Darkstar One Walkthrough :
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Walkthrough - FAQ/WalkthroughLimona Razvan limona_razvan@yahoo.com Legal note This faq/walkthrough belong to me. Feel free to use it,except one situation. If you obtain money from him,send some to a humanitarian foundation (Children Care, Green Peace, fight against antipersonnel mines,etc.). If posted, mail me to keep track on him. Darkstar One Walkthrough Version 1 Update : 10 I 2007 - Added information about Smuggler class thanks to Camdin work. Update : 21 I 2007 - Added information about Killer class thanks to Wildyoyoman Update : 22 I 2007 - Added information about Pirate and Killer class thanks to Ackrin DarkFyre Update : 24 V 2007 - New info about Flak Mission 2 and how to win grace to William Carney Update : 9 VII 2007 - Added the ingame info about smuggler class thanks to Prometheus 1. Introduction 2. Races 3. Strategy tips 4. Class, ship and plasma cannon upgrades 5. Artifacts location 6. Main story 7. Side missions 8. Random missions 9. Weapons 10. Equipment 11. Bugs, cheats and indirect play 12. Credits 1. Introduction You are Kayron Jarvis, a young and proud man destined to save the galaxy. Since your father was killed in Permakin system by `Thul drones`,his friend Robert Altair give you a brand new ship called Darkstar One, capable to upgrade grace to her incorporated organic alien technology and send you to space. Destroy those who murdered your father and bring peace to a galaxy troubled by blood feuds between the civilized races. 2. Races The information bellow are from the official Darkstar One site, except clusters and comments : Terran The Terrans prefer forward facing weapons and missiles and they usually attempt to keep the player within their cone of fire. The Terrans prefer a design with classical shapes and neutral colors. Humankind originated from Earth and throughout history continued to spread out to settle new systems. Initially, they achieved their migration through peaceful means such as inter-racial trading and the colonizing of uninhabited planets. However, as the Terran expansion continued, the peaceful negotiations were gradually replaced by war and subterfuge. During their years on Earth, Humans had always regarded themselves as being the crown of creation and they carried forth this attitude into deep space. Different mentalities established separate groups within the Terrans. The largest group was founded and led by Dr. Samantha Thul. She advocated uncontrolled genetic manipulation, cloning experiments and the utilization of nano-technology in order to improve the human body and soul. Attempts to prevent those experiments were fruitless. After many disputes and conflicts, millions of Thul followers left the Terran systems before locating and settling a new cluster. As a result, they became involved in many conflicts with the Arrack, Raptor, Oc'to and the Mortok races. Eventually, these conflicts culminated in a terrible galactic war. Up until the present day, historians are discordant as to who won the war - the only fact they agree upon is that the Terrans were not victorious. The vast empire of the Terrans was shattered during the battles which ensued. Humankind withdrew into their core systems and began the arduous task of rebuilding. However, while the other races were still arguing over their new borders, the Humans sent out diplomats in order to promote a galactic union. As the shock of war was still all too apparent within the minds of the other races, the efforts of the Human diplomats were fruitful. The six great nations of the galaxy (Terran, Arrack, Raptor, Thul, Oc'to and Mortok) joined the Galactic Union. They agreed to appoint a democratically elected council in order to represent the Union and handle its affairs. Despite the seemingly amicable atmosphere, the extra-terrestrial races knew that the good intentions of the Terrans were born from selfishness and fear. Terran technologies were far behind those of neighboring races, their economy was virtually destroyed and, had the war continued, the Terran Empire would have struggled to prosper. Yet, these facts did not temper the Terran arrogance, nor prevent their demand to the first presidency of the Council. Furthermore, they threatened all races who did not join the Union with sanctions to be enforced by patrols and military warships - warships which they did not even have at their disposal. "We will bring you peace" said the legendary First President of the Council, Harry R. Coulbert, in his inaugural speech, "even if we must pound it into you." To date, only the Terrans' closest relatives, the Thul, were expelled from the Union by the council. Due to their unethical and dangerous experiments they were forced to leave the Union. They withdrew and vanished without a trace. Since then, there has been no official contact with this race. Despite these events, historians generally concur that the founding of the Galactic Union prevented further outbreaks of war so far. Agreement is also widespread that prominent internal discrepancies will tear the Council apart. Such an event would have disastrous repercussions for Humankind - possibly even for the entire galaxy. Clusters : Lalande, Barnard, Alpha Centauri, Sirius Comments : Terrans are, obviously from the game, the poorest race, with ugly ships and stations, but powerful lasers and intrepid pirates. Even so aesthetic and design don`t really match to human way of doing things and is a pity that Ascaron didn`t take in consideration the vast architectural treasures of humankind to make them more appealing. Mortok The Mortok do not use bow weapons.Instead, they boast turrets, which are able to fire in any direction. When the Mortok are pursued, they are able to employ a sudden reverse thrust,which will enable them to withdraw from the opponent's cone of fire. The Mortok like bulky and rounded shapes.Their ships are heavily armored and therefore, they are not very agile.Mor,home planet of the Mortok, is a world filled with extremes. Large volcanoes, roaring storms and scorching heat dominate the side of the planet that faces the sun; frozen oceans and eternal night rule on the other side.The Mortok's genesis claims that the God Xorom chose this world in order to test the strength of the people whom he had created.Alas,the result was not as he had anticipated: Xorom's people climbed the towering mountain of which he resided and killed him.The history of the Mortok is as martial as its origin that lies in this legend. The inhabitants of the light and the dark sides of the planet were at war with each other for millennia,fighting over a small band of land that was situated between the two zones. This area was fertile and the climate was bearable.The ongoing war influenced the technology and the society of the Mortok who were divided into clans. Gunpowder and fire arms were invented long before any written language was developed. The Mortok also established a complex code of honor that defined the conduct of the Mortok in dealings with both comrades and enemies. When they began to venture into space the conflict on the twilight planet finally subsided as a galaxy full of new worlds opened up before them. Soon they encountered other races during their explorations: first the eloquent Raptor, then the timid Arrack. The warring nature of the Mortok clans resulted in wars against these new races. However, the Mortok soon learned that their uncoordinated groups of warriors, who often harbored hostility towards each other, could not stand their ground against the Raptor. Even though the Raptor forces were disorganized and chaotic, the Mortok were hopelessly outnumbered and doomed to an overwhelming defeat. The lizard people conducted a devastating campaign, culminating in the occupation of Mor. The Raptor began to exploit the planet: resources were depleted, the inhabitants were enslaved. The Mortok realized that their only chance to shake off their oppressors was to stand united. Fifty years passed before the charismatic mine worker Avarro succeeded in uniting the clans. He was the leader of a mine worker rebellion that fueled the fire of a world-wide uprising. Avarro united the clans behind him. They expelled the Raptor from the entire cluster and formed a planet-wide government under Avarro as leader of all clans. Under his leadership peace treaties were signed with the Raptor and the Arrack, and commerce agreements were negotiated and finalized with the Terrans and the Oc'to. Finally, a period of prosperity and peaceful coexistence with other people dawned for the Mortok. However, the unity of the clans was superficial and brittle. Many envied Avarro and his successes; others feared that the Mortok were degenerating into a weak people due to the peaceful times. Tensions arose, conspiracies surfaced, and secretive pacts were made. Barely fifteen years after his victory against the Raptor, Avarro was assassinated during a vacation in the twilight land. The assassination of Avarro ignited a civil war which only ended when a new enemy began to threaten the Mortok. The Thul empire was rapidly expanding throughout the universe and the Thul were demonstrating an offensive interest in Mortok territories. With the memory of the Raptor invasion still vivid, the Mortok were united once more. They founded a Council of the Clans and confederated with the Arrack. The confederation, the Oc'to and the Terrans implemented sanctions against the Thul. Unfortunately, the Oc'to and the Terrans did not abide by these agreements and continued to smuggle goods to the Thul. The deception was eventually brought to light when a Mortok patrol captured a Terran cruiser carrying smuggled goods. The cruiser was destroyed. A miscommunication was recorded in the Mortok mission log. For most people this signified the beginning of the Great War. When it ended, the economically stricken Mortok threw their weight behind the foundation of a Galactic Council, banishing the immediate danger of a new war. However, with the lack of external threats against the general populace, internal disputes became apparent once again, feelings of discontent that still linger to the present day. The alliance of Mortok governments that spans many systems is unstable, with quarrels and assassination attempts occurring frequently. The majority of the Mortok are not concerned about these incidents. They have left the conflicts of the clans behind. Many of them now roam the galaxy as mercenaries, pilots and pirates, and they are both infamous and in great demand. In a time of war they would fight unwaveringly for the Mortok cause - but until then they will continue with their own pursuits. Clusters : Grotok, Pertok, Klatok, Stromok Comments : A direct and proud race. You could bet they will fight mano a mano, no tricks till you or them is dead. Raptor The Raptor have a special combination of weapons at their disposal: they possess an extraordinary bow weapon that inflicts damage only to shields, and they use a rocket launcher that fires and recharges rapidly. The ships and the stations of the Raptor usually feature lizard-like shapes. Many millennia ago, a prehistoric continent on the planet separated into thousands of islands during the evolution of the world. A warm and moist climate is predominant on the planet and it has spawned lush fauna and flora everywhere. The only exceptions are the poles, which are covered in thick ice. Jungle areas, extensive swamps and vast oceans also formed. Five intelligent species evolved over time: a two-legged lizard species, a mammal akin to Earth's own monkeys, two forms of ocean mammals - one tiny and one huge - and a type of sea-based bird that lives within the oceans and sports a wingspan of more than six meters. For several million years, each of these species evolved undisturbed, but then the lizards and the monkeys came across each other. Initially, these encounters were peaceful; yet the disputes over territory were soon to begin. These disputes led to several wars which culminated in the extinction of the monkey species. The Raptor - as the lizards called themselves - were dominating the islands of the planet. However, they soon discovered that others dominated the oceans. The Raptor attempted to gain the upper hand against the ocean mammals and birds, but found themselves greatly outnumbered. The inhabitants of the ocean had no means to conquer the islands, and equally had no interest in doing so as these creatures were unable to live outside of the water and had no use for the land. An agreement was eventually struck with the Raptor which conceded Raptor sovereignty over the land (and later their advancement into space) while the ocean mammals and birds continued to pursue their interests below sea level and on its surface. The different species continue to co-exist peacefully to the present day. There is a great variety in the customs and religions of the Raptor. Estimations indicate that there are more than two thousand deities and in excess of eight hundred religions. Additionally, there are probably several thousand movements within these religions. Not a day goes by without a festive procession, a pageant or an official ritual. Politically, the Raptor cluster is classified as unstable because each religion features its own party. The government is often unable to find a majority for their decisions, and occasionally opposing parties resort to violence or even conspiracies and assassinations. Outsiders consider the Raptor political system to be an impenetrable jungle and the Raptor find it equally complicated. It therefore takes an excessive amount of time before the different factions, groups and aggregations come to an agreement. On occasions such as the Declaration of the Great War or the Foundation of the Galactic Union, the Raptor were the last to join - and even then, not all Raptor were involved. Despite its flaws, the Raptor are sorely attached to their chaotic system. They believe that their variety and their discordance are vital basics for their survival. One of their proverbs says: 'He who speaks with one tongue might lose it quickly'. The Raptor speak with many tongues. Which opponent would be able to silence all of them? Clusters : Raptor - Alpha, Raptor - Nova, Raptor - Gamma, Raptor - Delta, Raptor - Epsilon Comments : Fast pirates and powerful missiles. Also their cruisers are not a walk in the park to put down. Oc`to Oc'to ships usually attack their opponents head-on. During battle they drop small drones which are able to fire autonomously, causing damage and distraction. A large number of these drones pose a considerable combined force of firepower. The ships of the Oc'to do them proud, reflecting the bio-organic ancestry. The octopus people are an exception among the galactic races. They are the only people who had no knowledge of war before their advancement into space. Their home planet offers an abundance of food and resources for these amphibian beings and the Oc'to do not have any natural enemies. They evolved peacefully over millions of years and focused their intelligence on sciences. They developed complex philosophical systems and technologies, which are based on the modification of organic materials. A comparatively long time passed before the Oc'to dared to venture into space; initially, they did not have the technology and later, their philosophies did not give adequate reason to leave the planet. Their first encounter with an alien race underlined their reluctance to advance into space as their research vessel encountered a Mortok cruiser which immediately attacked and destroyed their ship.The Oc'to were shocked and feared an invasion after this encounter, but such an event did not come to pass. The Mortok were involved in a devastating war against the Raptor, which kept them distracted from other potential opponents, although the Oc'to were not aware of this at the time. It was the Oc'to nature to research and discuss, and so they spent decades discussing and assessing isolation,aggression, warfare and diplomacy - all subjects that had not previously concerned them. Their inactivity ended when a Terran cargo vessel contacted them. The initial encounters were peaceful and satisfying for both sides alike. The Oc'to decided to give advancing into space a second chance.They began spreading out in a relatively timid and considered manner. However, despite their intelligence the Oc'to were very naive, making them perfect victims for intrigues and deception. So it was that they involuntarily became one of the reasons for the outbreak of the Great War. While they had agreed to sanctions against the Thul, the Oc'to continued to deliver smuggled goods during the embargo - a behavior mimicked from the Terrans.The Great War taught the Oc'to much about warfare, tactics and diplomacy. No longer are they so different from the other races.However, many of their number secretly wish they had preserved their innocence and never ventured into space. Several rebel groups and religiously philosophical gurus attempt to draw advantage from this secluded yearning. Clusters : Sion`nack, Madramon, Gab`har Comments : Oc`to reject war and conflict, but those who become pirates are the most vicious I`ve seen while freeing a system or destroyed a pirate gang. Arrack The Arrack are a race that resemble insects. They are able to fold space temporarily and they rely mainly on this technique. When they are pursued, they are able to shift their position instantly by several meters. Usually, this maneuver is combined with a sharp breaking action. The shapes and agile movements of the Arrack's ships resemble insects. The Arrack are an insect people originating from an arid, desert planet. This planet's water resources were located deep below surface, far away from the scorching heat. The Arrack formed so-called 'Houses': these 'Houses' were gigantic family clans that sometimes included millions of members and they lived in cities beneath the surface. A strict caste system that slightly differed between Houses established a strict hierarchy. A King or a Queen was the absolute ruler of a House. There were no general laws, no civil rights and no parliaments - the caste decided the rights and the duties of each Arrack. The individual was not important - survival of the family was.Fierce fights over the sparse resources of the planet dominate the history of the Arrack. As they were afraid that the water resources might become depleted or even entirely dried out, the Arrack quickly developed methods to preserve water and to venture into space. In space, their colonization of planets was targeted on those with large water resources which could be used to supply the cities on their home planet. The steady influx of water has somewhat eased the situation between the Houses. Conflicts are now a rarity and the Houses even managed to agree on mutual representatives within the Galactic Council. Despite all its advantages, the Arrack regard space travel as a necessary evil. They dislike being torn away from their family structure and the safety of the subterranean cities as it brings feelings of unease and insecurity. Castes and hierarchies are not easily maintained in space and some colonies have been known to adopt completely new social structures. On their home planet these Arrack are frowned upon as rebels, outsiders who will never be able to re-join the House where they stemmed from. However, at the same time the sacrifice that these Arracks have made for their family clan is remembered with honor and praise. Nonetheless, these rebels remain outcasts. The continuous contact with other races has caused many of the Arrack to abandon their hierarchies. Some Arrack grow from this experience; however, the majority attempts to shut away from it. Strangers often perceive the Arrack to be insecure or even timid. This is not the case. Only after involvement of true conflict with the Arrack can one appreciate quite how merciless and selfless these warriors are. Clusters : Hive - AC3, Hive - B52, Hive - CU7, Hive - DC, Hive - ET9 Comments : Their ability to fold space, useable only by fighters, make them difficult to target using bow weapons, so turrets are more efficient to deal heavy damage. Thul The Thul rely mainly on their ability to cloak. They become visible and open fire when their bow weapons are fully charged. As soon as their energy level has dropped to almost zero, they activate their cloaking device again, which renders the hunter almost invisible. The Thul are masters of aesthetics. Their ships are made of precious materials and feature smooth, rounded shapes. Initially, the Thul were a political and ideological movement within the Terran cluster. They consisted mainly of scientists who consolidated under the leadership of the physicist Dr. Samantha Thul and demanded the full legalization of uncontrolled genetic experiments and cybernetic implants. The scientists argued that it was their duty to utilize their theoretical knowledge in order to better the human body and spirit and thus to advance evolution. The objective of their research was the perfect human being: highly intelligent, with a logical mind and an almost indestructible body- a symbiosis of living human and machine. The governments of the cluster denied the Thul supporters' demands, denounced them as unethical and revoked the permission certificates of research for many scientists. Consequently, Dr. Samantha Thul went into hiding and established a secret laboratory in a remote desert area of Earth with a small, tight-knit group. They continued their illegal experiments and made continuous, substantial progress. Meanwhile, their followers were still publicly fighting for their vision of a perfect human being. The movement grew steadily and attracted an increasing number of non-scientist supporters. Finally, the situation escalated when Dr. Samantha Thul emerged from her secret laboratory after more than three decades and presented the result of her research to the public: her body. The pictures spread around the cluster like wild fire: Dr. Samantha Thul, an eighty-year-old woman who walked through the desert sand with the body of a thirty-year old, bending steel pipes with one hand and beating chess masters in merely a few moves. These images threw the Terrans into the biggest crisis of their modern history. Hundreds of scientists confessed to carrying implants or conducting nano experiments; athletes, workers and engineers began to fear for their careers. Unrest broke out when the Terrans realized that they were heading towards a two-class society. The governments were compelled to act. They issued an emergency decree that banned all nano technology, genetic experiments and cloning. Those carrying implants were arrested and detained in large camps. Finally, Dr. Samantha Thul sought a compromise and requested that she and her supporters were allowed to go into exile. After a long period of hesitation, both sides agreed to this course of action. Spaceships were built and financed with a combination of government funds and capital donated by Dr. Thul's followers. One year after the agreement, more than a million Terrans left their cluster and headed towards the remote section of the galaxy that the Humans had assigned to them. However, the Thul, as the exiled Terrans called themselves, did not disappear into the vastness of space as the Humans had hoped they would. On the contrary, after a short period they had colonized many worlds due to their advanced technology. Their empire grew quickly, and the other peoples of the galaxy watched with growing concern. The territorial Mortok looked visibly threatened by the Thul expansion. An alliance against the Thul was formed. Terrans, Mortok, Arrack, Raptor and Oc'to attempted to push their new enemy back, but the alliance faltered, hindered by several scandalous events. The last of these scandals concerned the smuggling of goods to the Thul and it was the cause for the outbreak of the Great War. The Thul steadfastly avoided conflict during the Great War. They focused on protecting the borders of their empire and they delivered weapons to the opposing parties. After the war, they opted out of the the foundation of the Galactic Council. They regarded the other races as undisciplined, semi-civilized beings, driven by organic instincts. This attitude defined their behavior towards the other races - they ignored the decisions of the Council and they advanced their experiments way beyond the ethical limits of the other people. Finally, the Thul were excluded from the galactic community. The Thul felt no regret. They were comfortable in their chosen isolation and turned their attentions to advancing their research. With each new implant and every enhanced nanobot, they still strive for perfection. Clusters : Communa, Hyma Comments : They are the masters of aesthetic and design, but in a machine kind of way - round, slim and inhuman. Thul fighters and pirates use a lot cloaking devices of variable intensity, but the engines are still visible and is pretty easy to follow their path. 3. Strategy tips a. Darkstar One is not a open game. Yes, you could explore every system from a cluster, but advancing further in the main story is a must to acquire new keys. Be patient - trade, take random/side missions, escort freighter, destroy pirate gangs (see Random/side missions) etc. to make a buck, then go back to the main story . b. Don`t bother buying weapons from trade station. In my entire play a bought only two - a Laser MK2 in the beginning, after first artifact and a Spore Turrets later, because she destroy both shield and hull. The best weapons came from destroying pirate gangs, all Secret Service type and all belonging to the pirates boss, except 2-3 obtained along main story/side missions. c. You can jump far away from the warp gate and not even selected, as long the destination is selected and the field drive is full (look for the icon in the middle right part of screen). d. There are repair ships flying around some systems. e. Cruisers are difficult to manage grace to they double protection - shield and hull. Use plasma/boost shield, get close, shoot with everything, than run more than 1 v ( clicks ), out of their weapons range, to recharge the plasma cannon and go back. f. Use always the plasma cannon abilities. g. A good bounty hunter have at least 2-3 turrets to deal with unseen enemies. h. USE ALWAYS KEY COMBINATIONS TO KEEP UP WITH YOUR TARGET(S) : WA, WD, SA, SD. DON`T BOTHER TO MUCH WITH E, CHANGE THE OPTIONS INSTEAD TO FIRE MISSILE USING E. i. Trading is an easy way to make money in the beginning. Poor systems need everything, especially drugs, androids, luxury goods and video games, presuming that are not illegal and prosperous/wealthy need raw materials. If you plan to smuggle goods buy a Jammer to block police or pirates scan. j.It is not necessary to fly inside asteroids for artifacts, because smugglers inside the trade stations will be happy to provide for a certain amount of cash. k. Use always powerful missiles against cruisers. l. System keys could be obtained after completing a mission in the main story or side quests. If side missions are not available, do first the job in the main story to unlock the side mission. Is always a good idea to take the side mission in the first trade station you bump in that cluster to minimize problems. m. It`s hard to fight in asteroid fields. Avoid a battle there and atract the enemies in open areas. 4. Class, ship and plasma cannon upgrades CLASS You can play 6 different characters, but usually people end up with 3 of them a. Pirate - Piracy make cargo ships assume offensive stance when the Darkstar One approaches and roaming pirates will not attack (Ackrin DarkFyre) b. Killer - Police will permanently monitor the Darkstar One and at least one cop would always follow your ship (Ackrin DarkFyre) c. Smuggler - on high levels police ship will scan you more often, but apparently this status will decrease over time and you need to do more smuggling (Camdin) - “Smuggling: The Police will be more alert towards the Darkstar One.”(Prometheus) d. Trader - get better deals at exported goods. e. Bounty Hunters - is more |
