Well
here's the mission-line I have so far.
Index:
Page 1:
Index
2: Starting off: The missing Shofixti Patrol and the Lurg
encounters.
3: Building Forces: Contacting the Xen-Weyi, Baul and
Foon-Foon.
4: More Xen-Weyi, Baul and Foon-Foon stuff.
5:
The Foon-Foon Rebelion
6: The Orz and Taalo
7: Locating
and finding the Faz
8: Faz Interaction
9: The Slylandro Fleet
And some Faz
10: Some more Faz and some new
Androsyn
11:
12:
13:
14:
15:
16:
17:
18:
19:
20:
Starting
off:
You start off at the Chmmr base in Procyon talking to
the Chmmr commander who tells you that 3 shofixti ships have gone
missing. The Ur-Quan forces are fleeing as well. The Kzer-Ah have
fled so far their location is unknown, however the Khor-Ah have
adapted guerrilla warfare to keep pressure on the Chmmr as they build
greater forces.
When you investigate the Shofixty patrol
area, the first patrol area furthest to the left contains a Lurg base
harboring a mysterious black Orb. Upon confronting the Lurg you learn
that they have advanced bio-engineering skills and are wary of you
because of your new Chmmr allies and because you have discovered the
Orb you must be destroyed.
After you destroy them you take
the Orb from the surface, but it releases an electro-magnetic bursts
that damages your ship, but does not completely stop it. No one knows
what the Orb does at this point, all we know know is that it's
capable of releasing enourmous amounts of magnetic energy which the
Lurg's ships won't be effected by as they have harnessed
bio-computers. However the Shofixty are no where in sight, so the
captain proceeds to Patrol 2 in search of the Shofixti. Here in Gamma
Messier the captain finds a full fledged Lurg colony. They explain
that their purpose is to try and store balance to the galaxy, making
the weak “stronger” and the strong “weaker” and mentions the
Foon-Foon and Baul situation to the East in patrol 3. The Lurg
however explain their existence must be kept a secret from the Chmmr,
and so they try and kill you. However to their surprise the Arilou
teleport to save the captain. The Lurg cannot possibly land a single
hit on the Arilou's vessels, however the Arilou cannot effectively
penetrate bubble fields and the Lurg ships healing abilities. Both
forces realize this and the stand-off becomes a stalemate. The
Captain is safe for now and the Arilou return to explaine they have
come to stop the Lurg and help the captain unite the galaxy while the
Lurg are implied to be very ancient rivals of the Arilou, even before
the Sentient Milieu had developed.
However, the captain
still did not find that damn Shofixti patrol and finally heads to the
third patrol, occasionally refueling and recrewing at the Chmmr or
Earth starbase. Finally in Delta Angstrom the captain finds a minor
Lurg base. Guarded by 10 Lurg ships, they do whatever they can to
convince the captain to leave and try not to reveal what they're
doing
.
So after destroying those Lurg ships the captain lands
on the surface to find a biological lab where various subjects are
being “experimented on”, turning into horrible mutated forms. One
of these life forms spoke, saying “captain...”. The Shofixti fell
unconscious as it had been hooked up to heavy anesthesia mechanics.
The captain felt sympathy for the other races being altered by did
not know what to do with them. He collected three remaining
shofixti-like subjects as well as two Baul-like who were able to be
kept alive on heavy life support. Should the captain take them to the
Shofixti, the Shofixti would be enraged, proceeding to possibly
attack the Lurg by themselves.
So, the player can go to the
Shofixti territory and tell the Shofixti what the Lurg are doing and
they will get very angry, eventually leading to a dichotomy in the
Shofixti race after the Syreen influence. The Shofixti didn't
attack as they had no idea where the Lurg actually were at this
point, but if they did know where the Lurg were, much of there
territory would migrate to fight them off, seeking help from the
Chmmr and Yehat, at least if the captain cannot tell them to stop.
If
they do, the Shofixti will be set back and no longer supply you with
their ships.
After telling the Chmmr commander of the the news of
the Lurg, the captain notices a couple minor glitches. It seems like
nothing and the Chmmr say “we will fix them”. The Chmmr commander
however goes on to say that not only should other races be warned in
private so that Lurg do not intercept their hyper-wave transmissions
and learn that the Alliance is onto them, but also seek out new
allies and races that were slave shielded. The Chmmr do not know
exactly where any new allies might be, but the player is suppose to
remember that the Lurg mentioned the Baul and Foon-Foon somewhere
around patrol 3. The captain has the option to find their territory
before reporting to the Chmmr which is fine and will effect
nothing.
Part 2, building forces:
(The captain can talk to the
Melenorme and get an upgrade that allows the flag ship to carry more
resources)
With the Vulpulacae portal still not yet formed which
the player has no knowledge of I'm just saying that so you know to
leave it out for now, the captain/player journeys to any of the
Hicetas systems (south of the Yehat) to find the Xen-Weyi. The
Xen-Weyi are a worm-like race who communicate through ground
vibrations, using their oscillatory transceivers so computers can
interpret their movements. Every planet (excpet gas giant planets) in
all Hicetas systems have been completely terraformed and fully
support life, however there is one planet which is in the process of
being terraformed. At this point the captain does not have the option
to steal the orbital terraformer but later he will have the option to
buy one or steal that one. When making contact with the Xen-Weyi he
finds they are a pretty peaceful race, but also very neutral and with
an army of their own. Even though the captain tells them that the
Alliance of Free Stars fought off the Ur-Quan, they are not so quick
to make join but are still impressed with their alliance
non-the-less. They mention seeing a few Ur-Quan ships fly by their
systems without engaging them, flying South-South-West. The Captain
can also ask about the Xen-Weyi's history to learn they were once
enslaved by the Ur-Quan but were freed because their advanced planet
engineering technology and forces helped the Ur-Quan deal with the
Mycon, and in fact they can almost completely undo what the Mycon
have done which the Syreen would be very interested in. They will
consider your alliance, but for now with their own army they remain
neutral. They proceed to tell you that you can perhaps get help from
the Baul and Foon-Foon directly south of them.
At this point the
captain can journey to the Baul systems south and/or tell the Syreen
that the Xen-Weyi and fix their original home-world “Organon”. If
you tell the Syreen this information, some of their forces will
venture towards the Xen-Weyi (and you should be able to see a very
small syreen bubble moving towards them), but will talk to the
Shifxti along the way which will inspire the dichotomy between males
and females in the Shofixty race. Since the Syreen are a matriarchal
race with few males, they will inspire the female Shofixti who have
less rights and harder lives to seek out a new path for themselves.
If the captain does not deal with this, it will play into the
dichotomy that will lead to the Shofity's destruction at the hands
(or tentacles) of the Lurg. The benefit though is that the Syreen
will have a planet somewhat a little closer to Vux territory, near
the edge of this galactic section and reduce the cost of their ships
by 30%. Eventually this effect can be combined with the joining of
other allies to reduce the cost of crew by 1 unit. The Xen-Weyi
however offer that they can give the captain fuel in exchange for
resources.
So anyway the captain ventures onward to Baul territory
in the Poena systems, finding that they are tough and hardy though in
a much looser way than the Thraddash as sometimes they are even
drunken. After the captain tells the Baul of the threat of the Lurg,
the Baul dismiss it saying they defeated the Lurg a long time ago and
they are not a threat to them. However, the captain reveals the
horribly mutated Baul specimens he obtained from the lab (if he
doesn't have the specimins he will have to tell the Baul that he will
get “evidence” that the Lurg are a threat). However unlike most
races, but similarly to the Thraddash, in order to fully
convince the Baul to join him he will have to destroy 4 of their
ships without losing a single ship of their own. If he does lose a
single ship then they will not consider him mighty enough. At this
point each Baul fleet he encounters contains 5 ships so it's fine.
When the captain defeats the 4th ship in a row, the last Baul ship
will stop the battle and hail you again, claiming he had acted
bravely and they will more strongly consider his support and
even tell the captain to investigate a possible Foon-Foon rebellion
they suspect.
(side note: The star Alcyon which is near Baul
territory has historical significance in Christian religion. I don't
know exactly why, but in Christian mythology it had something to do
with god's light and eventually an apocalypse involving the entire
surface of the Earth burned from light, perhaps there is something
related to a powerful device there, maybe capable of breaking slave
shields?.)
But regardless of this the captain proceeds southward
to the Baul territory. There's a worm hole in that general region of
space to quasi-space which the captain can use to reach the Arilou
who can equip him with a new Quasi-Portal device (The Melenorme can
tell him where the wormhole is).
Proceeding ever south-ward the
Captain finds that Alpha Juturna and Beta Lupi are Foon-Foon
territory, but when he get's there the Foon-Foon are being controlled
by the Baul and there are both Foon-Foon and Baul ships, though more
Baul ships and Foon-Foon.
The Baul are not hostile towards
the captain for coming here, they just say “so you decided to pay
them a visit after al eh? Suite yourself.” Or something like that.
The Foon-Foon are very clean insect-like creatures who speak more
quickly and are more polite, nearly the opposite of the Baul. They
explain that a long time ago the Baul conquered them when the Lurg
had tried to conquer this region and the Baul fought them off, but
also used that oppostunity to conquer them as well. The captain
proceed to say “You seem rather happy...” (in your current
situation), the insects who are somewhat intelligent express so much
content that the captain is suppose to extrapolate they are being
sarcastic. In reality they are miserable, being treated as
lower-class and extorted for resources and used for labor. The
captain can see further evidence of this upon visiting other
Foon-Foon worlds when they say “We have very little resources...”
and “Our life is hard...” “We usually pay tribute to our Baul
overseers...”. The Baul had aso expressed they closely monitor the
Foon-Foon since they tried to rebel in the past, monitoring all
conversations. With this thought the captain will say “unforotunately
I forsee an accident happening, I will ty my best to deal with it...”
to which the Foon-Foon respond “Perhaps the Xen-Weyi can help, they
are very advanced”. The Foon-Foon mistakenly think that the captain
can get the Xen-Weyi to free them since they are somewhat kind, but
really this leads the captain to acquire an orbital terriformer. He
needs this to talk with the Foon-Foon in private not only to learn
the history of the Baul and Lurg but also to give them the chance to
rebel, because obviously the captain can't openly talk of a rebellion
with the Baul listening in, they will act hostile towards him.
After
being told this the captain heads to Xen-Weyi territory and asks how
he can help the Foon-Foon and if the Xen-Weyi even knew about it. The
Xen-Weyi express that they know the Foon-Foon are virtually enslaved
but that it is not their place to interfere with those races, feeling
that they wanted to distance themselves from the actions of the
Ur-Quan. However, the Xen-Weyi give you the opportunity to buy an
orbital terraformer for 50,000 RU units. If you do this, it will
definitely delay your attempts, but the Xen-Weyi will consider your
trade an act of good business and be closer to considering you an
ally. Or, you can steal the Orbital terraformer at the planet that's
being terraformed and although the Xen-Weyi won't attack you, you
will never be able to convince them to be your ally. Either way
when the captain acquires it, if he can't figure it out himself, the
Melenorme will tell him that much of the highly advanced technology
in the galaxy is inspired from Precursor remnants... which is why
they were able to outfit his previous flag ship so well, and that
various technologies can be combined. The captain must combine the
Black Orb with the Orbital Terriformer to create a massive planetary
scale electro-magnetic disruption that will allow him to talk with a
close Foon-Foon ship running on auxiliary power from minor
bio-computer technology they stole from the Lurg. Because of the
massive size of the Orbital Terraformer and that it's disruption can
be “directed” based on the shape of the Terraformer, the captain
can enter a Foon-Foon system and send out a massive hyper-space wave
that disrupts all electronics in an entire solar system (which won't
be effective against the Lurg and will make the Chmmr very pissed at
for using on them if you do use it). When the captain tries this at
first, it will take a day, you go to the device menu and combine the
two objects like you would with the Ultron, and there is a sort of
lander-style report that says “Captiain, the Black Orb seems to
interface with the Orbital Terraformer. It is not causing much
disruption in the device and seems stable and somehow found its own
place within the device, we suspect that if we used it, it would
create a massive disruption that would damage any electronic
equipment. Based on our previous activation of the Orb though, usage
more than once would disrupt or destroy the Terraformer.”. So the
captain only gets to use the Orbital Terraformer 2 times before it
breaks. The Black Orb will of course be fine, it is a very powerful
artifact that was created almost at the peak of the Precursor's
physical existence.
So the captain get's to the Foon-Foon system,
uses the device from afar and it spreads out to effect the entire
system, disabling all ships. However the captain then approaches a
single Foon-Foon ship running on auxiliary power (if he tries to
contact a Baul ship it will only give him the option to attack them
or leave). Now, the Foon-Foon begin conversing. With the captain
saying “alright tell me what's really going on here”, the
Foon-Foon explain that the Baul are not so mighty. The only reason
they won was because a very large group of the Lurg's forces
rebelled, leaving the Lurg weakened. These the rebels were described
of has having often times slow, small green ships that used anti
matter cones. Aside from this the Foon-Foon were implying that
because the Baul were not so mighty that they could rebel and reclaim
their worlds and asked the captain for help.
Should the
captain agree to help he will be asked to use his “amazing”
device in a Baul system before the ther Foon-Foon forces enter it,
letting the remaining Foon-Foon forces come in and conquer that
system. This is will be the second time he get's to use it and now
the Orbital Terraformer will break. The captain can buy another
one (but only one) from the Xen-Weyi but it has no great use at this
point, the Ur-Quan are too large for it to have a major effect and
the Lurg's ships are unaffected by it, it's only use would be to
paralyze all ships in a specific solar system.
The Foon-Foon
however seem to mercilessly slaughter the Baul while they are
disabled, but this is only a small amount of the Baul's forces.
Eventually the Foon-Foon capture this first system, you can see their
ships entering 24 hours later and as they pass over Baul ships, the
Baul ships disappear. The Baul are not yet aware that the Captain is
behind their destruction since their ship's sensors are disabled.
From here the captain can either change his mind and tell the Baul
that the Foon-Foon have taken over a star system very quickly and the
Baul will send massive forces to that system which if you change your
mind yet again you will have to help defeat. Or, you can lie to the
Baul about knowing anything, say nothing has happened when they say
“we lost contact with one of our colonies, did you see anything?”.
But in the next Baul system you visit there will be a huge Baul boss
ship. If you use the Orbital Terraformer it will lose half of it's
health, but it cannot be complete destroyed with that device alone.
The captain will have to defeat the boss, then report to the
Foon-Foon that the boss has been destroyed so they can proceed to
move in. At this point the Baul know you're supporting the Foon-Foon.
The Foon-Foon on their own cannot defeat the remaining Baul forces so
you will have to move in to defeat the Baul, however you must be the
one to stop the Foon-Foon from completely wiping out the Baul (you
can see their territory shrinking every time you and the Foon-Foon
destroy many Baul forces). The Baul can be completely coquered if you
want them to be, but you can convince the Foon-Foon to stop, saying
“I think that's enough, I will not help you in the next
attack...”.
“Left to their own devices” the Foon-Foon
will attack the Baul, both sides will lose territory but eventually
the Foon-Foon rebellion will be crushed, their territory will
completely vanish. They'll still be alive it's just that the Baul
will completely control their government and you will no longer see
the Foon-Foon on their home world screens. If you helped the Baul
they will be happy with you, if you help the Foon-Foon the new
overseers will not hep you.
But if you continue to help the
Foon-Foon, destroying star systems of ships the Foon-Foon will
eventually win. If you go to the Earth station to obtain more ships
at this point, the Earth captain will say “I hear there's a
rebellion going on with the Foon-Foon and YOU'RE involved...” and
th Chmmr will say “What are you doing Captain?”, and you'll have
to explaine that you think the Foon-Foon should be freed and will be
better allies, to which the Chmmr will reply “Very well, we will
not interfere with your decision and we Chmmr will have no direct
role in those unfolding events.”. You can still use the Chmmr
ships to fight the Baul, but they are not going to waste their own
efforts to personally interfere with the Baul and Foon-Foon
situation.
At this point the captain notices a couple more
glitches in the Chmmr's speech but neglects to point them out.
So
anyway on with the Foon-Foon. If you let the Baul be completely
dominated, the Xen-Weyi will become more wary of you and you will
have to do even more work to earn their trust. But if you let a
couple Baul star systems survive after the Foon-Foon say “We cannot
express our gratitude enough captain!! We have won our independence
from the cruel and despicable Baul and they will rule us no
longer!!...” the Xen-Weyi will hear of this and not become as wary
of you.
So after this revolution you will have Foon-Foon
ship designs and have earned their trust as allies, or depending on
other actions you will either have angry Baul or Baul allies.
If
you speak to them the Melenorme tell you the location of another worm
hole and technology that increases how many extra ships your
Flag-Ship can coordinate by 2. You can enter a wormhole and talk to
the Arilou, they will give you a Quasi-Device, saying “My child...”
and “You will rise where we fell” implying that you can finally
quell the battles with the Lurg and Ur-Quan. However, they also
mention there is a massive anomaly in the center of the Vulpulacae
system (NOW the giant portal appears). The Arilou said that when they
approach the portal their ships become damaged and lack the
technology to enter it, but they suspect that an “old ally” is in
it and that you will need to find a device called the “Temporal
Warper”. They tell you that the Orz may have a device that the
Arilou can use to construct the temporal warper to be suited to your
ship and so with this you are off to Orz territory. You can
tell the Arilou that the Orz said they were “above” and that the
Orz said they themselves came form below. If you say this the Arilou
will confusingly explain that basically they think the Orz came from
a topological hyperspace subset of quasi-space.
The Arilou are
still puzzled and cautious of the Orz, but they definitely know
something about the Orz they aren't telling you. It's not necessarily
sinister, but perhaps they just don't want to talk about it because
it's too hard to explaine and they don't feel the captain needs to
know about it and that most likely it will damage his relationship
with the Orz, but the Arilou still warn you to be careful. Though the
Arilou still don't know exactly what the Orz did with the Androsyn
which is also partly why they are so cautious of them.
New
wormholes in the game open up which is secretly the result of the
presence of the Nnngn who eventually proceed to teleport stars.
Though the Nnngn themselves are hard to detect because of their dark
matter composition, if you ask the Arilou about "stars randomly
appearing" (by discovering a new star not listed on the map) the
Arilou will explain that they are trying to catch whatever is
responsible for opening new wormholes in quasi-space as well as
making those stars appear.
But anyway on with the Orz. With the
portal appearing in the Vulpulacase system, the captain tries to
enter it but is told by is crew that the ship is experiencing rapid
deterioration. So the captain talks to the Orz, explaining to them
that a giant portal has opened up. The Orz oddly enough do not seem
surprised and seem to imply they have been waiting for the captain or
really anyone to go into it. However the captain explains that he
cannot enter the portal (if he didn't try already he will tell the
Orz he will try it), so the Orz give the captain a piece of the
Temporal Warper. With this the captain can enter Orz space which
unlike quasi-space is very dark and the player would see black with
mixtures of purple and blue. However the captain travels extremely
slow and 30 units of fuel per second get used up. If he get's stuck
before exiting the portal, a ship that does not explain it is the Orz
but talks like the Orz and looks very different from the Orz gives
you fuel and an exit exit. When you tell True Space Orz of this they
somehow already know you couldn't go very far and say they're sorry
you can't play or party or whatever their term was for interacting in
Orz space. But at least you have some component which you give back
to the Arilou, then they tell you they need one last piece that you
can get Alcyon. The second planet on Alcyon harbors the device but it
is guarded by 10 Baul. If you are allies with the Baul you can buy it
for 10,000 RU which you can deposit each visit. If you are not
complete allies you will have to destroy all 10 Baul ships and they
will definitely be mad at you. Once you have the other component you
must take it back to the Arilou and they will give you a fully
constructed Temporal Warper. Now you can enter Orz space unhindered
for 15 second periods, and if you use it in True Space which will be
able to travel exceedingly fast. However when used in true space it
must recharge for 5 days.
When in Orz space you see one big thing
on the map. On the radar the closer object seems to have small
tentacles coming out of it, but when you go up to it you see it has a
lot of white, and looks like a plasma jellyfish with tentacles
extending into True Space wormholes. Graphically your ship just flies
"over" them, but you can use the True-Space portals if you
want. When you talk to the jelly fish thing it, it looks kind of like
the Slylandro's environment with many altered and fainter Orz-like
figures and greet you, saying you have finally met the Orz, whatever
their term for that is. However, they/it think(s) you came to it
because you want to be "*together*", or merge with it into
it's neurological matrix and become a singular higher dimensional
organism with it. So, you enter into a "battle" with it
where you have to basically shoot the giant plasma-looking tentacles
and small drones. After this happens they/it will talk to you again,
wondering why you attacked them/it. You will have to tell them/it
that you did not come there to be "*together*" but are
actually looking for the Taalo and they will give some info about
where the Taalo are on your starmap as well as tell you that the
Arilou are *chasing* the Nnngn, though they won't refer to the Nnngn
directly by name. The Orz will not attack you again however they will
no longer supply you with their ships as they were originally
friendly because they had high hopes for other races being more
willing to merge with them/it. You can still talk to them though and
the Orz say they have been *chasing* the Taalo, which is because they
think the Taalo want to merge into their matrix which is originally
why the Orz teleported them out of Quasi Space. So the Orz tell you
that the Taalo have been hard to get a hold of because they are
randomly popping up in a general region of Orz Space where you will
have to randomly encounter their planet. Eventually the Orz will have
to work with you to teleport the Lurg into a really deep dimension
where time is very very very slow from out relative True Space
perspective. If you ask the Orz about the Androsyn they will again
say they were not happy campers and had been put below because they
did not want to be *together*.
When you contact the Taalo they
seem peaceful and have a warm telepathic voice as well as no actual
combat ships. The captain asks how the Taalo got there and they will
say they originally teleported into quasi-space but got teleported
into Orz space after interacting with the Orz and not understanding
exactly how they talk. They have been trying to teleport their planet
back into quasi-space but with minimal success as the portal quickly
collapses and at first had trouble adapting to the different temporal
dimensions of Orz space but eventually figured it out. Since they are
immortal silicon rocks, they were minimally effected by aging. The
captain mentions that the Arilou sent him to find them and the Taalo
who at this point only had legends of the Arilou were somewhat amazed
that they were interacting in True Space again. The Taalo also go on
to ask the captain what happened to the Ur-Quan and the captain
explains that they injured themselves to break free from the Dynarri
and eventually went on to enslave and eradicate other races, but now
the Chmmr are pushing them back thanks to the captain's efforts. The
Taalo express discontent that the Ur-Quan had become so vile and that
they could not stop the Dynarri with their Taalo devices in time,
they thought it was a lost cause and decided to teleport into
quasi-space. But there were still other matters to discuss. They
Ur-Quan had to eventually be stopped and there was a new threat
called the Lurg. The Taalo say some things that imply the Lurg have
been around for a long time and were fought off by the Arilou. The
captain also tries to ask them for help but they explain they are a
more peaceful race and have no combat ships, but they mention the Faz
and Mael-Nurm (or whatever their old name was idk I can't find it in
sa-matra quotes) who were not exterminated by the Dynarri's
mind-control armies. The Taalo ask the captain if he knows of any way
they can successfully teleport outside of Orz space, but sadly he
does not, but the Taalo tell him to ask the Arilou if they can.
The
captain now has two main things he can do: Talk to the Arilou again
or find the so called “Faz” which he will have to as the
Melenorme about. Eventually the Taalo will need to be freed and
occupy True Space to help repair the broken Chmmr along with the
Mmmrmnhrm since certain parts of their psychology is similar to the
Chenjesu's.
After getting back to True Space the captain
asks the Melenorme directly about the Faz (and he should have to
option to ask about anything he wants anyway rather than hoping the
Melenorme tell him something useful), but the Melenorme oddly say
they have little to no information on them and so do not make a deal
with the captain on that piece of information. The captain can't
accuse them of lying at this point, but he doesn't really know where
else to look. The Melenorme however don't know about the captain's
contact with the Taalo and Orz space. The captain can try talking to
the Arilou though and they will give him a general region the Faz
systems are suppose to be located in, but unknown to the captain the
Faz system has been moved about 5 units to the left and the former
location of their home star is now occupied by a new star. Eventually
it will become more obvious when a third star appears within a 4 unit
radius of the Sol system and the Sol commander says that a star just
teleported there.
After getting into the general Faz system
he will be greeted by a Melenorme homing beacon telling him that
approaching the habitable planet will have drastic consequences,
which the captain of course ignores. When he approaches the Faz
home-world he finds it is slave shielded with a star base and is
greeted with “We are the Faz, seekers of truth.” The captain asks
the Faz who they are and though don't ever lie are some times vague,
and tell the captain the Faz were part of an old group of races that
protected other developing worlds. They also tell the captain that
the Ur-Quan enslaved them after the Melenorme sold false information
to the Yuptar which the Ur-Quan used to wipe them out with. The
captain explains that the Ur-Quan are running away from the new
Alliance of Free Stars and that the Chmmr have the capability to free
the Faz. The Faz are interested and go on to explain that they also
do not like the Ur-Quan because of their selfish inheritance of The
Path Of Now And Forever. The captain asks what that Path is,
explaining that the Ur-Quan mentioned it some years ago and the Faz
explain that their “ancestors” left relics. Some relics contained
telepathic messages explaining that the races of the galaxy were
suppose to one day meet the same fate as their ancestors did, and
although they do not completely know what that fate is, the relics
explain it is very important and connects all the races. The Faz do
however mention an “ascension” which they interpreted from the
relic, which the Pkunk, Utwig and Taalo have been working towards,
and the Ur-Quan after meeting the Sentient Milieu had wanted to
follow that Path as well which is why they were originally a part of
the ancient group. But how do the Faz know about those races? Because
they were part of the Sentient Milieu, but they don't directly say
that it's just an implication the player has to extrapolate because
as the Sentient Milieu they would visit various star systems to make
sure they were safe.
Anyway now captain has the mission to tell the Chmmr to free the Faz. Upon visiting the Chmmr he is warned that a large fleet of Khor-Ah vessels is approaching and that forces are being built up to stop it. In reality this large Khor-Ah fleet is actually the slylandro in disguise. The Umgah with their massive knowledge of biology engineered vessels that can hose the Slylandro, however as a joke the Umgah made those ships look like Khor-Ah ships. The captain is told that the “large Khor-Ah fleet” is approaching directly from the west and the captain is sent to investigating it. Upon making contact with these vessels he finds the Slylandro comfortably in them completely unaware of the danger. The captain however warns them to turn back because the Chmmr think they are an enemy and are about to destroy them, and with this in mind the captain heads back to Chmmr territory to tell the Chmmr they are not the Khor-Ah. The Chmmr who are becoming more broken and irrationally paranoid with the passing of time have a hard time accepting that story. If you have Chmmr ships already with your flag ship however they can report for themselves that there are in fact Slylandro in that vessel, but the Chmmr in that territory will still insist that you escort a small fleet to confirm this. The problem with this is that you must escort the fleet “safely”. You're new ship is a more massive ship harboring 15 Chmmr ships and your flag ship with it's current ship array (which I think the player would think is badass) but it travels sow as hell.
Now as it turns out, there is actually a real Khor-Ah fleet heading your way and it's faster than you, but it's not “huge”, it harbors 10 Khor-Ah ships along with 2 original Slylandro ships that shoot powerful missiles which can survive 3 hits of the Chmmr's point defense and have a somewhat large radial blast. The radial blast deals 3 damage to everything it effects while the Missile itself does 4 damage. It travels fast and aims straight in the direction you pointed in. (In melee you should have an option to press “a” while hovering over the slylandro ship to turn it into it's alternate). Instead of having a blue background, the new slylandro ship will have a black background while the crystals stay read to emulate the Khor-Ah's look.
If you make it through with some Chmmr ships of the original fleet you can proceed to the Slylandro territory to confront them. After this the Chmmr warn them to stop what they're doing and change the look of their ships. If you talk to the slylandro after this they explain they are retreating for now to change the look. In One Earth month they will be back with light purple versions of Umgah ships.
When the captain talks to the Chmmr again (although he had the option to do so after the melenorme mentioned it) he will ask the Chmmr to let the Vux and Mycon free. After negotiations the mad Chmmr tell the captain he can only pick one race, the Mycon will be located in Gamma Mensae, and after about a month whichever race you pick will help you while the other will remain enslaved.
Purple Umgah ships will remain in your territory but the Chmmr seem to become more “broken”. When you tell them of the Faz they will inform you that the Melenorme said they are not to be trusted. Pretty obviously strange actions, but you need to ignore them none-the-less, which is why it's better to buy from the Melenorme now instead of later. If you don't then basically the storyline doesn’t progress, the Lurg will eventually grow too powerful and take over everyone. However you still have the option to talk to the Arilou, find the Androsyn in hyper space (if you find them by coincidence) talk to the Taalo and Orz, and check up on the Shofixti dichotomy.
When you are finally ready to trust the Faz you can tell the Chmmr to send a fleet to bust the Slave Shield around the Faz, but bcomming ever more paranoid will want to “make sure” the Faz will remain loyal to them and after busting the slave shield the Chmmr inhibit the production of their ships and guard their system. The Faz of course are not satisfied with this. In response the Melenorme will be somewhat mad at you since the Faz told you of the Melenorme's deceit in the past where they sold false information to the Yuptar and no longer had friendly relations with them. However when you confront the Melenorme they will express that they feel bad, but only because false information was given, not because the Yuptar were destroyed. They will however charge you extra for information and technology from this point on.
When you talk to the Faz some more they will say that the Precursors called the races “Deep Children”. The captain will then tell the Faz that the Mycon mentioned Deep Children quite a bit and that the captain should get information from them if they can. The Mycon will talk vague as usual but when the captain mentions that a relic called many races “Deep Children” the Mycon will take a sort of different turn in their speech. They will act somewhat surprised, saying “other Deep Children?” and end on that. There's pretty much no real point to talking to them, just something interesting to do.
With information from the Melenorme they will say that an Adrosyn vessel was seen flying around the star system Alpha Syrma. When you visit them they are of course not pleased to see a human has discovered them and proceed to attack you. After destroying 5 ships they will finally listen to you and you can tell them that you're not really there to cause trouble but more to warn them and get their help. They laugh at the idea of them helping you even though you mention the Lurg. You will have to do a little more to get them to like you.