Walkthrough of STARFLIGHT II

              ============================

               (compliments of GRAYBEARD)



                       Part 1

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 INTRODUCTION



 This walkthrough of STARFLIGHT II is divided into four parts: INTRODUCTION,

CONFIDENTIAL, SECRET, and TOP SECRET. The INTRODUCTION contains tips on game

mechanics; if you've played STARFLIGHT, you can probably skip most of it.

CONFIDENTIAL conveys useful playing information that is _not_ pertinent to the

goal of the game, while SECRET contains hints that _are_ pertinent to the goal

of the game. TOP SECRET includes explicit instructions for winning the game. The

four sections are intended to be read in sequence as you play the game; each

successive segment assumes that you're further along in the game.



 Outfitting the Ship



 The first thing to do when outfitting your ship is sell the weapons for extra

funds. You want to make friends, not enemies. The few races who are not friendly

cannot be hurt by lowly class 1 weapons. Wait until you have enough money for at

least class 3 weapons before buying any weapons. Missiles are better than

lasers. Also if you are close enough to use lasers, you are close enough to take

hits and will suffer expensive damage. In most cases you can move far enough

away to use missiles, and the distance allows you to dodge enemy missiles.



 Jump pods and Blasto pods are of marginal use.



 One or two extra cargo pods in the beginning are useful. Be careful not to

overload the ship. You want to maintain Excellent acceleration at all times.



 Top priority goes to upgrading your engine at least to class 3 before upgrading

your armor or shield. Thereafter, upgrading to class 5 engines is still a high

priority, but no longer top priority.



 Selecting the Crew



 Humans make good Science Officers. Veloxi make good Navigators and Engineers.

Thrynns make good Communications Officers. Elowans make good Communications

Officers and Doctors. However Elowans have low Durability. They die all too

easily and are not recommended for that reason. In the beginning, a human Doctor

will suffice. Hint: If given the opportunity to trade crew members with Dweenle,

trade the Doctor.



 Skills are of little use until they reach the maximum. For that reason,

concentrate on training for one skill only until it has reached the maximum for

the character.



 You will not have enough money to fully train everyone in the beginning. The

important skills to train in are Science (for the Science Officer( and

Communications (for the Communications Officer). Spend the leftover money to

train the Navigator as much as possible. The Navigator does not need a high

skill rating until you venture beyond the local cluster where Starport is

located. You'll need the maximum use of the Navigator's and Communications

Officer's skills immediately. Beware of the flux point in the local cluster

(33,70). If you accidentally go into it, you will become lost if the Navigator's

skill is too low.



 Train the Doctor next, and the Engineer last. You only need the Engineer's

skill to repair battle damage. In the beginning, you're most likely to be

totally destroyed in any battle, so you shouldn't need the Engineer's skill

until much later in the game, when you have to fight some battles.



 How to Succeed in Business Without Really Trying



 The best way to make money is to find colonizable planets. (Hint: Check the M

class star in the Starport cluster.) Finding colonizable planets is a matter of

luck and diligent searching. Check all Earth-type planets (brown, blue, and

white in EGA/VGA displays) that are within the Ecosphere. Log all planets that

meet the requirements, no matter how marginal they are; even the most marginal

planet is worth a lot of money.



 The next best way to make money is to trade Specialty Trade Goods. Those are

always in demand, although only at specific places. When the Specialty good is

marked with an asterisk (*), the item is particularly special at that place. Do

not sell your entire supply of goods marked with asterisks. They are more useful

when sold in small quantities as bribes to make the locals friendly, and in

certain cases they're needed to buy Very Important Products.



 Every planet wants some native and foreign life forms that are lacking.

Importing foreign life forms is not very profitable unless you know ahead of

time that you'll be going to that planet. It's very worthwhile to capture native

life forms for sale on that planet.



 Trading in Standard goods is a gamble. Demand is random, so you have no

assurance they can ever be sold. It makes good sense to buy Standard goods only

if you can get them at an especially low price (e.g., 70% discount or more) --

and even then, just buy a little.



 Mining is totally worthless, except for minerals needed to make repairs. It is

worthwhile to mine 10 to 15 cubic meters of those minerals, just in case you

need them later on to repair battle damage. The exception is cobalt, if you get

the Shield Disabler.



 Trading is done at Trade Centers. When you find a Trade Center, note its

location. On many planets, the centers are always in the same place. On others,

the location moves around but the place where you found one the last time is

still a good place to start searching for the new location. Shyneum can be

bought at trade centers.



 How to Make Friends and Influence Enemies



 Throughout the game you'll have encounters in space with various races. Most

will be friendly. Some will be hostile. A few hostile races can be made into

friends. However, all friendly races can be made into enemies if you do the

wrong thing. Talk to the friendly aliens. Ask questions until they cut off

communications. The detailed clues you need to play the game and win are

obtained mostly by talking to aliens. The locations of a few other clues are

also gleaned from talking to aliens. Consider the answer before asking another

question, as some answers are hints to specific follow-up questions. Some clues

are deliberately obscure and misleading.



 The best way to handle an encounter is to first move to a safe distance, then

scan the alien ship. After a while, you can tell which race you're dealing with

by scanning the ship. All races have their own unique ships, although some races

use more than one type.



 The right posture (FRIENDLY, OBSEQUIOUS, or HOSTILE) is important. Most races

respond to FRIENDLY. (Hint: The Tandelous respond best to OBSEQUIOUS.) (Hint: At

least one race respond best to HOSTILE.)



 Galactic Expressways



 Traveling through normal space is slow and expensive in terms of fuel. Once

your Navigator is fully trained, you can use jump fluxes to speed up the

journey. Making a jump through a flux automatically records it in your Starmap,

and it is the only way to find out where the flux goes to. If you find a flux,

jump through it just to record it. If it does not take you to where you want to

go, just jump back. Be aware that there are several flux clusters in which it's

very easy to jump through the wrong flux. In these cases, you have to make a

local map of the relative locations of the various fluxes. The Starmap scale is

too large to differentiate between the various flux points when they are too

close together.



 Game Aids



 Get a sheet of transparent acetate and lay it over the map that comes with the

game. Use marker pens to make notations on the map. Mark off any system you have

already explored.



 The copy-protection scheme is error-prone because it's color-based. Under

tungsten light, the red and orange stars look alike. The white stars have a

yellow tinge. Dark blue and purple both tend to look black. When you're asked to

count stars of those colors, double check the colors.



 Get lots of 3"x5" index cards or note pads. They're useful for recording

information about each system you explore, and for noting other important

information.



 A spreadsheet program is very helpful for tracking the locations in which the

various Specialty items are bought and sold. It makes it easier to plan trading

trips and compute profit and loss.



                        Part 2

                        ======



 CONFIDENTIAL



 From: Adzel, Acting Captain of the Muddling Through

 To: Nicholas Van Rijn

 Subject: Trip Report



 David Falkayn is in stable condition at the hospital. The doctors think they

can reverse the catatonic condition. The problem occurred while we were in the

Teeelveee system, but I suspect the entire downspin half of the big nebula is

hostile to humans. I recommend that only ships with nonhuman crews be sent into

that system in the future, and that the nebula be avoided altogether. The

Teeelveee system is inhabited by a very hostile race with weapons too superior

for us to fight.



 Our first stop was at the neighboring Tandelou systems. The Tandelous are

divided into two religious sects that are currently engaged in a religious war

but are friendly to neutrals. The Tandelous at 29,74 have a System Scanner but

will sell it only to someone who can provide them with Godmasks. The only source

of Godmasks is the Dweenle at 54,195.



 The Kher at 214,178 sell a Psychic Probe. We found it very useful for

encounters and trading. It glows green when someone is friendly, yellow when

they are cautious, and red when they are hostile. All ships should be equipped

with this probe. The Kher also sell Dreamgrids.



 The Aeoruiiaeo at 184,148 sell a Field Stunner to anyone who sells them

Dreamgrids. Our terrain vehicle's weapons are more efficient than the stunner

for most purposes. However, the stunner is useful for quick getaways when

dealing with hostile natives. By the way, the TV shield that Starport sells will

not work with the more dangerous life forms, but it's still worthwhile.



 We found that the Dweenles are easier to trade with if we first sell them some

Amusoballs. The Djaboon at 161,52 and Humna Humna at 237,41 are two sources of

Amusoballs. The Dweenles are also great lovers of nid berries. Dweenle space

captains will give large amounts of shyneum in exchange for paltry amounts of

nid berries. They also become very talkative after such an exchange. Nid berries

can only be found at 132,6. I recommend that all our ships carry some nid

berries when going into Dweenle space.



 The Humna Humna all will offer better trade terms after being sold Livelong.

Selling Livelong is the only way to buy a Flux Scanner from the Humna Humna at

216,45. Livelong can only be bought from the Teeelveee who especially want

Tandelou Happy Juice. The Flux Scanner locates flux points in the Starmap. It is

very useful for locating new flux points. I recommend that all ships be equipped

with one.



 The Draffa Bustii at 242,165 has a Planetary Teleporter that they'll sell in

exchange for Grow Goo from the Bga-Seng-Diul at 203,106. The Teleporter takes

the terrain vehicle back to the ship from anywhere on the planet. It greatly

expanded our ability to search planets for useful items.



 The Humna Humna at 237,88 has an Encounter Scanner. In the Starmap it pinpoints

the location of nearby ships. It greatly facilitates avoiding unwanted

encounters. It was also useful when we wanted an encounter. Unfortunately, the

scanner does not indicate whether the encounter will be friendly or not. We

found this scanner very useful when evading ships in the Big Nebula.



 We understand that there is a Mining Drone at 101,85. However, the planet was

inhabited by very hostile Spemins. Since mining is such a low profit activity,

we decided not to search for it.



 All ships should be warned that Gas Slugs are very dangerous cargo. The gas is

a psychedelic drug that cannot be filtered out with our technology. It will get

into the ship's air supply. It is very dangerous to keep onboard a ship, as it

seriously degrades the crew's performance.



 From: Chee Lan

 To: Nicholas Van Rijn

 Subject: Trip Report Supplement



 I knew Adzel would not mention this. We ran into a race called the G'nunk. They

have a wonderful philosophy, even if it is a little extreme. They are hostile to

all who have not shown themselves to be G'nasch. "G'nasch" is anyone who can

defeat them in combat. Naturally Adzel found them to be very distasteful, and we

could never establish full contact with them, as he would not fight them.



 Anyway, we learned from the Humna Humna that they have some sort of Shield

Disabler: It disables an enemy ship shield for a short time. What's more, they

give you a Disabler when you become G'nasch! Think of what this means in combat!



 ***Personal Communique***



 Chee, we are traders, not fighters. These G'nunks are not someone we want to

deal with. They still burn Endurium. We will have nothing to do with them.

Besides, I understand this disabler burns up cobalt for fuel, and the G'nunk

will not tell anyone how to operate it. You have to have a G'nunk on the ship to

operate one. How would you like to spend months on a ship with a G'nunk? Think

of poor Adzel.... -- Nicholas



 [Thanks to Jon Urban for telling me about the Shield Disabler.]





                          Part 3

                          ======



 SECRET



 From: Limmar Poynets

 To: Starport Foundation

 Subject: Big Nebula



 The next time you guys want someone for a suicide mission, don't call me! Based

on Van Rijn's tip, I checked around the Big Nebula. There's some race called the

Umanu living in there. They've got some kind of really long-range lasers that

can penetrate a class 5 shield like it wasn't there. They also have a cloaking

device. I nearly got fried in my encounters with them. Fortunately, with class 5

engines and the psychic probe, I was able to run away from any encounters with

them.



 The danger area seems to extend from about spin 180 downspin to the edge of the

Big Nebula at spin 90. It's definitely only humans that are affected. If a human

has not gone comatose, leaving that area immediately results in a complete

recovery. I'm pretty sure the Umanus are connected in some way with this

phenomenon.



 From: Limmar Poynets

 To: Starport Foundation

 Subject: Tandelou Civil War



 The Tandelou civil war is due to the loss of The Precious Thing that was stolen

by the Spemin. I tracked the Thing to a Spemin planet at 158,183, but the Spemin

sold it to the G'nunk. It was a Humna Humna who told me where to look on the

G'nunk home planet. Returning the Thing ended the civil war, although they still

continue to spar over religious differences.



 Ending the civil war enabled me to finally get some information out of the

Tandelou's Guardian Gorzek. The Lowar found it and set it up as the Tandelou's

Guardian, but that's not what it was originally built to do. I have been unable

to discover what it was built for, but I suspect it's Leghk in origin.



 Based on what it was able to tell me about the Past, plus the Leghk messages at

105, 75 and the recordings from the abandoned Lowar ship at 198,154, I can make

the following speculations:



 1. *** CENSORED ***



 2. *** CENSORED ***



 3. *** CENSORED ***



 4. The Spemin obviously also found the Hall, because their new technology is

clearly Leghkian. However it now appears that they are a minor nuisance compared

to the *** CENSORED ***.



 I strongly recommend we *** CENSORED *** find the Halls of Memory.



 From: Limmar Poynets

 To: Starport Foundation

 Subject: Halls of Memory



 I located the Halls of Memory. I found information on the exact location of

three Lowar worlds from a Dweenle. On one of them at 28N,45E, I found the ruins

of a Lowar research institute. It gave me the coordinates of the Halls of Memory

and other information, which allowed me to narrow down the location of the Hall

world to just two small nebulas. The key was discovering from another Dweenle

the old Leghk names of the local star clusters.



 Unfortunately the Spemin have looted the place. It's totally empty. That's a

dead end. The only thing left is to use the *** CENSORED ***. We know the Lowar

did it, and according to some information I got from an Arla captain, I think

class 5 shields are sufficient to survive the trip.



 If you approve the trip, I will need 75,000 SP to buy shyneum. (Handwritten

note appears here: "Authorized -- Hari Seldon.")





                         Part 4

                         ======



 TOP SECRET



 From: Limmar Poynets

 To: Starport Foundation

 Subject: The Anomaly



 I don't like suicide missions, and to think I recommended this one myself! With

class 5 shields up, we were able to enter the Anomaly at 244,149. On the other

side, we were immediately jumped by hostile Leghks and barely got away. The Big

Nebula was not there, so the time period is clearly in the past. We headed

straight for the Halls of Memory at 132,219, using the Encounter Scanner to

avoid the Leghks. Unfortunately, in this time period, the Guardian satellite is

still operating; we could not get past it.



 Remembering that the key had been left with the Dweenle, we went hunting for

one. We got singed several times when the encounter turned out to be with

Leghks. The nid berries were the key to getting the Dweenles to talk. The

location was given in a riddle that the Dweenle in the past still remembered. We

deciphered it. The key was located at 105,17 at 0,0 on the planet.



 We entered the Halls (30S,134E) and got the full story from the 48 Leghks still

unaffected by the UHL. The Leghk had developed a weapon against the UHL, but the

first part was on a planet that had been overrun by possessed Leghks before it

could be completed. The Leghks gave us the other half. It was then an uneventful

trip back to the future.



 Coming back through the Anomaly, I played a hunch and visited Gorzek. I was

correct: It's the other half of the UHL weapon. Anyway, this is my last report.

I'm retiring. I'm getting too old to run around the galaxy getting shot at.



 From: Admiral Jean-Luc Picard, Starport Command

 To: Captain Worf, ISS Enterprise

 Subject: UHL



 Your orders are to locate and neutralize the menace known as the UHL.

Intelligence indicates the location of the UHL may be found at the former Lowar

world at 139,135.



 ***Personal Communique***



 Worf, I realize the sudden replacement of all human personnel on the Enterprise

has greatly decreased the combat efficiency of the Enterprise, but it is

necessary. I have the fullest confidence in your ability to bring the new crew

to full fighting efficiency in the short time alloted you. The new shield and

plasma torpedoes should help greatly.



 From the Leghk records, the UHL appears to be intelligent. You are the mission

commander. The final decision rests with you. I can only ask you to consider a

peaceful, negotiated solution if it is at all possible. No matter what you

decide, I want you to know that you have my complete support.



 Good luck old friend. -- Jean-Luc



 From: Lt. Cmdr. Wesley Crusher, Chief Engineering Officer

 To: Captain Worf, ISS Enterprise

 Subject: New Equipment Analysis



 The new class 7 shields can be blown down by 3 hits of the Umanu class 5

missiles. They provide little protection against the Umanu's long-range laser,

which is primarily an anti-personnel weapon. The Leghk battle jump appears to be

our only defense against it.



 The Umanu must turn off their cloaking device to fire the laser. We can now

determine when an Umanu ship is about to fire the laser from the energy buildup.

Any ship that is about to fire will appear as a blinking dot on the battle

screen. One caution about the battle jump: We do not fully understand how it

works, and jumps are semi-random. It is possible for us to jump out of sensor

range of the Umanu ships. Their lasers have a longer range than our sensors, and

we will suffer hits from them until we can move back into sensor range.



 The plasma torpedoes provide a partial solution to their cloaking device. Once

locked on target, the plasma torpedoes will track an Umanu ship, even with the

cloaking device on. However, we have been unable to integrate the tracking

mechanism with our targeting computers. We can target an Umanu ship only when

the cloaking device is off.



 The UHL Weapon remains a mystery. We only know how to launch it.



 From: Captain Worf, ISS Enterprise

 To: Admiral Jean-Luc Picard, Starport Command

 Subject: UHL



 We proceeded to the former Lowar world at 139,135 and found a message

indicating the location of the UHL. We proceeded there, whereupon a large Umanu

fleet attacked us. After a hard fought battle, we defeated the Umanus. I commend

the crew of the Enterprise. They performed admirably. After the battle, the UHL

appeared. The psychic probe glowed green. Pursuant to orders, I attempted to

make friendly contact. After a brief message, the UHL attacked. I launched the

UHL weapon, which attacked the UHL and severely wounded it before being

destroyed. The UHL then sent a message that it would leave the sector if we

would cease hostilities. I replied yes, and the UHL left. We then received a

message from the planet below. The Umanu are the descendants of the lost Noah 6

colony ship and had been held in thrall to the UHL. The departure of the UHL had

freed them.



 Mission accomplished. Casualty list follows.

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