                                                           Stratagems (p1  f 9)

                   Strategy, Planning, and other Foresights

   This is a game of intrigue. The Greenies and the Kohr-Ah are out to
   get ya. Not to mention annoying probes, religious wackos, ugly
   disgruntled life forms, royalist toadies, cowardly mollusks, prankster
   blobbies, crusty blobbies, and the pacifistly challenged. You start
   out with the beginnings of a great war ship, but at the moment it's
   little better than a alloy skeleton. With the threat of total
   anialhation and stuff, you have to voyage out into the cold vast
   reaches of space and bring back minerals, information, and allies. You
   have only a few years, ya know.
   What to do, what to do?
   While you don't have to do most of these in the order I'm presenting
   them in, the first three are important to do early in the game. In
   some cases, you do need to do one thing before the other for safety
   reasons.

   Speed|Stealth| Credits|Arilou|Galactic Travel|Probe Problems|Shofixti
                                 Come Home
   Thraddash Shmaddash|Pkunk vs. Ilwrath|Kooky Umgahs|Yehaaaat!!! |Ultron

You are already at the first document
                                                           Stratagems (p2  f 9)
                                Mycon Mayhem

Make a Speedy Ship ASAP

   You'll need to outrun yer enemies, then out manuever them. So, the
   first thing you buy at your space station is a bunch of thrusters,
   after buying fuel of course. Then go out and bring back minerals. Buy
   more thrusters, and if possible, another sotrage tank. Don't worry so
   much about crew or weapons until after the first year or so. Then buy
   turn jets, until you've maxed out in thrusters and jets.

Say NO to Hostile Territory

   Face it, yer still a wimp until you meet allies and get a spiffed up
   ship. Possible exceptions are into the Vux and Spathi territories, cuz
   you can often speed past them. Unless you're good at the combat (you
   don't play Cyborg On), don't fight the 'Quans in your flagship.

Get Creds

   The Melnorme love lifeforms. They'll pay you to totally strip worlds
   of life, thus ensuring that no "sentient" life will ever evolve
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                                                           Stratagems (p3  f 9)
   there.... And they want Rainbow World locations. That brings in the
   big bucks. Use the credits to buy SHIP ENHANCEMENTS. Buy information
   later.

Visit the Arilou

   You'll need a lot of fuel to get there, so load up on tanks, and maybe
   the Melnorme can help you out with fuel economy. The Arilou, if you
   are friendly to them, will reward you with information and maybe a
   goodie or two.

Go A-Traveling

   If you have the ability to, of course. It's no easy feat to visit
   every sector of this galaxy, but if you think your equipment is up to
   the task (wink, wink) or you have a lot of time on yer hands (yeah,
   right), then here are a few places to visit:
     * The source of the annoying probes (Melnorme may help ya)
     * The home planet of Admiral Zex's most coveted creature
     * Suppox and Utwig territory
     * Rainbow Worlds
     * Druuge traders (slavers)
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                                                           Stratagems (p4  f 9)
     * Admiral Zex himself... be prepared to fight
     * Spathi territory

Probe Woes

   Aren't those tumbling, zapping probes kicking your butt? If you don't
   stop them soon, they'll multiply and fester and ooze throughout the
   galaxy. Of course, they attack the other meanies, too. If you've given
   the Melnorme enough creds, they can tell you all about the probes and
   where they're coming from.

Endangered Species: Shofixti

   If you have .... worked things out with Admiral Zex, you may have
   valuable cargo in your possesion. Mayhap you've wondered what happened
   to all those little critters called the Shofixti? The sad truth is,
   there's only one male alive, and he's old and crochety. The geezer's
   mostly blind, too. He'll attack, thinking you are a 'Quan vessel. (The
   flagship's freakin' huge, eh!) If you blast him, you'll be arrested by
   the InterGalactic Environmental Protection Agency (IGEPA). He's
   integral to Shofixti Captive Breeding and Relocation Program. If you
   get enough of these critters, you'll not only not have to worry about
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                                                           Stratagems (p5  f 9)
   running out of crew, you can shame the Yehat into Civil War. Which, in
   this case, is a good thing, cuz the Queen o' these guys is sucking up
   to the 'Quans. Anyways, once you get cargo from Zex, go to Delta Gorno
   and inform the aged, near-sighted marsupial. You may have to get
   verbally rough with him.

Thraddash Bash

   There are two ways of dealing with these quarrelsome creatures (now in
   Culture 19): fight them or trick them. Being somewhat of a pacifist, I
   like to trick them. You need to get them out of their home area for a
   little bit, they've got some interesting places to visit. If you want
   to beat them up, be sure you don't do it at their home world, or the
   kills "won't count". To trick them, just talk to them for a bit,
   listen to their history, and try to help them gain favor in the eyes
   of their masters, the Greenies.

Join the Pkunk Liberation Force!

   The poor peaceful Pkunk have been savaged by the Ilwrath as of late.
   Those mean and nasty spidery creatures, in worship of Dogar and Kazon,
   have nearly wiped out the race of birdies. Stop them! How?... Um....
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                                                           Stratagems (p6  f 9)
   Just asking them to won't work, for some reason. It has something to
   do with their evil devotion to the dark twins. Maybe you could ask the
   gods to stop. They hang out on a local hyperwave channel. Anyone with
   a hyperwave 'castor can communicate. For some reason, the gods seem to
   giggle a lot. The eminations for these conversations seem to be coming
   from the Alpha Tauri solar system....

Umgah Daze...

   The Umgah aren't bad folks, really. They're just misunderstood. If you
   can appreciate their sense of humor, it may be interesting to go visit
   them. However, before you embark on this journey, make sure you have
   visited the Orz. Be friendly with them, and they may let you into
   their *playground* and other planets in their area. Here you will
   gather valuable data and... a big rock! After getting what you need,
   spiff up yer ship and bring a lot of friends with you when you go to
   see the Umgah. You'll need to survive at least 10 fights.

Civil War

   Once the Shofixti have repopulated, bring a shipful of them to show to
   the Yehat. The Yehat, once part of the Alliance of Free Stars, had
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                                                           Stratagems (p7  f 9)
   become 'Quan battle thralls once the other me
   do with their evil devotion to the dark twins. Maybe you could ask the
   gods to stop. They hang out on a local hyperwave channel. Anyone with
   a hyperwave 'castor can communicate. For some reason, the gods seem to
   giggle a lot. The eminations for these conversations seem to be coming
   from the Alpha Tauri solar system....

Umgah Daze...

   The Umgah aren't bad folks, really. They're just misunderstood. If you
   can appreciate their sense of humor, it may be interesting to go visit
   them. However, before you embark on this journey, make sure you have
   visited the Orz. Be friendly with them, and they may let you into
   their *playground* and other planets in their area. Here you will
   gather valuable data and... a big rock! After getting what you need,
   spiff up yer ship and bring a lot of friends with you when you go to
   see the Umgah. You'll need to survive at least 10 fights.

Civil War

   Once the Shofixti have repopulated, bring a shipful of them to show to
   the Yehat. The Yehat, once part of the Alliance of Free Stars, had
-- press space for more, use arrow keys to move, '?' for help, 'q' to quit.
                                                           Stratagems (p7  f 9)
   become 'Quan battle thralls once the other members had dispersed. This
   was kind of cowardly in the eyes of many Yehat, but since she was
   their Royal leader, it was overlooked and now they fight for the
   Greenies. The sight of a Shofixti ship and captain will shame some of
   the Yehat clans into wanting to help the New Alliance, but some of the
   royal clans still support the Queen. So ensues the Civil War. This
   will keep them busy for most of the game, but if you come across
   friendly Yehat they'll give you some ships...the only problem is that
   you can't tell which are friendly til yer close and personal. Oh,
   well. Viva la revolucion!

Fruits of Labor

   If you've visited the Pkunk, Suppox, Thraddash and Druuge, you have
   the makings of an Ultron. If you fix it and return it to the Utwig,
   they will be happy again and join the efforts of the war. This is
   good, cuz not only does it delay ultimate destruction for a year, but
   you also get plenty of Juggers! These are the coolest and best ships
   you can get to fight both races of 'Quans. Rejoice, for you may just
   live to see through this ordeal!

Myconassaince Mission
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                                                           Stratagems (p8  f 9)

   Utwig Juggers allow you to play in the Mycon area. Oooo, those foul
   uncaring aesexual blobbies! They're literal home wreckers. They send
   their Deep Children to otherwise uninhabitable (to Mycon) planets.
   Such planets are often already inhabited by nice folks. Such as what
   happened to the Syreen. Oh, they're still around. Quite close to you,
   actually, under the shadow of the 'Quans beating the crap out of each
   other. Anyways, you can talk to them using a 'Castor. If you can give
   'em proof at what the Mycon did to their home world, they'll join the
   fight against the Kohr-Ah death sentance. To convince them, go to
   shattered worlds in the Mycon area, play detective and look for clues.
   Also, talking to the Mycon is actually entertaining. You could do this
   forever if you have some Juggers! Hear all about Dugee the Purity
   Monitor, Juffo-Wup, and details on their reproduction processes.
     _________________________________________________________________

   StarCon Page
   *Spiffy*!
     _________________________________________________________________


    This strategy guide is still under construction. If you have any
-- press space for more, use arrow keys to move, '?' for help, 'q' to quit.
                                                  StarCon Spy Central (p2  f 6)
Species Info

  Alliance of Free Stars

   Arilou
   Homeworld: Falayalaralfali, not in this dimension, but can be accessed
   through a worm hole in the vicinity of 613.4:590.0 on the 17th or so
   of every month.
   History: Have been visiting Earth for centuries, and may be linked to
   the "fair folk" of the Celtic era as well as the alien abductions seen
   in the 20th century. First acknowledged encounter, however, was in
   2111 when they joined the Alliance of free stars. The Arilou are very
   secretive about their lives, and will share only with friendly
   individuals who dare to visit them through the worm holes.
   Description: Short, pale skin, large eyes, otherwise humanoid...
   "elfkin". They use telepathy to communicate.
   Misc: According to Ambassador Zelnick, the technologies of the Arilou
   and the Ur-Quans is similar, and may have had a past link. Current
   thinkers in our nest have theorized that both these technologies may
   be patterned after the Precursors.
   Another issue that concerns Earthlings is the Arilou view towards
   Earth. They seem protective of it, yet seem to manipulate the
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                                                  StarCon Spy Central (p3  f 6)
   populace. More may be revealed later.
   Chenjesu
   Homeworld: Procyon, in Ilwrath territory
   History: Crystal entities, made of silicon and other chemicals.
   They've kinda been the big movers and shakers in the Aliance, until
   they were inevitably slave-shielded onto Procyon (along with the
   Mmrnmhrm). They had the neatest ships, in mine opinion, of all old
   Aliance members. Chmmr
   Earthlings
   Mmrnmhrm
   Orz
   Pkunk
   Shofixti
   Spathi
   Supox
   Syreen
   Utwig
   Yehat
   Zoq-Fot-Pik

  Ur-Quan Hierarchy

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                                                  StarCon Spy Central (p4  f 6)
   Androsynth
   Ilwrath
   Mycon
   Thraddash
   Umgah
   Ur-Quan Kzer-Za
   Ur-Quan Kohr-Ah
   VUX

  Neutrals

   Dnyarri
   Druuge
   Melnorme
   Slylandro

  The Lost Races

   Precursors
   Sentient Milieu
   Dnyarri
     _________________________________________________________________
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                                                  StarCon Spy Central (p5  f 6)

Ship Information

     _________________________________________________________________

Devices

   Taalo Shield
   Ultron and Components
   Mycon Egg Cases
   Rainbow Worlds
   Sun Device
   HyperWave 'Castors
   Portal Spawner
   Utwig's Bomb
     _________________________________________________________________

   Sources:
   Many people's StarCon History pages:
   StarCon History
   The Home Pages of Now and Forever
   Thanks folks!
-- press space for more, use arrow keys to move, '?' for help, 'q' to quit.
                                                  StarCon Spy Central (p6  f 6)
   And of course, the economical Melnorme.
     _________________________________________________________________

   If you have any information you would like to share, e-mail me!
     _________________________________________________________________

   StarCon Page
   *Spiffy*!
     _________________________________________________________________


    This strategy guide is still under construction. If you have any
    comments, suggestions, or rants, e-mail me.
    Text and Background  May 1996 Aymi Andrews of Destiny's Ink
    Last updated: 8/22/97







Commands: Use arrow keys to move, '?' for help, 'q' to quit, '<-' to go back.
                                                         StarCon Info (p1  f 9)

Time line

   1940:
          Radio waves from Earth draw attention from 'Quans and Chenjesu.
          When humans begin to explore space and even reach their single
          moon, these peeping folks became even more interested.

   2015:
          Earthlings nearly wipe themselves out with nuclear weapons,
          called the "Small War". Sheesh. The United Nations assumed
          world-wide control, locked away all massively destructive
          devices, and later outlawed other, smaller weapons. Peace
          breaks out. Nuclear research is abandoned for fear of
          bomb-making, lasers are monitored closely. Paranoia...
          Also during this period, a new religious cult arose, lead by
          former car salesman Jason MacBride. He predicted the end of the
          world, and his following, the Homo Deus (Godly Men, for the
          Latin-impared) believed themselves to be the chosen few who
          would survive. (Sounds familiar, eh?)

   2019:
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                                                         StarCon Info (p2  f 9)
          Human cloning takes place, thanks to genetic engineering in
          Switzerland. These clones were sterile. Guess what comes next?
          Good ole Brother Jason feels threatened by the clones, and his
          influential cult declares them Androsynths (fake men) and the
          poor misbegotten folk become slaves. Sigh.

   March 11, 2046:
          The predicted date of end of the world. Nothing happens.
          MacBride retreats from society, Homo Deus loses power.

   Mid-21st Century:
          Lunar bases, asteroid research labs, factories in orbit.
          Earthlings have begun to spread out in their solar system, but
          slow space-faring craft inhibit deep space exploration.
          Scientist try to remedy this.

   2085:
          Androsynth Rebellion. If you were one, you'd do it, too. Humans
          sympathetic to the cause helped the Androsynth skip planet and
          take over the space stations in orbit and on Luna. The U.N. did
          not take kindly to this flight for freedom, and sent their
          space military arm called "Star Control" to try to win back the
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                                                         StarCon Info (p3  f 9)
          stations from their former slaves. Androsynth technology,
          vastly superior to the Humans', kept them at bay. Frustrated,
          the world gov decided to wipe out the Androsynth from the
          destructive goodies hoarded in the "Peace Vaults". What would
          you expect from a primitive race? Before such drastic action
          came to be, the Androsynth had turned 8 of the space stations
          into ships, and sailed away into the galaxy. Hehehe.

   2112:
          Humans get around to building their biggest and best space
          station, Ceres Base. All cheered the human savvy.

   2115:
          First acknowleged contact with alien beings!!! The Chenjesu
          popped into view, told them of the 'Quans, and offered an
          alliance. Surprisingly, the humans didn't open fire on the
          Chenjesu. Instead, they pondered the alien presence and the
          foretelling of doom.

   August 1, 2116:
          Finally, Earthlings ally with the Chenjesu and the others who
          sought to fight off the 'Quans - the Mmrnmhrm, the Yehat, the
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                                                         StarCon Info (p4  f 9)
          Shofixti, and the Syreen. The Arilou Lalee'lay (aka the Arilou)
          joined immediately after. This party became known as the
          Aliance of Free Stars.

   2116 - 2134:
          War! The Aliance of Free Stars (AFS) vs. the Ur-Quan Hierarchy.
          The Hierarchy consisted of the Ur-Quan Kzer-Za (the Greenies)
          and their fighting slaves, or Battle Thralls. Those species
          were the Mycon, Spathi, VUX, Umgah, Ilwrath, and the human
          off-shoots, the Androsynth. It was a hard fought war, but the
          Hierarchy was winning.

   March 16, 2134:
          Captain Burton, rare among Humans for having some common sense,
          was attacked by Androsynth around the Zeeman-Vela star system.
          She managed to escape destruction at their hands by flying her
          ship, the Tobermoon, at the heart of a supergiant star
          (Zeeman's Star), and detonating nuclear missiles. The
          Androsynth ceased the chase, thinking the ship destroyed.
          However, the Tobermoon was badly damaged, and landed on the
          second planet orbiting the dwarf star Vela. The air was
          breathable, the land full of edibles, and ores were plentiful.
-- press space for more, use arrow keys to move, '?' for help, 'q' to quit.
                                                         StarCon Info (p5  f 9)
          Not only that, there just happened to be a Precursor station
          located in a nearby cave! Lucky devils. Short summary of
          events: the Tobermoon speeds back to Earth, loads up on
          scientists, and returns to Vela II. Bad news arrives. The
          'Quans were on their way to Vela, and Burton was to return to
          Earth, and by the way had to destroy the Precursor find, cuz if
          Earthlings can't have it, by golly, no one can!

   August 11, 2134 - circa 2154:
          Unzervalt
          Burton remains behind to destroy the station should the 'Quan
          land. Command of the Tobermoon is given to another, who then
          attempts to go home, promising to return with relief after the
          Hierarchy is pushed back. Yeah, right. He doesn't return. They
          waited. During this time, they made the planet into their home.
          As well, the station came to life and started creating the
          skeleton of a starship, Precursor style. They settled down to
          wait for the end of construction, naming the planet Unzervalt
          (our world). Soon the planet ran out of resources for the ship.
          It was, however, farable. A few could go home. Burton would
          lead, and Ambassador (first name??) Zelnick would pilot, for he
          was the only one who really understood the Precursor
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                                                         StarCon Info (p6  f 9)
          technology. They learned quite a bit about the Precursors at
          the station and on the ship. Off they went. As soon as they
          were out of orbit, they saw what was left of the Tobermoon,
          though no bodies were aboard. Kooky, eh? Anyways, Burton
          switched ships and left Zelnick in charge of the Precursor
          vessel. They continued on, when disaster struck. A red probe
          attacked the Tobermoon, and killed Burton. Saddened, Zelnick
          led the two ships back to Earth.
          Alliance
          During the time humans plundered Unzervalt of all minerals, the
          war fared badly for the Alliance. Earth was captured by the
          Greenies, and after that the Alliance crumbled. There was to be
          a last stand, but the Arilou had fled back to wherever they had
          come from, and the Shofixti had obliterated (supposedly) their
          race by destroying their sun, taking out a fleet of 'Quans. The
          Yehat and the Chenjesu skipped out to their homeworlds. The
          Mmrnmhrm followed the Chenjesu, leaving the Syreen to face the
          oncoming Hierarchy hoard alone. (Cuz no one wanted the Syreen
          around, the poor girls.) They threw themselves on the mercy of
          the 'Quans, who found a compatible new world for them and
          slave-shielded them there, since their own home world had been
          destroyed before the war. Then the 'Quan caught up with the
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                                                         StarCon Info (p7  f 9)
          Chenjesu and Mmrnmhrm who voluntarily went under the
          slave-shield together on Procyon. The Yehat's Queen, in an act
          viewed by many to be cowardice, bowed to the Greenies and
          begged to become Battle Thralls.

   2154 - ?:
          The New Alliance of Free Stars is formed. Precursor technology
          may be of great use to fight for freedom. Zelnick spends the
          next few years searching for minerals, new technology, and
          allies. New races are discovered, although not all join the
          fight. The Melnorme supply information to the war effort, but
          do not fight directly. The Slylandro are very friendly,
          although not anatomically capable of leaving their planet. The
          Druuge are nasty little slave traders, caring only for profit,
          and use deception and meaness to keep out of the way of the
          'Quan, especially the Kohr-Ah. New allies are found in the
          Pkunk, the Orz, the Supox, the Utwig, the Zoq-Fot-Pik, the
          Chmmr, and even they even win over the Spathi and Yehat. They
          succeeded in bringing back the Shofixti from extinction, and
          they were instrumental in the Civil War of the Yehat. The
          Thraddash, as well, were manipulated to the benefit of the
          Alliance. Oh, and they discovered a race of 'Quan never
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                                                         StarCon Info (p8  f 9)
          encountered before: the Kohr-Ah. They were black instead of
          green, and didn't want enslavement of other races, they
          demanded total destruction. Fun, eh?

   The Future:
          Coming soon....;)

     _________________________________________________________________

   Source: many people's StarCon History pages:
   StarCon History
   The Home Pages of Now and Forever
   Thanks folks!
     _________________________________________________________________

   Star Control Main Pages
   *Spiffy*!
     _________________________________________________________________


    WebWeaver: Text : 1996 Aymi Andrews
    Background  Destiny's Ink
-- press space for more, use arrow keys to move, '?' for help, 'q' to quit.
                                              The Cute 'n' Cuddly Orz (p1 of 2)

   [INLINE]

                    *Jumping-Peppers-This-Is-Smiley-Time!*

   [INLINE]

The CUTE, the CUDDLY, the Ones Who Like to *Dance* and Have *Parties*

   These aliens are funny and friendly. They quickly offer to join Earth
   in the battle against the two species of Ur-Quan. Howe'er, they
   probably have an ulterior motive that makes them extremely dangerous
   and not to be trusted. But that's no reason to not like these
   hilarious li'l folk. Oh, the reason that they are so funny is because
   they have a bug in their translator-thingies that make their
   language.... um, unique.
   The Orz kinda look like huge yellow fish. They turn red when they get
   mad, though. Their ships look kinda like bats, and the special weapon
   is that they have some of their crew leave the ship decked out in
   spacesuits and blow-torch thingies to burn a hole in the enemy's ship
   and then eradicate the people inside. These creatures are from another
   demention, like the Arilou *quick babies*, and seem to know the
-- press space for more, use arrow keys to move, '?' for help, 'q' to quit.
                                              The Cute 'n' Cuddly Orz (p2 of 2)
   secrets of the worm holes, and enjoy *smelling the colors* here. I
   suspect they plan on taking over this dimension or in some way wreak
   havoc, but it seems that most other species have similar plans, even
   the "good guys".

*Don't Forget - Enjoy the Sauce!*

     _________________________________________________________________

   StarCon Page
   *Spiffy*!
     _________________________________________________________________


    This strategy guide is still under construction. If you have any
    comments, suggestions, or rants, e-mail me.
    Text and Background  May 1996 Aymi Andrews of Destiny's Ink
    Last updated: 8/22/97




Commands: Use arrow keys to move, '?' for help, 'q' to quit, '<-' to go back.
                                              The Basics of Orz-speak (p1 of 3)

                                  The Format

   Because this language is a result of mis-communication, all Orz words
   should be encased in "*"s. Yes, my *SPIFFY* has those around it.
   Although I haven't come accross *spiffy* in any Orz conversations, it
   very well could be Orzish in origin, meaning unknown....

                          The Fundamentals Of Orzese

   Most of the time, you have to guess what the words mean. They aren't
   literal translations into English, but they are close, although some
   big discrepencies exist.

                            Some Words to Memorize

   When conversing with an Orz companion, here are some words and their
   meanings that are often heard:

   *happy camper* or just *camper*
          People who don't get in the way of their mysterious plans, and
          who are generally good-natured and enjoy the Orz's sense of
-- press space for more, use arrow keys to move, '?' for help, 'q' to quit.
                                              The Basics of Orz-speak (p2  f 3)
          humor.

   *party* or *parties*
          I'm not quite certain, but I think they mean a Space Fleet of
          some kind, a war aliance.

   *dancing*
          I'm quite sure they mean ship-to-ship combat.

   *sad animals*
          People who do get in the way of their mysterious plans, or who
          don't appreciate their jokes...

   *frumple*
          This is a very, very important word. It means "to get mad", as
          in "those *sad animals* make us *frumple*."

                            Tips for Conversations

          + Always be polite, do not make them *frumple*
          + Do not insult them
          + Do not ask too many questions about certain *sad animals*,
-- press space for more, use arrow keys to move, '?' for help, 'q' to quit.
                                              The Basics of Orz-speak (p3  f 3)
            especially the Androsynth. This makes them *frumple* and
            you'll end up *dancing*


          Zap to the StarCon Page
          Wiggle back to the Orz Page
          Warp to the Spiffy Main Page


    WebWeaver: aymi@netzone.com Last Updated: 2/5/96












Commands: Use arrow keys to move, '?' for help, 'q' to quit, '<-' to go back.
                                                           Worm Holes (p1  f 2)

                             What Are Worm Holes??

   They are dimensional gates, and they allow you to travel through
   hyperspace a lot faster, and you can zap to places that are relatively
   far away in a short amount of time. It's a good way to avoid
   approaching enemies, as well. They are also referred to as Quasi Space
   portals.

     _________________________________________________________________

                         The Secrets of the Worm Holes

   OK, what you need to do is get the remains of an 'Quan portal maker,
   and find the Arilou. If'n yer nice enuff, they'll make it into a Worm
   Hole Generator that you can use! It will allow you to zap out of a
   sticky situation in hyperspace, and into the uncharted territory of
   Quasi-Space...ooooo! You use up 10 thingies of fuel everytime, but
   then it doesn't cost any fuel to travel in Quasi-Space, eh!
   Quasi-Space looks like it's a greenish-yellow Swiss cheese.
     _________________________________________________________________

-- press space for more, use arrow keys to move, '?' for help, 'q' to quit.
                                                           Worm Holes (p2  f 2)
   Zap to the StarCon Page
   Warp to the Spiffy Main Page
     _________________________________________________________________

   StarCon Page
   *Spiffy*!
     _________________________________________________________________


    This strategy guide is still under construction. If you have any
    comments, suggestions, or rants, e-mail me.
    Text and Background  May 1996 Aymi Andrews of Destiny's Ink
    Last updated: 8/22/97









Commands: Use arrow keys to move, '?' for help, 'q' to quit, '<-' to go back.
                                                       Rainbow Worlds (p1  f 3)

                 What Are Rainbow Worlds? They Sound *Spiffy*

  They are planets that give off a rainbow image when you scan them. They don't
  look different untill you actually go to the specific planet and scan it, so
  they are kind of hard to find. It also doesn't help when there are only 10 or
  so in the whole known universe. As far as what they really are or what makes
  them so *spiffy*, it's a secret. Just go find them.

     _________________________________________________________________

                             How Are They Useful?

  Well, besides what their secret purpose is, there is a race known as the
  Melnorme who gives you 500 credits for finding them. What is this diabolical
  purpose? There are rumors floating around the galaxy that they are either
  garbage disposals of the Precursors, and that they may point to where these
  ancient beings disappeared to. To be explored in StarCon3???

     _________________________________________________________________

                            Where Are They Located?
-- press space for more, use arrow keys to move, '?' for help, 'q' to quit.
                                                       Rainbow Worlds (p2  f 3)

  WARNING! This is a blatant cheat! Don't look here unless you are totally
  stuck or have no scruples in game-playing!


Rainbow World Locations (that I've found):

     * Alpha Andromedae
     * Beta Pegasi
     * Epsilon Draconis
     * Groombridge
     * Beta Leporis
     * Gamma Aquarii
     * Gamma Reticuli
     * Beta Keplar
     * Epsilon Lipi

  That's nine so far, boys 'n' girls.
  And thanks to everyone who informed me of the last rainbow world location at:
     * Zeta Sextantis

  And to those who tipped me off on the rumored function of these worlds.
-- press space for more, use arrow keys to move, '?' for help, 'q' to quit.
                                                       Rainbow Worlds (p3  f 3)
  Contributors:
     * 100405.750@compuserve.comName? :)
     * Steve
     * Leo, aka Sivar

    Kevin Crouse

     _________________________________________________________________

   Zap to the StarCon Page
   Warp to the Spiffy Main Page
   Text and Background  1996


    WebWeaver: aymi@netzone.com Last Updated: 6/20/96







Commands: Use arrow keys to move, '?' for help, 'q' to quit, '<-' to go back.
