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    FAQ/Walkthrough by Psychosilocybin

    Version: 1.3 | Updated: 07/04/01 | Search Guide | Bookmark Guide

         ************      Startopia               FAQ   *****************
               This is my first faq, so please keep that in mind! My Name
             that you will know me by is Psychosilocybin.
             Everything above and below is copyrighted to  me,
             If you want to copy and use any of this, please contact me
             at    anime11840@twmi.rr.com
       Table of Contents
          1. Contact Info
          2. Version Review
          3. Getting to know your Staff
          4. Rooms to Know  (Will be updated ALOT)
          5. Items and what they do (Also will be updated alot!)
          6. Walkthrough of the Missions
          8. Fun Stuff
                    ** More To Come **
       1. Contact Information
         For any game questions, coments on my FAQ, or if you wish to use
         my FAQ  in any publication or webpage, I can be reached at
       2. Version Review
            V. 1.0   July 3rd, 2001 (3:00 am, heh)
                 Start of FAQ. Parts of "Getting to know your staff"
                                        "Rooms to Know"
                                        "Items and what they do"
                               and      "Mission 1"
            V 1.1   July 3rd (3:00 pm..12 hours 'eh)
                      Updated "Getting to know your staff"
                              "Rooms to Know"
                              " Items and what they do"
                      Added Mission 2
                      Added Fun Stuff
            V 1.2   July 3rd (11:00pm)
                    Fixed a few grammatical errors and spelling
                            added Mission 3 - 4
                            updated "Rooms to Know"
                            updated "Items and what they do"
                            updated "Fun Stuff"
            V 1.3  July 4th (1:00 am)
                            added mission 5 -6
                            added quick summery of mission 7
      3. Getting to know your Staff.
         Scuzzer M 1 -  These are your basic, run of the mill builders/
                        maintenence crew/litter sweepers little guys
            M 2,M 3 -    "We can rebuild them, We have the technology, 
                           make them Better, Stronger,Faster" Need I say  
         Security  -     Security Scuzzers will detain Criminals, zap 
                         enemies, disarm bombs(haven't seen it yet)
                         and breech and take over new segments,very
                         handy to have.
         Salt Hogs -     These are your low class worker aliens.
                         They're very easy to please, all they need is
                         food, wash, and sleep. One form of entertainment 
                         and they'll almost NEVER leave you(well till their
                         broke,hehe) Hired Salt hogs almost never leave 
                         your station. Use them to work your factories
                         and recyclers.They also carry arms,so you'll use 
                         a lot of hogs in battle.
          Greys -        These are your "abduct Billy Joe and give him an
                         anal probe" aliens. They are medical genius'.
                         These guys are ment for your Sickbays. They also
                         are gun toters, though they die very easily.
                         Grey's LOVE entertainment.Want 'em to love ya?
                         Give 'em some form of entertainment.                      
           Targ    -     Your communications experts. They work the 
                         Comsensers. Watch when they get bored though
                         They have a tendency to spy on other people
                         when bored.They are gun caries like the above 2
                         only these guys can get down and fight! They are
                         pretty easy to keep happy. Nothing you can't 
         Sirens -        These are your "heavinly bodies". Or 2 bit ho's
                         However you wish to view it. They work your love
                         nests. The do distract your workers, so be careful
                         about how many you have.
         Kasvagorian -   These are pure brute force! Hire ALOT of them in
                         all combat missions, and a handful of them in all
                         other missions. Remember to build a rough bar or
                         these guys'll start a brawl anywhere on your 
                         station. That would be bad.
     4. Rooms to know
      Energy Collecter - Keeps your energy stored.Lose it and your done.
      Power Booster - Raises your power!
      Recharger -  Keeps your bots powered up
      Port -       Your "peeps" enter here. No port, no aliens.
      Berth -      Basic sleeping places. I usually make mine with
                   10+ sleeping pods,I like long berths, as opposed 
                   to square ones.
      Lavetron-    Washes your aliens. They do like the be clean.
      Dine-O-Mat  - This feeds your population. Choose from Synthetic,
                    Natural, and/or mineral foods.
      Recycler -   This turns all your trash into energy. Make sure to
                   hire salt hogs to work here.
      Sickbay -    This is where your aliens come to get probed by greys
                   *grin*. Seriously though, this is where they come to
                   be healed. Make sure when you can to put in a Medi- Bed,
                   aside from the Diagnosis equipment, and chairs, etc.
                   I only hire greys with 3 or more skill as any less might
                   damage patients. heh
       Store  -   Your aliens come here to get basic entertainment stuff.
                  Good for a young station, won't hold it for a large one.
      Music   -   "It only took one brick to make that window drop" 
       Shop        My sublime fans know what I'm talking about,heh
                   Anyway, The aliens come here to get their choice
                   in music. Raises entertainment a bit.
       Motel  -    This is like a berth, only smaller. VERY handy on
                   your entertainment deck, as a fully energetic alien
                   that doesn't have to go far to get rest, is a happy
       Control -   This makes your security scuzzers and security columns
                   a lot more effective. Combine this well a well skilled
                   staff and you can make S. Scuzzers and columns much much
                   more effective.
      Star Dock -  This is where cargo ships dock at. A must for trade 
                   missions. They are very large though.
      Cargo Hold - This store 36 crates. Crates will NEVER mold while in
       Disco    -  This is a big boost to entertainment. Your aliens love
                   to dance. hehe
       Brig     -  Converts criminals to ordinary citizens.
    5. Items   
       Medical Supplies -  Used up by sickbays. Don't need to go into
                           detail I hope.
       Food Supplies    -  Used by your Din O Mats when set to use natural
       Mineral Supplies -  Used by the Din O Mats when set to mineral based
       Luxery Goods     -  Used by all the shops. Supplies them with stuff
                           to keep your aliens happy.
       Bench            -  I suppose your aliens sit here.. haven't paid to
                           much attention to them..I'll know soon though.
       Dispenser        -  Put it in the sickbay.
       Chronometer       - I think its supposed to keep aliens happy...
                           I never use 'em.
       Image Projecter -   Same as Chronometer I think.
       Ultra-Lamp      -   Same as the afformentioned 2 I think.
       Security Column -   This is a lazer turrent. Zaps space rats, spies,
                           enemies and anything else not welcome in your
                           station. Better skill of the security control =
                           more effective Columns
    6. Walkthrough
         Mission 1 -
              This is the EASIEST mission in the game! 
        You start out with an energy collecter, and power booster ALREADY
        PLACED! :-) 
        First things first, listen to what VAL has to say, then build your
        Port and Berth.Always try to beam up your scuzzers and place them 
        next to blueprints to decrease their travel time. You now have
        to place a Dine O Mat, and levetron. Next you get to open up
        your next segment. YAY!
          But whats this? so much junk just laying there, yuck! a space rat       
        or 2. But not to fear, for you are then supplied with a recycler
        crate. Open it and place the recycler (its pretty big).
        Now you have to hire 4 Salt Hogs to work at the Recycler.
        Just randomly pick 4 and give 'em jobs.
        Next you have to build another Din O Mat,Lavetron, and berth.
        Do so. Wait a while.
           And now que the Greys. nothing to do with 'em now though
           So don't hire any yet.
        VAL informs you that you must turn the station into a communication
        station(heh). So a few targs are sent to your station,already hired
        also. So when available place your hardplans for the 2 comsensers
        and wait for the sick diplomat to contact you. Let him aboard(click
        the green check). But you have no way to cure him? What to do?
        HEY! Remember your new pal Arona Dal? Well he should contact you 
        soon with a...you guessed it, sickbay. BUY IT quick, place it
        stock it with a diagnosis machine and waiting couch or 2..or 3.
        Now search for your highest skilled grey, hire him(or her,whatever
        it is) and just wait for the diplomat to be healed.
        Congrats, you've finished your first mission in this great game!
        Hope it was fun, cause it eventually gets MUCH harder, mwa ha ha.
      Mission 2
        This mission was kinda hard for me. I had a lot of non- dedicated 
       greys. But anyways, lets start. First thing to do is place your
       energy collecter. 
        Remember you have to cure 100 patients, while not letting more than
       10 die. So start off by opening another segment (hey its free)
       I place my sickbay prior to my port, but it doesn't matter. Just put 
       the door of the sickbay close to the port. Your new staff should       
       arrive soon.
       Build your sickbays to their max 6 x 6 tile(might as well) and put
       2 diagnosis machines, and 1 dispensor(when you buy one from arona)
       and also a medi-bed (if he has one) Also get a comsensor and 
       recycler when you can. Hire a couple targs to man your comsensor.
       One very important thing to do is keep your station CLEAN! When you
       get the message that the inspectors have arrived,pick up every piece 
       of litter you can, so that you can keep them happy.
       Also important is to hire any grey with skill of 3 or more.This will
       insure that when one gets tired of healing and takes a break, you 
       have a replacement. No replacement = (empty diagnosis machine +
       waiting sick aliens) = Dead alien = BAD! 11 dead aliens and game 
       Build your berth, levetron, etc. but make sure to leave room for
       an extra sickbay or 2. Then build your star motel, general and music
       Remember to keep a steady supply of medical supplies as you'll run
       out freaquently.
       As long as you keep your sickbay(s) well staffed,supplied and have 
       about 2 - 3 (wait till you can afford another sickbay to buy one)
       Then you should get by pretty quickly. Remember to heal all of the
       plague and radiation, etc. ships as you get a 10k bonus(helpful).
     Mission 3
       This is by far the second easiest level in the game, and almost my 
       Start off by building the few crates they supply you. Next open up
      your 2 segments and choose one of the 2 you want to be your commerce
      segment. Place your starport in this segment, and when you get it, 
      cargo hold also. Get you that cargo hold ASAP! Also buy a love nest
      from the visiting Sirens and a Sickbay from the Greys. 
       The only thing you should bother buying from Arona is litter bins,
      and entertainment buildings (general store, music shop, etc.). Buy
      the disco from the Sirens as this will greatly improve entertainment
      on your station.
       The quickest and best way to earn your 100,000e and win the mission
      is to buy all the medical supply crates from the Greys, and sell them
      to the Sirens. Buy Luxery supplies from the Sirens and sell these to
      the Greys. This is your classic 2-point trade system. Look for my 
      "Trading Goods for Profit" section for the best trade routes.
           heres a little chart thing for the Siren-Grey trade route.
                  ---> Greys: Medical Supply Crates ------------
                  |                                            |
                  |                                            |
                  ---  Sirens: Luxery Supply Crates <-----------
                Sorry, just had to make a chart, hehe.
      Just be patient and you WILL win.
      Mission 4
        This is another easy one. I'll explain why people had a problem 
        this level in a bit(I figured it out,hehe)
        For starters, place your Energy collecter and other couple of 
        rooms. Open up your 2 other segments, one of which will be
        dedicated to lockdown brigs, the other to security control and
        your basic buildings. I'm sure you can build the security control
        and basic buildings on your own. 
        One thing to remember is you'll want to eventually surround your
        port with security columns as a lot of bad guys that want to start
        an uprising will come aboard.
        I built my lockdown brigs long, the first 4 x 12, the second 5 x 20
        You'll need at least 15 cells. Next step is scuzzers, security 
        scuzzers, lots of them. 15+ of them. I got it to the point where
        as soon as a criminal stepped off the port, he was en route to a 
        Now, the reason people were having trouble with this is simple.
        After a while they get a green circle above their head. This turns
        red after a short time. When it is fully red, your criminal will 
        leave on the next outbound port. To avoid this, you have to have 
        A LOT of cells and A LOT of security scuzzers. When you see a guy's
        circle turning red, beam a security scuzzer near him so the scuzzer
        will take him to his cell. These guys need top priority.
        Follow these guidlines and the mission will easily be yours. OH!
        one more thing. Remember to hire some kasvagorians and targs after
        the conversion as to keep things in control.
           A diferant strategy has been sent to me by jecollie@mccallie.org 
         !!!   This is what I did after I failed it due to escaping 
    criminals. I just let about 15-20 or     more criminals be let into my 
    station via my port, then I repacked my port and thusly closing, 
    stopping anymore criminals from entering, and the ones already there 
    from leaving. I had to open and close it several times, but it still 
    worked quite well. Thats it   
                      Thank you for that info.
     Mission 5
      Ok, first I'm gonna say this level is a givin. I don't think you can
     lose this mission. This part of the walkthrough will be pretty short.
      Ok, place your basic buildings. Good. Now, build a pretty good sized
     lab. Make sure to put an analyzer in it, also put a few workbenches in
     in. When you get the chance, put a microscope in, and a workstation.
     Now, beam up ANY crate you haven't already reserched, drop it over the 
     analyzer, wait a few minutes, and BAM cash and one tec closer to 20.
     Make sure to hire a few gun toting aliens, and to get a pretty good 
     defense going, as your gonna have spies coming aboard. Try to get the
     spies before they can place a bomb. 
     Make sure you build a love nest and some other entertainment buildings
     pretty quickly.
     All and all, an easy mission. If your still having problems with this 
     one, email me at anime11840@twmi.rr.com.
    Mission 6.
     The first part of this mission is so easy, they shouldn't have thrown
     it in. All you have to do is turn the heat and the moisture ALL the   
     way up for your entire biodeck. You're Karmarama guys should start 
     growing Bazack plants. These are your food plants. Hire every 
     Karmarama you see! I had a full 50 crates with 70 cycles left to go.
     Make sure you stock up on some luxery and medical supplies from your
     biodeck also.
     As soon as you have about 55 crates (oh, I forgot to mention earlier,
     but you should right click your dine o mat, and choose to server 
     natural food as well, to keep Karmarama's a lot happier.) turn your
     biodeck to about half moisture, half heat(i think, double check my
     farming section(when it's up) to be sure). The terrain should look 
     a mid green color. This should produce Lilliths, which are your 
     luxery plants. You want to grow a lot of meds, and luxery plants.
     After Arona collects his food(greedy mofo, hehe) you are presented 
     with a brand new Stardock...and told that if your opponent takes over
     4 complete segments of the station before you do, you will be kicked 
     off...no big deal, eh?
     Your strategy should be as follows, Harvest luxery, sell to grey's.
     Harvest meds, sell to Siren's. Buy new segment, Put in a room or 2
     (to keep your peeps happy). Repeat. The only thing I can tell you is
     be patient. Oh... and get ready for the next mission, this ones a nice
     Mission 7
     Ok, I'm very tired right now, so before I put in a real walkthrough 
     this level, I'll give ya one strategy (kind of a "one last hint before 
     I pass out" type thing)
     While not neglecting to grow luxery and medical goods on your biodeck,
     as to trade with the Grey's and Siren's repectivly. Of course you need  
     a stardock. But anyways, Hire about 45 gun aliens, 15 - 25 of which 
     should be Kasvagorian. As soon as you do that, start breeching 
     segments very quickly. Your goal is to open the segment with the 
     squatters energy collecter, making it the highest target. Make sure
     to hire any aliens that your enemy doesn't have hired(I have seen the
     enemy hire a few gun carrying aliens from my side... and a siren oddly
     enough). As soon as his(or her...or its) energy collecter is distroyed
     put your flag up in that section(before the door closes) and then hire
     more aliens and repeat.
    7. FAQ    * Soon To Come *   E Mail me at 
               anime11840@twmi.rr.com      so I can get this section up.
    8. Fun Stuff
       1. Have you paid attention to your security control room? If not,
          then glance over at 'em every once in a while and what might you
          see? You might see your highly paid employees playing PONG on the
          big screen. Ha ha ha
       2. A female Siren went into the lavetron. I listened closely and 
          heard a MALE VOICE grunting, plopping, and flushing. hehe
           (I know that theres only 1 turd .wav, so maybe in the patch
             they should add a female turd .wav...hehe)

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