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Each level require a specific number of alien artifacts: level 1 - 1 artifact, level 2 and 3 - 2 artifacts, level 4 - 3 artifacts, level 5 to 7 - 4 artifacts, level 8 to 17 - 5 artifacts, level 18 to 20 - 10 artifacts.
Contents.Storyline The DarkStar One is an advanced, partly organic starship that was built by the protagonist's late father, Simon Jarvis, using technologies from an ancient race. Jarvis was the co-founder and co-owner of a security firm, SimRob Industries; and his business partner and friend, Robert Altair, gives Jarvis's son Kayron, the protagonist, the starship after his father's death. After Kayron becomes familiarised with the controls of the DarkStar One, Robert tells him the manner of his father's death. The weapons system on Jarvis's ship had been sabotaged by Jarvis's former co-pilot Jack Forrester. Robert identifies Forrester as a traitor and murderer.While Kayron sets out to hunt Forrester down in revenge, a series of attacks takes place on research stations across the Galactic Union (GU). The attacking ships, identified simply as drones, appear to be a type of vessel completely unknown to the GU, and Robert convinces the Galactic Council that they are of Thul origin, a genetically engineered human civilization.
This antagonises all races within the Galactic Union against the Thul.In a state of heightened tension, military units are mobilised to the GU's borders in anticipation of galactic war: precisely what the Union was founded to guard against. Unfortunately, this leads to an escalation of unrest already present within GU territory: border disputes between the Arrack and Oc'to, and an increase in piracy and smuggling in the more remote and independent systems.Soon Kayron meets a pilot called Eona, who – enigmatically – is also looking for Forrester, but she does not divulge why. Eona's mysterious past, of legally questionable nature, means she has many contacts otherwise unavailable to Kayron, mostly linked to the criminal underworld. She becomes Kayron's co-pilot.Their adventure together leads them to Eona's sudden kidnapping and her subsequent rescue, the collecting of information from four research stations pertaining to Oc'to scientist Dr Zarkov's research into the drone attacks, and the eventual discoveries of Forrester and Dr Zarkov. There is also the revelation that it was Robert who was behind Kayron's father's death, for which he framed Forrester, and that the Thul are not responsible for the drone attacks. A highly advanced, extra-galactic race called the S'kaa is behind the attacks, and they are bent on galactic domination.
Their primary means of achieving this is to control individuals in power, including Robert, and intimidate them into divulging where the weakest and most easily conquerable planet systems are. They also exploit tensions already present in the galaxy's politics, subtly manipulating races into wars that will weaken all sides.With help from allies who they meet during their travels – including the Thul cruiser Eoghane II – Kayron and Eona manage to find and reach the system where the S’kaa mothership is located. Together they formulate a plan of attack: using the DarkStar One’s unique plasma cannon, they create a rupture in the S’kaa ship's (otherwise impenetrable) shields, shortly after Robert – who is held captive inside the mothership for his failure to kill Kayron earlier in the story – double-crosses the S’kaa and sends a message to Kayron detailing the mothership's shields.
With the shield penetrated, Kayron manoeuvres the DarkStar One through the ship's maze-like outer hull and into its core. After destroying the shield generator in the core, he flees from the ensuing explosion and flies back out to space.The S’kaa escape by detaching the top of their mothership from its main body and activating a portal back to their home territory. The rest of the mothership disintegrates.
The DarkStar One and its allies destroy the portal beam generators that opened the portal, thereby preventing the S’kaa from returning. Victorious, they all return to the Thul cruiser on which the final battle was planned.Eona leaves the DarkStar One afterwards, but programs the ship's computer with her voice so that Kayron will 'never be alone'.
The mission log reads 'No more story missions available', but the open-ended activities of trading, escorting merchant ships, carrying out mercenary assignments and fending off pirate attacks can still be done.Setting The story takes place in the, beginning in a called Pencah, several away from the Earth. Starting in Terran (human) territory, the game takes Kayron Jarvis, the protagonist, across the known galaxy, in which he encounters five alien races – the Mortok, Raptor, Oc'to, Arrack and the Thul – each with their own distinct cultural identities and fighting styles. The Terrans, Mortok, Raptor, Oc’to and Arrack together form the Galactic Union (GU), a -like confederacy which was formed by the Terrans after a major galactic war, in order to prevent such large-scale conflicts from ever happening again.
Because of drone attacks, the Thul have become isolated to their territory, while the rest of the galaxy slowly organises itself against them.The galaxy is divided into 23 sectors, or ‘clusters’, which contain 331 solar systems. There are seven races in the galaxy, however only six have territories. These are Terrans, Mortok, Raptor, Oc'to, Arrack, and Thul.
The S'kaa are the seventh, and their home territory is unknown, their mothership just occupying an abandoned system in Raptor territory. In Terran territory, the Galactic Union has its Council – its headquarters – on Earth, Sol System, Alpha Centauri cluster.Gameplay The game is divided into different action role-playing quests. These are main storyline quests, side quests, and missions which can be accepted from trade stations. The latter can further be broken down into missions which include freighter escort, transportation, bounty hunting, espionage or taking photos of objects that are of interest to your contractors. In addition, the player is also able to trade, mine, or liberate star systems from space pirates.The DarkStar One.
This section contains information of unclear or questionable or to the article's subject matter. Please this section by clarifying or removing. If importance cannot be established, the section is likely to be moved to another article, or removed.Find sources: – ( June 2016) DarkStar One has some elements in it, which are reflected by the ship's properties.The ship, DarkStar One, is a long-range fighter that is partly organic in its construction, and is upgraded by absorbing alien artifacts that are scattered across the galaxy, usually found inside large asteroids.
The artifacts will allow the ship to be enhanced, enabling greater firepower, compatibility with a variety of alien weaponry, manoeuvrability and resistance to attack. Artifacts add to the exterior of the ship, changing its physical appearance over the course of the game, and increasing the number of weapons and equipment it can carry.The ship consists of four upgradeable parts: the hull, wings, engines and plasma cannon. Every time sufficient artifacts are recovered, the player is given the opportunity to upgrade one of the first three along with upgrading the plasma cannon as well.The plasma cannon is a unique weapon within the DarkStar One universe, and can be used to provide a number of additional attacks and abilities designed to give the player the edge in combat. These can be offensive or defensive, aiding either the ship's weapons, shields, or to attack enemy ships directly. Once all 100 artifacts have been recovered, the plasma cannon also unlocks a zero-point drive, allowing unlimited hyperspace travel throughout the galaxy.Critical reception DarkStar OneAggregate scoresAggregatorScore72.8771Review scoresPublicationScoreB-8/103/58.1/108/1066/10060%DarkStar One received positive to mixed reviews, scoring 71/100 on Metacritic based on 33 reviews. The graphics were often praised, but the gameplay was not.
lauded its accessibility and simplicity while ActionTrip derided it as overly simplistic and repetitive. The game was frequently compared to other space sims including, and the.
Page 1Limona [email protected] noteThis 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 (ChildrenCare, Green Peace, fight against antipersonnel mines,etc.). If posted, mailme to keep track on him.Darkstar One WalkthroughVersion 1Update: 10 I 2007 - Added information about Smuggler class thanks toCamdin work.Update: 21 I 2007 - Added information about Killer class thanks toWildyoyomanUpdate: 22 I 2007 - Added information about Pirate and Killer classthanks to Ackrin DarkFyreUpdate: 24 V 2007 - New info about Flak Mission 2 and how to win graceto William CarneyUpdate: 9 VII 2007 - Added the ingame info about smuggler class thanksto Prometheus1.
Strategy tips4. Class, ship and plasma cannon upgrades5. Artifacts location6. Side missions8.
Random missions9. Bugs, cheats and indirect play12. IntroductionYou are Kayron Jarvis, a young and proud man destined to save the galaxy.Since your father was killed in Permakin system by `Thul drones`,hisfriend Robert Altair give you a brand new ship called Darkstar One, capableto upgrade grace to her incorporated organic alien technology and send youto space. Destroy those who murdered your father and bring peace to agalaxy troubled by blood feuds between the civilized races.2. RacesThe information bellow are from the official Darkstar One site, exceptclusters and comments:TerranThe Terrans prefer forward facing weapons and missiles and they usuallyattempt to keep the player within their cone of fire. The Terrans prefera design with classical shapes and neutral colors. Humankind originatedfrom Earth and throughout history continued to spread out to settle newsystems.
Initially, they achieved their migration through peaceful meanssuch as inter-racial trading and the colonizing of uninhabited planets.However, as the Terran expansion continued, the peaceful negotiationswere gradually replaced by war and subterfuge. During their years onEarth, Humans had always regarded themselves as being the crown ofcreation and they carried forth this attitude into deep space. Differentmentalities established separate groups within the Terrans. The largestgroup was founded and led by Dr. Samantha Thul. She advocateduncontrolled genetic manipulation, cloning experiments and theutilization of nano-technology in order to improve the human body andsoul. Attempts to prevent those experiments were fruitless.
After manydisputes and conflicts, millions of Thul followers left the Terran systemsbefore locating and settling a new cluster. As a result, they becameinvolved in many conflicts with the Arrack, Raptor, Oc'to and the Mortokraces.
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 whichensued. Humankind withdrew into their core systems and began the arduoustask of rebuilding. However, while the other races were still arguing overtheir new borders, the Humans sent out diplomats in order to promote agalactic union. As the shock of war was still all too apparent within theminds of the other races, the efforts of the Human diplomats were fruitful.The six great nations of the galaxy (Terran, Arrack, Raptor, Thul, Oc'toand Mortok) joined the Galactic Union. They agreed to appoint ademocratically elected council in order to represent the Union and handleits affairs. Despite the seemingly amicable atmosphere, theextra-terrestrial races knew that the good intentions of the Terrans wereborn from selfishness and fear. Terran technologies were far behind thoseof neighboring races, their economy was virtually destroyed and, had thewar continued, the Terran Empire would have struggled to prosper.
Yet,these facts did not temper the Terran arrogance, nor prevent their demandto the first presidency of the Council. Furthermore, they threatened allraces who did not join the Union with sanctions to be enforced by patrolsand military warships - warships which they did not even have at theirdisposal. 'We will bring you peace' said the legendary First Presidentof the Council, Harry R.
Coulbert, in his inaugural speech, 'even if wemust pound it into you.' To date, only the Terrans' closest relatives,the Thul, were expelled from the Union by the council. Due to theirunethical and dangerous experiments they were forced to leave the Union.They withdrew and vanished without a trace.
Since then, there has beenno official contact with this race. Despite these events, historiansgenerally concur that the founding of the Galactic Union preventedfurther outbreaks of war so far. Agreement is also widespread thatprominent internal discrepancies will tear the Council apart. Such anevent would have disastrous repercussions for Humankind - possibly evenfor the entire galaxy.Clusters: Lalande, Barnard, Alpha Centauri, SiriusComments: Terrans are, obviously from the game, the poorest race, withugly ships and stations, but powerful lasers and intrepid pirates. Evenso aesthetic and design don`t really match to human way of doing thingsand is a pity that Ascaron didn`t take in consideration the vastarchitectural treasures of humankind to make them more appealing.MortokThe Mortok do not use bow weapons.Instead, they boast turrets, whichare able to fire in any direction.
When the Mortok are pursued, theyare able to employ a sudden reverse thrust,which will enable them towithdraw from the opponent's cone of fire. The Mortok like bulky androunded shapes.Their ships are heavily armored and therefore, they arenot very agile.Mor,home planet of the Mortok, is a world filled withextremes.
Large volcanoes, roaring storms and scorching heat dominatethe side of the planet that faces the sun; frozen oceans and eternalnight rule on the other side.The Mortok's genesis claims that the GodXorom chose this world in order to test the strength of the peoplewhom he had created.Alas,the result was not as he had anticipated:Xorom's people climbed the towering mountain of which he resided andkilled him.The history of the Mortok is as martial as its origin thatlies in this legend. The inhabitants of the light and the dark sidesof the planet were at war with each other for millennia,fighting overa small band of land that was situated between the two zones. This areawas fertile and the climate was bearable.The ongoing war influenced thetechnology and the society of the Mortok who were divided into clans.Gunpowder and fire arms were invented long before any written languagewas developed. The Mortok also established a complex code of honor thatdefined the conduct of the Mortok in dealings with both comrades andenemies. When they began to venture into space the conflict on thetwilight planet finally subsided as a galaxy full of new worlds openedup before them. Soon they encountered other races during theirexplorations: first the eloquent Raptor, then the timid Arrack.
Thewarring nature of the Mortok clans resulted in wars against these newraces. However, the Mortok soon learned that their uncoordinated groupsof warriors, who often harbored hostility towards each other, could notstand their ground against the Raptor. Even though the Raptor forceswere disorganized and chaotic, the Mortok were hopelessly outnumberedand doomed to an overwhelming defeat. The lizard people conducted adevastating campaign, culminating in the occupation of Mor.
The Raptorbegan to exploit the planet: resources were depleted, the inhabitantswere enslaved. The Mortok realized that their only chance to shake offtheir oppressors was to stand united. Fifty years passed before thecharismatic mine worker Avarro succeeded in uniting the clans. He wasthe leader of a mine worker rebellion that fueled the fire of aworld-wide uprising. Avarro united the clans behind him.
They expelledthe Raptor from the entire cluster and formed a planet-wide governmentunder Avarro as leader of all clans. Under his leadership peacetreaties were signed with the Raptor and the Arrack, and commerceagreements were negotiated and finalized with the Terrans and theOc'to. Finally, a period of prosperity and peaceful coexistence withother people dawned for the Mortok. However, the unity of the clanswas superficial and brittle. Many envied Avarro and his successes;others feared that the Mortok were degenerating into a weak peopledue to the peaceful times. Tensions arose, conspiracies surfaced, andsecretive pacts were made. Barely fifteen years after his victoryagainst the Raptor, Avarro was assassinated during a vacation in thetwilight land.
The assassination of Avarro ignited a civil war whichonly ended when a new enemy began to threaten the Mortok. The Thul empirewas rapidly expanding throughout the universe and the Thul weredemonstrating an offensive interest in Mortok territories. With thememory of the Raptor invasion still vivid, the Mortok were united oncemore. They founded a Council of the Clans and confederated with the Arrack.The confederation, the Oc'to and the Terrans implemented sanctionsagainst the Thul. Unfortunately, the Oc'to and the Terrans did not abideby these agreements and continued to smuggle goods to the Thul. Thedeception was eventually brought to light when a Mortok patrol captureda Terran cruiser carrying smuggled goods.
The cruiser was destroyed. Amiscommunication was recorded in the Mortok mission log. For most peoplethis signified the beginning of the Great War.
When it ended, theeconomically stricken Mortok threw their weight behind the foundation ofa Galactic Council, banishing the immediate danger of a new war. However,with the lack of external threats against the general populace, internaldisputes became apparent once again, feelings of discontent that stilllinger to the present day. The alliance of Mortok governments that spansmany systems is unstable, with quarrels and assassination attemptsoccurring frequently.
The majority of the Mortok are not concerned aboutthese incidents. They have left the conflicts of the clans behind.
Many ofthem now roam the galaxy as mercenaries, pilots and pirates, and they areboth infamous and in great demand. In a time of war they would fightunwaveringly for the Mortok cause - but until then they will continuewith their own pursuits.Clusters: Grotok, Pertok, Klatok, StromokComments: A direct and proud race. You could bet they will fight manoa mano, no tricks till you or them is dead.RaptorThe Raptor have a special combination of weapons at their disposal:they possess an extraordinary bow weapon that inflicts damage onlyto shields, and they use a rocket launcher that fires and rechargesrapidly. The ships and the stations of the Raptor usually featurelizard-like shapes. Many millennia ago, a prehistoric continent onthe planet separated into thousands of islands during the evolutionof the world. A warm and moist climate is predominant on the planetand it has spawned lush fauna and flora everywhere.
The only exceptionsare the poles, which are covered in thick ice. Jungle areas, extensiveswamps and vast oceans also formed. Five intelligent species evolvedover time: a two-legged lizard species, a mammal akin to Earth's ownmonkeys, two forms of ocean mammals - one tiny and one huge - and atype of sea-based bird that lives within the oceans and sports a wingspanof more than six meters.
For several million years, each of these speciesevolved undisturbed, but then the lizards and the monkeys came acrosseach other. Initially, these encounters were peaceful; yet the disputesover territory were soon to begin. These disputes led to several warswhich culminated in the extinction of the monkey species. The Raptor -as the lizards called themselves - were dominating the islands of theplanet. However, they soon discovered that others dominated the oceans.The Raptor attempted to gain the upper hand against the ocean mammalsand birds, but found themselves greatly outnumbered.
The inhabitants ofthe ocean had no means to conquer the islands, and equally had no interestin doing so as these creatures were unable to live outside of the waterand had no use for the land. An agreement was eventually struck with theRaptor which conceded Raptor sovereignty over the land (and later theiradvancement into space) while the ocean mammals and birds continued topursue their interests below sea level and on its surface. The differentspecies continue to co-exist peacefully to the present day. There is agreat variety in the customs and religions of the Raptor. Estimationsindicate that there are more than two thousand deities and in excessof eight hundred religions. Additionally, there are probably severalthousand movements within these religions.
Not a day goes by withouta festive procession, a pageant or an official ritual. Politically,the Raptor cluster is classified as unstable because each religionfeatures its own party. The government is often unable to find amajority for their decisions, and occasionally opposing parties resortto violence or even conspiracies and assassinations. Outsiders considerthe Raptor political system to be an impenetrable jungle and the Raptorfind it equally complicated.
It therefore takes an excessive amount oftime before the different factions, groups and aggregations come to anagreement. On occasions such as the Declaration of the Great War or theFoundation of the Galactic Union, the Raptor were the last to join -and even then, not all Raptor were involved. Despite its flaws, theRaptor are sorely attached to their chaotic system.
They believe thattheir variety and their discordance are vital basics for their survival.One of their proverbs says: 'He who speaks with one tongue might loseit quickly'. The Raptor speak with many tongues. Which opponent would beable to silence all of them?Clusters: Raptor - Alpha, Raptor - Nova, Raptor - Gamma, Raptor - Delta,Raptor - EpsilonComments: Fast pirates and powerful missiles. Also their cruisers arenot a walk in the park to put down.Oc`toOc'to ships usually attack their opponents head-on. During battle theydrop small drones which are able to fire autonomously, causing damage anddistraction.
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A large number of these drones pose a considerable combinedforce of firepower. The ships of the Oc'to do them proud, reflecting thebio-organic ancestry. The octopus people are an exception among thegalactic races.
They are the only people who had no knowledge of warbefore their advancement into space. Their home planet offers an abundanceof food and resources for these amphibian beings and the Oc'to do not haveany natural enemies. They evolved peacefully over millions of years andfocused their intelligence on sciences. They developed complex philosophicalsystems and technologies, which are based on the modification of organicmaterials. A comparatively long time passed before the Oc'to dared toventure into space; initially, they did not have the technology and later,their philosophies did not give adequate reason to leave the planet.
Theirfirst encounter with an alien race underlined their reluctance to advanceinto space as their research vessel encountered a Mortok cruiser whichimmediately attacked and destroyed their ship.The Oc'to were shocked andfeared an invasion after this encounter, but such an event did not come topass. The Mortok were involved in a devastating war against the Raptor,which kept them distracted from other potential opponents, although theOc'to were not aware of this at the time. It was the Oc'to nature toresearch and discuss, and so they spent decades discussing and assessingisolation,aggression, warfare and diplomacy - all subjects that had notpreviously concerned them. Their inactivity ended when a Terran cargovessel contacted them. The initial encounters were peaceful and satisfyingfor both sides alike. The Oc'to decided to give advancing into space asecond chance.They began spreading out in a relatively timid and consideredmanner.
However, despite their intelligence the Oc'to were very naive,making them perfect victims for intrigues and deception. So it was thatthey involuntarily became one of the reasons for the outbreak of theGreat War. While they had agreed to sanctions against the Thul, the Oc'tocontinued to deliver smuggled goods during the embargo - a behaviormimicked from the Terrans.The Great War taught the Oc'to much aboutwarfare, tactics and diplomacy.
No longer are they so different fromthe other races.However, many of their number secretly wish they hadpreserved their innocence and never ventured into space. Several rebelgroups and religiously philosophical gurus attempt to draw advantage fromthis secluded yearning.Clusters: Sion`nack, Madramon, Gab`harComments: Oc`to reject war and conflict, but those who become pirates arethe most vicious I`ve seen while freeing a system or destroyed a pirate gang.ArrackThe Arrack are a race that resemble insects. They are able to fold spacetemporarily 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 agilemovements of the Arrack's ships resemble insects. The Arrack are an insectpeople originating from an arid, desert planet.
This planet's waterresources were located deep below surface, far away from the scorching heat.The Arrack formed so-called 'Houses': these 'Houses' were gigantic familyclans that sometimes included millions of members and they lived in citiesbeneath the surface. A strict caste system that slightly differed betweenHouses established a strict hierarchy. A King or a Queen was the absoluteruler of a House. There were no general laws, no civil rights and noparliaments - the caste decided the rights and the duties of each Arrack.The individual was not important - survival of the family was.Fierce fightsover the sparse resources of the planet dominate the history of the Arrack.As they were afraid that the water resources might become depleted or evenentirely dried out, the Arrack quickly developed methods to preserve waterand to venture into space. In space, their colonization of planets wastargeted on those with large water resources which could be used to supplythe cities on their home planet. The steady influx of water has somewhateased the situation between the Houses.
Conflicts are now a rarity and theHouses even managed to agree on mutual representatives within the GalacticCouncil. Despite all its advantages, the Arrack regard space travel as anecessary evil. They dislike being torn away from their family structureand the safety of the subterranean cities as it brings feelings of uneaseand insecurity. Castes and hierarchies are not easily maintained in spaceand some colonies have been known to adopt completely new social structures.On their home planet these Arrack are frowned upon as rebels, outsiders whowill never be able to re-join the House where they stemmed from. However, atthe same time the sacrifice that these Arracks have made for their familyclan is remembered with honor and praise.
Nonetheless, these rebels remainoutcasts. The continuous contact with other races has caused many of theArrack to abandon their hierarchies. Some Arrack grow from this experience;however, the majority attempts to shut away from it.
Strangers often perceivethe Arrack to be insecure or even timid. This is not the case. Only afterinvolvement of true conflict with the Arrack can one appreciate quite howmerciless and selfless these warriors are.Clusters: Hive - AC3, Hive - B52, Hive - CU7, Hive - DC, Hive - ET9Comments: Their ability to fold space, useable only by fighters, makethem difficult to target using bow weapons, so turrets are more efficient todeal heavy damage.ThulThe Thul rely mainly on their ability to cloak. They become visible andopen fire when their bow weapons are fully charged. As soon as their energylevel 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 theTerran cluster. They consisted mainly of scientists who consolidated underthe leadership of the physicist Dr.
Samantha Thul and demanded the fulllegalization of uncontrolled genetic experiments and cybernetic implants.The scientists argued that it was their duty to utilize their theoreticalknowledge in order to better the human body and spirit and thus to advanceevolution. 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 clusterdenied the Thul supporters' demands, denounced them as unethical and revokedthe permission certificates of research for many scientists. Consequently, Dr.Samantha Thul went into hiding and established a secret laboratory in aremote desert area of Earth with a small, tight-knit group. They continuedtheir illegal experiments and made continuous, substantial progress.Meanwhile, their followers were still publicly fighting for their vision ofa perfect human being. The movement grew steadily and attracted an increasingnumber of non-scientist supporters.
Finally, the situation escalated when Dr.Samantha Thul emerged from her secret laboratory after more than three decadesand presented the result of her research to the public: her body. The picturesspread around the cluster like wild fire: Dr. Samantha Thul, aneighty-year-old woman who walked through the desert sand with the body of athirty-year old, bending steel pipes with one hand and beating chess mastersin merely a few moves. These images threw the Terrans into the biggest crisisof their modern history. Hundreds of scientists confessed to carrying implantsor conducting nano experiments; athletes, workers and engineers began to fearfor their careers. Unrest broke out when the Terrans realized that they wereheading towards a two-class society.
The governments were compelled to act.They issued an emergency decree that banned all nano technology, geneticexperiments and cloning. Those carrying implants were arrested and detainedin large camps. Samantha Thul sought a compromise and requestedthat she and her supporters were allowed to go into exile. After a long periodof hesitation, both sides agreed to this course of action.
Spaceships werebuilt and financed with a combination of government funds and capital donatedby Dr. Thul's followers.
One year after the agreement, more than a millionTerrans left their cluster and headed towards the remote section of the galaxythat the Humans had assigned to them. However, the Thul, as the exiledTerrans called themselves, did not disappear into the vastness of space asthe Humans had hoped they would. On the contrary, after a short period theyhad colonized many worlds due to their advanced technology. Their empiregrew quickly, and the other peoples of the galaxy watched with growingconcern. The territorial Mortok looked visibly threatened by the Thulexpansion. An alliance against the Thul was formed. Terrans, Mortok,Arrack, Raptor and Oc'to attempted to push their new enemy back, but thealliance faltered, hindered by several scandalous events.
The last of thesescandals concerned the smuggling of goods to the Thul and it was the causefor the outbreak of the Great War. The Thul steadfastly avoided conflictduring the Great War. They focused on protecting the borders of their empireand they delivered weapons to the opposing parties. After the war, theyopted out of the the foundation of the Galactic Council. They regarded theother races as undisciplined, semi-civilized beings, driven by organicinstincts. This attitude defined their behavior towards the other races -they ignored the decisions of the Council and they advanced their experimentsway beyond the ethical limits of the other people. Finally, the Thul wereexcluded from the galactic community.
The Thul felt no regret. They werecomfortable in their chosen isolation and turned their attentions toadvancing their research. With each new implant and every enhanced nanobot,they still strive for perfection.Clusters: Communa, HymaComments: They are the masters of aesthetic and design, but in a machinekind of way - round, slim and inhuman. Thul fighters and pirates use a lotcloaking devices of variable intensity, but the engines are still visibleand is pretty easy to follow their path.3.
Strategy tipsa. Darkstar One is not a open game. Yes, you could explore every systemfrom a cluster, but advancing further in the main story is a must to acquirenew keys. Be patient - trade, take random/side missions, escort freighter,destroy pirate gangs (see Random/side missions) etc.
To make a buck, then goback to the main story.b. Don`t bother buying weapons from trade station. In my entire play abought only two - a Laser MK2 in the beginning, after first artifact and aSpore Turrets later, because she destroy both shield and hull. The best weaponscame from destroying pirate gangs, all Secret Service type and all belonging tothe 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 longthe destination is selected and the field drive is full (look for the icon inthe 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 - shieldand hull. Use plasma/boost shield, get close, shoot with everything, than runmore than 1 v ( clicks ), out of their weapons range, to recharge the plasmacannon and go back.f. Use always the plasma cannon abilities.g. A good bounty hunter have at least 2-3 turrets to deal with unseenenemies.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 MISSILEUSING E.i.
Trading is an easy way to make money in the beginning. Poor systems needeverything, especially drugs, androids, luxury goods and video games,presuming that are not illegal and prosperous/wealthy need raw materials. Ifyou plan to smuggle goods buy a Jammer to block police or pirates scan.j.It is not necessary to fly inside asteroids for artifacts, becausesmugglers inside the trade stations will be happy to provide for a certainamount of cash.k. Use always powerful missiles against cruisers.l. System keys could be obtained after completing a mission in the mainstory or side quests. If side missions are not available, do first thejob in the main story to unlock the side mission. Is always a good ideato take the side mission in the first trade station you bump in thatcluster to minimize problems.m.
It`s hard to fight in asteroid fields. Avoid a battle there and atractthe enemies in open areas.4. Class, ship and plasma cannon upgradesCLASSYou can play 6 different characters, but usually people end up with 3 of thema. Pirate - Piracy make cargo ships assume offensive stance when the DarkstarOne approaches and roaming pirates will not attack(Ackrin DarkFyre)b. Killer - Police will permanently monitor the Darkstar One and at leastone cop would always follow your ship (Ackrin DarkFyre)c.
Smuggler - on high levels police ship will scan you more often, butapparently this status will decrease over time and you needto do more smuggling (Camdin)- “Smuggling: The Police will be more alert towards theDarkstar One.”(Prometheus)d. Trader - get better deals at exported goods.e. Bounty Hunters - is more likely to be attacked in rebel systems.Inreality I was ambushed also in Galactic Union andNeutral systems, so.f.
Mercenary - get better rewards for accomplished missions.SHIPYou can upgrade the engine, hull and wings when the necessary amount ofartifacts is obtain. I suggest to have before Flak mission 2 four frontweapons,2-4 turrets and a good engine. Each level require a specific number ofalien artifacts: level 1 - 1 artifact, level 2 and 3 - 2 artifacts, level 4- 3 artifacts, level 5 to 7 - 4 artifacts, level 8 to 17 - 5 artifacts, level18 to 20 - 10 artifacts.Plasma Cannon UpgradesA. Boosting abilities:a.
Weapon boost - boost weapons efficiency. A must in the beginningwhen your ship is pretty weak (60 hull hitpoints overall) and you need thepower to shoot them firstb. Shield boost - boost recharge shield rate. A fast recharging shieldcan absorb/deflect damage, saving your hull life.B. Crowd management abilities:a. Overload - stop enemy engines for a number of seconds. Never usedbecause the other two are far more powerful and you can`t take allabilities due to the limited amount of artifacts.No effect against cruisers,pirate bosses and the so called `Thul drones`b.
EMP - stop enemy weapons and engines for a number of seconds (maximum3 targets). The best abilitiy in this class because at maximum you stopdead 3 fighters from 1 v, letting the turrets to shoot them while you huntthe other enemies. No effect against cruisers, pirate bosses and the so called`Thul drones`c. Timeshock - stop dead all ships in a certain area ( maximum 0,7 v ).Powerful, yet limited ability because can be used only in close dogfight,between 0,3 - 0,7 v.
No effect against cruisers, pirate bosses and the socalled `Thul drones`C. Temporary invincibilitya.
Plasma Shield - create an impenetrable shield with ramming abillities.This is your best choice against cruisers, overwhelming number of enemies and`Thul drones`, since they can`t penetrate the shield and you can easily ramall fighters to oblivion.5. Artifacts locationIn here you get all systems that have 1 or 2 artifacts, along the developmentof the main story and side missions.
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