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Author Topic: Saving the Pkunk  (Read 7419 times)
RockasaurusRex2000
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Saving the Pkunk
« on: March 24, 2003, 05:10:15 am »

So, after you start the Yehat civil war, are the Pkunk saved for good?
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Re: Saving the Pkunk
« Reply #1 on: March 24, 2003, 09:17:39 am »

One word answer: yes.
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zixyer
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Re: Saving the Pkunk
« Reply #2 on: March 24, 2003, 02:49:31 pm »

That's a four word answer
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Death 999
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Re: Saving the Pkunk
« Reply #3 on: March 24, 2003, 09:57:41 pm »

no, the answer started after the colon.
/me can't believe he's writing this.
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Lukipela
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Re: Saving the Pkunk
« Reply #4 on: March 24, 2003, 10:31:48 pm »

Engaging in a bit of nitpicking are we?  Grin
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Re: Saving the Pkunk
« Reply #5 on: March 25, 2003, 05:39:00 am »

Two Words:  Nitpicking's for losers.  Tongue

Anyways, returning to the subject at hand, yes the Pkunk are saved if the Yehat civil war is started.  Sure, they're assimilated back with their bretheren, but they will emerge and help you when the time comes...  the Pkunk are too cool to be blown to pieces or made into squashed Pkunk egg omelettes.
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Re: Saving the Pkunk
« Reply #6 on: March 25, 2003, 08:01:16 am »

I wonder what a fried pkunk would tast like  Shocked hmmm i bet its like chicken  Grin
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Re: Saving the Pkunk
« Reply #7 on: March 25, 2003, 08:37:29 pm »

How can I start that civil war?
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Death 999
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Re: Saving the Pkunk
« Reply #8 on: March 25, 2003, 10:15:54 pm »

In short, if you can bring a Shofixti scout manned by Shofixti to the Yehat, they will realize their error and there you go. However, this is obviously a rather tricky endeavor considering that the Shofixti are extinct -- or are they? Talk to Trademaster Greenish and Commander Hayes, and take it from there.

Before you get too involved, be sure that you can escape from combat...
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GermanNightmare
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Re: Saving the Pkunk
« Reply #9 on: March 26, 2003, 04:33:56 am »

And although insults are not a mean of communication (at least here!) - ever once in a while they work wonders  Cheesy
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Re: Saving the Pkunk
« Reply #10 on: March 29, 2003, 10:33:53 pm »

wait a minute, I started a civil war, and made the pkunk go back twice, and they still weren't saved...What gives Huh
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Re: Saving the Pkunk
« Reply #11 on: March 30, 2003, 01:49:36 am »

If you refer to the Pkunks' sphere of influence disappearing, that's totally normal. They were absorbed by the Yehat and both will join you in the final battle around the Sa-Matra!
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Re: Saving the Pkunk
« Reply #12 on: April 16, 2003, 11:09:56 am »

Quote
I wonder what a fried pkunk would tast like  Shocked hmmm i bet its like chicken  Grin


Mmm... F.R.I.E.D. Pkunk...


You can also help insure the Pkunk race's survival by keeping all the 'gifts' they give you, and not ever using them in battle! That's what... 24 Pkunk? Lot more than Tanaka and company had to work with!

And before you suggest that they might get blow apart at the Sa-matra battle, note you can always empty them ships before departing for the final battle.
Even if you offload their crew at the starbase and compact the pilot, you still have 20 Pkunk running around on your starbase! *smiles brightly*
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Re: Saving the Pkunk
« Reply #13 on: April 16, 2003, 01:02:56 pm »

And that's a good thing? Loopy bird brains getting in the way all the time, and ignoring the regular starbase crew.... And what happens when the shofixti arrive?
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Re: Saving the Pkunk
« Reply #14 on: April 16, 2003, 01:12:07 pm »

Oye, you seem to love the Pkunk about as much as I love the Umgah, and we seem to hate them respectively in equal amounts as well.

Well, you have Orz stomping around the base in mechanical exoskeletons (which further leads me to believe that all Orz marines are Orz, even if you transfer crew from your precursor ship to the Orz Nemesi).

So a few Pkunk won't matter, will they?
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