Walkthrough quests (Space Rangers 2: Dominators)
We write here who completed what quests and how.Guys, I can offer an alternative option for passing the "Diver" quest. You can save the station itself from an explosion, and dump from there on a bathyscaphe. You will find out what happened to the inhabitants of the station and receive a bonus for a driven bathyscaphe.
In general, this is the case. As you send the warhead upstairs, you yourself return to the station.
There should be a laser gun in one of the rooms, take it, swim out of the room, rake the blockage and find a yellow card. After that, cut the rail with a laser and remove it. You float to the room with the terminal. Insert both cards, turn on the second terminal in the "Communications" menu. Then you float to the room with the bathyscaphe (insert ANY card at the checkpoint). You climb into the bathyscaphe, examine the terminal. Find the silver card. Insert all 3 cards into the terminal. Close the missile shaft and the outer hatch. After that, you can turn off the self-destruction system and pump out the water from the station.
To sail away in a bathyscaphe, you need to open a technical gate and swim away.
people damn it, help to solve the problem in the quest amnesia as according to this formula X = (10 * (2 ^ n)) - 10; calculate the door code
People, help me: the quest Master of Iike-Bana got sick of it - because of him I can't play KR2 for 2 months already. Well, there is no strength, sitting at home at the computer at 23:00 to play the game in the game without saving during its course (and who put such a gossip, knowing that there is no save at the passed points?). I want Rangers! play (I even tried to bring the save to work and break it with a fresh mind, but there it is not in the save list, which I did not try) Maybe there is some trick: to pass any text quest positively without passing ??! [email protected] Although I am not from the planet Shelezyak, PAMAGITE the tired ranger who killed Machpella in an open battle;) And by the way, no one suggested: even if you win the quest, you need to take back this Duraak Iikeebanist? otherwise it is really possible to save the system nearby, and in two seconds we fly away on the same ship - the nozzle will crack
Quest with amnesia: X = (10 * (2 ^ n)) - 10 - I still did not understand what it was, so I decided just like that - separately - the answer: 3060 or 6030 I don’t remember exactly. Well, 30 and 60 are their speeds.
or 3070 I don’t remember exactly - when I was still at school I solved this problem
passage Master of Iike-Baana
Quests
Master of Iike-Baana
* Passage
* Hints and tips
Quest guide
Spells
Healing: Spirit and Water Restores 7 units of health.
Concentration: Earth and Spirit Concentration +15 units, but not higher than 100.
Vampirism: Air and Spirit Enemy -3, player +3 health.
Fiery Blade: Fire and Spirit Deals 8 points of damage.
Shield: Air and Earth Provides protection against harmful effects for 1 turn.
Geyser: Water and Earth Damage 4-6. Take 50% of 1 Spirit Power from the enemy and give it to the player.
Meteor: Fire and Earth 5 points of damage. Stun the enemy by 20% for 1 turn.
Fireball: Fire and Air 5 damage and -5 Focus to the enemy.
Absent-mindedness: Fire and Water Concentration of the enemy -10.
Freeze: Air and Water Freezes the enemy for 1 turn and takes 2 health away from him.
Ice Bee: Air, Spirit and Water 2 times for 4-6 damage, 100% chance. When hitting the magic Shield, only 1 bee deals damage.
Amulets of
Wind: Air + 1, Spirit + 1
Waves: Air + 1, Water + 1
Light: Fire + 1, Air + 1
Harvest: Earth + 1, Water + 1
Blood: Spirit + 2
Will: Concentration +10
Monsters
Rat
* Found: only in the Buyer's basement, 8 pieces;
* Health: 3 (each);
* Damage: 1-2 (each).
Special: hearing-oriented, no misses.
Spells:
* Meteor - does not work in the basement;
* Fireball - kills 2-3 rats;
* Geyser - kills 1-2 rats;
* Fire. Blade - kills 1-2 rats;
* Freezing - paralyzes 1 rat;
* Ice Bee - kills 2 rats;
* Vampirism - kills 1 rat and gives 3 hits to the player;
* Diffusion - does not work.
Reward: 700 gold, 1 Potion of Healing, 1 Potion of Intuition, the ability to double the current health of the Buyer 1 time.
Combat tactics: Powerful attack with spells of mass destruction, remembering to raise Concentration.
Wolf:
* Occurs: on the roads, not in the Forest and on the way to / from the Source, often - near the Settlement;
* Health: 12-15;
* Damage: 3-7 (additional 0-2 Focus);
* Accuracy: 80-95.
Special:
* 50% chance to restore 1 unit of health each turn, but not more than 15 general.
* 20% chance to dodge Geyser and Fireball spells at 10 Medium.
Spells:
* Fireball - 50% damage dealt 1 more, takes an additional 2-5 Medium;
* Meteor - can take away 1-2 Concentration;
* Geyser - can take away an additional 1-2 Concentration;
* Fire. Blade - additionally takes 1 health and 4-8 Concentration.
Reward: 300-540 gold.
Combat tactics: the most powerful, preferably Geyser and Fire spells, Vampirism and Freeze. After his evasion - Absent-mindedness.
Rat-boar
* Occurs: on the roads, not in the Forest, often - near the Settlement and on the way from the Source;
* Health: 20-23;
* Damage: 5-8;
* Accuracy: 45-65.
Special:
* 50% chance to inflict additional 1-2 damage;
* 25% chance to remove 5 Focus and 1 Spirit Power from a player.
Spells:
* Fireball - 50% damage dealt 1 more, takes an additional 2-5 Med.
* Meteor - 50% deal 1 less damage (4 damage) can take 1-2 Medium.
* Geyser - 50% deal 1 less damage (3-5 damage) can take 1-2 Medium.
* Fire. Blade - additionally takes 1 health and 4-8 Concentration.
Reward: 420-720 gold.
Combat tactics: the most powerful, preferably Fire, spells. Absent-mindedness. Vampirism and Freeze. Meteor and Geyser are not desirable.
Skeleton
* Occurs: only in the Forest;
* Health: 12-16;
* Damage: 4-7;
* Accuracy: 80-95.
Special:
* 30% chance to reflect on the player a spell with the element of Fire, losing 10 Medium;
* Cannot be stunned or frozen.
Spells:
* Fireball - half the damage, only 2-3 damage, takes 1-3 Medium;
* Fire. Blade - half damage, only 4 damage;
* Meteor - increased damage, takes 6 health and 5-7 Med.;
* Geyser - increased damage, takes 5-8 health and 2-4 med.;
* Ice Bee - 2 H 1-3;
* Absent-mindedness - does not work;
* Vampirism - does not work.
Reward: 360-660 gold, 1 potion of Healing or Intuition.
Combat tactics: Geyser and Meteor. Other Fire spells are not desirable.
Zombie
* Occurs: only in the Forest;
* Health: 27-35;
* Damage: 5-10 (additionally subtracts 0-3 Med.);
* Accuracy: 60-65.
Special:
* Poisonous spit every 3-6 turns, takes 3 hit points, 5 Med. and paralyzes for 1 turn;
* Cannot be stunned and frozen
Spells:
* Fireball - deals increased damage, 5-7 damage and takes 2-5 Medium;
* Fire. Blade - increased damage. 10 harm and takes away 3 Concentration;
* Geyser - deals half the damage, only 2-3 damage;
* Meteor - deals reduced damage, 2-3 damage and takes 2-4 Focus;
* Vampirism - the player is deprived of 3 health, the zombies are not harmed;
* Absent-mindedness - weak action, takes away 3-6 Concentration;
* Freeze - adds 2 health to zombies;
* Ice Bee - 2 H 2-3.
Reward: 480-840 gold, 1 potion of Healing or Magic.
Combat tactics: the most powerful Fire spells. Meteor and Geyser are not desirable. Do not use Vampirism and Freeze.
Dema
* Plot character, found only in the Forest, after falling into the Trap;
* Typical zombie, but:
* 25-58 health;
* 65-73 concentration;
* Ready to spit 2-3 turns after the start of the fight.
Reward: 1000 gold, 1 Healing potion, 1 Magic potion.
Great Mage
* Plot character, found in the Wizard's Castle;
* Health: 30-35;
* Damage: no;
* Accuracy: 100;
* Magic: 6-8 each element;
* Potions: 2 Magic and 2 Intuition.
Special: owns 10 standard spells, just like the player.
Supported Spells:
* Healing spell restores 8 health to the Mage
* Absent-mindedness spell removes 12 Concentration from the player
Tips and Tricks
After reading the magic books are no longer needed, and they can be sold from the Buyer.
With Concentration more than 90, you can find a secret clearing and avoid a trap, in addition, a high Concentration increases the likelihood of finding a wallet with money, 3-4 wallets can be found in the Village and near the Crossroads, since time does not go, you can run back and forth, to find all the wallets that appear when entering the location.
Potions and spells can raise magic, health and concentration above the maximum - magic up to 10 and up to 100 units each parameter, but be careful: these bonuses will disappear after visiting the Source.
If the phrase “you noticed something shiny†appears, pick up a wallet. Check regularly at the Village and at the Crossroads.
At each visit to the Village, the maximum amount of money should be left with the Witch Doctor. Therefore, when going to the Village, if there is no place for new potions, but there is money, then it is better to put the excess potions in the Chest or drink, after having plunged into the Source.
Seeing a "strange black formation" at the Crossroads, do not throw anything there! On the contrary, the wallet should be lifted immediately.
When attacked by a monster, it is better to run away, losing 10% of your cash.
On the way to the Source, you can face a racketeer, this path is free from monsters. You can choose any options - there will be no consequences, although the option "A in the eye" deprives the player of 1 hit point and 20 concentration, and "You have a pretty penny" - 1 coin.
In the Cave, you can stumble upon a level designer and get another multi-color. In total, the Witch Doctor takes no more than 2 flowers, giving out money and a Potion of Magic in return.
The "ultimate" set that a player can have and which gives maximum efficiency when sent to the Mage: 3 potions of all types with you. Two amulets. 312 coins (preferably for a bonus). 1 elixir of Concentration, 2 Magic and 2-3 Health in the chest.
Passage
Objective: to defeat the Gaal Iike-Baanist in a virtual game
This quest, according to the game developers, is the largest in the game. This is really so, the quest is huge, so I will try to briefly describe its possible passage and give some tips.
Arriving on the planet, we go to the "Tired Gamer" bar. There you can listen to the impressions of experienced players, but, more importantly, you can also buy a card for virtual money. This money will be added to the starting amount in the game. After that, you can go to the Second Life pavilion and connect to the game.
Next, I will give one of the fastest possible quest passages. But remember that you can wander around the world of the game for a long time, opening up all the new possibilities. Also, before following this walkthrough, I recommend reading the tips and advice provided after it.
We leave for the Village. Approaching the merchant of magical items, we buy a book of the Spirit and one of the amulets of Light, Harvest or Spirit to choose from. We leave from the merchant and read the book of magic. We cast the Concentration spell (it became available after studying the book) and turn off the pause.
We approach the crying girl. We find out the cause of her grief and with the help of the Healing spell we heal her mother. As a reward for our good deed, we receive a rose. We leave for the Crossroads.
From the Crossroads we step into the Dark Forest. Having entered, we control the value of Concentration - if it is less than 90, then either we cast the spell of Concentration, or we drink a potion of Intuition. Entering the Forest, we notice a small path located to the west of the main one. We need it, we go along it. In the clearing we find a flower of many flowers and take it with us. Then we follow the well-trodden path into the forest. We turn from it onto an untrodden path, and then we go along an overgrown path. Having found the skeleton of a Gaalian, we direct the magic of the Spirit on it. This revives the ghost of the Gaal magician, who asks to strengthen the flow of the Spirit. This is what we do. As a reward, we choose magical capabilities, which will increase our Spirit magic by four units. After that, we leave and get out of the Forest along the familiar path.
Now we go along the overgrown path to the left. We wade through the jungle to the exit to the path and stomp along it. On the way, we will be constantly bitten by bees, causing damage 4-7. If the need arises, then you need to stop and rest, casting a Healing spell or drinking a potion. When there is only one spurt left before leaving the forest (the corresponding inscription will appear), you need to take a break and raise your concentration to 100. Having got out into the clearing, we notice the body. We examine it, take away the found things and plunge into the stream.
Refreshed, we approach the house. You can have a long and interesting conversation with the hostess, but I suggest the shortest way, giving only the necessary information:
1. “Master! Open the gate ... "
2." Oh, yes, let me introduce myself , madam ... "
3." What could be more beautiful ... "
As a reward for politeness and a rose flower, we get the Ice Bee spell. It can be used 5 times in the entire game, but against the Great Mage it will only work 1 time. Therefore, 4 charges can be safely spent.
We return to the Village. Having entered the healer's hut, we sell him a multicolor, while buying potions of Magic and Health. We go to the Crossroads, and from it to the Magic Source. There we store all the potions in the chest, so that no more than one of each type remains. We swim in the Spring. After that, we return to the Crossroads, and from it we step into the Cave of Riddles.
Entering the Cave, choose the Path of Will. There you will need to defend against the attacks of the demigods. Here are the possible ways of repelling their attacks:
* The first demigod. If he attacks with Air, then we put the protection of the Earth. If Water, then Fire.
* Second demigod. If he attacks with Air, then we put the protection of Water. If the Earth, then Air.
* Third demigod. If he attacks with Water, then we put the protection of Fire. If by the Spirit, then by the Spirit.
As a reward for these actions, we get a full set of potions. Now you can go down the path of Wisdom. There you have to answer three riddles. The correct answers are as follows:
1. Death;
2. Water;
3. Fire.
As a reward, choose the Harvest or Wind amulet.
If you have enough money, then you don't have to go on the path of Knowledge. Otherwise, we go there. There it will be necessary to act with various types of magic on a multi-colored flame in the following order:
1. on Yellow - Spirit;
2. on Red - Water;
3. on Blue - Earth;
4. on Violet - everything except Fire;
5. on Green - everything except Air.
We will receive a lot of money as a reward.
We return to the Crossroads, and from it to the Village. We buy potions and again go to the Crossroads, and then to the Magic Source. Free up one space for each type of potion by transferring the excess to the Chest. We swim in the Well and move to the Buyer. We sell extra books and ask the Buyer for help. We agree to help with the rats and the basement. In the battle with rats, the most effective spells of mass destruction are Fireball (fire + air), Geyser (water + earth), Fire Blade (fire + spirit). Having killed all the animals, we get a small reward and the location of the Buyer - now he is ready to give us a potion that doubles our health.
We return to the Source of Magic. By this time, the hero should already be the owner of the "Ultimate set" (see "Hints and Tips"). If not, then you still need to wander around the world, knocking out money from its inhabitants to buy the required things. When we are ready, we proceed to the training camp for the battle with the Great Magician.
We use the money to buy the missing potions. Before going to the Magician, the following conditions must be met:
* All parameters are restored to the Source.
* Concentration raised to 100.
* Increase the level of Magic (potions) to the maximum. At least one potion of Magic and Health must remain in your pocket.
* Raise health to 50 (no longer worth it).
* There must be at least 312 coins in your pocket.
Now we go to the Buyer and double his health. From there we stomp to the Wizard's Castle. Having met the Guardian, we answer as follows: “Always ready!â€, “That's right!â€, Then give him the required amount.
The last action will increase the power of Fire by one. Next, we proceed to the battle with the Great Magician. Here are some pointers to help you in this battle:
The tactics of the Magician are constantly changing, and you need to act during the battle. But the peculiarity of the AI ​​is such that, having felt that the player can be finished off with one spell, he will necessarily utter it, or freeze the player in order to finish off the next move. In addition, realizing that he himself can be killed with one spell, the Mage is healed, paralyzes the player or puts a Shield in order to survive. At the same time, he does not know about the Ice Bee spell, which breaks through the Shield and deals 8-12 damage, so it is better to use LP on finishing moves, or in a critical situation to make the Mage take care of his own health and forget about the player. Unfortunately, having felt the effect of the Ice Bee on himself, the Great Mage neutralizes the spell, and it can no longer be used. In addition, the Great Magician tries to maintain a high level of Concentration - over 70.
There are three ways to defeat the Magician:
1. Mutual exhaustion and draw;
2. Exhaustion of the Magician;
3. Death of the Magician.
The better the victory, the higher the exchange rate of the money left after the game for galactic credits will be.
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Taken from the encyclopedia
The passage of dozens of planetary battles, and quests made before the reboot and revolution, is in the encyclopedia, which is in the PB FAQ
games.art-freeman.ru/space-rangers-2/4
In the same place with a dozen facts on others topics kr2
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Please help with the planetary quest (About the artist) I just can't go through it. Description: You need to win the tournament of the best artists of the galaxy, etc. Please, help.
kinoler
Draw so that one of the jury really likes it and deprive the rest and the main competitor of the stock of weed a little.
I succeeded in 3 attempts.
Please tell me on the planet, the bearing meets me with crazy professors, I talk and I can't understand about these numbers horizontally, vertically and diagonally should = 15?
The same quest, with the professor - I don't understand, who knows how to complete it?