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Copyright 2011 - Douglas Bishop

awesomescripts@yahoo.com

The Pitch
Space Exile is a role-playing game designed for the X-Box, Playstation, and the PC. The major selling points are as follows: follows all the major criteria of successful role-playing games. It offers significant replayability advantages over similar games, with six It different openings, eight possible endings, and 64 companion characters of which the user can befriend eight during any one game. Engaging storyline that casts users as expatriates of a war-ravaged planet seeking revenge against the evil dictator who drove them into exile. Side quests and dynamic mercantile system Engaging storylines Good vs. evil vs. pragmatic options, including conversational cues that change based on skill level. For instance, intelligent characters discern information from their surroundings, expanding their dialog options. Reputation levels affect companion and NPC interaction with the user, opening up additional bonuses and missions. Unlike other RPGs, a single game could be beaten in as little as 18 hours or last for even double that depending on player interest and involvement. While the final plot points are unlocked at level 25, there's nothing forcing the user to finish the game. He or she may continue with merchant and piracy mini-quests indefinitely. Marketability is key. This is a fictitious universe, which lends itself to many options for expansion packs, sequels, prequels, and bonus content. Realism is everything. This game obeys the laws of classical mechanics and offers a realistic look at what the future might look like in a distant solar system. There is no magic... and you'll never miss it.

Plot
You are living on Katrax, a planet on the outskirts of the Anthian Border in deep space. Life's been nice enough over the years, but now there's a small problem. The planet has finally ended its decade-long civil war. And you, unfortunately, were on the wrong side. Very on the wrong side. Treasonously, some say. A final transmission crackles across your arm-mounted comm unit: "This is Vice-Admiral Tobias. The upper ranks of the Gammer Republicka have all been killed or captured. To all friends of the Republicka, dissassociate yourself immediately. Burn all paperwork and evacuate from the planet as fast as you can. To those of you who were friends, sun's warmth to you forever; to those of you who were not, go scrap yourselves..." Hmmm. Sun's warmth. What a nice guy. You smash the comm into dust. Outside, coming your way, the screams of civilians being killed or rounded up. You don't really care which because neither is going to happen to you. Step one: steal everything you can get your hands on. Step two: make your way to your ship. Step three: get the hell off this planet. Just as your hooks leave the pad, enemy soldiers burst in and open fire. You take critical damage, but you sputter your way to Voltrax 5 -- a forsaken planet in the closest system crushed under the weight of millions of starving refugees. What few goods you were able to scurry off with will probably buy you a cup of yamma and a newspaper. Then what? Well, you could spend the rest of your life as an outcast merchant -- floating from spaceport to spaceport trying to amass a small nest egg to finish your life with. Or you could gather an army, cleave your way through the blockade, and shoot Gufong (the jerk that destroyed your home planet) in the face. Yeah, that sounds more like you.

primary mission On the most basic level, here's the blow by blow: Escape your home planet with a small quantity of stolen goods Establish a new home base on Voltrax 5, sell your damaged ship Become a merchant; purchase the Styx (a merchant-class starship) Search the galaxy for eight companions any bounty hunter that finds you (that's right, they're on to us) Kill [optional] Complete several side quests; [optional] Get to know your companions for bonuses Resolve to join the invasion force to free your home world. Upgrading your main character to level 25 will unlock the final path(s). End the Jux/Kolstick Civil War; convince the winning side to join you Procure a new devastating warship to aid in the battle Invade the orbit of your home planet; defeat the armada Land on home planet; kill Gufong; re-establish the Republicka secondary missions Branching off on secondary missions will help you earn money and support. Dating, sex, and matchmaking Gift giving and conversation for companion approval Send companions out on quests to steal, fight, or negotiate Gain access to the secret pirate space station... if you're devious enough Buying and selling of goods can make you rich Running blockades, engaging in piracy, and transporting refugees or criminals are all good ways of making extra cash.

Plot Customization
Based on the various options you choose for your character at the start of the game and the choices you make in dialog and action sequences, the beginning, middle, and end of the game varies. Customization includes: different openings for each character class. Each ends on a ship Six leaving the planet, but offers different experiences to get there. unique companions, each with their own primary and secondary 64 storylines. You could theoretically play the game eight times and never recruit the same companions twice. Three unique warships to enter the final battle: pirate, Jux, or Kolstick. Eight different endings based on skill proficiency. Custom openings Each game begins with you leaving the planet, but how you get to that point is unique to your character's class. In addition, along the way you can carry a maximum of 60 units of goods. Your selection dictates your starting credits. The Engineering Opening You're aiding your friend in getting his ship up and running when you come under attack from a group of soldiers. You fight them off, but your friend dies in your arms. You escape to your own ship. Along the way, you find a machine shop, chemical shop, fuel depot, and a small merchant shop. The Merchant Opening You fight through fleeing civilians to find Cozy, another merchant that owes you credits. As you demand payment for a previous package of goods, Cozy's shop explodes. Cozy escapes and now, so must you. A small skirmish with soldiers and then off to the ship dealer, your personal store, and a broken down enemy arms transport provide some tax-free shopping.

The Criminal Opening You're in jail. After all, you're a criminal. You convince your cowardly guard to free you by appealing to his aversion to pain. You can give him his gun back if you want, but it won't matter. During an intense firefight, the two of you are separated. Hope he makes it. Good thing he's not around to see you rob the weapons stockade, the power supply station, or the import-export warehouse. The Soldier Opening To say you're the last line of defense is an understatement. We have to give these people as much time as we can to get out of here. Suddenly, the city wall explodes. You're outflanked. It's slaughter as far as the eye can see. One by one, your brothers are cut down. Luck spares your life, but stricken with grief, you stumble into an abandoned warehouse. Desperate, you load up on whatever you can find. The Mining Opening What's all the hurry? Let me just finish my drink. Bang! The glass in your hand is shattered by a blaster bolt. Now you're pissed. Everyone around you -- even with their last breath -- despises you, including a handful of enemy soldiers. Too bad they don't know about your tremendous upper body strength. You dispatch them easily with your axe. You investigate the seedy tavern you're in, several houses of the rich and famous, and a police evidence lockup. The Saint/Cleric Opening You stand in a church talking about the end of times. People claw at the ground at your feet as you explain the benefits of repentance. Soldiers bust into the rectory. However, you and your flock aren't quite ready to face Mother Eternal just yet. You always know which scripture to quote as you beat them to death with your boa. You gather up church goods, investments from your parishioners, and you investigate the remains of a nearby seedy tavern.

Unique warships For the space battle against the armada, you'll need to procure one of three capital class warships. These ships are armed with various weapons and perks that make them unique and devastating. It takes all nine of you to man it. The Black Mamba (Pirate) Stealth is the key to victory; shield your fleet from a cloaked position. The Syspriss (Jux) Firepower is the key to victory; massive guns and many, many missiles. The Vadonna Pax (Kolstick) Poison is the key to victory; deliver "gifts" to the loading docks of your new "friends" and watch their capital ships disintegrate. Custom endings The eight custom endings of the game are based on how the game has been played by the user. The user must play the game differently if they want to unlock other endings. In the event the user satisfies the criteria for two or more endings, he or she will select the ending of their choice. Each ending begins after the defeat of the armada. Your spacecraft lands near the palace and your group deploys. An impromptu meeting reveals that you're surrounded, but this is expected. There will be eight simultaneous sorties. The user will lead one of these eight sorties. The Gunplay Sortie Unbeknownst to the enemy, you're leading a flanking maneuver to launch a surprise sniper attack from the palace spires. Of course, you have to fight your way there, but hey -- who said this was going to be easy? The Shield Sortie Experience with shields allows the user to lead a defensive stand against enemy reinforcements at the entryway to the palace, buying time for the others.

The Sneak Sortie The thieves of the group combine forces to sneak behind enemy lines and unlock key chokepoints and murder defending soldiers from behind. The Intelligence Sortie Able to hack into any computer system, users fight their way to the communications center to change the tide of battle. The Athletics Sortie Your magnificent athletic ability allows you to navigate a blistering maze of traps and maze elements to gain entrance to five critical points within the palace -which you promptly destroy with bombs. The Evade Sortie You trick an entire division into falling for your feint and pursuing you away from the palace and directly into a trap. You make quick work of them. The Poison Sortie At this point, you're pure evil. You've decided that killing thousands with the palace's own air exchangers is faster than the bullshit plan the commander came up with. As friend and foe drop at your feet, you walk casually through the carnage to exact your revenge with little resistance. The Leadership Sortie Your leadership is so high that you have assigned your own companions to lead each of the seven other sorties. You lead a small band to the broadcast tower where you dismantle the propaganda broadcast and replace it with a call to arms, summoning allies and resistance fighters from across the planet. The Endings Each sortie will end with the opportunity to confront and then kill Gufong, the evil dictator that drove you from the planet using every weapon, shield, and skill at your disposal. Enjoy sweet revenge.

Gunplay Sortie Ending - He surprises you on the spires and launches an epic gunfight that ends with his demise. Shield Sortie Ending - Gufong arrives to see his armies defeated. He screams and bellows wildly, daring anyone to fight him. The sound of your shield powering up indicates that you would be happy to oblige. Sneak Sortie Ending - As he is making his escape, you traverse the crossbeams of the great hall and surprise him with hidden attacks. Intelligence Sortie Ending - He makes it all the way to his ship, which explodes just before he gets on it. Oops. You duke it out right there on the launch pad. Athletics Sortie Ending - Turns out, Gufong can run the gauntlet with the best of them. Chase him through the sewers as he tries to make his escape and then kill him at the aqueduct. Evade Sortie Ending - He goes to get the Jewel of Pander, a symbolic artifact, only to find you waiting with it in your hand. He gives chase and you lead him to a group of former Republicka soldiers who are more than happy to lend a hand. Poison Sortie Ending - So, what would a pure evil user do when he finds his number one enemy coughing up a lung in the throne room. Why, you slowly drag him to the great seal in the middle of the room and sprinkle a deadly powder on his face, leaving him screaming in agony. He dies just as you walk out. Leadership Sortie Ending - From the broadcast tower, you see him make his escape to the Republicka Councilhouse. And there's a zipline. Hmmm. As he crosses the interior chamber, he opens a rear door to make his escape and WHAP... takes a fist to the face from yours truly. He rolls down the stairs and onto the floor. He's ready to rumble, but one by one leaders of the resistance begin to fill the room. They bicker over who gets to land the final blow. You take control and decide that Gufong will be arrested and tried for treason. He's taken away. For leading the invasion force and unending dedication to the republic, you're elected Chief Consul of the Second Republicka.

Main Character Customization


So what do we know about you? Classes Each class grants unique advantages and has a unique opening: Engineer Merchant Criminal Soldier Miner Saint/Cleric In addition to the six main classes, the various companions you can pick up have two additional classes: Refugees - excellent with stealth, mitigating damage, and healing Scholars - excellent with leading, upgrades, crafting, and finding things Baseline Statistics Statistics come in two basic types: battle stats that determine effectiveness during combat and amity stats that determine usefulness during peacetime.

Engineer
Battle Stats - HLTH=8; GUN=10; BAT=10; SHLD=5; POIS=0; AIM=10; CON=5 Amity Stats - UPG=15; LEAD=0; INT=15; SNK=0; EVAD=0; ATHL=0; LUCK=15 Skills - COMP=10; LOCK=0; KEY=0; PRSU=0; BART=0; REPR=15; HEAL=0 Specialties - machines, weapons, devices, and upgrades Initial Gun - Pistol Initial Baton - Baton

Merchant
Battle Stats - HLTH=8; GUN=10; BAT=10; SHLD=0; POIS=5; AIM=10; CON=5 Amity Stats - UPG=0; LEAD=10; INT=10; SNK=0; EVAD=0; ATHL=0; LUCK=15 Skills - COMP=0; LOCK=0; KEY=0; PRSU=8; BART=15; REPR=5; HEAL=0 Specialties - bartering, leadership, and negotiation

Initial Gun - Pistol Initial Baton - Baton

Criminal
Battle Stats - HLTH=8; GUN=5; BAT=12; SHLD=0; POIS=5; AIM=5; CON=5 Amity Stats - UPG=0; LEAD=3; INT=8; SNK=10; EVAD=15; ATHL=5; LUCK=15 Skills - COMP=0; LOCK=10; KEY=0; PRSU=15; BART=0; REPR=0; HEAL=0 Specialties - stealth, reputation, lock picking, and seduction Initial Gun - None Initial Baton - Baton

Soldier
Battle Stats - HLTH=8; GUN=10; BAT=10; SHLD=5; POIS=0; AIM=10; CON=15 Amity Stats - UPG=5; LEAD=15; INT=10; SNK=0; EVAD=3; ATHL=8; LUCK=15 Skills - COMP=5; LOCK=0; KEY=0; PRSU=12; BART=0; REPR=5; HEAL=0 Specialties - leadership, warfare, strategy, and patriotism Initial Gun - Rifle Initial Baton - Shamsir

Miner
Battle Stats - HLTH=8; GUN=5; BAT=15; SHLD=0; POIS=5; AIM=5; CON=15 Amity Stats - UPG=3; LEAD=0; INT=15; SNK=5; EVAD=0; ATHL=15; LUCK=15 Skills - COMP=0; LOCK=10; KEY=0; PRSU=0; BART=0; REPR=0; HEAL=0 Specialties - finding things, brute force, and mitigating damage Initial Gun - Shotgun Initial Baton - Axe

Saint/Cleric
Battle Stats - HLTH=8; GUN=0; BAT=15; SHLD=0; POIS=15; AIM=0; CON=5 Amity Stats - UPG=5; LEAD=0; INT=12; SNK=0; EVAD=0; ATHL=3; LUCK=15 Skills - COMP=5; LOCK=0; KEY=0; PRSU=15; BART=0; REPR=0; HEAL=15 Specialties - persuasion, corruption, poison, and healing Initial Gun - None Initial Baton - Boa

Gender You can play as a man or a woman for each class except miner (man only).

Nickname You can name yourself whatever you like, but to make sure NPCs can reference you when they need to, you get two nicknames for both mercantile and nonmercantile situations: gooder or captain. Outfit Wearing armor is for soldiers on the battlefield. In street fighting, it's all about movement and finesse. And cowering behind shields and cover. And practice. And kneeing people in the balls. That means everybody wears whatever he or she wants and we patch up and accessorize as we go along. Engineers - Grease-covered, jumpsuit, tool belt extending down the leg. Merchants - There's an old saying: "this bar is as crowded as the pockets on a merchant's vest." Criminals - Basic black says it all, but stylish. Soldiers - Tight t-shirt, black and gray camouflage pants. Miner - A steel mesh poncho with a double-pickaxe crest on the chest. Saint/Cleric - Long robes with the Mother Eternal brand on the chest. Refugees - Dirty, torn scraps of plain clothing -- mostly in "refugee brown". Scholars - Pants and long-sleeve shirt on one side and shorts and short sleeve on the other revealing any number of tattoos for each degree they've completed (see illustration). There are also four outer garments for various weather conditions. They offer no bonus or penalty while worn, but are necessary for plot continuity. Winter/Snow - a thick white coat for snow Arid - a thin white shaub with dirt stains near the feat for sand and desert Rain/Underwater - a skin-tight suit for heavy rains; combine with a breathing apparatus for underwater use Spacesuit - when in Rome...

Outfit Accessories Life is all about how we accessorize. Take warfare for instance. If you're not wearing bolt-resistant goggles and you get shot in the eye, you're dead. If you have a bracelet with a mini-tripod mount attached to it, you can hold a gun for hours and fire continuously without getting tired. Head cover like hats or hoods allow users to infiltrate areas or go unnoticed when walking in public areas. They apply bonuses to evade and reputation. Certain items also instill fear in weak NPCs. Goggles offer protection from instant death (critical hits) via blaster shot. Breathing apparatus allow you to breathe in, say, cyanide gas-filled bars. These devices place limits on your skills, hence the expression "never pick a fight in a toxic bar". Necklaces use the power of nostalgia to clarify memories of the past, amplifying particular skills. They come in a wide variety. Bands (arm, leg), pouches, packs, and belts allow users to carry more personal items; they offer no benefit to cargo. Bracelets for gunplay increase aim and rapid fire; for baton/shield increase those skills as well as negate some of the weight penalty. Comm units attach to your wrist and allow you to stay in contact with distant companions and NPCs. Rib guards add a bonus to your shield skill. Boots dictate your ability to get in and out of somewhere you're not supposed to be quietly. Sneak and evade skills are both increased when wearing appropriate footwear. Gun Mounts offer stability and negate fatigue when firing from cover. Attributes and Skills Skills are developed during the course of gameplay based on choices made and if/how enemies are defeated in combat or in dialog. Most skills start at zero and all skills max out at 160.

Battle Statistics
[HLTH] Health - amount of damage able to take before unconsciousness ** [GUN] Gunplay - damage from blaster [BAT] Baton - damage from melee weapon ** [SHLD] Shield - ability to defend/hold and use a shield ** [POIS] Poison - ability to inflict chemical damage; projectile effectiveness [AIM] Aim - accuracy of gunplay; enables sniper [CON] Constitution - accuracy of baton; shrug off battle damage ** Designates possible custom ending

Amity Statistics
[UPG] Upgrade - ability to break down and create weapons and items ** [LEAD] Leadership - ability to inspire others to action ** [INT] Intelligence - opens secret conversation options, reveals hidden objects ** [SNK] Sneak - ability to move unnoticed/silently and pick locks ** [EVAD] Evade - ability to lose a pursuing enemy ** [ATHL] Athletics - ability to maneuver in battle and solve physical puzzles [LUCK] Luck - random ability that affects success rates for all other abilities ** Designates possible custom ending

Skills
[COMP] Computers - hack computer systems [LOCK] Lock Pick - open a locked chest, room, or secret passageway [KEY] Keypads - open a sealed door [PRSU] Persuade - convince others to agree or join with you [BART] Barter - trade/negotiate with merchants and NPCs [REPR] Repair - repair damage to vehicles and spacecraft [HEAL] Healing - repair damage to self and others

Shipboard Specialties
The main character is the captain and needs no shipboard specialties. These skills are reserved for your companions, who will be given tasks while onboard your ship and, more importantly, while onboard the warship you select for the battle with the armada. If any of these positions is vacant, your overall handling and combat readiness will suffer. Every time you take off, all companions manning a post will receive a +1 increase to whichever specialty corresponds to the station they man. [SHPE] Engineer - monitors the engines during a firefight [SHPW] Weapons - handles the loading, cooldown, and accuracy of weapons [SHPT] Transport - monitors cargo and passengers; increases credits from fares

[SHPR] Repair/Upgrade - handles in-battle repairs; decreases upgrade costs [SHPC] Communications - monitors radio; calls for assistance [SHPP] Power - handles the solar collectors and cloaking devices

Reputation Reputation scores represent how NPCs interact with your character, unlock certain features of your companions, and grant access to side quests. For instance, if you show mercy to the Iorilians (Rebel vs. Patriot < 10), Waltcrest will give you bonus side quests and gifts of weapons and unique upgrades. Each score is ranged from 0-100 points and changes based on in-game decisions. The following scores begin at zero and climb when you satisfy certain criteria: Compassion [0] vs. Cruelty [100] - killing or saving an NPC; killing or ignoring an escaping or fearful enemy. Honest [0] vs. Liar [100] - offering continuous lies or honesty during conversations; bypassing or taking advantage of opportunities. Merchant [0] vs. Smuggler [100] - buying/selling black market goods Wuss [0] vs. Hardass [100] - defeating enemies with higher levels in combat; showing sympathy to NPCs. Loner [0] vs. Lover [100] - dating or sex with companions or NPCs The following scores begin at fifty [50] and rise or fall based on decisions: Genius [0] vs. Brute [100] - solving problems with force or creativity Rebel [0] vs. Patriot [100] - taking sides in the Anthian freedom debate Pirate [0] vs. Captain [100] - taking sides in the pirate/marshal struggle Jux [0] vs. Kolstick [100] - taking sides in the Jux/Kolstick civil war

Weapons
The ability to defend oneself is most important. Most battles can be resolved with your sidearm, however, if you take too long, enemies will advance or find cover and you'll have no choice but to strike them down by hand. Guns Every member of your party has at least one gun. The user's main character carries two at all times. Characters never lose their guns and easily upgrade or convert between forms as you collect new parts. Each expels bolts of energy from battery clips. Players never run out of ammo, though each clip contains a set number of blasts before it must be swapped with a fresh clip (reload -- happens automatically). The more upgrades a gun carries, the heavier and harder it is to use for players with low gunplay levels. Gun Forms Pistol - short barrel, rapid fire, no scope, silencer Rifle - long barrel, rapid fire, scope, silencer Sniper Rifle - long barrel, no rapid fire, scope, no silencer Shotgun - twin short barrels, no rapid fire, no scope, no silencer Compound Bow - no barrel, no rapid fire, no scope, silent Gun Specifications Weight - how heavy the gun is affects all the other properties of the gun -especially aim. The effect of weight reduces with higher gunplay skill Reload Speed - how quickly a character can change clips Reload Frequency - how many shots per clip Firepower - damage caused by bolts Fire Rate - number of bolts fired with each trigger pull. Max = 8 Accuracy - dictates the hit chance for aimed shots; dictates overall hit chance for rapid fire shots

Cool down/Number of Barrels - all ranged weapons overheat after a certain number of shots. Weapons with cool down upgrades will take longer to overheat. Ceasing fire will cool the weapon. Multiple barrels reduce cool down time. Sound Reduction - silencers reduce sound of the shot; only enemies within 2m of victim will hear the shot. Auto-Aim - weapon reticule automatically jumps to nearest enemy. Gun Upgrades Grip - + reload speed Stock - + firepower, + weight, +/- accuracy, number of barrels, type of gun Scope - + accuracy, + weight Trigger - + fire rate, - accuracy Barrel - + accuracy, + weight Batteries - - reload frequency, + weight Laser - + accuracy, + weight, - fire rate Silencer - sound reduction, + weight, - accuracy Impulse Regulator - + firepower, - reload frequency Electronics: auto-aim, coolant injectors Batons Space is all about close quarters. When enemies close in, your baton is the key to a fast and decisive victory. Your baton can be converted to the form you like best by interchanging blades and pipes. Each form has benefits, restrictions, and limitations based on your surroundings and configuration. A baton can have either one side or two. Both sides are retractable for easy storage on a belt or hip pack. It also contains a battery pack for flash-bang stun charges and can be upgraded with needles that inflict extra damage or bonuses like stun or poison. The more upgrades a baton has, the harder it is to wield for players with low baton levels.

Baton Forms Baton - single pipe - double pipe Bo Sword - single long blade Dagger - single short blade Scimitar - single curved long blade Axe - single blunt stout blade (restricted to miner class) Cleaver - single or double cleaver blades Shamsir - single wide rounded long blade Scythe - single hooked blade - three pronged blade Sai Nunchaku - twin pipes (requires special joint) Electric Whip - chain (requires special joint) Baton Specifications Weight - the weight of a weapon affects how quickly a thrust/slash/swipe attack can be executed. These effects subside as baton skill increases Wield - expands the number, type, and success rate of different attacks. Defense - the ability of the weapon to reduce or negate damage from an enemy melee attack. Only active when shield is unequipped Length - long weapons can reach enemies from further away, allowing a user to stand just out of an enemy's reach Damage - enemy damage sustained when landing a successful blow Power - weapons are initially electrified, but this power drains with each thrust. Offers bonus enemy damage for the first initial blows not to mention the light show as sparks fly when two powered weapons strike. Stun - an enemy is dazed and falls away for a second before recovering Poison - enemy health continuously drained until cured by an antidote

Baton Upgrades Grip/Guard - + wield, + weight, + defense Joint - + wield, + length, + weight Right Blade - + wield, + damage, + weight [collapsible] Left Blade - + wield, + damage, + weight [collapsible] Flash-Bang - + stun, - power Needles - x2 upgrades for stun, poison, wield, and damage Batteries - + power, + weight Shields Your shield is your line of defense against quick death. A user with zero shield skill won't be able to hold one. Then as this skill increases, a user will be able to block all but the most accurate of shots and blows. Your shield's shape is based on the frame, which comes in three types: short, long, and ranged (a small guard mounted to your shooting arm). The ranged version may penalize your gunplay skill while equipped; the other two are for tank characters and hand-to-hand combat only. Shield Types Short - shoulder-to-hip length, shape varies, for melee combat Long - shoulder-to-knee length, shape varies, for melee combat Ranged - small, held on shooting arm, useful only when behind cover Ranged (Sniper) - tiny, surrounds scope, for sniper rifles only Shield Specifications Weight - the weight of a shield degrades the effectiveness of any weapons being used. These effects are less for ranged weapons and eliminated if the shield is mounted on an object or the ground Defense - the amount of blaster power or melee force absorbed by the shield; also dictates the success rate of defense with the shield

Shock - hit your enemy with an electrical burst that knocks them down and does significant damage, but drains one quarter of the shield's energy Duration - how much energy the shield has determines how long it will remain active before it dies; shields auto-recharge over time -- faster during battle due to energy absorbed from the movement of the user Size - whether it covers the full body, half body, or the head of a ranged user firing from behind a covered position Mount - the ability to mount a shield allows you to complete defensive barriers, but setting up the shield takes time. A user cannot fire or defend while setting up a mounted shield Frame - dictates shape; does not affect shield specifications Shield Upgrades Grip - + defense, + weight Batteries - + shock, + duration Frame - + weight, size, type Shield Holograms Standard holograms alter the physical properties of the plasma field without altering defense or weight. Equipping the main character automatically equips all the companions. Holograms associate all the members of your party and grant skill bonuses. If the prerequisite conditions change during game play, the equipped hologram is auto-removed. Gunner: gunplay +10 (prereq: hardass reputation > 50) Rook: fear chance 25% (prereq: leadership > 100) Exile: sneak +20 (prereq: rebel reputation > 50) Anthian Eagle: persuade +10 (prereq: patriot reputation > 70) Pirate Crest: offend military, access blackmarket (prereq: pirate rep. > 70) Jux Crest: offend Kolstick, access Jux (prereq: Jux reputation > 70) Kolstick Crest: offend Jux, access Kolstick (prereq: Kolstick rep. > 70)

[autolevel only] Engineering Union: +10 upgrade (prereq: lvl 24) [autolevel only] Spartan: fear chance 50%, +25 persuade (prereq: lvl 24) [autolevel only] Merchant's Guild: +20 barter (prereq: lvl 24) [autolevel only] Pickaxe: fear chance 50%, +25 baton (prereq: lvl 24) [autolevel only] Criminal Camouflage: clear shield (prereq: lvl 24) [autolevel only] Mother Diety: +20 persuade, +20 leadership (preq: lvl 24) Republicka Star: +40 shield (prereq: final battle) The Criminal Camouflage shield is a clear shield that tricks enemies into thinking the person is unarmed. This attracts gunfire and baton attackers. Pirate, Jux, and Kolstick crests offer access to guarded areas; no infiltration allowed, you must actually be on the side of the tribe in question. Pirate holograms will offend all military and customs officials, as well as scare most honest merchants and NPCs. After defeating the armada, everyone rendezvous at the palace. In a big dramatic moment of glory, Mace (or the user if on the leadership sortie) prepares the troops for battle. When they look out across the courtyard, they see hundreds of enemy soldiers behind a line of red shields bellowing war cries. A lowly lieutenant asks Mace, "What do we do about them?" Mace powers up his shield and says "Fuck 'em". A thousand shields all over the valley power up: each displaying the Republicka Field -- 5 five-point stars inside a single five-point star. The army roars into the courtyard for a massive battle and eventually the overthrow of Gufong. Projectiles There are two reasons to hurl a projectile: stun and mass damage. Mass damage blankets an area with a blast that injures all local fighters, friend and foe. Clearly, mass damage is best when no one is engaged in melee combat. The stun feature can work on groups or individuals and causes ranged fighters to fire aimlessly and melee attackers to swing blindly for a second.

Projectiles are very, very expensive and only bosses can afford them. Bombs - Chambered glass jars filled with chemicals that explode to damage or stun. Bombs cause blast-radius damage, so the closer he or she is to the point of detonation the more damage an enemy will receive. Various effects include stun, smoke, poison, shock, and burn. Animalia - Animals trained to aid in attacks sleep until awoken for battle. Hawks, bats, insects, and snakes can be thrown into battle to aid you against your enemies. These animals preoccupy enemies until killed, allowing users to rush in for a quick strike. Some animals (hawks and bats) may be recalled and put away for future use. Some animals cause fear in low-level enemies. While putting away an animal, the user cannot defend or attack. Insects and snakes escape the area. Hawks and bats escape the area if not recalled before you leave. Blankets - We're not talking about that piece of shit your Nana knitted for you. Carbonite threads are interwoven throughout a durable waxy mesh to absorb blast damage or annul acid attacks. These are your only defense against a projectile attack. Blankets are wrapped around the user to nullify blast damage.

Starships
It is called Space Exile after all. What fun would it be if you couldn't travel around the galaxy for a few hours? Classes While pilots customize each starship with any number of upgrades and configurations, all ships can be categorized into one of three types: Fighters - Light and maneuverable, there are thousands of these ships in circulation. They are favored by pirates, patrols, and customs agents. Merchant - Cargo craft are large enough to hold cargo (or passengers) but small enough to land on planets. They are a balancing act between maximizing cargo space and remaining equipped enough to fight off anyone who wants the cargo. Capital - Floating fortresses, these ships are so large they cannot land on planets. They can, however, dock with space stations. Armed to the teeth, all they do is make war. Initial Ship Your first ship -- the one you have been using all your life -- is damaged in your escape from Katrax. You will have no choice but to sell it for scrap (a tidy sum of 1,000 credits) once you reach your relocation planet. The Styx The merchant class starship you purchase from Waltcrest is called The Styx. It's a rusty bucket, but its greatest features are its storied reputation and many, many upgrade options. Everywhere you go, you will be recognized as its captain and people will reminisce about stories they've heard. It is a standard merchant class vessel with high armor but little combat bonuses, so you should avoid encounters with capital class ships at all costs. However, fighters -- including pirates, military, customs officials, etc. -- can all be disabled or even destroyed with the right armament, upgrades, and skill.

Warships For the battle against the armada, you will need to take command of one of the three warships available to you. These ships are non-upgradeable. Starship Upgrades Having a hull to hold your crap just isn't enough. Engine/Thrusters - This provides the thruster power for your craft. The more thrust you have, the better your maneuverability and acceleration Mounts - These are the exterior mounts that hold your weapons Missile Launchers - Stun or disable enemies Cabin - This is the command center of your ship. The better equipped it is, the better your companions will perform during space combat Radio - Contact other ships, friend and enemy, to coordinate attack, insult, or sue for peace if you sustain massive damage. Cloak - Your hull can camouflage itself against the void of space. At higher levels, it can also remove you from radar... very convenient Bays - This is where your crap goes. The more bays you have, the more crap you can move from location to location. The more crap you move, the more you can sell. The more you sell... well, you get the picture. Solar Accumulator - This feature improves the speed with which your power supply recharges both during and after battle Starship Weapons Clearly, you can't roll down the window and lean out to fire at other ships with your pistol, so you'll need something a little more practical. Unlike handheld weapons, ship weapons are purchased as is (non-upgradeable) and are used up. Death and destruction doesn't come cheap. Fight with your guns as much as you can and use missiles only in extreme emergencies. Missiles - Instantly off a fighter or tear open a merchant vessel, these babies are major expensive but they can end a firefight in a heartbeat

Rail Guns - Magnetic guns that pump tiny metal fragments into your opponent. These are the ultra fast, quick-cooldown guns you'll get to know really well Pulse Cannons - Popular with pirates, pulse cannons interfere with the electrical systems of targeted ships. Stun then plunder Turrets - While rail guns are welded in place, turrets are a full 360-degree field of death. Manned by your companions, a gunner can cut down incoming fighters with ease, provided you don't move around too much Tractor Beam - snatch up space junk, plunder, or tow a disabled ship Starship Defense If you run into a mine, it would be nice if your ship didn't shatter like glass. Just like weapons, starship defense items are purchased as is. You want better defense? Buy better stuff. Armor - every ship has a certain amount of metal in its hull. As you do battle, this metal will need to be replaced or upgraded. Anti-pulse Shields - absorb pulse cannon blasts and cause missiles to explode before they can impact. In addition, multiple ships can line up side-by-side, activate their anti-pulse shields simultaneously, and then drift apart to create an anti-pulse array -- an invisible wall of protection. Anti-mine Pulse - worthless against ships, essential to survive minefields.

AI
NPCs, enemies, and companions all operate differently. NPCs From the lowliest refugee to the badest bad ass, many NPCs have a story to tell. However, hearing that story or becoming friendly depends on two factors. Reputation All NPCs will key on one or two of your reputation scores. If these scores are not to their liking, you may get an unfavorable, hostile, or indifferent response. If these scores please the NPC, you may get friendship, bonuses, or gifts. For example, speaking to a merchant when you have a high-smuggler reputation will elicit one of two results: either he will not want to deal with you because he is honest and you are not or he will become your best friend -- offering you a look at his or her bevy of goods of questionable legality. Fear Fear can be brought on by either the objects in your possession or the reputation you have with NPCs. NPCs that fear you are less reluctant to talk, but may divulge secret information when threatened. Of course, they may also run away from you -- which could become problematic if you really need to find them. Enemies Only a very few enemies can be reasoned with. Most do not have the capacity to negotiate, and so they will launch into an attack immediately upon noticing you. Sight Standing within visual distance of an enemy is the fastest way to pick a fight; stand and sneak from behind obstructions to avoid confrontation. Sound Sneaking by an enemy is all about moving slowly and being prepared ahead of time by entering an area armed with silencers or accessories.

Proximity At some point, it's impossible to stand behind someone without them knowing you are there, no matter how quietly you approach. Your choices are strike to kill or risk being discovered. However, it is possible with high enough skills to scare away an enemy simply by sneaking up from behind. Negotiation Smart criminals know that fighting is never as profitable as cutting a deal. Highlevel enemies will consider your counteroffer. That doesn't mean they'll take it, mind you, but they're usually willing to hear you out. Combat Combat is all about taking cover behind and planning battlefield strategy around the objects, obstructions, walls, and enemies in a room. Taking Cover Initially, the main character, companions, enemies, and NPCs in an area will all stoop, stand, or squat behind the nearest piece of cover. This is the natural reaction to any fight in which guns will be drawn. From there, everyone will break off into his or her assignment. Warning or rescuing civilian NPCs during a firefight earns you bonuses. Gunfire vs. Baton Next, everyone opens fire on each other from behind their cover spot or sets up to defend or advance. Heat Wherever there is an enemy, the area around that enemy will generate "heat". The heat level will rise and fall depending upon if the enemy is engaged with a single ally (stay steady), multiple allies (fall), or opening fire with a ranged weapon (rising). The heat signature of multiple enemies standing near each other will overlap creating a hot spot. Hot spots are where your projectiles

(grenades or animals) will land/attack. They will also attract the attention and gunfire of your companions. Engagement If an enemy takes a melee hit while using a ranged weapon, the enemy will decide to either retreat to a better position, move away from a local hot spot, or disengage his current target and switch to melee and/or shield. Companion Conditions Their job is to defend the main character and drive the plot. However, companions also can observe preset conditions in battle. These conditions, when set appropriately, can end battles in a matter of seconds and prevent weak companions from needlessly running into the teeth of battle. Cover Fire - No shield, lay down heavy repeating fire into hot spots. Ranged - More accurate than cover fire Aim/Snipe - High accuracy for maximum ranged damage Advance - Slowly advance with shield and gun; switch to melee if attacked. Slowly retreat when outnumbered. Gun/Shield - stand your ground; attack hot spots Baton/Shield - stand your ground; attack any enemy that advances Mount Shield - setup and guard your shield; defend area Sneak - circumvent enemy defenses and attack from the rear Evade - attempt to draw attention; doubles heat; will evade direct attacks Environment - climb, crawl, use objects, set traps, etc. at will

Miscellaneous Game Concepts


The nitty gritty, as it were. Fear Fear, caused by reputation, weapon upgrade, device deployment, or particularly gruesome fatality of an enemy causes weak enemies (LVL 10 or less) to run away. The user and any applicable companions receive victory experience points as well as shield and/or leadership skill bonuses. Stellar Navigation Spacecraft can only travel between planets along designated space lanes. These lanes are lined with jump buoys that act as markers in space marking the path along the way. Ships must jump from buoy to buoy in order to complete the trip. However, pirates occasionally take advantage of this by sitting in wait at a jump buoy. Users must defeat or negotiate with pirates in order to continue on. Similarly, various military and customs officials patrol the jump buoys -- and not all of them are on the up-and-up. Caches and Secret Passageways Hidden throughout the various worlds are hidden caches of weapons, credits, and goods (both legal and black market). Credit caches are offices with computers and paperwork revealing bank account numbers. Accessing these troves requires activation of a switch that will reveal a hidden room. How easy or hard it is to find the switch corresponds to how valuable the concealed goods. Sometimes, you have to use your athletics skills to reach it. Equally important are the secret passageways that can aid a user in circumventing a security checkpoint or a diligent patrol. These can take the appearance of slits in construction plastic to cracks in walls that turn out to be just enough room to slip through. Space Junk A pirate attacks a merchant near a jump buoy. The merchant jettisons his cargo and makes a speedy getaway while the pirates take their fill. But the pirates can

only take so much, so they leave the rest behind. Suddenly you come along days later and find this junk floating around. And some of it can be quite valuable. You engage your tractor beam and earn some extra cargo. Spaceports All stellar traffic enters and leaves a planet from a spaceport. These ports usually have several reputable merchant shops specializing in different goods, a news terminal with information about not only the planet you're on but also other systems, a transportation center with people seeking passage to the next planet, and any number of bars or other places for rumors, contracts, ship parts, weapons, various NPCs, secret meetings, and your companions. Commodities As a merchant, it is your job to find, purchase, steal, and ultimately sell any of over one hundred goods divided into the following categories: Science (elements, microbiologicals, animals) Foods Synthetics and Fuels Pharma and Narcotics Construction (raw and ores, refined, and scrap materials) Transportation Military and Weapons Luxuries (education, entertainment, propoganda, sex) Prisoners (slaves, criminals, exiles). Each category contains both legal and black market goods. These items have a higher base price than other items, but will set off customs agents if you happen to get yourself searched. Cab Driver Various NPCs need to make it from port A to port B for a variety of reasons. Pirates, refugees, prostitutes and their johns (nothing's illegal in space), stranded pilots, tourists, incognito politicians, spies, criminals, and

runaways are all standing around the spaceport with a thumb out hoping you're headed their way. If the price is right, why not help a brother out? Everyone is Selling Something You meet a prostitute. You can barter with her for sex or sell her condoms or food. You meet a refugee. You can only buy from them and it's always worthless crap. You meet a gun toting laky. After convincing him not to hollow out your skull, you open up a dialog and buy his secret stash of yamma leaves. Everyone in the game is selling something if they like you. These items are only available through negotiation; you can't kill the guy and take his shit. Spacer for Hire From bounty hunter to guard dog, there are any number of space-bound side quests for extra cash. They break down into eight categories: Go-get-bringto Escort Hunt Someone Down Defend Someone or Some Position Guard Jump Point Transport-from-to Investigate Run Gauntlet Close Combat Unlike other games where swords can swing through walls and hit with the same maximum force, combat in close quarters degrades into hand-to-hand fisticuffs and blunt force trauma using small shields, walls, boxes, and anything that is nearby. Batons can be used, except their blades/pipes are not deployed. Retracted batons have base damage based on their grips and joints. Direct to Video Any special battles -- like those involving a particularly awesome takedown -- are replayed and can be recorded to the hard drive.

Impersonation Why doesn't anyone ever drop a driver's license when they die? Well, they do. And now, users (or a companion) can assume the role of a dead enemy temporarily to infiltrate a meeting or location. This comes at a huge penalty to fighting skills (gunplay, baton, shield) while active and may require you to abandon your gun, but it's the only way to solve certain missions. Bottom line: when you're not you, don't piss anyone off. Aim: Instant Death When dispatching enemies at range, the aim feature allows you to freeze time, pull up a wire frame representation of those parts of your target that are visible, and decide where exactly to land your shot. This gives you the option to hit someone, say, in the eye -- killing him or her instantly. Unless they're wearing goggles. Or perhaps in the back of the head, knocking them out cold. Unless they're wearing a helmet. A shot to the hand could disarm, to the arm reduce the enemy's gunplay or baton skill, to the leg eventually cripple a melee fighter, and to the inside of a shield bounce the shot into your obscured target. It doesn't work every time unless your aim is a perfect 160, but it comes in handy when it does. Classical Mechanics We're not just talking about gravity here, which will change from location to location. Beyond that are the silly things that writers often ignore because it's easier. You can't fire through a waterfall. If you shoot through glass, it breaks. You can't swing a weapon through a wall. In close quarters, your baton retracts. Expended shots are affected by gravity. A spaceship can go as fast as it wants provided it has enough fuel to continue accelerating. It has to use fuel to slow down or turn. A spaceship changes trajectory when struck by a missile. A spaceship doesn't fly through the vacuum of space. It can turn on a dime. Intercepting ships will have to be traveling at the same speed as their prey. Any ship near a planet is constantly being sucked toward the planet, requiring more fuel.

Climb and Crawl How many times have you played a game and said, "it's a three foot white picket fence. Hop over it!"? Now you can. How many times have you said, "it's a six foot cliff overlooking a grassy path. Climb it!"? Now you can. How many times have you said, "my grandmother could jump that!"? Well, now she can. You can also crawl through narrow spaces to reach the other side and set up a sniper nest by lying prone. Of course, all three actions eliminate or reduce your defense and you can't hold a weapon and climb. No Door Left Unopened Every door has a room behind it. Enemy Drops When an enemy falls, he or she will drop his weapon, shield, projectiles, and anything else they had during the battle. Each of these can be scavenged for parts. Enemies have, at most, 100 credits. Enemies may also have goods, which are sent back to the ship to sit in the cargo hold. Merchant Loyalty The more often you buy and sell goods from a particular merchant, the more powerful he will become. This will increase his quantities and variety of goods, but it will also raise his barter skill. Powerful merchants will become politically influential, allowing them to step in should you be caught doing something bad on their planet or render assistance during certain missions. Revisited Spaces To keep the game streamlined, every location has a main area off of which several different side quests branch. These pathways are only available if the user has the correct companion in their group or unlocked a side quest. For instance, the Durylian Ganglands has a shady main strip and four alleyways. One of these alleyways leads to a captain who wants a piece of WYX the merchant's action. If you haven't met WYX, the alley is off limits. Theoretically, you need all four of those companions to unlock all four alleys.

Locations
There are 10 primary locations -- 8 planets and 2 starbases -- as well as a secret pirate starbase that must be unlocked during game play.

Adonida
Planet [01] C-3-9

Home planet for the Anthian Empire. This water world features massive underwater cities. As such, everything sways with the waves. There are a few spires of land dotted around the planet and a constant storm that covers the face of the planet. The red giant sun is not visible, nor is the black hole at the center of their galaxy. Because of the scarcity of food, citizens constantly interrupt what they're doing -- including dialog -- if they see any edible aquatic wildlife.

Platform 7
The main landing zone for aliens entering Adonida. It's a platform attatched to a shuttle that shoots you under the water down to Feric City. An alien check-in center is the only thing on the platform other than the ship hangers. Feric City is off limits except with a permit.

Feric City
The primary meeting place for Adonidan locals and aliens from other worlds. This city is under a constant state of martial law and even the slightest infraction can send you to jail. Or worse. Numerous merchants and bars line the main strip. Progressing outward, you'll find other commercial buildings, including a museum, and out even further you'll find residential apartments. If you choose to accompany S'qu back after finding the Cloak of Hiding, you'll meet members of the local university who have come to study it. They will meet you and give you a reward.

Museum A two-story mansion featuring lots of Anthian works of art. The Orgre side mission takes place here. Dove's House One of the settings for the Vilmare main quest.

Atrovx
Planet [02] B-4-1

Atrovx is a planet within the Anthian Empire. While it does not outwardly rebel against the capital planet of Adonida, they are sympathetic to the Kolstock cause and secretly aid both their military and civilians. This planet has a clear view of the massive black hole at the center of their galaxy in their night sky. In the day, the planet is shrouded in a yellow cloud of dust. They also have a great deal of water, but unlike Adonida have access to plenty of large islands and a single large continent. As such, citizens from Adonida have a hard time adjusting to life on Atrovx, and vice versa.

Planiver Island
The main landing zone for aliens entering Atrovx. This beautiful island paradise hides a dark and seedy black market. Several trader huts, a sail depot, and an alien check-in center can be found here. Rockem's Warehouse In the basement of an old warehouse, a group meets nightly to engage in fisticuffs. Xonix's side mission will take you here where you will have to battle several thugs in order to save Xonix from a pitboss to whom he owes money.

Baulder Falls
A town named after the waterfall of the same name. The town is built around the lake at the base of falls. At the far side of the lake are sheer cliffs rising hundreds of feet into the sky. On the near side are three stores, several residences, and several other sites of interest. Mori's House One of the settings for the Vilmare main quest.

Azbertain
Planet [03] B-1-8

A doomed system, but rich in minerals and chemicals, this is the manufacturing hub of the Anthian Empire. It's a giant barren rock whose atmosphere has

burned away. Temperatures are hot enough to damage ships, but luckily its inhabitants have learned to live underground. They manufacture custom atmosphere for every visitor, though some areas will require breathing apparatus. What few windows they have showcase an amazing sight: twin suns locked in a death grip. The closer sun -- a Class G yellow -- is being consumed by the smaller Class K orange dwarf; a continuous stream of flowing plasma stretches between them through the black, star-speckled void of space.

Evac Zone 22
The main landing zone for aliens entering Azbertain. This area is a mining base landing dock carved into the planet. Several trader huts, a mining supply depot, and an alien check-in center can be found here. EZ Chemistry Shop You find Menye hiding amdist the boxes in the back of the store. The Chemist mistakes you for a slaver and attacks you, but does no damage with his broom.

Deep Narrows
A series of caves and passageways deep within the planet. There are three camps here. Bosolawa Camp Bosolawa Chief (level 12) kidnaps the Chemist in the Menye side quest. He's looking to make black market chemical weapons. He's joined by fifteen of his best men (levels 1-6).

Nonica
A cave town filled with miner shanties. However, it's not just miners; there are also civilians who are still holding on to hope that something will save their planet. Jora's House A Vilmare main quest location; home to his first lover.

Moldova
Planet [04] E-2-3

One of the two systems owned by the Jux -- a suspicious and war-like peoples who are currently engaged in open warfare with the Kolstick. This planet is a harsh and foreboding world filled with jungles and volcanic mountains. Navigation routes are limited to very specific options. The skyline is similar to that of earth, though there are frequent thunderstorms and torrential rains.

Jux DA (Departure Area) 469-1h


The Jux control takeoffs and landings with an iron fist. This rainy, foreboding area is rooted into the forest floor but elevated in the trees. Huts built into and around the trunks include several trader huts, a seedy bar, and a mercenary pavilion.

Barracks Camp
A training center for Jux soldiers. Nipe comes here looking for her parents.

Colito's Camp
Gun runner camp full of boxes of guns and angry people who like to use them. Nipe's parents are here. If you kill Colito (level 12), he's replaced by Arbritage (level 22).

Katraxan Rebel Camp


A now deserted camp that is the location for the end of the Altroste main quest.

Tulusa
Planet [05] F-2-6

A desert world filled with almost no vegetation, Tulusa is the original planet in the Jux regime. While travel is not advised, caravans circle the planet regularly. This is a primary trade center, when not being attacked by the Kolstick space forces. Amazingly, the sky is brown and showcases not only a massive white sun, but also several rings and two distant rocky planets.

Jux DA (Departure Area) 779-4b


The Jux control takeoffs and landings with an iron fist. This area is like a desert oasis with ship hangers built in a circle around a massive bazaar. Under the canopy tents you'll find several trader huts, a food center, and a mercenary pavilion. Mercenary Pavilion A makeshift camp full of Jux military personnel. You find Altroste taking refuge here before you befriend him.

Futput
A city in the sand. It's surrounded by a massive wall to protect it from the sandstorms. Most notable for it's grand library, the surrounding buildings are all dedicated to tourists, scholars, and people who need to eat. Great Library of Futput The library is built over a natural spring that feeds the reflecting pool at the center of the tower floor. The central circular staircases climb five stories to access thousands and thousands of books. There are several rooms and offices on the fourth level as well as secret caches on the second and third levels. There are passageways beneath the main floor. The S'qu side mission takes place here.

Pota's House One of the settings for the Vilmare main quest.

Panx Motspa
A caravan that travels around the desert plains, this is basically a moving town of about thirty tents. Finding this location requires checking in at local bars to hear rumors about where the caravan is currently set up. There are three merchants willing to trade with off-worlders. The group is lead by a cleric by the name of Panx Unis. Panx will give you a special communicator device that will transmit the caravan's location if he likes you.

Katrax
Planet [06] K-4-1

Your home planet. You were born there and you plan to die there. It is most like earth -- blue skies and similar gravity. The sky also features a massive, craggy, pockmarked moon. This is the setting for each of the six unique opening sequences and the eight endings.

Imperial City (Opening Paths)


Each of the six openings has completely different paths that lead you past a single enemy soldier encounter, several stores or warehouses that you can loot, and end at an escape vessel. You never revisit any of these paths once you escape the planet. Each path is basically a bombed out street or series of buildings with very little in the way of sweeping vistas. It's mostly crawling with the occasional opening filled with bad guys. All the launch pads are identical. Timely explosions keep you crawling through holes in walls. Certain paths cross each other to utilize the same map locations. You may even see other characters you could have been run past you.

Engineering path - first launch pad, machine shop, chemical shop, fuel depot, and a small merchant shop (Cozy's), and your launch pad. Merchant path - Cozy's shop, ship dealer, your personal store, a broken down enemy arms transport outside your launch pad.

Criminal path - the police holding center, weapons stockade, the power supply station, the import-export warehouse, and a launch pad. Soldier path - a street that you and your comrades defend on one side adjacent to an import-export warehouse that you blast through to get to your launch pad. Miner path - the tavern you're in, what's left of two wealthy houses, a police evidence lockup, and finally a launch pad. Saint/Cleric path - church nave, church coffers, church offices, nearby seedy bar, your launch pad.

The Palace Republicka


This is the setting for the final battle. It consists of a long, rocky river valley opening into a main greeting courtyard with five entrances into the palace. Each door corresponds to the different possible endings except for the Evade Sortie, which takes you back out of the palace complex, and the Shield Sortie, which requires you to defend the courtyard itself.

Rocky Valley - sheer cliffs border either side of a long river that leads to the entryway of the palace. You have to cross the river at it's most shallow twice, under constant fire. Door #1 (far left) - the sneak sortie uses these winding, underground passages to snake their way behind enemy lines. It ends in a "great hall". Door #2 (near left) - the intelligence sortie fights their way to a massive computer center where a battle erupts in the middle of the room. Fight to the third level to hack the computers and bring down the door locks for the whole building. It then attaches via hallway to the launch pad. Door #3 (center left) - you get instructions on a full-on assault, but you belay that order. Instead, you shoot your way in, but take a sudden left into the A/C control room. Flood the hallways in your section of palace with poison gas, then walk the hallways freely past the dead and dying to find Gufong on the floor of the throne room. Door #4 (near right) - descend into the underground passages of the building to run the gauntlet. Place three bombs on the pillars of the launch pad destroying Gufong's getaway ship. Then chase him through the sewers until you all reach the aqueduct.

Door #5 (far right) - leads to both the gunplay sortie and the leadership sortie. Hallways filled with guards followed by stairs to the roof and entrances to the spires (gunplay) and past those to the communications tower (leadership). Courtyard - a vast open area with the concave palace on one side and a narrow opening in the steep rock walls directly across the courtyard that leads to the rocky valley. In the center is a massive reflecting pool fed by the river that runs under the palace. The shield sortie makes its stand here. Evade Sortie Rendezvous - run back out and down the rocky valley to a small outcropping. Just when they think they have you cornered, the cliffs come alive with archers who rain down blaster bolts as you cut through their ranks. Republicka Councilhouse - the leadership sortie ends here with a cutscene.

Ontan
Planet [07] J-1-0

This cold and icy rock sits alone. The atmosphere is very thin and the temperatures are close to lethally cold. Outside of the primary land pads, users will need a heated suit and a breathing apparatus. The sky is so thin you can see the stars constantly though faintly because the local sun is a nearby blue Class-W Wolf-Rayet hydrogen star that dominates large portions of the skyline.

Ontan Landing Zone


The only landing zone for Ontan. This area is sheltered within the warm underground parts of the planet -- safe from the winds -- and includes several trader huts, a food court, and the local customs office. Vondolar's Bluff A dark bar. You can unlock the merchandise the bartender sells at BART>47. You meet the companion Orgre here.

Cartimous
The snow city. Cartimous is mostly residential with only two trader shops -- which just happen to be at war with each other. There is a jail known as the Cartimous Shacklet run by a crooked sheriff. Icerail Station An icerail is a train that runs on polarized sheets of ice. No friction means great distances using minimal amount of power. Cartimous Station is a standard snowy monorail terminal. You meet the companion S'qu here. Tona's Shack Setting for the Igthane side quest. Thieves Hideout

The Igthane side quest ends here when you either take over or in some other way manage to retrieve Tona's possessions. Myke's Shack During the Vilmare main quest, he mistakenly falls for Myke, the former lover of one of his past conquests. When you show up, all hell breaks loose.

Izgabar
A town built into the side of a massive icy cliff. It is serviced by a single massive merchant shop/warehouse run by a human named Dartok. The entire village is under his thumb. Iorilian Camp After their war with the Anthians ended, several wanted Iorilians settled here. The S'qu main quest passes through here.

Voltrax 5
Planet [08] I-3-2

The closest habitable planet to your former home, Voltrax 5 is the fifth planet from the Voltrax Star. Due to the massive refugee situation caused by the Katrax civil war, the economy has been devastated planet-wide. They're desperately short of everything, except crime and poverty. The planet revolves around a distant blue super-hot Class-O megastar. The atmosphere is bleak and polluted with falling ash.

Moricon Spaceport
The main landing zone for Voltrax 5. This area includes a transportation center filled with refugees, several hotels, and a bar. During the Menye main quest, you meet her former Neighbor by chance in the narrow roads. Hotel de Caspa In the Xonix main quest, you meet with Coral in the lounge and then again in his room. The Wounded Elbow It's the seedy bar in which you meet Waltcrest. Behind the bar is an alleyway. Caldaki Imports Waltcrest's shop. It's a dank, overcrowded mess full of every kind of merchandise. Only Waltcrest knows how to find anything.

Tutook Resettlement Zone


It's a slum, though the houses in and around the central square are slightly better off. In the wake of the crushing Katraxan refugee crisis, this is one of seventy resettlement zones set up to address the problem. The Menye family (main quest) can be found here.

MP4472
Mining Colony [09] G-2-8

A starbase built into the side of a tiny asteroid, this is the central import/export area for the entire Cloud 887.452 mining group, which pulls vital resource materials from the cloud for various star systems. The base itself is larger than its host, but is cramped by most standards. Crates line the hallways. Zero gravity; artificial atmosphere. The base makes its own energy. There is no sun, so it is also a magnet for astronomers. Half of the base looks out into deep space; the other is filled with the brilliant orange hue of the gas cloud.

R2 Space Dock
The main landing zone for Mining Platform 4472. This area includes several trader stalls, a cafeteria, and the offices of the mining chief and his staff. Master Zoonie's A glorified cafeteria, Zoonie is a flamboyant restaurateur. You meet Xonix here.

Coolitan Base
Starbase [10] K-4-1

The Kolstick star systems are tiny, but number a dozen. Due to their massive network of stellar buoys and magnetic mines, all traffic in and out of Kolstick space must pass through Coolitan Base. It's rampant with corruption. The atmosphere is toxic cyanide gas, so users must wear protective breathing apparatus while on base. The air is smoky. The base has large bays filled with fighters and warehouses filled with goods. Far away in the distance is a tiny white spec of a sun.

Northpoint Bay
The main landing zone for Coolitan Base. This area includes a customs center, a security checkpoint, an embassy complex, and three shops.

Eastpoint
The east side of the base is home to residents. It's patrolled by security and any aliens in the area are detained for questioning. 28 Eastpoint

The Head Auctioneer of the Coolitan Auction House lives here; this is where S'qu finds the Cloak of Hiding (main quest). 44 Eastpoint - Lila's House One of the settings for the Vilmare main quest.

Southpoint
Southpoint is a massive trading complex filled with merchants and an auction house. Coolitan Auction House A series of small auction rooms and a lower level filled with boxes and paperwork. Parts of the S'qu main quest occur here.

Secret Pirate Base


Starbase [11] I-2-9

It's a secret. Most people dispute it's existence, which is exactly how the pirates like it. It is a massive man-made space station covered in graffiti and filled with every kind of vice -- prostitutes, drugs, knowledge, slaves, bombs, guns, you name it. Oxygen based atmosphere and bays of new and dilapidated pirate craft parked side-by-side. It is near no sun or system. It is illuminated only faintly by Cloud 887.452 and its own interior lights.

Montey's
The main landing zone for the base. This area includes a brothel, a casino, a food court, seven shops, and some apartments.

The Barnyard
Slaves and prisoners are kept here. Some cells are for single, high-profile prisoners; others are for groups of slaves. Mandretti's Harem A select group of about twenty beautiful human women.

Space It's everywhere and it plays a vital role to the game. When leaving or approaching a planet or starbase, a user will probably encounter pirates, customs officials, militia, refugees, stranded civilians and merchants, floating debris and ejected contraband, military units, or the occasional meteorite cluster. Needless to say, it's good to have some firepower -- just in case. However, in addition to this, there are several deep-space areas of interest.

Jux/Kolstick War Zone


The area between Coolitan Base and the two Jux star systems is filled with dead spacers as well as live spacers who will be very interested in knowing which side you plan on supporting. If they don't like your answer, you're in for a fight.

Katrax Armada
The space immediately above Katrax is filled with unfriendly ships on continuous patrol. There is no way to return to your home planet without a sizable military force of your own.

Cloud 887.452
Provides raw materials and energy crystals to the planets via the system of mining colonies within its perimeter.

Jump Zones
You can't just jump from one planet to the next. Inter-planetary travel requires small leaps from jump buoy to jump buoy. To speed up game play, users will bypass any empty jump zones. Occasionally, you'll find pirates or other undesirables camping out when you arrive.

Leveling Up
Other RPGs use experience points to trigger a level up. In this game, it's specific plot points. The first seven levels are achieved in order; the rest are based on plot choices made by the user. Here is the standard progression: Finish first confrontation/tutorial Complete the opening sequence Befriend Waltcrest Complete Waltcrest's first challenge Complete Waltcrest's second challenge Earn Merchant Guild credentials Purchase the Styx (Level 7) Complete companion #1 main quest Complete companion #2 main quest bounty hunter Falcor Kill Complete companion #3 main quest Complete companion #4 main quest bounty hunter Alamast Kill Complete companion #5 main quest Complete companion #6 main quest bounty hunter Tillong Kill Complete companion #7 main quest Complete companion #8 main quest Break Keith out of prison to complete invasion force Fight or join Mace Complete Jux mission Complete Kolstick mission Betray Cripsop or Gearvody

End the Jux/Kolstick civil war Obtain the warship of your choosing Defeat the armada Fight through canyon to reach Palace Complete any companion side quest [optional] Have sex for first time [optional] Give first gift [optional] Gain entrance to the secret pirate space station [optional] Successfully complete first transportation mission [optional] Upgrading your skills is the basis of all RPGs. Each level up a user goes through can be broken down into five parts: Step 1 of 5: Class Autolevel Each of the six character classes receives unique bonuses when leveling up on a multiple of three. The first (Level 3) is a reputation bonus that allows the user to decide if they want to alter the direction of a specific reputation. Level 6 is a bonus to a non-class skill. Levels 9/15/21 are upgrades to the user's primary character skill. Level 12 is a weapons bonus. Level 18 is a starship bonus. Finally, level 24 is a unique shield hologram.

Engineering Autolevel

Soldier Autolevel

LVL3 - genius/brute reputation X2 LVL6 - healing +20 LVL9 - upgrade +10 LVL12 - unique baton burst upgrade LVL15 - upgrade +20 LVL18 - unique starship engine LVL21 - upgrade +30 LVL24 - engineering union hologram
Merchant Autolevel

LVL3 - lover/loner rep. X2 LVL6 - athletics +20 LVL9 - gunplay +10 LVL12 - unique gun battery upgrade LVL15 - gunplay +20 LVL18 - unique starship turret LVL21 - gunplay +30 LVL24 - Spartan hologram
Miner Autolevel

LVL3 - smuggler/merchant rep. X2 LVL6 - gunplay +20 LVL9 - barter +10 LVL12 - unique shield frame upgrade LVL15 - barter +20 LVL18 - unique starship bay LVL21 - barter +30 LVL24 - merchant's guild hologram
Criminal Autolevel

LVL3 - hardass/wuss rep. X2 LVL6 - health +20 LVL9 - baton +10 LVL12 - unique baton axe upgrade LVL15 - baton +20 LVL18 - unique ss energy collector LVL21 - baton +30 LVL24 - pickaxe hologram
Saint/Cleric Autolevel

LVL3 - honest/liar reputation X2 LVL6 - evade +20 LVL9 - sneak +10 LVL12 - unique gun silencer upgrade LVL15 - sneak +20 LVL18 - unique ss smuggler's bay LVL21 - sneak +30 LVL24 - camouflage hologram

LVL3 - compassion/cruel rep. X2 LVL6 - aim +20 LVL9 - healing +10 LVL12 - unique shield burst upgrade LVL15 - healing +20 LVL18 - unique starship training bay LVL21 - healing +30 LVL24 - mother deity hologram

Merchant starship bay is x3 larger than normal bays. Criminal starship smuggler's bay hides 1 bay's worth of contraband during search. Criminal silencer adds only 1/8th the weight of other silencers. Miner axe is worth big

money and adds major bonuses to baton. Saint/cleric training bay adds +1 to each skill upgrade during level up. Step 2 of 5: Skill Cards Every level up offers a skills increase. The game randomly chooses three of the 17 skills for upgrade, designated by "cards". You throw away one of the upgrade cards and the remaining two are applied to your skills. Each time you use a card, it becomes more powerful.

For instance, on a level up, you are dealt a level 1 upgrade card, a level 4 health card, and a level 2 gunplay card. You ditch the upgrade card and receive a +12 health/+6 gunplay bonus to those skills. If you are lucky enough to get the health card again during another level up, it will be a level 5 (+15 health points). Step 3 of 5: Unlock Gift There are 24 possible gifts that can be purchased and given to companions or other NPCs. They become available in a shop somewhere in the galaxy (except in the pirate base) with each level up. (see GIFTS section for full details). Step 4 of 5: Proficiency Every two levels until level 24, users achieve a proficiency upgrade. There are four webs of proficiency upgrades. They are warfare, reputation, space, and merchant. Each web can be explored freely and each of the 32 upgrades can be chosen without prerequisite. Warfare Proficiencies The Beetle (upgrade +50)

The Eagle (aim +50) The Dragon (gunplay +50) The Deer (baton +50) The Scorpion (shield +50) The Fox (sneak +50) The Gazelle (evade +50) The Cobra (poison +50) Space Proficiencies Master Navigator (captain counts toward total navigator count) Master Engineer (captain counts toward total engineer count) Master Pilot (captain counts toward total pilot count) Master Gunner (captain counts toward total gunner count) Tight Packer (increase all bay capacity by 50%) Mechanical Repair (ship damage slowly repairs during battle) In-Flight Upgrade (add parts found in space to your ship) Yank and Bank (improve evasive maneuvers) Merchant Proficiencies The Snake (barter +50) The Cockroach (luck +50) to Eskimos (increase profits by 10%) Ice Water from a Caravan (decrease goods prices by 10%) God of War (unlock all arms shops) The Chemist (unlock all materials) Goldfingers (unlock any chest) Path of the Lemmings (increase persuasion chance by 50%) Reputation Proficiencies The Wolf (leadership +50)

The Ant (intelligence +50) Mover of Goods (smuggler/merchant reputation doubles) Silencer of Blades (hardass reputation doubles) Judge of Man (compassion/cruelty reputation doubles) Keeper of Hearts (lover/loner reputation doubles) Cleaver of Worlds (genius/brute reputation doubles) Words of Sand (honest/liar reputation doubles) Step 5 of 5: unlock Side quests Presented as a cut-scene after the end of the level up process, there are six side quests unlocked every four levels up (levels 4, 8, 12, 16, 20, and 24). Each is a unique distress call from an NPC stranded in space that must be saved from pirates, customs, or some other enemy or situation. In random order, they are: Stranded engineer (reward: ship engine) Stranded merchant (reward: new merchant shop available) Stranded criminal (reward: ship smuggler's bay) Stranded soldier (reward: gun part) Stranded miner (reward: chest containing 400 units carbonite) Stranded saint (reward: all reputations +5) In addition, each stranded NPC saved will grant a relationship bonus of +20 with any companion characters of the same class.

Pickup Items
Throughout the game, you will find various items that you can pick up and sell or use. Some are locked in "chests", out in the open, held by NPCs, or left behind when an enemy is dispatched. Items are not commodities. Identification Papers When an enemy dies on the field of battle, their identification papers can be taken and used to disguise yourself or a companion. This feature can allow you to gain access to locations or to infiltrate meetings with NPCs. Upgrade Parts When an enemy dies or abandons a location, their stuff is still sitting around. A particularly difficult gunplay boss might leave behind a scope with his name on it that offers bonus stats a scope of the same design might not. Molds Certain upgrade parts -- though purchasable at heavy expense -- cannot be crafted until after you defeat the boss that has the mold you need. Quest Items Certain quests cannot be completed without finding the quest items, NPCs, or companions used to unlock the final paths of the quest. Specifics on this are listed with each of the main/side quest descriptions in the companion section. Credits It's important that users can't become wealthy by finding credits on dead bodies. Nor should the amount of credits increase as the player's level increases; however much you get fighting at level 1 is the same you'll get at level 26. Cribitz Decks The best decks have to be found.

Crafting
While onboard any ship, the main character can create gun, baton, and shield parts to sell or use as upgrades. Crafting requires a single mold, an adequate amount of composite material (iron, carbonite, steel, etc) and the installation components. Once obtained, they can be combined to create a new object. Craft objects cannot be broken back down into their base components. For instance, let's suppose you had a three-lens standard sniper scope mold. To craft a new carbonite one-lens sniper scope, you would combine the mold, three units of carbonite, and at least one glass lens. Adding additional lenses increases the accuracy. This mold limits you to only three lenses. Name The name of the crafted object is based on the user's name, the materials of construction, and the mold. For instance, if the main character's name is Fenton and he just built the three-lens sniper scope detailed above, the name of the new scope would be Fenton's 1L Carbonite Scope. Value The base value of Fenton's 1L Carbonite Scope [619] would equal the base value of all the parts it contains (3 units carbonite [187x3], one glass lens [58] = 619). Now, the scope item becomes another piece of merchandise. If you go to sell it, the more scopes the dealer has the less he's willing to pay for yours, even if he has a hundred crap scopes and your scope is the best freakin' scope known to man. Sold user items disappear forever once they are sold. Usage and Penalties The crafted part would apply a +10 weight to a gun when attached (carbonite) as well as +3 accuracy for each standard lens. Using advanced lenses would add +5 for each advanced lens. Using expert lenses would add +8 each. Using iron or steel as the composite material would increase the weight. Because it's a sniper scope, it automatically applies a significant penalty to rate of fire.

Gifts
Gifts improve relationships with your companions, influencing events and granting bonuses to your skills. Certain NPCs may also receive gifts. At the start of each game, the order in which the gifts are unlocked is randomized. Each gift can excite or upset multiple companions/NPCs. The gift screen will inform you which companions will enjoy or loathe a particular gift. Some gifts may be so loathsome (or superfluous) that they may be refused outright. When a gift is given, regardless of whether the companion thanks you or not, the gift bestows upon both you and your companion a small skill bonus. The Gifts Gifts are unlocked at each level up. Teddy Bear (+3 aim) Anthian Fern (+3 aim) Bottle of Cleric Water (+3 healing) Star of Ordan (+3 intelligence) Plasie's Necklace (+3 shield) Mapo Coins (+3 barter) Coralian Yamma (+3 poison) Parker Space Dust (+3 leadership) Ring (+3 leadership) Sunglasses (+3 aim) Pirate Earrings (+3 persuade) Boots of Zeo (+3 athletics) Mirror (+3 health) Gloves (+3 sneak) Hat (+3 intelligence) Vest (+3 upgrade)

Cloak (+3 evade) Filfil (+3 persuade) - a fuzzy frog-like creature Pet Pickaxe (+3 baton) Universal Poison Antidote (+3 poison) Lucky Fong (+3 luck) Sniper's Monacle (+3 aim) Mechanic's Tools (+3 repair) Medic Bag (+3 healing)

Economics
Economics is very simple so that players don't get bored. We take the base price and apply the average of five adjustment levels to determine the amount of credits the shopkeeper will pay or the credits required to purchase an item. Base Price Every item, based on the materials required to make it, has a base price (BP). It is from this base price that the current value is determined. PHASE 1: Buy vs. Sell Whenever you initialize a barter, you are either buying or selling (BS) goods. When you are buying goods from the merchant, the adjustment is x2.8. When you are selling goods, the adjustment is x0.7. PHASE 2: The High/low stock value Adjustment Every item has a high/low stock value (HLSV): a quantity at which the shop keeper doesn't want any more yet doesn't mind waiting to sell the ones he's got. The HLSV determines what profit the shop will insist on. A shop with less of an item than the HLSV is understocked and will charge more for the items in stock and pay more for the ones it buys from the user. The reverse is true as well. The HLSV is determined by dividing 1000 by the item's base price. For instance, a shopkeeper with 333 units of water (BP:3) is in balance. However, he only needs one Corilian X-7 engine (BP:1375). Any item with a base price greater than 1000: assume the shopkeeper only wants one. The high/low stock adjustment (HLSVA) is the amount the price fluctuates based on the HLSV. If the HLSV of an item is 12 and the shop has 10, the price will increase (because it's understocked) by x1.2. In the event a shop has none of a particular item, the HLSVA is calculated as if the shop has one of an item. PHASE 3: The Barter Shift The barter shift (BARTS) alters the price of goods based on the barter skill of the user compared to that of the shopkeeper (user/shopkeeper).

A BARTS > 1 is an advantage for the player, he receives a discount; A BARTS < 1 favors the shopkeeper, who charges higher prices. The BARTS of a user with a barter of 128 visiting a shopkeeper with a barter of 64 is 2.0 (128/64=2) -- a clear advantage for you over the novice shopkeeper. PHASE 4: Preference Some merchants have a preference (PREF) for one type of good. If Bob is a "scopes merchant", he has a 1.5 PREF for scopes and a .5 PREF for all other goods. Those levels never change. PHASE 5: Call of Desperation On rare occasions, when an entire city (< 5.0) or planet (> 5.0) runs out of an item, a call of desperation (CD) goes out. This spike in demand artificially inflates the value until the shortage is alleviated. The CD is a randomly generated value. Buying on your current planet and blasting over to a CD merchant on another planet is the fastest way to make money. Max and Min In order to keep the system from going haywire, there are certain maximums and minimums on some of these modifiers: HLSV: MIN (1); MAX (1000) HLSVA: NONE BARTS: MIN (NONE); MAX (x2.5) CD: MIN (2); MAX (7) and PREF: n/a BS Shopkeeper Barter Skill: MIN (60); MAX (140); Certain merchants will refuse to accept certain types of merchandise simply because it doesn't fit with the rest of their inventory. There's nothing you can do about that. However, if a merchant is critically overloaded with an item, he will refuse to buy more; if you're selling in bulk, he will buy only enough of the item to reach this point. Critical overload is ignored if there's a call of desperation. Critical Overload: HLSV x3

Examples So let's put this into practice. Consider that you have one of each of the following three items from the earlier chapter on crafting. Fenton's 1L Carbonite Scope [BP: 619] Carbonite [BP: 187] Standard Glass Scope Lens [BP: 58] You go to a "scope dealer". He wants the scope and the scope lens, but has no interest in the carbonite. He doesn't have a Fenton scope, but is overstocked with 25 standard scope lenses. The HLSV for a Fenton Scope (1000/619=1.6) is one, for the lens (1000/58=17) is seventeen. Your barter is 95; his 83. Phase 1: You're selling. x0.7 Phase 2: HLSVA for Scope is x1.6 (1.6/1); for lens is x.69 (17/25) Phase 3: BARTS is x1.15 Phase 4: PREF is x1.5 for both Phase 5: No call of desperation (x1). Total: 619 * (0.7 + 1.6 + 1.15 + 1.5 + 1) / 5 = scope sells for 736 Total: 58 * (0.7 + .69 + 1.15 + 1.5 + 1) / 5 = lens sells for 58 Since your scope dealer refused to buy the carbonite, you're forced to wonder over to just a regular shop. This guy is seasoned, but he's completely out of carbonite. HLSV for Carbonite (1000/187=5) is five. Your barter is 95; his 126.

Phase 1: You're selling. x0.7 Phase 2: HLSVA for Carbonite is x2.5 (5.3/1=5.3; MAX=2.5) Phase 3: BARTS is x0.75 Phase 4: No preference; regular dealer (x1) Phase 5: No call of desperation (x1). Total: 187 * (0.7 + 2.5 + 0.75 + 1 + 1) / 5 = carbonite sells for 223

Of course, during a sale the user sees none of this. The user simply sees the price he or she paid for the goods, what the shopkeeper is offering right now, and how much of a profit or loss they would take if they complete the transaction. Conversely, in a buy situation, the user sees only the base value and the buy price and then decides whether he or she wants to take a gamble. Bulk Quantity While you're there, you spot a new item you'd like to buy. Advanced Scope Lenses [BP:219] [QTY:5] [PRICE: 309] But you don't want all five of them. You can only afford three. You would simply pay 927 credits (309*3). This is a discount (4%) over the 963 credits you would have paid if you purchased each unit one at a time. Selling is the same. If you sold four units of carbonite instead of one, you would have received 892 credits (223*4). In terms of manipulation, this works out because the most you could sell is 16 (bringing the price down to 242). After that, the merchant gets nervous and refuses to buy. If you attempted to buy back those same 16 units, you would lose credits. Even if your barter is above 150 (160 MAX) and the shopkeeper's is 60 (MIN), you would only gain 96 credits per transaction. Buy Back The merchant shop has a buyback reserve where you can get back an item you sold for the exact value you received. This is important because if you were to sell and then buy back a good through normal bartering, you would lose money. The goods remain in the reserve until you leave the planet/starbase. The reverse (buying goods and selling them back to the same shopkeeper) costs you 20% on the exchange, though the shopkeeper will love you. While it's not recommended, technically it is an expensive way to ingratiate yourself with a merchant, which could come in handy later on down the road.

Achievements
The RPG crowd digs their achievements, so here are the awards: Sniper Nest: Finish the gunplay sortie ending Hold the Line: Finish the shield sortie ending Slight of Man: Finish the sneak sortie ending Mind Over Matter: Finish the intelligence sortie ending Built for Action: Finish the athletics sortie ending Now You See Me...: Finish the evade sortie ending Friend and Foe Alike: Finish the poison sortie ending The First First Citizen: Finish the leadership sortie ending Rage Against the Machine: Play the game as an engineer Bought and Paid For: Play the game as a merchant Cell to Sell: Play the game as a criminal Brothers' Keeper: Play the game as a soldier My Sixteen Tons, What'da ya get?: Play the game as a miner Salvation for Sale: Play the game as a saint/cleric Eight Times Eight: Recruit all 64 companions C.O.D.: Unlock the final battle (achieve level 25) Moldy Bread: Sell a part you crafted Landholder: Earn 1,000 credits by selling Duke of the Dollar: Earn 10,000 credits by selling King of Coin: Earn 100,000 credits by selling Astromillionaire: Earn 1,000,000 credits by selling Lover: Have sex with a companion Letcher: Have sex with two companions Lethario: Have sex with two companions at once

Santa's Helper: Find, buy, and give away all 24 gifts Juxtaposition: Side with the Jux Heavily Stocked: Side with the Kolstock Snakebit: Defeat the armada with the Black Mamba Fuego: Defeat the armada with the Syspriss En Pax Domina: Defeat the armada with the Vadonna Pax Book Smart: Max out a single skill or attribute at 160 Genius: Max out two or more skills or attributes at 160 Piece of Hope: [secret] Deliver the teddy bear to the little girl A Hope for Peace: [secret] Give Whore a new name A Room with a Few: [secret] Shuttle 20 refugees A Crew to Groom: [secret] Recruit all 8 trainer companions A Someone to Grow Old With: [secret] Matchmake two NPCs Someone Old to Grow With: [secret] Find V-Adm. Tobias Secret Achievements Explained On a random planet, users will find a little girl who gently replies that she lost her teddy bear. Fly the teddy bear gift back to the little girl for a reputation bonus. Your companion WHORE was born into prostitution. When a defeated female enemy (there are three) drops a birth certificate, give it to WHORE to rename her. She will gain the enemy's reputation and a skills bonus. Various NPC refugees will ask for transport aboard your vessel. Deliver twenty of them to their destination for a bonus and the achievement. Specifically recruiting ORGRE, MERO, MELTSER, FERS, BARTIS, PAULSON, TERPER, and STERSHI gives you all eight trainers. Earn +10 to all eight skills. V-Adm Tobias is blinded and tortured by Gufong. You find him living under some boxes on Coolitan Base. Ask him to live on your ship; he gives advice.

Cribitz
Negotiations can be boring. Luckily, the future holds an entertaining solution. To simulate the banter required to persuade someone to give you something (or get them into bed), we play a card game called Cribitz. Rules of the Game Here's how it works. There's a deck of standard cards numbered one to twelve from which everyone plays. However, each player has their own deck of shifter cards that they either purchase or find. These decks are sold in brothels and specialty shops and can really alter a negotiation. People with great shifter cards are harder to get into bed (read: prudes). Playing Cribitz vs. two people (trying to get them both into bed) is even harder because they play as a team. Cribitz Score When you first select an opponent, you'll be told their average Cribitz score and win/loss record, so you'll have an opportunity to back out if you don't think you can beat them. You can't play Cribitz with a companion or NPC that has an incompatible orientation. They will simply decline the offer straight out. Bisexuals are always game. Here's a breakdown of how scoring plays out. 200-181: very difficult 180-161: difficult 160-141: average 140-121: basic 120-101: easy less than 100: very easy

Gameplay Available in full version.

Shifter Card Types Shifters range from mildly annoying to devastating. Full details are available in the full version of this document. But There 's a Catch You also have an average Cribitz score. If it's too low, it will dissuade anyone with a high Cribitz score from playing your game (let's call it the skeeze effect). If it's too high, it will do the same (let's call it the out-of-my-league effect). Prostitutes are immune to these effects, but if you want to bed the hottest in the galaxy, you better get good at Cribitz. Also, this is a best-of-three deal (let's call it the dinner and drinks effect). You have to win two games in order to seal the deal.

Companions
Each of the companions you recruit has missions that increase your stats while endearing the character to you. At the end of each mission, you receive small bonuses, though finishing these missions is not a requirement. In addition, most companions stay with you all the way to the end of the game. The replayability of this game falls squarely on the wide variety of companions you can befriend. Companion Mission Types Each companion has a different class/mission type combination, preventing the user from ever playing two consecutive identical missions. Lost Relatives/Friends - They seek to find a missing person. Trainers - They offer quests to help you train specific skills. Fighters/Revenge - They yearn to exact revenge on someone. Escaped and Hunted - They are being hunted by someone. Treasure Hunters - They seek to find a relic or object of value. Greed/Money - They seek power and wealth. Lost Knowledge - They seek lost knowledge to aid the universe. Righteous Quests - They long for followers or personal growth. So, for instance, MENYE is a refugee/escaped and hunted combo companion being hunted by slavers who feel dishonored by her escape. WYX is also an escaped and hunted companion, but his merchant class takes you into the seedy underworld of the Durylian Ganglands to protect him from a mafia captain who wants a cut of the old man's action. Same mission type, but unique stories. So if a user befriends both Menye and Wyx, the primary and side quests won't be repetitive. Companion Quick Reference Here is a quick reference list of companions you can recruit. Refugees (Nipe, Orgre, Xonix, Menye, S'qu, Igthane, Altroste, Vilmare)

Merchants (Rynthcor, Mero, Titam, Wyx, Serder, Debalman, Ulici, Lull) Miners (Crobrar, Meltser, Limie, Krids, Gasam, Dortan, S'sz, Domis) Engineers (Nellis, Fers, Jobli, Szunter, Bloodite, Terant, Cross, Nova) Criminals (Pestil, Bartis, S'am, Whore, Korbis, Lamitis, Hood, Zkrush) Soldier (Adz, Paulson, Matook, Foozen, Lamlaw, Svood, Eartokin, Wills) Saint/Cleric (Laus, Terper, Nilad, Yearum, S'ju, Bezlam, Hrosh, Orla) Scholars (Roberts, Stershi, Oman, Toot, Gemri, Wyfall, S'mz, the coin) Respect and Disrespect Earning the respect of your companions comes down to you believing in them and guiding them toward a beneficial end -- even when they're trying to go in a less productive and possibly dangerous direction in their lives. Disrespect comes from you belittling or steering them wrong. High Jinks Completely outside of whether or not you've earned the respect of someone, if you play your cards right you could get them into bed. Paying people is possible, but you shouldn't sully sex with credits. You can also get them to get others into bed. Then you can get them to get others to get into bed with you. Then you can get them and others and yourself all into bed at the same time. You get it? The Cadre You must find eight companions to finish the game. Not all of your companions will be available at any given time. Some companions are not welcome or unwilling to step foot on certain planets or in certain cities; others may be away on side missions; sometimes a companion may get captured; occasionally, they may need to stay behind as part of the plot. These companions will be unavailable if you attempt to include them in your party. Ideally, you want to surround yourself with complimentary companions, though achieving a good balance is difficult. You should try to find or train an even number of gunplay vs. melee companions. You should try to find or train at least one companion for each type of ship specialty.

Refugee Companions Refugees share a common thread: they all come from Katrax. As such, they are victims of a civil war that didn't go in their favor. They are usually grumpy or reserved until their main quest is complete. They tend to excel at evasion. They tend to be people who lack leadership and persuasion skills.

Nipe
(Refugee; Lost Parents) [F, Human]
Nipe is a teen, 16, who was separated from her parents in the melee after they were expelled from Katrax. She wants desperately to find them or at least find out what happened to them Stats Prerequisites: None Home: Imperial City, Katrax Acquisition: Transportation Center, Moricon Spaceport, Voltrax 5 Level on Acquisition: level 2 Battle Stats - HLTH=8; GUN=27; BAT=5; SHLD=12; POIS=4; AIM=12; CON=25 Amity Stats - UPG=2; LEAD=0; INT=13; SNK=2; EVAD=7; ATHL=8; LUCK=22 Skills - COMP=8; LOCK=4; KEY=12; PRSU=4; BART=0; REPR=7; HEAL=13 Shipboard - SHPE=5; SHPW=5; SHPT=5; SHPR=5; SHPC=15; SHPP=5 Special Ability - her desperation gives her resiliency in battle; takes half damage Specialties - gunplay, luck Initial Gun - pistol Initial Baton - baton Sexual Orientation - bisexual Cribitz Average - 182 (very difficult) Quotes "If my parents were here, they'd probably be out trying to find themselves too." "Maybe we should stop walking for a bit. The ground is moving by so fast I can hardly search it for cool stuff." "Gimlets are like the codens of the ground. Look... he's so fuzzy!" Gift Payouts Plasie's Necklace (+6) Mirror (+5) Teddy Bear (+2) Mapo Coins (-3) Pet Filfil (-5, refuses to accept it) Sniper's Monacle (-7, refuses to accept it)

Unique Items [+25 EVAD] Nipe's Mother's Locket - contains photo of parents [+25 INT] Manifest of the Destiny - no visual changes [+35 SHLD] Ultian Rib Guard - rib guard, adds "tiger stripe" effect to Nip's outfit Main Quest Nipe begs pilots in the transportation center for transportation though she cannot pay. As you watch her, she's propositioned by a greasy dirtball. You convince him to leave the area... the hard way. Nipe thanks you and joins you quite willingly. She heard a rumor that some of the refugee ships ended up on Ontan. You pick up the trail in a local eatery, where it's revealed that her parents are alive and well and living in a slum. It's a setup. After the battle, Nipe regresses. By chance, you stumble upon a merchant selling Nipe's mother's necklace. He says he got it in a shipment from Moldova of all places. In the Moldovan barracks camp, you find out that Nipe's mother fits the description of a slave being held in a forward position by the Jux. It turns out the camp isn't owned by the Jux, it's owned by an arms dealer named Calato (level 12). Sneak [+7 SNK], negotiate [+7 PRSU], or kill him and his goons (x15, levels 1-8) [+3 GUN, +4 BAT]. Her parents are near starvation. Take them back to ship, nurse them back to health [+2 HEAL], and relocate them to Voltrax 5. Nipe stays on out of gratitude; you assure her parents you'll keep her safe. Side Quest Prerequisite: Main Quest completion. Nipe is a huge fan of pets. When she overhears a conversation on Azbertain about a local gimlet shop, she begs you to go. Deny her a pet gimlet to end the quest or encourage her to purchase a gimlet. She returns with a fuzzy puff-ball creature with big eyes. Unbeknownst to you, the gimlet is pregnant. After the gimlet gives birth, she's a freaky, bug-eyed, emaciated rabbit-like creature (though still fuzzy). Eventually, your ship is crawling with 18 disturbing looking baby gimlets. You have to collect and sell the gimlet litter; Nipe gets to keep her original gimlet. If another companion receives the Pet Filfil gift, Nipe complains that her gimlet "Spots" (the joke is her gimlet has no spots) doesn't get along with the filfil. There's a cut scene of the two pets sitting side-by-side completely oblivious of each other, but Nipe insists they hate each other and storms off.

Orgre
(Refugee; Evasion Trainer) [M, Human]
Orgre is a seasoned thief, 32, who lives to show off his skills. He's a braggart. Stats Prerequisites: SNK>15; LOCK>15 Home: Amidus, Katrax Acquisition: Vondolar's Bluff, Ontan Landing Zone, Ontan Level on Acquisition: level 9 Battle Stats - HLTH=25; GUN=38; BAT=9; SHLD=8; POIS=0; AIM=21; CON=18 Amity Stats - UPG=0; LEAD=0; INT=22; SNK=42; EVAD=87; ATHL=14; LUCK=33 Skills - COMP=8; LOCK=15; KEY=15; PRSU=33; BART=10; REPR=0; HEAL=4 Shipboard - SHPE=5; SHPW=7; SHPT=5; SHPR=5; SHPC=25; SHPP=8 Special Ability - his pride revives health whenever an enemy falls Specialties - sneaking, evasion, communications Initial Gun - silenced pistol Initial Baton - sai Sexual Orientation - heterosexual Cribitz Average - 112 (easy) Quotes "You know, if you go and tell them we're sneaking around up here, our deaths would come much faster." "Just try to do like I do as close to how well I do it as you can." "That's almost what I wanted, but then again If I needed it done perfectly, I'd have done it myself." Gift Payouts Cloak (+7) Boots of Zeo (+6) Ring (-5, refuses to accept it) Gloves (-7, refuses to accept it) Unique Items [+15 CON] Pirate Eye Patch - he has both eyes, so what the fuck? [+25 LOCK] Coffe's Gloves - a skin-tight black pair of gloves Main Quest Orgre is bragging about his great "war story" -- the time he snuck onto a pirate base during a firefight. When you take an interest in his story, he recognizes you as a rookie thief and decides to take you under his wing. He sets you on a series of tasks. Task #1: A Simple B+E. You both enter a wealthy mansion and take a photo of yourselves next to a priceless statue. The owner wakes up and chases you out with a gun. [+3 EVAD]

Task #2: Message to a Prisoner. Sneak into the shacklet in Cartimous to deliver a message to another thief imprisoned there. Defeat the baton-wielding sheriff. [+3 BAT] Task #3: Man of Few Words. A man who can implicate Orgre has been taken into "custody" in a local apartment complex. Sneak past security, extract him, then lose the fuzz. [+6 EVAD] You bring the man back to Orgre who promptly stabs him with his sai. So much for loose ends. He decides you're his kind of people and agrees to stay on. Side Quest Prerequisite: Main Quest completion; EVAD>55 Orgre hears of a valuable art piece, a statuette of considerable cultural significance, being showcased in a local museum in Feric City on Adonida. His plan is simple: your job is to distract the guards, allowing them to chase you, while he purloins the statuette. You must have them chase you to a seemingly dead end where you escape them by crawling through a hole in the wall. You meet up again later with a fence in a back room at Vondolar's Bluff on Ontan, but the fence (level 18) tries to double cross you. A gunfight ensues. In the crossfire, the statuette is blasted to smithereens, but so is the crooked fence. So I guess it all evens out. [+12 EVAD, +2 POIS, +4 GUN]

Xonix
(Refugee; Revenge Fighter) [M, Human]
Xonix is a high-strung former businessman who was blackballed from his accounting firm after being blackmailed and then set-up by one of his partners. Stats Prerequisites: INT>15 Home: Amidus, Katrax Acquisition: Master Zoonie's, R2 Space Dock, MP4472 Level on Acquisition: Level 4 Battle Stats - HLTH=17; GUN=0; BAT=17; SHLD=0; POIS=21; AIM=0; CON=0 Amity Stats - UPG=0; LEAD=0; INT=15; SNK=0; EVAD=0; ATHL=3; LUCK=11 Skills - COMP=0; LOCK=0; KEY=0; PRSU=7; BART=24; REPR=0; HEAL=6 Shipboard - SHPE=5; SHPW=8; SHPT=15; SHPR=5; SHPC=5; SHPP=5 Special Ability - accounting skills add +1% to all revenue Specialties - shipboard transport, poison, intelligence Initial Gun - none Initial Baton - double cleaver Sexual Orientation - Heterosexual Cribitz Average - 132 (average) Quotes "I said your goddamn burger is on the grill, meatcake!" "In retrospect, I supposed I should have noticed something was wrong when he started banging my wife." Gift Payouts Universal Poison Antidote (+6) Lucky Fong (+5) Coralian Yamma (+4) Pickaxe (-3) Bottle of Cleric Water (-4, refuses to accept it) Unique Items [+12 INT] Xonix comm unit - mobile computer device; good for keeping records Main Quest You find Xonix working as a cook at Master Zoonie's. He is clearly unhappy and beligerent if pushed. When he goes on break, you go over and bother him. He tells you his life story: he was set-up by another partner, Coral, and then framed for embezzlement. They couldn't make the charges stick, but he was still persona non gratis. He was also a victim of the exodus from Katrax and took the job at Zoonie's as a last resort.

He knows exactly where his arch enemy is: he was one of the financial backers for Col. Gufong's army and still lives on-planet. So now you hate the guy too. You invite Xonix to join you and he gladly accepts -- telling Zoonie where he can shove his job. When next on Voltrax 5, you overhear some dignitaries talk about a delegation from Katrax. It turns out Coral is part of the delegation -- a lowly clerk, it turns out. But you can't just off the guy, so you devise a plan to poison some of his food at the hotel restaurant. As the effects kick in, Xonix goes in to tell him off. Coral chokes out that he has paperwork and files on Gufong. Bad stuff. You can let him die [+5 POIS] or cure him [+3 POIS, +2 HEAL]. You then go to his room and collect the files. On the way out, you run into other members of the delegation. You can evade them [+4 EVAD] or engage in a baton battle [+3 BAT]. Side Quest Prerequisite: Main Quest completion; +25 friendship with Xonix; Atrovx When on Atrovx, Xonix sneaks away. Later, a man approaches you and tells you that you have to bring 4,000 credits to Rockem's Warehouse or your friend dies. You go, kick ass at the front door, and find out it's a fight club. Lovely. The pitboss holds Xonix hostage because Xonix lost a key fight (and, theoretically, 4,000 credits) while you battle three fighters in the ring (levels 4, 6, 13) [+7 BAT]. You can negotiate with the pitboss [+5 PRSU] or kick his ass [+4 GUN, +3 SHLD]. Xonix appologizes and talks about how he's always wanted to be a fighter. You accept his apology and train him [+8 BAT, +12 SHLD to Xonix; +5 LEAD, +3 ATHL to Main Character].

Menye
(Refugee; Hunted by Slavers) [F, Human]
Menye is a scrappy refugee, 19, who was sold into slavery by her own mother as a desperate way of helping her family escape Katrax. Stats Prerequisites: None Home: Palad, Katrax Acquisition: Gunsmith Shop, Evac Zone 22, Azbertain Level on Acquisition: Level 6 Battle Stats - HLTH=22; GUN=0; BAT=9; SHLD=22; POIS=0; AIM=3; CON=5 Amity Stats - UPG=0; LEAD=0; INT=16; SNK=7; EVAD=19; ATHL=8; LUCK=19 Skills - COMP=0; LOCK=0; KEY=0; PRSU=0; BART=0; REPR=9; HEAL=27 Shipboard - SHPE=9; SHPW=5; SHPT=5; SHPR=5; SHPC=5; SHPP=17 Special Ability - sidestep critical hits and delivers her own Specialties - tank, healing, evade, finding things Initial Gun - Pistol Initial Baton - Dagger Sexual Orientation - Heterosexual Cribitz Average - 142 (average) Quotes "When you've cleaned as many mining tunnels as I have, you learn how to spot expensive things." "This ship is filthy. I'm going to need some ammonia and a torch." Gift Payouts Gloves (+7) Bottle of Cleric Water (+6) Medic Bag (+2) Parker Space Dust (-5, refuses to accept it) Pet Filfil (-7, refuses to accept it) Unique Items [+12 HEAL] Menye's breathing apparatus - she works with some bad stuff Will not join your party on Azbertain Main Quest When on Azbertain, you find a nervous little ancient Anthian Chemist minding his shop. As you're looking around, you find Menye hiding behind some boxes in the back. Suddenly, the Chemist begins bonking you on the shoulders with his broomstick. You calm him down [+3 PRSU] and assure him you mean both of them no harm. Menye tells you about how she's escaping from a slaver camp. You offer to help.

Upon leaving the planet, you are chased down by several fighter craft at the first jump buoy. Destroy [+3 GUN] or disable them [+4 EVAD] to continue onward. The next time you land on Voltrax 5, you meet Menye's former Neighbor in Moricon Spaceport. He informs you that Menye's family is alive and well -- living in Tutook. You go there, find her family, and the icy reunion is interrupted by seven slavers (levels 4-11) who have tracked us all down. Negotiate [+3 PRSU] or kill them [+4 BAT]. Menye's mother rails at her that she's bad luck and that she brought this down upon them. Menye leaves in a fit of rage and joins you permanently. [+4 LUCK] Side Quest Prerequisite: Main Quest completion. Menye is obsessed with cleanliness but only trusts the Chemist on Azbertain. But she won't set foot on Azbertain. So she sends you. You purchase for her an automated ship cleaner from the chemist -- a little square box with wheels. The next time you take off, the machine breaks down and starts smoking. You have to vent the smoke out into space (cutscene) and the lot of you are forced to wear breathing apparatuses until you land on the next planet. Menye insists you go back to get a refund. If you do, you'll find the chemist shop is closed. Pick the lock to discover the shop in disarray and the chemist missing. You find clues that direct you to the Bosolawa Camp in the Deep Narrows. Free the chemist by either evasion [+4 EVAD], deploying a shield barrier [+5 SHLD], fight [+2 GUN, +3 BAT], or barter [+4 BART]. The chemist declines your refund, insisting that the automated ship cleaner worked before you bought it. Now that's gratitude for you.

S'qu
(Refugee; Treasure Hunt: Cloak of Hiding) [M, Anthian]
S'qu is a former Anthian historian. He was working on Katrax when the planet fell to Gufong's forces. He's seeking clues to a lost relic: the Cloak of Hiding. He's a bookworm. Stats Prerequisites: INT>15 Home: Samsouer University, Katrax Acquisition: Cartimous Icerail Station, Cartimous, Ontan Level on Acquisition: Level 5 (1-9 only) Battle Stats - HLTH=11; GUN=6; BAT=0; SHLD=0; POIS=13; AIM=5; CON=0 Amity Stats - UPG=0; LEAD=0; INT=28; SNK=0; EVAD=0; ATHL=3; LUCK=0 Skills - COMP=22; LOCK=8; KEY=12; PRSU=0; BART=9; REPR=13; HEAL=4 Shipboard - SHPE=5; SHPW=5; SHPT=15; SHPR=5; SHPC=9; SHPP=5 Special Ability - Historical recall (additional dialog information, trap warnings) Specialties - computers, finding things, poison, repairs Initial Gun - Compound Bow Initial Baton - Sword Sexual Orientation - Bisexual Sexual Particularity - Anthians only; unavailable after P'za (side quest) Cribitz Average - 182 (very hard) Quotes "I've searched my volumes for a clue to it's whereabouts, but alas I have failed." "You can't just read about this sort of thing in a book. Well, I guess actually you can. Come to think of it, I read about it in a book" Gift Payouts Star of Ordan (+8) Universal Poison Antidote (+6) Sunglasses (+3) Teddy Bear (-3) Lucky Fong (-7, refuses to accept it) Unique Items [+13 COMP] S'qu's Interface - a mini interface terminal [+8 INT] Crellit of Fire - a vest of Anthian cultural significance [+20 LUCK, +18 PRSU, +12 INT, +20 AIM] P'za's Necklace (req. side quest) Main Quest When you find S'qu on the train platform, he has just missed his train to Izgabar because he was engrossed in his book. He tells you the history of the Cloak of Hiding -- a great Anthian

treasure that was taken from Adonida by Iorilian spies during the war. He believes it to be hidden somewhere on Ontan. He'll join you if you agree to help him look for it. If you take him to Izgabar, you will hear rumors about an Iorilian encampment on the far side of town. At the Iorilian camp, S'qu finds little welcome. You're attacked by the townsfolk. Not wanting to kill unarmed civilians, you evade them [+3 EVAD] and return later by sneaking into the camp after dark [+2 SNK]. You'll corner a cowardly Iorilian named Squamallar who tells you that the cloak was sold at the Coolitan Auction House. On Coolitan Base, you head to Southpoint and try to get information from the Auction house authorities. No dice. You break in at night looking for paperwork and actually find out that it was kept by the Head Auctioneer for his own personal collection. You go to his house in Eastpoint and retrieve it. [+8 SNK] The cloak allows only Anthians to blend into most backgrounds. At first, S'qu is tempted to keep the cloak, but he eventually decides to take it back to the authorities in Feric City. If you accompany him [+1000 credits reward] or if you send him alone, he'll be unavailable for a short time but will come back to join you. Side Quest Prerequisite: Main Quest completion; PRSU>30. S'qu will steer you toward Tulusa, where he will ask you to visit the Great Library of Futput, a place he's always wanted to see. If you go to the library, on the fifth floor you'll find P'za, a tall massive-eyed female Anthian. S'qu is stunned by her beauty. He wants to talk to her, but can't find the words. You decide to drop him in the deep end. At first her eyes are red because he's interrupting. Then they go purple when she asks him why he's there. You try to coach him quietly, but things go badly. If you can get her eyes blue, bonus PRSU points. You decide to bow out. While waiting on the main level, you wonder how long this will take and how badly it will end up. Suddenly, both of them fall entwined in each others limbs into the reflecting pool. You're concerned they may be dead, until you learn that Anthians make love while falling into water (it's there thing). They get out of the water giggling and run back to the top level to do it again. After the second take, the librarian kicks you all out for making too much noise. P'za leaves happy. S'qu can't thank you enough. [+4-11 PRSU; S'qu receives P'za's necklace]

Igthane
(Refugee; Starter Cult) [M, Human]
An egomaniac who was clearly disturbed by the invasion of his beloved home town, Igthane decides that he is a divine being and he longs to find followers. His persuasion skills are undeniable and his ability to instill fear in enemies can be very useful. Stats Prerequisites: PRSU>20 Home: Imperial City, Katrax Acquisition: Tutook RZ, Moricon Spaceport, Voltrax 5 Level on Acquisition: Level 8 (1-9 only) Battle Stats - HLTH=22; GUN=0; BAT=14; SHLD=0; POIS=0; AIM=0; CON=18 Amity Stats - UPG=0; LEAD=13; INT=11; SNK=0; EVAD=0; ATHL=22; LUCK=18 Skills - COMP=0; LOCK=4; KEY=0; PRSU=30; BART=8; REPR=0; HEAL=10 Shipboard - SHPE=5; SHPW=5; SHPT=15; SHPR=5; SHPC=8; SHPP=5 Special Ability - Fear in all enemies level 3 or less. Specialties - persuasion, corruption, athletics, storytelling Initial Gun - pistol Initial Baton - boa Sexual Orientation - homosexual Cribitz Average - 139 (easy) Quotes "I am the perfection of the gods. They were adequate for their time, but now I am the new divinity. And I got here just in time." "Of course I can heal her... I'm a god." Gift Payouts Medic Bag (+5) Ring (+4) Pickaxe (+1) Bottle of Cleric Water (-8, refuses to accept it) Unique Items [+32 PRSU] Eye of Prescience - a colorful light-emitting orb [+17 SHPT] Book of Ormitis - a collection of religious fables Main Quest The Tutook RZ is filled with lost souls. You find Igthane standing in the middle of the Tutook central square preaching the gospel of himself. When you pay him some attention, he gets excited and tells you of his mystical following. He asks you to help him find followers; if you agree, he will follow you. You can find and speak with a potential follower in each of the following locations in any order:

MP4472, R2 Space Dock - Melvore [+1 PRSU] Ontan, Ontan Landing Zone - Tona [+1 PRSU] Tulusa, Jux DA 779-4b - Undi [+1 PRSU] Azbertain, Evac Zone 22 - Olided [+2 PRSU] Atrovx, Planiver Island - Abel [+2 PRSU] Secret Pirate Base, The Barnyard - Laroser [+3 PRSU] Side Quest Prerequisite: Main Quest character Tona found and successfully completed. One of Igthane's followers, Tona, sends word to Igthane that she's been living in Cartimous and was recently robbed of all her possessions. She "prayed" to him but received no word. So she tried writing a letter. Anyway, he feels compelled to go and help her. You can send him by himself (he'll be unavailable for a bit) or you can go along. Tona lives in a rundown shack behind one of the merchants. Igthane "investigates" the situation, but draws all the wrong conclusions. He needs your quiet guidance. You discover a fledgling ring of thieves working in Cartimous; they are leaderless and disheveled. You can sneak into the thieves hideout and take her stuff back [+5 SNK], negotiate for her goods [+3 PRSU], allow Igthane to negotiate for the goods [+12 friendship with Igthane], intimidate [reputation check, +12 Badass REP], buy them back [+6 BART], attempt to gain control of the guild with leadership [+4 LEAD], or fight them all (x8, levels 3-9) [+3 GUN or BAT] and get paid -- handsomely [+250 Credits]. Tona feels her prayers have been answered and vows to never doubt again. [+8 friendship with Igthane]

Altroste
(Refugee; Escort: Chemical Recipe) [M, Human]
A thin, wiry bookworm type, Altroste is a scientist that was kidnapped by Col. Gufong's forces on Katrax and told to build chemical weapons. He escaped with the other refugees and is now looking for shelter and transportation to a rebel camp. Stats Prerequisites: EVAD>20 Home: Orvin, Katrax Acquisition: Mercenary Pavilion, Jux DA (Departure Area) 779-4b, Tulusa Level on Acquisition: Level 1 (1-9 only) Battle Stats - HLTH=8; GUN=5; BAT=5; SHLD=6; POIS=12; AIM=3; CON=3 Amity Stats - UPG=0; LEAD=0; INT=12; SNK=0; EVAD=12; ATHL=0; LUCK=12 Skills - COMP=0; LOCK=0; KEY=5; PRSU=0; BART=0; REPR=0; HEAL=0 Shipboard - SHPE=5; SHPW=5; SHPT=8; SHPR=5; SHPC=15; SHPP=5 Special Ability - sympathy allows him to attract NPCs to aid you in battle Specialties - poison, luck, evade, intelligence Initial Gun - Pistol Initial Baton - Baton Sexual Orientation - Heterosexual Cribitz Average - 162 (difficult) Quotes "They made me listen to Patuna albums day and night until I capitulated." "Whatever you do, don't mix vial one with flask H." "If I had to put it chemically, I'd say she wants to cross link polymers." Gift Payouts Coralian Yamma (+8) Star of Ordan (+2) Cloak (+1) Mapo Coins (-3) Pet Filfil (-6, refuses to accept it) Unique Items [+8 POIS] Altroste's vials - a belt of glass vials filled with chemicals [+4 INT] Chemists Bible - a book of recipes Main Quest You first find Altroste taking refuge in the Mercenary Pavilion. A group of Katraxan spies wait for him outside the gates, arguing with the mercenaries to release him. Since you don't like them either, kill the spies all to talk to Altroste [+4 BAT]. If you accept his quest -- to accompany him to a rebel camp -- he will follow you; if not, he'll stay with the mercenaries.

En route to the camp, you will be beset upon by pirates and then again at the next jump point by spies looking for something Altroste has. Defeat them [+4 SPCW] or lose them [+4 EVAD] and talk to him. Turns out, he was forced by Col. Gufong to create a chemical weapon. He snuck off planet and is taking the formula to the rebel camp. When you arrive at the rebel camp (on Moldova), it's littered with dead bodies. Turns out, Gufong knew about the camp and left you a present: more spies (x12, levels 1-11). [+6 GUN] Amidst the ruined camp buildings, you find paperwork pointing to rendezvous at a jump point. You decide to check the jump point. It's a trap. There's a capital ship and six fighters waiting for you when you arrive. They demand Altroste in exchange for your lives. Altroste destroys the chemical and the formula. Now you have no choice. Evade the battleship and the fighters to save your life. [+6 EVAD] Altroste apologizes for putting all our lives in danger and joins you to repay you for your kindness. Side Quest Prerequisite: Main Quest completion. Altroste reads many books. One day while reading, he hears about a sexually stimulating elixir. If you accept the quest, he needs four components: MP4472, R2 Space Dock - Yacca Sweat [+1 INT] Atrovx, Planiver Island - A Gringour Toad [+1 INT] Azbertain, Evac Zone 22 - Four units of Belinta [+1 INT] Most merchants - Twenty units of crystalline kelp extract [+1 INT] When you get all the components together, he'll cook it up and ask to test it. You know just the place: The Wounded Elbow. Waltrcrest joins you. The two of you watch as, while playing Cribitz with a beautiful woman, Altroste secretly sprays the elixir under the table. The woman gets one whiff of it and flies into a rage, beating Altroste about the head and back. He runs screaming out of the bar with the woman in pursuit. Oh well. A+ for effort. [+3 INT]

Vilmare
(Refugee; Interstellar Cassanova) [M, Human]
Vilmare is a gangly, odd-looking man. But there's just something about him -- the ladies can't get enough. He has devotees all over the galaxy and he longs to visit them all. Stats Prerequisites: None Home: Orvin, Katrax Acquisition: Transportation Center, Moricon Spaceport, Voltrax 5 Level on Acquisition: Level 3 (1-9 only) Battle Stats - HLTH=10; GUN=0; BAT=12; SHLD=3; POIS=0; AIM=0; CON=8 Amity Stats - UPG=0; LEAD=0; INT=8; SNK=15; EVAD=15; ATHL=8; LUCK=8 Skills - COMP=0; LOCK=0; KEY=0; PRSU=12; BART=0; REPR=0; HEAL=0 Shipboard - SHPE=5; SHPW=5; SHPT=5; SHPR=5; SHPC=5; SHPP=5 Special Ability - Endearment allows Vilmare to bewitch an NPC. Specialties - sneak, evade, persuade Initial Gun - Pistol Initial Baton - Scimitar Sexual Orientation - Heterosexual Cribitz Average - 102 (easy) Quotes "She has eyes as bright as a thousand suns. She reminds me of another girl with eyes as bright as a thousand suns." "Ah, yes. A husband. I could have sworn you said you were single. Oh well." "I'll probably be regifting this, but the thought was quite nice." Gift Payouts Hat (+7) Mirror (+5) Teddy Bear (+3) Sunglasses (+1) Ring (-8, refuses to accept it) Unique Items [+22 BAT] Vilmare's Scimitar - an engraved, ultra-light blade [+7 PRSU] Sarah's Sash - a memento from "the one". Main Quest Vilmare is very polite as he goes from pilot to pilot in the transportation center asking for a ride to Azbertain (of all places). You see, he has a lady friend he's dying to get to. If only she knew how wonderful she was and how much she means to his heart. Aw. Touching.

If you take him to Azbertain, he goes to Nonica and visits the home of his sweetheart. The usual merriment ensues, until he's interrupted by an odd sound. A returning husband. This is a problem. The husband bursts in. Then you burst in. Then the husband's brothers (x4, levels 3-7) burst in. Then your companions burst in (if you have any; otherwise, funny cut scene). Then there's screaming from the wife as a baton battle breaks out. You, Vilmare, and the rest escape out the window. [+2 BAT, +1 PRSU] This repeats six times in total. The ladies are, in order: Nonica, Azbertain - Jora [+2 BAT, +1 PRSU] Feric City, Adonida - Dove [+2 BAT, +1 PRSU] Baulder Falls, Atrovx - Mori [+2 BAT, +1 PRSU] Eastpoint, Coolitan Base - Lila [+2 BAT, +1 PRSU] Futput, Tulusa - Pota [+2 BAT, +1 PRSU] Cartimous, Ontan - Myke [+2 BAT, +1 PRSU] Hm. Something odd about that last one. He's a dude. It's a trap. Myke, the husband of a former lover challenges Vilmare to a duel. When Vilmare declines, Myke and his friends (x9, levels 1-11) attack. Side Quest Prerequisite: Main Quest completion. Vilmare decides he doesn't like how crappy your baton skills are. He decides to help. If you accept, he tells you about a man in Panx Motspa on Tulusa who can train you. [+8 BAT]

Merchant Companions Merchants all have a common ability to barter -- though some are better than others. However, it's the way they combine their alternative talents with their barter skills that sets them apart.

Rynthcor
(Merchant; lost partner) [M]

Description available in full version.

Mero
(Merchant; barter trainer) [F]

Description available in full version.

Titam
(Merchant; revenge stolen goods) [M]

Description available in full version.

Wyx
(Merchant; hunted by mob) [M]

Description available in full version.

Sgt. Serder
(Merchant; hidden cache) [M]

Description available in full version.

Deballman
(Merchant; kill competition) [F]

Description available in full version.

Ulici
(Merchant; evidence of embezzlement) [M]

Description available in full version.

Lull
(Merchant; earn father's respect) [F]

Description available in full version.

Miner Companions Miners are a grumpy lot -- and for good reason. The universe looks down on them as dirty, substandard replicas of their species. They have tremendous upper body strength and offer unique baton abilities and items.

Crowbrair
(Miner; lost miner) [M]

Description available in full version.

Meltser
(Miner; athletics trainer) [M]

Description available in full version.

Limie
(Miner; revenge dead friend) [M]

Description available in full version.

Keids
(Miner; hunted by wife) [M]

Description available in full version.

Gassam
(Miner; treasure: adimante pickaxe) [M]

Description available in full version.

Dortan
(Miner; hiding a gold vein) [M]

Description available in full version.

S'sz
(Miner; stealing technique) [M]

Description available in full version.

Domis
(Miner; secret female miner) [F]

Description available in full version.

Engineer Companions Engineers are tinkerers. Having one around means you can rest assured that any keypad, lock, or computer will eventually give up its sexy goods.

Nellis
(Engineer; lost husband) [F]

Description available in full version.

Fers
(Engineer; upgrade trainer) [M]

Description available in full version.

Jobli
(Engineer; longs to become a fighter) [M]

Description available in full version.

Szunter
(Engineer; hunted by old boss) [M]

Description available in full version.

Bloodite
(Engineer; treasure: bio-robotic arm) [M]

Description available in full version.

Terant
(Engineer; steal a ship) [F]

Description available in full version.

Cross
(Engineer; new ship prototype) [F]

Description available in full version.

Nova
(Engineer; new cloaking device) [F]

Description available in full version.

Criminal Companions A person who is given the title of criminal has done something to upset an authority figure. This doesn't necessarily make them out to be a bad person. Most rebel heroes are criminals to someone.

Pestil
(Criminal; lost brother: murderer) [M]

Description available in full version.

Bartis
(Criminal; projectile trainer: thief) [F]

Description available in full version.

S'am
(Criminal; revenge for a rape: prostitute) [F]

Description available in full version.

Whore
(Criminal; hunted by pimp: prostitute) [F]

Description available in full version.

Korbis
(Criminal; last big score: thief) [M]

Description available in full version.

Lamitis
(Criminal; greedy rapist: pirate) [M]

Description available in full version.

Hood
(Criminal; find cloak of camouflage: thief) [F]

Description available in full version.

Zkrush
(Criminal; kingpin wannabee: thug) [M]

Description available in full version.

Soldier Companions Soldiers are pulled between their loyalty to the army and loyalty to the group. This can make for some interesting conversations as well as some awkward decisions during key battles. Shamsirs can cut through anyone and every soldier has one, which makes him or her essential in high-level battles.

Sgt. Adz
(Soldier; lost wife) [M]

Description available in full version.

Pvt. Paulson
(Soldier; gunplay trainer) [F]

Description available in full version.

Pvfc. M'took
(Soldier; underground fight club) [M]

Description available in full version.

Gun. Foozing
(Soldier; hunted by military) [M]

Description available in full version.

Capt. Lamlaw
(Soldier; art thief) [M]

Description available in full version.

2LT. Svood
(Soldier; wants promotion, respect) [F]

Description available in full version.

Adm. Eartoken
(Soldier; obtain enemy codes) [M]

Description available in full version.

Maj. Wells
(Soldier; attitude problem) [F]

Description available in full version.

Saint/Cleric Companions To the devout, they are heroes; to the unclean, they are charlatans and thieves. For you, it all comes in handy. Saints tend to have more unsavory traits but good sneaking abilities; clerics run their mouths but can cure almost any wound.

Laus
(Saint/Cleric; lost saint) [M]

Description available in full version.

Terper
(Saint/Cleric; baton trainer) [F]

Description available in full version.

Nilad
(Saint/Cleric; leave the order, too passive) [M]

Description available in full version.

Yearum
(Saint/Cleric; cleric hunted by apostates) [M]

Description available in full version.

S'ju
(Saint/Cleric; treasure: cup of saint ashtea) [M]

Description available in full version.

Bezlam
(Saint/Cleric; the proselytizer) [M]

Description available in full version.

Hrosh
(Saint/Cleric; truth of the mother, lost in archives) [F]

Description available in full version.

Oela
(Saint/Cleric; investigate loss of contact with church) [F]

Description available in full version.

Scholarly Companions Scholars sport tattoos on their bodies that identify their proficiency in a certain area. This dedication to education combines (at times unhappily) with a need to showcase their skills, often leading to narrow-minded thinking.

Doc Roberts
(Scholar; lost patient) [M]

Description available in full version.

Sterski
(Scholar; leadership/persuade trainer) [M]

Description available in full version.

Oman
(Scholar; revenge on burned village) [F]

Description available in full version.

Toot
(Scholar; scientist hunted by saints) [F]

Description available in full version.

Gemri
(Scholar; treasure: lost book of Dened) [F]

Description available in full version.

Wyfall
(Scholar; hidden library) [M]

Description available in full version.

S'mz
(Scholar; infiltrate university for knowledge) [F]

Description available in full version.

The Coin
(Scholar; chase down counterfeiter) [F]

Description available in full version.

NPCs
There are a number of characters that are essential to the storyline. Regardless of the choices you make or the class that you choose, you will meet them. Col. Gufong Your archenemy. He led the revolution that fractured your home world only to bring it to heel again under his greedy banner. He is a large, brutish human. He excels in almost every field and skill, which is why no one has succeeded in shooting him after all these years. V-Adm. Tobias Leader of the intelligence branch of the Gammer Republicka. His job was to direct any and all sabotage missions against the Gufong uprising. During his final broadcast, he is a dashing and well-groomed figure of prestige. Later, if you find him on Coolitan Base, he is a scarred cripple with a bandana tied across his eyes. He gave up much information before someone sprung him. Now, racked with guilt, he quietly mentors you while living aboard your ship. Waltcrest Your sponsor and mercantile mentor. He's a chiseled old coot. Iorilian. Set in his ways. He knows nothing of technology or warfare, but boy can he talk a good game and he could sell a glass of yamma to an ore miner mid-swing, let me tell you. In the beginning of the game, he teaches you how to survive as a merchant after you match wits with him in a bar. He's available via a com link for when you have questions (he narrates the help screen) and is the one who arranges the purchase of The Styx and the warship for the battle against the armada. Falcor, Alamast, and Tillong Three bounty hunters who track you down and attempt to kill you. They are baton, gunplay, and sabotage experts, respectively. The first two are defeated with standard fighting; the third is illusive and must be found and outwitted.

Keith Keith is an old contact from your spy days. He's a smuggler who patrols the galaxy, popping up from time-to-time. He explains about the formation of the invasion force, recruits you to it (at level 25), and accompanies you during the final battle as leader of one of the alternate sorties. Mandretti The dreaded pirate captain. Kolstick. If you succeed at finding the location of the pirate base, he will either love you for your sneakiness or hate you because you attended his 50th birthday party with an entire fleet of militia starships. Either way, he's raucous and verbose with a love of women and an addiction to petal essence (heavy drugs). No commodity or slave is off limits. Cripsop and Gearvody High-level lieutenants in the Jux and Kolstick military, respectively. Both are your primary contacts to the Jux/Kolstick war and you must betray one and befriend the other in order to settle the war in favor of the side you prefer. Mace The badass who will lead the invasion force if you are not on the leadership sortie ending or one of the other sorties if you are in charge. In order to displace him, you'll need a leadership skill high enough to challenge his authority and to beat him in a baton battle for supremacy. His family was murdered in front of him while he was being tortured for information as a way to make him talk. Rumor has it, he hunted down the guy who did it and chewed his face off -- literally.

Races and Factions


As you can imagine, space just never seems to be big enough for all of us. FACTION - Merchants They always want a better deal and that always means that they want you to make as little -- if any -- money off of them. However, if you regularly supply them with goods, your influence over their bottom line earns you the use of their influence if you land yourself in trouble. FACTION - Pirates You want your shit. They want your shit. What else need be said? They have no morals or scruples. They cannot be trusted. They murder slaves that get too fat so they don't have to spare the meals and they often leave merchants adrift in space just because they think that shit's funny. FACTION - Militia As a result of pirate attacks, long ago a group of space merchants, concerned citizens, and corporations got together and formed an anti-piracy league. They consist of a thousand groups from all the planets, but together they are simply known as The Militia. It's been a long and bitter war that has lasted for centuries, so they hate pirates. Honest merchants can depend on them for assistance should they come under attack; pirate merchants will have to run for their lives. FACTION - Miners Shortness occurs across all races. Short creatures (including humans) are paid well to mine ore or gather chemicals from Cloud 887.452 for a living. But miners are a secretive lot who tend to be downtrodden and spat upon when on-planet. This makes them jaded and weatherworn. The major well-known benefit is that miners have tremendous upper body strength and are excellent with batons. FACTION - Customs Customs agents can be of any race. They work for the 887.452 Merchant's Guild. Their job is solely to search for and confiscate illegal goods. Some goods may be legal on a planet, but not in space. This matters not to customs; they'll

leave you adrift in space if they catch you smuggling. Customs agents often collect merchant dues for the Guild. Corruption runs rampant, which is good to know when you have the credits to bribe them. They may also steal your legal goods if they think they can get away with it. RACE - Humans Humans dominate the sparse outer planets of Katrax, Ontran, and Voltrax 5. These systems are not united, but have a peaceable relationship save for the brewing tensions over the Katraxian refugee problem on Voltrax 5. Your main character is human as are the primary NPCs and most of the companions. By now, all humans in this sector are close in skin color and appearance. RACE - Jux The Jux offer a view of what a human would look like if we had descended from gray wolves rather than monkeys. They are hairy and their breath stinks. They eat raw meat and do so in frenzied packs. They love war and the Kolstick seemed to be easy prey, though it hasn't worked out quite as well as they had hoped. They tend to be suspicious, greedy, and stubborn. The Jux worlds of Moldova and Tulusa are harsh and foreboding, but for opposite reasons: one is blanketed in a thick jungle canopy while the other is a barren desert resultant from millennia of mismanagement and wanton disregard for the environmental impact of their social policies. RACE - Kolstick Technophiles that have adapted to be able to interface biometrically with machines. This makes them uncanny with computers. However, it gives them a handicap in the friend-making department. Additionally, their location between Cloud 887.452 and the Jux Empire is unfortunate, as the Jux hate them passionately and have cut them off from most supply lines. The Kolstick are non-humanoids who look more like shorthaired arctic foxes crossed with salamanders. They crawl on ledges and scamper across the ground with stunning quickness. They breathe cyanide gas, so they require breathing apparatuses when in oxygen and vice versa should you decide to stop

by and visit. Their right claws are amputated at birth and replaced with robotic claws that can be removed to reveal input/output receptors that can connect to computer terminals and keypads. RACE - Anthians Anthians are tall but wispy water-world creatures. In a fight, they could easily be overpowered, save for their tremendous brainpower. Their superior intelligence makes them particularly dangerous when given time to plan. They don't require water, but excel at swimming. They can breathe oxygen for short spans. They are heavily affected by gravity. They have thin tails they can use in combat when desperate. The males have tiny, narrow eyes; the females have massive eyes that change color with their emotions (red: anger, blue: love, purple: confusion, green: curious, yellow: fear, black: injured or dead). All Anthian names contain an apostrophe. For instance, companions S'ju and S'qu are both Anthians. Their planet Azbertain is in a star system just bordering a massive black hole at the center of their galaxy. The system will be destroyed within this century. Over the next fifty millenia, a similar fate will befall the other two systems. RACE - Iorilians Pronounced ee-OR-il-lee-an, Iorilians are large, bulbous toad-like creatures with low, raspy I've-been-a-smoker-all-my-life voices. They have no eyes; they "see" with their ears and a large resonating chamber inside their skull. They don't do well on land (they waddle on two legs, sometimes switching to all fours if they lose their balance), but are magnificent swimmers. The Iorilians were conquered by the Anthians over a century ago and have come to terms with their new lot, though some have chosen to cross the galaxy looking for a better life.

Controls

Interaction Controls [A] - Interact with Object; Open Door; Crawl; Climb; Converse [X] - View Inventory/Cargo Screen [Y] - View Active/Completed Quest Screen [B] - View Navigation Screen Menu Controls [LT] + [A] - Launch Buy/Sell Screen [LT] + [X] - Launch Character Stats/Focus/Equipment /Gift Screen [LT] + [Y] - Launch Character Level Up Screen [LT] + [B] - Launch Crafting/Upgrade Screen [START] - Launch Game Load/Save/Options/Quit [BACK] - Launch Visible Object/NPC Help Menu Battle Controls [RT] - Pause Action/Issue Commands [RT] + [A] - Attack with Gun (hold for rapid fire/aim/sniper mode)

[RT] + [X] - Deploy/Retract Shield (hold for burst) [RT] + [Y] - Attack with Baton (hold for crushing blow) [RT] + [B] - Throw/Deploy Device [RT] + [LT] - Full Defensive Stance; Counterstrike [RT] + [LB] - Switch to Next Character [RT] + [RB] - Focus on Nearest/Next Enemy Character/Camera Controls HOLD [A] - Sprint [RIGHT THUMB] - Character Movement [LEFT THUMB] - Camera Movement [LEFT AXIS] - Focus on Nearest/Next Object/Companion/NPC Spaceship Controls [A] - Hail [X] - Evasive Maneuvers [Y} - Lock on/Unlock Current Target [B] - Local Object List (select from list to lock on) [LT] + [A] - Follow/Join Formation [LT] + [X] - Engage Tractor Beam [LT] + [Y] - Jettison Cargo (confirmation required) [LT] + [B] - Cloak/Uncloak [RT] - Pause Action/Issue Commands [RT] + [A] - Fire Rail Guns [RT] + [X] - Fire Pulse Cannons [RT] + [Y] - Disengage (also unlocks current target) [RT] + [B] - Fire Missile [RT] + [RB] - Focus on Nearest/Next Enemy [RIGHT THUMB] - Ship Movement [LEFT THUMB] - Camera Movement [LEFT AXIS] - Focus on Nearest/Next Object/Companion/NPC

Screenshots
Screen captures available in full version of this document. Title Screen Main Menu Character Creation Dialog Combat (land) Combat (space) Dropdown - Buy/Sell Dropdown - Craft/Assemble Dropdown - Quests Dropdown - Navigation (land) Dropdown - Navigation (space) Dropdown - Stats Dropdown - History Dropdown - Equipment Dropdown - Cargo Dropdown - Reputation Dropdown - Gifts Level Up Cribitz

Sample Script
The following is a sample dialog script that occurs when you first meet Waltcrest at the Wounded Elbow on Voltrax 5. To simplify the notation for multiple dialog options, the following codes will be used both for main character dialog and customized responses from NPCs: [1M] Engineering Male or [1F] Female [2M] Merchant Male or [2F] Female [3M] Criminal Male or [3F] Female [4M] Soldier Male or [4F] Female [5M] Miner Male [6M] Saint/Cleric Male or [6F] Female All Male Characters or [F] Female [M] [Mm] Gay or [MM] heterosexual male Lesbian or [FF] heterosexual female [Ff] [MC] or no notation implies all main characters Scene: A Night at the Elbow INT. WOUNDED ELBOW - BAR, NIGHT
MAIN CHARACTER (MC) sits in a chair slurping a cup of yamma through a straw and reading a newspaper at the bar. Around him/her, there's a ruckus as two male humans argue over a woman. Pushing and shoving ensues, and the argument devolves into a scuffle. When the two men bump into the MC's chair, the MC points at them. Main Character Hey. Hey. Hey! The two men stop fighting and look at the MC. The MC goes back to reading his/her paper. [M] The nearest thug goes to take a swing at MC but is slugged by the second guy. [F] The first guy tips his hat and goes to flirt with MC but is slugged by the second guy. The MC reads his/her paper; the melee continues. WHAM! A massive hand grabs the MC's head and pins it to the bar. The MC grunts and struggles with the arm. WALTCREST, an old, grizzled Iorilian leans over the bar as he sits down on the seat next to the MC.

Waltcrest Barkeep. A yamma. Waltcrest releases MC's head. MC leaps out of his/her chair ready for a fistfight, but Waltcrest is preoccupied adjusting his seat at the bar -- clearly not built for Iorilians. Waltcrest You know what your problem is, kid? Main Character [M] My guns are in their holsters back in my shack? [F] I sent my guns out to the cleaners? Waltcrest No. Main Character [1M] I forgot to place a bomb under your barstool? [2M] Your dead body isn't worth anything on the open market? [3M] You can't fence a dead Iorilian? [4M] My martial arts skills won't penetrate your blubber? [5M] Your skull is so thick my pickaxe can't penetrate it? [6M] A priest touched you in a bad way when you were a tadpole? [1F] I can't kill you with a just wrench? I'm willing to try. [2F] You're too heavy to carry down to the scrap yard? I've been lifting. [3F] I only have the three daggers and it takes four to kill you? [4F] I forgot my platoon? Not the first dead man to make that joke. [6F] I sent my baton out to the cleaners? Waltcrest No. Main Character [M] Is it my breath? I can explain that. [F] Is it that my legs are tired cause I've been running through your mind all day? Thanks, I'm flattered. Waltcrest Not even close. Main Character Who invited you to this party, anyway? Is it that clown who says I stole his goat because guess what? I ate the goat and it was good. Waltcrest Relax, kid. If I wanted to kill you, you'd be hip deep in sewage by now. MC puts his/her hand to his/her head and closes his/her eyes. Main Character I'm having a vision: yes, it's clear. We are going to be enemies for life.

Waltcrest Sit'down, I'll buy you a yamma. Waltcrest hails the bartender with a finger in the air. Main Character Oh, a yamma salesman. My kinda guy. Very well, I've decided to kill you at a later time. MC sits. Main Character So tell me, oh Great Oracle, what... is my problem? Waltcrest Your problem is, kid, that you seem to think you're lost. Main Character I'm not lost. I know exactly where I am. I'm in the middle of nowhere at the corner of Piss Off and Go Fuck Yourself. Waltcrest Well that's where you're wrong kid... Waltcrest slides a piece of paper down the bar. MC looks at it. It's a wanted poster and it has MCs photo on it. Reward: 1,000,000 credits, dead or alive. Waltcrest ...you're right where they knew you would be. Main Character Huh. They told me you never hear the bullet that kills you. I guess they were wrong. (to Bartender, yelling) Eighty-six that yamma! (to Waltcrest) Care to explain how a blind Iorilian was able to read a wanted poster? Waltcrest I didn't. The dead guy in the alleyway did. MC: a perplexed look.

EXT. ALLEY BEHIND WOUNDED ELBOW


The doorway to the alleyway crashes open. Waltcrest's giant hand holds the door open. MC looks. On top of the garbage cans is the body of a well-armed male human bounty hunter. Main Character Huh. Look, I'd like to stay, but I have places to not be just now and this is one of them.

Waltcrest Perfect. We'll walk for a bit.

FARTHER DOWN ALLEY


MC walks beside Waltcrest, who's in slow wobble mode. MC pokes at Waltcrests blubber. Main Character So, what? You got like a cleaver in there somewhere? Waltcrest Young people. You always think that blasters and batons are the best way to win a fight. Main Character Are you saying you talked that guy to death? Waltcrest Not hardly. Main Character Were you and he making a great escape and you walked so slowly he starved to death? Waltcrest Aw. Am I inconveniencing you? Main Character Look, fat man, if a million clamkeys were sitting on your head we'd be walking at least twice as fast as this. Which would still be slow. Waltcrest Kid, let me tell you something-Main Character And stop calling me kid. I'm a starship captain. You should address me as captain. They stop. Waltcrest Really. What's the name of your starship? Main Character I'm between starships at the moment. Waltcrest What happened to the one you had? Main Character There was a little fire. They start walking again.

Waltcrest Kid, let me tell you something. I've been watching you ever since you got here. You stick out like a sore thumb. Do you know why? Main Character [1M] I can take apart a shuttle and put it back together again? [2M] I have more pockets than everyone else? [3M] I keep taking things that don't belong to me? [4M/F] I'm the only one with decent posture? [5M] I'm a miner. I always stick out. [6M] I take confessions? [1F] I can recite the specs for over four hundred types of ground craft? [2F] I have the wit of a merchant? [3F] Is it because I stole your watch back in the bar? [6F] I walk with the glow of Mother Eternal? Waltcrest [1M/F] There are hundreds of starving engineers. That's not special. [2M/F] Whatever you were in the past, you're no merchant now. [3M/F] Will your quick fingers save you from dozens of bounty hunters? [4M/F] Your precious soldier's oath is worthless now. [5M] A smart shark knows how to hide behind a sea of fish. [6M/F] Don't sell me your superstition. It's your personality. This is what attracts friend and enemy alike to your doorstep. It calls out like a beacon to those in need... and to those who want you dead. You're making too much noise. Main Character So all I have to do is stop being me? Sage advice, amphibian. Waltcrest Joke if you want to, kid. But at the end of the day, you're not ready to face the people who want you dead. Not yet. Main Character So you're, what? Going to take me under your wing and teach me how to conquer the world? Waltcrest Don't be ridiculous. You'll probably be dead within the week. I need help cleaning my shop. You should stop by. Waltcrest waddles off. Main Character What's your name, fat man? Waltcrest Waltcrest.

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