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===Tips & Tricks=== *'''TAKE. NOTES.''' This isn't your fucking JRPG cancer where everyone has a glowing neon sign over their heads telling you what to do next, you'll be given locations and coordinates ''once'' and it can be wasteful or impossible to have them given to you again. Keep a notebook or text file and record anything that seems important. *'''There is a time limit.''' Because of a dev oversight this is never mentioned in the 3DO version, and therefore it's not mentioned in The Ur-Quan Masters without a mod. '''You have until the year 2159 (four years) to win the game "cleanly."''' If you don't make it because you spent two years gathering minerals or something, then [[Exterminatus|bad things happen]] although you can still retrieve the items needed to win the game if you're quick enough to avoid hitting the "real" time limit shortly afterward. *'''Don't overstretch yourself at the start''' Relating to the above, DO spend a year at most gathering minerals from the neighboring star systems and upgrading your ship. If you gather only what is in Sol system and then barrel onwards you will get destroyed fairly quickly. Roam the ''Earthling space'' in the first few months and then head out with at least 2 escorts. *'''The Flagship is initially VERY bad at combat.''' Your Ion-Bolt Gun is very shitty and very expensive, and while you can fix this later if you're caught without escorts early on you might as well reload. Sell it as soon as you can and use the resources to build actually useful things like storage upgrades and take as many diverse and high-tech escort crafts to your hangar as possible. THEN find new technologies and get yourself two modules of hellbores, 3 shiva furnaces, 4 guidance modules and 3 dynamos, and watch Ur-Quan shit themselves the moment you fire. *'''[[Blood Ravens|Knowledge is power, guard it well.]]''' There is a godsend race that sells technology for abstract things. Without spoiling, hunt exotic creatures, photograph exotic planets and search massive stars for a funky merchant ship. They also sell direct clues on how to win the game. And ask the human captain about EVERYTHING. Ask EVERY race about EVERYTHING until they get bored. An alien's rumor of a certain "ghost" constellation blinking six days in every six months can be a whole new riddle with a reward. *'''Read The Fucking Manual.''' There are a lot of hints in there about what to expect from the different aliens, and you're pretty much guaranteed to waste valuable time in the middle of nowhere if you don't consult the paper starmap included with the game to see where everyone lives. What's more, don't be disappointed if you literally lose the game after doing all this. There is a spoiler-rich star chart on the internet for those that don't have the time... *'''Know your limit.''' You'll often find situations that are just too dangerous for you at the moment. Remember, your escape unit is there for a reason. Don't waste resources chasing minerals or fighting ships you can't handle. That said, fortune favors the brave. The ultra hot planet with minerals or that strange, crashed Ur-Quan ship might save you a lot of time... *'''Help, I am still getting wrecked!''' Ok, minor spoilers but this should get you on your way: Pluto has a potential alien escort that is excellent in early game so long as you play in the spirit of that race (i.e run away and fart torpedos into your pursuer), Centauri's largest red star has that vital trader outpost and when you feel like you are ready to tackle the story, head towards the yellow Wolf star.
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