The Ur-Quan Masters Discussion Forum

The Ur-Quan Masters Re-Release => General UQM Discussion => Topic started by: various food products on November 06, 2016, 05:48:09 pm



Title: Made the Orz mad, Now what?
Post by: various food products on November 06, 2016, 05:48:09 pm
SO, It has been 20 years since I played this, kinda forgot how older games are not idiot proof like newer ones and I fear I may have to re-start. I asked too much about the Androsynth when first meeting the Orz and now cannot make peace with them, What do? ??? ??? ???


Title: Re: Made the Orz mad, Now what?
Post by: Tiberian on November 06, 2016, 07:08:36 pm
There is nothing you can do. They will stay mad at you forever.


Title: Re: Made the Orz mad, Now what?
Post by: various food products on November 06, 2016, 07:14:57 pm
So, I can't get the Taalo sheild?


Title: Re: Made the Orz mad, Now what?
Post by: Julie.chan on November 07, 2016, 02:40:23 am
So, I can't get the Taalo sheild?
You can get it. You just need to defeat the Orz ships on that planet (there's a finite number of them, I want to say 14, so this is quite possible).


Title: Re: Made the Orz mad, Now what?
Post by: Krulle on November 07, 2016, 09:24:07 am
This game is rather fool proof.
There is no action that will make you loose. They just create different story lines.
The only action that will make you loose is not moving.
And when someone else starts moving big-time, you need to get moving even faster, but you can still win.

But besides having to *dance* with the Orz, and not being a *happy camper*, nothing changed for you compared to the considered best action course..


Title: Re: Made the Orz mad, Now what?
Post by: CelticMinstrel on November 12, 2016, 05:06:20 am
The only action that will make you loose is not moving.
There are two actions that will make you lose.

  • Surrendering to the Ur-Quan (Yeah, you should've seen that coming. :P )
  • Failing to complete the game within the time limit.

There is, however, no action that will render the game unwinnable from there on. The above two actions are instant game over. So, it's pretty fool-proof. :)


Title: Re: Made the Orz mad, Now what?
Post by: Krulle on November 14, 2016, 11:24:41 am
The second option falls under "not moving".

And indeed I totally missed the first option.

Oh yeah, later there is also the possibility to activate artifacts in your cargo hold, and of course there might be one which, when activated, causes you to lose.

So, there are three ways to loose:

1- surrender to the Ur-Quan
2- not playing/not moving/failing to do it in-time (and that one is rather a generous set limit)
3- activating artefacts in your cargo hold that might kill you or take control of you.


Title: Re: Made the Orz mad, Now what?
Post by: CelticMinstrel on November 14, 2016, 07:12:40 pm
Well sure, you'll lose if you don't move, but it's a time limit. You could lose even though you never stopped moving. :P

And I'd forgotten about the bomb. Good point. (There isn't one that takes control of you though, is there? Either he's given up and allies with you, or you have the shield and he can't. Then again, I've always beat the game properly rather than waiting till the last minute, so I wouldn't know much about the former.)


Title: Re: Made the Orz mad, Now what?
Post by: Krulle on November 15, 2016, 09:39:28 am
(Indeed, but I wanted to avoid spoilers . I wanted to put a general warning on simply activating all devices. And I wanted to avoid mentioning a specific device. Some artefacts will need to be activated/used, some will need to be activated at very specific points, and some should not be touched. But there are also artefacts which are game-play irrelevant, but can be extremely useful (*over*).)
(click to show/hide)


Title: Re: Made the Orz mad, Now what?
Post by: Death 999 on November 15, 2016, 02:33:23 pm
Spoilered AND made oblique?