Space Rangers 2 missions. Space Rangers: Walkthrough (all quests)

And so we are sent to planet “X” in order to find out what happened to the scientific expedition. Upon arrival on the planet, we get out of the ship and wander around the camp. We go left (here you can randomly run into a representative of the local flora and fauna, a landfill, a shiny cube) then right (here you can randomly find a Talker bird, a flower (which will shock you: D), or you can find nothing at all).

We find the Talker bird.

This is, in fact, the easiest option to pass because... there are fewer unnecessary movements in it. Let's go straight. And let's go look for staff. We find the corpse of a Gaalian and a Faeyan. We carefully examine the corpse of the latter. Let's wander around the camp a little more and run to the ship to report. We would be glad to get away from this planet, but the government of the customer’s planet breaks us off and sends us for the black box, citing the fact that the expedition’s accumulated data must be returned. Well, what can we do here? Let’s go in search of the black box. We go straight to the administrative building. We find a piece of paper on which 123581321 is written (this is the Fibonacci sequence, in which each subsequent number is equal to the sum of the two previous numbers). Enter the access code 34 . We find a shiny cube. We return to the courtyard and go to the warehouse. The shiny cube is the key to the warehouse, but sometimes it cannot be used for its intended purpose. When opening the door to the warehouse, under no circumstances ask Talker about the door (this will agitate the bird and we will not be able to use two keys). We use force (if you can use a cube, then use it) and open the door to the warehouse. We look around and wander around the warehouse. Next we go to the caretaker’s office. We examine everything that can be examined in it. We find a piece of paper that says that the synchronization unit is faulty and needs to be replaced, and that it is in the safe. It also says that in order to disable the field, you need a partner, which we have, and where are the keys needed to disable it? force field. We take everything they give and go to the research building. We are trying to find a use for two keys. We are trying to get help from the bird. We take the black box and find out why there is no life on the planet and why the expedition died. Whether we go to the ship or panic, it makes no difference. We return to the camp and wait for the rescuers to arrive. We go to the research building to the synthesizer and synthesize test tubes with regenerating and destructive liquid (read the instructions before use). We go to the administrative building and kill as much time as possible there. Next to the recreation building. In the recreation building you can improve your mental health and kill some time. In the warehouse, you can recharge the blaster in the room with lightning (provided you can put out the fire with your bare hands: D), and also improve your health in the room with the red cross. When catching glitches, we stand still, immerse ourselves in meditation and concentrate. While wandering around the buildings and terrain, you can meet the following personalities:
  • Feyan boy. We give him the model of the starship found while ransacking the warehouse.
  • Gaal professor. We free him and in return we get batteries for the blaster.
  • Maloka. To help malok, a T solution is needed, which is synthesized in the research building. After helping Malok, he will give you two bottles with X solution.

If you find the Talker and the cube at the same time.

Then we immediately go to the warehouse, passing the administrative building, and further along the passage with Govorun.

If you didn’t find the Talker and found a cube.

Then we skip the administrative building and go straight to the warehouse. The next steps in the research corpus are given below.

If you haven't found the Talker and the cube.

Then we go to the administrative building for a cube and then to the warehouse. In the research building we proceed as follows: we look for a synchronization block, find a safe and proceed to break into the safe, resort to a wrench (if it doesn’t open, then click everything in a row until the safe opens), replace the synchronization block and turn off the force field through the terminal.
Disabling the force field via the terminal. We transfer energy in the following sequence: 5 theranolphs from the main storage into 2 jars; from the reserve storage 3 theranolf from 2 jars to the 1st; from the main storage we send 5 theranolfs to the 3rd jar and once again pump 5 theranolfs into the 3rd jar; from the reserve we pump 3 teranolf into the 2nd jar; from the 2nd jar we pump 3 theranolphs into the main storage; from the 3rd jar we pump 3 teranolf into the 2nd jar; pump 5 teranolf from the main storage into the 3rd jar; from the 1st jar we pump 3 theranolphs into the main storage; from the 3rd jar we pump 3 teranolf into the 1st; from the main storage we pump 5 teranolf into the 3rd jar and turn off the force field.

And so we need to arrive on planet “X” and bring the disk. Upon arrival at the spaceport, a liaison officer comes up to us and answers his question about the meaning of our name, and we answer: “Under-quail, idiot!” Next, we agree and follow the bearing. Here we are being knocked out. Next, we have to answer a question in order to confirm our identity.
Here are the questions that may come up in the quest and the answers to them:

  • Five<раса>can defeat five perfect punch-cracks in five minutes. How much time does one need?<раса>to defeat one penchekryak?
    • Malok - less than a minute!
    • Gaalese - not a single one!
    • Feyanin - more than one, but less than five minutes!
    • Man - five minutes!
    • Bearing - more than five minutes!
  • There were five disposable atomic candles in the room, two of them<раса>extinguished. How many will be left?
    • Malok - four!
    • Haalian - five!
    • Feyanin - eight!
    • Man - two!
    • Bearing - not a single one!
  • In a five-story<раса>the house has an elevator. Only two tenants live on the ground floor; from floor to floor the number of tenants doubles. Which floor will the elevator go to most often?
    • Malok - not at all!
    • Haalian - for the last one!
    • Feyanin - on the second!
    • Man comes first!
    • Bearing - to zero, to the basement!
The quest is presented in the pirate line.
Author

Complex

Executor: anyone.

This quest is beyond all belief in size: it is a separate game in itself. It’s even scary to start describing it...

So we have a role-playing game. I’m not talking about the “Rangers” - inside the world there is a role-playing game that the Iike-Baan champion, Mr. Duu-Rak, played. Our task is to defeat his character, the Supreme Magician, and force Duu-Raq to return to reality.

Management

In the game we have the following parameters:

    Health- the most common hits.

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

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

    Money - here it’s only worth saying that from the very beginning you can buy game currency for regular galactic credits from the bearing in the “Tired Gamer” bar. By default, 2000 coins are given first; If you spare no expense and buy more, life will be easier. What is especially touching is that ordinary money is exchanged for virtual money at a ratio of 2:1. Well, what a life they have there!

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

Source - its location below - very convenient way"restore". But it returns health, magic, focus to ordinary maximum, and spells and potions can raise parameters above maximum.

Elements of magic

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

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

Here is the list of spells:

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

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

    Freezing: Air and Water Freezes the enemy for 1 turn and takes away 2 health from him

    Healing: Spirit and Water. Restores 7 health units.

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

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

    Fire Blade: Fire and Spirit. Deals 8 damage.

    Fireball: Fire+Air 5 damage and -5 Focus to enemy

    Absent-mindedness: Fire and Water Enemy Focus -10

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

    Ice Bee: special(not obtained from the book). Air, Spirit and Water - 2 times 4-6 damage, the spell works Always. When hitting the magic Shield, only one bee causes damage.

Items

Represented mainly by books, potions and amulets. To use them, you need the “Enable Pause” command.

The books describe spells, and you only need to read them once, and then you can take them to the buyer.

Potions increase one of three main parameters one-time - health, concentration (potions of intuition) or magic, and you can carry no more than 3 of each type with you. It is recommended to store excess potions in a chest.

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

Winds: Air+1, Spirit+1.

Voli: Focus +10.

Waves: Air+1, Water+1.

Blood: Spirit+2.

Sveta: Fire+1, Air+1.

Harvest: Earth+1, Water+1.

Walkthrough

Here is a sequence of actions that, as a rule, is enough to defeat Duu-Cancer.

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

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

We approach the girl, heal the woman with a spell, and receive a rose as a gift.

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

Forest

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

Now (if Spirit magic > 1, otherwise we’ll wait) let’s take a walk along the beaten path: turn onto an untrodden path, finding bones - direct a trickle of Spirit to them (without searching), then, at the request of the ghost, direct maximum Spirit magic and receive it as a prize + 4 to the magic of the Spirit. This will be very useful to us!

We choose the familiar path and follow the overgrown path to the left, where, having made our way through the bushes and further, we go forward to a clearing with a stream and a house. On the way we will be stung by ice bees (5 times), but if something happens we simply stop to rest and heal (the Shield spell also helps - it reduces damage from bees). When the “last push” remains, we rest, bringing Focus to 100.

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

Here, if necessary, experiment - there are many options for communicating with a witch, and you can get a fair amount of all sorts of useful things there. Here is a simple but effective way: “Master! Open the gates”, “Oh yes, allow me to introduce myself, madam”, “What could be more beautiful...”. This path gives us the spell “Ice Bee” - see the manual - with the right to use it five times, as well as a polyflower (if you didn’t have another one with you).

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

Now it’s time to return to the village (let’s not forget about the rise in Concentration - it’s better not to leave money on the road), we go to the healer, give him the second multi-flower (for it they reduce the price of a Magic potion, they give this very potion and money), we buy potions to capacity and we stomp back to the intersection.

Cave of Mysteries

Advice: If you meet a racketeer along the way, the cheapest way to get rid of him is “You’ve got a pretty penny on you.”

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

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

Path of Will. We set up protection depending on what is being directed at us:

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

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

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

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

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

Rats

We return to the crossroads, shop, hand over to the Buyer two magic books obtained in the cave, and ask about the plot. After which we stomp into the basement to kill the rats.

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

Having killed the rats, we receive, in addition to the reward, the right to visit the Buyer for a glass of elixir, which doubles our current health.

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

Final fight

By the final battle we should have:

    3 potions of each type;

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

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

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

    Characteristics of the Great Magician:

    Health: 30-35

    Accuracy: 100

    Magic: 6-8 each element (in total!)

    Potions: 2 Magic and 2 Intuition

    Owns everyone standard spells, but Healing restores him to 8 hit points, and Absent-mindedness takes away 12 units of Focus from the player.

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

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

    If it weren't for the Brotherhood of the Shore, you would never have made the journey to New World, because there would not be a single French colony in it for you to visit.

    R. Sabatini, “Good Luck to Captain Blood”

    When the first “Rangers” appeared, it was a sensation: they knew absolutely nothing about the game, 1C didn’t bother to give a single advertisement.

    Now, of course, there won’t be that furore: everyone knows what “Space Rangers” are. Even those snobs who turn their noses up in disgust at all 2D engines are aware that the game is a hit, and, therefore, its second part is bound to receive its share of applause.

    Elemental Games could easily make KR2 with minimal changes: a new plot, lines, quests, several types of weapons. Well, draw some graphics. And this already it would be a success. But they went much further.

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

    So, in this guide you will learn about:

    • races, professions, ranger skills and experience;
    • ships, planets and space stations;
    • all kinds of equipment;
    • text quests and their passage;
    • planetary (ground) battles;
    • tactics, strategy and keys to defeating the Dominators.

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

    • “Flying heroes” - section “Skills”.
    • “A flying barrel or something else?” - section “Space stations”.
    • “On the dusty paths of distant planets” is all about planetary battles.
    • “Cold iron” - section “Case”.

    Flying heroes
    or about the role system

    As before, at the initial stage of our career we are faced with a choice of five races - Malok, Peleng, human, Faeyan, Gaalian - and professions, of which there are now not three, but also five: warrior, mercenary, merchant, corsair and pirate.

    Professions

    As before, the choice does not particularly oblige you to anything. No one is stopping a merchant from becoming a space hero, having saved up some money for decent weapons, a pirate from “reforging”, and a fighter from engaging in racketeering or honest business. Only the initial parameters and the provided vessel depend on the choice.

    Advice: A newcomer to the world of the Kyrgyz Republic should start as a merchant. The life of “business sharks” has become much more pleasant in the second part, since trading can now bring quick profits.

    Races

    Your choice of race doesn't have to define your entire life either; Initial relationships and equipment depend on him, but friendship with other races is not difficult to establish while fighting with the Dominators (and spoiled by piracy). The set of available text quests also depends on the race (some, very few, are not given to everyone), but... the race can also be changed if desired. At the pirate base.

    Gaalians- a race of thinkers and sages, primarily occupied with creation and contemplation of beauty. As a result, they have pretty decent relationships with everyone, and on their planets you can buy luxury goods (relatively) cheaply. The Gaalians' equipment is insanely expensive, but reliable. Among the Gaalians (and Faeans), alcohol, drugs and weapons are illegal.

    This is interesting: The degree of observance of prohibitions depends on the political system on the planet. For example, in anarchy, you don’t give a damn about any restrictions. But the Haalians almost always prohibit drugs: apparently because they love them very much (the Haalians have exorbitant prices for them).

    Faeyans-“eggheads”, a race of engineers and scientists. They are usually the first to have all sorts of technical innovations - naturally, not cheap. Their planets often have good prices for equipment and medicines. The Faeyans completely ruined their relations with the Maloks and the Bearings.

    This is interesting: When playing as the Faeans, you will not be faced with the issue of gender. The Faeans are hermaphrodites.

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

    This is interesting: galactic loans on which the economy of the entire galaxy operates are originally human currency.

    Bearings, amphibians, also known as “sneaky toads,” are the owners of the most bad reputation in the Universe, not excluding the Dominators. They do not disdain anything, they have the most abundant pirate fleet. Allowed for sale on their planets All. It is clear that no one likes them (although the Gaalians and people somehow tolerate them). Quite often on the Peleng planet you can buy something absolutely incredible - well, a pirate got it, drove it back to his homeland...

    The most greedy rangers sometimes buy all sorts of illegal goods from the bearings and then sell them in one batch (otherwise it doesn’t take long to rattle) to the Gaalians. The enrichment is indeed instantaneous, but check to see if your gills are growing after such tricks...

    Be careful when completing bearing quests. Cheating with payment is the sweetest thing for them.

    This is interesting: in galactic jargon, “to take bearings” means to compare with bearing, i.e. to inflict the gravest insult, to humiliate.

    Maloki-brutal thugs professing a cult of brute force. Accordingly, their space technology is made using scrap and so-and-so, so it costs pennies and is repaired almost for nothing, but it also breaks at the first opportunity. Since these brave guys do not tolerate effeminacy, they, the only ones in the entire Universe, have illegal luxury (and usually also drugs and alcohol, but only a latent suicide can prohibit small people from selling weapons). The Maloks have decent relations with the Bearings, with the Gaalians - so-so, with the rest - on the verge of a massacre.

    This is interesting: Maloks despise trade, so you can ruin your relationship with them simply by trading too often on their planet. Speculation is, in their opinion, the most vile of perversions. It’s much more honest to take away what you need: that’s why their complaints against pirates are very moderate.

    Skills

    There are six skills. To develop them, you should invest experience points in them, as before.

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

    Accuracy And maneuverability-combat skills: the amount of damage inflicted when fired and the scale of damage that you receive from hits depend on them, respectively. A fighter should develop them harmoniously, but it seems that accuracy is slightly more valuable.

    Technique- a skill that reduces wear and tear on equipment (including under enemy fire), which means it provides soldiers with greater cost savings. Although the actual level of wear reduction is not very large, it is still worth considering (but not the first thing). Another technique increases the number of probes that can be controlled - see below in the chapter “Research Stations”.

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

    Charm-on the contrary, it’s a great thing, because it increases profits from quests (however, don’t forget to visit the medical bases (see below) for the Ragobam Whisper). In addition, charming rangers get better credit for hunting Dominators and are more willing to forgive piracy and smuggling.

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

    A flying barrel or something else?
    or about what can be encountered in outer space

    The world is made of ink and light,

    There's a lot of nasty stuff floating around in it.

    The stars fly without rudder or sails,

    Galaxies rush by like a whirlwind.

    Our world is like a ball.

    In the center of it the Hedgehog sleeps.

    O. Ledenev

    It's time to talk about what we might encounter in deep space.

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

    Stars and planets

    As before, there is always only one star in the system, and its only meaning is that you should not fly too close - the heat will begin to damage the body. Oh yes: also, if you hover your mouse over it, you can get a list of planets and stations in the system.

    Well, there is a lot more entertainment on the planet - at least if this planet habitable.

    Firstly, there is shop with an abundance of various goods for trade and another with ship equipment. An icon in the form of a pediment with columns will allow you to communicate with a representative government: here our brother is given tasks, rewards for work done, sometimes useful information... and sometimes a headache, if he deserves it.

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

    Advice: when going on a large trade raid, remove everything unnecessary: ​​the droid, the scanner, and even the guns (if the engine is good). More hold - more turnover...

    In the same screen, we can now improve our abilities using experience points.

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

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

    This is interesting: Now on the planet, by entering the take-off screen, you can see what other ships are currently in port. True, nothing can still be done with them, but at least we can find out where that damn “Phantom Limey” went, for which we have a contract with Mars...

    But this is all about inhabited planets. So what? uninhabited?

    They ceased to be decorative objects, serving only during rare quests or for shelter from persecution. Now you can look for something valuable on any uninhabited planet. For this purpose they serve probes.

    The probe is purchased at the research station. Having arrived on the planet, you leave it in orbit, and after a while you arrive and see what it managed to sniff out. Getting rich at lightning speed usually doesn’t happen, but it’s quite possible to make money this way.

    Space stations

    Huge structures floating lazily in orbit like the planets are space stations. On them you can do everything the same as on the planets (except for communicating with the government - well, it’s not there!) - plus something else, special for each type of station.

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

    Ranger Center

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

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

    A micromodule in magical worlds would be called “enchantment”. This is such a small thing that improves the characteristics of some piece of hardware, usually with a side effect (for example, the object increases in size). In general, it’s approximately the same as what they do at a research station for ordinary money (and the smart people there manage everything without bad consequences).

    Advice: do not transfer micromodules to crappy equipment. You won't be able to get them out of there later. Bet them on something you plan to fly with for more than one month.

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

    Scientific stations

    A mysterious tribe of eggheads (no, I’m not talking about the Faeians, or rather, not only about them) lives at scientific stations. There they are engaged in “research on dominators” - or rather, pieces of them that I drag them from time to time.

    The main reason why we are fighting the Dominators is to “feed” scientists with Dominator spare parts. Like our ancestors - Klisan.

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

    In fact, you can give them parts from the “wrong” dominators, but this is simply unprofitable: if you hand over pieces of “red” dominators to the “blaseroid” department (blue ones to the kelleroid department, green ones to the terronoid department), then they will be accepted at double price, and this Very not bad money. It is quite possible to live only this way, without wasting time on more peaceful activities.

    In their free time (from working at the scrap metal collection point), scientists can, as before, improve your equipment, charging for this a far from modest fee. But it's worth it. In addition, only here and with pirates can you repair artifacts.

    Finally, there is such a funny innovation as probes: with their help, you can find some material values ​​on uninhabited planets. But I can’t say that it was so profitable: the search usually takes quite a long time, then you come back six months later and find some scrap metal worth 500 coins... Moreover, the probe needs to be repaired from time to time... However, a technically advanced probe scans the planet quickly enough so that, say, returning to the system for quest money, you can already harvest the crop.

    Medical centers

    There were no such stations in space three hundred years ago, and if there had been, the war with the Klisans would have ended many years earlier.

    The fact is that here they issue the most powerful stimulants, with which the most scruffy ranger can become a great hero. Do you want to fight from the first days of the game? Here you go.

    Here are the most important of the local remedies:

    • Gaalistra of time. I never thought that dripping turpentine on the back of the Ranger speeds up not only him, but also his engine. However, facts are stubborn things. The gaalistra also increases maneuverability, in general, with it you will get away from your grandmother, you will get away from your grandfather, and even more so from the Urgant. It also has a peaceful application - flying to trade or doing quests with such “afterburner” is also a pleasure.
    • Malokskaya sizha. This good is already a purely combat stimulant, thoroughly increasing accuracy and maneuverability. Until you upgrade yourself - a must have.
    • Stardust. Since gaalistra and situ cannot always be bought and not everywhere, dust also finds its connoisseurs. It simply increases almost all skills by one notch.
    • Ragobama whisper. They accept it with the intention of earning extra money: with it, the rewards for quests increase noticeably. In addition, it allows you to eat Ragobama toads. If anyone finds at least one, be sure to report it to the Discovery Channel.
    • Super technician. This substance instills in you powerful engineering knowledge, as a result of which the equipment on your ship does not wear out. For a fighter, the importance of such an injection cannot be overestimated, because repairing the inside of a ship is the main expense, and the hull can be repaired with a droid.

    There are several less important ones - they increase charm, the power of the scanner and radar, and the most fun one, perhaps, forces merchants to throw cargo into space at the first request. A pirate can make a fortune from this.

    In addition to all this drug addiction, diseases are also treated here, but such an attack will not happen to you very often.

    However, when it does occur, measures must be taken urgently. How about, for example, holy fanaticism, when all ships without exception seem to be dominator? Or chekumash, in which “phantoms” appear around - non-existent planets, black holes, ships? Or mysterious luatancia, aka viral pacifism (here severe mental suffering is slightly brightened up by regular assistance from the Luatan support fund)? Or bitter swaddling cloth, in which the sufferer begins to destroy equipment on his own ship?

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

    Military bases

    Many rangers visit these establishments only to receive the next title and the accompanying prize (which, as a rule, is immediately sold out at the flea market due to its irrelevance). But recently two more reasons have appeared for this:

    • Combat programs awarded from time to time to distinguished Rangers. They can do a lot, the only pity is that the number of “charges” is very small. But those who want to feel like a magician and sorcerer are happy to make the Dominator shoot into the white light or throw their own droid and cannon overboard...
    • Ordering a military operation-the latest achievement of military-economic thought. Indeed, if a ranger wishes to join the battle fleet rather than fight at his own risk, why not pay for the privilege? A relatively modest contribution (with time its modesty decreases significantly) - and now the squadron of Malok “drakars” is ready to take off.

    The only pity is that they determine the goal themselves.

    Pirate bases

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

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

    Next - market research. For a fairly moderate amount they offer you ready-made options the most profitable trade routes! Of course, you can find the same thing by digging through the local network for a long time, but this is much easier and more pleasant. Just keep in mind that they choose based on a single principle - maximum difference in percent between the purchase and sale price. In other words, sometimes it may be more profitable to trade at a less remarkable difference, but more expensive goods(10% on luxury is often nicer than 30% on groceries).

    Investments- the funniest innovation. Don't like the location of the stations? Ha, that's a problem for me too! A small financial transaction - and here you have a brand new business center or military base... The only pity is that possible locations are determined without our help.

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

    Asteroids and space debris

    In CR 1, many initially chose a career as a “space scavenger”: they shot asteroids, collected free-floating minerals, or ran after them into hyperspace. The latter is problematic nowadays, but hunting for asteroids is within your right. However, don’t flatter yourself too much: garbage is inexpensive, and time flies.

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

    Black holes

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

    There are now more black holes than there used to be. This is understandable: after all We no longer have other sources of arcade battles, the opportunity to fight with pirates in a clump of hyperspace during an interstellar transition was taken away from us. As before, the inhabitants of the holes move faster the more often you visit them. And sometimes, besides UFOs, you can find something like this...

    The battles, perhaps, have not become any more difficult, only now you need to fly more actively, because there are a lot of healing prizes on the new maps, and if you don’t harvest the crops first, the enemies will resist you for a very long time. I won’t describe the combat technique in detail - I’ll refer you to the manual for the first CD on our disk. I’ll just say that the “cart” tactic, when we fly exclusively backwards, turning our guns towards the enemy, is still more than relevant.

    This is important: if you want to collect prizes in hyperspace after the battle, pick them up with the Alt key, and not by clicking the mouse: the mouse now immediately exits hyperspace after the battle is over.

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

    Love black holes, a source of artifacts and “free” travel around the galaxy.

    SECOND PAGE

    Ships of intelligent races

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

    Most ships' nationality is determined by their hull color and radar blip, so you can get a good idea of ​​what to expect ahead of time. Red - Maloki, green - Bearings, blue - people, pink-purple - Faeans, yellow - Gaalians. But this does not apply to rangers (and some pirates): the color of the hull they purchased is the same. Just because you fly on a Faeian ship does not make you a friend to all Faeians...

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

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

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

    • find out the direction of movement of the military squadron (who they are going to liberate);
    • find out any rumors about profitable goods (for this we talk with transport);
    • agree on a joint attack (with a pirate - on a peaceful ship, with a civilian or warship - on a pirate, with a ranger - on a Dominator);
    • demand “trick or treat”;
    • negotiate the hiring of a ranger for your service.

    Peaceful ships

    Liners, diplomats and transport, as a rule, are not the first to go into battle (except against a well-known pirate, and only in a group), often show agreement on the issue of ransom, and, in general, do not like to fight. Although sometimes the number of guns on board and the good spirits of the “Maloka peace tractor” may surprise you.

    A pirate has a lot of use from them, the rest can only find out about supply and demand or request help against a bandit.

    Warriors

    These gentlemen are usually found in packs and are not at all averse to punching pirates, enemies of their race or home planet. It’s not easy to come to an agreement with them if they already have a grudge against you. Warships, as a rule, are decently armed, but the government is always skimpy on good engines, so if something happens, it’s quite possible to “move to plan B.” True, soldiers usually fly without cargo, which affects their speed.

    The destruction of a warship seems to have a greater impact on race relations than the robbery of a civilian transport, but less than an attack on a diplomat.

    The benefit of soldiers is, first of all, that they fly in a large group to liberate worlds from dominators, and behind their wide backs you can shoot to your heart's content at the flying evil spirits. As a rule, they keep military secrets weakly, they easily admit who they are going to go after, and it’s not difficult to get close. As I already said, you can order the operation at an army base at your own expense. Since the soldiers’ engines are so-so, you can easily escape from under fire according to the principle that one wizard once outlined:

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

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

    However, there is one drawback to joint hunting with the army: soldiers are alien to profit, they, as a rule, do not have any capture, and therefore, in the absence of more worthy targets, they simply shoot everything that flies in space. As soon as such a guy shoots at a generator for 20,000 coins, anti-army sentiment immediately flares up in all the rangers!

    Warriors (maybe, except for the Bearing ones) always willingly respond to an offer to jointly beat down a pirate.

    Pirates

    These fly everywhere and are very interested in poorly protected ships, from which they solicit cargo or money. Many rangers who are lured by illegal profits fall into this same category. These living creatures will be born especially abundantly in the vicinity of their bases, as well as in the Peleng and - slightly less - Malok worlds.

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

    Pirates have a well-developed instinct of self-preservation, and, deciding that he is superior in firepower, he calmly lands on the planet, where he sits out the difficult times.

    Often you are given a quest to destroy the next John Silver, and this property of the Jolly Roger knights greatly hinders you. What to do?

    Here's what. Wait on the sidelines until the pirate takes off and heads for the edge of the map. Don't fly after him too fast until he's far enough away, then try to stand between him and the planet. In addition, a cannon named treton, slowing down the enemy ship.

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

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

    Rangers

    The ranger fraternity is doing about the same thing as you, and enjoys a similar degree of freedom, except that it does not touch text quests. A ranger can meet you in any guise, on any ship; he is free to become an indifferent merchant, a stubborn warrior or a greedy pirate.

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

    No, in principle, a particularly impudent specimen can be disciplined, but this should be an exception. In addition, pirate rangers often form a flock, so in reality you will have to deal with not one, but three or four.

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

    • hire for service;
    • “hang out” close to the coolest fighters among the rangers, knowing that they are almost always busy clearing out star systems (you can learn about the movements of these heroes from the galactic news);
    • arrive in a system where they are already fighting (you can navigate by the crossed blades icon, which is not very convenient, because everything may be over by your arrival);
    • try to negotiate directly (quite difficult);
    • launch an attack and wait for their arrival.

    The latter is worth saying in more detail. The fact is that rangers, like you, can look at the map and find icons with crossed blades there. And they also prefer not to fight the Dominators alone. Therefore, in order for colleagues to appear in the system, it is often enough to fly several circles around the edge of the map, avoiding shelling. Having made sure of your serious intentions, the rangers will catch up...

    Note: in order to ensure the protection of the planetary system (you never know, maybe it’s somehow dear to you...), sometimes it’s worth ordering a ranger base there (with the help of the nearest business center). The rangers try to protect them and do not let them be eaten by the Dominators. A military base has a similar effect in relation to the army.

    When fighting side by side with your comrades, remember that the rangers are by no means selfless and will gladly collect pieces of dominators and nodes flying in space, and will give preference to the former. And, unlike warriors, they can easily do this even when a fat, juicy dominator equator is floating nearby.

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

    By the way, your colleagues are completely clueless people when it comes to business. You won't believe it, but they never hand over their production to a scientific base. Although you can earn several times more there - after all, they accept goods at full price, and if you hand them over to the right department, then at double price! But no matter how you fly to the scientific base, there is only the rubbish that you personally brought. And this is amazing.

    Dominators

    And here they are, those for whom we have gathered here today. The pictures show samples of the kelleroid fauna; Blaseroids prefer red edges to blue ones, and terronoids prefer green ones.

    Equator

    Interestingly, Dominator military thought clearly developed under the influence of the Klisans. In the shtip you can easily guess the brave mutinok, the urgant was a nondus as a girl, and the equator was made under license from the Egemon plant.

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

    • the most dangerous ships are smersh (formerly katauri). It is they who primarily determine the combat effectiveness of the Dominator squadron. The Menok and the Shtip by a well-armed ranger (five barrels of a modern type) are fired in 2-4 salvoes, and the Urgant and Equentor are so lazy and clumsy that you can easily carry out the “Grill” maneuver with them (see below);
    • Dominators almost never retreat, and only very few of them know the third law of robotics (the one that tells you to keep yourself intact. However, the other two laws are unknown to any of the Dominators);
    • you can safely count on the fact that if you are out of reach, and someone else smart and kind is floating nearby, the dominator will cheat on you and begin ardent love with the nearest available goal;
    • they are also unnerved by spare parts and nodes floating in space, and if they cannot reach you, then they are busy shooting all this stuff, so you need to try to lead them so that they do not have the opportunity to destroy your prey;
    • Urgants and Equentors love to spread a harmful wave around themselves, while simultaneously shooting all the trophies in the vicinity.

    But there is also something new.

    Although Dominators rarely refuse to attack you, they do not necessarily fly to you along the shortest path. Therefore, they are not as easy as the Klisans once were to be lured to “bask in the sun,” and moreover, they are capable of choosing a proactive course, encircling, etc. Sometimes they even decide to retreat in order to quietly repair themselves (but this happens so rarely that I don’t even know if this is a planned measure or a glitch).

    If there are several different targets nearby, dominators try to select a target based on the principle of “maximum harmfulness and maximum vulnerability.” They seem to determine these parameters by honest scanning, so the protection generator can interfere with this. At the same time, the dominators try Not set several heavy ships (Urgants, Equentors) against one target, if there is more than one of them within reach.

    Scan Dominator ships impossible. True, the scanner regularly shows the enemy’s remaining hit points (if, of course, he overcomes the defense).

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

    • Blaseroids usually armed with torpedoes (and generally have a weakness for missile weapons);
    • kelleroids-lovers of a strange contraption called “vertix”;
    • terronoids they carry a weak but easily defense-penetrating IMHO-9000 gun.

    “Grill” maneuver

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

    The point is to, circling around the star, drive the brats closer to the sun and force them to gently fry.

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

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

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

    Of course, this can only be done with Urgants and Equator - the others are not inferior to you in maneuverability. And don't forget that if an enemy explodes in the area of ​​effect of the solar flame, all the loot will disappear along with it. As soon as the numbers of his hits turn brown, let the roast out, otherwise it will burn.

    UFO

    Ships that do not belong to any known race are usually found in hyperspace and serve as a source of adrenaline and artifacts. However, twice I encountered a strange brown ship in ordinary space. The first time he was “gnawed to pieces” by the Dominators, the second time I “got there earlier.”

    It did not want to enter into negotiations, attacked immediately and was, despite good weapons, destroyed. His remains revealed two (!) artifacts and a very decent gun. What it did in the Vitta Prionis system has not yet been established by science. If this riddle is resolved, I will not fail to tell you about it.

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

    I would give all these heroic pilots and sailors to infantry for a month. So that they can see what war is like when you look at it without a telescope.

    F. Konyshev

    As everyone who has followed the announcements of the game knows, battles on planets have appeared in KR2, and they take place in RTS mode.

    To begin with, I will reassure everyone for whom these three Latin letters cause an allergic reaction, as well as those who in the morning, turning their faces to the monitor, say: “There is no RTS except Warcraft, and Arthas is its prophet.” The fact is that this mode is only for those who want it, and no one will force you to clear the planets.

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

    • No time is wasted on these quests: they usually have to be completed right on the spot, where they were assigned. And time is still a ranger's most valuable resource;
    • for them it doesn’t matter at all what kind of equipment you have, how many guns you have, or how fast the engine is;
    • and finally, it's just nice.

    Before the fight

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

    • get bonuses to armor;
    • receive more frequent reinforcements from the base;
    • dispense with these benefits to earn more money and experience.

    If you are confident in yourself, go to the third track, but I’ll tell you honestly that some of the RTS missions (for example, the one where you need to clear the auto track of dominators) are very difficult without “indulgences.” Well, with the strengthening, most tasks are completed with a bang.

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

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

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

    Rules of the game

    You have a certain number of bases and factories, just like the enemy.

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

    The base (its characteristic feature is the lift platform in front of the building) can do two more things: produce combat robots and call for reinforcements from time to time (if you skimped on more frequent delivery of reinforcements, this will Very infrequently).

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

    In addition to the speed of resource profit, the number of bases and factories depends on limit on the number of robots, whom you can call into your service.

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

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

    Probably the most significant new feature in planetary combat is the ability design robot according to your own taste. You do not have an initially specified range of fighters - you only have a set of “spare parts” from which a working configuration is assembled.

    While you are busy designing the robot, the game is paused.

    Robot assembly

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

    Each part costs some resources, and most of them also affect armor.

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

    Why don't they hit each other? This is unfair!

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

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

    There is also such a tricky thing as a spark gap - theoretically, it paralyzes the enemy robot. True, they often defend themselves from it. But still bet one A spark gap for one robot out of three pays for itself.

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

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

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

    Well, and additional equipment... Protection from a spark gap is rarely needed; as a rule, a mortar is better (with the exception of a repairman). Additional armor looks best on the head, although there are different schools of thought here too.

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

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

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

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

    Turret selection

    “To beat Garneau and Urgant in droves.”

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

    Most actively use them as turrets outside the base. flare guns. They need plasma, but if you Not If you arm your robots with plasma guns, you will not be in great short supply of this resource. And little other funds are spent on them. In addition, the missiles are quite powerful and hit armor well.

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

    Laser turret road and not very effective, but there is one situation when it comes into place: if the enemy is carried away by super-heavy armor (a characteristic feature is tracked robots). The laser beam doesn't care about armor. At key points of defense, sometimes it is worth not skimping on the laser.

    What is it good for? light gun? The answer to this question is unknown to modern science. Of course, it costs almost nothing, but who is rich enough to buy cheap guns? Especially when they occupy extremely scarce gun sites? Theoretically, its two rapid-fire barrels should help against high-speed “runners” on antigravs. In practice, it can be described in one word: outdated

    Cold iron
    or about equipment

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

    L. Kaganov

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

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

    The race of origin is also of some importance. As its technical sophistication increases (in order: Malok, Peleng, Human, Faeyan, Gaalian), the equipment wears out more slowly, but also costs more (including in terms of repairs). In addition, many micromodules have a manufacturer race restriction.

    Frame

    If in the first “Rangers” all the hulls differed only in size (aka the volume of the hold, also known as the number of hits), the absorption capabilities of the armor and appearance, now another important difference has been added: the number of positions for equipment of all types.

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

    This is important: Pay special attention to this unique “button”. For hulls without the afterburner function, it is not painted over, but absent. You don’t need to put anything there, it’s just a property of the body that doesn’t require additional equipment. Afterburner is the ability to sharply increase speed due to rapid engine wear. It’s not a stupid idea to fly with a weak and cheap engine, but burn it with afterburner and achieve high speed. In any case, with an afterburner hull you will always have an extra chance to escape, catch up, and so on. The most valuable thing!

    There is nothing stopping you from having not one, but several buildings, and storing the extra ones in warehouses. For example, acquire a special transport building for trade operations - a huge hold and no guns.

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

    Types of cases:

    1. Gravicorn.

    2. Mesostructural.

    3. Rogostovy.

    4. Brominated.

    5. Chrobyte.

    6. Polymorphic.

    7. Nanochitinous.

    8. Bioslot.

    This is important: The configuration of the case is determined not by its type, but by the series (for example, “Hershey” or “Ideal”). Annoyingly, the local search engine for hull series does not know how to search, and finding the “Ideal” (this is a hull with all open cells and afterburner) can only be done by accident. The best thing to do is to search for “ranger corps” or “pirate corps” - among them you will most often find something decent...

    Engine

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

    Note: An artifact called “hypergenerator” replaces the jump range by 40 regardless of the engine model.

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

    This applies, however, only to the speed in a “quiet” state: in battle, if you are often hit, the engine overheats and the speed drops (can drop by half from the original). An artifact with the colorful name “Thugs” protects against this effect. Also, a gun called “Treton” further reduces the target’s speed.

    Although afterburner + hypergenerator is a combination that is a good replacement for a high-quality engine, and the “time gaalist” stimulator can correct the shortcomings of the “engine,” it’s still not worth saving on the engine. After all, both speed in battle and the ability to quickly trade and complete tasks depend on it... Although there is no such clear dependence as in the first CD - as colleague Khorev said, “ the engine is the key to absolutely everything” - is no longer observed.

    Engine types:

    1. Dive.

    2. Singular.

    3. Gill-shaped.

    4. Streaming.

    5. Splash.

    6. Graviton.

    7. Stanser.

    8. Temporal.

    Fuel tank

    Fuel is spent on hyperjumps, and that’s all. You must have a tank no less than the maximum jump range that the engine allows. Do you need a margin beyond this? Sometimes - yes, it will allow you to fly without refueling, in particular - to escape from an unfavorable battle. But no one forbids simply carrying a spare tank or tank for refueling in the hold.

    Advice: since you don’t need much from a tank, it is often profitable to take a low-class tank and reinforce it with a micromodule - then its repair will cost mere pennies. The same is true for capture and radar.

    Types of tanks:

    1. Hyperfluidic.

    2. Condensate.

    3. Reducing.

    4. Protovesical.

    5. Positional.

    6. Endocluster.

    7. Gyroscopic.

    8. Tecrine.

    Radar

    This is not strictly necessary, but Very simplifying life, because without it you will have to search for everything manually, determine the value of the loot “by smell”, refuse negotiations and mercenaries, and scan (yes, the scanner also does not work without a radar!). In general, it’s better to carry a radar gun. But the latest model is definitely optional. Let there be at least some.

    Radar types:

    1. Wave.

    2. Subtransfer.

    4. Beam.

    5. Catauric.

    6. Neuroflow.

    7. Ethane.

    8. Null contact.

    Scanner

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

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

    Scanner types:

    1. Traction.

    2. Vortex.

    3. Neuropalpable.

    4. Molecular.

    5. Colloidal.

    6. Tectorial.

    7. Deatomic.

    8. Quantifier.

    Droid

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

    The droid determines how many body hits will heal per turn (the simplest, biotic, gives 5 units, suspensor - 10...). The best models sometimes provide complete recovery after a volley of a couple of dead ones!

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

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

    Droid models:

    1. Biotic.

    2. Suspensor.

    3. Tracking.

    4. Stem.

    5. Painful.

    6. Tensor.

    7. Pin.

    8. Duplex.

    Protection generator

    This device reflects a certain percentage of the damage dealt to you (short-wave generator - 5%, then 5% per level). In addition, it protects against scanning (if the scanner is weaker than the generator, scanning is impossible).

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

    Types of generators:

    1. Shortwave.

    2. Polarizing.

    3. Mesonic.

    4. Mesh.

    5. Polygonal.

    6. Zonal.

    7. Micro level.

    8. Ultraplasma.

    Capture

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

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

    You can exist without capture only if you are not fundamentally interested in trophies. Therefore, it is not a sin to unload it when going on a quest or on a trade voyage, but only avid unmercenaries go to war without capture.

    Types of grips:

    1. Activator.

    2. Telekinetic.

    3. Plasmonite.

    4. Ectogenic.

    5. Piezotronic.

    6. Erymetroid.

    7. Optical wave.

    8. Microtonal.

    Weapon

    So we have reached our hope and joy - all kinds of weapons and rays. Since last time, only the industrial laser remained with us, the rest of the list was changed.

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

    As before, guns can be divided into groups based on range. In "Space Rangers" long-range weapon won against its neighbor, despite less damage; in KR2 the imbalance has been smoothed out a little, but nevertheless it makes sense to take either only long-range guns (possibly along with missiles) or only heavy melee weapons. A motley collection of both is impractical: in close combat you will be defeated by those who only have heavy weapons, and in long-range combat you will be shot due to the small number of guns reaching the enemy.

    Industrial laser

    Range 2

    Not so much a weapon as a tool: when it breaks asteroids, it turns out much more minerals than if you use anything else. If “gathering” doesn’t bother you, carry the laser with you. At first they even fight with them...

    Fragmentation weapon

    Range 1

    The first weapon with a meaningful level of damage, but you can actually hit it point-blank.

    Did you know...

    That in “Space Rangers 2” you can play any quest, planetary battle or arcade battle if you wish?

    To do this, in the main menu you need to click:

    • Calling the list of quests: Ctrl+Shift+livebook
    • Calling up a list of planetary battle maps: Ctrl+Shift+robotrumble
    • Activating arcade mode: Ctrl+Shift+fastfingers

    ...how to see portraits of developers in KR2?

    Connoisseurs of the first part are probably already wondering where they were hidden this time. Now they “sit” deeper than before.

    You need to fight Terron on his planet (or download the terron battle map, as indicated above) and bring one robot with a bomb and full health (!) to the room in the center of the map. Blow it up there and observe the effect...

    Lezka

    Ranger in the pasture.

    Range 5

    Longest ranged gun early period. Due to this, it remains relevant even before the advent of disintegrators.

    Treton

    Range 4

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

    Wave phaser

    Range 2

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

    Flow blaster

    Range 4

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

    Electronic cutter

    Range 3

    The weapon of perverts and dominators, because it destroys the enemy’s internal equipment. In theory, they should become defenseless from this, but in reality your trophies perish...

    Multiresonator

    Range 3

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

    Atomic vision

    Range 4

    Not only is it powerful and long-range, it also has an area effect. A set of five visions “puts” men and pins in entire squadrons.

    Disintegrator

    Range 5

    In my personal opinion, it is the best weapon in the game. And even though the turbogravir hits harder, the disintegrator is not much inferior to it, and its distance is such that few guns can reach it at such a distance. The choice of a professional!

    Turbogravir

    Range 3

    The heaviest of all guns. Dot.

    IMHO-9000

    Range 3

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

    Vertix

    Range 3

    And Kelleroids are no better either. An equally bulky and stupid thing.

    Rocket launcher-superweapon or scrap metal?

    This question worries many rangers. Missile weapons are very different from everything else, and the question is: should you use them? - is far from obvious.

    Pros missiles and torpedoes are as follows:

    • their range is almost unlimited, you can shoot across half the map, and if, as usual, the Dominators are chasing you, they will fly in and poke their foreheads into your missiles;
    • they cause very serious damage (torpedoes - by themselves, missiles - thanks to a salvo);
    • missiles (but not torpedoes) take up very little space. This is almost the most light weapons of all.

    Cons:

    • a missile can be shot down from a cannon (a torpedo can too, but it has a lot of hits, and this is not always possible);
    • this weapon needs to be recharged, which costs a pretty penny, and it’s difficult to release the systems;
    • If you can't fly around the sun, your rockets will burn out in it;
    • Damage is not inflicted immediately, which means that the enemy will still have time to fire, and in addition, it is more difficult to calculate the fire - after all, if the target is destroyed, and the missiles are still flying towards it, then the missile salvo was wasted.

    At first glance, it may seem that the cons outweigh the pros, but this is not entirely true. With a fast engine (or in afterburner, or with a time gaalister), you can shoot several pins and menks with missiles, earning valuable experience (or even loot), while when you come within range of the beam, you will be destroyed. Missiles don't force you into a threat zone, and the importance of this cannot be overstated. And by completely switching to rockets, it is quite possible to destroy even equalizers.

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

    Sometimes it seems that it is unprofitable to fire missiles with your back turned to the catching enemy - while these missiles are still unfolding... But this is not so: if the missiles end up flying towards the enemy, this means that during the turn they will probably get closer to the distance, greater range of its guns! That is, he will not be able to fire a single missile and will receive all the ammunition on board.

    And, finally, let’s not forget that the costs of constantly recharging rocket launchers are to some extent offset by the fact that much less money is spent on repairing damaged equipment (you’re not exposing yourself to fire!).

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

    Should we then arm ourselves with torpedoes? This is a more difficult question. By this time, many are no longer afraid of getting under fire; for them, it is more important to have time to collect trophies. But if you are lucky enough to get some torpedo tubes with low mass - try this method of combat...

    PAGE FOUR

    Artifacts

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

    There are quite a lot of them in the game, but I won’t describe them all - I’ll limit myself to the most useful or interesting ones. And I will divide them into groups, so to speak, according to their occupation.

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

    Movement

    Anti-gravitator. Reduces the mass of the ship, and since it greatly affects speed, it is one of the most useful artifacts in the entire game.

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

    Scumbags. Eliminates the effect of engine slowdown in combat due to overheating and exposure to tretons. Without them, your speed in battle will gradually decrease.

    Psi-matter accelerator. It simply increases the ship's speed.

    Fight

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

    :Iron zhupi. As before, they enhance the absorption capacity of the housing.

    Quark bomb. You throw it out of the hold, fly to the side and blow it up with a weapon - and everyone around you becomes very sad and sad.

    Swallow, racket provide additional protection against energy and missile weapons, respectively. The swallow is much more powerful.

    Tranclucator-an additional combat ship, which, being unloaded from the hold, fights for you! By the end of the game he is of little use, but at the beginning he is capable of making your career on his own.

    Economic

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

    Nanitoids. As before, nanitoids provide the greatest profit to the fighter, eliminating the cost of repairing all equipment except the nanitoids themselves. They slowly but surely fix everything they can get their hands on. By the way, they have lost the stupid habit of starting with repairing the spoils in the hold.

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

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

    Micromodules

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

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

    The supplied micromodule cannot be removed.

    This is important: Don’t rush to install a micromodule if you plan to improve something at a research station. They don’t work with items that have “something non-standard” in them. Improve it first, you will always have time to install the module.

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

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

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

    Micromodules of the third level (the cheapest)

    Antenna. Improves the performance of scanning and radar devices. Built into an antenna amplifier, increasing its power. Radar range: +210 units. Scanner power: +3 units.

    Upper. Increases engine and radar power by increasing energy conversion efficiency. Engine: +20 speed, radar: +400 radius.

    Berserk. Supplements weapon systems with a fairly massive particle accelerator and antimatter generator, significantly increasing combat characteristics weapons. Strength of any weapon: +5 units. Firing range: +20 units.

    Botter. Updates the repair droid's programming, making its actions more accurate and efficient. Compatible only with Feyan equipment. Droid efficiency: +5 units.

    Brond. Capable of generating super-dense particles at high speed, used to protect the ship. Compatible with housing and field generator. Hull armor: +3 units. Field generator: +5 units.

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

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

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

    Rangefinder. Reduces the inertia of the gun's correction systems, increasing the firing range. Range: +25 units

    Dalstar. Allows you to increase the operating range of the equipment by eliminating the statistical calculation error that appears in bearing equipment when calculating in extreme intervals. Compatible only with bearing types of equipment. Jump range: +8 units. Radar range: +500 units. Weapon firing range: +30 units.

    Dronner. Increases the droid's capabilities by replacing some parts with more effective, but also heavier ones. The droid's weight increases. Droid efficiency: +20 units. Size: +18%

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

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

    Mini size. Makes a number of replacements of large texoelements with more compact, but at the same time very cheap. Only compatible with human race equipment. Does not interact with energy and missile weapons, as well as with the hull. Size: -20%. Cost: -30%

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

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

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

    In-line. It is built into the in-line scanner unit and allows you to increase the spectrum of received waves. Scanner power: +5 units.

    Rocket. Micromodule containing omnidirectional beta conductors. Significantly increases the power of missile weapons, partially energy weapons. Energy weapons: +4 units. Missiles: +10 units.

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

    Fayjoule. It is added to the engine navigation system, increasing the clock frequency of the device's computing unit. Compatible only with Feyan equipment. Engine speed: +25 units. Jump range: +8 units. Size: +20%

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

    Rustle. Increases the effectiveness of the interference filter of the protective field generator. At the same time, the active micromodule occupies a fairly large volume. Generator power: +5 units. Size: +25%

    Electro. Affects the power of energy weapons using the principle of multiplying the power of the pulse generator. Energy weapons: +5 units.

    Micromodules of the second level

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

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

    Dioschit. Replaces the moving parts of the protective field generator and missile weapons with elements of the dominator operating principle. A joint development of the Faeans and humans, it works only with the equipment of these races. Field generator: +8 units. Rocket weapon power: +10 units.

    Dronz. Improves vector-type batteries, allowing the droid to last longer and therefore repair more damage. Useless for Human, Fae and Gaal droid models. Droid efficiency: +25 units.

    Impelgun. Replaces the magnetic generator of the scanner with a more expensive pulse-gravitational one, thereby increasing the power of the device. Scanner power: +12 units. Cost: +25%

    Integrator. Increases the weapon's damage coefficient by singularly amplifying the initial impulse. Energy weapon power: +5 units. Fragment weapon power: +15 units. Rocket weapon power: +5 units. Size: +25%

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

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

    Magnicum. Increases the potential of the field generated by the capture, thereby increasing the power of the device. Capture power: +70 units.

    Maform. Produces physical deformation of the compensatory modules of Malok weapons in the direction of increase, while the damage caused increases. Since this is one of the most expensive components, the cost of the weapon increases sharply. Size: +20%. Cost: +60%

    Microshot. Replaces the coordinate system of the correction module with the Feyan ecliptic one, increasing the firing distance of guns and the hyperjump range of the engine. Not suitable for use in Maloksky and Bearing equipment. Jump range: +10 units. Firing range: +50 units.

    Volume. Curves the area of ​​space inside the tank, allowing you to accommodate a larger volume of fuel while maintaining the same mass and size of the tank itself. Compatible with Peleng and Feyan type equipment. Tank volume: +20 units.

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

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

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

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

    Squeeze. Replaces the largest boards with their smaller modern counterparts. Reduces the size of any equipment and weapons except the hull. Compatible only with Feyan types of equipment. Size: -40%.

    Spaai. A quasi-intelligent unit that significantly increases the power of a Gaal radar or scanner through the use of “pseudo-intuition”. Radar range: +1500 units. Scanner power: +17 units.

    Splinter. Adjusts the bolt mechanism of fragmentation weapons, increasing firing efficiency. Compatible with Malok and Bearing weapons. Fragmentation weapons: +10 units.

    Stop. Replaces moving parts of equipment with stronger platinum ones. Reduces size and increases equipment cost. Not applicable to weapon systems and hulls. Size: -30%. Cost: +50%.

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

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

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

    Energos. Added as an auxiliary device to the beam synthesizer for energy types of weapons. Energy weapons: +7 units.

    Excalibur. Invented by human scientists, this micro-module modifies the converters of energy weapons, significantly increasing their lethality. For patriotic reasons, this module is only compatible with human equipment. Energy weapon power: +15 units.

    FIFTH PAGE

    Micromodules of the first level

    Antifay. Increases the charge of rocket weapons. For unknown reasons, it is rejected by Faeian equipment. Rocket power: +30 units.

    Bach. Special nanobots make changes in the molecular structure of the fuel, reducing its actual volume, which makes it possible to store a larger amount of fuel without changing the characteristics of the fuel equipment itself. Compatible with Gaalian and human equipment. Tank volume: +35 units.

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

    Vintar. Increases the explosive power of fragmentation weapons by increasing critical mass. The cost of weapons increases by 50%. Suitable only for Malok and Bearing types of weapons. Fragment weapon power: +35 units.

    Dalpun. Adds an atmic guidance system to the weapon, increasing the range of energy and fragmentation weapons. Increases the occupied volume due to the built-in atmic scanner. Incompatible with Gaal weapon types. Firing range: +120 units. Size: +35%.

    Dvima. Modifies movement crystal fillers, increasing speed and jump distance. Suitable for Maloka engines. Speed: +180 units. Jump range: +20 units.

    Jumpgater 3.11. Patches the software part of the navigation and instantaneous engine correction module to version 3.11, increasing the engine's jump range. Jump range: +20 units. Cost: +40%

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

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

    Burning sensation. Adds additional damaging elements to projectiles using antimatter particles. Significantly increases the power of weapons, especially fragmentation types. Compatible with Gaal and Bearing types of weapons. Energy weapon power: +20 units. Fragment weapon power: +40 units. Rocket weapon power: +30 units.

    Iikebanit. Applies a decorative coating that gives any Gaal equipment the coloring of a complete Gaal Iike-baana. The cost of such equipment increases by 2.5 times. Cost: +150%.

    Krepchak. Built into the body. Attachs its micronetwork of repulsive stationary nanobots, partially blocking the damage it receives. Compatible only with peleng and human type hulls. Hull armor: +12 units.

    Micro-sized. Reduces the distance in molecular networks of any equipment and compensates for changes in intramolecular forces. Cannot be used for hulls and weapons, as in this case their functionality is lost. The micromodule allows you to reduce the size of the equipment by 30%. Cannot be used in Gaal equipment.

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

    Shell. Conducts high-frequency bombardment of the body with energy quanta, increasing the protective characteristics of the material. This treatment is part of the standard hull-making process for all races except Malok, and is therefore only effective on Malok hulls. Hull armor: +14 units.

    Redusa. Reduces the internal diameter of the engine nozzles by growing composite crystals, resulting in an increase in the jet stream exit speed. Used only for bearing engines. Engine speed: +140 units.

    Univers. Built into a standard expansion slot of any equipment. Actively participates in the operation of the device, optimizing calculations and the operation of the equipment. Hull armor: +10 units. Tank volume: +15 units. Engine speed: +70 units. Radar range: +800 units. Scanner power: +10 units. Droid efficiency: +20 units. Fragment weapon power: +30 units. Rocket weapon power: +20 units.

    Hub. Attaches an additional hub block to the body, increasing its volume by 25%. Originally designed exclusively for human hulls, the Faeians also licensed its use and adapted it for their ships. Case size: +25%.

    Hokus. Changes the periodicity of oscillations of the capture wave field in accordance with the characteristics of the material of the captured object, increasing the penetrating ability of the field and, accordingly, the capture power. Grip Strength: +150 units.

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

    Anti-dominator programs

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

    You get them on military bases - simply for military merit. The assortment depends on number of nodes submitted, so don't neglect this activity.

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

    To use the programs, you need Intercom - a decoder of dominator signals. The number of its “charges” is also limited, keep an eye on it.

    List of programs:

    Emergency Signal. Having received an emergency signal, the Dominator will throw away some of the equipment and weapons. A valuable thing because you can pick it up right away.

    W-Coder. A universal codec for selecting and replacing passwords for weapon systems. The Dominator will need time to recover the data. Doesn't work very well.

    Gatrix matrix. A huge matrix of messy data is overwhelming electronic circuits robot with the flow of information. The robot flies mindlessly and shoots at random. Beneficial effect almost none.

    Shocker-5300. The program interferes with the operation of electrical circuits and makes navigation difficult. The robot flies slowly and shoots poorly. A little better than the previous one, but not much.

    The ultimate weapon. Zero level order for self-destruction. Dominators obey unquestioningly.

    System shutdown. All robot data is deleted. The Dominator turns off and does not respond to anything else.

    In the first CDs, the advice was simple: go to prison and win initial capital in prison. After the patch, it became different: fly through safe hyper clumps and collect garbage, that is, minerals.

    Now neither one nor the other can be called an ideal way to make money. Nowadays other methods are in honour.

    Trade

    Trading in KR2, unlike KR1, really brings excellent income. The main thing is to act according to science, and not at random.

    First of all, we fly to the nearest business center and boldly take out a loan there: we can’t go anywhere without it. There are different types of loans; if we can immediately buy a decent engine (we found it nearby using a search engine and it’s not too heavy), we take a big loan; if not, we take one so that we have something to trade for.

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

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

    Having arrived on the planet with the optimal selling price, before purchasing, we perform two operations:

    • we check whether the purchase price where we are going to transport the cargo is still good enough;
    • Is there a planet closer, first of all - right in this star system, where all this can be sold at a good price? Let it be a couple of coins lower than somewhere far away, but we will ferry the goods quickly and gain time.

    What follows is more or less clear.

    Having received a profit, we first try to strengthen the engine and hold. If we plan to engage in trading for a long time in order to accumulate a decent capital, it makes sense to even buy a merchant hull or a liner, many We don’t need guns at this stage. A couple of barrels will be enough to protect against a pirate - and the hulls of the liners will allow you to carry these guns and leave enough space for cargo. The main thing is to remember to leave enough money for trading operations.

    Don't have a decent engine? Don't despair. Ride the hull with afterburner, and the cost of repairing a cheap engine will easily be recouped.

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

    Small and unscrupulous people can make a one-time super profit by purchasing cheap illegal goods from the Pelengs and selling them to the Gaalians or Faeans. But if you abuse this, your red curls will become familiar, and they will start beating you. Don’t forget that business centers operate legally and smuggling flights are not reported.

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

    Quests

    There’s not much to say here, but I’ll still give you a couple of tips.

    Firstly, this method is for those with a decent reputation. Pirates and smugglers don't worry. Secondly, before the “quest” certainly get pumped up at the medical station with Ragobam Whisper; if desired and possible - Absolute status (with it you can safely take “more difficult” conditions, the terms are soft) and Gaalistra of time (accelerates your wanderings).

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

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

    Hunting pirates offers a large reward, but, as before, this is an inconvenient business. Not because the pirate resists, but because he strives to take refuge on the planet, or even, what good, end up in jail - and then your quest cried. It’s good that in this case it’s possible see his ship on the planet where he was planted...

    Guarding star systems is a tedious and unpleasant task. Firstly, you might miss something, and secondly, it takes a very long time. On the other hand, pirates do not often kill peaceful ships, but for the fact that they just shot at the liner, you won’t be deducted; so you can take advantage of this time to trade in the system.

    But quests like “our liner is in distress, bring some medicine” from the second part have disappeared somewhere. Apparently, airliners have learned to bring them themselves?

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

    War

    War has become a profitable business. By selling Dominator spare parts at double the price (and not at half, as was the case with Klisans), you can make an excellent business.

    But “collecting carrion,” as it once was, is now more difficult. Spare parts for the Dominators will be assembled without you. The nodes are lying around freely, and if desired, they can be collected even on transport, when warriors beat the Dominators. But they give little money for the nodes. True, as one Faeyan poet said, “protoplasm is not for sale, but modules can be sold”...

    Do not forget that when some research is completed, the corresponding parts cannot be sold at double the price. You can hand them over to other departments on a single basis. And when all three studies are completed, this method of earning money will close... but why do you need earnings after that?

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

    • Take the “Super Technician” stimulant regularly. It pays off, many times over, especially towards the end of the game;
    • train knowledge of technology;
    • get nanitoids - the most important artifact for saving money;
    • never use a full repair: repair things separately, and let the droid repair the body - for free (this can save 10-20 percent, depending on the situation);
    • at the beginning of the game, earn yourself a pirate rating, and then get repairs at pirate bases at a reduced price;
    • use the “Cent” micromodule, which reduces the cost of the part, especially for the engine and, occasionally, guns;
    • minor parts - a gripper, a radar, a scanner, sometimes a tank - should be taken from the cheapest models, reinforced with micromodules (the gripper is better, after all, a Faeyan or Gaalian one, so as not to break too often, but the most primitive version): micromodules, without increasing the price, greatly improve the characteristics of these details;
    • acquire an atomic vision and shoot it in such a way as to undermine a cloud of enemy missiles.

    Piracy

    And he has 10,100 hits...

    The most controversial way to make money, since there are a lot of big shots for it, but the income is so-so. We will probably return to this topic in separate expert advice.

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

    Start your pirate career by taking out a loan - just go for a walk - and get medical insurance. Try to always fly under Gaalistra + One-Eyed Hamas.

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

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

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

    An option for “honest pirates” is to pump up your charm and go to war with the Dominators. It’s possible to restore your reputation from “below the plinth” to excellent. Especially if you first make a contribution at the business center for benefits to the families of the fallen rangers.

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

    Black holes

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

    Don't forget that you can collect minerals with Alt and click the mouse, but after winning, clicking the mouse immediately takes you out of the black hole, so all that's left is Alt. I hope the patch will fix this inconvenience.

    Asteroids

    Now we will lose the repairman. This is unacceptable.

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

    If you wish, you can make up your starting capital for trading this way. But why, if you can take out a loan at interest rates that are not extortionate?

    How to save the galaxy

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

    The Dominators, like Gaul from the time of H.Y. Caesar, are divided into three parts. Red, blue, green, or blazeroids, kelleroids and terronoids. For the final victory, you must get rid of their command centers.

    In theory, you can simply find them and try to destroy them... But, even if the armor is strong and the droid is fast, it won’t be easy; except that Keller is armed rather weakly for his position. For the sake of an experiment, your humble servant has been running around in circles from Mr. Terron and his associates for many months, engraving him with five turbogravers decorated on all sides, completely up to his ears in stimulants, and I will say: kill him really. But he has 10,000 hitoa, 15 armor and 46% defense, so judge for yourself. And the retinue does not sleep. True, Terron's droid heals only 30 hits per turn, which seems frivolous for such a carcass. And this is your chance.

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

    It's worse with Blazer because he's heavier armed.

    How to find bosses?

    Blazer and Terron usually live in the farthest corner of the Universe from your starting world (yes, the same one where the entire corner of the map is covered with dominators. There, as a rule, there are three worlds - blazeroid, terronoid and kelleroid. Two bosses live at home, and Keller is walking, and you will have to run after him. But you can find him too. Try to find a world where the Dominators just invaded and at about the same time a black hole opened - most likely, this is where Keller lives, or a system with a black hole, occupied. “blue” dominators. In this case, Keller is probably not in the system, but in this very hole. In any case, he will almost certainly have to be killed in hyper, and not in ordinary space.

    Standard method of destruction

    But it’s not in vain that we’ve been feeding scientific bases all this time? There is also a regular way to achieve victory. Sooner or later, scientists will develop means to one way or another eliminate the leaders of the Dominators.

    Note: no one forbids you to hand over terronoid parts to the blazeroid department, etc. At the same time, you will not receive double money, but research will be in full swing!

    However, the matter does not come down to finding the boss and waving a scientific development...

    Blaser

    With this everything is easiest. All you really need to do is engage in conversation with him and win those negotiations. There is only one trick here: when you offer Blaser a “new super program” and he asks what you want for it, explain that you hope to receive a guarantee of immunity, otherwise he will not believe it. Well, after downloading the program, calmly tell Blazer to command all his robots to do hara-kiri, and to move on to the defense program for his system...

    Keller

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

    It sounds scary, but in fact you don’t have to be a “super buffalo” of arcade battles to get Keller to the point where he’s inclined to negotiate.

    After this, all that remains is to convince Keller to stop his scientific activities. He objects that disassembling for parts is a natural method of research, and the fact that after this you do not know how to put it back together is your personal difficulties. He is very grateful to the living for what they did, but this is not a reason to refuse to know you.

    True, you can put it off for a while, since some material has already been collected, and completely unexplored Klisans live and live in the next dimension. So send him there, to the delight of all the Makhpells... Of course, in a couple of hundred years they will come here to see who is so smart here, and you will receive the glory of the new Rachekhan (who doesn’t know who we are talking about - I sympathize, apparently, with the Klisan You spent the war from KR1 in the rear, avoiding for health reasons). But, after all, we already know how to defeat the Klisan, right?

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

    Terron

    If Blazer is defeated in space, and Keller is defeated in hyper, then Terron - where? That's right, in a planetary battle. The planet, funny as it may seem, is Terron itself.

    To do this, you need to use a program from scientists for hacking planetary shield and land directly on the boss's surface. After which you will find the most interesting RTS mission in the game.

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

    The lower group moves carefully, disabling the turrets one by one. To do this, three assault robots crawl up to the turret in a neat row, followed by three repairmen. You cannot afford any significant losses, so you need to take “naked” turrets so as not to scratch the skin. The bombers ram their bombs into the passage from the corridor where they were originally sitting.

    After reunification, the logic is simple - the bomber is ahead, followed by the assault group.

    As you noticed, one significant part of the game remained behind the scenes - text quests. Alas, it simply did not fit in the entire room, and giving part of it seems impractical. Therefore, I regret to inform you that we will talk about text quests in the February issue of LCI. But you won't be tempted to go through everything on the cheat sheet right away, and you'll probably have even more fun!

    Have a nice flight!

    1 2 3 4 5 All

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

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

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

    Since in many quests the starting conditions are generated differently each time, it is very difficult to give a 100% tactic that always works, so if you are unable to follow the proposed method, try again and it will work.

    In most quests, there are multiple ways to successfully complete the task. I tried to briefly consider them all, but I also present one of the methods of passage discussed in detail (where possible).

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

    * Bank

    * Bond

    * Diamond

    * Galaxy

    * Gladiator

    * Gobsaurus

    *Tomb

    * Ikebana

    * Commando

    * Menzola

    * Neoflora

    * Penetrator

    * Fishing

    * Terrible death

    * Construction

    * Murder

    * Exam

    * Energy

    The Prison quest is highlighted separately due to its features.

    Bank

    Target: find out the security change time and password

    Customer: Gaalians

    Planet of fulfillment: bearings

    Player requirements: No

    First, you need to say twice in a row about the letter from the planet of customers: the first time hitting the wrong door, the second time as a password. Can be obtained additional information according to the purpose of the quest, and then proceed.

    There are two ways to find out the security change time - from the head of the security service or from the general manager. It won't work out on the first day anyway, but you have to try to get the equipment for the second day. So, let's go to the library. We read books on taxation and good manners, or about the latest types of signaling and about hatchball. Next we go to the computer store. We ask for cool programs and buy a chess sharper. We come back, install the sharpie on the laptop and go to the bank. We try to open an account, and then, depending on the books we read, we either start talking about alarms or about interplanetary transfers. In the first case, the head of the security service will come, who needs to be invited to a hatchball, in the second, a bank manager who is eager to hear how good she smells of mud, and then an invitation to a restaurant.

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

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

    Variation with a bar and the head of the security service: we start a dispute about the reasons for the team’s defeat (it’s not for nothing that you read the books?). We buy beer and either mix or do not mix the drugs - the meaning is the same. We talk about hunting and a bank robber. We part as friends.

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

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

    The beginning is the same - we go to the library and read books on the chosen topic. Next, we make a trip to the software store and say hello from Lyakusha Yaitsentner. The store owner instantly changes his attitude towards us and offers us a bunch of different discs to choose from. We buy a chess sharper, a Trojan and a password cracker. We install a Trojan at the headquarters, using a sharpie as the outer shell and a password cracker as the inner shell. Let's go to the bank.

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

    Let's go to the pharmacy. If further actions are related to the head of the security service, then you need to buy Sleeping pills in the department of psychotropic drugs, showing your doctor’s ID - Agressin. If you plan to fool the manager, then only Otkrovin is in the department of psychotropic drugs. We return to headquarters.

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

    Option with a bar and the head of the security service: everything is on the beaten track, just don’t forget to mix in the Aggressin tablet, and then pay the bill for the broken glass and mix in the Sleeping Pills.

    Option with a restaurant and a manager: while the opponent is talking on the phone, we add Otkrovin and ask for data.

    We pass on the information to the agent and return to the ship.

    Bond

    Target: rescue the agent at the Bearing base

    Customer: People

    Planet of fulfillment: bearings

    Player requirements: No

    At the beginning, you are asked to choose one type of equipment to save the agent: a blaster, an invisibility circlet, or a rocket belt. Each item has two charges, meaning they can only be used twice. You can complete the quest with any of them, the actions will just change slightly. And so, the choice of subject is behind, and the choice of path is ahead. There are three of them: through the sewer, through the main gate and through the fence. The last path is only accessible if you have a missile belt.

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

    There are many ways to complete the quest, I will give one of them, not the most interesting, but you can easily find the rest yourself. We select the blaster and go into the sewer. We meet the rat with a blow, and then knock out the grate with our shoulder. We put the blaster to the temple of the soldier who came down, wait for the second one to come down, and then kill both of them. We enter the opening and turn left. We knock out the soldier, find the agent and remove the keys from the sleeping guard. Let's leave. Again into the opening, and then forward and into the tunnel. We shoot the rat with a blaster. The quest is completed.

    Diamond

    Target: steal a diamond from a safe

    Customer: bearings

    Planet of fulfillment: Maloki

    Player requirements: not a warrior

    In this task, in addition to breaking into the safe, it is necessary to carry out operations to penetrate the bank and ensure a successful rescue. We will go to work with Zeliph and Yomir. Much will depend on their attitude towards the ranger, for example, if the attitude is good, then you can put your accomplice under the bullets, but if it’s bad, then you’ll have to do everything yourself. Attitude can be improved during preparation for a robbery (going to the bank or to fights), as well as during the robbery, if you call the enemy’s fire on yourself. A bad attitude can also come back to haunt us very badly after returning from the bank - the buddies will decide that without us their share will be greater.

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

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

    We go up the stairs. Let's attack the cannons all together. Then we hide behind the table and don’t stick our heads out until there are two enemies left, after which we attack from cover. We take the grenade launcher from Zelif and destroy the jeep, then ask Zelif to finish off the second one. When we fly away, we ask the customs officer to open the suitcase himself. The task is completed.

    Galaxy

    Target: find drugs in the casino of the same name

    Customer: bearings

    Planet of fulfillment: bearings

    Player requirements: Human

    I recommend starting our evening at the casino by visiting the women's restroom and tearing off the sign that says "do not enter." How this will help in the search for drugs will become clear later. Then we need to play cards, but since we don’t understand this matter yet, we need to find a teacher. It can be performed by a man in a bar, standing in the middle of the hall. If you ask him about the minuscule in Orion preference, he will give a detailed lecture on the theory of card games, which will allow us to beat everyone and everything. Now we approach the girl sitting in the corner at the table and ask her about drugs. Going out into the street, we hit her on the head and take the contents of her pockets. To successfully complete the quest, you need to have more than 3,000 credits in your account, so if you already have them, then you don’t have to play in the casino, or you can play for extra income.

    We go to the gaming room and sit down at the card table. Since we already understand maps, there won’t be any special problems. At 4:50 a.m. you need to get up and look around. Seeing a man wandering with a dejected look, we follow him to the toilet, use the spray taken from the girl and hide the body in another stall, hanging a sign that says “out of order.” We add up to 3,000 credits to the received money case and slip it under the partition. The received bearing is transmitted to another case, the contents of which must be carefully studied. Realizing that there is spy data inside, we take the pistol of the stunned courier and use it to make our way to the owner of the casino on the second floor. We ask him to clarify the situation with the case, and then, having learned that an earthly intelligence department is operating under the cover of the casino, we offer to deceive the Bearings by slipping them a suitcase with drugs, allegedly taken from the courier. That's why we part.

    Gladiator

    Target: achieve victory for the gladiator's ward

    Customer: bearings

    Planet of fulfillment: Maloki

    Player requirements: No

    To successfully complete this task, the Peleng gladiator Jtsochen needs to win three fights: with a sumo wrestler, with a giant dreddy spider and with a malok. To do this, we are given three parameters - strength, morale and attitude of the judges. Each battle can be carried out in different ways, depending on these methods the parameters are reduced in different ways. For example, the first battle with a somoist can be won with a ranged attack, which costs a little strength and a little more morale, you can go into close combat, spending twice as much energy, but also saving your spirit, or you can tie a brick to your stomach and win easily , but fell greatly in the eyes of the judges.

    Before the start of the battles, you can bribe the judge, or receive a talisman as a gift by walking in the market. Bribery will help during the trial after the second battle if you come to an agreement with the owner of the dreddy, and the talisman will make the battle with the malok easier.

    Thus, there are several ways to complete the quest. I'll give you one of them. First, walk around the market and help the merchant by getting a talisman for Jzochen. Spit dirt on a sumo wrestler from afar, then during a break call the lovely ladies to lift their spirits and go to the second fight. Go and negotiate with the spider's owner by stuffing its face. Tell our gladiator about this and watch the second fight. Before the last entrance into the arena, order Jochen to pretend to surrender and strike at the last moment. The task is completed. You can fly for money, and after receiving it, earn a little more by selling the received cup.

    Gobsaurus

    Target: get the disk by deceiving a wild beast

    Customer: Faeians

    Planet of fulfillment: empty

    Player requirements: No

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

    Race

    Target: Win a race with ancient cars

    Customer: Faeians

    Planet of fulfillment: People

    Player requirements: Faeian

    General information: there are three types of turns on the track: regular, steep and one very steep. They can be passed, turning smoothly, at speeds of 90, 70 and 50 km/h, respectively, without wearing out the tires. At speeds of 110, 90 and 70 km/h, sharp turns must be used, and 10% of the tires are worn out each time. It is not advisable to use higher speeds when cornering, since this wears out the tires especially intensively, unless you can afford such pleasure at the finish line. Having studied the route, you can easily complete the quest, but just in case, I’ll give you one of the options.

    We start, increase the speed twice (up to 70), turn smoothly, increase the speed twice (110), then drive without acceleration and turn sharply. The usual turns are over. We move at a constant speed, and then slow down to 90 and sharply turn the steering wheel again. We slow down by 20 km/h and, quickly turning the steering wheel, we take a very sharp turn. We increase the speed to 90, go without accelerating and turn sharply again. The first round has been completed.

    We accelerate and move at 110. We turn sharply, accelerate, pass a section of the road without accelerating, then brake and again enter the turn using a quick turn. Then we proceed in the same way as on the first lap after the usual turns. Having passed the last turn, we go into the pits and change the wheels, adding gasoline along the way.

    The third round is completed in the same way as the first.

    Tomb

    Target: open the sarcophagus in the tomb

    Customer: People

    Planet of fulfillment: empty

    Player requirements: Haalian

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

    Ikebana

    Target: make ikebana a better champion

    Customer: Gaalians

    Planet of fulfillment: Gaalians

    Player requirements: No

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

    Casino

    Customer: bearings

    Planet of fulfillment: People

    Player requirements: No

    What is this quest? A game of chance that depends entirely on luck and common sense when determining bets. Players work together to take discs with pictures of animals out of the bag, then place bets and see who has the animal higher in the food chain. The lowest place is occupied by an empty disc, then a disc with a sucker, then a derkwak, then a long-tailed crested deer, and even higher is a man. But when a person argues with a sucker, the sucker still wins. If the pictures on the discs are the same, then a replay occurs. The goal is to win all of your opponent’s money, or to win at least some by the time the bar closes.

    I can’t give any special advice here, bet more on good dice and less on bad ones. That's it.

    Commando

    Target: blow up a warehouse with fibrogen

    Customer: Gaalians

    Planet of fulfillment: Maloki

    Player requirements: not small and not a merchant

    So, we need to blow up a warehouse with explosives. For this, the Haalians provide us with an ultra-modern machine with high protection and powerful weapon, which, however, still needs to be chosen. We take 4 torpedoes, 15 missiles and 100 machine gun cartridges. Let's go.

    First you need to blow up both towers next to the gate with rockets, and then the gate itself. Next, having assessed the danger, we fire a rocket at the grenade launchers on the roof and rush through the crowd of shooters. We launch a torpedo into the tower and, continuing to fire it, a missile at one of the jeeps. The tower lost a piece, but the jeeps, unfortunately, were not damaged. We let them pass forward and shoot one by one with a rocket. Then we dodge the buckshot and finish off the second jeep. There is no time to escape from the new salvo of the tower; you need to have time to knock it down. Therefore, we launch another torpedo, and then mow down enemies with grenade launchers from a machine gun. Again I hit the turret with a torpedo and, driving up close, fired a missile at point-blank range. Fire a machine gun or rocket into the opened fibrogen warehouse, and we begin to retreat. We shoot the malok on the roof with a machine gun, and then kill the sniper with a rocket. A tank appears on the way, but, unfortunately, there is no time to tinker with it - we need to reel in the fishing rods, so we rush past and leave the factory territory. The quest is completed.

    Boat

    Target: transport the gods across the strait

    Customer: Gaalians

    Planet of fulfillment: empty

    Player requirements: No

    So, having read all the information provided, let’s proceed directly to the transportation of the gods. Here is the order: Ah (2) and Wow (1) swim first, Wow (1) returns. Next, Bach (5) and Ge (10) get into the boat, Ah (2) returns. After which Ah and Wow again force the water barrier. Total 17 hours - we return to the ship and fly for the reward.

    Menzola

    Target: buy an idol from a primitive tribe

    Customer: People

    Planet of fulfillment: empty

    Player requirements: dealer

    An extremely interesting and challenging quest. The goal is to buy an idol from the leader of the Menzols. To do this, it is necessary, firstly, to earn enough money (mensolers), and secondly, to earn the respect of the leader and the local population. It’s all done like this: swim across the river, pick up the bone and go to the village. Feeling the tip of the spear between the shoulder blades, we turn around and find an angry menzol at the other end of the spear. He explains that the bone belongs to him and that we are deeply wrong. We realize our mistake and try to make up for the awkward situation by buying this bone. The starting price of four mensolers does not suit us, but not because it is high, but because in order to increase the respect of the local population it is necessary to show yourself as an experienced trader. We buy a bone for two mensolers and head off to the village.

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

    Now you need to start earning the respect of the natives. We speak with the old manzol and in exchange for fish we ask you to repair the gong. With the repaired gong, we go to the young manzol and begin to sell it. The offered price is too low, we ask for more. We receive 53 units of local money and complete information about the leader and shaman. Let's go further to the shaman. We exchange the guanava cork for a guanava jug. Next you need to trade at the large totem. We buy wooden ganga, new tonga, juicy kwanga and beautiful donga (all for money). We go to the fisherman and sell him the tonga.

    It's time to visit the leader. At the entrance, with the help of a bribe of 20 menzolers, we go through face control and appear before the bright eyes of the head of the tribe. We start the conversation with a jug of guanava, and you need to accept the offered mug and drink for the company. We offer the leader to trade and find out that the only thing his lordship wants is a tanga. Therefore, we treat him to quanga, give him donga and show him a figurine of Raninta. We sell the latter to the leader for 50 mensolers. We take our leave.

    We stomp to the shore of the lake and go into the house of the hunter Murza. We ask to show the tanga, then we knock out the hunter with a stunner, take the tanga and go to the auction. We sell stunner and wooden ganga. Again our path lies to the leader, to whom we sell the tanga and ask about Mgagucha. The leader agrees to sell it. There should be enough money, we buy it and safely complete the quest.

    Neoflora

    Target: find the stolen Faeyan container

    Customer: Faeians

    Planet of fulfillment: bearings

    Player requirements: not a bearing and not a pirate

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

    Also, in all cases, you must know the password. You can get it in the computer club - either by playing Fallin 356 ("white cheska" is the courier's password), or by playing "General" ("green sharakesh" - electrical engineer's password), or by playing Kwake ("purple lyakush" - terraforming service worker password). Also, when working on a subnet, you can get a password very high level- “red pachryamba” - suits anyone, but it’s not always possible to recognize it the first time.

    Then we go to the municipality, scratch our knees or talk to the security. We say the appropriate password and go through. The container lies in compartment 13, smoothly open the door and take it away. Then we leave the building through any exit, the main thing is that the parameters are high enough, since, for example, a lot of time is spent on finding an alternative exit and, accordingly, a shield charge, and in order to leave the main entrance you need a good attitude. We return to the ship.

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

    Siege

    Target: fight off rebels at the Malok base

    Customer: Maloki

    Planet of fulfillment: Maloki

    Player requirements: No

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

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

    Penetrator

    Target: test malok weapons

    Customer: Maloki

    Planet of fulfillment: Maloki

    Player requirements: not small

    At the very beginning, you should choose a way to spend time before testing a weapon. You can walk around the city after drinking a cup of beer - then we learn about the beam amplifier from the drunkard in the bar, or read the mail and learn how to crack codes, or just relax, having received five units to your fortune. Next, we read the contract and begin the flight. It is advisable to start by attempting to fly around the perimeter of the landfill. When they point out a mistake, we should turn around, accidentally hitting one of the security robots. If at the beginning of the mission the mail was read, then now you can try to hack the droid, or you don’t have to hack it, let it drag you behind.

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

    Finally, after the general instructions, I will give an example of how to complete this quest. This method is far from the only one. First, we read the submail and learn how to hack. We fly around the training ground, touch the robot and let it follow us. We destroy the asteroid with a powerful attack, hack it, and then shoot the repair droid. We nail the earthly bot with a direct attack into the engine (receiving a concussion). We substitute the droid stuck to us under the malok’s combat system (do we still remember about it?), and then we attack with all the cruelty and finish off the enemy. The task is completed.

    Breed

    Target: breed the perfect cracker

    Customer: Maloki

    Planet of fulfillment: Maloki

    Player requirements: No

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

    Fishing

    Target: catch fish

    Customer: Gaalians

    Planet of fulfillment: bearings

    Player requirements: No

    I will outline the general goal and tactics of passing. The main goal is to remove at least one fish from the pond. This is achieved in several ways - either pretend to be an honest fisherman and catch 10 kilograms of fish for the inspector and everything else for yourself, or catch at least one and pay the inspector 1000 credits. There are two types of bait for fishing - leeches and cockroaches. Leeches are a less tasty food for fish; fewer of them are caught with them, and more with cockroaches. But the fish in the bearings are smart, if you catch one, the rest will quickly swim away from this place, and the better the bait, the faster the fish will leave.

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

    Terrible death

    Target: experiment with calic acid

    Customer: bearings

    Planet of fulfillment: Gaalians

    Player requirements: Human

    I recommend starting your life at the bottom of a pool with acid with light gymnastics - doing a few exercises. In this case, you need to think about green grass and your home. As a result, we will feel good and calm our nerves. At the operator’s command, we start running at a normal pace, then take in air and rise up. It’s better to go back, raking your hands up.

    The new test involves examining our eye. We take the offered stick and throw it far in front of the target. Then we repeat this operation and hit the target exactly. The acid concentration increases. It’s better not to sit just like that, but to walk in circles. After our health worsens, we remain in place and wait for new instructions.

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

    Construction

    Target: build a Malok outpost

    Customer: Maloki

    Planet of fulfillment: empty

    Player requirements: No

    Success in completing the quest depends on large quantity accidents. The choice of location is not a decisive factor - success can be achieved in any of the proposed ones. If you choose a sandy shore, I recommend building a completely reliable foundation. In any case, you must first exploit the workers in accelerated mode, and then build or finish at a normal pace. It is not advisable for fatigue to drop below 40%. And we must remember that the quest does not require 100% construction and finishing - the main thing is that both parameters are greater than 90%.

    Murder

    Target: find the journalist's killer

    Customer: People

    Planet of fulfillment: Faeians

    Player requirements: man and pirate

    It’s good that on this Feyan planet we have an old friend - short Li, from whom we can get some information. We arrange a meeting and ask him about Katarina Fu. The next day we go to him and are interested in the life of Bidon Pomoev. Then we interrogate Katarina about drug use. She admits that Bidon Pomoev supplies her with drugs. We interrogate Bidon and demand from him something that can help in the investigation. The defendant did not have the promised key, but now we know where it can be found - in Katarina’s cell, where we are conducting a search. The next day we inspect the safe and then present the found ship's log to Dalani Khya. We ask what he can tell in his defense, and we learn the heartbreaking story of his life and the murder of the journalist. We agree to the Fayanin’s terms and the next day we prove the sheriff’s guilt in court. The quest is over.

    Hatchball

    Target: achieve victory for the team's Hatchball team

    Customer: People

    Planet of fulfillment: bearings

    Player requirements: No

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

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

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

    * The choice of tactics in the game is quite random, and it is better to choose it in such a way as to develop the leading parameter more, that is, for luck you need hacking, for judges - defensive play and hacking is contraindicated, for spectators - attack and defense is contraindicated. The quest describes very well which tactics work against which.

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

    Spy

    Target: plant bugs in the presidential palace

    Customer: bearings

    Planet of fulfillment: People

    Player requirements: No

    Upon arrival, we sell the existing crystal to the spaceport dispatcher for 150 rubles (you need to offer 200 and bargain to 150). We spend the money received in the following way: we buy two bottles of vodka and a bouquet of flowers. We'll start the rest for now. Let's go to the palace. Since the journey begins from different locations each time, I will give only general recommendations:

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

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

    * You can pay a security guard 25 rubles and get directions

    * When asked by a congress delegate, answer either “Always!” with the clarification “in the dialectical”, or “Hurray!”, adding “dialectical materialist”. After this, paying the delegate 25 rubles. you can find out where to go next.

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

    There is an alternative way to complete the quest. We sell the mineral to the man on duty for 100 rubles at once, buy flowers and two bottles of vodka. We go to the red light district and, after giving the prostitute a bouquet of flowers, we send the guy who comes up away. After the start of hostilities, we knock out the enemy with a bottle of vodka and leave him alive. We agree to go with the guys who came up to rob the jeweler Katz. We buy a knife and wait for the police to arrive. We ask the officer on duty at the department to call the spaceport dispatcher for a bottle of vodka and, after talking with the latter, we leave custody and go to cut Katz. There is no need to cut him, you need to scare him and force him to place the bugs. The quest is completed.

    Exam

    Target: go to university

    Customer: matches the ranger race

    Planet of fulfillment: Gaalians

    Player requirements: No

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

    If the strength value is 3, then immediately after filling out the documents you need to go to the library to study. There, along the way, you can run into hooligans pestering the alkaris chick. Since there is strength, you can get involved in a fight and drive away the impudent people. For this, the chick promises to help in tomorrow's math exam. In addition, studying in the library will increase your intelligence by one.

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

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

    It is possible to pass literature directly if the intelligence value is 5. If not, then you can take the book out of the rector’s pocket, study it, and feel free to go to the exam. We approach the professor and return the collection of essays, carefully flavoring the return process with selective flattery. We get excellent automatically.

    Literature is also passed at 3 in dexterity and 3 in strength - you need to go to the bearing assistant, start a dispute with him on a literary topic, and then start a scandal (This alternative method of passing was suggested by Andy_AiF).

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

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

    To pass the work, the values ​​of all three parameters must be at least two.

    To get an "excellent" in physical education, you need to be very strong - the value of this parameter must be equal to four. Or agility and strength in threes.

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

    Energy

    Target: fix the power plant

    Customer: People

    Planet of fulfillment: People

    Player requirements: No

    The task consists of several separate stages. You need to fill a certain container with a given amount of energy using other containers. The volume of the reservoir is specified in its name, for example, 3F - volume three quantizers. You can fill the reservoir only until it is full or until the energy in the source runs out. For example, filling 3F from 5F, we get a complete one (3 quanzors) in 3F and 2 more quanzors remain in 5F.

    Using a common container and reservoirs 3F and 5F, fill 5F with four energy quantizers. This is done like this: pour a full 5F from a common container, then pour 5F into 3F, pour everything from 3F into a common container and pour the two quanzors remaining in 5F into 3F. Pour 5F from a common container and pour one quanzor into 3F. In 5F the necessary four quantizers of energy remain. We activate the turbines.

    Fill the 8F container to four using 2F and 3F. 8F is initially full. We pour three quanzors from 8F into 3F, then from 3F two quanzors into 2F and the same two quanzors into 8F. We drain the remainder from 3F into 2F and fill 3F from 8F. Let's activate the frieze.

    Fill the 10F container to five using 3F and 4F. 10F is initially filled. We pour four quanzors from 10F into 4F, then from 4F three quanzors into 3F and the same three quanzors into 10F. We transfer the remaining quanzor in 4F to the 3F area and pump four units of psi energy from 10F into 4F. We activate the reserve.

    You need to fill 5F to four and 7F to three, using a common container. Pour a full 5F from a common container and pour into 7F, again a full 5F and pour into 7F again. Activate the left supercharger. We transfer energy from 7F to 5F, and from 5F to the total capacity. We pour the remainder from 7F into 5F. We fill 7F to the brim from the general storage and drain the excess into 5F. We activate the right supercharger.

    The last stage is optional, but completing it will add 2500 credits to your score. Using initially full 12F and empty 5F and 7F, you need to simultaneously pour six quanzors into 12F and 7F. This is done like this: pour from 12F to 7F, switch to managing small tanks, distill from 7F to 5F, and from 5F to 12F, drain the remainder from 7F to 5F, switch. We repeat the previous operation completely again. Again we transfer energy from 12F to 7F, switch, merge some of it from 7F to 5F, and everything from it to 12F. Turn the black switch and collect your reward.

    Jail

    Actually, I can’t even call it a quest. Because this part is more like a separate game. Let's look at it in order.

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

    If you are completely reluctant to sit (for example, there are important matters waiting in the opposite part of the galaxy), then you can run away. This is done like this: we start a fight with a prisoner, grab a pistol from one of the guards and shoot at the other guards (it doesn’t always work, sometimes the guards shoot earlier). We free the rest of the prisoners and hide. We leave the bus, and hello ship!

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

    How to live in prison? In prison you can go to the library, gym, to work, to the canteen, to walk, and also to gamble, go to cockroach races and participate in fights. There may be different survival tactics. You can study in the library and, having become smart, play cards for money, and you can get out of prison with a noticeably larger amount than you got in. You can work out in the gym and take part in battles, simultaneously racketeering against your cellmates. It’s better not to quarrel with the administration and security; if they demand a bribe, it’s better to give it.

    Tips: the one who wins fist fights, the warden may release him early. If you play cockroach races, you should remember that a cockroach can run a maximum of 70 m/h, and then dies. If the respect of your cellmates decreases, you can get a tattoo or have a feast in the dining room. If you feel unwell, you need to go eat in the canteen or pay for the services of a massage therapist.

    You can get out of prison either by winning battles, or by earning a good attitude from your superiors, or by serving a prison sentence.

    Now, without a twinge of conscience or guile, we can talk about the game Space Rangers from Elemental Games as an all-time masterpiece. Like the second part - Space Rangers 2: Dominators. Time has passed, new players have come, but this, dare we say, legendary game has not lost any of its popularity? I play it and will play it for thousands - that's a fact.

    This walkthrough is intended for all rangers who have encountered or will encounter difficulties in solving one of the delights of the game Space Rangers 2: Dominators and additions - test quests, but only the most difficult of the great variety of them. In the remaining components of the game, a real ranger is given hints from a professional that the dog has a fifth wheel. Let's go!

    Ranger's Bad Day

    Having arrived at the spaceport, we look around and buy from the seller in the stall all the provisions that he has, everything in general. Then we talk to the bartender and go to the named address. We enter, go up the left stairs, fall into the tunnel, distract the spider with a meat sandwich, leave the room through the metal door - we are again at the entrance. We go up the right stairs, go to the fifth door, rummage in the table, find a magnetic card and a photo album, look through the latter. We approach the first door and use the magnetic card - select “Best Lyakusha” and “Another Lyakusha” as the password - we receive an electronic key and a request to find the dress. We go downstairs, open the right door with the key, break down the next door, take the corpse and take it to the first room - we get a metal key. We go into the fourth room, throw water and bread into the cauldron, and brew a healing potion. We go down again. We go through the left door, open it with a metal key wooden door. We select the blind statue, take the hammer, go out through the metal door and open the central one. We hit the bell with a hammer and go upstairs to the second room. We splash alcohol at the enemy, then hit with a hammer, not forgetting to drink the potion.

    Community of Witness Dominators

    In the taxi we praise the Dominators with might and main. At the sectarian base we undergo initiation - we memorize the doctrines of the community. Next, we agree to a drinking binge and find a house where to keep the agent. We either distract the guard or buy him beer. Next, we go to the exit and pick out the wall. In our room we take the robes and, having wet them, make a rope out of them and take the sleeping pills. Then one of two things: either we are sent to the laboratory, where we take away documents and explosives, or at the main entrance we strangle the penchekryak with a rope and take the access card from the Feanin’s corpse. Next, we blow up the wall and free the agent by strangling or putting the guard to sleep. We head to the warehouses and go to the back entrance. Code - 31415. We are flying after enemy helicopters. We destroy the combat ones with torpedoes, and shoot the transport ones from a cannon.

    Asylum

    In this quest, a straitjacket will be pulled over the powerful shoulders of the great ranger and shoved into a mental hospital. The task is to pick up documents from your “spy”. The hospital has four floors. In order to go up/down, you will need to start the elevator in a curious way that I know from patients lying on this floor. But in order to find out the secret, you will need to find a way to the heart of each of them. First floor. Let's do the following. We greet the dictator pompously and pathetically, and then ask whether he really finds timely refuge in modesty. Let's move on. The encryptor will ask a witty question - we answer: “2”. The fireman should be hit in the shoulder and told about his exploits in the war with the Dominators. Then the teacher will ask a question - the answer is “152”. The last psycho is of little use, if only to laugh. We go up to the second floor. We help the writer choose the title of his book - “Notes on the Walls of a Prison Cell” is an ideal option. Then we get acquainted with the consequences of the Internet: a crazy infernet will provide the necessary information only if you speak to him in a slang dialect. In order to find out the desired combination in a bearing with a split personality, we look at both sides of his being. The card that the gambling-obsessed Faeyan asks about is the “five.” On the third floor, the “dragon” will tell you which elevator to use if the letter you tell him is M. Then we go to the poet. Maniac Y's poems talk about a blaster. On the fourth floor we find the bearing agent we need. Let's get out of this establishment: climb out through the window, jump on the robot and voila.

    Testing

    We increase dexterity and charm to six and start the game. We get out of the ship: we search both rooms, open the hatch with a laser cutter, put on a spacesuit and open the airlock. We read the note: the code for object annihilation is IDDQD. It can only be used once. We arrive at the city square and look into the stall, where we destroy the seller, take the fishing rod and go to the northern gate. Leaving the city, we begin to catch local termites using a fishing rod. If, in order to heal, we return to the city and take a walk. We catch insects until they weigh seven kilograms. When attacked by some animal, we run away. We return to the city and go to the bar, where the five rangers are sitting, whose ranks we have to replenish. After talking with Cool Walker, we learn that joining costs 7,000. We complete simple tasks of his friends and get a discount. We turn to Katsap and drain him of insects. We give the amount to Walker, and the quest is completed.

    Sorting

    We have four tunnels at our disposal, each of which can accommodate no more than twenty parties. We regularly receive cargo from 1 to 11 segments each with four types of cargo for sorting - equipment, weapons, fuel and soldiers. We must sort the arriving shipments into four tunnels and send them to the planet. As soon as the path is filled with twenty segments of the same type, a reset follows and the tunnel is cleared. From time to time, instead of batches, tractors are provided to help, which can take with them an unlimited number of segments. We also have at our disposal several mini-tractors that can send from 1 to 5 segments to the planet. A warning is issued for any violation of the regulations. Three warnings - quest failed. Since everything is submitted for sorting randomly, we can only give a few tips for passing. Firstly, to complete the task it is necessary to accept thirty trains, however, during the execution of the task this figure is not taken into account anywhere - count it yourself. Secondly, if we add a train with equipment to a train with soldiers, then at the exit we will be given a warning and a long train with equipment. Thirdly, sometimes it makes sense to receive a warning, but send the train off the road, adding up to twenty cars. Fourth, take care of mini tractors.

    Prologue

    We listen to the instructions, take on board the radar, capture and laser, and then fly to the scientific base without getting involved in battle, where we receive the task of delivering combat programs to the Betelgeuse system. We improve the radar to v4 and start to Venus, where we take on the task of delivering a letter, after completing which we will receive some money. Next we go to Mars. We go into the bar, and from the bartender we learn about a certain Anatoly Vasilyevich. To do this, you need to pour a pint of beer in less than three seconds. To do this, open the tap all the way, wait until the glass is filled with approximately 460 ml, reduce the pressure, keep it as is a little more, and then smoothly close the tap, serving the bartender the measured pint. Old alcoholic Uncle Tolya gives us his invention - a distillation apparatus. Now we look for alcohol in the shopping centers of the surrounding planets and make the jump to Kefron. There we follow the route Semi-Vestala-Orleon - the hypertransition point in Betelgeuse. When we meet an asteroid, we turn on the afterburner, and then we land at the military base where we needed to deliver the programs. The task is completed.

    Pirates' Nest

    We start the mission from the first moon, where we go into the miner's store and try to buy a bomb. After the refusal, we find the bearing and ask what he needs. We buy a droid, a drill and a pickaxe, exchange the inventory for a miner's license and buy a bomb. We fly to the second satellite, going into the bar, introducing ourselves as the pirate Skull, at the exit we meet the authority of Katsap, answering the question: “Yes, I am Skull, Skull... Are you waiting for someone else?” In the car we help ourselves to alcohol, after taking five sips and grunting, we win another portion of trust in our person, and offer our own name as a nickname. It is best to choose our temporary boss's car as a topic of conversation. In the morning, waking up in the room, we go to Katsap’s room, where we ask him about the house, then we go to our room, sit down at the computer. We listen to a chanson, go to a porn site, look through the closet, take out the book that the boss told us about, and try to pronounce the password, which will also increase trust. We go into the boss's room and ask him to tell us about a secret matter. Together with Katsap you find yourself at the factory. After examining the office, we find the detonator, then we follow into the next room. If a Faeyan works there, we say that we have identified a traitor in him, then we inspect the office, get a pass and explosives. In the laboratory we collect another bomb, and then we leave the department. Katsap stands with his back to us next to the very fighter that needs to be blown up. We talk to the pirate and push him into the abyss and mine the ship.

    Evil genius

    At first we act carefully: we rarely loot and explore a lot. Then we regularly send soldiers to carry out robberies, and when the armed forces begin to move against you, we conserve the base. We make up for losses and start all over again. We carry out mass robberies, hire the military and purchase parts for the Infernal Machine. Attacks by ordinary soldiers will now occur less frequently, but killers will begin to infiltrate. We will kill the first one with his own knife, after asking him if his sword is too small. The ninja is defeated in hand-to-hand combat, built on the “rock-paper-scissors” principle. We defuse the bomb with a verse. We kill Malok by calling the guards. As soon as the machine is ready, we press the Red Button, and the planet is under our control.

    Lost Hero

    We go to the bunker in the south, turn on the generator and climb through the ventilation in the shower into the command center. If it was not possible to establish communication in the bunker, we take a bath and go east, where we dive into the lake with the sunken ship. We search the warehouse where a strange monster is waiting for us - we kill. We search the remaining compartments. A transmitter should be waiting for us in the cabin. We make a fire, collect food, get building materials and build ourselves a temporary shelter. Let's go to bed. We meet reinforcements, go on the assault, listen to the interrogation and receive a well-deserved reward. We rummage through the luggage of the passengers, go to the pilots, buy two bottles of vodka from them, go to the toilet, where we also find a lot of useful things. We yell at the fat businessman, set up camp and go to bed. We examine the surroundings and go to the village, where we put beads on the leader and say an obscene word. We go to the coast, where we kill the humanoid, we get 500 money. Let's go to the fortune teller. Having answered the questions (“Impale”, “Attach a knife to the top tree...”, 25, 24), we get another fifteen hundred. We buy a wooden card and a box of cartridges from the merchant and distill the vodka into a flammable mixture. If we tear off the cone grenades from the branches and rise to the metal door. We use the card. We find all the keys and kill the guards. Having found all the cards, a wrench and opened the water, we install an improvised bomb on the glass door, then show the guard the spy transmitter, shoot everyone except the main one, learn from him the background to what is happening, drag it with us to the hangar and fly away.

    Tourists

    We guide tourists according to the route. 1 task: A, D, G, G, E, C, B, D; Task 2: red, blue, green, orange, purple, pink, aquamarine, light green, yellow, brown, blue; 3 task: 1, 15, 14, 4, 12, 5, 2, 6, 11, 9, 8, 3, 10, 13, 7; Task 4 (additional): f, s, c, e, g, i, n, o, q, p, m, l, j, h, a, b, d, r, t;

    Editor-in-Chief

    We determine our literary abilities or improve them in the library. We hire an artist with characteristics of 5 and above. We distribute the headings evenly, trying to invest a little more into popular topics, send the circulation to cities, send the issue for confirmation to the board of censors, set the maximum deductions for advertising and send it to print. And so on up to 200,000 credits.

    Colonization

    We build the mines of the building, keep the attitude of the population at an acceptable level, repel the raids of the barbarians, and 10-12 days before the commission arrives, we begin to build the buildings that are required by the assignment.

    In addition to the listed quests in Space Rangers 2: Dominators Reboot There are still a bunch of easier and more logical, but no less atmospheric quests. It's time to play through the game again!