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Table of Contents
- Mineral Raiding Sol
- Forming Alliances (Part 1)
- Rainbow World Expidition
- Forming Alliances (Part 2)
- Repairing the Ultron
- Saving the Syreen
- Brainwashed by the Dnarry
- Two in One
- The End is Nigh
- Short Version of Walkthrough
- Alien Homeworld Coordinates
- Rainbow Planet Locations
- Quasi-Space Map
- Helpful Hints
- Ruby, Sapphire and Emerald Worlds
- The Melnorme
- A Lot of Money Real Quick
- No More Slylandro Probes
- No More Ilwrath or Thraddash
- Get an Extra Mycon Eggcase Free
- Best Ship To Use And How
- Contact Details & E-mail Rules
- Acknowledgements & Credits
This is actually a Frequently Asked Questions Guide and Walkthrough for The Ur-Quan Masters, a free open-source remake of the original Star Control 2 game created by Fred Ford and Paul Reiche III in 1992.
Although the game is esentially the same and you can use this guide for both the remake and the original, there are some minor changes to the UQM. These changes are mostly cosmetic but we recommend you get it as it also includes performance updates to make the game run better on modern computers. For more information and to download it (free), visit http://sc2.sourceforge.net/
A fan made sequal to the game is also in the works and is called UQM Project 6014 For more information and to download a demo, visit http://code.google.com/p/project6014/
Be advised that this guide is getting a massive overhaul to, hopefully, improve it that much more.
Progess of Overhaul: ~ 30%
The latest version of this walkthrough will always be available on www.gamefaqs.com
- Version 1.2.1 (Phase 2 of Overhaul)
- Updated and improved guide up until the end of the the Rainbow World Expidition.
- Added some additional information to existing sections and cleaned up formatting again.
- Version 1.2 (Phase 1 of Overhaul)
- Updated contact details
- Updated to new formatting markup in GameFAQs
- Added some additional information
- Version 1.1b
- Modified Disclaimer (Again!) I did not expect to be contacted by so many people. Thanks!
- Updated small things in the following sections: About, FAQ and E-mail rules
- Version 1.1a
- Modified Disclaimer
- Completed the status column of the current list of Ruby, Sapphire and Emerald worlds
- Added a few moreships to help you with battling.
- Version 1.1
- More information added and an easier layout applied.
- Version 1.0
- First Issue. Basic walkthrough and misc. information. More or less complete & correct.
Though we try our best to ensure that this walkthrough is 100% correct and 100% possible, mistakes do slip through. If, for example, you find yourself in a position where you cannot fathom how we could possibly reach all of our destinations with the supply of fuel we suggested, check the FAQ-Section in this guide first. Should this not help you, you are more than welcome to e-mail us, however we wil not answer any questions if it is already explained in this FAQ.
After the introduction, you start with your ship idling in our solar system.
Start by flying to Earth using the arrow keys on your keyboard. As your ship is still a mere skeleton, you will no doubt find it difficult to navigate. Using the arrow keys, line your ship up so that it faces in the direction of Earth (Planet III) and press the up arrow to start flying towards it. While your ship is flying the screen will change as you get closer to the sun. Try not to fly over planets on your way there as you will imediately enter into a special zoomed-in screen. Upon arrival near earth, you will be confronted with a vessel which identifies itself as an Ur-Quan Drone. There are no dialogue options available so simply listen to it until it flies away. The Earth looks alarmingly red. What could possibly have happened? Orbiting the Earth is a Starbase which will hopefully have some answers, so let's go there now.
It seems that the Starbase is in trouble and needs your help. Listen to what the Commander has to say and answer accordingly. Do not worry about rushing through this part. This is still considered the tutorial and so there is no time limit on getting the necessary minerals. End the conversation and depart the Starbase. As the Commander suggested, you will find the necessary minerals on Mercury (Planet I). To leave the area and visit Mercury, simply fly towards the edge of the screen. When you reach Mercury, enter its orbit by flying over it. The planet along with its details should pop up onto the screen. Most of the information is not crucial to the game and you can ignore it except for the temperature, weather and tectonics.
INFO BLOCK 1: Resource Units & Mining Planets for Minerals
The currency in the game is called Resource Units or RU's for short. One way to obtain RU's is to mine planets for valuable minerals using a planet lander. Your starting ship already has one planet lander and the necessary storage bay to house the minerals. You can buy extras of both once the Starbase is operational. Should your planet lander get destroyed, you can get a new one from the Starbase - provided that it happens before the Starbase has been restored.
Start of the mining process by scanning the planet. You can either scan for each category (mineral, energy or biological) individually or select autscan to do it automatically. You can mine without having to scan first, but in doing so you will not be able to see where the various items are on the map displayed below the rotating planet. This can prove quite bad since, depending on the planet, you might be confronted by some dangerous lightning storms, deadly earthquakes or hotspots.
Navigate the cursor over the map displayed below the orbiting sphere to a location where you want and select launch. The planet lander will be seen flying down to the planet's surface and land close to where you specified. Landing consumes fuel, so be careful! It is best to gather as many items as possible before returning to the ship. Note that every planet lander has a set amount of crew (green circles) and storage space for minerals (red bar) and biological life forms (blue bar). Navigating across the various items will cause you to pick them up. When your lander's storage is full you must return to your ship by pressing the <Esc> key on your keyboard. You will be able to upgrade your planet lander at a later stage.
Below is a table indicating which minerals are extremely valuable and which ones are not.
From Least To Most Valuable:
To aid the Starbase, you will need to gather minerals which are orange. When you're done, return to the Starbase and the Commander will almost immediately use them to restore the failing systems. It seems that the Commander doesn't trust you yet. Continue following the dialogue until you get the order to go and eliminate the base on the Moon to prove your worth. Go there and scan for everything. Your scanner should pick up energy signatures. Land as close to one of them as you can and approach it. Don't worry about the biological life forms on the planet. They can't harm you. After the report, you can mine all the minerals if you want. Return to the Starbase to relay your findings.
When you've docked, tell the Commander that which you have discovered. You can lie without serious repurcussion. Continue the dialogue until you are interrupted by an approaching vessel - an Ilwrath Avenger! You will lose the communcation link to the Starbase and enter into a conversation with the Ilwrath. You can ask him where he came from to find out where his homeworld is. Pretty soon your chat will end and you will have your first battle.
Battling in UQM is a lot of fun! In story-mode, you can make use of your flagship or a variety of other ships that you can purchase as the game progresses. In this case, we recommend you select the Earthling Cruiser. Make use of its long-range primary weapon while staying away from the close-combat Ilwrath Avenger. Should you get destroyed, you will be able to use you any other ships at your disposal. Be warned though, that if your flagship gets destroyed, you will lose the game regardless of how many other ships you have left over. It is therefore a good idea to leave your flagship for last. Refer to the "Best Ship To Use And How" section later in the guide for some extra information and tips.
After destroying it, Commander Hayes will continue his conversation and congratulate you on your victory. He is now thoroughly convinced of your capabilities as a starship captain and will offer the station and all its services to aid you in your quest to free Earth. After a two week period of adjusting the station to accomodate the Precursor vessel, you have the opportunity to offload some minerals for extra RU's and ask some questions.
INFO BLOCK 2: Starbase Services
At the Starbase you can do the following:
- Offload minerals for RU's
- Get news/updates from Commander Hayes.
- Get fuel
- Get crew
- Add modules to your ship to improve it.
- Purchase other fighting ships.
- Get information on devices and the history of various races.
Mineral Raiding Sol
Now that you have completed the introduction, it's time to get started on your quest. The first order of business to attend to is getting some RU's to fuel your mission. You can do this by mining planets (as already explained) for minerals or destroying enemy ships. Whichever method you choose is up to you. We prefer mining above fighting mostly because we know of great planets that give very valuable minerals. These planets are known as Ruby, Sapphire and Emerald worlds. You will find a list at the bottom of this FAQ under "Helpful Hints". Anyways, back to the walkthrough.
Start by mining Mars followed by Jupiter's 1st and 2nd moons. Don't leave the Solar System just yet! Continue on to mine the moons of Neptune and Saturn. Once finished, return to the Starbase and offload your minerals. Before you can offload you will most likely be informed of a signal coming from Uranus. What could it be?
Leave the Starbase and head for Pluto where the signal is actually coming from. If you scan for energy, you will find a Spathi Eluder hiding on the planet's surface. Send a planet lander down and start a conversation by - literally - ramming into his ship. You will be greeted by Captain Fwiffo. By choosing dialogue options reflecting the fact that he is all alone, vulnerable and that you can offer him protection, he will eventually join your fleet. Spathi Eluders are quite fast and maneuverable, but they lack the very powerful weapons of most other ships. They are, however, the ideal ship for defeating a very specific enemy which you will meet later on in the story.
Return to the Starbase and recrew as well as refuel. Make sure you have at least 60 fuel units before going on. Use any leftover RU's to add as many speed and turning modules as you can. (Speed modules get preference above turning modules) You should be able to buy enough to have 7 Speed Modules and 4 Turning Modules. If you want, you can try and mine some of the other planets, but that is not necessary unless you need more RU's to do the above mentioned.
Forming Alliances (Part 1)
To defeat the Ur-Quan and free the Earth, you will need the support from the other spacefaring species in the quadrant. Getting allies and enlisting the help of as many species as possible is thus a top priority which will necessitate visiting their respective homeworlds. It is finally time to enter HyperSpace.
INFO BLOCK 3: Navigating HyperSpace
HyperSpace is a layer of space time where you can travel very fast, thereby enabling you to visit other solar systems. To enter HyperSpace you simply fly off the edge of the solar system. Just keep heading away from the Sun until the screen goes blank. You can also activate the StarMap, select a star, press enter followed by space to activate auto-pilot. This will automatically take you to the star you chose (A line will be drawn to it on the StarMap). If you press any directional buttons while in auto-pilot mode, you will switch to manual control and will have to reinitialize it again.
In HyperSpace solar systems are indicated by a variety of dots or stars. To enter a solar system from HyperSpace you simply fly over the star. Likewise, enemies will show up as moving black dots that will start chasing you as soon as you enter an alien species' sphere of influence. Should they catch you, you are provided with two options. You can either strike up a conversation with them or head straight into battle. To leave without battling you must select the "converse" option and simply say goodbye. This will, of course, not work if the species is hostile.
Some additional things to be aware of:
- HyperSpace drains a lot of fuel, make sure you have enough before warping away to a planet.
- The amount of fuel you will use is shown when utilizing the StarMap. This only shows the fuel consumption for a one-way trip. Make sure you have enough fuel to get back to Earth.
- There are situations where you consume fuel out of HyperSpace (such as pressing the <Esc> key during battle to warp out) so rather have more than enough.
- Warning: Slylandro Probes are extremely fast and can pop up anywhere. Use an Earthling Cruiser to destroy them to obtain 550 Credits or warp out by pressing <Esc>. Later in the guide you'll find a way to permanently remove them from the galaxy.
You can find a completed spoiler-induced StarMap here: http://www.star-control.com/files/Starmaps/07.png
Most of the alliances aren't crucial to completing the game. In fact you only need to befriend the Pkunk, Orz and Melnorme which is surprisingly easy - a very big contrast considering how one befriends the other races. Still, we urge you to ally with as many species as possible for they hold many benefits and are generally worth the time and risk.
The Melnorme are traders who do not use RU's as a currency. Instead, they make use of "credits". Credits can be obtained by collecting biological data, finding rare or interesting artifacts or locating the mysterious Rainbow Worlds. The Melnorme are unique in that they have no homeworld available for you to visit. Where to find them, you ask? Easy! The same Melnorme Trader ship will always be found in the solar system of a supergiant star. On the StarMap they are visibly shown as the largest stars. The closest one to Earth is Alpha Centauri. First, however, let us grab some minerals. Warp into HyperSpace and fly to Beta Lyrae, Planet V @ 189.5 : 104.1. Mine only the fifth planet and continue to the Alpha Centauri solar system (155.9 : 099.3). For traders at heart, the Melnorme are sometimes rather difficult to locate as they move around from planet to planet. Start searching the system until you see a silver ship - that's them. Head for it and strike up a conversation. Since you can't do anything without credits, say goodbye. Before leaving we suggest you mine planets III and VIII. These planets are relatively hostile, but try your best to get all of the minerals without losing your lander. It's worth the risk. Remember to save your game!
Once you are done, leave the solar system.
The Pkunk are known to be very spiritual in nature, but can be surprisingly fierce when fighting. As with the Melnorme you will not gain a formal alliance and so building their ships will not be possible. Don't despair though as there is light at the end of the tunnel! Their homeworld is located on the first planet of Gamma Kreuger (052.2 : 052.5), so start travelling in that direction.
Along the way you may want to mine Eta Giclas, Planet IV @ 070.8 : 004.1 for some good minerals. If you happen to meet Pkunk along the way just converse and say goodbye as soon as possible. You won't be able to form an alliance in outer space. Eventually you will reach Gamma Kreuger. Head for the planet closest to the sun and open up communication channels. After the initial greeting they they will suddenly give you a strange object called the Clear Spindle. This item is very important and will only be of use later on in the game. You now have a choice of either leaving or staying to chat. Our suggestion? Talk some more and see what you can get out of them.
Introduce yourself and start elaborating on your mission to defeat the Ur-Quan. Though they cannot help you as formal allies, they will assist you by providing you with 4 Pkunk Furies! Should they not give them to you at the end of the dialogue tree, just keep talking and eventually you will. The conversation tree is fortunately easy to master. Once back in space, leave the solar system and head back home to Sol. The direct route will most likely take you through Ilwrath Space. The Ilwrath ships are deadly, but not fast and you should be able to outrun them.
Once back at the Starbase speak to the Commander and get an update on the current situation. If he says something about a distress signal, ignore it for now and offload your minerals, add another fueltank, refuel to maximum capacity, recrew and buy an additional lander. If you find yourself short on RU's, you can sell some of your Pkunk Fury ships in the Shipyard.
You already met Captain Fwiffo and now it is time to meet the rest of his species. Before heading there, go to Gamma Volantis, Planet I @ 104.8 : 191.9 for some minerals. Once again we suggest you avoid any and all Ilwrath Encounters. You can also mine Epsilon Volantis, Planet IV @ 070.5 : 183.8.
If the Starbase Commander informed you of a signal when you returned from the Pkunk Homeworld, you can fly to Rigel @ 210.4 : 208.3 and meet the Zog-Fot-Pik. It appears that they are in dire need of assistance and an alliance would be very beneficial as there area of influence is located within Ur-Quan space. As usual, be diplomatic in your conversation with them and ultimately agree to help. Leave the solar system and the Zog-Fot-Pik behind. We will get back to them after we have dealt with the Spathi. Along the way you can mine Gamma Vitalis, Planet V @ 308.3 : 367.4 and Alpha Ceti, Planet II @ 287.5 : 447.9. If you rather want to skip the mining session, you can start travelling towards the Spathi Homeworld at Epsilon Gruis @ 241.6 : 368.7. If you encounter any Spathi along the way don't worry as they will not attack you unless you provoke them. Just say "Hi" and "Goodbye" and continue on your journey.
Once you arrive at their solar system, you will see a lone Spathi Eluder circling a blue planet. This is a decoy. Their homeworld at the moment is actually the purple moon orbiting the planet. Head there now and you are confronted by the Spathi High Council who is talking to you from within complete darkness. Give them the password you learned from Captain Fwiffo (Huffi-Muffi-Guffi) and start talking to them. In order to have their allegiance you will have to eliminate the "Ultimate Evil" from their home planet. Do not fret as this is one of the simpler tasks. Say goodbye and head towards the planet. Apparently the so-called "Ultimate Evil" is none other than gigantic stationary monkey-like aliens just waiting to be captured. Using your planet lander (after scanning for biological life forms) head down to the surface and shoot them until they are subdued. You can then pick them up. Do this for all the lifeforms on the planet. It will take more than one trip and consume quite a bit of fuel, but the good news is that you can use these lifeforms to get Credits from the Melnorme. When the final evil one falls, return to the Spathi High Council.
After telling them that you've eradicated the "Ultimate Evil" from their planet, they will gladly...ask you to leave? Well that sure is nice! But you aren't going to give up. Leave and come back immediately. After some more dialogue you'll start to realize that an alliance might not be formed unless you take drastic measures. No, you don't have to fight them, instead gently remind them that you have the monsters from their homeworld within your cargo hold in suspended animation. The Council will quickly change their tune and a formal alliance is born. Nice work!
INFO BLOCK 4: Spathi Disappearance and Umgah Caster
After a while they will close themselves up on their planet's surface using the same slave-shield technology that the Ur-Quan used on Earth. When this happens, you will no longer be able to build any of their ships so it is suggested that you have at least one. If you still have Captain Fwiffo as a part of your fleet, it will do. On the bright side, you'll find an Umgah Caster on their moon once it happens. The Umgah Caster can be used to contact the Melnorme while in HyperSpace and will come in handy later in the game.
Having formed the alliance fly to Gamma Gruis, Planet I @ 225.0 : 370.8 and mine it. Once finished, fly back to Earth.
The Commander will have some good news. A contingent of Spathi have arrived at the station and you can now build their ships! Do the usual and make sure you have all your speed and turning modules, 3 full fuel tanks, 2 full Crew Pods, 2 Planet Landers and at least 1 Storage Bay. If you have some cash left, buy and fill up another fuel tank. Otherwise leave it.
Zoq-Fot-Pik & Arilou
This is going to be a very long trip so make sure to have everything you need as outlined at the end of the previous section. Did you also remember to save? Good. Let's get going.
If you haven't been to the Rigel System yet to meet the Zog-Fot-Pik, go there now and agree to help them. Otherwise fly to Beta Normae, Planet III @ coordinates 141.6 : 531.5 and mine it. Try to avoid wasting fuel. You are a long way from home and the only way to get fuel now is from the Melnorme. Let's hope that they don't have to come rescue you.
The Arilou are very elusive and, as you will find out, live in a completely different layer of space known as Quasi-Space. To reach it you need to make use of the naturally recurring gateway located at coordinates 043.8 : 637.2. The gate only appears between the 17th and 20th of each month which gives you a very brief window to access it. If you were to look on the StarMap during those days it should register as "Unknown". Even if you don't see it at the moment, fly there anyway. If the gate is not open, simply wait for it in HyperSpace. Should you find yourself having to wait more than 10 days, you can go and mine Beta Chandrasekhar, Planet II @ 037.5 : 671.6. You may also run into the Arilou while doing so. As long as you are not hostile towards them in any way you have nothing to fear. Once the gate finally opens, enter it. enter it.
When you go through the gateway you will enter a realm that is as green as HyperSpace is red. Welcome to Quasi-Space!
INFO BLOCK 5: Quasi-Space vs HyperSpace
The main differences are as follows:
- In Quasi-Space your flagship does not consume fuel
- There is only one star-system
- All other the dots on the StarMap are gateways back to HyperSpace
- This allows you to travel great distances in a very short amount of time
For a map of the entire quadrant and where each gateway leads, you can visit the "Quasi-Space Map" section located in this guide.
Open the StarMap and select the top-most (and biggest) dot you see. This is the Arilou Homeworld. When you eventually reach it, you are presented with the familiar option to either converse or fight. Strike up a conversation. You will find that they won't readily give you help in the form of ships, but they are willing to give you something equally impressive. Wangle the conversastion until you get the option to ask them what they can offer you as a people. They will say a lot, but eventually they will mention the Portal Spawner. An artificial way of creating a gateway between HyperSpace and Quasi-Space! The trick to getting this device is to find a crashed Ur-Quan Dreadnaught which contains sufficient materials and components to create one for a ship your size. Follow their instructions and proceed to coordinates 544.0 : 532.0 in Quasi-Space. After emerging back in HyperSpace, head on to Alpha Pavonis, Planet VII @ 056.2 : 800.0.
Scan for energy once you reach the planet and head down to the large signal on the surface. This is the Ur-Quan Dreadnaught. After investigating it, return to the Arilou Homeworld using the naturally occuring gate again. If you did everything correctly you should come back just in time for it to appear again, if not go mine the planet mentioned earlier. At their homeworld, you will receive a custom built Portal Spawner for your flagship. This device is very handy and allows you to traverse great distances in a very short amount of time. Simply use it while in HyperSpace and enter the relevant gate. Be warned, though, that every trip to Quasi-Space consumes 10 fuel units. However this is negligible as you don't consume any fuel while travelling between gates. Leave the Arilou Homeworld and use the gateway @ coordinates 502.0 : 460.0.
You are now back in HyperSpace. More specifically you are in the combined area of influence of the Ur-Quan, Khor-Ah and Zog-Fot-Pik. If you haven't heard of the Kohr-Ah yet, you will soon enough. While in this area it is strongly suggested that you avoid any and all contact as most of the black dots on the map here are enemies. Use auto-pilot and set a course for Alpha Tucanae, Planet I @ 400.0 : 543.7. The Zog-Fot-Pik will be very happy to see you once you arrive and will gladly accept your assistance. In exchange they will provide you with the designs for their ships, the necessary crew to pilot them and also update you on the war between the Ur-Quan and the Kohr-Ah. Feel free to ask them as many questions as you like as they have some very interesting information. When you're done talking, simply head outside into HyperSpace and activate the Portal Spawner. Head to coordinates 506.0 : 474.0. This gateway will take you very close to Earth and is a convenient way to get back home quickly.
INFO BLOCK 6: Zog-Fot-Pik
Later in the game you will receive a distress call from them. When you get it, go as soon as possible. If you take longer than 3 months before heading to their rescue they might suffer some serious damage from a Kohr-Ah ship. To defeat it, use your Spathi Eluder. Refer to the "Best Ship To Use And How" part later in the FAQ for an in-depth explanation. Also, a great mining place is Beta Cephei @ 362.5 : 575.0.
Once back at the Starbase, speak to the Starbase Commander and offload all your minerals. Resupply your ship with crew and fuel.
Rainbow World Expidition
If you thought the trip to the Arilou and Zog-Fot-Pik was long, think again! We are about to embark on an expidition that takes us right around the quadrant to visit Rainbow Worlds. Rainbow Worlds are, as the name implies, raibow coloured planets that for some or other strange reason forms an arrow pointing towards the centre of the galaxy. It is speculated that they might have some connection to the Precursors. But why go on this expidition you ask? Well, besides the fact that each Rainbow World is rich in minerals, every world we discover also nets us a huge amount of credits when we provide its location to the Melnorme. We need the credits so that we can rather buy fuel from the Melnorme (since buying fuel from the Starbase is quite expensive), but also acquire crucial information about a species known as the Syreen. In addition, we also get a free HyperSpace Caster along the way.
To make things simple, the expidition will be in point form and deviation is not recommended. Avoid all encounters. If you do encounter a ship converse first and, if a battle is unavoidable, leave as soon as possible. Also, if you have to mine a planet we will tell you, otherwise don't. Mining planets consumes fuel which will end up being counter-productive. If you happen to run outof fuel just wait for the Melnorme in HyperSpace (preferably not in an alien race's territory). Sell your Rainbow World data and bio-data to purchase fuel - although that should preferably not happen.
For the trip your ship must have the following:
- 3 Full Crew Pods
- 7 Full Fuel Tanks
- 3 Storage Bays
- 2 Planet Landers
- 1 Ion-Bolt Gun
- All the Speed and Turning Modules
If you don't have enough money, sell some/all of your Pkunk Fury ships. Do not sell your Arilou ships, because you are going to need them later. If you still need RU's, rather reduce your fuel tanks to 6 and crew pods to only 2.
Start of Expidition:
- Head out of the solar system and activate the Portal Spawner.
- Use the portal @ 544.0 : 532 0.
- Mine Beta Chandrasekhar, Planet II @ 037.5 : 671.6 if you have not already.
- Proceed to Beta Pegasi,Planet I @ 039.5 : 745.8 and scan it
- Proceed to Epsilon Draconis, Planet 1 @ 283.6 : 785.7 and scan.
- Mine Fomalhaut, Planet I @ 437.5 : 856.2
- Go to Epsilon Lipi, Planet I @ 543.7 : 827.0 and mine it.(Note: Only get the orange-red minerals)
- Proceed to Beta Leporis, Planet I @ 766.6 : 866.6 and mine it. (Only the orange-red minerals again & the big blue Bio-Lifeforms)
- Fly to Gamma Aquarii, Planet I @ 853.4 : 879.7 and mine it.(As always, only orange-red minerals)
- The next stop is Groombridge, Planet I @ 996.0 : 904.2. Just scan.
- Proceed to Alpha Andromedae, Planet I @ 862.5 : 700.0 and scan.
- Go to Arcturus Planet Ia @ 964.5 : 579.1 and scan for energy. Pick up the Burvixse Caster (No need for the Bio-Life forms)
- Head for Gamma Reticuli, Planet I @ 741.6 : 508.3. Just scan.
- Continue on to Gamma Kepler, Planet I @ 602.0 : 297.9.(You can try mining, but it's not advised. We didn't mine)
- Go to Epsilon Scuti, Planet VII @ 533.8 : 035.5 and mine it.
- Proceed to Zeta Scuti, Planets II and III @ 531.3 : 015.0 and mine them.
- Fly to Zeta Sextantis, Planet I @ 468.1 : 091.6 and mine it.(Only the orange-red!!)
- Finally, fly back to earth. Don't use the Portal Spawner!
During the course of doing the expidition, the Spathi should have vanished from the quadrant and the Pkunk most likely started moving towards the Yehat (You may not have met them yet.) Do not worry. Just leave them be. Remember that you can, whenever you want, visit the moon of the Spathi Homeworld and get yourself an Umgah Caster.
Back at the Starbase, speak to the Commander and offload all your minerals. Recrew your ships, but do not refuel. Instead sell all your fuel. That's right! Sell it.
Travelling in a solar system does not require any fuel. Leave the solar system and enter HyperSpace. Use your Burvixse Caster to call the Melnorme. Sell all your Rainbow Planet locations and all the bio-data you gathered. Now, purchase all the technology upgrades they have to offer and keep on buying "Useful info on alien races" until you learn something about the Syreen and the destruction of their planet by the Mycon - then you stop.
Now for a little trick:
Buy the maximum amount of fuel you can carry @ 1 Credit per unit from them. Leave and go back to the Starbase and sell this fuel @ 20RU's per unit. Repeat the process 2 more times for a total of 3 times.
After you've emptied everything for a 3rd time you should have a lot of RU's. Now, add and remove the modules on your flagship so that your ship will only have the following:
- 3 Hellbore Cannons (In front 3 slots)
- 3 Full Crew Pods
- 3 Full High Ef. Fuel Tanks
- 1 Storage Bay
- 3 Planet Landers
- 2 Tracking Systems
- 2 Shiva Furnaces
- 2 Dynamos
- All the Speed and Turning Modules
You should have some money left. If not, cut back on 1 Hellbore Cannon. That should give you enough RU's for the rest. If not, don't worry. We will get some extra RU's again later. Go outside and call the Melnorme. For the last time fill up your fuel tanks. From now on you must always buy your fuel from the Melnorme. Simply call them in HyperSpace and fill up all your tanks.
To befriend the Shofixti, you'll have to do quite a lot. First, head to Delta Gorno @ 290.8 : 026.9. Look around for a ship orbiting a planet. When you see he's on an intercept course, don't panic. Converse with him. He will think you're an Ur-Quan. Instead of trying to reason, insult him. Each time he will attack you. Warp out using your flagship. Talk and insult again. Repeat this until he realizes you're not Ur-Quan. Continue the dialog some more until you hear the reason why he is in this system and can tell him to stay here and protect the solar system.
Now head on to Admiral Zex. He's on Alpha Cerenkov, Planet I @ 422. 1 : 198.6. Engage him in dialog. First tell him that you want the Shofixti Maidens and will use force if necessary. Then, ask him what he is doing on the planet. Keep at it until you can ask him whether or not you can get them if you go and capture the "little critter" that he wants. Leave.
Go into Hyperspace and activate the Portal Spawner.Then use the portal @ coordinates 448.0 : 504.0 to get to the Lyncis constellation. When you're through, go into Delta Lyncis, Planet I @ 570.4 : 979.5. There you'll get the Vux beast. Its the fastest and strongest lifefrom on the planet. You will have to shoot quite a lot of times before he succumbs, so be careful. We suggest that you also capture all the other Bio-life forms.
When you've finally manage to capture him, head to Theta Lyncis, Planet I @ 612.5 : 960.4. and mine it. Afterwards, head back to Admiral Zex. To get back, you can use the portal to Earth.
You can always refer to the Quasi-Space Map later in the walkthrough if you want to use an alternative route or are confused.
Talk to him. Again it seems as if you went through all that for nothing. But wait! When you give him the Vux Beast...it escapes! And...Gulp! Bye-Bye Admiral Zex! :-) Now, go down to the planet and claim the Shofixti Maidens. Make sure to get all the Bio-life forms and minerals. Return to Tanaka at Delta Gorno. Converse with him and give him the Shofixti Maidens so that he can err...perform his duty. ^_^ In about 3 months you can build their Shofixti Scouts. Whats more is that your Crew-Cost will go down by 2. This means you only pay 1RU for crew!
Return back to the Starbase and do the usual. (Remember to refuel using the Melnorme!!)
While we wait for the Shofixti's resurrection, we will befriend the Orz and get rid of those nasty probes that pop up everywhere. Note that this is a very *fun* part to write. We are going to be *happy campers* by the end of this. Ahem...
When you reach the Orz's Homeworld of Gamma Vulpeculae, Planet I @ 371.3 : 253.7 you'll see a very big problem......
You may need to zoom in on the Starmap to see the Vulpeculae systems Do this by pressing the plus sign ( + ) on your keyboard while looking at the Starmap.
.....What the hell are they saying!? Fortunately one can deduce most of what they say. Just go and form an alliance with them. It's very easy! BUT MAKE SURE YOU DO NOT TALK ABOUT THE ANDROSYNTH! If you do, you will never be able to form an alliance. Also, if you can't form an alliance at once, just leave the planet and come back to try again.
When you're done, go to Delta Vulpeculae, Planet IIc @ 372.1 : 261.9. Once you've arrived, the Orz will permit you to go and explore on the planet. Scan for energy. On the surface get the Taloo Shield. That's basically it. The only thing left to do, is to go back home.
Tired of those pesky probes? Even if you can annihilate them in one blow with your ship as is, you still don't want them? Then follow these instructions and say "Good Bye" and "Good Riddance":
Go to their homeworld on Beta Corvi, Planet IV @ 033.3 : 981.2. (Use the Portal Spawner and Quasi-Space map to take a shortcut.)
Converse with them until you can talk about the probe's program. Keep talking until you can't anymore. Leave and head outside into Hyperspace. Wait there for a probe to attack you. Warp out or destroy it and head back to the Slylandro. Talk to them about the probes again. Eventually you will have the option of explaining to them the error of their programming. When you have finished explaining to them why their probe is destroying ships, ask for a mega self destruct code.
Now, if you encounter a probe, converse with it and transmit this code to destroy it and all the other probes. Head back home and speak to the Starbase Commander. He will also transmit the code.
Hopefully, the Shofixti have returned by now. If not go into Hyperspace and wait a month. Go back and try again. If unsuccessful go outside for another month. Sooner or later the Shofixti should return.
When they have, buy one of their ships at the Starbase. Take this ship to any Yehat Terminator (near Gamma Serpentis @ 492.3 : 029.4) in their space. If you show them the Shofixti while you're conversing with them, they will start a revolution.
Why do you want a revolution on your hands? The reason why you have to do it we'll only tell later on in this walkthrough.
After starting the revolution, immediatly activate the Portal Spawner.
Repairing the Ultron
The Utwig and Supox are the two races the farthest from Earth. They are on the other side of the quadrant! So, use the Portal @ 530.0 : 528.0 to get to Supox Space. Head in the direction of Beta Librae @ 741.4 : 912.4 until you meet a Supox while in Hyperspace. Simply converse until you can ask why the Utwig is in such distress. They will then give you the broken Ultron to repair. To repair it you will have to get the: Aqua Helix, Clear Spindle and Rosy Sphere. To get those, visit these 3 races in whichever way and order you want:
You will have to form an alliance with them. Now, this might come as a shock but to form an alliance,you will have to....destroy about 25 or more of their ships in Hyperspace. You will have to converse every time and tell them you are stronger than anyone and that you have weapons of great power etc. until they ask you to teach them. Then they will be part of the Alliance.
This means you can also build their ships! An easy way to destroy them is using the Earthling Cruiser. Just stay in one place and shoot. You can also use your flagship, which is actually better than the Cruiser if you have it modified to our specifications mentioned earlier.
Sadly however, the alliance is soon to be broken. Go to Zeta Draconis, Planet I @ 277.6 : 867.3 and take the Aqua Helix.
The Thraddash will no longer be friends with you, but you can still build their ships.
To get rid of the Ilwrath and Thraddash you will have to go to the Ilwrath's Home-System. You must not land on there planet. When you warp into their system use the Umgah or Burvixse Caster to trick them into thinking you're their gods Dogar and Kazon.
Now you can play around with them. But in the end, tell them to "seek new prey". They will then destroy the Thraddash and themselves in the process.
After they destroyed each other (Their cicrles will shrink to nothing) you can go and claim the Aqua Helix
Go to Zeta Persei, Planet I @ 946.9 : 280.6 This is a Trade World. You can get the Rosy Sphere using 3 methods:
- Give the Druuge a Mycon Eggcase (One is on Gamma Brahe, Planet I @ 635.4 : 272.9)
- Give them a Burvixse Caster from Arcturus Ia @ 964.5 : 579.1
- Give them 100 Crew (Not advised - Crew-cost will skyrocket as result)
You should have already visited them and obtained the Clear Spindle. If not, read the following:
The Pkunk are the easiest race to make friends with. Even though they don't give you their ship designs and all, they do give you the Clear Spindle. To get it, you simply have to talk to them at their homeworld, Gamma Kreuger Planet I @ 052.2 : 052.5
Now take the repaired Ultron back to the Utwig.(Simply use the items to combine them.) You can go to any ship or visit their Home World. Give them the repaired Ultron. Now, not only will they be allies, but also the Supox! They both will attack the Kohr-Ah giving you an extended deadline. Also, you may now get the Utwig Bomb at Zeta Hyades, Planet VIb @ 850.0 : 937.2.
It will be guarded by Druuge Ships. Remove them forcefully. (An Earthling Cruiser or 2 might help if youre having trouble) Then go down to the surface and get the Utwig Bomb.
Before going on, make sure your ship is fully equipped and full of fuel and crew. If you ran out of credits to purchase fuel from the Melnorme, fall back on the Starbase's fuel. If you are running low on RU's, don't sell your ships! Rather look at "Helpful Hints & Tricks" later in the FAQ for more Ruby, Sapphire and Emerald worlds which we have not yet visited in the walkthrough.
The Syreen's old homeworld was destroyed. Their new homeworld is at Betelgeuse, Planet I @ 412.5 : 377.0. Go there using the powers of the Portal Spawner and you will see that they are in their own slave shield. Head for the Starbase. You will find a very um...interesting lady. ^_^
Now talk to her and tell her about how the Mycon destroyed their Homeworld Syra. You will have to get a Mycon Eggcase from their old homeworld @ Beta Copernicus, Planet I @ 600.8 : 263.1 and find out about their homeworld's destruction at the Melnorme. You should already have the information from the Melnorme so leave and retrieve the Mycon Eggcase. Retrun to Talana and talk some more.
Following their instructions, go to Epsilon Camelopardalis, Planet Ia @ 593.7 : 393.7. Scan for energy and go down to the surface. Then return to the Syreen. Soon a very nice part will come. ^_^
Follow their instructions and head for the Mycon Homeworld Epsilon Scorpii, Planet I @ 629.1 : 220.8. Tell the Mycon about the planet. Now leave the system and go to Beta Brahe, Planet I @ 639.5 : 231.2 but wait just outside in Hyperspace. When the bulk of the Mycon fleet is gone, (Check on your Starmap every now and then when you are in hyperspace to see their progress.) fight the remaining Mycon (using the Arilou ships you have) and get the Sun Device from the surface. Now you can return to the Syreen ONLY if the Mycon was battled. (The Mycon's area in Space will shrink dramatically if you wait.)
The reason: If you decide to go immediately, the Mycon may not shrink and could mess things up.
When you reach the Syreen again talk and they will join the Alliance.
Brainwashed by the Dnarry
The Dnarry is none other than the Talking Pet the Ur-Quan use to communicate. This talking pet however, has been restored to its ancient "form" making it quite the mind controller. It has taken over the Umgah Homeworld of Beta Orionis, Planet I @197.8 : 231.2. The heroic thing to do, of course, is to save them. You will need the Taloo Shield if you want to take him on, but don't worry, you should have it already if you've been following the walkthrough (See Orz under "Forming Alliances")
When you reach the planet you must first talk to the Dnarry. Then he'll attack. Destroy the 10 Umgah ships (Shofixti's exploding ships may help, otherwise check later in the FAQ for tips on which "ships to use and how") and talk to the Dnarry again. Make sure he joins your ship. The Umgah will be ever so grateful after you leave. Immediately return to their planet (without leaving the solar system into Hyperspace). They will give you 500 Bio-data if you ask for a reward and fill your fleet with Umgah Ships. But Wait! Those sleazy jokers are going to attack you. Just warp out and leave the system. You can always come back here if you want to have some fun.
Two in One
The Starbase Commander said that the Chenjesu and Mhrmmmhmr were last on Procyon II. Their homeworld is at coordinates 074.2 : 226.8. Now go to the Slave Planet and use the Sun Device (See Syreen) to free them from their slave shield.
(You can talk beforehand with the Chenjesu and Mhrmmmhmr if you use a Caster.)
When you use the Sun Device they will be released - forming a new Hybrid-race called the Chmmr. Continue the dialog until you can ask for "modifications to your ship". Agree to the terms and wait until your back at the Starbase.
You will have to have the Utwig Bomb (Look "Repairing the Ultron") to let the Chmmr make the necessary modifications to your ship.
The End is Nigh
When youre back at the Starbase, the Commander will inform you of the situation. What!? Unlimited RU's! Wow! This is great!
Now you'll have to prepare for the final battle by adding the few modules you can. This is what we suggest you should add:
- 4 Crew Pods &
- 2 High Ef. Fuel Systems.
- For your fleet you must only buy Chmmr Avatars. Nothing else!
Now go outside your solar system and use the Portal Spawner. Use the portal @ 520.0 : 540.0 to get close to the centre of Ur-Quan space.
When you're in Hyperspace, head for Delta Crateris @ 620.0 : 593.5. Whoa! That is one major group of ships! Don't worry. You won't have to battle them. Use the Dnarry right after you enter the system. He will then use his psychic powers to confuse the Ur-Quan and Kohr-Ah, making them leave the system. Now head for the 5th planet. There you will see a huge ship. It's the Precurser Battle Platform: Sa-Matra.
We recommend you save your game now.
Attack the Ur-Quan and Kohr-Ah using your Chmmr Avatars. Don't worry about losing to many ships. It is actually advised that you lose about six ships. Remember the Yehat? How we told you to wait and see why you should have started the revolution? Well, when you've beaten the guards you will receive Yehat Terminators and Pkunk Furies!
Use the Pkunk Furies to destroy the shield generators while dodging the fireballs and Whacking Bubbles. When youre done, send in your last few ships to destroy the remaining fire balls and bubbles. Now warp out and get your main ship. Fly into the hole of the Sa-Matra's shield and watch the ending.
Congratulations! You've won The Ur-Quan Masters!
Short Version of Walkthrough
The short version is a point form summary of what is required to finish the game.
- Form an alliance with Pkunk for the Clear Spindle
- Form an alliance with the Orz for the Taloo Shield
- Form an alliance with Melnorme and get credits to buy info about Syreen
- Form an alliance with the Thraddash or destroy them to obtain the Aqua Helix
- Get the Rosy Sphere from the Druuge by selling crew, a mycon eggcase or a Burvixse Caster from Arcturus
- Get the Ultron from the Suppox
- Combine the Clear Spindle, Aqua Helix and Rosy sphere to fix the Ultron
- Take the Ultron to the Utwig
- Fight the Druuge on Zeta Hyades to obtain the Utwig Bomb
- Obtain the Sun Device by helping the Syreen
- Capture the Dnarry and save the Umgah
- Free the Chenjesu and Mhrmmmhmr by using the Sun Device, ultimately creating a new hybrid race - the Chmmr
- Destroy the Sa-Matra Battle Platform
Alien Homeworld Coordinates
|Alien Race||Solar System||Coordinates||Home Planet|
|Arilou||Quasi - Space||613.4 : 590.0||Planet 1|
|Chenjesu||Procyon||074.2 : 226.8||Planet 2|
|Chmmr||Procyon||074.2 : 226.8||Planet 2|
|Druuge||Zeta Persei||946.9 : 280.6||Planet 1|
|Ilwrath||Alpha Tauri||022.9 : 366.6||Planet 1|
|Kohr-Ah||Delta Cretaris||620.0 : 593.5||Planet 5|
|Mrmmhm||Procyon||074.2 : 226.8||Planet 2|
|Mycon||Epsilon Scorpii||629.1 : 220.8||Planet 1|
|Orz||Gamma Vulpeculae||371.3 : 253.7||Planet 1|
|Pkunk||Gamma Krueger||052.2 : 052.5||Planet 1|
|Shofixti||Delta Gorno||290.8 : 026.9||Planet 1|
|Slylandro||Beta Corvi||033.3 : 981.2||Planet 4|
|Spathi||Epsilon Gruis||241.6 : 368.7||Planet 1|
|Supox||Beta Librae||741.4 : 912.4||Planet 1|
|Syreen||Betelguese||412.5 : 377.0||Planet 1|
|Thraddash||Delta Draconis||253.5 : 835.8||Planet 1|
|Umgah||Beta Orionis||197.8 : 596.8||Planet 1|
|Ur-Quan||Delta Cretaris||620.0 : 593.5||Planet 5|
|Utwig||Beta Aquarii||863.0 : 869.3||Planet 1|
|Vux||Beta Luyten||433.3 : 168.7||Planet 1|
|Yehat||Gamma Serpentis||492.3 : 029.4||Planet 1|
|Zoq-Fot-Pit||Alpha Tucanae||400.0 : 543.7||Planet 1|
Note: Melnorme can be found in any solar system that has a gigantic star. An example is Alpha Centauri (155.9 : 099.3). They also appear when you run out of fuel.
Rainbow Planet Locations
Rainbow planets are special planets organized in an arrow stretching across the quadrant. By scanning them you can obtain credits from the Melnorme to purchase information and upgrades as well as fuel. All the rainbow planets are the closest to their sun. We have orginized them in order, starting from above the Arilou through to the Utwig and back down to the Yehat.
|Beta Pegasi||039.5 : 745.8|
|Epsilon Draconis||283.6 : 785.7|
|Epsilon Lipi||543.7 : 827.0|
|Beta Leporis||766.6 : 866.6|
|Gamma Aquarii||853.4 : 879.7|
|Groombridge||996.0 : 904.2|
|Alpha Andromedae||862.5 : 700.0|
|Gamma Reticuli||741.6 : 508.3|
|Gamma Kepler||602.0 : 297.9|
|Zeta Sextantis||468.1 : 091.6|
|Arilou Home Planet||613.4 : 590.0 QS|
|Druuge Space(Near Trade World)||488.0 : 538.0 QS||--->||973.5 : 315.3 HS|
|Middle of Ur-Quan & Kohr-Ah||520.0 : 540.0 QS||--->||584.9 : 621.3 HS|
|Arilou Space (HS)||544.0 : 532 0 QS||--->||036.8 : 633.2 HS|
|Supox Space||530.0 : 528.0 QS||--->||775.2 : 890.6 HS|
|Near Slylandro Homeworld||520.0 : 514.0 QS||--->||014.3 : 938.5 HS|
|Gateway From HS to QS||500.0 : 500.0 QS||--->||043.8 : 637.2 HS|
|Near Earth||506.0 : 474.0 QS||--->||190.9 : 092.6 HS|
|Between Vux,Yehat & Mycon||516.0 : 466.0 QS||--->||567.3 : 120.7 HS|
|Between Spathi & Zoq-Fot-Pit||502.0 : 460.0 QS||--->||318.3 : 490.6 HS|
|Between Thraddash & Ur - Quan||476.0 : 458.0 QS||--->||409.0 : 774.8 HS|
|Near Arcturus (Above Druuge)||468.0 : 464.0 QS||--->||919.7 : 606.9 HS|
|Ilwrath Space||492.0 : 492.0 QS||--->||005.0 : 164.8 HS|
|Camelopardalis Constellation||476.0 : 496.0 QS||--->||611.1 : 414.3 HS|
|Underneath Druuge||458.0 : 492.0 QS||--->||860.7 : 015.1 HS|
|Lyncis Constellation||448.0 : 504.0 QS||--->||565.7 : 971.2 HS|
|Spathi Space||466.0 : 514.0 QS||--->||230.1 : 398.8 HS|
- The coordinates in the 1st column are the Quasi-Space (QS) coordinates and the 2nd column the Hyperspace (HS) coordinates.
- Before you have the Portal Spawner, you will need to enter QS via the HS-Gate. See no 7 ; Column 2.
Ruby, Sapphire and Emerald Worlds
These planets house the most valuable of all minerals.
To help you, we added an additional column that signifies either whether or not it is a calm world (one which requires little or no upgrades for your lander) or a hostile world (requires most if not all upgrades to your landers). In addition to this we added a column to show whether or not it lies within an alien race's border. If it does not we indicated roughly where it is.
CT = Close to Ur-Q = Ur-Quan / = Between two alien borders.
|Beta Apodis||259.3 : 856.9||Planet II||Calm||Thraddash|
|Alpha Arae||933.9 : 084.3||Planet I||Calm||Below Druuge|
|Delta Aurigae||818.7 : 193.7||Planet VII||Calm||CT Druuge|
|Epsilon Cassiopeiae||399.4 : 518.5||Planet I||Calm||Zog Fot|
|Alpha Centauri||155.9 : 099.3||Planet III||Hostile||CT Earth|
|Alpha Centauri||155.9 : 099.3||Planet VIII||Hostile||CT Earth|
|Beta Cephei||362.5 : 575.0||Planet VI||Calm||Above Zogfot|
|Fomalhaut||437.5 : 856.2||Planet I||Calm||Thraddash/Ur-Q|
|Gamma Luyten||433.3 : 156.2||Planet II||Calm||Vux|
|Theta Lyncis||612.5 : 960.4||Planet I||Calm||Above Ur-Quan|
|Beta Lyrae||189.5 : 104.1||Planet V||Calm||CT Earth|
|Beta Scorpii||650.0 : 191.6||Planet V||Calm||Mycon|
|Zeta Scuti||531.3 : 015.0||Planet III||Calm||Yehat|
|Gamma Trianguli||806.2 : 031.8||Planet IV||Calm||Below Mycon|
|Gamma Vitalis||308.3 : 367.4||Planet V||Calm||Spathi|