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Alien Legacy (TM) FAQ

                               

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    posted intermittently to comp.sys.ibm.pc.games.strategic
    http://128.95.101.15/alien/alienleg.htm
         al.doc = Word 6.0 for Windows
         al.txt = text

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Table of Contents
  1. INTRODUCTION
     1.1. VERSION NUMBER, AUTHOR, MAINTAINER
     1.2. PLEASE NOTE!
     1.3. THANKS TO ...
  2. NON-SPOILER SECTION
     2.1. PLOTLINE
     2.2. QUESTIONS AND ANSWERS
       2.2.1. IS THERE A PATCH?
       2.2.2. I SOMETIMES GET WEIRD ERRORS.
       2.2.3. ONE ADVISOR SAYS ONE THING, ANOTHER SAYS
            SOMETHING ELSE. WHO DO I LISTEN TO?
       2.2.4. I'VE SEARCHED EVERYWHERE FOR CLUES, AND I'M NOT
            FINDING ANY MORE.
       2.2.5. WHY DO I GET SILLY OR NON-HELPFUL MESSAGES
            DISPLAYED IN PDA:LOG?
       2.2.6. IS THERE A GOOD REASON TO PROBE EVERY PLANET?
     2.3. POINTERS AND NEAT TRICKS
       2.3.1. BUG! (OR IS IT A FEATURE?)
       2.3.2. BUG! (BUT USEFUL!)
       2.3.3. DO I REALLY NEED TO BUILD LOTS OF RESEARCH
          FACILITIES?
       2.3.4. STRATEGY, ANYONE?
       2.3.5. HOW TO GET LOTS OF VEHICLES.
       2.3.6. ADVISORS
          2.3.6.1. HOW DO I SEND AN ADVISOR SOMEWHERE?
          2.3.6.2. HOW DO I KNOW WHEN TO SEND AN ADVISOR
               SOMEWHERE?
          2.3.6.3. [ANY] ADVISOR TOLD ME [ANYTHING]. WHAT DO I
               DO NOW?
       2.3.7. GRUMBLE, GROWL
          2.3.7.1. WHY WON'T THEY LET ME SORT THE COLONIES IN
               THE COLONY MANAGER?
          2.3.7.2. I SURE WOULD LIKE A WAY TO QUICKLY ``FILL
               UP'' VEHICLES' CARGO HOLDS.
  3. SPOILER SECTION (SPOILERS DELETED FROM THE TABLE OF
       CONTENTS!)
     3.1. PLOTLINE
     3.2. QUESTIONS AND ANSWERS
     3.3. POINTERS AND NEAT TRICKS
     
--------------------------------------------------

1.   Introduction
   
    1.1. Version Number, Author, Maintainer
           Version Number: 95.02.03 (First release)
           
           Previous release: 95.02.02
           
                Any Changes? Yes.
           
           First release: 95.02.03
           
           Author/Maintainer: Michael Andersson
           
           
   
    1.2. Please note!
           This is a work in progress. I want your input.
           
           If you feel I have left something out, tell me. If I
           have misspelled something, tell me. If you have a
           question you think should be included, tell me. If I
           have made a flagrant mistake, tell me. In other
           words, tell me anything you can think of to make
           this a better document. My email is
           .
           
           I will NOT cover material that is already covered in
           the game's manual. Really! The manual is only 92
           pages long, including the Index and Table of
           Contents--SO READ IT! There even is a small
           troubleshooting section, and I do not want to
           duplicate what has already been done. If there is a
           question that is frequently asked, and the answer is
           in the manual, I will put ``RTFM'' as an answer.
           Maybe if I feel nice, I'll put a page number.
           
           I will not tell you how to play the game. RTFM. And
           if people send me email asking stupid questions, I
           will either tell them to RTFM or RTFfaq. Other than
           that, I'm a real nice and helpful kinda guy.
           
           Also, I have tried to be extremely careful about
           spoilers. The ``Non-Spoiler'' section has nothing,
           not even plotline elements that come out later in
           the game. The ``Spoilers'' section is a free-for-all-
           -any information could show up anywhere.
           
   
    1.3. Thanks to ...
           Michael Lewchuk , for his
           initial questions, subsequent help and
           e-conversations, and especially his detailed
           analysis of various installations' effectiveness.
           
           Thomas Ruschak , for his
           plotline summary.
           
           Lab Master , for
           assimilating much of the start-up information and
           volunteering me for this job.
           
           Ron Williams            about the patch.
           
           Also to the following people, who posted articles
           that I found useful: Guy William Bailey, Igor Nosov
            (also at until
           95.02.28), Kristin Mennie, Beaulieu Sebastien,
           Stuart L. Flicker, and Mike Peele
           . [People I was unable
           to contact or who requested such have had their
           email addresses omitted.]
           

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2.   Non-Spoiler Section
   
    2.1. Plotline
           You are the captain of an interstellar seedship, the
           Calypso, sent out to colonize the Beta Caeli star
           system. Why? Because the Alpha Centaurians are
           attacking Earth, you're humanity's last hope, yadda,
           yadda, yadda, and it makes the game possible. Your
           mission is a follow-up to a previous ship, sent to
           arrive at Beta Caeli 21 years before you, but which
           seems to have completely disappeared. You and your
           advisors are in charge of setting up and maintaining
           vibrant, growing, and productive colonies around the
           new star system.
           
           During the game, you'll need to find clues as to
           what happened to the Tantalus, find things that help
           you develop new technologies, and just generally
           deal with whatever unexpected things any old
           seedship captain might have to deal with.
           
           Tom Ruschak puts it this way:
           
           ``What you got here is a combination Sim-
           City/Starflight type game. This comes as no shock,
           since it was done by Joe Ybarra, who wrote
           Starflight 1 & 2. If you played & enjoyed either of
           those game, buy this one now.
           
           ``OK, a basic synopsis: you're the 2nd colony ship
           entering an unexplored new system. The nasty aliens
           have destroyed Earth, so you need to get this right,
           or there'll be no more human race. Unfortunately,
           you arrive some time after the other colony ship,
           and when you get there, you don't see a 'Welcome'
           mat..
           
           ``You need to establish colonies (which run with a
           very simple sort of Sim-city sim), try and find out
           what happened to the other colonists by exploring,
           and research new and interesting things to help you
           to do these two things. Along the way, [spoilers
           deleted] and generally wander around the planetary
           system. BTW, just watching the planets & satellites
           go around the sun in the observatory is fun, and you
           actually need to plan trips for closest approach, a
           nice touch.
           
           ``Anyway, I won it in about 50 hours of game play. I
           paid $48 or so, and I feel I got maybe $65 in fun
           from it, so it was a good deal for me.''
           
           And Michael Lewchuk responded to Tom's description
           with:
           
           ``You must research tech to stay one step ahead of
           total disaster. There are many and various ways to
           end the game, most of them unpleasant. Researching
           ways to avoid disaster is very beneficial.
           Researching them before you come upon the disaster
           is even more beneficial.
           
           ``You build colonies out of 4 types of buildings:
           habitats, power plants, factories, and laboratories,
           plus a few special buildings later on once you've
           researched them. You explore the planets and make
           discoveries as to the fate of a previous
           colonization attempt. You basically try to survive
           long enough to win the game. You have two goals:
           survival (if you die, that's bad) and points (based
           on how many colonists, materials, colonies,
           buildings, and spacecraft you have). You will face
           several challenges. The interface is a menu-driven
           system to select what you want to do, and a tile-
           based graphics screen for colony building, and a 3D
           (well, 2D, since you maintain a constant height
           above the ground) flight mode for exploration of
           surfaces of planets, moons, and asteroids. You will
           need to explore various planetary surfaces for clues
           to the fate of the old expedition and for
           interesting scientific curiosities which can
           increase the likelihood of you surviving.
           
           ``Add to this, 5 different advisors, each of them
           wanting you to run things the way they want them
           run. :) Will you be invited to the engineer's condo
           on Ares when he retires, or will you end up being
           [spoilers deleted]? Your actions determine your
           fate.''
           
   
    2.2. Questions and Answers
         
         2.2.1.    Is there a patch?
                YES! It is available online at Sierra's BBS, on
                Compuserve and AOL (I think). If you can't get
                it there, try here:
                http://128.95.101.15/alien/alienleg.htm. It's
                just a patch, not the whole game, so don't
                think you're getting away with anything
                (translation: without the game, it does you no
                good).
               
         
         2.2.2.    I sometimes get weird errors.
                There seem to be several ways to get them. Mine
                usually happened when the save-file became
                corrupted (while on a floppy on the way home
                from work—yes, I play in both places). Certain
                points in the plotline seem to also trigger
                this type of error. Somebody else said they got
                this error by pressing the [esc] key too much,
                or at inopportune moments. So don't press the
                [esc] key so much. :-)
               
                Try upgrading to version 1.01. They say that it
                is supposed to take care of many of the
                errors/problems. I don't know, I didn't have
                that many problems to begin with.
               
         
         2.2.3.    One Advisor says one thing, another says something
              else. Who do I listen to?
                Do everything your advisors advise. If they
                disagree, ignore (or postpone following up on)
                the military advisor.
               
         
         2.2.4.    I've searched everywhere for clues, and I'm not finding
              any more.
                That's because your advisors and the other
                humans are not perfect. Some of them don't
                initially see everything, and some of them
                withhold information. Eventually, you'll get a
                message to the effect of ``Oh, we overlooked
                this before, but check it out now.'' And have
                you really searched everywhere, including the
                outer planets/moons? There are some interesting
                things out there!
               
         
         2.2.5.    Why do I get silly or non-helpful messages displayed in
              PDA:Log?
                Game programmers are silly. Delete them [the
                messages, not the programmers].
               
         
         2.2.6.    Is there a good reason to probe every planet?
                I don't think so.
               
   
    2.3. Pointers and neat Tricks
         
         2.3.1.    Bug! (Or is it a Feature?)
                For every single planetside sector you explore,
                the ``day'' counter advances by one. But
                nothing else happens--meaning that none of the
                time-dependent processes (building, mining,
                producing, voyaging) do anything, just that the
                counter advances by one. In other words, it is
                nearly useless to talk about ``what turn are
                you at.'' Instead, you'll get a better idea by
                asking ``Where in the plotline are you?''
               
         
         2.3.2.    Bug! (But useful!)
                When dismantling colonies (there are various
                reasons you might want to do this), you will
                reach a point where you can leave several
                humans, and still dismantle their last
                remaining habitat (everything else should
                already have been dismantled). This leaves you
                with a colony with several (I've done up to 27)
                humans. Now, send a vehicle there, and pick
                them up--send them somewhere that you need
                them. Leave the colony, go to the Colony
                Manager, and look at the colony you just
                removed the humans from--more humans! Set up
                what I call a ``Human Mine'' (pipeline to some
                nearby colony). Be careful, though, you may end
                up with more humans than you know what to do
                with!
               
         
         2.3.3.    Do I really need to build lots of Research Facilities?
                Well, the jury's out on that one. I think so,
                but others think not (see 3.3.9). It is
                possible to get all the research points you
                need simply by exploring the surface--but the
                biggest drawback (IMO) is that it takes way to
                long. Basically, if you tend to do a lot of
                surface exploration (to get ore/energy), you
                will end up with a lot of research points,
                anyway. You do need to have some Research
                Facilities.
               
         
         2.3.4.    Strategy, anyone?
                Try to keep most of your installations at about
                the same level. If you don't, things get out of
                whack. As far as how many of what, since you're
                allowed 16 installations per colony, try 5
                habitats, 5 factories, and 5 power stations.
                This lets you add one other installation of
                your choice. My favorite factory distribution
                consists of 2 mines and 3 robot factories, but
                your mileage may vary.
               
                To win a Grand Strategic Victory, you need to
                maximize your points: make lots of colonies.
               
         
         2.3.5.    How to get lots of vehicles.
                Thanks to Michael Lewchuk for telling me how to
                do this: When you build new factories, set them
                to ``vehicle'' construction. When they are done
                building, allow one more turn. Presto, (almost)
                instant vehicle. Now, change the factory to
                whatever you want it to do (2 mining, 3 robots
                is good, I think). If you keep doing this,
                you'll eventually run out of engines (the game
                only allows 148 vehicles).
               
                Igor Nosov suggests having a vehicle-producing
                factory, switching it off-line, and going back
                on-line at the next turn. He says that it does
                consume the necessary resources, but that the
                vehicle is produced in that one turn. I haven't
                confirmed this.
               
         
         2.3.6.    Advisors
                In the back of the manual, there are
                biographies for each of the Advisors. It was my
                biggest disappointment to discover that each
                position (not each person) has a script, and it
                makes no difference as to who does what. I
                figured that if they had gone to the trouble of
                putting biographies, one should have to weigh
                and balance each person's advice based on their
                experience, competence, and capabilities. But
                that's not what happened.
               
             
              2.3.6.1.  How do I send an advisor somewhere?
                     RTFM, p 39.
                     
             
              2.3.6.2.  How do I know when to send an advisor somewhere?
                     RTFM, p 40.
                     
             
              2.3.6.3.  [Any] Advisor told me [anything]. What do I do now?
                     RTFM, and check out your PDA:Log.
                     
         
         2.3.7.    Grumble, growl
             
              2.3.7.1.  Why won't they let me sort the colonies in the Colony
                   Manager?
                     Build the colonies in the order you want
                     them to appear. (Even so, in my
                     experience, the newer ones don't always
                     get added at the bottom.)
                     
             
              2.3.7.2.  I sure would like a way to quickly ``fill up''
                   vehicles' cargo holds.
                     Wouldn't we all?
                     

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3.   Spoiler Section
   
    3.1. Plotline
           During your travails, the flora and fauna on Gaea
           and Rhea go from being docile to being a royal pain
           in the rear. This is due to the fact that they're
           controlled by a yet-to-be-discovered H'Riak seedship
           hiding in the Beta Asteroids. Also, there are
           Empiants living in Cronus, and they don't like us,
           'cause ``our thoughts hurt their heads.'' Then you
           get a rebel colony that you have to deal with, and
           finally you cooperate with the Empiants to build a
           new type of interstellar drive, ensuring humanity's
           forever expansion out into the stars, with the
           Empiants at our sides. But we never hear what
           happened to Earth.
           
   
    3.2. Questions and Answers
         
         3.2.1.    My [Blank] Advisor wants to go do something at Gamma1.
              Do I have to create a colony there first?
                No, just send him or her (along with whatever
                help they need) on a Probe Mission. Then leave
                them there until they report finished. Note
                that when the Navigator wants to go, he or she
                will want some robots along--you have to
                somehow stop the robot-destroying signal from
                Gamma1 before sending the robots. See also the
                strategy section (3.3.3)
               
         
         3.2.2.    Is there more after the H'Riak Sporeship is destroyed?
                Yes, much more.
               
         
         3.2.3.    How do I deal with the hostile biota on Gaea and Rhea?
                Thanks to Guy William Bailey for the
                inspiration for this section.
               
             
              3.2.3.1.  Blowing up pylons on Gaea/Rhea
                     If you destroy the pylons on the either of
                     the two planets, the biota threat is
                     eliminated but Gamma1 will suddenly roar
                     to life and start plummeting into the sun.
                     You have 1000 turns until it hits the sun
                     and another 80 turns after that before the
                     sun goes supernova and you lose the game.
                     
             
              3.2.3.2.  Blowing up pylons on Gamma1
                     Identical results as above.
                     
             
              3.2.3.3.  Muffle the signals from Gamma1
                     Identical results as above.
                     
             
              3.2.3.4.  Create a plague to destroy the biota
                     When your advisor suggests this, it seems
                     like a good idea--of course, when they say
                     that it might be harmful to your own
                     people, they're right. The plague is
                     effective for a little while, then it
                     starts killing your own people--now you
                     need to research a cure.
                     
                     THIS JUST IN! If you only set off two of
                     the three Antigen Inhibitor bombs, the
                     biota disappear but your people will not
                     get the plague! This seems to be the best
                     option.
                     
                     Any of the first three solutions above
                     works fairly well, provided you have
                     researched the necessary technologies--
                     especially the Inverse Fusion Reactor
                     (although someone maintains that you find
                     the IFR on Gamma1--I don't remember).
                     
             
              3.2.3.5.  Do absolutely nothing
                     Your advisors will tell you that you can't
                     start any new colonies on Gaea or Rhea
                     until the biota are calmed, but they're
                     wrong. You need to send over some vehicles
                     with enough supplies to build a few
                     habitats. Then send over some humans, then
                     quickly build a force shield. Now you're
                     set to build up the rest of the items you
                     need to run a colony. Note that you WILL
                     lose things in the construction process,
                     especially humans. Also, once the shields
                     are up, you will continue to lose things,
                     but at a slower rate--you can try to keep
                     the biota away from your colonies by
                     spotting them from the Mercator Map.
                     
                     There is an unconfirmed report that the
                     biota don't attack vehicles at Gaea_7 and
                     Gaea_8. Anyone care to confirm?
                     
                     By using this method, you can build up
                     lots of colonies/vehicles/supplies before
                     you ever need to deal with Gamma1--but
                     eventually you must!
                     
         
         3.2.4.    Is it possible to wipe out the biota with vehicles?
                     Maybe? It's possible to remove all the
                     ``green blobs'' on the mercator map, but I
                     don't think it's possible to remove the
                     biota threat.
                     
         
         3.2.5.    Do I need to colonize the asteroids?
                Depends. The Alphas are great sources of ore,
                except for Alpha1, which is easily over-mined.
                The Betas are much to easily over-mined to make
                colonies there worthwhile, IMHO.
               
   
    3.3. Pointers and neat Tricks
         
         3.3.1.    The Chase
                When the colonists rebel, you will eventually
                be told to investigate Gaea:G30, which will
                lead you on a trail of clues, with the rebel
                governor taunting you along the way.
                Eventually, the clues lead to diverging paths,
                with some paths leading to dead ends; here's
                the proper path: Gaea:G30, Hermes:E4, Ares:I20,
                Hera:I21, Hades:D10, Hades:H12.
               
                I can't remember if they make their demands
                before or after you find them, but they demand
                that you build habitats at a new Hermes
                location. Build enough habitats for all of them
                (over 1000?). They start voyaging from Hades to
                Hermes, and eventually your Military Advisor
                will intercept a message from their leader
                saying that she's stuck in the bunker (her
                vehicle won't start). Then, take your nearest
                vehicle (I like SSHades, but Hades_1 works just
                as well), and bomb the living daylights out of
                the bunker (which is unprotected because you
                destroyed their armaments before they could
                finish building them, just like I told you to
                do, right?). Remember not to bomb the bunker
                until it says you're cleared to do so... well,
                all right, if you really must, go ahead, but
                read section 3.3.2 first.
               
         
         3.3.2.    Cool ways to die (Disastrous Losses)
                At the very beginning, don't create enough
                habitat space for the emergency-awakened
                colonists. (Lab Master)
               
                Bomb the rebels' bunker on Hades before it has
                been emptied. (Mike Andersson)
               
                Don't do anything when Gamma1 flies into Beta
                Caeli. (Lab Master)
               
                Anything else?
               
         
         3.3.3.    Strategy, anyone?
                Early in the game, you'll need 3 research
                stations on Calypso, 1 studying Biology, and 2
                studying Physics.
               
                Michael Lewchuk suggests the following research
                strategy: (Early in game) Calypso--1 Biology, 1
                Physics, 1 Math; Gaea Surface--1 Biology.
                (Later in game) orbiting Gaea--2 Biology, 2
                Chemistry. He says, ``After this, I turned the
                labs on Gaea off, and produced mainly
                mathematics and electronics at the space
                stations and Calypso. Ever try to find math and
                electronics? It's hard compared to geology,
                physics, astronomy, chemistry, or biology!
                Anyway, after getting to the sporeship, I
                turned the labs on Gaea back on to produce even
                more math, electronics, and the odd physics.''
               
                Don't destroy any of the pylons until you have
                your Inverse Fusion Reactor (or Big Bomb, as I
                like to call it). Destroying pylons sets Gamma1
                in motion, and you need Big Bomb to destroy it.
                If you have the Inverse Fusion Reactor, and you
                still haven't located Gamma1 (i.e., you haven't
                set up your 3 electronics labs to triangulate),
                blow up all the pylons on Gaea or Rhea. Your
                advisors will find Gamma1 real quick! And you
                have 1000 turns to do your stuff on it. Would
                someone confirm to me whether or not the IFR is
                found on Gamma1, or can it be built before
                then?
               
                Much, much later in the game, you will need
                SSCronus. It will need 6 research stations,
                fully upgraded (level 6); 2 each researching
                Math, Biology, and Physics. It will also need
                to have on hand 3000 ore, 3000 energy, and 300
                robots. Why? When you start cooperating the
                with the Empiants, they need these items to
                research the new interstellar drive.
               
         
         3.3.4.    Are the Biota Shield, Mass Driver, and Anti-Meteor Gun
              effective?
                According to M. Lewchuk, ``Build one. [Mass
                Driver] It's resource consumption is
                laughable.'' The Anti-Meteor Gun is only useful
                on Ares, when Gamma1 tries bombarding as it
                flies by on its way to Beta Caeli, although I
                suppose one could avoid that by blowing Gamma1
                up before it gets close enough.
               
                I think that the Biota Shield are effective.
                You would certainly not be able to keep any
                colonies on Gaea and Rhea without them. True,
                you keep losing things, but they tend to be
                minor losses (except the vehicles), in my
                opinion. You can minimize (eliminate?) those
                losses by attacking the biota in the big-green-
                blob-sectors.
               
                From another source: The Mass Driver is not
                cost effective, but useful to supply ore to
                Siphoning Stations.
               
                See also section 3.3.9.
               
         
         3.3.5.    Is there a real use for missiles?
                One source suggests that several ships on
                Missile Missions, orbiting Cronus, keeps the
                Empiants confined. I have not confirmed this.
               
         
         3.3.6.    Is there a good reason to set up siphoning stations?
                If you need energy, they are really good
                sources of it, but they become really costly to
                maintain once the Empiants start attacking.
                Siphoning stations are much more cost effective
                once you've made peace with the Empiants. It
                would seem that not setting up any SStations
                (for any reason) above gas giant planets keeps
                the Empiant attacks at an ``irritant'' level
                rather than a ``war'' level.
               
         
         3.3.7.    The scientist says he wants to research the pylons, but
              he never goes out and does it.
                I believe that unless an advisor specifically
                requests to be sent somewhere, the
                investigation kind of automatically happens.
               
         
         3.3.8.    M. Lewchuk's detailed charts on everything
                Quoted directly out of his email message, no
                changes:
               
                Notice that most of the better buildings are
                generally slightly less efficient at producing
                stuff. In other words, having 20 class 1
                buildings is generally better than having 10
                class 2 buildings or 5 class 4 buildings. Also
                note that having 100 class 1 labs is roughly
                equivalent to having 50 class 6 labs for
                producing most tech, at a fraction of the
                resource cost. The exception is factories,
                which produce more ore at a relatively cheaper
                cost.
               
Building  Construction Cost   Maintenance Cost      Prod-
Name      OreEnr LifHum Rob   Ore Enr Lif HumRob     uces  Misc*
Habitat 1  2   1   1  0   5     2   3   1   3  2     5/10  100
Habitat 2  5   3   4 25   8     4   5   2   9  4     9/10  200
Habitat 3 12   7  12 50  12     7  10   3  16  7     12/9  300
Habitat 4 20  15  26 75  18    11  18   4  24 12     17/8  400
Habitat 5 32  32  42125  28    16  24   5  32 20     24/8  600
Habitat 6 42  64  80200  38    20  32   6  60 30     30/7  1000

Lab 1      5   3   3 12   5    10   6   4   8  4     TECH   0
Lab 2      7   6   6 25   9    18  10   7  18  7     TECH   -1
Lab 3     13  10  10 50  16    25  14  12  32 12     TECH   -2
Lab 4     20  16  24100  24    36  18  18  48 18     TECH   -3
Lab 5     30  24  45150  32    40  24  22  64 30     TECH   -4
Lab 6     45  33  70250  44    42  32  30 120 42     TECH   -5

Power 1    6   9  10 16   7     1   1   3   6  3     6/12
Power 2   12  16  18 25  10     3   2   6  12  5     9/11
Power 3   20  25  28 40  14     6   3  10  24  8    14/10
Power 4   28  38  45 75  20    10   4  17  42 12     19/9
Power 5   45  56  64150  30    15   5  25  65 18     26/9
Power 6   88  98 110200  40    24   6  36  90 24     31/8

Factory 1  6   8   6  4  10     1   3   2   8  4     5/9    0
Factory 2 10  14  10 10  15     2   5   4  15  8     10/8   -3
Factory 3 16  20  18 25  20     4  10   6  25 12     20/8   -6
Factory 4 24  32  34 50  25     7  15  10  45 16     28/7   -7
Factory 5 40  50  66100  35    13  22  15  70 20     35/6   -8
Factory 6 80  92 130200  45    18  30  22 100 25     40/5   -9

Forcefield12  22  15 19  25     2  10   5   9  6       (Gaea/Rhea)

Anti-Meteor Gun30 15 25  21    13   2  11   5 10      8 (Ares)

Mass Driver25 35  30 21  15    50  65  61  44 67        (useless)

Stabilizer250250 250  0   0    25  25  25   0  0

* Misc. is population capacity for Habitats, and production
modifier for factories and labs, in number of turns required to
produce 1 unit of goods.


Item   Turns    Resources           Fuel     Cargo
Robots  12      2   3   3  2   3
Ship 1  24      9  10   7  4   2    2000     30
Ship 2                              3000     60
Ship 3  48     12  14  12 16  20    4000    100
Ship 4  64     13  15  15 24  42    5000    150
Ship 5  80     14  18  16 32  48    6000    200
Ship 6  90     17  21  18 40  66    7000    250

Number of ground colonies possible:
  Alpha, Beta, Gaea : 8
  Rhea : 7
  Ares : 5
  Prometheus, Hermes: 3
  Hera: 2
  Hebe, Hades, Tethis: 1
Required space platforms:
  SS-Cronus, Calypso
         
         3.3.9.    L. Master's list of clue locations
                L. Master seems to think that all clues are at
                the same location every time, however, there's
                at least one message that disagrees. I'm too
                lazy right now to find out; somebody help?
                Here's his latest list:
               
                   Alpha 2  A 3   clue: Beta 4
                   Alpha 3  A 2   clue: Hebe F11
                   Alpha 5  A 4   Red metal (absorbs energy)
                   Alpha 7  D 7   Yellow metal alloy
                   Ares     H 2   clue: Prometheus B10
                   Ares     K 9   clue: Gaea *19
                   Ares     B 11  Petrovski Radio
                   Ares     F 19  clue: Rhea C42
                   Ares     J 22  clue: Beta 7
                   Beta 4   D 0   clue: Hermes C0
                   Gaea     D 0   clue: goto Gaea:I9
                   Gaea     C 1   coax cable (& robots)
                   Gaea     E 7   gem for Eco-Scope
                   Gaea     I 9   W.Lemfort's work
                   Gaea     G 10  red crystal
                   Gaea     E 13  comm center (TANTALUS)
                   Gaea     G 13  clue: Rhea I27
                   Gaea     D 15  24 robots
                   Gaea     F 30  1 vehicle, radio center
                   Gaea     I 33  Ramikin II Engine
                   Gaea     K 34  alien language decoder
                   Gaeaequator    26 27
                   Hades    F 3   mushroom crystals
                   Hades    H 17  crashed Empiant ship
                   Hades    G 20  green metal
                   Hebe     A 9   45 robots, admin bldg
                   Hebe     F 11  blue quartz
                   Hera     F 22  clue: Ares *19
                   Hermes   ? 0
                   Hermes   C 0   screen
                   Hermes   F 4   clue: goto Hebe F2
                   Hermes   J 13  clue: Alpha5:A4
                   Hermes   D 22  clue: Prometh *7
                   Prometheus I   0  isolinear chip
                   Prometheus D   2  laser focusing crystals
                   Prometheus C   2  clue: Ares B11 (Petrovski)
                   Prometheus A   9  clue:
                   Prometheus F   5  clue:
                   Prometheus H   2
                   Prometheus I   7  yellow quartz
                   Prometheus L   7  crashed ship—hullmetal
                   Prometheus B   10 green metal
                   Rhea     C 20  rocks from Alpha3
                   Rhea     I 27  control panel module
                   Rhea     J 31  ``Ore Magnet'' J
                   Rhea     C 42  alien obelisk translation
                   Thetis   C 3   robot brain
                   Thetis   G 8   clue: ??? G20
                   Thetis   A 11  clue: Sporeship target
                   Gamma1   A 0   pylon
                   Gamma1   F 0   gun turrett
                   Gamma1   G 0   pylon
                   Gamma1   A 2   (engine improvement)
                   Gamma1   C 2   pylon
                   Gamma1   E 2   bifocaline improvement
                   Gamma1   G 2   explosion/hole
                   Gamma1   F 3   pylon
                   Gamma1   D 4   missile strikes
                   Gamma1   G 4   H'Riak secret
                   Gamma1   F 4   pylon
                   Gamma1   C 5   pylon
                   Gamma1   G 6   dark room (power improvement)
                   Gamma1   A 7   pylon
                   Gamma1   B 7   Tantalus marker
                   Gamma1   G 7   pylon

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