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Читы для X - Beyond the Frontier

Чит-файл для X - Beyond the Frontier

X - Beyond the Frontier

в России известна как

X:
По ту сторону границы

 За игрой пока никто не наблюдает. Первым будете?

Выдержка из Энциклопедии игр

Разработчик:Egosoft
Издатель:THQ
Локализатор в России:Медиа-Сервис 2000
Издатель в России:Новый Диск
Модель распространения:розничная продажа
ISO статус:релиз состоялся 23 сентября 1999 года
Жанры:Simulator (Space) / 3D / Privateer/Trader
Похожие игры:Elite
Multiplayer:Отсутствует

Даты выхода игры

вышла 10 июня 2004 г.
вышла 1 июля 1999 г.

Solution [ENG]

Информация актуальна для
-walkthru.txt                                             02/22/00
                                                        Revision 8
                       X - BEYOND THE FRONTIER
                            A Walk-Through

   This space exploration/trading/fighting game is absolutely
   outstanding in all respects except one - it's next to impossible
   to figure out what you're supposed to do and how to go about it.
   The manual is a beautiful graphic design (until you actually try to
   read it!), but ends up telling you next to nothing in three
   languages.

   This walk-through is designed to get you started - to cover the
   What, Why, and How that I think the manual should have included.
   "Winning" the game, whatever that means, is up to you.

CONTENTS:
   1.1. STARTING OUT               4.   BUILDING AND OPERATING FACTORIES
   1.2. OBJECTIVES                         Energy Plants
           Making Money                    Freighters
           Exploring                       Pricing
           Trading
                                   5.   FIGHTING THE XENONS
   2.1. BASIC NAVIGATION                   Wingmen
           The Radar Display
           Docking                 6.   PIRATES
           Saving your Game
                                   7.   THE QUESTS
   2.2. BASIC TRADING                      Dunne's Logbook
                                           The Broken Jump Gate
   3.   IMPROVING YOUR SHIP                Destroy the Power Plants
           Navigation aids                 Destroy the Mother Ship
           Weapons and Armor               Return to Argon Prime

   APPENDICES:
      A. Weapons and where to buy them
      B. Factories and production
      C. Status Titles
      D. Links to websites

by Dan Covill
dcovill@san.rr.com   San Diego, USA

   This is still a work in progress (I'm somewhere in the middle of
   the second quest).  Please e-mail me with any corrections.
   additions, or criticisms.  And my thanks to the participants on the
   EgoSoft forum.  Without their help, I'd never have gotten out of
   Seizewell!

   And thanks to Bo Pretzmann for making a home on his website.


1.1. STARTING OUT:
-----------------
   When you start the game, you are given a set of training exercises
   to prepare for your initial test mission.  Do them carefully,
   they're not too hard and you need to get familiar with the
   controls.

   Once you complete the training, you're ready for the first test
   jump.  There's a countdown, and then.....
                      ***  TILT!  ***
   ... You're in a strange galaxy and a lizard-looking alien is
   mumbling something at you from a little window.  What do you do?

(Tip)  Press 'C' to get him to say something, then use the arrow keys
       to select your reply and press Enter to send it.

   Talk to him as long as you can, and ask ALL the questions.

(Problem) One shortcoming of the game is that all the aliens sound
       like they're talking through a funnel, and there's no text
       display, so you'll end up asking "What did he say?" a lot.
       If your hearing, like mine, isn't quite what it used to be this
       can be a real problem.

   This lizard guy (?) is a Teladi, and he's making you an offer you
   can't refuse.  He'll outfit your ship with what you need to trade
   in the Teladi worlds, and loan you 100 credits in cash.  In return,
   you have to pay him back 3,500 credits at some un-specified future
   time.

   How do you get back to Earth?  Don't know, but maybe the Argons
   know.  Look out for Xenons - they're bad news.  Bye.


1.2. OBJECTIVES
---------------
   The real (and never stated) objectives of the game are:
      1. Make money.
      2. Improve your ship.
      3. Explore the universe.
      4. Kill Xenons.
   Making money comes first, because you need money to improve your
   ship, and you need to improve your ship to explore and to kill
   Xenons.  You won't be able to explore very far until you are strong
   enough to kill Xenons.

   As your exploring takes you to the end reaches of the universe,
   specific "missions" will present themselves.  But they'll do you no
   good unless/until you've got money and a strong ship.

   Don't worry about returning to Earth.  You've got a long way to go
   before you can even think about it.


Making Money:
   There are four ways to make money:
      1. Trading (carrying) goods between space stations.
      2. Building and operating factories (i.e., space stations).
      3. Killing pirates and selling their cargos.
      4. Killing Xenons (if you have a bounty-hunter's license).
   Only the first two amount to anything.  Killing Xenons is fun (and
   necessary), but you won't make any money at it.)

   Everything starts with trading.  You trade very simply:
      a. Land (dock) at a space station.
      b. Buy goods and load them into your cargo bay.
      c. Fly to another station and sell them the goods.
   There are lots of stations, and what they're willing to buy varies
   a lot.  Most of them only sell one item.  More on trading later.

Exploring:
   You're in a "Sector".  There are 54 sectors in an 8x8 grid (not all
   the positions are used), numbered 0,0 thru 7,7.  Each sector has up
   to four "gates" to adjacent sectors in the far North, South, East,
   and West of the sector.  Gates look like huge rings - you fly
   through them to enter the next sector (remember the training
   exercise?).  Most sectors are missing one or more of the four
   possible gates.  The sector you're in, Seizewell, has no East gate.

   Seizewell is controlled by the Teladi, who control several other
   sectors as well.  As you explore, you'll encounter five other
   races; the Borons, the Argons, the Paranids, the Split, and the
   dreaded Xenons.  They're not automatically your friends.

   There are maps available on several websites; it's also a lot of
   fun to make your own.  It's a big world out there - you'll need
   lots of scratch paper.

(Tip) Stay in Seizewell until you have the Tac Nav system - it's too
      hard to figure out directions without it.

(Tip) It's almost impossible to get the name of the sector correctly
      from the garbled sound as you enter it.  Look on the (P)ilot
      screen, the log at the bottom gives the name of each sector you
      enter.

Trading:
   Each sector has about eight space stations, of several different
   types as listed in the manual.  Three are special:
    a. Every sector has a Trading Post, which sells some basic goods
       (at a high price) and also has a few other things you need;
          1. The Tactical Navigation system
          2. Singularity Engine (speed enhancer)
          3. Cargo bay extensions
       You can also save your game here (Insurance)

    b. Some sectors have a Space Equipment Dock, which sells weapons
       and armor.

    c. Even fewer sectors have a Shipyard, which is where you go to
       buy your own space stations.  More on this later.

   The others all buy one or more resources and sell one product.
   They also sell "Insurance" (i.e., let you to save your game).  Do
   it.

   So find a station selling something you can afford, then take it to
   another station that will buy it from you.  Buy low, sell high.
   Nothing to it!


2.1. BASIC NAVIGATION:                          (revised 02/22/00)
----------------------
(Tip) The ABSOLUTE FIRST THING you need is the Tactical Navigation
      System - without it you're just blundering around in the dark.
      So your first goal is to get 500 spare credits so you can
      proceed to the Trading Station and have it installed.

(Tip) Press 'H' to get a display of the commands.  Warning: it's not
      complete, but it's better than trying to read the manual!

   Pick a station, hit 'T' to get your radar scanning, then head for
   it until your radar locks on.  The lock-on message will tell you
   what kind of station it is.  Press 'I' for an information display
   that will show you what that station buys and sells.

Reading the Radar Display:
   The Radar Display on the lower part of your window has a lot of
   information, once you learn to read it.

   The display attempts to show things in 3 dimensions.  Your position
   is in the center of a ring - as you speed up, the ring gets
   smaller, meaning that the other objects shown are relatively
   farther away.  Space stations are shown by their radar symbols -
   e.g., an 'M' in a box is a mine.  Gates are shown as 'N', 'E', 'W',
   and 'S'.  Ships are white bars and asteroids are blue squares.

   If an object is on your plane, you see only the symbol.  If there's
   a line extending down from the symbol, the object is above your
   heading plane, you'll have to nose up to aim for it.

   Red objects are Xenon ships, with one exception - the destroyer
   ship for each race (such as the Teladi Phoenix) is also a red
   symbol, but it's in a box and it's vertical position trail is not
   red.  There's only one destroyer for each race; the Phoenix lives
   in Seizewell.

   To head for, say, the North gate using the Radar, swing right or left
   until the orange 'N' symbol appears dead ahead.  Travel toward the
   symbol until an up or down line appears; when it does adjust your
   attitude up or down to make the line go away.  You should be able
   to see the gate (nearly) dead ahead.

(Tip) When you get a Nav Computer, you'll be able to press the 'N' key
      and see all of the stations in the sector, plus gates and any
      Xenon ships, on a two-dimensional grid.  Get this ASAP.
(Tip) The Singularity Accelerator reduces the time it takes to get
      anywhere by a factor of up to 10.  And it's cheap.

Docking:
   Once your radar has locked on to a station, you can contact it for
   permission to land.  The answer is almost always affirmative.
   There are two problems:
      1. Where is the entrance lock?
      2. How far away are you?

   Murphy's law says the entrance lock is on the other side of the
   station, and you'll have to fly past it and turn around.  You'll
   get used to some of the appearances after a while; at first all you
   can do is ask permission to land and see where the green lights
   appear.

(Tip) If you get docking permission more than 2 km out, it will almost
      certainly be aborted, and you'll have to repeat the contact.  So
      wait until you're within 2 km before asking permission to land.

(Tip) The docking port is usually on a busy surface, not on a large,
      smooth one.  Look for protuberances, legs, etc.

   You don't have to be terribly precise in your docking alignment -
   so long as your speed is below the green line and your aimed at the
   center of the door it will probably be ok.

Saving Your Game:
   You can save ONLY at a space station.  You do it by purchasing
   "insurance" for 10 credits.  That brings up a menu of 10 save slots
   - pick one and press Enter.  SAVE EVERY CHANCE YOU GET!

(Tip) You can't save at the Space Equipment Dock, the Shipyard, or any
      of your own stations.  If you're shuttling between these, dock
      at a normal station along the way and save.


2.2. BASIC TRADING
------------------
   Once you're docked at a station, you'll see a display with the
   Product they sell (only one) at the top, and the Resources they buy
   (perhaps several) below it.  Each one has a stock and a price.

   To buy, use the up/down arrows to move to the Product, then the
   right/left arrows to load the amount you want into your cargo bay.
   THEN YOU MUST CONFIRM/CANCEL!  Confirm by pressing Enter, cancel by
   pressing Escape.  Once you've Confirmed, you can't change your
   mind.

   Selling is the same thing in reverse.  You canot buy a Resource.

(Tip) Use 'I' to find out what a station will buy BEFORE you take the
      time to dock.  You won't know how much they'll pay, but why
      waste the time docking to find out they don't buy flowers?

(Tip) Start with flowers or energy cells - they're cheap and you don't
      have much money.  Move up to Nostrop oil later if you want to.
      Flowers are cheap and have a good profit margin.  Almost any
      station will take energy cells.

   Once you have enough money to fill your cargo hold, you'll want to
   consider enlarging it.  (See ship improvements.)

Saving your Game:
   "Salvage Insurance", under Resources, is where you Save your game.
   Use the right arrow to buy 1; when you Enter you'll see a list of
   10 game slots.  Pick a slot and press Enter again.  This list shows
   when you saved and what sector.

(Tip) Use more than one slot, and alternate.  Then when a catastrophe
      happens, you can go back to before you screwed up.

Paying back your loan:
   Find the Teladi Phoenix - it appears on your Nav screen as a red
   symbol in a box.  Go to it, when it's locked on your radar press
   'C'.  When you get contact, one of your choices will be to pay back
   your loan.

(Tip) Keep an eye on where the Teladi Phoenix is.  If you're attacked
      by Xenons, it's a REALLY powerful ally!


3. IMPROVING YOUR SHIP:
-----------------------
   There are three types of ship improvements:
     a. Navigation devices.
     b. Weapons and armor (shields).
     c. Miscellaneous
   Improvements are obtained at the Trading Post and at Space
   Equipment Docks.  (You can buy weapons at the manufacturing
   stations, but only if you don't have any weapons of that type
   already installed.  You can only upgrade weapons at a Space
   Equipment Dock.)

Navigation:
   In order of usefulness:               Cost         Command
       1. Tactical Nav system             505           'N'
   *   2. Singularity engine SETA         144           'P'
       3. Trading Extension            32,400           'I'
   *   4. MARS system                  38,448           'U'
            "Motion Analysis Relay System" (autopilot) - for combat
            aka ZIPER Target Projector, found at Split SED 6-0S
       5. Docking Computer             10,800           'D'
            speeds things up a lot - available at 1-7P
       6. Ecliptic Projector            4,890           F5
       7. Binoculars                    1,440           Alt
   *   8. SETA Boost Upgrade           88,560          Shift-J
            aka SINZA boost, found at 2-1A

   The manual is pretty good at telling what these do.  EXCEPT:
    * The SETA engine is referred to as SINZA in the manual.
    * The MARS system is what the manual calls "ZIPER".
    * The SETA boost is referred to as SINZA boost in the manual.


Weapons & Armor:
   You start with a single 1 Mw shield and no weapons.  You can have 2
   shields, 2 lasers, and 10 missiles.  You've got a while before the
   Xenons get real dangerous, but don't wait too long.

   The bigger, tougher, more advanced weapons aren't available in many
   places - don't worry about it, by the time you can afford them
   you'll have found out where they are.  (See Appendix)

   Lasers & Cannon (2):       Cost       Strength
      Alpha IRE Laser          720        1,000 each
      Beta   "    "          1,375        1,500
      Gamma  "    "          3,600        2,000
      Alpha PA Cannon        7,200        3,000
      Beta   "    "         14,400        4,000
      Gamma  "    "         36,000        5,000
      Alpha HEP Laser       72,000        6,000
      Beta   "    "        144,000        7,000
      Gamma  "    "        691,200        8,000

   Missiles (10 max):
      Mosquito Missile         210 each
      Dragonfly Missile      1,080
      Silkworm Missile       2,975
      Hornet Missile         6,480     (at Paranid sectors)

   Shields (2):           Cost       Strength
       1 Mw shield        2,880        1,000 each
       5 Mw shield       18,000        5,000
      25 Mw Shield      230,400       25,000    (Split)
      (There's also a 125 Mw shield, but you can't buy one - they
       appear near the end of the game.)

Miscellaneous Improvements:
   (These are explained at the station where they are sold.  Highlight
   the item and wait for the description.)
      Cargo Space Extension
            5 units each, price goes up each time.
            Maximum cargo size is 1000.
      Mineral Scanner            21,600   (you'll need it eventually)
      Cargo Scanner              43,200   (not very important)
      Security License            4,320
            You need one for each race.  If you kill a Xenon
            or a Pirate in their space, you'll get a (small)
            bounty.

      Engine Tuning        Available only at Pirate Bases
      Rudder Tuning        Available only at Pirate Bases
         Like Cargo Bay Extensions, you can pile these on one after
         another, and the price goes up each time.  The STARTING price
         is around 20,000, and will get up into the millions, so you
         need to be making money.

Installing Improvements:
   Improving your ship is like trading - to buy a Mosquito missile,
   go to the Space Equipment Dock, select the missile, use the
   right arrow to pick how many you want, then press Enter.

   To upgrade, first select the item you already have and SELL it,
   then buy the one you want.  The SED is the ONLY place you can
   remove existing weapons and armor.

(Tip) Sometimes the SED can't sell you what you want, even if you've
      got the money, because they're out of stock. Try an SED in
      another sector.


4. BUILDING AND OPERATING FACTORIES:
------------------------------------
   Factories (i.e. your own space stations) are THE way to make money
   in the game.  They're built and sold at the Teladi Shipyard - go
   there and take a look.  They're expensive!

   Besides the cost of the factory itself, you'll also need credits to
   pay the Albatross transporter and some operating capital.

   To build a factory, first figure out where you want it.  Seizewell
   is fine for a starter.  To get your factory:
     1. Find the Teladi Albatross and hire him.  He's hanging around
        in Seizewell, and appears as a rectangular blip on your radar.
     2. Go to the Shipyard and buy your factory.  (They won't sell it
        to you unless you've already hired the Albatross.)
     3. Exit and fly to where you want the factory.  The Albatross
        will follow you.
     4. 'C'ommunicate with the Albatross and tell him to unload.
        A really neat video sequence shows your factory being built.
     5. Dock and set up whatever your particular factory needs.

Energy Plants:
   You'll probably start with a Solar Energy plant.  It's cheap and
   it's a big money-maker.  BUT, you have to supply it with crystals,
   and you have to lug them yourself - you can't get anybody else to
   do it for you.  So build it near a Crystal Fab (there's a handy one
   in sector 5-2, Greater Profit.

Freighters:
   All other factory types let you buy one or more freighters (at
   10,400 credits each), who will do your buying and selling for you.
   You'll need to give them some operating capital.  A starter load of
   Energy Cells will get your plant producing while the freighters are
   out buying.

Pricing:
   Supply and demand: if your price is too low you don't make money;
   if it's too high nobody buys.  Same with what you pay for
   resources. Keep your prices low at first to be sure you sell your
   goods.

   Sit in the factory a while and watch the counters.  Figure out how
   many resource units it takes to build a product unit, then you can
   tell what price range is profitable.

Saving:
   *** YOU CANNOT SAVE YOUR GAME AT YOUR OWN FACTORY ***


5. FIGHTING THE XENONS
   Xenon ships show as red dots with red tracks on the radar. It's
   hard to kill a Xenon with lasers alone (presumably their shields
   regenerate the same way yours do), but missiles cost money.

   When you lock on to a Xenon, the 'I'nfo display will tell you his
   shield and laser values.  If he has 25 Mw shields and 10 Mw lasers
   you may want to run instead.

   Early in the game, you can't outrun the Xenon and you can't catch
   them if they run away.  After you get your engine "tuned" that will
   change.

   As soon as you enter a new sector, check the Nav Screen for Xenons.
   If there are too many, turn around and go right back thru the gate.

(Tip)  The MARS, referred to in the manual as ZIPER) is invaluable
       when you really get to fighting Xenons.  It also works for
       rendezvous-ing with other ships.

Wingmen:
   Get a wingman!  As soon as you have a factory, and get enough
   money, buy a fighter for the factory and then reassign it to
   protect you.  There are three kinds of Teladi fighters:
                Cost     Shields     Lasers
      Bat      10,400     1,000       3,000
               too slow to keep up, but better than nothing
      Hawk     54,000     5,000       6,000
               not too bad for a starter
      Falcon  270,000    25,000      12,000
              faster and stronger than the Hawk
   Note that a couple of Falcons can give fairly strong support.

(Tip) A Destroyer like the Teladi Phoenix makes the best wingman you
      ever saw, if you can get near him before engaging the Xenon.


6. PIRATES
----------
Pirate Ships:
   Every now and then you'll lock on to a Pirate ship.  'C'ommunicate
   with him, and notice the eye patch!  If you destroy him (not too
   difficult), two things happen:
      a. If he's from a race foreign to the sector you're in, you'll
         get a thank you (and a bounty if you have a license).
      b. His cargo will be left lying around for you to pick up.
         (Remember your training with the 'F' and 'O' keys?)

(Tip) By and large, this isn't worth the effort.


Pirate Bases:
   Each race has a Pirate Base somewhere in their territory.  They're
   not on the map until you lock on to them.  They work just like a
   Trading Post; dock and buy/sell whatever you want.

   This is where you get your engine and rudder "tuned"; i.e.,
   performance improved.  It's expensive, so have money because you do
   need it.


7. THE QUESTS                                                 02/16/00
-------------
   The "quests" (or Missions, if you prefer) come after you've done a
   good bit of exploring.  The following rundown will tell you what to
   expect without, I hope, spoiling it completely for you.

(**) WARNING!  "Winning" the game depends on doing the quests in the
   correct sequence.  If you go into Xenon territory and destroy
   everything too soon, you won't be able to complete the quests in
   the proper order.  Save your game before beginning each quest.


7.1 Dunne's Asteroid
   In the far reaches of Argon territory you will find a space station
   that's NOT a factory.  It's the Goner temple.  When you contact
   them, they will tell you about the secret log of their (and your)
   hero Dunne.
      a. The log is hidden in an asteroid.
      b. The asteroid is in Chin's Cloud sector.
      c. You can recognize it because a mineral scanner will show an
         unknown mineral.
      d. If you find it, and blow it up, you can recover Dunne's log.
   Afterward, come back and talk to them again.

   ** When you get the log, you'll have to pick it up as cargo.  But
   it won't show on your Ship screen.  It will show in your Pilot's
   log, however.

   When/after you get the log, you'll be told to report to the Argon
   Destroyer. When you return to the Goners, they tell you the same
   thing.

7.2 Finding the Jump Gate
   Every race has two special ships - a Destroyer and a Carrier.  The
   Destroyer shows up on the sector radar as a red symbol, something
   like an arrow in a box; the Carrier is a set of blue dots, also in
   a box.  (The Teladi Phoenix is the Teladi Destroyer.)  Carriers
   carry LOTS of fighters.

   The Argon Destroyer tells you to report to Argon 1 (which is the
   Argon Carrier, and lives in another sector).
   Argon 1 tells you:
      a. The jump gate to Earth is suspected to be somewhere in Xenon
         territory, and is broken.
      b. It is feared that the Xenons are preparing to attack, and we
         need to launch a pre-emptive strike
      c. You have been selected to enter Xenon territory and find the
         jump gate (it looks like spacecraft debris).
      d. It would be a good idea to contact all the races' Carriers
         and ask them to give you some help.
   Your success in part (d.) will depend heavily on your reputation
   with that race.  Might be a good idea to kill a few more Xenons
   in their territory until they really love you.

   When you find the jump gate, report back to Argon 1.

7.3 Destroy the Power Plants:
    Argon 1 gives you a new mission:
      a. There are seven power plants in a Xenon sector (S) from
         Thuruk's Beard.
      b. Find them and destroy them.
      c. We will take care of distracting any Xenon ships; you should
         concentrate on the power plants.
      d. Get help from the other races.
    As usual, report back to Argon 1 when successful.

7.4 Destroy the Xenon M0 Mother Ship
    Argon 1 gives you a new mission.
      a. The Xenon Mother Ship (M Zero) must be destroyed.
      b. Go (S) from Thuruk's Beard, then go (W).
      c. We will control the area, you concentrate on the M Zero.
         Destroy the Laser Towers, then we will help you destroy the
         ship.

    ** Argon 1 is there while you work on the towers, but when you're
       done he doesn't do much.  You might as finish the job yourself.
    Once M0 is destroyed, contact Argon 1.

7.5 "Follow us back to Argon Prime"
    This is a long, slow trip.  I don't know if Argon 1 would make it
    by himself, because there are lots of Xenon destroyers and
    carriers to take out on the way.

(tip) Help the time pass by using your SETA to cruise around each
      sector while Argon 1 grinds his way to the next gate.

(tip) It's ok to take time out to dash into Priest's Pity and save
      your game.  Argon 1 will still be puffing along when you get
      back.

    Once into Argon Prime, make contact again.

7.6 Destroy the Xenon Shipyard  (Optional)
    This isn't a real "quest"; nobody asks you to do it.  But it's an
    interesting challenge, and many players seem to do it.  The best
    time is after you have the 125 Mw super shields.


                                                          02/16/00
                              APPENDICES

   I have tried to put the spoilers in these appendices.  If you want
   to find things for yourself, don't read these tables!


WEAPONS:
      Weapon             Cost    Value    SED's    Factories
   Alpha IRE Laser        720    1,000    T        3-0B  0-1A
   Beta IRE Laser       1,375    1,500    T        5-1T  6-0S  3-1B
   Gamma IRE Laser      3,600    2,000     S A     6-5S  2-6P
   Alpha PA Cannon      7,200    3,000      B      4-2T  3-1B  2-5A  3-6P
   Beta PA Cannon      14,400    4,000        P    2-7P
   Gamma PA Cannon     36,000    5,000      B      6-1S  0-0B
   Alpha HEP Laser     72,000    6,000      B P    5-4T  2-0B  2-3A  1-7P
   Beta  HEP Laser    144,000    7,000       A     6-2S  2-2A  1-6P
   Gamma HEP Laser    691,200    8,000     S       6-4S  0-2A

   Mosquito Missile       210    light    T BA     4-0T  3-2B  0-4A
   Wasp Missile           504   lt-med       AP    6-5S  1-5A  3-7P
   Dragonfly Missile    1,080   medium     SB      7-2S  1-0B
   Silkworm Missile     2,880    heavy    T  A     6-3S  0-3A
   Hornet Missile                super        P    0-3A  1-6P

    1 Mw Shield         2,880             TSBA     7-2S  0-0B  1-3A
    5 Mw Shield        18,000             T   P
   25 Mw Shield       230,400              S  P    7-3S


SPACE EQUIPMENT DOCKS:
    Teladi      4-0T (CEO's Buckzoid)  5-1T (Seizewell)
    Split       6-0S (Family Whi)      7-2S (Family Pride)
    Boron       0-0B (Empire's End)    3-1B (Rolk's Fate)
    Argon       0-4A (Red Light)       1-3A (Argon Prime)
                2-1A (Antigone Mmrl)   2-5A (Cloudbase SE)
    Paranid     1-6P (Paranid Prime)   3-6P (Priest's Pity)

   You can sell weapons ONLY at SEDs.  You can buy weapons at the
   manufacturing plants ONLY if you do not have any installed.
   You cannot buy/carry/sell weapons as cargo.


PIRATE BASES:
   Located at:  5-5T, 7-3S, 3-2B, 1-5A, 3-6P
      Some are not on the grid, you will have to hunt around for them.
      They look like Trading Stations on the display.

      Engine Tuning    14,400, 32,400, 57,600, 90,000, 129,600,
                       176,400, 230,400, 291,600, 360,000, 435,600,
                       518,400, 608,400, 705,600, 810,000, 921,600,
                       1,040k,  1,166k,  1,299k,  1,440k,  1,587k,
                       1,742k,  1,904k,  2,073k,  2,250k,  2,433k,...

      Rudder Tuning    21,600, 38,400, 60,000, 86,400, 117,600,
                       153,600, 194,400, 240,000

   You will need about 20 engine tuning for the end game, in order to
   outrun the Xenon destroyers.  Rudder tuning much less, maybe 5?
   (Opinion seems to be that too many rudder tunes makes the handling
   worse instead of better.)


FIGHTERS / WINGMEN:
   Teladi Fighters:     Cost      Shields    Lasers
          Bat          10,800      1,000      3,000
          Hawk         54,000      5,000      6,000
          Falcon      270,000     25,000     12,000
   Argon Fighters
          Buster       54,000      5,000      3,000
          Elite       270,000     25,000     12,000
   Paranid Fighters:
          Pegasus      10,800      2,000      3,000
          Poseidon     54,000      5,000      6,000
          Prometheus  270,000     50,000     12,000
   Boron Fighters
          Piranha

                                                       02/14/00

FACTORY PRODUCTION:
   a. Solar Power Plant (E)
        Generates 45 Energy Cells per Crystal
        (You must transport the crystals yourself)

   b. Ore Mine
        Generates  1 ore for  4 energy cells

   c. Silicon Mine
        Generates  4 silicon wafers for  45 energy cells

   d. Flower Farm
        Generates  6 flowers for  3 energy cells

   e. Sun Oil Refinery
        Generates  6 oil for  6 flowers and  3 energy cells

   f. Teladianium Foundry
        Generates  4 Teladianium for  15 energy cells

   g. Chip Plant
        Generates 9 Chips for  225 energy,  20 silicon,  450 oil
        (This one is a real money-maker, but you'll need close to a
         million to get it going.)

   h. Soyery
        Generates  2 Soja husk for  5 energy and  10 Soja Beans

   i. Argon Crystal Fab
        Generates 180 Crystals from  45 energy,  4 silicon,
              and  90 Meatsteaks

   j. Argon Cattle Ranch
        Generates  2 Beef from  5 energy.

   k. Argon Cahoona Bakery
        Generates 10 Cahoona Meatsteaks from  5 energy and  2 beef




STATUS / REPUTATION TITLES:
     Teladi:   Profit Opportunity, Company Helper, Company Trader,
               Company Manager, Share Holder, Company Director

     Boron     Friend, Special Friend, Trusted Friend,
               Queen's Knight, King's Knight, Knight of the Kingdom

     Split:   Enemy, Creature, Accepted Person, Friend, Family Friend,
              Honoured Friend, Honored Friend of Chinn,
              Honoured Strong Arm of Chin

     Argon    Neutral Trader, Accepted Member, Accepted Friend,
              Trusted Friend, Argon Hero, Argon Hero of Federation

     Paranid  Enemy of Priest Duke, Enemy of Priest, Friend,
              Friend of Priest, Friend of Priest Duke, Friend of
              Priest King, Friend of Emperor, Honour guard of Xaar

  *  There are more levels of "enemy", but presumably you're on your
     way up, not down!
  *  Split and Paranid start you as an enemy.  They won't let you land
     until you work your way up to Creature or Friend.
  *  An [L] appears on the 'P' screen if you have a Police License.


LINKS:
------
   
        BTB's website - a volunteer effort.
        Maps in Acrobat (4.0) for download

        EGOSOFT - the game developers
   
        An open forum  - lots of good answers there

      X-BTF - UK Web Site
        Has a "survivors guide" and maps
        (Seems to require IE - Netscape has problems)

       Gav's X Page
        Lots of good stuff, well organized.
        Walk-thru, weapons list, and interactive map

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