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Galaxy on Fire 2 Guide

Guide Made By: Razor0217

Contents:
Ships: Page2 Weapons: Page.4 Equipment: Page.15 Blueprints: Page..20 End Blueprints Recipes: Page.21 Medals: Page22 Systems: Page..22 End Wingman: Page..23 Events: Page.23 End Factions: Pages24 Mining Tips: Page..27 Standing Bonus Tip: Page..27 End General Tips: Pages..28

Ships:

Weapons:
Primary Weapons Section: Auto-Cannons are the fastest shooting weapons in game - if you are trigger-happy , then you are born to wield these babies. Not the hardest hitters on the market, but they definitely make up for it with shooting speed. A good option to consider if you prefer quantity over quality. Micro Gun Mk1 - The simplest, cheapest gun available in its category. Weak and not as fast as you would expect, but it gets the job done for lowest levels. Do not miss the chance to swap it for something better however

Micro Gun Mk2 - A slightly better alternative to its predecessor thanks to increased loading speed, however the damage is still as low as it gets. A low level weapon that's inferior to any other option.

Scram Cannon - The fastest shooting weapon the money can buy, and while the damage is still as low as ever, the bullet and loading speed has increased tremendously, making even 2Damage inflict a lot of pain on your enemies, torturing them with extremely frequent low damage hits. Most effective when more that 1 is installed.

Mass Driver MD10 - the fastest shooting weapon in the game. There is no other quite like this one start shooting the target, and see how enemies HP slides down to 0 in mere seconds. This baby makes the killing process the most pleasant. Find the blueprint in Y'mirr system on Rr-oostam station. The materials needed, however, while not expensive, are quite diverse and will take some time to collect. The result is quite worth the chase through if you prefer fast shooters, over heavy hitters (there are better options still)

Railgun series are another fast shooting series in the game that fills the technological gap of fast shooting weapon options in the game. There is no particular difference between the Railgun and Scram cannon, they all are fast shooting low damage dealers. 64MJ Railgun - like its brother, the Micro Gun, this gun has very low damage output, and very high frequency of shots fired. Recommended to use in pairs (at least).

128MJ Railgun - a low-to-mid game blueprint, the recourse requirement is as diverse as they get, and the assembled result is almost inferior to market alternative Scram Cannon. Not worth the time spent on the assemble it, unless you are hard pressed for cash. The quantity of recourses is not a problem with this blueprint, however different categories of Commodities demand a lot of time to look for them. Look for the blueprint in Eanya system, on Kallsta Omba station. Blaster Series weapons are the hardest hitting series of weapons in the game. While other weapon types distinguish themselves by being the fastest shooting, or having the longest range - the Blaster Type weapons on average deal the most damage per shot than any other. EMP Blasters are a unique weapon type that hits Electric circuits of the target, rather than its hull. When the disruption is severe enough, enemy pilot loses control of their vessel, leaving you free to take their cargo or shoot them down while they can't move. Enemy ship eventually recovers, however.

Luna EMP Mk1 - by no means the main weapon of your ship, this weapon excels in supporting your fighting style and providing opportunities that no other primary weapon can offer. Deals no damage and low EMP damage to the enemies. A very early game option, and has to be replaced by the better version on first opportunity.

Sol EMP Mk2 - completely dominates its previous model, the Mk2 has a lot longer range and higher EMP damage that bring the EMP warfare to the next level.

Dia EMP Mk3 - longest range, highest EMP damage, this is the best model of its kind in the game, as demonstrated by high price mark. However the weapon is extremely useful in "Recovery" missions, but be careful - it doesn't deal any actual damage to the enemy.

The "meat" of the Blaster Type weapons, the highest DPS armament available in the game, these bad boys will rip your target to shred so fast it won't know what hit him. Only drawback to seemingly perfect weapon is its range, which is trampled by majority of other weapons.

Gram Blaster - the first of its series starts off with level 7 tech and very high price. It makes up for it with extremely high DPS, and a semi-average range of 1600m making it an extremely dangerous weapon.

Ridil Blaster - following up on the previous model, this one increases its loading speed, making it DPS much higher than its predecessor. The only drawback now becomes the range that dropped to 1300m that brings you very close to the enemy.

Tyrfing Blaster - almost 60DPS makes this weapon the most powerful one in the game at the moment. The short range however it a sufficient drawback to think about an alternative, however combining this blaster with a long ranged weapon will make your ship a universal all around fighter.

N'saan - a good DPS for lv1 tech make this an appealing weapon for beginners, but a slow loading speed and close range along with a fairly high price and the fact that the weapon is limited to Vossk stations somewhat discourages the buyer.

K'booskk - a good follow-up on its previous model, K'booskk still suffers the same drawback and therefore is quite a rarity to see in a starting game. And by the time the player gets to the mid-high end game, the blaster becomes obsolete.

H'nookk - perfect mid game weapon with a good range, high DPS and great loading speed, this blaster will be a serious threat to your enemies. You can find the blueprint on Taygete station in Pan system. Be aware that the blueprint requires not only recourses but N'saan weapon as well. Not a very demanding list, it still makes you run around the universe for a while.

Sh'gaal - if you like green blasters to go with your green Vossk ship, then this thing is for you. For everyone else who likes quality - this thing packs a pretty heavy punch, but a short range and high price are a sufficient drawback to consider another blaster.

This concludes the Blaster Type weapons. Laser Section - sniper rifles of space world. These weapons, while having a high damage output, lack the loading speed and each missed shot comes at a lot higher price than any other weapon. The biggest advantage of Laser weapons is their range - going as high as 3600m, they will deal with your enemies before they even see you.

Nirai Impulse EX1 - one of the first weapons you will see in the game, it is a very basic model and while it has a surprisingly long rage for its tech level, it is inferior to most any weapon on the market.

Nirai Impulse EX2 - a sufficient progress from its previous model, this laser can give its pilot a good appreciation of a difference between Laser weapon to any other. A long range and semi-high output with a decent recharge rate make it a good starting point for fans of Lasers.

Nirai Charged Pulse- a pincacle of Nirai series, this laser a faster loading speed than its predecessor and higher damage, however its range is reduced to 2700m and it is still considered a low-mid game laser series.

V'skorr - Vossk attempt to create a laser rifle to rival the Terran armament. While succeeding in besting the Nirai series, almost all Terran alternatives are superior to the Vossk lasers. Still, its relatively low price makes it a good choice for beginners, expanding their curiosity in Laser weapons field.

Sh'koom - an improved version of V'skorr, it has a slightly higher damage, slightly longer loading speed and slightly higher price, while range stays the same. Pretty much a trade between damage and reload speed. Worth a try to feel the difference.

Berger Laser Series: Berger Focus1 - while quite an expensive toy for its tech level, its range make it a formidable weapon. Be careful when bringing it to the close combat fight - almost a second worth of recharge, it takes a while to recover after each missed shot.

Berger Focus 2 A1 - an improved, more powerful model, as well as slightly faster recharge rate and further range compared to its predecessor, this weapon is a formidable tool of destruction, however as with any Laser - think twice before using them in close ranged fight.

Berger Retribution - the best laser in its tech level, the Retribution model improves even further, shoots faster and deal even more damage. Not just any opponent will reach you, when you use this gun.

Berger Converge 4 - The best Laser weapon available for purchase, this sniper rifle will easily deal with the majority of enemy force before they get close enough to you. Loading speed is slightly slower than the previous model; however the damage output is significantly faster. Well worth the price, however it is recommended to use it in combination with close range weapons.

M6 series - this series of weapons bring a choice to the market for all the pilots out there. While Berger series sacrifices a bit of fire power for faster recharge rate, the M6 weapons go all out on damage and sacrifice loading speed. It is up to your preferences, which one you like - the DPS are roughly the same. M6 A1 "Wolf" - just as Berger series, these weapons are a long-range, slow-recharge type and while powerful as a sniper rifles, they are at a big disadvantage when brought to close range. The "Wolf" rifle, while a high damage output, has exceptionally slow recharge rate.

M6 A2 "Cougar"- a very powerful single shot weapon, dealing as much as 34 damage per shot, it suffers from 1.4 seconds delay between shots fired. Its range of 3600m is as high as it gets.

M6 A3 "Wolverine" - just as description sais - this Primary weapon has the highest single shot damage in game. As any other Laser, it suffers from long recharge rate, and the longest one at that - 1.5 seconds between shots. Very few targets will get close to your ship after receiving several bullets from this cannon. Berger Retribution is a very close second to this Laser, and is mainly up to users preference - either high damage or fast recharge rate. The blueprint for this Laser can be found in Suteo system, on Gehlon station. Not a high recourse requirement, it requires another weapon to make it. This concludes the Laser section.

Thermal weapons - a unique weapon, when not locked on the target - it spreads the shots, damaging anything in its reaching area. When locked on the enemy - each shot becomes a guided projectile, following its target. A very simple, yet extremely effective weapon in close range combat.

Thermic o5 - the simples version of thermal weapons, it gives the user an opportunity to experience all advantages of this weapon type. While range and damage are quite low, the guiding projectile aspect of the weapon makes it an appealing alternative to other weapon.

ReHeat o10 - a big improvement to its previous model, it has more than twice the DPS, longer range and a lot faster loading speed, this weapon really shows the power of Thermal Fusion, the targeting advantage is an essential part and with this model - especially worth a try. The only drawback is a high price compared to its predecessor.

MaxHeat o20 - the best of Thermal weapons, this model provides you with extremely fast loading speed and a good range, as well as guided projectiles. This weapon is a must for majority of close range battles. Even the high price tag on this beauty won't discourage a battle hardened veteran.

This concludes the Thermal weapons section. Turret Section: These bad boys can be mounted only on a few ships in the current game. Turrets offer a unique flexibility option to the player - when if Free-view mode, you can operate the turret to shoot at the targets on either side of your ship as well as behind it. a useful when turning around isn't an option. The only drawback - you cannot pilot the ship while using a turret. Hammerhead D1 - the weakest of all turrets. However with such a long range, it can be an interesting alternative to Laser series. With a good price-to-DPS ration, this turret is a great opportunity to try out the concept.

Hammerhead D2A2 - a major improvement compared to Hammerhead D1, this turret is much more powerful DPS-wise, has a lot faster rotation speed/responsiveness and a huge range of fire, allowing you to hit the target even before you see one.

L'ksaar - the best turret in the game, this one has exceptionally high price, which is rivalled only by its enormous range, even if you could lock on a target 6600m away, it won't be there when the first bullet reaches it. However, having all the advantages of previous turrets, and then some, it definitely offers a new and unique battle style to any fighter.

This concludes "Primary Weapons" section.

Secondary Weapons section:

EMP Bombs:

EMP GL1 - for its tech level, this little toy packs quite a good EMP hit, while its speed isn't the best, the magnitude of this tech4 bomb is big enough to reach a considerable area. Worth every cent if you are surrounded - detonate this beauty near yourself to deactivate most of surrounding enemies.

EMP GL2 - a big improvement on GL1, this baby flies faster, has longer range, bigger radius and is twice as deadly. The price fully reflects that, and even in a tight spot, will make you think twice about launching it. The result, however, will knock out even the toughest target.

EMP GL 0X - the apex of EMP technology, this bomb has the deadliest charge yet, twice as powerful as GL2. This one will get the job done no questions asked. While the price is sufficient to use it frequently when used, the whole field will stop moving for a while, thanks to its 37km radius.

Missiles: The fastest pieces of metal in the game, carrying a deadly charge of various proportions that will make your enemies regret they ever spotted you - the longest range of all Secondary weapons, fastest speed, and while not as deadly as nukes, they recharge faster, and

Edo - While it has the lowest tech level, and extremely low damage, it is still self guided and will prove useful at first stages of the game. One very good aspect of this missile - its very fast recharge rate.

S'koonn - a self guided missile with a pretty high damage, loading speed is not particularly high, so firing those in quick successions can be helpful even at later stages of the game. Navigation is fairly good and while you see your target - the missile will find it.

Mamba EMP - the advantage of this missile over more powerful EMP bombs is its self guiding feature, as well as exceedingly long range as well as high speed. pre-emptively sending a few of these, and finishing off with a bomb will definitely leave your target stunned.

Dephase EMP - arguably the best Missile/Rocket in the game, with huge range, very fast speed and damage second only to S'koonn, it's EMP charge on par with Mamba EMP , this missile is as deadly as it gets - if you can afford a supply of these - you will enjoy the next battle.

Intelli Jet - while not the strongest missile, it certainly is cheap to produce in large quantities, and will definitely aid anyone who managed to get, while few, but fairly diverse set of recourses. However, if money aren't a concern for you - there are better alternatives on the market. The only are these missiles excel above any other - its their speed, the fastest missiles you can find. If you feel like increasing your "good produced" count, or want to try these out, or collecting blueprints, you can find this one in Y'mirr system, on station K'mirkk.

Rockets: Rockets are a possible alternative compared to Missile weapon selection. While Rockets lack the guiding system, and in general deal less damage than Missiles, lach flexibility and variety. The one advantage is their blazing fast reload speed, which makes them dangerous support weapons, especially in close combat. They also distinguish themselves as the cheapest secondary weapons, allowing for mass supply quantities, and combined with fast reload speed - it becomes a formidable support weapon.

G'liissk - straight shooting Edo alternative, this Rocket has almost three times faster loading speed than its Missile counterpart, and while its range is short - its price is low - thanks to that you can buy many rockets, fire many times, and kill many enemies.

Jet Rocket - a slightly better Rocket than G'liisk, this one has exceptionally fast loading speed, and when plentiful in supply, can be fired almost as frequently as majority of primary weapons, and faster than most lasers. The fastest secondary weapon loading speed in game.

EMP Rocket MK1 - this rocket combines in itself both the EMP and the damaging charges, both of them weak and almost useless in mid-late game, however thanks to its fast loading speed, it can prove useful in early game, when fired frequently. This, and all other rockets do not have guiding system.

EMP Rocket MK2 - a big improvement on its previous model, the Mk1 , this rocket, while still does not follow its target, now packs a lot more damage for its price. It still inflicts relatively low EMP damage, but as with other rockets, thanks to fast loading speed it can be arguably useful in early-to-mid games.

Amour Rocket - a fairly powerful rocket, but even the blueprint version does not have a guided navigation system, it does not follow target, flies straight, and deals an average damage for an average loading speed. It is fairly diverse, with EMP damage as well as dealing 72 normal damage. Recourse requirement isn't very high, but for the same price you can buy almost 20 JetRockets, and probably be better off. However, for those who want to try something new and different/challenging, you can find the blueprint in Buntta System, on Arpalys station.

Nukes: The titans of Secondary weapons, the highest damage dealers in the game.Their category holds the biggest magnitude of explosion. When used on a battlefield - it will deal huge damage to every surrounding ship, be it friend of foe. The destructive power is so high that two of the strongest ones will be enough to destroy pirate station.

AMR Tormentor: The weakest one amongst the Nukes, this bomb is still a lethal weapon of mass destruction. With 150 damage and 20km radius of effect, it will damage, if not complitely destroy - most targets on the battlefield. When used in sequence and detonated close to clustered enemies, there will be nothing left, but loot.

AMR Oppressor - the strongest Nuke available on the market, it hits more than twice as hard as the previous model, and while the recharge rate longer, the area of effect is much bigger, hitting 30km radius it will deliver your enemies to oblivion.

AMR Extinctor - as if AMR Oppressor wasn't enough, here comes the ultimate weapon of war. With 700 damage and enormous magnitude, it will destroy any target with one strike, The pirate station takes two direct hits from this Nuke, and to completely clear the battlefield of all ships, it takes 2-3 of these beauties. Excellent addition to any arsenal. A demanding set of recourses, from technology to explosives to radiation, this Nuke production will make you run around the galaxy for a while, however the result is much more than you can expect. Find the blueprint on L'ikirr station in Dom'bak system.

This concludes the Secondary Weapon section.

Equipment:
IMT Extract 1.3 - the simplest, cheapest Drill available, it is virtually impossible to get the core from A class asteroid, but its a good start for everyday mining to build up your fortune. IMT Extract 2.7 - not far away from the previous model, a very good laser for beginners, but you'll have to face a choice - better yield, or better handling, which might enable you to get your first few asteroid cores. K'yuul - a Vossk drilling technology which enables you to easily mine cores from A class asteroids the best handling on the open market, the only drawback - the cores are about the only thing you will get from the asteroid - low ore yield, again, makes you choose between Core mining and plentiful ore yield. IMT Extract 4.0X - the best drill the money can buy - Ore yield is almost twice as high as any other drill on the market, which more than makes up for its slightly weaker handling compared to K'yuul. A definite must for any miner out there.

Gunant's Drill is for those, who go above and beyond the existing market standard - Go to Mido system, and visit Var Hastra station Lounge for the blueprint of - hands down - the best drill in the game:

Highest yield and the best handling - but it comes at a cost of time and effort to gather the required components to assemble this masterpiece: The next thing you get after receiving a drill is - a scanner - not only they are useful for identifying the asteroids ore saturation, but scanners also help you find spies (mission requirement) and check the cargo of nearby passing ships. Telta Quickscan - the basic of basics that takes hours to lock on the target, doesn't reveal cargo holds, and just barely shows A class asteroids on scan. The only positive aspect - it's dirt-cheap , and therefore perfect for novices.

Telta Ecoscan - description says it all - low price and ability to scan cargo holds of other ships make it a worthwhile investment. However - by the time you lock on the enemy target , you will most probably be dead.

Hiroto Proscan - notice, that while this scan doesn't have any extra features than its predecessor the lock-on timing is sufficiently reduced, which makes its price go up by almost 5 times.

Hiroto Ultrascan - just as it's name suggest, this scan is the best on the market thanks to its unique features to show class A asteroids without in-depth scanning. No hardcore miner can go without the best scanner in the game.

The next thing that generous Gunant shared with you, was an armor plating for your ship, good old piece of metal to protect against lasers: E2 Exoclad - paper thin plating that will save your life several times in your first few hours of gaming. Keep in mind that armors do not regenerate by themselves so it's best to compliment them with a shield.

E4 Ultra Lamina - twice as good as the previous one, four times as expensive. however after your shields are down - this peace of mediocre metal will do a fine job in protecting your ship. E6 D-X Plating - the best plating that Terran space has to offer, good armor protection, and a high price make it a fairly decent investment for a dedicated player. TIP: to make the best use out of your armor - compliment it with a repair bot. It will repair itself along with the shield, bringing your life expectancy to a new heights.

D'iol - the best armor on the market, the highest protection, and the highest rate of survival.. This armor is a must for players that strive for "Gold Killer" medal - shields aren't enough to pull you out of a tight spot anymore. T'yol - an armor, that makes D'iol look like a cardboard. This beast will take on a rocket and won't flinch. If you want an absolute best in protection, this is the way to go. Check Y'mirr System Rr'ostam Station for the blueprint.

Best armor in the game comes at a high price of blueprint and recourses needed, as well as a lot of time mining the necessary ore, but it's well worth it.

The logical thing would be to tell more about the repair bot that was mentioned before, so, here goes: Ketar Repair Bot - Do not be fooled by its availability and low price, this thing is an essential asset in your conquests all throughout the game. Remember how many times shields' regenerational abilities saved your life? This thing is made to do just that - repair the damage, and save your life. An absolute must at any stage of the game. Targe Shield - the first shield you will probably encounter in the game. Low capacity is compensated by arguably fast recharge rate, but as long as it can recharge - this shield will prove to be useful again and again (Until you find an alternative).

Riot Shield - a better shield than the Targe, but not by a large margin - the capacity is greater, but the recharge rate is more than twice as long, good for a short brawl, but once it runs out - next to useless in a long fight.

H'Belam - Vossk alternative to the Riot Shield. Fairly good defense balanced by an acceptable recharge rate. A decent shield for start-to-mid way of the game. Beamshield II - the top class shield on the market, the best one the money can buy. When going to Void Space - its a choice between life and this shield. Fluxed Matter Shield - vastly superior to its retail counterpart, this "strictly blueprint" masterpiece brings your protection to a whole new level. You are no hardcore player until you have this shield to protect your sound sleep. Go to Zepar station in Magnetar system for this beauty.

Nothing comes cheap, and most certainly not this thing - the recourses needed are diverse and required in high quantities - frustrating and time consuming, but pays itself off almost instantly. Looking at all this great protection options, you might think that there is nothing more for your ship to have, and that's where pirates catch you off guard - no matter how well protected you are, if you can't dodge the bullet - you are a sitting duck:

Static Thrust - a booster to your maneuverability (Response speed of your ship) is a noticeable requirement after the first flight in Betty. These steering nozzles are proven to be more and more valuable as the game progresses and quantity of your enemies increasing. The higher the percentage of effect - the faster/better response of your ship. Needless to say - 20% is way lower than is required - get the better model once you see one. Pendular Thrust - making your ship 40% more responsive, and you a lot more deadly in combat. The more responsive your ship was, the higher the response rate will be with the Steering nozzle on. D'ozzt Thrust - the further we go, the better they get. To fully appreciate the difference between nozzles - swap them in between missions, or remove them altogether to really feel the need for them. This 70% model makes your ship a lot quicker and maneuverable than it was, and the dodging from your enemies attacks that much more easy. Mp'zzzm Thrust - notice the difference in prices between this one, and the previous, and even through the effect increased by just a small amount - the price rocketed. However it pays for itself on the battlefield by saving your life on a daily basis. Pulsed Plasma Thrust - more than doubling your performance on the field, this Thrust deserves every penny and then some. No matter what ship you are using - with this hi-tech enhancement even the old Betty would present a challenge on the battlefield. If you are mining, trading or looting so much, that the cargo hold becomes too small - there is no need to stop, just get yourself a compression device, and see how big your cargo hold can really be:

ZMI Optistore - the bigger the size of the original cargo hold, the greater the effect of compressors. However, even 15% increase can matter when transporting good for a mission that didn't originally fit in to your ship. This is the smallest model, worth using only for intensive ore mining. Autopacker 2 - the next best thing after previous model - 25% increase has a more substantial influence on your gaming style - seeing three digit number on your cargo hold always inspires for some hardcore mining or trading for profit. Ultracompactor - almost twice the size of previous model, this device really gets your trading underway. Especially if equipped to ships like Hernstein or Cormorant. TIP: "Space Saver Gold" medal cannot be achieved without a compression device.

Shrinker BT - the best compression device available to the market. Increasing your cargo hold almost twice - trading never been as fast or as profitable. Even the smallest cargo hold will become usable for looting or trading when the need arises. As with Passenger Cabins - you can equip multiple compression devices on to your ship, increasing the cargo hold even further.

Rhoda Blackhole - a blueprint edition of a compression device. If equipped - it makes your cargo hold twice as big, allowing for heaviest loads of goods to be transported. This is the ultimate in compression technologies. The best in the game.

Fairly demanding on recourse requirements, but well worth the effort as it will serve you for a very, very long time. Look for the blueprint in Pescal Inartu system, on Festus station. Linear Boost - a very basic booster that will increase your speed for a short duration. However these few seconds are all that stands between you and death - even the basic booster will save your life. Cyclotron Boost - even if slightly better than the previous model, this booster is more than capable to get you out of trouble, and let that trouble loose on your enemies - longer lasting boost will allow you to get behind your opponents for a perfect payback. Synchrotron Boost - the value of this booster is undeniable and pays for every cent you gave for it this thing will get you very far, very fast. Such speed allows for countless strategies during battle, as well as freedom to experiment. Me'al - If you desire for speed and efficiency isn't quenched by the previous model, this will surely do the trick - boosting your ship as much as 200% for several long and joyful seconds - this thing will surprise even the most prepared and numerous opponent. The best booster on the market. There is more to the game than fighting, there is loot to be collected, and that loot is worth just as much as the battle itself, that's why tractor beam equipment is an important asset to the battle at hand. AB-1 "Retractor" - for some, just a burden, that's occasionally required for missions. For others however, an essential part of income, when missions are not enough - pirate remains are sold off for a pretty penny. This model has a slow lock-on, but after there is no one left, there is nowhere to hurry.

AB-2 "Glue Gun" - this model is two times faster than the previous one, and three times more expensive - but it gets the job done, and loot collected.

AB-3 "Kingfisher" - Top class tractor beam, so fast that it allows loot collection right in the middle of the fight. For those quick hit-and-run missions when strength is not enough - this model get you quick extra cash.

There are times when you don't feel like fighting, when you want to cruise around the galaxy enjoying

the views. Well, you can have all that, and even make some cash on the side: Small Cabin - there are missions that require Cabin equipment for passenger delivery. This is the smallest version, and will only work for low income missions. However there's a catch - you can equip as many Cabins as you like, 2-3 Small Cabins can fit more passengers, allowing you to transport a lot more passengers and complete more high cost missions. Medium Cabin - when small cabins don't cut the chase, it's time to get something bigger, this version allows for up to 5 passengers, and with the option of fitting multiple cabins - taking on high-pay missions won't be a problem. Large Cabin - twice as big as its previous version, this baby can house 10 passengers at once, restricting you from only the rarest missions. However, two of these will get you access to all passenger missions to date. If boosters and nozzles are not enough and you want to keep the mystery going - only the invisibility can help you. And that's exactly right:

Sight Suppressor II - getting out of tight spot, sneaking behind on your opponents or just stealthily flying by to the stations - whatever your need might be - don't forget to feed this baby 2 Energy Cells per use, and it will get the job done. U'tool - Vossk' response to Sight Suppressor - shorter duration, and faster recharge rate, as well as lower Energy Cell consumption allows for flexible use on the battlefield. Yin Co. Shadow Ninja - a true testament to the ninjas of old - this devices makes you invisible for so long, that the whole fleet of enemies won't know what hit them. This device provides solid 40 second invisibility for 5 Energy Cells - high results demand high costs. Check K'ontrr system, and look for E'kkide station - the blueprint is sold there.

Recourse requirements are fairly high and very diverse, making you run around the galaxy for a while, however - it dominates the market alternatives by such a large margin, that its completely worth the chase. ( Best cloaking equipment in game)

Blueprints:
Blueprint/Coordinates
H'nookk blaster Rhoda Blackhole Intellijet 128MJ Railgun Mass Driver MD10 M6A3 Wolverine AMR Extinctor Gunant's Drill T'yol Armor Fluxed Matter Shield Khador Drive Yin Co. Shadow Ninja Amour Rocket Ni'mrrod System Coordinates Y'mirr System Coordinates Suteo System Coordinates Pan System Coordinates

Location
Duhnu Station in Behen System Festus in Pescal Inartu System Thynome in Wolf-Reiser System Kallasta Omba in Eanya System K'mirkk in Y'mirr system Gehlon in Suteo System Decimus in Pan System Var Hastra in Mido System Rr'ostam in Y'mirr System K'ane in Ni'mrrod System Storyline item 50t of void crystals required to obtain this blueprint E'kkide in K'ontrr System Arpalys in Butta System

Purchase for
$36,998 $39,999 $2,999 $19,999 $59,999 $49,999 $5,999 $129,999 $79,999 $59,999 $304,024 $39,999 $1,999

Aoeh in Nesla System Lopat in Vulpes System P'errka in V'ikka system F'err in S'kolptorr System

$30,000 $500,000 $25,000 $10,000

Blueprint Recipes:
M6 A3 "Wolverine"
M6 A1 Wolf Titanium Plastics Noble Gas Energy Cells Optics 1 10 14 10 5 5

H'nook blaster
N'saan Hydraulics Optics Energy Cells Titanium Core Mechanical Supplies 1 14 9 8 1 9

128MJ Railgun
Mechanical Supplies Nanotech Energy Cells Plastics Microchips 5 8 11 8 15

Mass Driver MD10


Gold Energy Cells Mechanical Supplies Microchips Hydraulics 55 31 16 20 27

Amour Rocket
Electronics Energy Cells Plastics 3 1 2

Intelli Jet
Com Devices Optics Microchips Mechanical Supplies 2 2 2 1

Fluxed Shield
Hypanium 80 75 20 65 80

T'yol
Orichalzine Orichalzine Core Iron Mechanical Supplies Plastics 40 15 35 40 30

AMR Extinctor
Radioactive Goods Explosives Com Devices Microchips Mechanical Supplies Electronics 40 20 7 5 5 10

Electronics Mechanical Supplies Nanotech Microchips

Khador Drive
Void Crystals Pyresium Doxtrite Hypanium Electronics Mechanical Supplies Microchips Optics 50 10 10 10 40 70 75 40

Gunant's Drill
Nanotech Mechanical Supplies Hydraulics Titanium Core Titanium 90 80 90 10 40

Rhoda Blackhole
Electronics Energy Cells Mechanical Supplies Hydraulics 45 17 50 60

Yin Co. Shadow Ninja


Noble Gas Chemicals Hydraulics Optics Microchips Radioactive Goods 40 15 20 40 10 40

Medals:
The Medal List Veteran - is given from the start. Survivor - arrived with less than 5% of hull energy. Geologist - mined every type of ore. Adv. Geologist - mined every type of ore cores. Killer - more than 250 kills. Carrier - transported more than 200t on courier missions. Miner - mined 1000t of ore. Adv. Miner - mined 25t of cores. Personal Need - bought 1000t of booze. Barkeeper - bought every type of booze. Garbage Man - destroyed more than 150t of space junk. Space Tourist - visited each station. Explorer - visited each system. Handyman - bought every blueprints. Engineer - finished every blueprint. Addict - played more than 20 hours. Workaholic - finished 50 missions. Globetrotter - used jump gate 100 times. Travel Business - carried 50 passengers. Ninja - used a cloak for more than 5 minutes. Nuclear Armament - detonated 50 bombs. Alien Hunter - collected 25t of Void ships' remains. Harum-Scarum - left a station without weapons or equipment. Weapon Fanatic - mounted 4 primary weapons. Looter - salvaged 500t of freight. Moneybags - earned 1000000 credits. Chatterbox - talked with 100 people. Commander - commanded more than 20 wingmen. Renegade - evoked hostility in one faction. Stonecutter - destroyed 500 asteroids. Void Terror - finished the story. Space Saver -had 500t of free cargo space. Naysayer - rejected 50 job offers. Daredevil - accepted 10 missions without having asked about the difficulty. Know the place! - accepted 12 missions without having asked about the location. Champion- You got all the medals!

Systems:
System
Aquila Augmenta Behen Buntta Eanya K'ontrr Magnetar Mido Ni'mrrod Nesla Oom'bak Pan Pescal Inartu Prospero S'kolptorr Suteo Union V'ikka Vulpes Weymire Wolf-Reiser Y'mirr

JG Planet
lo Ombak 8 Gome C 1 Nehma 6 Valadon 3 Kallsta Omba 5 Makke S'ik 9 Dis 7 N/A Ukka N'ima 2 Genoh 10 Kkit S'ukk 6 Decimus 9 Festus 7 Kumppa 1 S'inokk 5 Nehebru 8 Kappa 5 T'rry T'rry 3 Lopat 7 Ehna 3 Thynome N/A

Planet
Dendra Ekta 3 Nyrand 6 Neh Suhnu 4 Ko-on 5 Psa Tori 8 A'rk Oomk 6 Zepar 4 Var Hastra 2 S'porrk 3 Gesehn 3 L'ikirr 6 Taygete 9 Fejar 2 Marktesh 7 B'akka 4 Mahasa 7 Tornard 2 Ma'rrkka 4 Orcon 4 Bosmeh 7 Ba'rrtu 9

Planet
Carme 10 Alioth 6 Neso Aehma 4 Arpalys 4 Sao Noma 8 Bak W'ok 8 Kanado 1 Heinsten 2 Narsaxa 3 Ahma Esoh 5 Coppolite 8 Sobotnik 5 Urda Arcturius 7 Ga'kkrr 6 Poseho 10 Suttnar 2 Me'tokka 7 Oni 6 Himo 6 Rr'ostam 10

Planet
Nepis 7 Damarque 5 Duhnu 6 Isonoma 9 Dekato 9 E'kkide 3 Lon Nion 4 Kernstal 3 K'ane 3 Aoeh 2 Binon 10 Maissa 2 Plural Z 8 F'err 10 Gehlon 9 N'arrki 9 Sorox 5 Sahi 8 K'mirkk 10

Planet
Tsoj Delev 7 Kalun Amir 8

Planet

Epigome 8 Euclades 1 B'akrram 10 Unotok 2 Yrdal Gedal 3 Deuter IV 3 Ekrr U'rra 1 Hamina 8 Emisto 9 Dima 4 Teres 4 B'errokk 9 Anesa 10 P'errka 4 Inari Onu 9 Siameh 1 G'ukkion 10 P'arrenkk 10

Coordinates to the Systems in Red must be purchased before you can go there Blueprints are found at the Planets marked in Green Planets marked in Red have pirate bases nerby. The list may be incomplete. Feel free to add any you find.

Wingman:
A wingman is someone who flies and fights with Keith T. Maxwell for a limited amount of time for a price. Wingmen can be hired when found in a Space Lounge. However, once the player has earned all the medals (they don't have to be gold), wingmen will pay the player instead, confirming that they are Maxwell's fans. A player can control his wingmen indirectly by commands. Maxwell can hire 1, 2 or 3 wingmen.

Wingmen commands
Fire at will - Wingmen fly near Maxwell and attack any target hostile to Maxwell. Attack my target - Wingmen attack the same target Maxwell attacks. Secure next waypoint - Is only avaliable when Maxwell is on the mission requiring to reach some waypoints. Wingmen fly directly to the waypoint and attack anyone hostile to Maxwell near it. Use EMP blaster - Wingmen attack hostile targets but use EMP blasters instead of regular weapons. Use Laser - This command replaces Use EMP blaster and is used make the wingmen use lasers again.

Events:
Terran-Vossk War:
A war was fought between the Terran Federation and the Vossk Empire during the time of Galaxy on Fire 3D. It is unknown when the war started and ended. After an unknown period of time the faction decided to declare an armistice. It is also unknown if the Nivelian Republic was involved in the war although they were the allies of the Terrans.

Nivelian Civil War:


The Nivelian Civil War occurred sometime between 3589 and 3624 A.D. The cause of the war is unknown, however, as a result, the then newly settled Mido system declared independence from the Nivelian Republic and formed the Mido Confederation of Planets along with some Terran rebels and outlaws. Although it is also unknown how much the Terran Federation was involved in the war but as of today, the they have accepted the declaration of independence from the Mido Confederation but the Nivelian Republic still claim the Mido system as its own and there are still many skirmishes on the MidoNivelian border today.

Void Threat:
By 3598 A.D., the Voids have already started invading and attacking various factions in the Galaxy on Fire universe. It is unknown when the attacks started. The Voids would use wormholes to attack stations and freighters in a hit-and-run style. Attack the freighters, steal the cargo, and return through the wormhole to the Void Mothership.

Factions:
Mido (Faction)
The Mido Confederation is one of the four faction in Galaxy on Fire 2. Its population is made up of both Terrans and Nivelians. Its full name is officially the Mido Confederation of Planets.

Station Design
Mido space stations are generally tall and pillar like with a few projections near the middle or lower parts of the station. They follow the same color scheme as their ships. The lounges are darker and centered more around the bright bar to the left side. Their stations seem to be similar to Nivelian designs, except dilapidated, as if beaten by war scars and hit by weaponry. This is consistent with the fact that Midos consist of separatist Terrans and Nivelians, and the fact that Nivelian fleets and patrol regularly mount assaults on Mido stations and ships.

Ship Design
All Mido ships follow an orange, brown, and grey color scheme. They usually have something resembling wings on both sides with overly large engines mounted on them, except for their cargo ships. Mido ships are generally cheaper and inferior to Terran or Nivelian ships, although most of them have great handling.

History
The Mido Confederation was founded by Terran and Nivelian rebels and outlaws during the Nivelian Civil War. Since the Mido declared their independence, the Terran Federation has accepted but the Republic still claims Mido as part of their territory. There are still much skirmishes along the Mido-Nivelian border. Eventually the Eanya system, formally part of the Nivelian Republic, joined the Midorian Confederation.

Politics
The Mido Confederation's main nemesis is the Nivelian Republic. As their name implies, they are an allied confederation of systems. It consists of only Terrans and Nivelians. While the Nivelian Republic is at war with the Mido Confederation, much of the Nivelian population demands a cease-fire with many protesting and signing petitions.

Systems
The Mido Confederation controls the following systems: Eanya Mido

Nivelian (Faction)
The Nivelian Republic is one of the four factions in Galaxy on Fire 2. Its population is assumed to be mostly Nivelian.

Station Design
The Nivelians have tall, blue stations, often with multiple pylons connected by beams. Solar panels or radiators are also common. Their hangars have square pads, and the space lounges use mildly round windows and cube chairs.

Ship Design
Their ships are sleek, blue, and very elegant. They also seem to all have a central, recessed cockpit with two or more "wings" or "fins" in which engines, weapons, or even nothing at all may be present on said "wings".

History
The Mido system declared independence during the Nivelian Civil War. Although the Terran Federation has accepted Mido Confederation's independence, the Nivelian Republic still claim Mido as part of their territory. There is still much skirmishes along the Mido-Nivelian border. Eventually the Eanya system, formally part of the Nivelian Republic, joined the Mido Confederation.

Politics
The Nivelian Republic's main nemesis is the Mido Confederation. The Nivelian Republic was once an ally of the Terran Federation. While the Nivelian Republic is at war with the Mido Confederation, much of the Nivelian population demands a cease-fire with many protesting and signing petitions.

Systems
The Nivelian Republic controls the following systems: Behn Nesta Suteo Weymire

Pirate
Pirates, also referred to as outlaws in GOF1, prefer to lurk in asteroid fields and wait for their preys. Usually pirates prefer to raid freighters but occasionally they can also be seen in dogfights with station security forces. Pirates also raid mining ships. Pirates are disliked by all yet it's socially acceptable to state one's wish to become a pirate to strangers in public.

Station Design
Pirate stations, like their ships, have a militaristic design with an olive green and brown color scheme.

Ship Design
Pirate ships tend to look less polished than all other types of ships as they are mostly put together from parts from ships of different factions. Pirate ships are all about functionality as opposed to their appearance. They tend to have more weapon capacity than other ships as well. Like their stations, pirate ships are very militaristic and come in olive green and brown.

History
A Vossk commander once conspired with a Terran officer and the Pirates.

Terran (Faction)
The Terran Federation is one of the four factions in Galaxy on Fire 2. Its population is assumed to be mostly Terran. They are the most powerful, seeing as they have the most systems out of all factions ingame.

Station Design
Terran station designs are very conventional, much like their ships. They tend to consist of many or one single square/octagonal "columns", one of which will contain the docking zone, the rest containing many utilities. An exception to this would be Io Ombak station in Aquila, which has a lone, "squashed" cylinder with a communication station on the top of the station.

Ship Design
Terran ship design generally appears to be more conventional than the Vossk or the Nivelians, having wings in practical places, and generally aerodynamic shapes (with possibly the exception of the Anaan or the Cormorant). Their ships are generally considered to be quite average, with the Vossk beating them on armor and the Nivelians beating them in handling. Though this may be an disadvantage to some, their two special ships, the Comorant and the Anaan more than make up for this for sheer cargo space. All Terran ships follow a gunmetal-gray, yellow, and blue color scheme.

History
The Terran Federation fought a war with the Vossk Empire, though an uneasy truce was formed in an attempt to destroy the Void threat. A Vossk commander once conspired with a Terran officer and the Pirates.

Politics
The Terran Federation's main nemesis is the Voids. The Terran Federation was once an ally of the Nivelian Republic.

Systems
The Terran Federation controls the following systems: Aquila Augmenta Buntta Magnetar Pan Pescal Inartu Prospero Union Vulpes Wolf-Reiser

Vossk (Faction)
The Vossk Empire is one of the four factions in Galaxy on Fire 2. Its population is assumed to be mostly Vossk.

Station Design
Vossk stations, like their ships, are mostly green and black and sleek in design. They usually look like giant mushrooms with a large "cap" on top and cone below it with four legs sticking out. There seem to be two levels on docking zones, larger one on top and smaller one on bottom. It appears to be the only faction with nonvarying stations.

Ship Design
The lone Vossk ship availible for sale to the player is theH'Soc. Ships of Vossk manufacture tend to have stronger armor than most, but at the cost of only average weaponry and decreased maneuverability. Vossk ships tend to be more insectoid/crustacean in nature, and always have a green and black color scheme.

History
The Vossk Empire fought a war with the Terran Federation. A Vossk commander once conspired with a Terran officer and the Pirates.

Politics
The Vossk Empire's main nemesis is the Terran Federation.

Systems
The Vossk Empire controls the following systems: K'ontrr Oom'bak S'kolptorr V'ikka Y'mirr Ni'mrrod

Mining Tips:
The instructions are shown to you right after the first take off from Var Hastra station, when Gunant asks you to mine at least 10t of ore. Right after the last word spoken by Gunant the tip appears (you may notice that it's a part of a dialogue):

Then you have to point your ship to an asteroid and after the target is locked, you'll see that the Fire button is transformed to Navigate button with arrow.

Tap it and your ship will hang over an asteroid and start mining session. There appears another piece of tutorial, explaning the mining minigame:

And after you close it - it's all about mining.

Hint: Asteroids divide into several types due to the amount of ore they contain. The D-type are the most poor for ore and the A-type contain the most. A-type also contain a valuable core priced higher then a raw ore, but it's rather hard to get it, so you have to equip an enhanced drill and to sharpen your reflexes.

Standing Bonus Tip:


You will only receive a standing bonus from members of factions that you have a good standing with. E.g. you're offered a mission by a Vossk and your Reputation is 50% Vossk, you will receive a payment of, for example, "15,000cr (includes 50% standing bonus)". That means the base reward is 10,000cr plus 50% (5,000cr) bonus according to your reputation.

General Tips:
These hints and tips sections contain spoilers. Please do not read any further if you do not want to potentially ruin the story plot or your game experience!!!

How To Return To Void Space After The Storyline Is Complete


Whilst the storyline is still running, you can visit Void Space by entered wormholes that appear on the Map. However once you have completed the storyline, wormholes like that no longer exist. So how do you re-enter Void space? When you are undocked from a space station, hit the button for Secondary Weapons/Wingmen/Khador Drive. Select "Khador Drive" where you will be asked whether you want to jump into Void Space (Yes/No). If you say "Yes", the Khador Drive will charge (this requires 1 energy cell) and you will then jump into Void Space. To return from Void Space, simply reactivate the Khador Drive again and you will be sent back to the station where you came from (again this will use 1 energy cell). Note: A later update added the possibility that energy cell's appear in Mido so you don't get stuck there. Note: If you sold your Khador drive you can get 50 void crystals at a time from Thynome

Making Money
The quickest and easiest way to make money (once you have the Kador drive) is to get a ship or blackholes with a massive cargo area, like a Cormorant, and stock up on big ticket items - organs, rare plants and rare animals. If you can find a place with, say, 150t of organs at $4000 a ton and then take them to a place where you get $6000 a ton, that 150 x $2000 profit = $300,000. Doesn't take many trips like this before you're cruising around in a Mantis. To find out where to sell your goods, touch the i symbol next to the commodity and see where the high price is. NOTE: The best systems I have found to trade between are Pan(hidden system) and Wolf Reiser. Search to find high quantities of Implants or Rare animals to sell in Pan, and then search for Organs and Luxury to bring back to Wolf Reiser. (you could also check Aquila for Implants or Rare Animals). I have made millions in under an hour this way, quick and easy.

Effective and Accurate Attacks


Lasers:
With lasers, you are advised to close the distance, and attack up close, using missiles when you can. With the Beam lasers, you are advised to keep the target within medium range, using boost to accelerate to an adequate range, as in close quarters, targets will often mow you down, your Beam lasers not firing fast enough to hit accurately at close range.

Thermo:
Thermos are an interesting weapon to use. To make an effective attack, one must be quick with boosts, and have a quick scanning scanner, otherwise the weapon will be rendered useless. At initial attack, keep the opponent at a distance, to enable the scanner to make a more accurate scan. Then, the player must use boost to close the distance. The drawing rate of the Abyss engine will not allow for more than a certain amount of bolts to fill the screen, so it is advised to get up close as the bolts will connect faster, will allow for a maximization of the Thermo weapon's fire rate.

Mass Drivers:
There actually is no better tactic than to go up close. Easiest to use of all weapons.

Blasters:
Blasters are the children of mass drivers and lasers, preserving the damage of lasers, with the increased fire rate of a mass driver. To make effective use of this type of weapon, one must equip dumb-fire rockets such as the Jet Rocket, or the G'Illisk. Use boosters to close the distance and fire missiles liberally, and fire your blasters without stopping. Your blaster will paint a line of bolts across space, most, or even some hitting the target. The rockets will make up for the lost hits, leading to a quick takedown.

Quicker Missiles:
When you boost, missiles get a brief jolt of speed, allowing for missiles to hit your targets quicker. This can be envaluable to use in one on one jousts, as you can get 4 out of 5 missiles to hit, instead of the nominal 3 out of 5. This also seems to make unguided rockets and bombs far faster than their normal speed, allowing for unprecedented amounts of rockets flying about onscreen. Combine this with the Blaster or Laser tactics to create an even more accurate attack.

Visiting the stations and systems


When you're playing, the stations you visit are marked with a checkmark, and when every station in a system has been visited it will also be marked with a checkmark. If you remember to always check the space lounge's of the stations you visit, this will save you much time when hunting for blueprints and system coordinates.

Finding weapons and equipment


All the weapons and equipment in game (excluding Blueprints' ones) can be found on the hidden systems' stations. Below is the list of all their types and where to find them: Boosters, Thrusts - Ni'mrrod, Ekkr Urra Rockets, Missiles - Ni'mrrod, Narsaxa Cabins, Cloaks - Ni'mrrod, K'ane Scans, EMP and AMR bombs - Ni'mrrod, S'porrk Shields - Suteo, Anesa Turrets - Suteo, Nehebru

Armor - Suteo, Poseho Tractor beams, Drills - Pan, Taygete Compressions - Pan, Emisto Blasters, EMP blasters - Y'mirr, B'arrtu Auto-cannons, Thermos - Y'mirr, K'mirrk Lasers - Y'mirr, G'ukkion Ore (except Void crystals) - Y'mirr, Rr'ostam Ore cores (except Void Essence)- Y'mirr, P'arrenk Commidies-Thome

Credits: Marco -FISHLABS 3D-Artist, Idea_generator-FISHLABS Moderator, Dark_Sapphiron, Void Destroyer, Everyone on GOF2 Wikia, and celticjedi

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