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Clues for Starflight

Starflight Walkthrough

Clues for Starflight 2

Starflight 2 Walkthrough

 

STARFLIGHT 2 CLUES

GENERAL TIPS
A key element in all computer role playing games is to write down all the information you find. Much of the information given is incomplete and cryptic. Your goal is to put all the pieces together and get the complete picture of the galactic situation.

The best way to make money in Starflight 2 is trading goods with aliens. The best method of trading standard goods is to buy from a depressed economy and sell to an inflated economy. Standard goods, however, will not make you rich quickly. Most races have a specialty trade good that they will pay for handsomely. These specialty goods are only sold on specific planets. Try to locate the buyers and sellers of at least one specialty good early in the game.

Most of the important information in the game comes from alien races. Hence it is vital that you successfully communicate with them. You should try to be on friendly terms with as many races as possible. This is not always easy, and some races will never be friendly.

As with all role playing adventures, save your game often. You may wander into an alien ambush and be killed before knowing what struck, or someone may accidentally pull the plug from the wall. Both are equally disastrous if you have not recently saved your game. You should certainly save immediately after finding an important item, filled your cargo holds with valuable trade goods, or prior to entering unexplored parts of the galaxy

Although all the information necessary to complete Starflight 2 is in the game, the information on this service is provided to assist you whenever you run into an insurmountable problem. We trust you will find everything you need and hope you enjoy your journeys with Starflight 2.

Your first missions in Starflight 2 should take you to the local star systems including the home planets of the Tandelou Eshvey and Tandelou Eshvara. There is also a planet in one of the local systems worth recommending for colonization. The money earned from these early missions should let you upgrade to Class 3 engines.

Your next missions should take you to other trading posts in the vicinity such as the Lieu Vadish in System 1, 24 and the Tarn in System 54, 104. You will want to find the Dweenle early in the game so you can buy Godmasks, a Specialty Trade Item in high demand by the Tandelou.

The key to success in Starflight 2 is to continue exploring and trading in the friendlier parts of the galaxy until you can build up your ship and crew. You will not need weapons, shields, or armor early in the game, so upgrade your engines to Class 5 and max your crew's primary statistics before purchasing these items.

EARLY GAME
The key to success early in the game is to gain wealth to build up your ship and crew. The two best methods of increasing your bank account are trading and recommending planets for colonization.

Basic trading in Standard Goods follows one basic rule: buy from depressed economies and sell to inflated economies. Although dealing in Standard Goods will increase your cash balance, it will do so rather slowly. The best commodities to trade are the Specialty Goods, items that are usually only sold on one planet and only bought by one specific race. These goods do not follow the rules of economics: you will always be able to sell Specialty Goods for more than you bought them. And the profit margin on these goods are greater than Standard Goods.

With your money, concentrate on training your crew and improving your ship's engines. You will not need any shields, weapons, or armor early in the game so sell off anything you may already have. Your crew should be trained in priority order: navigator, communications officer, science officer, medical officer, and engineer.

During these early missions, be sure to ask aliens lots of questions and write down the information they supply.

FIRST GORZEK ENCOUNTER
Early in the game you should learn about Gorzek from the Tandelou. It will be found orbiting the gas giant planet in System 28, 79. Your initial meeting will provide little information except that you must find the Most Valuable Thing and return it to the Tandelou. Doing so will end the Tandelovian War and free Gorzek's programming to allow questions. The information Gorzek provides is crucial to your goals. Listen carefully.

MOST VALUABLE THING
The Most Valuable Thing is a shiny chunk of green glass that has somehow resulted in the Tandelovian Civil War. You must find and return the Thing to the Tandelou in order to get information from Gorzek.

The Most Valuable Thing was originally stolen by the Spemin, but has since been sold to the G'nunk. They make no secret that the item rests in a temple on the G'nunk planet in System 159, 30.

INTO THE PAST
If you have found the Lowarian ship, the Elthar-Esh, you should surmise that you must travel into the past to solve the mysteries of the universe. The Anomaly at 244, 149 is a special flux that allows travel between the present and one million years in the past. Travel through the flux drains 50 cubic meters of Shyneum and exerts forces that will crush your hull if you do not have raised shields.
In the past you must locate the Halls of Memory and find the Guardian Transmitter Key.

TRANSMITTER KEY
The Guardian Transmitter Key permits ships to land on the planet where the Halls of Memory are located. The key was hidden a million years ago by one of the last good Leghk. He gave the Dweenle this riddle describing its location:

Round a fallen star of four
Is a world of humming stones
Here where nothing meets nothing
The transmitter awaits our return.

The riddle describes System 106, 14 and the planet is the first one. The Transmitter Key rests at 0 North, 0 East ... where nothing meets nothing.

HALLS OF MEMORY
The Halls of Memory will be found in System 131, 219. A great Guardian satellite protects the planet. In the present, the satellite is harmless and will allow passage. However, the present-day Halls of Memory are little more than crumbling walls and remnants of the glorious days of the Leghk.

You must travel into the past using the Anomaly to acquire the Leghk technology you need. In the past, the Guardian Satellite will be fully operational and destroy any ship not possessing the Guardian Transmitter Key. When you have the key, go to the planet and land at 26 South, 135 East. There you will find and learn nearly everything you need. Return immediately to present-day Starport to put this knowledge to use.

UHL WEAPON
After you have retrieved the Leghk data cube and half of the Uhl Weapon, return to Starport. The information in the data cube will allow Starport technicians to equip your ship with the same Leghk technology used by the Spemin: Class 7 shields, plasma bolts, and the Leghk Battle Jumper. All you need is the second half of the Uhl weapon.

Poor Gorzek is still orbiting that gas giant still wondering to itself its purpose. Go pay Gorzek a visit. Maybe it knows what to do with the Uhl weapon.

FINAL BATTLE
With the complete Uhl weapon, powerful shields that can hold up inside the cloud, plasma bolts, and the battle jumper, you are ready to seek out and destroy Uhl. You should also have some blasto pods around in case any nasty Umanu ships show up.

The Shyneum planet is the second planet in System 117, 153. Here you will find a large fleet of Umanu ships ready to protect their precious Uhl. Destroy all the Umanu ships and wait. Uhl should appear shortly.
Depending on your posture, Uhl will offer to leave the galaxy peacefully. You should deny this offer. When the Uhl begins to draw your ship in, launch the Uhl Weapon. While the Uhl and the Weapon are fighting, go back into combat mode and stand by. The Uhl Weapon will be destroyed, but not until it has sufficiently weakened the Uhl's defenses. Fire at will with your plasma bolts until the Uhl is destroyed.

Congratulations! You have defeated the Uhl, saved the galaxy, and won Starflight 2!


COLONIZABLE PLANETS
You can, of course, name them whatever you want but these are the names I chose in my game. Be sure to scan EVERY planet before logging it and exercise your own judgement--if it's obviously not colonizable, don't log it anyway just cause you saw it on this list.

Coordinates Orbit Name Value
2, 152 2 Pearland II 35K
11, 205 2 Eos 45K
28, 79 3 Bonita Verde 30K
34, 71 1 Vangelis 30K
35, 105 2 Xaviera 30K
38, 190 1 Carrolon 40K
38, 190 2 Ticonderoga 25K
51, 194 1 Steveworld 30K
51, 194 2 Linternia 35K
52, 158 2 Morg Planet 40K
54, 104 7 LaGrange 40K
56, 33 1 Lipizaner 35K
56, 33 2 Lipizaner II 45K
99, 81 2 Hilsfar 50K**
101, 85 1 Grayhenge 30K
105, 75 5 LV426  
105, 75 6 LL924  
106, 14 3    
117, 153 4    
130, 123 4    
132, 6 6 Concordia 45K
132, 6 5 Concordia II 30K
133, 7 3 Avignon 45K
159, 30 3 Eriana 35K
163, 103 4    
181, 197 5 Cybertron 45K**
184, 148 4 Neia 35K
198, 104 3    
198, 104 2    
199, 82 1    
200, 108 1    
207, 37 2    
215, 44 2 Spaceball 40K
216, 45 1 Druidia 35K
238, 53 2 Draconia 35K
241, 36 1    
249, 1 1    
       
   
   
 
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