Text Adventure Walkthroughs, Part I
So, if anyone hasn't seen or doesn't know how to complete some text quests, I have compiled the walkthrough for all the quests available in the game Space Rangers 2: Reboot. I will publish it in two parts.
Amnesia
Objective: remember your mission and complete it
Client: Gaals
Completion Planet: Pelengs
Requirements for the player: none
After waking up in the hospital and paying the bill for your treatment, you step out into the world. Your state is like after a week-long binge – you remember nothing, know nothing, and have no idea what to do. First, you need to find out what you forgot on this little planet. You go to the spaceport and search your own ship. This doesn't bring any clarity, but now you have a stun gun. Before going on further adventures, it's better to prepare a bit. In the grocery store, buy a bottle of vodka, and in the hunting store – a silencer and optical sight.
Having prepared this way, head to the sanitarium where you were picked up. Before entering, listen to the voices coming from the neighboring apartment. Enter, stun the small guy with your stun gun, and demand the weapon from the Peleng. You become the happy owner of an automatic rifle. To avoid making the bandits, who robbed the apartment, suffer, you eliminate both. And to the arriving law enforcement officer, you bribe him with the bottle of vodka.
Next, you go to the sanitarium. After talking to him, you learn about a Gaals from the 'Golden Lily' bar. That's where we head next. The Gaals partially restore your memory with his story and, after giving you a password, sends you to the hunting store. When you arrive there, you say the password and receive a map with the location of the drug baron and some rounds for the rifle. We return to the bar and together with the Gaals head for the mafioso's villa.
Now the combat part of the mission begins. Hiding in the bushes, we shoot the first guard. We circle the house, meeting two guards, ordering the Gaals to shoot at one while we take care of the other. Entering the house, we descend into the bunker. Together with the Gaals, we shoot the Pelengs and pursue the fleeing guard. He stops at a locked door. To open the door, you need to solve a puzzle. For those who do not want to think about it, here is the formula for calculating the code for the lock: X=(10*(2^n))-10; where n is the number of days. When the door opens, we enter. We open the nearest door and paralyze the small guy sitting at the table. We check the monitors and descend to the lower floor. Bursting into the drug baron's office, we stumble upon an ambush and prefer to save our lives by surrendering.
After that, we can learn with a laugh about what our actual assignment was on this planet.
The quest also has a few additional possibilities. Thus, using the password obtained from the killed Peleng (whose small friend was also with him), you can fall into the hands of the thugs of the Bully Kosoruk. If you come out of this confrontation with honor, the player's pockets will be filled with additional ammunition. At the drug baron's villa, you can kill a large number of guards while diligently emptying their pockets.
Banquet
Objective: invite a Malok prince for a visit to the client planet
Client: everyone except the Maloks
Completion Planet: all inhabited except Maloks
Requirements for the player: Peleng, human, Gaals - warrior or pirate
The Malok prince Tardym holds a high degree of contempt for non-Malok races. Therefore, winning his favor to agree to visit the client planet is quite difficult. You need to prove to the prince that representatives of non-Malok races also deserve attention. This can be achieved by gaining the respect of the prince himself, his wife, or both at once. I will give a brief description of one of the possible ways to complete the quest.
Starting the game with a costume selection, you should prefer a strange construction of belts and a harness. Next, we meet the Malok ambassadors as expected and greet the prince by punching him hard in the teeth. After receiving a counterattack, we approach the prince's wife and kiss her hand. We bring the guests to the banquet hall. We set the table as follows: put a bowl in the center and stab a knife and fork into the table on either side. For the first round of dishes, we should bring sour milk from the kitchen. After this, we position ourselves beside the prince and wait for the round of dishes to end. When the conversation begins, we share a tale about the order cut from Terron’s lining. The crowd then moves on to alcoholic beverages, and it’s necessary to bring the ambassadors something to drink. To avoid the hassle of choice, we step into the corridor, give the waiter a smack, and take his cart. To the arriving cook, we punch him in the eye and roll the cart into the hall. We make a toast in verse and down our glasses in one go. When it’s time to gift presents, we distribute them as follows: beautiful shells for the prince, a super rifle for the princess, and a backpack for the kids. Then, seeing the prince has reached the proper level of respectful attitude toward us, we invite him for a fishing trip to the client planet. At this point, the quest is considered successfully completed.
One can also complete the quest by winning the respect of the princess. However, in this case, remember that the princess loves everything exotic and alien, but also is a Malok, so she views displays of cowardice and caution extremely negatively.
If at a certain stage, instead of punching the cook in the eye, you agree to his proposal, you can participate in the preparation of the traditional Malok alcoholic beverage – kinza.
Borzukhan
Objective: destroy the base of Lyakusha Borzukhan
Client: humans
Completion Planet: uninhabited
Requirements for the player: none
The quest has many possible ways to complete it; I will describe one of them. First, take off and after circling the campfire, head towards the fog you noticed nearby. There, sitting at a distance by the campfire, listen to the conversation. Don’t pay too much attention to the bandits’ talks, it's better to sneakily shoot them with a laser rifle. After searching the bodies, communicate with the lying man and learn about the secret passage to the coast. We take the injured back to camp and fly to the sea. Descend, inspect the cliffs, and find the grotto. Upon entering the grotto, open the secret passage. If it's closed, you need to cut the lock using the laser rifle. Once inside, go immediately to the right. In a spacious hall, enter the left door and shoot at the Peleng guarding the reactor. After searching the body, we plant explosives and leave. Near the flayer, Borzukhan himself will be standing. If you need him alive to trade for 1000 credits, you can attempt to stun him with the stun gun. If not needed, it’s better to kill him immediately. After that, the quest is considered successfully completed.
Where we fly after taking off from the camp determines the method of infiltrating the base. The described method is the safest one.
Driver
Objective: rescue the captured Roland by paying off his debt - 900 Chervonets
Client: humans
Completion Planet: humans
Requirements for the player: none
To gather the required sum, you will have to work as a truck driver, transporting cargo and passengers in an area resembling the wild west. There is no specific way to pass it, so I will provide only general advice.
Money can be earned through random earnings by picking up passengers or freight transport. Possible routes could include:
* Mines (coal for 5 Chervonets per ton) – Shpik (sell coal for 12 Chervonets per ton)
* Dump (metal for 10 Chervonets per ton) – Shpik (sell metal for 23 Chervonets per ton)
* Farm (spinach for 25 Chervonets per ton) – Mines (sell spinach for 45 Chervonets per ton)
At the rubidium mines (from the side of the farm), there’s a more spacious truck, so it's worth taking it.
At the auto repair shop, it's advisable to put spikes on the truck, which will significantly ease road confrontations.
In Scorpion’s bar, you can take a Peleng along to Shpik. Upon arrival, the Peleng will hand over his gun.
When meeting on the roads, you can either pay for passage (if you have money), flee from your pursuers (if you don't have cargo), or board the opponent. Once you have a gun, you can shoot the bandits.
After gathering 900 Chervonets, you must go to the Iroquois to redeem Roland.
Diver
Objective: deactivate the weapon at the underwater station
Client: humans
Completion Planet: humans
Requirements for the player: none
You can complete the quest in several ways. I present the shortest method for removing the warhead from the missile. Submerged underwater, send down a container and swim after it. Swim through the hatch in the wall, explore the mine. Find the blockage at the bottom of the mine and, clearing it twice, acquire a red card. Swim to the control center and, looking around there, discover a yellow card in the terminal. Swim out from the control center and move to the cabin. There you will see another card in the terminal, insert all the previously found cards, and start working. You need to use the launcher to open the missile hatches. Finish working with the terminal, swim out of the cabin. You see that a hatch to the missile shaft has opened in the lock. Descend there and unscrew the head from the missile. After that, place the head in the container and send it up, while you hang on the rope and ascend afterwards. Once on the ship, give the order for immediate departure and start thinking about returning to the client planet.
There is also the option to leave the underwater station using a submersible. But I suggest you explore that ability by yourself.
Military Office
Objective: help fulfill the draft plan for conscripts into service
Client: Fayanes
Completion Planet: humans
Requirements for the player: merchant, warrior
This quest does not have a singular way of completion. It is necessary to complete the call plan. For this, you need to methodically execute the necessary promotional activities with the propaganda team. If you see that the required number of defenders of the motherland will not be recruited in the established timeframe, then illegal methods will have to be employed, such as bribes to the rector, the services of informers, and raids on bars. If human rights defenders start protesting outside the military office, then you need to urgently improve their attitude. This can be done either by transferring a certain amount to their account or demonstrating high loyalty to the laws while communicating with conscripts and their parents. Of course, you need to timely order summons and accept tranquilizers. And then everything will work out!
Elections
Objective: win the presidential elections on a sparsely populated planet
Client: Pelengs
Completion Planet: uninhabited
Requirements for the player: none
This quest does not have a specific method of completion – a lot depends on random factors and initial parameters. But the overall strategy can take this form. First, you need to identify the main races that our election campaign will mainly target. Of course, you need to focus on those races represented in larger numbers on the planet. Then, you must act based on the preferences chosen and knowing the characteristics of the races. Thus, Gaals are a race that helps others, loving beauty and harmony. Fayanes focus on the development of science and technology. Pelengs like lawlessness and crime, as well as money. Maloks are crazy about everything military. And humans – are humans.
Of course, we must not allow the attitude of any race to drop below the plinth. Remember that each percent of those dissatisfied with you means votes in favor of the opponent! Sometimes it’s worth making compromises, even if it causes damage to the "main" races.
And a few more tricks. A press conference is a very advantageous way to raise authority, but it cannot be used more than twice. Black PR is even more beneficial, but there is a risk that the idea may fail and you lose a lot of votes.
Guide-net
Objective: obtain secret information from the computer network
Client: Pelengs
Completion Planet: Fayanes
Requirements for the player: none
Upon arriving on the planet, receive a note and, after reading it, move towards the nearest connection point to GuideNet. There, pay for four hours of work immediately and sit in the chair. You enter the network. The network is a small labyrinth with various guards between locations. To deceive the guards, the player has exploits, but the number of simultaneously loaded exploits is limited.
There are several ways to reach the goal (those interested can even make themselves a map). A mandatory location to visit is 2-1 – there you need to learn the password. I suggest one of the completion options (not the most profitable).
First, you need to load exploits from the hard drive to deceive the guards. Load Shear, Jumper, Mirror, and Graft. After that, switch to hacker mode and follow this route:
* South Bridge: first port
* East Bridge: first port
* South Bridge: second port
* West Bridge: second port
Here you need to stop and examine the temporary files found. We learn the password ID-13. Moving onwards:
* East Bridge: second port
* East Bridge: first port
* South Bridge: second port
* East Bridge: second port
Pass the system the password and directly download the data to the hard drive. After that, the quest is considered completed.
For those who want to explore all additional possibilities when completing this quest, I suggest using the map kindly provided by (o)ne. There is also another completion variant where the ranger receives an additional sum of money for agility in actions, but I suggest you find it on your own.
Depth
Objective: retrieve an alien ship from the bottom of the ocean
Client: humans, Gaals, Fayanes
Completion Planet: humans
Requirements for the player: none
This quest does not have a specific method of completion, as the main parameters vary with each completion. Therefore, I will only give a few basic tips.
After listening to the introductory briefing, proceed to dive. First, you need to pay attention to the depth at which the target lies and adjust your descent speed based on this parameter. You must keep in mind the bottom's relief to avoid hitting underwater cliffs. If the depth allows, you should first orient the submersible above the target, turning it and controlling the speed. Do not forget about the current. When it remains little time before descending to the ship, quickly jettison the ballast to avoid crashing straight onto the bottom. After dropping onto a plateau, switch on the lights, find the alien ship, and, catching it with the grip, start to ascend. For this, we throw out all ballast and ascend to the surface at maximum speed.
Jumper
Objective: conduct successful tests of the "Jumper" device
Client: humans, Gaals, Fayanes
Completion Planet: humans, Gaals, Fayanes
Requirements for the player: none
This quest is not very complicated and consists of two parts: the main and additional. To complete the main part, using the tested device, you must “jump” through a special maze. The device is very eager to spend energy, so you are given two batteries and promised that they can be charged at the stand. A possible passing tactic is: with each jump, leap into the next sector, aiming for the minimum distance. Change at the necessary times and recharge the battery.
Here is one method for overcoming the stand: start at Yellow-3, then jump to Red-4, after which we move to Purple-4. Change the battery and jump to Purple-3. The battery charges, and we move to Blue-3. From there – to Green-3, after which we can finish the test with a clear conscience by jumping onto the finish platform.
The additional part of the quest, which is not required to pass, can increase your earnings. To succeed, you need to fully charge the batteries by touching the balls suspended at great heights. Here’s one possible (but far from ideal) way to complete the mission: on the first battery and the first platform, jump to the 1st and 3rd balls. Ascend to the second platform and touch the 1st and 2nd balls. Change the battery and use the 3rd ball, then return to the first platform. Charge from the 4th and 5th balls, then change the battery, finish off the 2nd ball and, having ascended to the second platform, charge from the 4th ball. Mission accomplished.
Elus
Objective: win the championship in the game “Elus”
Client: Gaals
Completion Planet: Maloks
Requirements for the player: none
The “Elus” championship consists of three rounds with increasing difficulty. The essence of the game is as follows: the computer displays several figures in a certain sequence, following one of the possible rules. The player's goal is to guess this rule and place the next figures accordingly. The winner is the one who completes all tasks with the fewest errors. Below are possible rule variants for all stages of the game – you just have to guess which one is used in your case.
The first round is the easiest. Rule variants:
* Move a figure of a different size
* Move a figure of a different color
* Move a figure of a different type
* Move a figure of the same size
* Move a figure of the same color
* Move a figure of the same type
The second round is more complex. Rule variants:
* If the last sign is large, move with a blue sign, otherwise – with a yellow one
* If the last sign is large, move in a circle, otherwise - with a sign of the same color
* If the last sign is blue, move in a circle, otherwise – with a diamond
* If the last sign is a circle, move with a small sign, otherwise – a large one
* If the last sign is large, move with a yellow sign, otherwise – with a blue one
* If the last sign is yellow, move in a circle, otherwise – with a diamond
* If the last sign is a circle, move with a blue sign, otherwise – a yellow one
* If the last sign is large, move in a circle, otherwise - with a diamond
The third round is the most difficult:
* If the last sign is large, move with a blue sign, otherwise - with a sign of the same type
* If the last sign is large, move with a blue sign, otherwise - with a sign of a different color
* If the last sign is blue, move with a large sign, otherwise - with a sign of a different type
* If the last sign is large, move with a yellow sign, otherwise – with a diamond
* If the last sign is blue, move with a large sign, otherwise – in a circle
* If the last sign is a circle, move with a yellow sign, otherwise - with a small one
Xenologist
Objective: uncover the reasons for the strange murders at the xenologists' base
Client: humans, Gaals, Fayanes
Completion Planet: uninhabited
Requirements for the player: none
Upon arriving on the right planet, listen to a brief briefing and begin doing the task. First, you need to learn the local language. To do this, go to the training class for the staff and try to find out about the language disks from the local operator. He is currently not in the mood, so you first need to tell him a joke and then try to fish out the information about the disks. Exit the building and talk to the robot. When asked about the disks, it tells you that something like that was noticed on the technical floor in the waste. You go there and find the first disk. Next, we head to the communication room and, sitting in the terminal chair, we find a note. The text of the note indicates that the second disk is with the professor. We enter the professor's room, ask about the disks, and after some time become the happy owners of the complete course of the local language. In the staff training class, we use these disks (the password for installation is 8) and learn to speak Akaboss.
Now we need to get clearance to exit the base. For this, you need to pass the exam from the professor. You can answer his proposed questions in any way – all answers are correct. After that, we exit the building, present the clearance to the robot, and head into the forest. There, we wait for the Akaboss and begin communicating with them. Under no circumstances should you tell them about technical achievements! So we say that we came from a distant village, and then ask what happened to the previous xenologists. The Akabosses want to verify our resourcefulness, so they ask a question about chopping the board correctly. You might not even want to think about its solution – there are no correct answers among the suggested options. Answer however you like and return to the station. There, we go to the xenobiologists' lab and ask to solve a puzzle. With the finished solution, we head back into the forest and, waiting for the natives, present it to them.
After this, there should be a battle of minds between you and the natives. You need to defeat the local champion at the game “Rock, Paper, Scissors.” Since this event entirely depends on a random factor, there may be two outcomes for further living post-game.
First outcome: The ranger defeats the Akaboss. In this case, we follow the losers and, at the last moment, with the help of the shaman, we save ourselves from impending doom. From the shaman, we learn the reason for the murders of the xenologists and return to the base. We tell this to the client's representative and begin preparing for departure. To receive the permission for takeoff, it's necessary to wake up the professor. Trying to do this independently leads to nothing. Therefore, we head to the xenobiologists' office and learn how to wake the professor. For this, a special whistle is needed. We go up to the technical floor and ask the robot, who willingly gives us the whistle. We return to the staff dormitory, whistle, wake the professor and obtain clearance. We then go back to the technical floor and, presenting the clearance, leave the planet.
Second outcome: The savage intellect defeats the ranger. In this case, an incoming Malok ship interrupts the further conversation with the Akabosses. We run to the base, then to the landed ship. Communicating with the Maloks is useless; it’s better to head straight back to the station. Reporting to the supervisor about the situation, we begin resisting the invasion of the Maloks. In the staff training room, we talk to Andrei and perceive his idea of sabotage in the Malok camp. Andrei also gives a detonator. We only need to find depleted uranium (a cabinet in the xenobiologists' lab) and a timer (technical floor). To get the timer, we need to interrupt the robot’s charging. After gathering all the necessary parts, we go to the xenologists' lab. We carry out the sabotage, listen to the last explanations from the local xenologist, and return to the client planet for the money.
Xenopark
Objective: feed rare animals with exotic feeds
Client: Pelengs
Completion Planet: Pelengs
Requirements for the player: not a Malok
The quest is quite simple and has only one solution. In brief, its essence is: the xenopark contains rare animals, but as a result of an unfortunate incident, all the labels on the cages were mixed up, and now it is unclear which beast is in the cage and what to feed it. You will have to figure this out. In total, there are 5 cages with animals and 7 types of food in the xenopark. Your goal is to guess which beast is in the cage and give it the proper feed. If you give the wrong food, the animal will ignore the food, get ill, or even die. For those who don't want to spend time matching animal descriptions in books with their appearance and experimenting, here is the correct solution:
The beast in the first cage (label: Big Habat) prefers "Kvak To-Us Skinshade";
The beast in the second cage (label: Swamp Jwarklac) adores "Haapta Balls" and "Hydrocarbon Tincture";
The beast in the third cage (label: Klisansk Proto-Shpok) loves to eat "Vatska Kriambusina";
The beast in the fourth cage (label: Noble Aishaut) chooses "Glandular Laap-Shu" and "Granulated Zirkies";
The beast in the fifth cage (label: Sandy SHIP) has a great love for "Just Photons".
After all the animals have been fed, you can discover what their correct names were.
Labyrinth
Objective: remember your task and complete it
Client: Fayanes
Completion Planet: Gaals
Requirements for the player: none
To successfully complete this ritual, you must collect the required number of eggs from the Hvachers in the labyrinth and then defeat the Penchekryak with the help of the Hvachiks that hatch. First, you must buy all the things that the hunter in the village sells – it will come in handy. Upon entering the labyrinth, you should follow the provided map. The eggs usually lie in dead ends.
When encountering a Hvacher, you need to throw the powder made from the root of Chvahi into its eyes. If the purchased worm begins to squeal, you can find a root and use it to restore some health.
After collecting 7-8 eggs, you can return to the exit. The Hvachiks will hatch and attack the Penchekryak. You must use a tunic to make the Hvachiks fiercer and angrier, and then they will gladly devour the monster.
Easy Job
Objective: sort out the strange things happening on the planet
Client: anyone
Completion Planet: Gaals
Requirements for the player: none
The quest has a single correct solution, so if you're struggling to find it yourself, follow the proposed instructions.
Upon arriving on the planet, forget about the agent and head into town with a clear conscience. There, head to the bar "D-El" and, after looking around, approach the Peleng before whom stands a mountain of drinks. Talk to him and, after extracting information about the postal robot, return to the square. From there, head to the post office, approach the informing robot, and tell the password. You will learn the addresses of those who ordered packages and, fulfilling the Peleng's request, finish off the robot. Return to the bar and receive 15 Hryupelya from the Peleng. Head to the gravitas taxi stand to check the addresses. To avoid the hassle, fly straight to Gritty Swamp Boulevard. There, find a note, read it, and proceed to the museum. Talk to the professor and travel to the hotel. Ignore the journalist's attempts to talk to us. Pay with Hryupelya for the room and get a good night’s sleep.
In the morning, head to the professor. We enter the door and find a room in complete disarray. We copy the address from the professor’s notes and follow it. Enter the house and, discovering an attacking monster, dodge to the side. After that, we slowly move towards the door and, entering the hallway, run into the far door. We press the switch, and while the monster pounds on the door, we investigate the computer. When the monster bursts into the room, we repel its attack and continue working on the computer. On activating the self-destruct system, we approach the circuit board and attempt to hack the door opening system. The moment this succeeds, we should run through the door opposite. Entering there and descending the stairs, we begin tackling the puzzle. We need to press the buttons on the lock. Pressing a button changes the digit from 1 to 0 and vice versa, and so do all adjacent buttons. We need to configure the buttons so that only one unit remains in the corner (as in the found paper), after which we follow the solution provided in this paper. Once the door opens, we leave the hospitable building and meet with the girl seen earlier in the alley. We converse with her and agree to participate in the raid. We rest and gather people and gear. It's easier to attack through the roof, so a flayer, electronic intelligence, and some fighters will be necessary. When Molgaar, who is being hunted, flies away, you need to take on the role of the rocket launcher and take him down. Necessary adjustments for the wind need to be made according to indications given in the quest. Three hits will be necessary to destroy the flayer.
The method for passing described here is the simplest and bypasses numerous details that enrich the quest. For instance, you might check other addresses that the postal robot provided, and for one of the doors in the mansion with the monster, there exists an alternative opening method involving solving a logic puzzle. Also, for attacking Molgaar’s mansion, different tactics can be employed.
Ski Resort
Objective: Earn 1,000,000 credits for the ski resort in 20 days
Client: anyone
Completion Planet: any inhabited
Requirements for the player: merchant
This quest does not have a singular way of completion and acts as an economic simulator. To achieve your goal, you must increase the resort's capital from 100,000 credits to 1,000,000 within 20 days. To do this, you need to constantly develop the resort, focusing primarily on the areas that begin to lack. It’s advisable to build new capacities without waiting for the resort's potential to reach its limits. Initially, it might be fine to skip advertising costs when money is tight, but you must monitor closely to ensure the resort’s popularity does not drop to zero – otherwise, the quest will fail. Moving forward, it's advised to increase spending on advertising.
Each day, it’s beneficial to start with a conversation with the economist – this will allow you to determine the best priorities for development.
After the quest is completed, you will be offered to continue accumulating money, increasing the capital to 10 million. The reward for this will be an additional 10,000 credits, paid right away. Decide for yourself if the money is worth spending a few more days at the resort.