move the highlight to the skill

description for the team you want to change and press Return.

The skill levels are:

 Standard (default setting): The standard computer opponent never uses

  its special power, nor does it shoot very accurately. This setting is

  suitable only for beginning players or young children.

 Good: At this setting the opponent shoots more accurately and begins

  to use its special power, though not necessarily at the best time or


 Awesome: Playing SuperMelee against a computer opponent set to Awesome

  should remain a challenge for quite some time. At this skill level,

  the computer only shoots when it is sure it will hit you if

  you continue along your present course. The computer now uses

  its special power at maximum effectiveness.


Leaving Settings Menu

When you have established your desired settings, press the Spacebar to

return to the main SuperMelee Command Menu.


Saving and Loading SuperMelee Teams

To save a team, highlight SAVE from the Main Menu and press Enter. Type

in the name of your team (8 letters maximum) and press Enter. To load a

team, select LOAD from the Main Menu and press Enter.. Highlight the

team you want to play using the Arrow keys and press Enter again.


Fighting in Melee

Now that you’ve selected your settings and created your teams, you’re

ready for a game of SuperMelee. From the SuperMelee Main Menu, select

MELEE. You will now see a subscreen for each team in turn.


Picking Ships

Each player now picks his first ship to fight with. If you are playing

against a computer opponent, it will do so automatically. To pick a

ship, move the flashing cursor over the desired ship and press Enter.

If you want the next ship to be chosen randomly, highlight the “?” and

then press Enter.


Fighting a Battle

Combat in SuperMelee is identical to combat in Star Control II, except

that you cannot flee from battle. When a ship is destroyed, the ship

selection menu will appear, allowing you or your opponent to select the

next ship to fight.


Winning SuperMelee

When all of one player’s ships are destroyed, the Melee is over. Each

player’s menu will then appear, allowing the winner to gloat over his

many victories. This final display also shows the winner’s remaining

ship points which indicate the margin of victory. Use the following

guidelines to determine the quality of the victory:


                        Winner’s Remaining

                        Ship Points                                Quality of Victory

                        5%                                           By the skin of your teeth.

                        10%                                          A good, close game

                        25%                                          A serious thumpin’

                        50%                                          Totally Cree-mated!

                        75% and up                               Who are you playing with – a moon



Remember, if you get “Cree-mated”, there’s always the best-2-out-of-3!


Replaying Melee with the Same Teams

To begin another SuperMelee with the same teams, just press any key

after the ship selection screen has been displayed.


Returning to the Team Edit Screen

After a SuperMelee game is over, or at any time during play, you can

quit the battle and return to the SuperMelee Main Screen by pressing

F10, and then confirming your exit by pressing F1.




The Keyboard Configuration Utility – Keys.exe – lets you reconfigure the

keys you’ll use as the control keys in Star Control II.


1 Boot your computer as normal

2 Type CD \Starcon2 and press Enter

3 Type keys and press Enter. The following options will

  appear onscreen:

  F1 Select a new keyboard layout 

  F2 Experiment with different keyboard combinations

  F3 Information on keyboard configuration

  F10 Quit to DOS When you press F1 to change the keyboard

      layout, you are given the option of changing the

      Player 1 or Player 2 controls. Press the corresponding

      function key to select your option.


After you’ve selected your keys, you’ll be given the option to redo them.

Press N to keep them, or press Y to change them.


To save the new keyboard configurations, press F7 at the Control Keys






Following are brief descriptions of the combat capabilities of all

of the ships in Star Control and Star Control II. These descriptions

are intended to give an overview of the ships’ attributes and special

powers, as well as a few tactical combat tips.


Ariloulaleelay Skiff – An Arilou Skiff, when flown skillfully, can

be one of the most effective spacecraft. It’s speed and inertialess

drive make it the most maneuverable of all ships, and its special

ability to teleport can help it escape from fatal situations. The

Arilou Skiff has an auto-targeting, swivel-mounted, short-range

laser that pumps out damage quickly. Unfortunately, the Arilou ship

can sustain only a minimal amount of damage itself. A successful

captain will use the teleport function, as well as an opponent’s

inertia, to move in quickly along the rear or flank of the enemy

ship, unload from a full store of energy, and then fly or teleport

quickly away to recharge.


Chenjesu Broodhome – The main weapon of the Chenjesu, the photon

crystal shard, is ver-satile for both offense and de-fense. As long

as the fire button is pressed, the shard con-tinues on its way. If

you hit an enemy with the whole crystal, it does a great deal of

damage. If the crystal misses, release the fire button while it is

still near the enemy ship and the shard will explode into smaller

pieces. Since the crystals do not harm the Chenjesu, they can be

exploded at point blank range to create a kind of ack-ack.


One powerful ability of the Chenjesu is to launch self-directed

DOGIs (De-energizing Offensive Guided Interceptor). These little

drones can steal the energy from ships, or just pester the enemy

until they are ready to give up. The best strategy for a Chenjesu

is to keep a good distance between itself and the enemy ship.


Earthling Cruiser – The Earthling Cruiser is a vessel designed

primarily for hit-and-run long-range attacks. Stay away from the

enemy ship, and fire your seeking nukes constantly! Use a Gravity

Whip off of the planet, if necessary to keep your distance, but be

careful not to collide with the planet. The only reason ever to get

close to an enemy ves-sel is to make an honorable, point-defense

laser “coup de grace”, to elimi-nate the opponent’s last crew



Mmrnmhrm Xform – The X-form is actually two ships in one. Its

special power allows it to transform from one form into the other.

The Y-Wing form of this ship is fast but not very maneuverable,

and it fires long range homing missiles that do only a small amount

of damage. The X-Wing form is slow, but has good turning capability,

and fires a powerful double-lance, convergent laser. One very

effective way to take advantage of this ship is to stay mostly

in the faster Y-wing form, transforming into the X-Wing form only

to make quick turns or ward off would-be attackers when they get

too close.


Shofixti Scout – Shofixti Scout ships are small and very quick.

They have a limited num-ber of crew, and a relatively weak forward

firing gun with a moderate range. The special capability of this

ship is that it can detonate itself like a big bomb, and cause

great damage to an opponent’s ship. Of course, this requires that

the Shofixti ship get itself close enough before detonating.


Shofixti captains who are patient may find that their little gun

can be quite effective when fighting slow, or short-ranged enemy



Syreen Penetrator – This space vessel has the unique potential to

leave a battle much stronger than it enters it. The goal of a

Syreen ship isalways to get close to the opposing ship and use the

Syreen call. This causes the enemy crew from the opponent’s craft

to jump ship and drift through space towards the Syreen ship. The

Syreen can then pick them up and use them as her own crew. One

very effective trick is to use the Syreen call and fire simul-

taneously. This way, when your opponent has only one or two crew

members left, the Syreen can destroy them before they have a chance

to pick any of the crew back up again.


Yehat Terminator – The powerful and direct Yehat Terminator is

the earliest of all Star Control ships. The ship is equipped with

extremely powerful medium-range dual cannons, as well as a shield

that, when activated, protects it from any weapon. Avoid the

temptation of exhausting all of your energy with your guns, saving

some for your shields. Also remember that energy genera-tion on

the Yehat ship is not sufficient to maintain constant shield-ing.

Lastly, since Yehats are not particularly fast, they can often

benefit from a ‘Gravity Whip’ from the planet. This allows them

to strafe an opponent as they go sailing past.


Androsynth Guardian – The Androsynth vessel is normally very

slow, and it’s weapon fires auto-homing molecular acid bubbles.

These tend to be most effec-tive when fired en masse to create a

dense cloud of bubbles that can serve as a haven for the Androsynth

ship, or to create a cloud of bubbles in the opponent’s path. The

Guardian can transform itself into a blazingcomet-like ball of

energy. When it does this it travels at high speed, until all of

its energy is used up. When the Androsynth is in this comet-like

“Blazer” form, it can ram an opponent’s ship and do a large amount

of damage. Another use of the Blazer form is for escape.


Ilwrath Avenger – The Ilwrath ships are only moderately powerful

because they are not very fast, and their weapon is only effective

at short range. In order to compensate for their weapon’s

shortcomings, the Ilwrath ship has a special cloaking capability.


Learn where the Ilwrath Avenger is when it is invisible. Since

the screen always centers on the midpoint between the two ships,

the Ilwrath is always diagonally opposite its opponent. When

your enemy gets near the center of the screen, you must be there

too. So open fire, literally! Be aware that when you uncloak by

firing your hellblast, your ship is automatically oriented to point

at your opponent’s ship. If your enemy has maneuvered around behind

you, you can turn around instantly by cloaking and immediately

firing your hellblast.


Mycon Podship – This extremely slow ship can fire a strange

homing weapon made of semi-sentient energy plasma that dissipates

after it is launched and does a huge amount of damage if it hits

the opponent. The Mycon ship can also use its energy to regenerate

crew that have been lost.


Against most ships, the Mycon Podship is a dead duck if it sits

still. Once it gets moving, (a good Gravity Whip will do), its

commander can fire a plasma torpedo now and then, and regenerate

any damage that comes his/her way. However, to give yourself time

to respond to an onrushing celestial body, avoid diagonal whip



One of the most serious threats to the Mycon is its own weapon,

the expanding plasma cloud. Fast ships, like the Arilou, Shofixti,

or Slylandro, will try to direct the plasma weapon back upon the

Mycon. If the Mycon is moving at or beyond its normal maximum

velocity, it can overrun its own weapon immediately after launch,

suffering grievous casualties. Solution: shoot backwards.


Spathi Eluder (previously known as “the Discriminator”) – The

Spathi ship is very fast and maneuverable with a moderately ranged

and relatively weak forward firing gun. This ship is most

dangerous when running from the enemy and launching BUTT (Backward

Utilized Tracking Torpedo) missiles directly into its pursuer’s

path. The Spathi commander’s main job is to entice his opponent

into chasing him. Taunts and jeers work well. Another effective

strategy for a Spathi commander is to circle his opponent’s ship,

just out of range, bobbing in to launch BUTT missiles, and then

out again.


The otherwise ineffectual forward guns can become quite deadly

with practice. If you need to kill only a few more crew for a

victory, as when fighting an undamaged Arilou, don’t shoot your

wad in a single facing. Instead, rotate as you fire to increase

your chance of a lucky hit.


Umgah Drone – The Umgah Drone can defeat any other ship, given

just a few seconds at close range. A favorite Umgah tactic is to

zip backwards right up next to its enemy. If the anti-matter cone

is up through the maneuver, there is a chance of it grazing the

enemy as you zip past for a few bonus points of damage –

especially important against the Arilou. Another way to use the

retro-movement is to thrust at the same time you zip backwards.

This results in a jerky, half-speed maneuver which opponents

often find difficult to deal with.


The Umgah’s anti-matter cone also makes an effective shield

against most incoming missiles. Notable exceptions are the

Chenjesu’s whole pho-ton crystal and the Ur-Quan’s fusion

blast, which pass through the conical field unharmed. The Umgah

receives all its power in one big whack after a considerable

delay. Each time the Umgah uses its anti-matter cone, this

delay is reset to maximum. So if you keep the cone up, you

will never regain fuel.


VUX Intruder – Rather than building a faster ship, the VUX

have taken the approach of slowing the other ships down.

They do this by means of homing limpets which cling to the

hull of an enemy ship, making it less and less maneuverable.

In addition to this, the VUX ship comes equipped with a very

powerful medium-range laser, and a large store of energy to

power it.


The VUX is one of the slowest and least maneuverable ships

in the game. Helping to offset this, the Intruder has the

advantage of always appearing near an enemy vessel when

combat begins. The VUX commander must be ready to fire

instantly, and make course adjustments to keep his laser

on target. If the enemy escapes and possesses any long or

intermediate range weapons, the VUX must immediately seek

out a planet and engage in a Gravity Whip. If the enemy

launches a seeking weapon, don’t forget to shoot at it as

it approaches. When the VUX nears its target, it should

slow by rotating to face the enemy and thrusting. Never

engage your enemy unless you have lots of fuel!


To make effective use of your limpets, deploy them in a

curtain, then turn and thrust ahead of where your enemy

must flee to avoid them. When the enemy is really gunked-up,

and you are fully recharged, use your laser to blast the

enemy ship’s hull. Remember, though the Yehat’s shield is

proof against your laser, your limpets pass through its

defenses unaffected.


Ur-Quan Dreadnought – Most experienced players would

probably say that either the Ur-Quan Dreadnought or the

Kohr-Ah Marauder is the most powerful ship in the game.

The Ur-Quan has an immensely powerful medium-long range

weapon that fires rapid fusion plas-ma blasts. It also has

the capability of launching pairs of autonomous, laser-

equipped fighters. Remember that each fighter represents

a depart-ing crew member. So if you are wounded to start

out with, don’t send off all but the last few of your crew

and risk defeat through a single lucky enemy shot. Also,

fighters expire if you don’t let them return to your ship.

Avoid high speed chases or your fighters will be left far

behind. Use fight-ers at short range and in conjunction

with your main weapon. For best results, chase an opponent

in one direction while you head off in the opposite

direction to meet him as he wraps around.


Kohr-Ah Marauder – The Kohr-Ah ship is one of the few ships

that is a good match for an Ur-Quan Dreadnought. The two

ships are comparable in speed, maneuverability, crew, and

energy regeneration. However, instead of firing plasma

blasts, the Kohr-Ah vessel fires missiles which continue

to move away from the ship until the Fire Button is

released. Once the Fire Button is released, these spinning,

metal blade-disks remain where they are placed. When an

enemy vessel draws near, it tracks on the vessel and closes

with it.


A Kohr-Ah commander will often first lay down a defensive

wall of blades around his ship, then litter an opponent’s

path with the spinning weapons. Only eight blades may be

present on the screen at any given time. When a ninth is

fired, the first one disappears.


The other capability of the Kohr-Ah ship is known by the

other alien races as “the Fiery Ring of Inevitable and

Eternal Destruction” or F.R.I.E.D. This is actually an

expanding ring of super-heated gases that can be used both

for defense and close range offense. When facing the

Ur-Quan, the Kohr-Ah is better off staying farther away,

and the Ur-Quan is better off closing.


Utwig Jugger – This slow, tubby craft is only a moderately

powerful ship. However, it is particularly well suited to

facing the Kohr-Ah and the Mycon. The Utwig, in addition

to its forward facing, wide area guns, has the special

capability of shielding itself. This shielding, however,

uses up energy which cannot be regenerated, so the trick

for Utwig commanders is to acquire more than they use.

Against ships that fire rapidly and continually, the

Utwig commander can find himself being tricked into

shielding unnecessarily and wasting his energy. The best

strategy for the Utwig is to close with the opponent’s

ship using a Gravity Whip when necessary, and time the

shielding to catch any incoming shots. DOGI’s from the

Chenjesu are an Utwig commander’s greatest fear, as they

quickly turn his ship into a sitting duck.


Thraddash Torch – The Torch is a difficult ship to master,

but can be quite potent when it is flown well. The normal

weapon of this ship is a simple long range weapon that does

a small amount of damage. The special capability of this

ship is to eject ultra high pressure bursts of plasma out

the rear of the craft. These propel the ship forward at

great speed and act as an effective turbo boost. Commanders

must learn to use this as their primary means of propulsion

rather than their engines, which actually slow the vessel

down. By using the rear ‘Torch’, commanders can stay far

away from shorter range ships, and hit enemies with its

long range weapon. When these Torch bursts are laid down

in a wall in the path of an oppo-nent that is moving a

lot, they can be a powerful offense.


These bursts can also be used defensively to block

incoming shots. This technique requires the Torch captain

to keep the rear of the ship facing the opponent whenever

it is not advantageous to be firing.


Supox Blade – The Supox Blade is another effective ship. In

combat situ-ations, any ship that can get another ship to

chase it is in an advanta-geous position. The Supox, with

its ability to reverse direction, is well suited to this

strategy. This is done by approaching a ship head-on.


As soon as that ship is in range, the Supox reverses the

direction of its thrust and flies backwards, shooting at

the ship that is all of a sudden following it. To travel

backwards, press the Thrust key and the Special key

simultaneously. Another capability of the Supox ship

is to move laterally. To perform this maneuver, press

the Special key and a Turn key simultaneously. This should

only be attempted by the most gifted of Supox commanders, as

it more often than not results in victory for your very happy



Pkunk Fury – Though small and holding few crew, the deft Pkunk Fury

sports miraculous features. The Fury’s main (and only) weapon is a

rapid-fire, very short-range mini-gun that launches streams of dense,

superheat-ed metals forward and to the sides. This unusual weapon

configuration allows the Fury to engage in certain non-traditional

combat moves, such as running broadside. The popular Death Blossom

attack is performed by flying adjacent to an enemy ship, and then

simultaneously rotating and firing to create a beautiful spiral of

destructive force.


The vessel’s energy is generated directly from the Pkunk captain’s

fierce mental emanations. By holding down the Special key, the player

instructs the captain to radiate these psionic energies. Accompanying

the regeneration are various insults and jibes spewed forth by the Pkunk

captain toward his opponent.


When a Pkunk ship is destroyed in combat it will frequently reappear –

instantly, and with no visible signs of damage. The Pkunk claim that

this resurrection is due to a trace of the blood of the gods, which

flows through each Pkunk as the result of some divine indiscretion on

their home world several thousand years ago. Other alien races believe

that the “res-urrected” vessels are in fact a mere projection generated

by Pkunk vessels which are cloaked with some kind of invisibility field.

To date, no one has explained why a “projection’s” weapons are

genuinely destructive.


Melnorme Trader – The primary weapon aboard the Melnorme (pro-nounced

Mehl-nor-may) Trader is a long-range, variable power blaster, fired by

holding down the Fire key and then releasing it. The Melnorme’s pro-

jectile becomes larger and more destructive while the Fire key is held.

The weapon has 4 degrees of power, reflected in the color of the

pulsating missile. A green weapon is weakest, next comes blue, purple,

and finally red. Each color change represents a doubling in the

strength of the weapon. The Melnorme ship will not regenerate energy

while “holding” the weapon; however, at these times the weapon acts

as a front shield for the ship.


The special power of the Melnorme Trader is a long-range confusion ray

which scrambles the enemy vessel control systems, causing the enemy to

tumble out of control. The effect lasts only a few seconds, so the

Melnorme must follow-up the attack with a powerful blaster strike, or

an additional whack with another confusion ray. Note that in order to

penetrate an enemy ship’s hardened control system, the Melnorme

confusion weapon drains almost half of its maximum supply of energy.


Chmmr Avatar – The Chmmr Avatar may be the most powerful ship in space

with a laser so dangerous that when fired, it ionizes the solar wind.

The laser strikes an enemy vessel’s hull with twice the destructive

force of the feared VUX laser. Orbiting around the Avatar are three

ZapSats – sturdy satellites that automatically fire their own laser

weapons at incoming ships and missiles.


The Chmmr Avatar’s special power is a tractor beam which generates a

focused beam of artificial gravity, pulling in an enemy vessel like

a fish on a line. The effect of the tractor depends on the size and

speed of the opposing ship.


The biggest threat to the Avatar is the Kohr-Ah Marauder’s fiery gas

ring which will instantly destroy any satellites it touches.


Orz Nemesis – This menacing manta craft was built for combat! Atop

the swift Nemesis is a rotating howitzer, which can pump out shells

at a high rate of fire over medium range. Unlike vessels whose weapons

are fixed forward, the Nemesis captain can swivel his gun fore, aft,

port, star-board, or anywhere in-between. To swivel the gun, the

player must hold down the Special key and then press the Rotate keys.


This ship’s most exciting feature is its Space Marines! Encased in

vacuum-fitted exo-skeletons, these relentless soldiers use their jet

packs to chase down enemy ships, and then burn entry holes through

their hulls. When launched (by pressing the Special key and the Fire

key simultaneously), each departing Marine decreases the Nemesis’

crew by one. Once inside the enemy ship, the Space Marines employ

basic search-and-destroy tactics, wreaking havoc on the soft

targets within. When an enemy ship is destroyed, any Marines onboard

will jet out of the exploding hulk, and return to the Nemesis for

more fuel and ammunition. Opponents would be wise to remember that

Space Marines receive special training in using the Leyland Whip

maneuver, and are exceptionally adept using a planet’s gravity to

speed them toward their target.


Druuge Mauler – This ship is perfect for sharp-shooters since its

only weapon is a high-velocity, very long-range cannon. When fired,

the recoil of the massive discharge will send the Mauler sailing

backwards. Should the heavy projectile strike its target, the enemy

vessel gets a similar shove. The experienced Druuge commander can

use this recoil effect as a super-thruster. The Druuge Mauler has

pitifully slow energy regeneration and when unable to shoot the

ship is a sitting duck. To compensate for this weakness, the Druuge

has a matter-to-energy converter that transforms crew members into

instant bursts of power. Each time the special power is activated,

one crew will be “tossed into the furnace.”


Zoq-Fot-Pik Stinger – The Zoq-Fot-Pik Stinger is a flimsy ship whose

main weapon is a spray of minute anti-matter particles which

annihilate a tiny portion of the enemy ship’s hull, releasing

colossal amounts of heat and light.


The Zoq-Fot-Pik’s special power is a point-blank range attack.

Should the Stinger maneuver adjacent to an enemy vessel, it can

quickly extend a rigid, alloy tube from the front of the ship,

similar to an insect’s proboscis. If the tube strikes the enemy

ship’s exterior, it bores a tiny hole through the hull metal and

injects a high-pressure stream of hot plasma into the interior of

the vessel.


Slylandro Probe – The Slylandro Probe tumbles through space

devouring asteroids and zapping anything it can catch with massive

electrical dis-charges. Like a shark, the Probe must continually

move, constantly twisting its invisible magnetic scoops to

scavenge interstellar hydrogen for its internal fusion generator.

While the player cannot cause the Probe to stop, the rotational

controls will cause a change in its trajectory, and the thrust

control will make the Probe reverse direction instantly. Gravity

has no effect on this vessel; however, impacting the planet will

be severely damaging.


The Probe’s best combat strategy is to first energize its

lightning batteries by moving close to an asteroid and use its

special power to pulverize the rock and absorb it as energy.

Then the Probe must move toward its opponent, dodging all

incoming missiles. When it has gotten close enough for the

screen to zoom it to the most magnified view, the Probe should

unleash its auto-fire lightning until its batteries are

exhausted, all the while maneuvering to stay behind its opponent.




The Multi-Function Modules initially available at the Starbase



Planetary Lander            Maximum: 10

This Module is actually a separate vehicle which you can

launch from your flagship and send down to a planet surface.

Although a planet lander appears to have been built to carry a

crew of 2 Precursors, 12 human crew members can fit inside. You

may wish to carry more than one lander, since you may lose a

lander due to hostile conditions on alien planet surfaces.


Thruster                        Maximum: 11

Thrusters lock into place on your warp outrigger units,

increasing your acceleration and maximum velocity and making

travel through space less time-consuming. Fuel cost for

HyperSpace travel remains constant, regard-less of how many

thrusters you have on board your vessel.


Turning Jets       Maximum: 8

Turning Jets also fit in your outrigger units, but their

function is to let your flag-ship turn more rapidly. Turning

Jets are most important for rapid maneuvering in combat.


Crew Pod                      Maximum: 16

These modules provide living quarters and life-support

for up to 50 addi-tional crew members. When you purchase

a Crew Pod, it will be empty. To fill it with new crew,

visit the SHIPYARDS in the Earth Starbase.


Cargo Bay                      Maximum: 16

Cargo Bays hold up to 500 units of minerals or other

cargo each. To see how much available cargo space your

flagship possesses, use the CARGO command in the

MANIFEST command menu. To remove a Cargo Bay, it must

first be emptied, typically by visiting the Starbase



Fuel Tank                      Maximum: 16

Each Fuel Tank Module holds 50 units of fuel which is

enough to take your flagship halfway across known

space. Of course, if you are making a lot of planet

landings, or are employing a powerful device, you

may wish to increase your fuel capacity with more

Tanks. Fuel Tanks are purchased empty, but can be

filled from the Earth Starbase OUTFIT menu. You can-

not remove a fuel tank module unless it is empty.


Dynamo                         Maximum: 16

Dynamos are finely engineered pieces of equipment

whose function is to supply raw energy to your

weapons systems by augmenting your normal combat

batteries. A classic mistake in ship configuration

is to load down a vessel with multiple weapons, but

not include an appropriate number of Dynamos. The

result is a ship whose firing rate is atrocious.


Ion-Gun Racks    Maximum: 3 each

Ion-Gun Racks are poly-channel combat units which

concentrate the raw energy of your ship’s batteries

and Dynamos into a focused destructive projectile.

Depending on the exact placement of an Ion-Gun Rack

or other weapon module, the ship will fire in one or

more directions simultaneously. The most weapons you

can have on your ship is four. The module slots in

which you can put a weapon are marked in blue.


WEAPON POSITION                                FIRING EFFECT

First (right most) slot      Fires Forward

Second slot                                Fires a spread

Third slot                                               Fires to both sides

Last (left most) slot                    Fires backwards


It is recommended that you balance the number of Ion-Gun Racks

on your vessel with 1/3 to 1/2 as many Dynamo Modules to

provide your ship with an adequate rate of fire in combat.


Other Modules Maximum: Unknown New types of Modules will

become available at the Earth Starbase as the game progresses.

The function and cost of such Modules will be explained as

they are made available.


Game Credits

Programming                             Fred Ford

Game Design and Fiction             Paul Reiche III

Additional Design                        Greg Johnson, Fred Ford,

                                                            Robert Leyland and Greg Hammond

Art                                                        George Barr, Paul Reiche III,

                                                            Erol Otus, Kyle Balda,

                                                            Greg Johnson, and Armand Cabrera

Sound Effects                             Paul Reiche III, Erol Otus,

                                                            Fred Ford

Music                                        Riku Nuottajarvi, Dan Nicholson,

                                                            Marc Brown, Aaron Grier,

                                                            Eric Berge, Kevin Palivec, Erol

                                                            Otus and Tommy Dunbar

Producer                                               Pam Levins

Assistant Producer                      Robert Daly

Testing                                      Tomi Quintana and Joel Dinolt

Manual                                      Paula Polley, Paul Reiche III and

                                                            Dick Moran

Manual Illustrations                    Jeff Rianda and George Barr

Online Manual Adaptation            W.D. Robinson & Alisa Schaefbauer

Manual Updates                                     Harvey Bush, David Foster, Daniel

                                                            Grove, Josh Huynh, Ray Massa,

                                                            W.D. Robinson, Bobby Tait




Accolade warrants for a period of 90 days from the date of purchase

by the orignal purchaser of the Software that the recording medium

on which it is recorded will be free from defects in materials and

workmanship. Defective media which has not been subjected to

misuse, excessive wear or damage due to carelessness

may be returned during the 90 days period without charge.


After the 90-day period, defective media may be replaced in the

United States for $10 (U.S. dollars; plus 7.75% sales tax if the

purchaser resides in California). Make checks payable to Strategic

Simulations, Inc. and return to Accolade, Inc. 5300 Stevens Creek

Blvd, Suite 500, San Jose, CA 94086.



This computer software product (the Software) and user manual are

provided to the Customer under license from Accolade, Inc. and are

subject to the following terms and conditions, to which the Customer

agrees by opening the package of the Software, or using the Software:

Granting of this license does not transfer any right, title or

interest in the Software, or user manual to the Customer except as

expressly set forth in this License Agreement. The Software and user

manual may not be duplicated or copied for any reason. The Customer

may not transfer or resell the Software or user manual.


Star Control II is a trademark of Accolace, Inc. Portions (c)1992

PaulReiche III & Fred Ford. Game (c)1992 by Accolade, Inc. All

rights are reserved. Neither the Software nor the user manual may

be duplicated or copied for any reason. The customer may not

transfer or resell the Software or user manual.


The remedies provided above are the Customer's sole and exclusive

remedies. In no event shall Accolade, Inc. be liable for any direct,

indirect, special, incidental or consequential damages with respect

to the Software or the user manual. Except as provided above,

Accolade, Inc. makes no warranties, either expressed or implied,

with respect to the Software or user manual, and expressly disclaims

all implied warranties, including, without limitation, the warranty

of marchantability and of fitness for a particular purpose.


All other trademarks and registered trademarks are the properties

of their respective owners.






Technical Support Information

Star System Details

The 20 Overall Richest Star Systems

The 20 Most Mineral Rich Star Systems

The 20 Most Life Rich Star Systems

A Complete List of all Star Systems and their Contents

Rainbow World Locations

Alien Homeworld Locations

New Alien Races Biographies






















Alien Lifeform Details

Puzzles and Mysteries Explained

            Ariloulaleelay: The Location of their Secret Homeworld

            Aqua Helix: From Whom and Where to Steal It

            Burvixese 'Caster: Where to Find It

            'Casters: What to Do with Them

            Chmmr: Speeding the Process

            Clear Spindle: Where to Get It

            Deep Child Egg Case Fragments: Where to Find Them

            Druuge: How to Trade in Good Conscience

            Fwiffo: Making Friends with the Spathi Captain on Pluto

            Kohr-Ah: Slowing their Death March

            Ilwrath: How to Get Rid of the Pesky Monsters

            Orz: Hosting an *Alliance Party*

            Pkunk: Becoming Friends

            Pkunk: Stopping their Migration to Yehat Space

            Portal Spawner: A Map of QuasiSpace-HyperSpace Shortcuts

            Rosy Sphere: Where to Buy It

            Sa-Matra: How to Destroy It

            Shofixti: Resurrecting the Species

            Slylandro Probes: How to Stop Them

             Spathi: Forming an Alliance

            Starbase Commander: Convincing Him to Help You

            Sun Device: How to Acquire It

            Syreen: Forming an Alliance

            Syreen: Locating the Ship Vault

            Talking Pet: Enlisting its Assistance

            Taalo Shield: How to Acquire It  

            Thraddash: Forming an Alliance

            Ultron (Broken): How to Effect Repairs

            Umgah: Forming an Alliance

            Utwig Bomb: Amplifying its Destructive Power

            VUX: Apologies, Apologies

            Winning the Game: In a Nutshell

            Words: Getting the Ur-Quan and Kohr-Ah to Reveal their Past

            Yehat: Triggering the Revolution

            ZEX: Dealing with the Eccentric Admiral

            Zoq-Fot-Pik: Forming an Alliance

            Giveaway Clues




This document ontains everything you need to know to win Star Control

II -The Ur-Quan Masters, plus a whole lot more. Secret histories will

be revealed and dark motives hauled into the light of day. We'll also

pro-vide you with more details about the stars, planets, ships, and

alien races than you can absorb in a light year (all right, maybe a

light week).


There is only one rule about this book; it's not meant to be read.

That's right, it's strictly to build your confidence. Having it handy

assures that you can always find the answer to a perplexing problem.

But to actually read it, well now, that's quite another matter. After

all, you don't want to spoil the fun, do you? I mean, if you know all

the secrets, the game won't be any challenge! Star Control II was

hard to make, so it should be hard to play. Right? What's that? We

may be crazier than a loboto-mized mooncalf, but you're not! You have

a point. Here, read all you want! The answer to every mystery is in

your hands at a mere flip of a page. Now, if you'll excuse us, we're

due for some serious couch time.


Enjoy! Enjoy!


Paul Reiche III and Fred Ford

(developers of Star Control II)




The 20 Overall Richest Star Systems


                                                            Mineral Totals                Biological Totals

Star System                                           and Best Worlds             and Best Worlds

-----------                                              ---------------                 -----------------

Delta Aurigae                                         11005 (7,2a,1b)             256 (2,1b,1a)

Beta Carinae                                          7982 (2,9d,9b)               304 (4,3b,7a)

Beta Scorpii                                           12680 (5,7,3)                 178 (8b,6,3)

Beta Circini                                            6897 (7,8,3)                  248 (3a,1,2a)

Delta Sextantis                                       5901 (9,3,6)                  322 (5a,1,2b)

Beta Tauri                                             5747 (5a,7,5b)               277 (1,5b,5a)

Alpha Olber                                           6940 (3,6b,1)                 241 (3,7,6a)

Epsilon Draconis                                     7298 (1,9,2a)                 230 (8a,2a,7)

Zeta Scorpii                                           4134 (9,9a,5)                 309 (9a,8,3)

Gamma Tauri                                         7307 (1c,5b,4d)             219 (2b,1a,3b)

Gamma Geminorum                                2388 (4a,4c,4b)             341 (3,1,4c)

Epsilon Scuti                                          8365 (5b,4,3a)               175 (5b,3b,5d)

Lambda Hyades                                      1949 (6,4,3)                  329 (7,1,4a)

Beta Vulpeculae                                     6208 (5d,5a,3)               214 (2d,6,2a)

Gamma Circini                                       4903 (6,3,1)                  247 (6,2,5)

Delta Chandrasekhar                              4299 (4,1,8)                  259 (3,6,7d)

Aldebaran                                              6488 (5c,2,4)                 201(2a,2,5a)

Kappa Hyades                                        4736 (6,1,2)                  186 (2,9a)

Fomalhaut                                             4158 (1,5a,2)                 191 (5a,5b,4)

Alpha Chandrasekhar                              4799 (1,9b,7c)               175 (2,5a,9b)



The 20 Most Mineral Rich Star Systems


                                                            Mineral Totals

Star System                                           and Best Worlds

------------                                             ---------------

Beta Scorpii                                           12680 (5,7,3)

Delta Tauri                                            12080 (2,1,7)

Alpha Ceti                                              11739 (2,6b,5a)

Alpha Centauri                                       11476 (3,8,1)

Delta Aurigae                                         11005 (7,2a,1b)

Beta Cephei                                           10447 (6,9b,4)

Zeeman                                                 10421 (5a,4a,6b)

Zeta Vulpeculae                                     9404 (3a,7,1)

Beta Normae                                          9153 (3,7,2)

Delta Brahe                                            9100 (1,3,9a)

Alpha Antliae                                         8734 (8c,5,3)

Alpha Columbae                                     8370 (5,4a,4b)

Epsilon Scuti                                          8365 (5b,4,3a)

Alpha Ptolemae                                      8055 (7a,7d,6c)

Beta Persei                                            8037 (6,3c,5a)

Beta Carinae                                          7982 (2,9d,9b)

Zeta Volantis                                          7912 (7,6,3)

Epsilon Normae                                      7718 (4,6,3b)

Alpha Crucis                                          7702 (2a,5,4a)

Iota Hyades                                           7379 (2,1,7a)



The 20 Most Life Rich Star Systems


                                                            Biological Totals

Star System                                           and Best Worlds

-----------                                              -----------------

Gamma Geminorum                                341 (3,1,4c)

Lambda Hyades                                      329 (7,1,4a)

Delta Sextantis                                       322 (5a,1,2b)

Zeta Scorpii                                           309 (9a,8,3)

Beta Carinae                                          304 (4,3b,7a)

Beta Tauri                                             277 (1,5b,5a)

Gamma Sextantis                                   271 (3b,3a,1)

Delta Chandrasekhar                              259 (3,6,7d)

Alpha Sextantis                                      257 (3,1b,1a)

Zeta Orionis                                           257 (5,4)

Delta Aurigae                                         256 (2,1b,1a)

Beta Corvi                                              255 (1,6,3)

Epsilon Sextantis                                    253 (2,3,6a)

Alpha Trianguli                                       252 (1,5,8b)

Beta Circini                                            248 (3a,1,2a)

Gamma Circini                                       247 (6,2,5)

Alpha Olber                                           241 (3,7,6a)

Gamma Mensae                                     234 (4,4a,7b)

Alpha Giclas                                           231 (4,7c,7a)

Epsilon Draconis                                     230 (8a,2a,7)



A Complete List of all Star Systems and their Contents


                                                            Mineral Totals                Biological Totals

Star System                                           and Best Worlds             and Best Worlds

-----------                                              ---------------                 -----------------

Achernar                                               389(2,1)                        0

Alcor                                                     2906(6a,1,2a)                42 (2c)

Aldebaran                                              6488 (5c,2,4)                 201 (2a,2,5a)

Algol                                                     330 (5,6,4)                    0

Almagest                                               1959 (2,3,1)                  62 (2)

Altair                                                     5107 (3,5,4)                  146 (2,3a)

Andromedae Alpha                                 4317 (3,1,4)                  46 (5a,6)

Andromedae Beta                                   180 (1)                          0

Antares                                                 1942 (6b,5,6c)               5 (6a)

Antliae Alpha                                         8734 (8c,5,3)                 38 (3)

Antliae Beta                                           356 (1,2)                       0

Antliae Gamma                                      2764 (2,1)                     0

Antliae Delta                                          2049 (4,1,3c)                 43 (1,2)

Antliae Epsilon                                       4270 (2,6,8a)                 75 (4a,3,2)

Antliae Zeta                                           3409 (4,3b,1a)               104 (1b)

Apodis Alpha                                          3444 (1,2,3a)                 0

Apodis Beta                                           5292 (2,6b,3)                 75 (9b,9a,6b)

Apodis Gamma                                       3061 (6a,8b,6c)             81 (9b,1)

Apodis Delta                                          544 (1)                          0

Aquarii Alpha                                         56 (1)                           107 (1)

Aquarii Beta                                           6089 (5c,6d,8)               90 (1a,1,2)

Aquarii Gamma                                      3022 (1,3,7)                  68 (5)

Aquarii Delta                                          1175 (2,1,3)                  0

Aquarii Epsilon                                       944 (4b,5,1)                  0

Aquarii Zeta                                           1075 (2,1)                     0

Aquarii Eta                                             3526 (3,5,7)                  151 (4,3)

Aquilae Alpha                                         1351 (3,2)                     0

Aquilae Beta                                          826 (1)                          0

Aquilae Gamma                                      2326 (8,4d,5a)               207 (1,8,2)

Aquilae Delta                                         3993 (3,1,2a)                 76 (1,5)

Aquilae Epsilon                                       388 (3a,6,5)                  9 (1)

Arae Alpha                                            2895 (1,1a)                   12 (1a)

Arae Beta                                              2422 (3,2,4)                  0

Arae Gamma                                         184 (1)                          0

Arae Delta                                             1311 (2,6,7)                  96 (6)

Arae Epsilon                                          364 (1,2)                       0

Arcturus                                                1420 (1,4,5)                  176 (1a,1)

Arianni Alpha                                         193 (1)                          0                     

Arianni Beta                                           1493 (2,1a,1b)               0

Arianni Gamma                                      1127 (4a,1,2c)               138 (4a,1,2b)

Arietis Alpha                                          135 (1)                          0

Arietis Beta                                            1086 (1)                        58 (1)

Arietis Gamma                                       1401 (1,2b,2)                 0

Arietis Delta                                           270 (2,1)                       49 (2)

Arietis Epsilon                                        567 (2,3,1)                    0

Aurigae Alpha                                        5230 (6b,2,6a)               104 (3,5a,2a)

Aurigae Beta                                          952 (1,4a,2)                  0

Aurigae Gamma                                     7343 (7,3b,2a)               141 (2a,3d,2c)

Aurigae Delta                                         11005 (7,2a,1b)             256 (2,1b,1a)


Bellatrix                                                 2231 (1,2,3)                  0

Betelgeuse                                             2816 (3a,3b,3)               184 (1,3)

Bootis Alpha                                           2868 (5,2,1)                  228 (4a,2,4c)

Bootis Beta                                            835 (1,3,2)                    0

Bootis Gamma                                        1842 (5,2,3)                  0         

Bootis Delta                                           435 (2a,2,1)                  0

Bootis Epsilon                                         676 (1a,2,5a)                 0

Bootis Zeta                                            228 (2,1a)                     0

Bootis Eta                                              3125 (4,3a,7)                 0

Brahe Alpha                                           831 (3,1,5)                    126 (2,6)

Brahe Beta                                             4752 (1,3a,3b)               0

Brahe Gamma                                        3619 (1,2)                     0

Brahe Delta                                            9100 (1,3,9a)                 91 (8b,4)

Brahe Epsilon                                         270 (4a,1,3)                  60 (1)

Brahe Zeta                                             772 (1,2b,2a)                 0


Caeli Alpha                                            612 (1b,1a,1d)               0

Caeli Beta                                              909 (1,4,3)                    22 (2)

Caeli Gamma                                         2180 (2a,1c,2)               66 (2a)

Caeli Delta                                             595 (1a,2b,1b)               0

Caeli Epsilon                                          2347 (1b,1c,1a)             0

Camelopardalis Alpha                             1631 (1,3,4b)                 38 (4a)

Camelopardalis Beta                               3033 (1b,3,1c)               65 (7,1a)

Camelopardalis Gamma                          3824 (5b,2,1)                 92 (4)

Camelopardalis Delta                              1743 (1,4,7)                  0

Camelopardalis Epsilon                           862 (1a,1,2)                  0

Camelopardalis Zeta                               897 (2,1c,1a)                 23 (2)

Camelopardalis Eta                                 607 (4,3,2a)                  126 (3,1)

Camelopardalis Theta                             1315 (5b,3,4b)               0

Camelopardalis Iota                                1131 (3,2,1a)                 0

Cancri Alpha                                          2082 (3,1,2)                  79 (3,1)

Cancri Beta                                            970 (1a,1,1b)                 104 (1b)

Cancri Gamma                                       854 (3,1,2)                    0

Cancri Delta                                           681 (1a,1c,1d)               0

Canopus                                                260 (1)                          0         

Capella                                                  1248 (1,2)                     0

Capricorni Alpha                                     114 (1)                          24 (1)

Capricorni Beta                                      2042 (2b,2a,2c)             89 (2a)

Capricorni Gamma                                  120 (1)                          0

Carinae Alpha                                        2080 (1)                        0

Carinae Beta                                          7982 (2,9d,9b)               304 (4,3b,7a)

Carinae Gamma                                     176 (1a,1b)                   0

Cassiopeiae Alpha                                  645 (1a,1d,1b)               0

Cassiopeiae Beta                                    1401 (5,4,5a)                 45 (3)

Cassiopeiae Gamma                               2993 (4b,3,2b)               102 (1,3)

Cassiopeiae Delta                                   1503 (1,4,3a)                 0

Cassiopeiae Epsilon                                3323 (1,2)                     0

Centauri Alpha                                       11476 (3,8,1)                 0

Centauri Beta                                         3377 (3c,1c,1b)              92 (3b,5)

Centauri Gamma                                    1461 (1,2,1a)                 0

Centauri Delta                                        3921 (2a,6,4)                 186 (2a)

Centauri Epsilon                                     572 (1)                          0

Centauri Zeta                                         2193 (1c,4,2a)               56 (1a)

Cephei Alpha                                         4687 (3,1,7)                  0

Cephei Beta                                           10447 (6,9b,4)               75 (1a,2a,4)

Cerenkov Alpha                                      5720 (5,2b,7b)               155 (1,9)

Cerenkov Beta                                        1123 (6a,7a,6)               10 (7a)

Ceti Alpha                                              11739 (2,6b,5a)             0

Ceti Beta                                               4334 (3,2b,6)                 105 (2a)

Ceti Gamma                                           1900 (5,3a,2)                 47 (2,1)

Ceti Delta                                              4872 (9a,5a,5c)             55 (5d,4)

Ceti Epsilon                                            2508 (2a,1,4)                 0

Ceti Zeta                                               2199 (6,5,3)                  86 (3)

Ceti Eta                                                 1466 (3,5,8a)                 0

Chamaeleonis Alpha                               6653 (4,5b,6)                 148 (5b,5d,3)

Chamaeleonis Beta                                 1298 (1,5,2)                  216 (5,8,7)

Chamaeleonis Gamma                            2472 (1b,2,3)                 85 (1b)

Chamaeleonis Delta                                136 (1)                          0

Chamaeleonis Epsilon                             2011 (7a,4,5)                 101 (7a,7b)

Chamaeleonis Zeta                                 808 (1a)                        0

Chamaeleonis Eta                                   4752 (5b,1,2a)               103 (5b,5d)

Chamaeleonis Theta                               534 (1)                          0

Chamaeleonis Iota                                  5668 (4,1,7b)                 84 (1)

Chamaeleonis Kappa                              4356 (1a,1c,1b)             47 (1c,1a)

Chandrasekhar Alpha                              4799 (1,9b,7c)               175 (2,5a,9b)

Chandrasekhar Beta                               4350 (2,1)                     0

Chandrasekhar Gamma                           1613 (4a,6,5)                 12 (3a,5)

Chandrasekhar Delta                              4299 (4,1,8)                  259 (3,6,7d)

Chandrasekhar Epsilon                            144 (1)                          0

Circini Alpha                                          6053 (4d,1c,6c)             122 (2b,5)

Circini Beta                                            6897 (7,8,3)                  248 (3a,1,2a)

Circini Gamma                                       4903 (6,3,1)                  247 (6,2,5)

Circini Delta                                           2283 (2,6d,4)                 28 (4,2,7a)

Circini Epsilon                                        1543 (2,7,1)                  35 (1)

Circini Zeta                                            3129 (4,7a,3a)               86 (1,7a,3a)

Columbae Alpha                                     8370 (5,4a,4b)               0

Columbae Beta                                       64 (1)                           0

Columbae Gamma                                  1116 (1)                        11 (1)

Copernicus Alpha                                   54 (1)                           0

Copernicus Beta                                     5770 (1,3,2a)                 0

Copernicus Gamma                                1610 (8c,4,7)                 0

Corvi Alpha                                            (Victim of interdimensional fatigue)

Corvi Beta                                              1766 (7,6,2)                  255 (1,6,3)

Corvi Gamma                                         1566 (2,4,1)                  0

Corvi Delta                                             129 (1)                          0

Corvi Epsilon                                          898 (1a,5,1b)                 219 (1a,1c,7)

Corvi Zeta                                              1520 (5d,5a,6b)             195 (4a,4b)

Corvi Eta                                               709 (5b,4b,4a)               100 (5b,4b)

Crateris Alpha                                        2533 (5a,4,5b)               0

Crateris Beta                                          1773 (3,7,5)                  18 (1)

Crateris Gamma                                     4309 (5a,1a,2)               30 (2)

Crateris Delta                                         3726 (4a,9a,6b)             172 (9,4a,1)

Crateris Epsilon                                      1245 (2,4,4a)                 109 (1,4)

Crateris Zeta                                          403 (2b,2a,1a)               0

Crateris Eta                                           598 (1,2a,2c)                 6 (2b)

Crateris Theta                                        1769 (3,1,4c)                 0

Crucis Alpha                                          7702 (2a,5,4a)               7 (1a,3)

Crucis Beta                                            2492 (2a,2,3)                 164 (2,1)

Crucis Gamma                                       999 (4a,3b,1a)               0

Crucis Delta                                           1007 (1a,1c,1d)             106 (1d,1a)

Cygnus Alpha                                         3492 (2,5,6)                  28 (4)

Cygnus Beta                                           4019 (5a,2a,4)               114 (4,3)

Cygnus Gamma                                      103 (1)                          0

Cygnus Delta                                          1561 (2,1,3a)                 182 (1,3b)

Cygnus Epsilon                                       181 (3,2,1)                    0


Delphini Alpha                                        942 (1,3,5c)                   0

Delphini Beta                                          350 (1)                          0

Deneb                                                   352 (3,2,1)                    0

Doradus Alpha                                       189 (1)                          0

Doradus Beta                                         2109 (4,5,1)                  208 (3b,4,2b)

Draconis Alpha                                       554 (2b,1,2a)                 0

Draconis Beta                                         3008 (6a,3b,7b)             60 (6a,7c,5c)

Draconis Gamma                                    5590 (3c,7,3a)               155 (3b,3a,3c)

Draconis Delta                                        2720 (4,8,2b)                 122 (2a,1,3)

Draconis Epsilon                                     7298 (1,9,2a)                 230 (8a,2a,7)

Draconis Zeta                                         1695 (1,7b,8a)               30 (4)

Draconis Eta                                          683 (1c,1d,1b)               50 (1a)

Draconis Theta                                       3131 (1,3,4)                  0

Draconis Iota                                         2581 (1,5,2)                  123 (1)

Draconis Kappa                                      3783 (2,4,5)                  16 (5)

Draconis Lambda                                    2525 (3,2,2a)                 49 (2,6)

Draconis Mu                                           801 (4,2b,2a)                 0

Draconis Nu                                           616 (2a,1,2c)                 55 (2a)

Draconis Xi                                            493 (2a,2b,1)                 0


Equulei Alpha                                         4832 (1,3b,3a)               0

Equulei Beta                                           532 (4,2,1)                    92 (1)

Eridani Alpha                                         2022 (1b,1a,1c)             0

Eridani Beta                                           3938 (4,1a,3c)               41 (3d,3c)

Eridani Gamma                                      5541 (1,2b,2a)               0

Fomalhaut                                             4158 (1,5a,2)                 191 (5a,5b,4)

Fornacis Alpha                                       4221 (5,2,1)                  4 (1)

Fornacis Beta                                         2445 (5b,3,6a)               114 (3,6a)

Fornacis Gamma                                    1651 (1,2c,2a)               47 (2c,1)

Fornacis Delta                                        1317 (3,4,5)                  0

Fornacis Epsilon                                     1438 (4,2a,1)                 0

Fornacis Zeta                                         1751 (5,2,3c)                 49 (3b,3c,3a)

Fornacis Eta                                           513 (1,3,2a)                  0


Geminorum Alpha                                   4257 (4b,2,5)                 0

Geminorum Beta                                    4245 (1a,1c,3b)             105 (1b,4,1a)

Geminorum Gamma                                2388 (4a,4c,4b)             341 (3,1,4c)

Geminorum Delta                                   257 (1)                          3 (1)

Giclas Alpha                                           3663 (7b,7a,4)               231 (4,7c,7a)

Giclas Beta                                             1850 (4a,3,2)                 0

Giclas Gamma                                        323 (2,3)                       0

Giclas Delta                                            3346 (8,2,1)                  16 (8)

Giclas Epsilon                                         904 (1)                          0

Giclas Zeta                                             2225 (1a,3b,3c)             0

Giclas Eta                                              4236 (4,2,3a)                 37 (5)

Giclas Theta                                           1548 (6,7,2a)                 80 (4,2c)

Gorno Alpha                                           4051 (2,8,3)                  203 (1,6a)

Gorno Beta                                            664 (2,3b,3a)                 172 (2,3a)

Gorno Gamma                                        1748 (3,5,4)                  0

Gorno Delta                                           3479 (4,6,5)                  75 (4,5)

Gorno Epsilon                                         311 (1)                          0

Groombridge                                          1056 (1)                        0

Gruis Alpha                                            112 (1)                          0

Gruis Beta                                              1949 (2,1)                     103 (1)

Gruis Gamma                                         3006 (1,3a,3b)               10 (3b)

Gruis Delta                                             1060 (3a,1a,4d)             104 (1a)

Gruis Epsilon                                          281 (1a,1)                     32 (1)

Gruis Zeta                                              1768 (1b,1a)                  105 (1a)

Gruis Eta                                               1623 (3c,1,3a)               0


Herculis Alpha                                        6846 (2,3,2a)                 99 (3,2,1a)

Herculis Beta                                          213 (2,1)                       0

Horologii Alpha                                       1584 (6,1a,5)                 154 (2,5)

Horologii Beta                                        2438 (1,6d,5)                 150 (6a,2)

Horologii Gamma                                    575 (2,3,1)                    23 (3)

Horologii Delta                                       159 (2,1)                       0

Horologii Epsilon                                     1032 (2,1)                     0

Horologii Zeta                                        1796 (3,4,7)                  0

Horologii Eta                                          1284 (4,2a,1a)               0

Horologii Theta                                      201 (1)                          0

Horologii Iota                                         1854 (7,4,6)                  0

Horologii Kappa                                      5371 (4,6d,7)                 79 (6d,5b,6a)

Horologii Lambda                                   1638 (1,2,3)                  0

Hyades Alpha                                         6015 (1,3b,7)                 11 (8)

Hyades Beta                                           2710 (5,2,1)                  192 (4,2)

Hyades Gamma                                      1386 (3,1,4)                  124 (3,2c)

Hyades Delta                                          2436 (3,6,9a)                 0

Hyades Epsilon                                       1133 (2c,6,7)                 77 (4,3,2a)

Hyades Zeta                                           3756 (9,1,2)                  86 (3,8,5)

Hyades Eta                                            2840 (2,3b,5a)               80 (3a,5a)

Hyades Theta                                         2493 (1,2c,2a)               0

Hyades Iota                                           7379 (2,1,7a)                 72 (2,7b)

Hyades Kappa                                        4736 (6,1,2)                  186 (2,9a)

Hyades Lambda                                      1949 (6,4,3)                  329 (7,1,4a)

Hydrae Alpha                                         3869 (3a,5,6)                 201 (2,1,5)

Hydrae Beta                                           239 (1a,1b)                   0

Hydrae Gamma                                      575 (4c,3,4d)                 10 (4c)

Hyginus Alpha                                        705 (2,4a,1)                  0

Hyginus Beta                                          1515 (4,1,5)                  0

Hyperion                                                826 (2a,2b,3)                 0


Illuminati Alpha                                      4694 (1,4,5)                  64 (6)

Illuminati Beta                                        715 (1,2a,2b)                 0

Illuminati Gamma                                   4401 (9a,6,4a)               101 (6,2)

Illuminati Delta                                       2064 (5a,2d,2a)             6 (5a)

Illuminati Epsilon                                    612 (4,1)                       0

Illuminati Zeta                                        1270 (6,3,9)                  50 (3)

Illuminati Eta                                          3786 (2c,6b,8)               43 (1a,6b)

Illuminati Theta                                      1668 (1c,4,2)                 0

Indi Alpha                                              639 (1,1a,2a)                 0

Indi Beta                                                208 (1,2)                       0


Kepler Alpha                                          5881 (5b,5d,3)               96 (6a,1,8d)

Kepler Beta                                            1274 (2a,2b,3)               0

Kepler Gamma                                       1011 (1)                        144 (1)

Klystron Alpha                                        392 (3,2,4)                    0

Klystron Beta                                          1193 (5c,1,4)                 0

Krueger Alpha                                        1638 (3,2a,2)                 0

Krueger Beta                                          538 (3,2,1)                    0

Krueger Gamma                                     2152 (3,1a,2)                 30 (2)

Krueger Delta                                         1150 (1c,1b,1a)             42 (4)

Krueger Epsilon                                      935 (4a,4b,3)                 6 (4b)

Krueger Zeta                                          2850 (2,3,1)                  19 (3)


Lacaille Alpha                                         2640 (7d,2,1)                 42 (8,4a)

Lacaille Beta                                          45 (1)                           30 (1)  

Lacaille Gamma                                      5594 (3b,6,5b)               91 (3b,3a,5a)

Lacertae Alpha                                       2019 (1,2a,2)                 6 (2)

Lacertae Beta                                         1169 (2,3a,4)                 86 (3a,3c)

Lalande Alpha                                        1000 (1,2)                     0

Lalande Beta                                          1604 (2,1)                     72 (2)

Lalande Gamma                                     225 (1)                          0

Lalande Delta                                         1071 (4,3,1a)                 100 (4)

Lentilis Alpha                                         982 (1,2)                       57 (2,1)

Lentilis Beta                                           4881 (3a,5,3b)               114 (2,1)

Lentilis Gamma                                      887 (6b,3,4b)                 26 (4b,6a)

Lentilis Delta                                          1028 (3,1c,1a)               55 (2)

Leonis Alpha                                          4363 (5,4,1)                  123 (1,2b)

Leonis Beta                                            2746 (2,3,4b)                 0

Leonis Gamma                                       7138 (2,4,6)                  71 (8,2,2a)

Leporis Alpha                                         1674 (2b,5,3)                 0

Leporis Beta                                           3084 (1,5,8)                  155 (8,7a,1)

Leporis Gamma                                      3023 (1,2,4)                  0

Librae Alpha                                          4737 (1b,1d,1c)             55 (2,5)

Librae Beta                                            986 (1b,1,1a)                 48 (1b,1)

Librae Gamma                                       138 (1b,1a)                   31 (1a)

Librae Delta                                           53 (2a)                          20 (2a)

Librae Epsilon                                        635 (1)                          0

Librae Zeta                                            1133 (1)                        65 (1)

Librae Eta                                              2027 (2,1,2b)                 6 (2b)

Lipi Alpha                                              3290 (2a,6b,2b)             56 (8,3c)

Lipi Beta                                                3033 (5,4c,1)                 60 (1)

Lipi Gamma                                           954 (2a,2b,1)                 0

Lipi Delta                                               525 (1,2a,2b)                 0

Lipi Epsilon                                            2385 (1,2a,2c)               0

Luyten Alpha                                          223 (2,1)                       0

Luyten Beta                                            2062 (4,2,7)                  189 (8b,9a,8d)

Luyten Gamma                                       6059 (2,3,4)                  124 (6b,8b,5a)

Lyncis Alpha                                           1150 (3,4,2)                  30 (3)

Lyncis Beta                                            1773 (7,4,6)                  8 (5)

Lyncis Gamma                                        671 (3a,1,2)                  0

Lyncis Delta                                           153 (1)                          55 (1)

Lyncis Epsilon                                         2908 (6,3c,1)                 198 (3a,1,2)

Lyncis Zeta                                            801 (2,4a,5)                  0

Lyncis Eta                                              563 (1,3,2)                    0

Lyncis Theta                                          3789 (1,5a,4)                 62 (3)

Lyrae Alpha                                           507 (1,2)                       0

Lyrae Beta                                             2431 (5,3c,3a)               0


Maksutov Alpha                                      6240 (4,2a,1)                 104 (5,2a,7a)

Maksutov Beta                                        360 (1,1a)                     44 (1a)

Menkar                                                  1412 (2,7,5)                  72 (1,2)

Mensae Alpha                                        485 (1c,1d,1b)               0

Mensae Beta                                          2329 (5c,4a,6)               20 (3d)

Mensae Gamma                                     1255 (4,7c,4a)               234 (4,4a,7b)

Mersenne Alpha                                     1327 (1,2)                     0

Mersenne Beta                                       1328 (4,8,2)                  115 (3,1,7)

Metis                                                     2131 (5,1a,6)                 0

Microscopii                                            192 (1a,1b)                   27 (1a)

Mira Alpha                                             360 (1,2)                       82 (1)

Mira Beta                                               2341 (1c,1b,1d)             90 (1d)

Mira Gamma                                          309 (2,1)                       0

Mira Delta                                              1395 (1d,2a,1a)             190 (1a,3,1d)

Mizar                                                    147 (1)                          0

Monocerotis Alpha                                  205 (1,2)                       0

Monocerotis Beta                                    1777 (3,4,1)                  0

Muscae Alpha                                        2910 (2,1)                     0

Muscae Beta                                          1253 (1,5b,6)                 0

Muscae Gamma                                     219 (3,2,1)                    0

Muscae Delta                                         606 (3b,3a,1)                 0

Muscae Epsilon                                      162 (1)                          0

Muscae Zeta                                          1258 (2,4,6a)                 7 (4)


Normae Alpha                                        5835 (2c,1c,2a)             140 (2a,2d,1c)

Normae Beta                                          9153 (3,7,2)                  0

Normae Gamma                                     987 (6c,3,5a)                 18 (5a)

Normae Delta                                         792 (3,4,2)                    123 (1,2)

Normae Epsilon                                      7718 (4,6,3b)                 121 (3a,4)

Normae Zeta                                          180 (1)                          0


Octantis Alpha                                        3798 (4a,2,4b)               0

Octantis Beta                                         5147 (1,2b,5c)               168 (2d,1,3)

Olber Alpha                                           6940 (3,6b,1)                 241 (3,7,6a)

Olber Beta                                             152 (1)                          0

Olber Gamma                                        1095 (1,3,2)                  0

Ophiuchi Alpha                                       495 (2,3a,2a)                 50 (2a)

Ophiuchi Beta                                         4310 (2,1,6)                  0

Ophiuchi Gamma                                    1271 (2,1,1a)                 33 (1a,1)

Organon                                                1766 (2,4,5)                  39 (1a)

Orionis Alpha                                         14 (1)                           0

Orionis Beta                                           5081 (1,2b,3a)               28 (4b)

Orionis Gamma                                      2371 (5a,6,3)                 0

Orionis Delta                                          2765 (6,1,2a)                 71 (2,1,5)

Orionis Epsilon                                       163 (1)                          0

Orionis Zeta                                           1508 (2b,4,6)                 257 (5,4)

Orionis Eta                                             2417 (2,3,5a)                 24 (1a)

Orionis Theta                                         2048 (6,1,3b)                 167 (9)

Orionis Iota                                            1430 (1b,2,1a)               110 (1b,2)

Orionis Kappa                                        2890 (1,2d,2c)               98 (3a,4,5)

Orionis Lambda                                      99 (1)                           0

Orionis Mu                                             2615 (2,3a,1)                 0


Pavonis Alpha                                        2983 (4,7,5)                  96 (7)

Pavonis Beta                                          1395 (5b,3,5a)               197 (5a,3)

Pegasi Alpha                                          4981 (5,9b,2)                 100 (1,6)

Pegasi Beta                                            3711 (3,1,2)                  0

Persei Alpha                                          455 (1,2)                       64 (1)

Persei Beta                                            8037 (6,3c,5a)               0

Persei Gamma                                       1462 (2,5,1)                  0

Persei Delta                                           2755 (1,3d,3c)               28 (3b)

Persei Epsilon                                        1096 (7b,7a,2)               20 (7b)

Persei Zeta                                            747 (3,5b,1)                  120 (4,1)

Persei Eta                                              1513 (6,3,1)                  65 (6)

Persei Theta                                          1013 (2,1,4)                  6 (2)

Persei Iota                                             1155 (5,3,3a)                 0

Phoenicis Alpha                                      1740 (1,5,2)                  66 (2)

Phoenicis Beta                                        1484 (5b,4,7)                 24 (5a,5b)

Phoenicis Gamma                                   2687 (2,3,1)                  115 (2)

Pictoris Alpha                                         2312 (4,2,1)                  40 (3c)

Pictoris Beta                                           620 (1b)                        0

Pictoris Gamma                                      1166 (5,3,4)                  0

Pictoris Delta                                          4099 (5,1,4)                  210 (1,7)

Piscium Alpha                                        1118 (1,3,2)                  87 (2)

Piscium Beta                                          640 (1)                         0

Piscium Gamma                                     2932 (2a,1,5)                 0

Piscium Delta                                         148 (1)                          0

Pollux                                                    144 (1,2)                       0

Procyon                                                 4048 (2,1,3a)                 212 (3a,3b)

Ptolemae Alpha                                      8055 (7a,7d,6c)             71 (4,6c,2)

Ptolemae Beta                                        1952 (5c,1,3c)               114 (3b,1,3a)

Ptolemae Gamma                                   422 (3,4,5)                    0

Ptolemae Delta                                       1190 (6a,2,1)                 33 (6d)

Ptolemae Epsilon                                    63 (1)                           0

Ptolemae Zeta                                        405 (3,1,2a)                  152 (1)

Ptolemae Eta                                         4059 (1a,5,7)                 103 (5,4)

Puppis Alpha                                          2291 (2,6,5)                  135 (3b,2)

Puppis Beta                                            81 (1)                           0

Puppis Gamma                                       36 (1)                           0

Pyxidis Alpha                                          4765 (1a,2c,2d)             0

Pyxidis Beta                                           215 (1,2)                       0

Pyxidis Gamma                                       3006 (9,2,6c)                 0


Raynet Alpha                                         265 (1)                          0

Raynet Beta                                           101 (1)                          0

Raynet Gamma                                      270 (1,2)                       0

Regulus                                                 984 (3,6,1)                    9 (1)

Reticuli Alpha                                         970 (2,3b,3a)                 42 (3b)

Reticuli Beta                                           3435 (4,1,5)                  32 (3)

Reticuli Gamma                                      2569 (1,2,4)                  0

Reticuli Delta                                          1052 (2,1,2a)                 0

Rigel                                                     400 (1,2d,2c)                 0


Sagittae Alpha                                       0                                  0

Sagittae Beta                                         295 (1)                          0

Sagittae Gamma                                    2899 (6c,6b,1)               94 (6c,6a)

Sagittarii Alpha                                      3417 (5,4,3)                  104 (2,5)

Sagittarii Beta                                        1366 (1,3,4)                  132 (3,1)

Sagittarii Gamma                                   2851 (4a,3,4)                 7 (3)

Sagittarii Delta                                       2194 (2,1,3)                  87 (2)

Saurus Alpha                                         548 (3,1,2)                    111 (3,2)

Saurus Beta                                           133 (1)                          0

Saurus Gamma                                      100 (1)                          0

Scorpii Alpha                                         1260 (1,2)                     16 (1)

Scorpii Beta                                           12680 (5,7,3)                 178 (8b,6,3)

Scorpii Gamma                                      3084 (1,1a,2)                 0

Scorpii Delta                                          1677 (2a,2,1)                 117 (1,2)

Scorpii Epsilon                                       2055 (1,1a,2)                 0

Scorpii Zeta                                           4134 (9,9a,5)                 309 (9a,8,3)

Sculptoris Alpha                                     6860 (2,2a,6a)               20 (5)

Sculptoris Beta                                       (Suffered mysterious solar implosion.)

Sculptoris Gamma                                  150 (1)                         0

Sculptoris Delta                                      984 (6,3,6a)                  0

Sculptoris Epsilon                                   1930 (8,2,5)                  9 (1)

Scuti Alpha                                            327 (1,1b)                     0

Scuti Beta                                              1998 (8b,5,6)                 4 (2)

Scuti Gamma                                         2479 (3,4,1)                  19 (5)

Scuti Delta                                             401 (2,1,1a)                  70 (1)

Scuti Epsilon                                          8365 (5b,4,3a)               175 (5b,3b,5d)

Scuti Zeta                                              6814 (2,3,5a)                 6 (4)

Serpentis Alpha                                      3050 (1a,2b,1b)             0

Serpentis Beta                                       847 (1)                          0

Serpentis Gamma                                   2099 (7,6,3)                  102 (7,1,1a)

Serpentis Delta                                      2435 (5,7d,2)                 148 (1,7c,7a)

Serpentis Epsilon                                    1370 (6a,6c,4)               20 (5b)

Serpentis Zeta                                       2371 (3a,4b,4a)             0

Serpentis Eta                                         159 (1)                          0

Serpentis Theta                                     1589 (1,3,2)                  0

Serpentis Iota                                        5566 (1,2a,2b)               0

Sextantis Alpha                                      1820 (2,3,5)                  257 (3,1b,1a)

Sextantis Beta                                        255 (1)                          0

Sextantis Gamma                                   1531 (3b,3a,4)               271 (3b,3a,1)

Sextantis Delta                                       5901 (9,3,6)                  322 (5a,1,2b)

Sextantis Epsilon                                    4229 (7,1,3)                  253 (2,3,6a)

Sextantis Zeta                                        2637 (1,7,4)                  0

Sirius                                                    1265 (1)                        0

Sol                                                        4008 (5a,1,5b)               0

Squidi Alpha                                          1502 (1,2)                     18 (1)

Squidi Beta                                            1556 (3a,1,2)                 0

Squidi Gamma                                       409 (2,2a,1)                  32 (2)


Tauri Alpha                                            5155 (3a,2,4b)               152 (1,3d)

Tauri Beta                                             5747 (5a,7,5b)               277 (1,5b,5a)

Tauri Gamma                                         7307 (1c,5b,4d)             219 (2b,1a,3b)

Tauri Delta                                            12080 (2,1,7)                 167 (3)

Tauri Epsilon                                          2278 (8b,7a,8a)             153 (7a,3)

Tauri Zeta                                             2106 (3,4,2a)                 37 (1)

Telescopii Alpha                                     6863 (5a,5d,2)               139 (2)

Telescopii Beta                                       68 (1)                           0

Telescopii Gamma                                  668 (3,1)                       58 (2,1)

Trianguli Alpha                                       3401 (8c,7,4)                 252 (1,5,8b)

Trianguli Beta                                        0                                  21 (1)

Trianguli Gamma                                    2502 (4,4a,3)                 140 (1a,3,4a)

Tucanae Alpha                                       3457 (1a,3,2)                 115 (2)

Tucanae Beta                                         2241 (5,2c,3)                 150 (2a,3)

Tucanae Gamma                                    285 (1,2)                       59 (2,1)


Vega                                                     762 (2,5,4)                    51 (4)

Vela                                                      982 (3,5,2)                    39 (1)

Velorum Alpha                                       5547 (3,1a,2)                 0

Velorum Beta                                         481 (3,1,2)                    0

Virginis Alpha                                         3684 (6b,8,6a)               85 (6a)

Virginis Beta                                          0                                  0

Virginis Gamma                                      937 (2a,6,1)                  71 (1,6)

Virginis Delta                                         1458 (2,4,1)                  37 (2)

Vitalis Alpha                                           1158 (2a,3,1)                 54 (2a,1)

Vitalis Beta                                            1237 (2,4,1)                  42 (1,3)

Vitalis Gamma                                        2391 (5,1,6)                  88 (6,4)

Vitalis Delta                                           3501 (5,7b,7c)               71 (6b,6c)

Volantis Alpha                                        571 (3,2,1)                    124 (1,2)

Volantis Beta                                          2039 (1c,1b,1d)             198 (1b,1a)

Volantis Gamma                                     5277 (1,5,3a)                 0

Volantis Delta                                         2378 (4,3a,2)                 0

Volantis Epsilon                                      7963 (4,3c,7)                 146 (1,9a,3a)

Volantis Zeta                                          7912 (7,6,3)                  0

Volantis Eta                                           2305 (1,5,2)                  35 (2b)

Vulpeculae Alpha                                    977 (1a,1)                     0

Vulpeculae Beta                                     6208 (5d,5a,3)               214 (2d,6,2a)

Vulpeculae Gamma                                 3456 (4,3,2)                  102 (1)

Vulpeculae Delta                                    3774 (2c,8,1)                 180 (8,1)

Vulpeculae Epsilon                                  290 (1,2)                       0

Vulpeculae Zeta                                     9404 (3a,7,1)                 47 (5a,5b)

Vulpeculae Eta                                       2175 (5,2a,7)                 163 (1,2)


Wolf Alpha                                             870 (3,1a,4c)                 106 (4a,4d)

Wolf Beta                                              100 (1)                          0


Zeeman                                                 10421 (5a,4a,6b)           0



Rainbow World Locations

Rainbow worlds, whose locations are highly valuable to the Melnorme,

can be found at the following star systems. In all cases, they are

in the first orbital position, closest to their sun.


Beta Pegasi

Epsilon Lipi


Beta Leporis

Epsilon Draconis

Gamma Aquarii

Gamma Reticuli

Zeta Sextantis

Gamma Kepler

Alpha Andromedae


It may be of interest to note that the locations of the Rainbow

worlds form a particular pattern when diagrammed on the map of

HyperSpace. The exact configuration of this pattern, as well as its

significance, is left to the player to divine.



Alien Homeworld Locations


Human (Earth)               Sol 3

Androsynth                    Eta Vulteculae 2

Arilou                            QuasiSpace Coordinates (613.4, 590.0)

Chenjesu                       Procyon 2

Druuge                          Zeta Persei 1

Ilwrath                          Alpha Tauri 1

Mycon                           Epsilon Scorpii 1

Orz                               Gamma Vulpeculae 1

Pkunk                            Gamma Krueger 1

Shofixti                          Delta Gorno1 (thoroughly toasted)

Slylandro                       Beta Corvi 4

Spathi                           Epsilon Gruis 1a

Supox                           Beta Librae 1

Syreen (New)                Betelgeuse 1

Syreen (Old)                  Beta Copernicus 1

Umgah                          Beta Orionis 1

Utwig                            Beta Aquarii 1

VUX                              Beta Luyten 1

Yehat                            Gamma Serpentis 1

Zoq-Fot-Pik                    Alpha Tucanae1

Unzervalt                       Vela 1 (the lost colony... your home)

Melnorme                      All supergiant star systems






The Burvixese race evolved on the planet Arcturus 1, progressing

from turtle-like swamp dwellers to a benevolent, highly tech-

nological society in just over fifteen million Earth years.

Although the Burvixese had the wherewithal to build crude inter-

planetary vessels, they preferred to remain on the comfortable

damp surface of their world and explore the galaxy through

HyperWave communication. Using this method, the Burvixese made

contact with several neighboring alien cultures, includ-ing the

Utwig, the Gg, and unfortunately, the Druuge, whom the Burvixese

would have been much better off never finding. For many decades,

the Burvixese exchanged information with these races, trading

technological, historical and philosophical facts and theories,

until the fateful year 2142. It was then that the Gg announced

that they had come under attack by a unknown alien race, who

appeared to want nothing less than their complete annihilation.

The Gg surmised that the hostile race, the Kohr-Ah, had located

them using the Gg's HyperWave transmissions. Knowing that they

had little chance of survival, the Gg warned the Burvixese that,

unless they restricted their own transmissions, they too might

face a gruesome fate.


Being a charitable race, before the Burvixese turned off their

HyperWave transmitters, they shared the Gg's warning with the

Druuge. But it was too late. The Druuge's powerful advertising

beacons had already attract-ed the attention of the murderous

Kohr-Ah, who, having finished with the Gg, began moving in the

general direction of the Persei constellation, home of the

Druuge. Realizing their peril, the Druuge took immediate

action. They ceased all transmissions and sent a task force

of their fastest ships to the moon of the Burvixese world.

Once there, the task force assembled a huge HyperWave

broadcaster on the moon's surface. When it was complete, the

Druuge activated the unit which began emitting powerful

HyperWave signals, focused directly toward the oncoming Kohr-Ah

fleet. The Druuge hoped that the hostile aliens would change

course toward the Burvixese planet and fail to find their own

worlds. Unfortunately, this ruse was all too effective: the

Kohr-Ah changed course, attacked the poor Burvixese and, sadly,

destroyed them all in three days of orbital bombardment.



Half living crystal, half machine, the Chmmr are a new hybrid

of two Old Alliance races, the Chenjesu and the Mmrnmhrm. This

synthesis, when complete, will produce the most powerful race

in the known region of the galaxy. The two races' reasons for

engaging in this hybridization are largely unknown, but some

researchers surmise that for the Chenjesu, it was a matter of

evolution. Having long since established a stable technology

and philosophy, the crys-talline Chenjesu may have felt a

need for "new blood" to promote radical change and growth.

The Mmrnmhrm's reasons were probably much more pragmatic.

Their creator, a huge alien factory-vessel known as the

Mother Ark, was failing and, without a new system for repro-

duction, the robotic Mmrnmhrm faced gradual but inevitable



The Chenjesu and Mmrnmhrm made the final decision to begin

the hybrid synthesis, called The Process, after the two races

were defeated by the Ur-Quan Hierarchy in 2134. They both

chose to be imprisoned under a slave shield on the Chenjesu's

homeworld, Procyon 2. Not knowing what the two races planned,

the Ur-Quan agreed to this situation, and for the past

twenty years, The Process has continued. Estimates for The

Process' completion date range from 90-110 Earth years,

depending on the precise solar energy output of the slightly

variable star Procyon. If an additional source of solar

energy could be found, the Process would be completed much




This evil alien race consists of small, grayish creatures

resembling a cross between a toad and an unhealthy mushroom.

The Dnyarri's unassuming aspect belies its true nature as

one of the most hostile and dan-gerous species in the galaxy,

because each Dnyarri possesses psychic compulsion mental

powers. With these powers, a single Dnyarri can hold an

entire planet enthralled. A Dnyarri mental command is so

strong that only one race, the extinct Taalo, had been able

to resist its power.


The non-technological Dnyarri were discov-ered over 20,000

years ago by the Ur-Quan, then a peaceful member of the

Sentient Milieu. The Ur-Quan brain was particularly

susceptible to the Dnyarri's psychic compulsion, and the

Dnyarri used this weakness to force the Ur-Quan to transport

them off their planet and distribute them throughout Milieu

space. The ensuing slave war lasted only a few months as

race after race was quickly enslaved by the Dnyarri's'

powers. Only the Taalo could resist, and they were

destroyed by the other, now-enslaved races.


The reign of the Dnyarri lasted several thousand years.

During this time, they ruled the ex-milieu races with uniquely

perverse cruelty, even caus-ing two of the species to be

utterly destroyed. This period of time was a living nightmare

for the races who survived.


Like all slave masters, the Dnyarri were eventually defeated.

The hatred of their freed slaves was so extreme that the

Dnyarri were not eliminat-ed. Instead, their genetic struc-

tures were modified so that their offspring were born non-

sentient - dumb animals, who the Ur-Quan took as pets. The

immense telepathic powers remained in the Dnyarri, but

without intelligence they could use these abilities only

for interspecies translation at the command of their masters.

Over the following millennia the Dnyarri became known as the

"Talking Pets".



The Drall were one of the four founding members of the

cooperative union of races known as the Sentient Milieu,

which dominated the local region of space some 20,000 years

ago. Historical fragments show the Drall to be tall, skeletal

humanoids often reaching 3 meters in height. It is suggested

that the Drall evolved from a mud-skipper analog, because the

few images that remain show clear evidence of both mouth-lung

and gill systems.


In terms of their culture, philosophy, and history, we know

almost nothing. When the Dnyarri assumed control over the

Milieu, they found the Drall to be inferior to their other slave

races, and compelled the Ur-Quan and the Mael Num to destroy




The Druuge are a callous, amoral and perhaps even genuinely evil

race who care for nothing but profit and personal gain, usually

through devious mercantile exchange.


Physiologically, the Druuge are humanoid, but they possess

certain characteristics which make them less than attractive

to people from Earth. Chief among these traits are body odor,

constant oozing from the mouth, nose and ears, and breath best

described as putrid.


Druuge history bears strong similarity to that of Earth, however.

Having evolved from solitary hunter-gatherers, rather than

tribes, the individualization of the Druuge is much greater

than that of most humans. Sentiment, and more specifically the

concepts of Love, Honor and Charity, are totally foreign. Druuge

"families" are profit-making undertakings. Mutually acceptable

males and females meet at "Repro Mixers", negotiate terms, sign

the necessary forms, and engage in the requisite carnality. Any

offspring are instantly made part of this business arrangement,

and typically accept terms which give their parents a 12-18%

lifetime royalty on their income. Since the parents' take is

directly proportional to their offsprings' occupation, families

usually spend considerable funds in education and specific

training to further the return on their investment.


At present, all living Druuge are employed by a single entity,

the Crimson Corporation. In the past there were other

businesses, but with the relaxation of anti-monopoly laws, the

formation of a single, mono-lithic company was inevitable.

Using leverage buyout tactics, the Crimson Corporation has

purchased all land on all Druuge planets, and the atmosphere

as well. Breathing, as such, is considered a perq of working

for the Corporation, and consequently there is limited job

turnover. Retirement benefits most often include continued

breath provisions, though at reduced levels.


Not more than fifty years ago, the Druuge were informed by the

now-extinct Burvixese race (whose sad death can be blamed

directly on the Druuge) of a powerful alien nation called the

Utwig. The Utwig possessed some kind of gigantic bomb. The

Druuge recognized the description of the bomb as a Precursor

planeteering tool, and they set out to make it their own.

Traveling from Zeta Persei (the location of their central

trade world), the Druuge met the Utwig at Beta Aquarii. Their

plan was to entice them with useless but genuine Precursor

artifacts and take the bomb in exchange. The Utwig fell for

the Druuge's foul ruse, and snapped up the artifacts. But

instead of giving the Druuge their desired price, the Utwig

traded a collection of `historical oddments and genuine

artifacts', which to this day the Druuge are trying to

unload on unwary buyers. Specifically, these include Wimbli's

Trident and the Glowing Rod which are worthless, as well as

the Rosy Sphere which is useful.



The Faz joined the Sentient Milieu several centuries before

the Ur-Quan, about 2,000 years ago. Like the Ur-Quan and the

other Milieu races, the Faz fell under the psychic compulsion

of the Dnyarri and for over 2,000 years served their masters

every perverted wish. The Faz survived their time as slaves

and helped the Ur-Quan defeat the Dnyarri. But when their

evil masters were finally overthrown, the Faz became the first

victims of the "Path of Now and Forever", a new Ur-Quan

doctrine designed to ensure that race's perpetual freedom. The

Faz were offered the choice of fighting for the Ur-Quan as

battle thralls, or being forever contained on the surface of

their world, cut off from the rest of the galaxy. The Faz chose

the latter option, and thus became the first world - there

would eventually be thousands - to be enclosed in an Ur-Quan

slave shield.


The location of the Faz homeworld, and their eventual fate is




The Gg were known only by the now-extinct Burvixese race

who communicated with the Gg via long range HyperWave broadcast.

It was the Gg who warned the Burvixese of the approach of the

hostile Kohr-Ah, as well as the accurate conjecture that the

Kohr-Ah used HyperWave trans-missions to locate their prey. Since

the Gg were loath to engage in visual transmissions, their

appearance must remain an eternal mystery for their world was

incinerated by the Kohr-Ah in 2142.



The Kohr-Ah are a variant strain of the Ur-Quan race,

synthetically split off from the main species to become the

"muscle" of the Dnyarri slave empire - the physical laborers and

soldiers. In appearance, the Kohr-Ah resemble the Ur-Quan, except

that they have a black body sheath, while the Ur-Quans have a

brilliant green exterior.


When the Dnyarri were defeated over 20,000 years ago, both the

Ur-Quan and the Kohr-Ah agreed that they had to do something to

ensure that they would never again be made slaves. The green

Ur-Quan devised the "Path of Now and Forever", a doctrine which

dictated that all other races must be either permanent slaves to

the Ur-Quan, or be forever trapped on their own world under an

impenetrable force shield. This plan was not sufficient for the

black Ur-Quan. Nothing less than the complete destruction of all

non-Ur-Quan sentient life was acceptable, and this was defined

to be the "Eternal Doctrine" by a new leader named Kohr-Ah.


The conflict between the Kohr-Ah and the Ur-Quan led to a bloody

war. The Kohr-Ah lost, and were exiled by the Ur-Quan. The Kohr-Ah

slowly rebuilt their strength and now pursue their "Eternal

Doctrine" of genocide.



Kzer-Za is the name of the Ur-Quan hero who discovered that it

could temporarily stun the Dnyarri by inflicting severe pain upon

itself. Although Kzer-Za died in the process, this technique was

soon perfected, and a device known as the Excruciator was built

which provided the Ur-Quan and the Kohr-Ah with the constant flow

of agony necessary to defeat the Dnyarri. In honor of its courage,

Ur-Quan Kzer-Za was adopted as the name of the green Ur-Quan.



The Mael-Num were one of the founding members of the Sentient

Milieu who survived the millennia of Dnyarri enslavement along

with the Ur-Quan, the Kohr-Ah, the Yuptar, and the Faz. When the

Dnyarri were finally overthrown, the Ur-Quan and the Kohr-Ah

adopted different strategies for protecting their species from

future enslavement. The green Ur-Quan chose to become slave

masters themselves, while the Kohr-Ah chose to destroy all other

intelligent life. When these two rival factions met at the

Mael-Num's home planet, this doctrinal conflict led to a bloody

war. During the battles between the Ur-Quan and the Kohr-Ah, the

Mael-Num fled their planet in a huge fleet of interstellar

vessels, and vanished.



The Melnorme are interstellar traders who deal primarily in

information. Since they enjoy somewhat of a monopoly on Hyper-

Space trading, the Melnorme never haggle over a price. Their first

offer is their one and only offer. The Melnorme are especially

interested in data on alien life forms, as well as the locations

of "Rainbow Worlds", rare planets whose strange radia-tions

confuse starship scanning systems.


The history of the Melnorme is poorly understood, not because

they are unwilling to reveal details, but because they will only

do so for vast sums of credits. Even the location of their

homeworlds is unknown.


Regardless of the details, the depth and breadth of this species'

knowl-edge makes it obvious that the Melnorme are an old and

widely traveled race.


Since the Melnorme have only one eye, they have no depth

perception, but their singular ocular organ is rich in complex-

cone cells, affording them sensitivity to light far outside the

range of human perception. Perhaps as a consequence, the

Melnorme take great care and concern with color.



The Orz are newcomers to the nearby region of space, having

somehow displaced the Androsynth in the Vulpeculae constella-

tion during only the last few years. The fate of the

Androsynth is unknown. Physiologically, the Orz seem

straightforward gill breathers, gathering dissolved gases

from a strong ethanol solution. However, in terms of mental

processes, the Orz are well...different. No known current

technological device can accurately translate their language.

The little that has been divined from contact with this race

leads to a disturbing conclusion: they are not from this

dimension. The Orz have somehow pushed through from... else-

where. Although the natives of the Orz remain a mystery, there

is a suggestion that the Ariloulaleelay may have some knowledge

on the nature of this species.



The Pkunk are a mystical off-shoot of the Yehat species who left

their violent brethren long ago to found a peaceful enclave in

the Krueger and Giclas constella-tions. The Pkunk claim to be in

contact with a "higher consciousness", a "more pure truth", a

"realer reality". Indeed, quite often Pkunk will offer profound

statements regarding the peculiar relevance of obscure events in

the distant past, or ominous por-tents of the near future. The

relevance of the Pkunks' "wisdom" is highly variable and somewhat

up to interpretation. Nonetheless, the Pkunk are a kind and help-

ful race whose friendship should not be spurned.


Although the Pkunk are inherently peaceful, they currently find

themselves at war with the Ilwrath who have attacked them on the

basis of commands from the dark Ilwrath deities, Dogar and Kazon.



The Slylandro are an ancient race of gasbag people who live in

the upper reaches of a gas giant's atmosphere. Their insubstantial

physiology has made it difficult for the Slylandro to construct

starships or other physical paraphernalia, and indeed they are

incapable of surviving the rigors of space travel. However, the

Slylandro are interested in exploration and new knowledge, and

were frustrated in this regard until the Melnorme happened by a

few decades ago. The Melnorme, who are always interested in

barter for new knowledge, offered to sell the Slylandro robotic

probe ships with which they could explore the galaxy in a remote



Unfortunately, the Slylandro made a slight error in programming

the probes resulting in unanticipated behavior; instead of making

friendly contact with alien life forms, the probes attack

anything that moves.



The Supox are a race of kind, sentient plant creatures who evolved

from a species of semi-mobile symbionts. The Supox are quite aware

of how unlikely their evolutionary path appears, and they use this

fact as proof of their favored status with the "Higher Powers."


The Supox's biological foundation as a sym-biont is reflected in

their present relationship with the Utwig. The Supox look to the

Utwig for guidance, and use the Utwig culture as a model for their

own. In exchange, the Supox provide the Utwig with emotional

support and sage advice, both of which the Utwig sorely need.



The Taalo were the only member of the Sentient Milieu who were able

to resist the mental compulsion powers of the Dnyarri and maintain

their freedom. This was a mixed blessing though, since the Dnyarri

response was to have all the other enslaved Milieu races attack

the Taalo planet at Delta Vulpeculae 2c, annihilating the Taalo.


Some historians have suggested that just before they were wiped

out, the Taalo were near completion of a device which would have

conferred their psychic immunity on the other Milieu races.



The Thraddash are an arrogant, stubborn, and thick-skinned species

who reside in the Draconis and Apodis star systems. They have

little or no respect for anything but force, which they admire

greatly. There is an old Melnorme proverb about the Thraddash which

goes something like this: "To make a Thraddash your friend, kill

him - but then of course, he's dead, so what's the point?"


Thraddash history includes the rise and fall of nineteen planet-

wide cultures. Tradition dictates that for a new culture to emerge

and assume dominance, it must defeat the previous culture in

battle. As a consequence, the Thraddash are constantly blasting

themselves back into savagery - all in the name of progress.


When the Ur-Quan entered the local region of space, the first

race they conquered was the Thraddash, who eagerly chose the role

of battle thrall. However, due to the Thraddash's arrogance and

relatively weak starships (a model previous to the one now in

service), the Ur-Quan left them behind in the Draconis star

system to "guard the rear".



The Utwig are a race of sophisticated humanoids who inhabit the

Aquarii constel-lation. Their culture is ancient and elabo-rate,

as evidenced by their complex "Mask Etiquette" which dictates

which of the eigh-teen hundred standard "facial appliances" should

be worn under what circumstances. The Utwig empire was a vibrant,

exciting place to be during recent years because of the acquisition

of a supreme mystic device, the "Ultron", which was sold to the

Utwig by the Druuge. Regardless of the true pow-ers (if any) of

the Ultron, the Utwig felt that its presence guaranteed their



Unfortunately, during a recent ritual, the Ultron was dropped and

broken, resulting in a planetwide suicidal depression. The Utwig

handed the broken Ultron over to their good friends and allies,

the Supox, and now all the Utwig can manage to do is brood, spin

regrets, and consider using their "super weapon" to end their




The Yuli were members of the Sentient Milieu who were enslaved by

the Dnyarri, found inferior and ordered destroyed. Additional

details regard-ing this race are not available at this time.



Like the Yuli, the Yuptar were of the Sentient Milieu and fell

victim to the psychic coercive abilities of the evil Dnyarri.

Unlike the Yuli, the Yuptar survived the millennia of slavery

only to become the first victim of the Kohr-Ah's "Eternal

Doctrine" which required the "cleansing" of all non-Ur-Quan




The Zoq-Fot-Pik are a cooperative union of three separate,

intelligent alien races, who all evolved simultaneously on the

same world. There was a fourth intelligent species, the

Zebranky, who preyed cruelly on the other three races, but

in their equiva-lent of the Stone Age, the Zoq, Fot, and Pik

banded together and annihilated the Zebranky. The three races

found that they were much stronger and happier together than

apart, and as a result have maintained their union ever since.


At the present time, the Zoq-Fot-Pik have found themselves in

the unpleasant position of being in the middle of the doctrinal

conflict between the Ur-Quan and the Kohr-Ah, whose ferocious

battles have wreaked havoc on the Zoq-Fot-Pik worlds. As a

result, the Zoq-Fot-Pik are in great danger (and could use an

ally, quickly) but are also in a good situation to provide

intelligence on the progress of the war.





                                                                                                Hits to

Lifeform                        Type                 Value    Stun      Speed  Danger


Roto-Dendron                Sessile             1          1          0          Harmless

Macrocillia                     Sessile             6          1          0          Harmless

Splort Wort                    Sessile             3          1          0          Low

Whackin' Bush                Sessile             5          3          0          Harmless

Slot Machine Tree          Sessile             2          10         0          Harmless

Neon Worm                   Wanderer          1          2          Slow     Harmless

Stiletto Urchin                Coward             8          5          Slow     Harmless

Deluxe Blob                    Hunter               2          2          Slow     Low

Glowing Medusa             Wanderer          3          8          Slow     Moderate

Carousel Beast               Hunter               10         15         Slow     EXTREME

Mysterious Bees             Hunter               3          3          Med      Low

Hopping Blobby             Coward             2          1          Med      Harmless

Blood Monkey                 Wanderer          2          2          Med      Low

Yompin Yiminy               Hunter               4          6          Med      Moderate

Amorphous                    Wanderer          9          12         Med      EXTREME


Crazy Weasel                 Hunter               3          1          Fast      Low

Merry Whumpet             Coward             1          1          Fast      Harmless

Fungal Squid                  Hunter               7          8          Fast      Moderate

Penguin Cyclops             Coward             15         2          Fast      Low

Chicken                         Coward             1          1          Fast      Low

Bubble Vine                   Wanderer          6          2          Slow     Low

Bug-Eyed Bait                 Coward             4          2          Slow     Low

Goo Burger                    Sessile             8          5          0          Low

Evil One                         Sessile             1          1          0          EXTREME

Brainbox                        Wanderer          0          1          Slow     Harmless


Zex's Beauty                  Hunter               15         15         Fast      EXTREME



Lifeform Trivia

 Hottest world with life: Alpha Circini 5 at1281 degrees

 Single most life-rich planet: Delta Centauri 2a with 186 BioUnits

 Number of planets with life: 562

 Total number of lifeforms: 6451

 Total number of BioUnits: 28,352





Ariloulaleelay: The Location of their Secret Homeworld

The Ariloulaleelay are a secretive race whose homeworld is very well

hidden. The main reason you may want to seek this race out is that

they will give you an extremely valuable device, called a Portal

Spawner. This device will speed your travel through space quite



Finding the Arilou is not only a matter of where but also of when.

They live in a - for lack of a better word - "place", which is

accessible only during the 17-20th day of each month. To find the

doorway to their "place", carefully examine the starmap during the

four specified days and look for a new green star. When you high-

light the star, instead of printing its name, it will simply say,

"Unknown". The Spathi in space know of this doorway, as do the

Melnorme. But if you want the exact location right this second,

see Giveaway Clue #19.


Aqua Helix: From Whom and Where to Steal It

The Aqua Helix can be found in Thraddash space, where it the most

highly revered object of that race. The Helix has been the

property of the Thraddash for millennia, and they aren't about to

give it to you under any circumstances. Therefore, you are forced

into the unpleasant role of thief.


Once you have located the right planet, you will note that the

Helix is protected by an absurd number of Thraddash ships. You

cannot beat them all - you will have to get sneaky. There are two

tricks you can pull on the Thraddash to get the Helix: one is to

convince them to go impress the Ur-Quan by attacking the Ur-Quan's

enemy, the Kohr-Ah. While the Thraddash are gone, you can sneak

down to the surface and snag the Helix. Alternately, you can ally

with the Thraddash, and then rely upon their naive trust to let

you go down to the surface to "just kind of look at" the Helix.

Either way, once you have taken the Helix, don't expect the

Thraddash to be your friends ever again.


To find the Aqua Helix planet, search Thraddash space for a planet

guarded by a bazillion ships (it's not their homeworld), or see

Giveaway Clue #18.


Burvixese 'Caster: Where to Find It

The Burvixese 'Caster was actually once the property of the Druuge

who placed it on the Burvixese' moon to lure the Kohr-Ah into

attacking the Burvixese instead of themselves. The Druuge's plan

worked, and alas, the Burvixese are no more. Nonetheless, the

Druuge want the 'Caster back, and are willing to buy it from you.

To learn the exact location of the Burvixese homeworld, talk with

the Melnorme or see Giveaway Clue #4.


'Casters: What to Do with Them

There are two HyperWave Broadcasting Units ('Casters) in the game

which can be used for a variety of different tasks, specifically:


To summon a Melnorme Trading ship just use a 'Caster anywhere in

HyperSpace. The ship will appear a few moments later.


Use a 'Caster at the Chenjesu homeworld to speak with them through

their slave shield. Note that this doesn't work on any other

shielded planet.


To impersonate certain divine personages, go to the homestar

system of the race whose god(s) you wish to emulate, and use the



Chmmr: Speeding the Process

If you talk enough with the Chenjesu/Mmrnmhrm hybrid race known as

the Chmmr, you will learn that they will not leave their world

until the melding process is complete, and this will take many

decades. The reason for this delay is because the "Process" is

fueled exclusively by the energy of the sun, Procyon. To speed the

process, you will have to find some way to increase the amount of

light energy falling on the Chmmr planet. To discover what you

need to do this, try talking to the Shofixti Tanaka in the Delta

Gorno star system. He once saw someone using a device that just

might do the trick. To discover who has the device and where it

can be found, see Giveaway Clue #11.


Clear Spindle: Where to Get It

The Clear Spindle is in the hands of the Pkunk at their homeworld.

To learn the location of this planet, talk with any Pkunk in

space, or see Giveaway Clue #16. Upon your arrival at this

planet, the Pkunk will give you the Clear Spindle for free and

with no obligations whatsoever.


Deep Child Egg Case Fragments: Where to Find Them

One set each of Egg Case Fragments can be found at all three of

the "Shattered" worlds in Mycon space. To find the fragments,

search the Mycon star systems for orange innermost planets with

black surfaces cracked to reveal rivers of magma. For the

precise locations of the Deep Child Egg Case Fragments, see

Giveaway Clue #3.


Druuge: How to Trade in Good Conscience

At best, the Druuge are cruelly amoral merchants with no

conscience or concern for the rights of others. At worst,

they are evil, conniving slave-traders, seemingly born from

the darkest pit of Hell. It is all a matter of perspective

- your perspective. More than anything, the Druuge want

members of your crew. They will trade all their wares for a

supply of your people to tend their atomic furnaces and/or

serve as fuel for the same. The question is, do you want to

sell your crew into slavery, and possibly hideous death,

in exchange for a shiny bauble or a few units of fuel? If

you are not bothered by this, by all means proceed, but be

prepared for the consequences. Should word of your black

deeds get back to the Earth Starbase, you may have trouble

recruiting more people for your subsequent trips into space.

Also, remember that the Commander is very protective of his

personnel, and if he finds out you have been selling them

to the Druuge, watch out!


If you cannot stomach becoming a trader in human flesh,

congratulations! But now you find yourself facing a

substantial problem: there is something which you absolutely

need from the Druuge. How can you acquire this item? The

Druuge will reveal this to you when you refuse their

suggestion to trade them your crew. In addition to buying

people, the Druuge will also make the following trades:


The Druuge desire Deep Child Egg Case Fragments from which

they extract incredibly tough, fungal fibers to build

inescapable harnesses for their slaves. For each set of

fragments, the Druuge will give you one of their Mauler

starships. There are three sets of fragments in the game,

but the Druuge will buy only two.


The Druuge will fill ALL of your ship's fuel tanks if you

give them the Burvixese HyperWave 'Caster. The Druuge will

not be interested in any other Caster you may offer them.


Should you be sufficiently foolish or desperate, you can

sell the Portal Spawner to the Druuge for three Mauler

starships PLUS a full load of fuel.


If you have no qualms about trading non-human slaves,

the Druuge will gladly purchase the Cryogenic hibernation

tanks containing the nubile Shofixti females in suspended

animation. The Druuge desire the maid-ens to serve as

surrogate mothers to a race of mindless hybrid offspring

who will provide the Druuge with a limitless supply of

living cannon fodder. This grim trade will earn you six

Mauler combat ships, and most probably a ticket to hell

in the afterlife.


When you trade one of the above items to the Druuge, they

may offer you the Rosy Sphere instead. Although the Druuge

do sell some worthless artifacts, this is not the case with

this particular artifact.


Fwiffo: Making Friendswith the Spathi Captain on Pluto

Although the Hierarchy base on Earth's moon has been

abandoned and the starships based there are long gone, a

small part of this force remains on the surface of Pluto.

A single Spathi captain named Fwiffo is the last remaining

member of the Earthguard, a fleet of Spathi and Ilwrath

combat ships left behind twenty years ago by the Ur-Quan to

monitor Earth. Over the years, nearly all the ships have

abandoned their post, leaving only Fwiffo.


Although Fwiffo possesses some interesting information, his

greatest value is as a member of your battle fleet. To get

Fwiffo to leave Pluto and join your fleet, you will have to

convince the Spathi captain that he would be safer joining

you than remaining on the surface of Pluto. Just keep talking

with Fwiffo until you get the opportunity to remind him about

the "monsters" in space who are all out to get him. After you

have scared Fwiffo in this manner, he will accept your offer

to join your fleet. Remember, even though you now have a

Spathi ship, you cannot build more back at the Starbase until

you have a supply of trained Spathi officers. The only way to

secure these officers is to ally with the Spathi at their

homeworld, Spathiwa which Fwiffo will tell you is Epsilon

Gruis I. Fwiffo will also tell you the Secret Spathi Cypher,

without which you will be unable to contact the Spathi Ruling

Council. The only other way to learn the Cypher is by buying

information on alien races from the Melnorme.


Kohr-Ah: Slowing their Death March

Once the Kohr-Ah have defeated the Ur-Quan in their Doctrinal

Conflict (usually in February of 2159), they will begin moving

through space, destroying each alien race in turn. When they

have eliminated all other races, the Kohr-Ah will move to Earth

and vaporize the starbase and its inhabitants, ending the game.

Up until this point, you can still win the game, regardless of

how many races have been vanquished.


Although you cannot stop the Kohr-Ah from winning their war

against the Ur-Quan, you can delay their victory for a year

(until February of 2160) by having the Utwig and Supox attack

them. To do so, get the Utwig's broken Ultron from the Supox,

repair the device, and then return the fully operational

Ultron to the Utwig.


Ilwrath: How to Get Rid of the Pesky Monsters

The Ilwrath are a nuisance you could best do without,

especially when you are traveling in the vicinity of Procyon.

Still, the question remains, how are you going to get rid of

them? The answer lies in subverting the Ilwrath's absurd

devotion to Dogar and Kazon, their dark gods of death, deceit

and destruction. Indeed, if you have talked with the Pkunk,

you may have surmised that someone else has done exactly the

same thing with the mysterious broadcasts on HyperWave

Channel 44.


To remove the Ilwrath menace permanently, consider impersonating

Dogar and Kazon, and giving the Ilwrath orders which will get

them out of your hair. However, you will need a special device

to aid you in your deception. To discover the nature of this

device, talk with the Spathi about the "Grand Master Planet

Eaters", or see Giveaway Clue #20.


Orz: Hosting an *Alliance Party*

The easiest alliance to build is with the unusual race called the

Orz. They can be found almost anywhere in the green Vulpeculae

constella-tion, and their homeworld is at Gamma Vulpeculae I.

Forging an alliance with the Orz is particularly simple: just ask!

The "*Alliance Party*" will permit you to build the powerful Orz

Nemesis vessel, complete with Orz Space Marines, or "*Go-Gos*",

as the Orz call them.


The only difficulty with the Orz is deciding whether or not you

really want an alliance with them at all. The Orz are newcomers

to this part of the galaxy, and have apparently annihilated the

humanoid Androsynth who previously occupied the Vulpeculae stars.

Are there risks to cooper-ating with the Orz? Is it dangerous to

allow their captains to roam your Starbase freely in their super

strong combat armor? Well, some things you will have to learn for

yourself. Just remember - once you have made the *Alliance Party*

with the Orz, never ask them about the Androsynth. Never!


Pkunk: Becoming Friends

You cannot ever formally ally with the Pkunk but you can get their

help from time to time in the form of a gift of a few Fury class

starships. To become friends with the Pkunk, just visit their

homeworld and act, well... friendly! Once you get your first batch

of ships, you should be able to return every year or so for an

additional supply.


Pkunk: Stopping their Migration to Yehat Space

It is inevitable that a few months after your first meeting with

the Pkunk, they will make a fateful decision to reunite with

their Yehat brethren. Unfortunately, as you may know, their Yehat

"brethren" would like noth-ing better than to eradicate their

peaceful Pkunk relatives, preferably one feather at a time. So,

how do you stop the Pkunk from making this foolish trip? You

can't - you can only delay their eventual encounter with the

Yehat. A cruel fate, you say? Perhaps...perhaps not.


Portal Spawner: A Map of QuasiSpace-HyperSpace Shortcuts

What follows is a complete listing of all the portals from

QuasiSpace to HyperSpace and their respective coordinates

in the two universes.


                                    QuasiSpace Portal at                  Leads to HyperSpace

                                    QuasiSpace Coordinates:            Coordinates:


A*                                (500, 500)                                             (043.8, 637.3)

B                                  (520, 514)                                             (011.1, 940.9)

C                                  (520, 540)                                             (584.9, 621.3)

D                                  (530, 528)                                             (775.2, 890.6)

E                                  (544, 532)                                             (036.8, 633.2)

F                                  (502, 460)                                             (318.3, 490.6)

G                                  (506, 474)                                             (190.9, 092.6)

H                                  (516, 466)                                             (567.3, 120.7)

I                                   (476, 458)                                             (409.0, 774.8)

J                                   (468, 464)                                             (921.0, 610.4)

K                                  (476, 496)                                             (611.6, 413.1)

L                                   (466, 514)                                             (230.1, 398.8)

M                                  (448, 504)                                             (565.7, 971.2)

N                                  (458, 492)                                             (860.7, 015.1)

O                                  (492, 492)                                             (005.0, 164.7)

P                                  (488, 538)                                             (973.5, 315.3)


* Remember, this portal is only open from the 17th through the

20th of each month.



Rosy Sphere: Where to Buy It

You can find the Sphere at the Druuge's central trade world,

where they will sell it to you for a hundred of your crew

members, or one of a few specific artifacts which they crave.

To find the central trade world, talk with any Druuge ship in

space, or see Giveaway Clue #15.


Sa-Matra: How to Destroy It

To destroy the Ur-Quan ultimate battle platform, you require

three things: the location of the Sa-Matra, something to

create a big enough distraction to let you slip past the Sa-

Matra's guardian fleet, and a destructive device of sufficient

strength to blast through the battle plat-form's defensive



The location of the Sa-Matra is alluded to by the Zoq-Fot-Pik,

the Supox, the Utwig, and the Melnorme. However, the Pkunk

make the most spe-cific reference when they describe their

shared dream of dark and omi-nous portents:


...Yes, a dream. We have seen that in the center of this region

of space, near stars that form the shape of a cup, and are in a

constellation that begins with the letter C and ends with the

letter S, and whose letters rearranged spell, "Asteric"...


If you want the exact location, see Giveaway Clue #6.


The distraction you need can be found at the Umgah homeworld of

Beta Orionis 1. Yet the very factor which makes the distraction

so effective can also be hazardous to your health, so be



The bomb can be found in Utwig space (location is Giveaway Clue

#9), but you will be unable to acquire the weapon until you

deliver a fully repaired device called the "Ultron" to the

Utwig. Once you have attained the bomb, you will learn that

in its present condition, it will be unable to destroy the

Sa-Matra. It must be improved.


Shofixti: Resurrecting the Species

When the Ur-Quan forces entered the Shofixti home star system of

Delta Gorno, the Shofixti detonated a huge bomb in the photo-

sphere of their sun. The explosion ripped away a portion of the

sun's outer layer, allow-ing the super-heated interior to stream

out in a storm of gigantic solar flares. All life in the star

system was destroyed, Ur-Quan and Shofixti alike. As a

consequence, most people assume that the Shofixti are extinct.

This is not quite correct.


There are over a dozen Shofixti still alive in the galaxy. Due

to the potent reproductive capabilities of the species, the

Shofixti could repopulate their culture in less than a century,

and provide you with a huge supply of crew in a fraction of

that time. The problem though is bringing the male and female

Shofixti together for the... er... reproductive thing.


Locating the male Shofixti is fairly straight for-ward: go to

Delta Gorno and look for a single Shofixti ship patrolling the

system. The Captain (and sole crew member aboard his scout

ship) is a feisty old Shofixti named Tanaka. Since Tanaka's

sensors are damaged (it's worthwhile finding out how they

got that way), he will think your flagship is an Ur-Quan

dreadnought and attack you. To avoid killing Tanaka, run

away from battle by pressing the escape key. Then try talking

with Tanaka again, but this time, insult him back. Ur-Quan don't

insult their enemies, and eventually even Tanaka will realize

this and relent. If you kill Tanaka inadvertently, don't

despair. His brother Katana will appear in the Delta Gorno

star system later on, after you have acquired Shofixti



The only Shofixti females alive are actually in suspended

animation somewhere in VUX space, under the control of Admiral

ZEX, the brilliant but perverse VUX military genius. ZEX's

hobby is finding new and exotic additions for his "menagerie"

of creatures. The Shofixti maidens are there at ZEX's private

planet. To find the location of this world, ask any VUX or

see Giveaway Clue #3.


Slylandro Probes: How to Stop Them

If you've spent much time in HyperSpace, you have probably run

into one or two of these annoying entities and either been

forced to destroy them or been destroyed by them. The tumbling

red probes profess to be on a mission of peace, but you know

better! So what's their problem?


The truth of the matter is that the probes WERE sent out on a

peaceful mission. Unfortunately, the beings who sent out the

probes weren't very competent with technology and they messed-

up the mechanism's programming. Now, instead of exploring the

galaxy and making peace-ful contact with other alien races,

the probes are relentless hunters. They will chase anything

that moves and try to break it down into its component atoms,

blowing the target to bits in order to gather raw materials

to build replicates of themselves. This unhappy habit is the

result of a Slylandro having changed the probe's sub-mission

priority settings for Replication behavior from low to absolute



So how do you stop these probes? Simply find the Slylandro

(the crea-tures who sent them out into space), and explain to

them that they have made a dreadful mistake by changing the

probe's Replication priority setting. Once you have done this,

they will give you a destruct code which automatically

destroys any probe you meet, without your even having to

enter into combat.


There are several ways to locate the Slylandro homeworld: ask

the Melnorme for information about Current Events (it's the

6th piece of information), OR ask the Thraddash about their

brutal history three times, OR, each time you meet a probe,

engage it in conversation. When it is your turn to say

something, pick the third option. The fourth and subsequent

times you pick this option, the probe will print a coordinate

pair. Pause the game and write these coordinates down. These

are NOT the coordinates of the Slylandro homeworld; rather

they are the coordinates of the probe relative to the

Slylandro homeworld, its point of origin. You should be able

to use your present position, and the probe's coordinates,

to locate the homeworld. To make things even trickier, the

first number in the coordinate pair is the Y- component

(up/down) and the second number is the X-component



There is one last trick to finding the Slylandro Homeworld.

Unlike all other lifeforms in known space, the Slylandro are

NOT native to solid, rocky worlds. You will have to look



For the exact location of the Slylandro homeworld, see

Giveaway Clue #1.


Spathi: Forming an Alliance

For all their cowardly whining, the Spathi are one of the

strongest allies you can have in the game. Getting the Spathi

to join you is simple, once you know where their homeworld is

located, at Epsilon Gruis I. To speak with the Spathi leaders,

you will also have to learn a password, the Secret Spathi

Cypher ("Huffi-Muffi-Guffi"), from either Fwiffo on the surface

of Pluto, or the Melnorme.


When you arrive at the planet, you will discover something

strange: the Spathi are living on their moon, not Spathiwa.

Perhaps it has something to do with the many quasi-ursine

creatures covering the surface of Spathiwa? The Spathi High

Ruling Council will explain that these crea-tures are the

"Evil Ones" who ran the Spathi off their own world many years

ago. In order to ally with the Spathi, first try asking the

High Ruling Council to join you. When they refuse, explain how

strong you are, and how the Spathi are better off with you as an

ally than with the Ur-Quan. Eventually, the Spathi rulers will

offer you a challenge: to prove yourself, you must eliminate the

Evil Ones from the surface of Spathiwa.


Fortunately, the "Evil Ones" do not appear to find human flesh

particularly tasty and will not attack your lander when you make

planetfall on Spathiwa. However, if you touch an Evil One, be

prepared for a vicious attack! The best strategy is to remain

at a distance from the creatures, stun them into submission, and

then carefully pick them up, one at a time. When you think you

are done and have returned to orbit, you may want to make one

last Biological Scan, just to insure that you haven't left any

Evil Ones on the surface. You wouldn't want the Spathi to return

to Spathiwa only to be cruelly devoured, would you?


Next, return to the moon and inform the Ruling Council of your

success. They will then dismiss you and send Spathi to the

surface to confirm your claim. Return immediately and demand

they make good on their offer of alliance. Do not permit the

Spathi to delay their obligations. Eventually, after a threat

or two, the Spathi Ruling Council will agree to fulfill their

commitment, and will begin sending Spathi technology and

captains to the Earth Starbase, allowing you to build as many

Spathi Eluder starships as you can afford.


A final note: you will soon learn from the Starbase Commander

that Spathi scientists have arrived at Earth to study the

slave shield encircling the planet. Although they claim that

they are trying to find a means of lifting the force field,

the truth is just the opposite. You have a limited number of

months before the Spathi learn what they need to know, return

to Spathiwa, and use their new knowledge to erect an

impenetrable shield around their own planet, cutting them

off from the affairs of the galaxy. Since this will also stop

the supply of additional Spathi captains, you may want to

purchase several Eluder vessels before the Spathi successfully

raise their planetary shield.


Starbase Commander: Convincing Him to Help You

This first challenge is accomplished by performing three,

relatively simple tasks in sequence. Once you have done so,

the Starbase Commander will be so impressed with you and your

Precursor starship, that he will devote the full capabilities

of the Starbase to helping you on your quest to defeat the Ur-



The first part of the challenge is to supply the Starbase

with radioactive minerals. The Commander tells you that there

are some on Mercury (the planet closest to the sun), but warns

you to be careful since Mercury's proximity to Sol makes the

surface VERY hot and dangerous. The Commander is correct on

both counts. You can go to Mercury to acquire radioactives,

but it is much safer to go to Io, the first moon of Jupiter.

Once you have out yourself into orbit at either world, SCAN the

surface for MINERAL deposits. Radioactive deposits will be

colored orange, and the larger the dot on the screen, the more

units of an ele-ment you will find in a deposit. Next, select

DISPATCH and place the crosshair right on top of a radioactive

deposit, then press ENTER. Due to the alien nature of your

landing vehicles (remember, they were built by and for the

Precursors), you will not land exactly where you intended.

Now use your navigation controls to move your lander over the

deposit to pick it up. Any amount of radioactive minerals,

however small, is sufficient for the Starbase Commander's needs,

but you may want to pick up additional minerals (they will be

valuable a bit later on). If you are exploring the surface of

Mercury, be sure to avoid the crawling fire trails - they will

destroy your lander in a second if they touch you. Once you

have gathered some radioactive minerals, return to the Starbase

and give them to the Commander.


After supplying the Earth Starbase with radioactives, your next

task is to prove to the Commander that you are capable of

dealing with the Ur-Quan. The Commander suggests that you should

do so by 'dealing with' the Hierarchy base on the moon. This

is easy. Simply enter orbit at the moon and scan for energy

sources, and then land near the one energy node you discover

(the lunar base). Move onto the base to receive a report from

your landing team. After reporting what they have found at the

base, your landing team will return to your ship, automatically

bringing with them valuable scavenged materials. Now return to

the Starbase and report what you have found. The Commander will

be suitably impressed. However, before he agrees to join with

you, you will face the third and final part of this initial

challenge: a surprise attack by a lone Ilwrath Avenger!


You have no alternative to facing the Ilwrath in combat. Still,

you would be well advised to use your short conversation with

the Ilwrath starship captain to gather whatever information you

can, such as the fact that the Ilwrath ship is returning home

from a battle with the Pkunk in the Giclas constellation. Since

these 'Pkunk' are the enemy of the Ilwrath (your enemy), perhaps

they will become allies with you. (Then again, maybe the Pkunk

will just try to bite your head off - aliens can go both ways.)

In any event, you must fight the Ilwrath. Fortunately, the alien

ship is partially crippled, possessing half its normal crew

complement and being unable to cloak (turn invisible). The most

effective way to deal with the ship is to attack with the

Earthling Cruiser, keeping your distance from the enemy ship and

launching a continuous stream of MX missiles. Once the Ilwrath

has been destroyed, the Starbase Commander will be ready to

listen to your plans for overthrowing the evil Ur-Quan.


Sun Device: How to Acquire It

You will need this artifact to speed the Chmmr hybridization

process - to free them so that they can help you against the Ur-

Quan. Finding the Sun Device is the easiest part of the problem.

Both the Shofixti in the Delta Gorno system and the Yehat will

give you clues to its location (see Giveaway Clue #11 for its

precise location). Then, once you have found it, you will have

to find some way past the huge number of ships guard-ing the

Sun Device. You will have to lure all or at least most of the

ships away from the planet using some kind of ruse. And you will

need help. The Syreen are the key to unlocking this puzzle,

though allying with them may not be the simplest task. To find

the location of the Syreen's homeworld, ask the Ariloulaleelay

or the Melnorme, or see Giveaway Clue #12.


Syreen: Forming an Alliance

When you find the Syreen homeworld (see Giveaway Clue #12, or

talk with the Ariloulaleelay or Melnorme), you will soon learn

that the female warriors are content on their new planet and

have no desire to join with you in your struggle against the

Ur-Quan Hierarchy. Your only hope of getting them on your side

is uncovering a secret which, when revealed to the Syreen, so

angers them that they will leave their world to seek revenge.

So, what's the secret? Well, it has something to do with the

tragic destruction of the Syreen's original planet, Syra. The

Syreen believe the cataclysm was caused by a freak meteor

impact, but the truth is far different. A Mycon "Deep Child"

destroyed Syra.


To convince the Syreen to ally with you, you must first be told

about the function of the "Deep Children" by either the Mycon,

the Druuge, the Ariloulaleelay or the Melnorme. Then you must

gather physical evidence - a Deep Child egg case from the

surface of one or more Mycon "shat-tered" worlds. You can find

the "shattered" worlds by exploring Mycon space, or by looking

under Giveaway Clue #13.


Syreen: Locating the Ship Vault

After you have confronted Talana, the Syreen starbase commander,

with your proof about Syra, the Syreen will offer their

assistance, provided you help them exact their revenge. First

you must find their fleet of Penetrator starships which the

Ur-Quan hid in an underground vault at a nearby star system. To

find the vault containing the ships, talk with the Zoq-Fot-Pik

or see Giveaway Clue #14.


Once you have opened the ship vault, return to Betelgeuse and

follow Talana's instructions.


Talking Pet: Enlisting its Assistance

The mental powers of the Talking Pet will serve a single

important purpose: they will distract the Ur-Quan and Kohr-Ah

long enough so that you can get close to the Sa-Matra.


To get the Talking Pet working for you, you will have to remove

it from its present location at Beta Orionis 1. Since it is

likely that the Talking Pet will not go willingly, you will

have to find some way to neutralize the creature's mental

powers. The secret to this defense can be found at the ancient

Taalo homeworld, which is located in Orz space. For the nature

of the device, see Giveaway Clue #7, and for its location, see

Giveaway Clue #8.


Taalo Shield: How to Acquire It

The Taalo mind shield can be found at an ancient Taalo planet

located in Orz space. For the exact location of the shield,

search this area carefully, or see Giveaway Clue #8. There is

one complication, however. The Orz find the Taalo planet a very

interesting and pleasant place. Unless they are allied with

you, you will have to destroy at least ten of their ships to

reach the planet's surface and attain the Taalo Shield.


Thraddash: Forming an Alliance

The Thraddash are thick-headed bullies who understand little

else but violent conflict. Therefore, it should not come as

surprise that the only way to ally with them is to impress them

with your own might, say by defeating a certain number of their

vessels. The only restriction to this method is that you must

defeat ALL of the ships in a battle group to have their number

credited to your score. As a consequence, it is point-less to

attack the Thraddash homeworld or the Aqua Helix planet, since

they both possess an unlimited number of ships.


To learn the exact number of ships you need to defeat in order

to impress the Thraddash enough to ally with you, see Giveaway

Clue #21.


Ultron (Broken): How to Effect Repairs

The Ultron is an ancient and mysterious device whose mystic

powers, if any, were quenched when the Utwig High Proctor

dropped it during a particularly frenetic ritual. After

breaking the Ultron, the Utwig became so despondent that they

gave the ruined device to the Supox, and are now on the brink

of cultural suicide. In order to fix the device, you will have

to find and "use" three replacement parts; the Rosy Sphere,

the Clear Spindle and the Aqua Helix. These devices are

scattered across space, and it is your job to bring them

together with the Ultron as quickly as possible.


Umgah: Forming an Alliance

Can you ally with the Umgah? Simply put, no, but it is quite

possible to become a great hero in the eyes of the Umgah,

their ultimate savior. How? The answer lies in freeing them

from the bondage of a creature who, at some point in the game,

will enslave the Umgah with its evil psychic coercive powers.

Free the Umgah from their heinous bondage and you will earn a

reward...although perhaps not something you expect. Remember,

the Umgah have a very strange sense of humor.


To rescue the Umgah, remove the psychic creature from Beta

Orionis 1, the Umgah homeworld.


Utwig Bomb: Amplifying its Destructive Power

Once you have gotten the Utwig bomb, you will soon learn that

it is not yet powerful enough to fulfill its destiny: to

destroy the Ur-Quan battle platform known as the Sa-Matra.

There is only one race in space who has the technological

sophistication to perform this improve-ment, and they are

under a slave shield. You must find them and somehow cause

the shield to fall. For the name and location of this race,

see Giveaway Clue #10.


VUX: Apologies, Apologies

It is common knowledge that during the war with the

Hierarchy, Humanity encountered an unknown race which called

itself the VUX. Although hideous in appearance, the VUX had a

considerable star fleet, and would have made a significant

ally against the Ur-Quan, were it not for a certain blundering

starship captain named Rand. Captain Rand's cruiser was the

first Alliance starship to encounter the VUX. When he saw the

VUX starship captain, he blurted out an insult regarding the

aliens appearance and parentage, not knowing that the

sophisticated VUX language translation technology had relayed

his every word to the VUX captain. Combat immediately ensued.

Before diplomatic efforts could resolve the situation, the

Ur-Quan also discovered the VUX, and compelled them to join

the Hierarchy.


So, perhaps you have come to the conclusion that the time is

right for humanity to apologize for Captain Rand's foolish

insult. The VUX are intelligent creatures, compassionate in

their own way. Surely after all these years they will respond

to your genuine desire to forge a bond between your two races.


WRONG! The VUX will never become your allies! They despise

Earthlings with such great loathing that nothing you can do

will sway them from their hatred. Why? Well, the old insult

is only a small part of the problem. The real difficulty is

that the very sight of humans makes the VUX immediately throw

up (and if you've never seen a green, multi-tentaculated beast

vomit, take my word for it, it's horrible). In reality, VUX are

far worse bigots that humans. For years they have hidden behind

Rand's insult, using it as their excuse for incessant hostility,

when the truth of the matter is the VUX simply think humans are

too ugly to let live.


So how do you deal with the average VUX? MX missiles or space

marines. Still, there is one VUX with whom you can make friends,

though he is hardly average. You must seek out Admiral ZEX, the

eccentric military genius who led the entire VUX starfleet during

the war. Alone among the VUX, the admiral has a soft spot in his

circulatory organ for human beings. You will find ZEX tending the

menagerie of lifeforms he has assembled on his own personal

world. To locate this planet, ask any VUX or see Giveaway Clue



Winning the Game: In a Nutshell

Okay, you want to cut to the action, right? Here's what you do:

find the Ur-Quan's ultra-powerful battle platform, the Sa-Matra,

and destroy it It's that simple.


Words: Getting the Ur-Quan and Kohr-Ah to Reveal their Past

For the most part, neither the Ur-Quan or the Kohr-Ah are par-

ticularly fine conversationalists. However, if you know the right

words, you can get them to "open up" to you - at least a bit. To

learn the words, you can talk to the Pkunk (ask them for advice

on how to deal with the Ur-Quan), the Melnorme, or with Spathi

ships in space. Once you have heard the "words" you can repeat

them to the Ur-Quan and/or Kohr-Ah at your next encounter.


Yehat: Triggering the Revolution

Twenty years ago, the Yehat Veep-Neep Queen joined forces with

the Ur-Quan Hierarchy, against the wishes of many honorable

Yehat, includ-ing nearly all of her starship captains. Although

the Yehat are initially hostile to you and your plans for war

against the Ur-Quan, you can start a civil war between the

Royalist factions (who are loyal to the Queen), and the starship

clans who hold true to the ancient Yehat qualities of honor and



To trigger the revolution, you must add a Shofixti ship to your

fleet and then approach a Yehat ship in space. When confronted

by a living Shofixti (the Yehat's adopted child race whom they

believed extinct), many of the Yehat will turn against the Queen

and a huge battle will begin. From this point on, half of the

Yehat ships you meet will be rebel friends, who hold true to

the old Alliance of Free Stars, while the rest will remain your

enemies. Never look for friends at the Yehat homeworld on Gamma

Serpentis I.


Although the Yehat rebel forces are unable to spare starship

captains to send to your Starbase (which would allow you to

build as many of their ships as you wanted), from time to time

the rebels will give you a hand-ful of their powerful Terminator

vessels. In addition, they will provide substantial assistance

at the climactic, battle with the Ur-Quan, should you need it.


ZEX: Dealing with the Eccentric Admiral

Admiral ZEX is the only VUX who actually likes to have human

beings around. Since all other VUX regard humans the same way

they view putrid flesh, you'll understand why the VUX consider

the admiral to be, to say the least, eccentric. However, due

to ZEX's military genius, he is allowed to do whatever he

pleases, as long as he remains at his person-al menagerie

world, Alpha Cerenkov I.


Beyond his dubious friendship, ZEX has only one thing to offer

you to aid your struggles against the Ur-Quan. On the surface

of his menagerie planet, ZEX has cryogenic hibernation tanks

containing a dozen Shofixti Maidens. These Shofixti females

are absolutely necessary to restoring the Shofixti race. ZEX

will agree to give you the maidens on one condition: you must

deliver to him a beast he desires. To ZEX, the beast is a

"beautiful creature" who resides on a planet orbiting a yellow

star on the far side of space. The beast's world is in a

constellation of eight stars which looks like a snake that

has devoured an elephant. For the exact location of the

"beautiful creature", see Giveaway Clue #5. Once you have

located the beast, beware! The creature is the single most

deadly lifeform in this part of the galaxy, and it will be

tough to incapacitate. However, once you have the creature

stowed aboard your vessel, you will be safe. Once you have

acquired the beast, return to Alpha Cerenkov 1, and deliver

it to ZEX. You shall receive your just reward, as shall ZEX.


Zoq-Fot-Pik: Forming an Alliance

It will be beneficial for you to forge an alliance with the

Zoq-Fot-Pik early on. They are eager to join forces with

humanity, and later will give you unique information about

the activities of the Ur-Quan.


To establish an alliance with the Zoq-Fot-Pik, you will

have to travel to their homeworld. To find the location of

this planet, either talk with the Zoq-Fot-Pik scout ship at

Rigel, or see Giveaway Clue #17.


Remember, an alliance only works if both sides help each

other. If you ever receive a distress call from the Zoq-Fot-

Pik, answer it with all haste.



This section contains the explicit clue fragments, which are

referred to in the Puzzles and Mysteries section of this



#1.  Beta Corvi 4 (yes, the gas giant!).

#2.  Alpha Cerenkov 1.

#3.  Beta Copernicus 1, Gamma Brahe 1, and Gamma Scorpii 1.

#4.  Arcturus 1.

#5.  Delta Lyncis 1.

#6.  Delta Crateris 5.

#7.  A shield against psychic attack.

#8.  Delta Vulpeculae 2c.

#9.  Zeta Hyades 6b.

#10. The Chmmr at Procyon 2.

#11. The Mycons at Beta Brahe 1.

#12. Betelgeuse 1.

#13. Gamma Scorpii 1, Beta Copernicus 1, and Gamma Brahe 1.

#14. Epsilon Camelopardlis 1a.

#15. Zeta Persei 1.

#16. Gamma Kreuger 1.

#17. Alpha Tucanae 1.

#18. Zeta Draconis 1.

#19. (043.8, 637.2)

#20. A HyperWave 'Caster

#21. 25 ships