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Interesting Questions, Facts and Information
- There are a total of 45 general entries. We are selecting 30 for display.
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Interesting Questions, Facts, and Information
Star Control
The Precursors were an ancient, and highly sophisticated race that lived all across the galaxy. They are, in many ways, still entwined in much of the plot of the game, even though you never get to meet them - they disappeared sometime in the past, around 250,000 years ago, but their relics are still strewn everywhere. Although the full explanation is given in "Star Control 3" (And deemed by many as utterly stupid), a clue is given in "Star Control II" as well. What, ultimately, made the precursors disappear? | Quirky Plot Elements in "Star Control II"
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They turned themselves into big, green cows. Actually, in "Star Control 3", it is explained that the Precursors were big green cows in the first place, but at least they were INTELLIGENT big green cows. Eventually, so the story goes, they wiped all traces of intellgence from their brains to help them avoid an evil race that comes once in a gazillion years to eat all the intelligence in the galaxy. They actually created several races that would continue doing work in the galaxy for them, and also made automated caretakers intended to wake them up from stupidity once the Evil is gone. But, again, since most fans of the series disregard anything said in "Star Control 3", this theory is often also considered moot, and the fanbase is contented with the plethora of information on precursors that IS given in "Star Control II".
The Shofixty, a race of rat-like creatures, have been "lifted" from a primitive society to spacefaring culture by their closest friends, the Yehat. When the Ur-Quan looked like they were going to conquer the Shofixty's homeworld, what did the Shofixty do? | Quirky Plot Elements in "Star Control II"
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They blew up their own sun, throwing their race to near-extinction. The Shofixty are kamikaze-rats. Their japanese-like names and culture suggests it. They often fly in battle with a bomb strapped to the bottom of their ships, and tend to explode violently whenever the odds seem against them (and sometimes not even that). The explosion of their star-system was called the "Blaze of Glory", and left only two Shofixty males alive, of hundreds of billions. There are also Shofixty Females somewhere else in the galaxy - can you find them and bring them back? The surviving males sure will be pleased. After all, that means they'll get the chance to a whole lot of... ahem... repopulating.
The Druuge are a race of ugly, evil traders, reviled all across the galaxy for their atrocities done to other races. They'll sell you stuff... in exchange for slaves, which they use to feed to their massive furnaces. They'll make trades for interesting relics though, but aside from fuel or Druuge Starships, what is the most important thing you can buy from them? | Quirky Plot Elements in "Star Control II"
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The Rosy Sphere. The rosy sphere, surprisingly, is the only useful item you can buy from the Druuge. It seems pointless at first, until you try to connect it to the Utwig's Broken Ultron - it is one of three parts, scattered across the galaxy, that are needed to fix the strange, seemingly useless artefact. Once you've really fixed it though, you can get the Utwig to join your alliance, which is not only useful, but sometimes also crucial to your survival! Don't sell any crewmembers to the Druuge in exchange for this trinket though! There are better trades you can make for it.
The Melnorme are probably one of the first races you'll encounter. They are an ancient one-eyed race of traders that hang around huge Giant stars. They're willing to all kinds of information useful to you - they can tell you lots about ancient and current history, as well as sell you technology unheard of on this side of the galaxy. The Melnorme's main cockpit tends to change colors sometimes. What is the significance of this occurance? | Quirky Plot Elements in "Star Control II"
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They'll tell you... For more credits than you could ever afford. The Melnorme captain will always ask for more credits than you have. Even if you use a cheat to increase your credits to a huge amount, the Melnorme demand even more, more than you could possibly ever get. There's probably no real reason anyway!
The Syreen, a race of beautiful blue women (and a few men, but they're negligible) has spent hundreds of years wandering through space because it was forced out of its paradise-like home planet "Gaia", by what? | Quirky Plot Elements in "Star Control II"
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The Mycon shot their children into the planet's crust, making it spew out volcanos and violent earthquakes. It is a part of Mycon Nature. These fungus-like organisms are practically immortal, they can really return from the dead! They seem to be some kind of galactic terraformers made by some unknown ancient force, they shoot their children deep into the core of lush, green planets to turn the planet into a hot ball of lava and fire. These are apparently the right conditions for the growth of a Mycon Child. The Mycon use some kind of eerie genetics to implant memories of past, dead Mycon into their offsprings' minds. So, in effect, they've all got split-personality syndrome of the worst kind straight from birth. It's hard to keep track of who you're talking to whenever you face a Mycon. The worst part is that they want to turn everyone else into fungus too.
The Utwig's faces are obscured by elaborate masks - this is their culture's most important religious tradition. They wear masks to symbolize their current emotion in the same way that we humans we use facial expressions. However the masks they wear nowadays all express sadness. They're so depressed they're even considering exploding a powerful bomb they had found, just to end it all (And the rest of the galaxy along with it). Why are the Utwig so sad? | Quirky Plot Elements in "Star Control II"
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They've broken their Ultron, an ancient machine that actually seems to have never done anything anyway. The Utwig accidentally broke the ultron at their most important religious ceremony and are just devastated about it. Whether or not it really ever worked, they're so depressed about it they'll never actually join the Alliance... Unless you can fix it for them. Trouble is, besides the fact that the spare parts are scattered all across this side of the galaxy, how will you know you've fixed it if the darn thing never did anything noticeable in the first place?
Little Grey Men. The Arilou are, really, what we nowadays call "Little Green (or Grey) Men". They're not from Mars though, they actually come from a very strange dimension "above" ours. They have been monitoring Earth and have been doing genetic modifications and all that UFO stuff for centuries. They claim to be protecting us from something really nasty, but their real motives are as obscure as their conversation. Creepy. At least they can be very helpful if you treat them with courtesy.
The Pkunk are a race of hippie, birdlike aliens that believe they are psychicly "entuned" with the cosmos. They've been fleeing from the Yehat, their violent ancestors, but have managed to stumble into even worse trouble. What is this trouble? | Quirky Plot Elements in "Star Control II"
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The Ilwrath have been talked into hunting down all the Pkunk by their Twin Gods of Darkness. The Spider-like Ilwrath receive messages from their gods, Kazon and Dogar, the twin gods of Death and Destruction, on Hyperwave Radio Channel 44. They obey mainly because they love death and destruction anyway, so it works great for them. However, Dogar and Kazon are actually just a prank by the mischiveous Umgah, who are broadcasting on that channel with the "booming voice" sound effect turned on, and just laughing and laughing at the results.
Shortly after beginning the game, you are asked by the Commander Hayes of Earth's Orbital Starbase to go see what's going on with the aliens who were posted by the Ur-Quan Masters to guard Earth's Moon. What will you find there? | Quirky Plot Elements in "Star Control II"
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A bunch of robots programmed to shuffle dirt around for all eternity.. Apparently, the Ilwrath had made some excuse and departed. Bored, but mainly afraid that something might come up and eat them, the Cowardly Spathi drew "Puuni Sticks" to decide who gets to go home first. This lot-drawing continued for several years until the last Spathi ship left the Lunar Base. The Spathi were smart enough to leave Robots on the face of the moon, programmed to shovel dirt around endlessly, thus creating the appearance that the base is still active, lest the Humans ever consider escaping.
This question deals with the two most important races in the plot of "Star Control II": The Kzer-Za and the Kohr-Ah. These two extremely powerful races are actually two closely related species stemming from the same ancient race - the Ur-Quan.
When encountering either a Kzer-Za or Kohr-Ah, their conversation revolves mainly around explaining to you why you are about to die. But what sentence can you speak to either of them to surprisingly get them to stop their threats and actually explain to you their history and the nature of their conflict? | Quirky Plot Elements in "Star Control II" (Part 2)
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Stop! What you are doing is wrong! Why are you doing this?. The Kzer-Za (Green Ur-Quan) and Kohr-Ah (Black Ur-Quan) were both part of a race that was brutally enslaved by the Dnyarri mind-controllers, and forced not only to be their slaves, but to help the Dnyarri kill all their enemies (which was anyone who resisted their enslavement). Eventually, through acts of horrible self-mutilation, the Ur-Quan race broke free and enslaved the Dnyarri, turning their former masters into unintelligent pets. They vowed never to be enslaved again, but the two new species, the Green Scientists and the Black Warriors, had different ideas as to how this was to be accomplished. The Green Kzer-Za decided to pre-emptively enslave all other races in the galaxy, taking an approach much like that of their former Dnyarri masters, while the Black Kohr-Ah decided it was much more practical to simply destroy all other races, benevolent or otherwise, since you never know who might betray you. After a brief and savage war that ended with a close victory of the Kzer-Za, instead of destroying their brethren-enemies, they realized that the Kohr-Ah may have been right. To make sure, both sides agreed to depart, travelling around the galaxy in opposite directions, ultimately meeting on the other side to fight the ultimate fight. This will give both species time to gather power using their own techniques, to prove which side was correct. At their second meeting, another war would occur - The loser of this Ultimate Battle will step back, while the winner gets to exact his own kind of revenge on the galaxy, and the Ur-Quan race can live reunited and in once again at peace (that is, with no one left to fight them ever again).
The Arilou have investigated a crash site where an Ur-Quan Dreadnought crash-landed but did not self-destruct on impact, as Dreadnoughts are programmed to do. They found something in the crash and brought it quickly to their Umgah friends. What is this item, crucial in every way to the successful completion of the game? | Quirky Plot Elements in "Star Control II" (Part 2)
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A Dnyarri, the most dangerous creature in the galaxy. The Dnyarri is a small creature that resembles a tan-colored toad/brain hybrid. It is also the most dangerous creature in the whole galaxy. Previously serving on the crashed dreadnought as an unintelligent pet, the Dnyarri's brain was used to act as a translator whenever the ship encounters foreign races in space - a job the Ur-Quan find the most humiliating.
The Arilou brought this Dnyarri to the Umgah, the best Genetic and Surgical Geniuses in the galaxy, to see if it can be saved from near-death. However, the Umgah had no idea how dangerous this creature really was. During surgery the many-handed and very talented Umgah noticed the creature's brain's intelligence potential, and decided to restore its intelligence. This was a big mistake.
As soon as the creature woke up, it immediately used its regained powers - an utterly devastating telepathic brain-control - to turn all the Umgah into his personal zombie-like slaves. He intended to increase his power more and more and enslave more races, using them to destroy the Ur-Quan who removed his intelligence, thus exacting revenge. Ultimately, this would allow the Dnyarri to rebuild the ancient Dnyarri empire, a ruthless slave empire that once controlled almost the entire galaxy.
Confrontation with the Dnyarri at the Umgah homeworld is extremely dangerous. He can actually command you to go and get yourself killed. However, if you could only acquire some kind of protection...
The VUX are probably the most revolting creature you've ever seen. These slimy, green-skinned, one-eyed, many-tentacled, slithery-tongued, nasty-tempered creatures find us equally revolting, and so the outbreak of conflict between VUX and Humans was hardly surprising. However, one VUX individual named Admiral ZEX seems very fond of humans, and doesn't even feel compelled to insult you whenever you meet him. ZEX owns a great zoo which contains species from all around the galaxy, and will even ask you to fetch a very dangerous and legendary creature from a planet far away. However, what is ZEX really after? | Quirky Plot Elements in "Star Control II" (Part 2)
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He wants you, the human, to be a part of his menagerie. ZEX will agree to give you a set of cryo-frozen Shofixty Maidens, the only surviving females of the species after the Shofixty destroyed their own star system in a mass kamikaze effort. In exchange, he'll send you to look for a legendary, and extremely dangerous monster which is found somewhere else in the galaxy. However when you're finally ready to make the trade, ZEX will renege on his agreement and confess that it was YOU, the human captain, whom he has really wanted to acquire. ZEX is what you might call an inter-racial pervert, as far as the game will hint to you. However, things will end well, since the monster you captured for ZEX is more powerful than he had imagined...
The ZoqFotPik are a tiny space-culture made up of three races, namely the Zoq, the Fot, and the Pik. They're very funny to look at, and many claim their conversations to be the most hillarious in the game.
Surprisingly for the extremely talkative ZoqFotPik, one of the three captains of each ship you meet is always silent, gazing either way at its peers whenever they speak, but never uttering a word. Which of the three is it? | Quirky Plot Elements in "Star Control II" (Part 2)
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You can't know. Actually, the ZoqFotPik don't know either. They've been a team for so long, they don't remember which is which, although there's a great difference in appearance between all three. Furthermore, there is always a heated and very verbal debate between them about which one's the Fot.
Flying through Hyperspace, you will occasionally encounter the Probe: a pair of electrically-charged spheres rotating around one another, traveling faster than any other spaceship in the galaxy. Once contact has been made with a probe, and after a very brief conversation, these robot-like probes will always initiate combat. Where do these probes come from, and why are they so violent? | Quirky Plot Elements in "Star Control II" (Part 2)
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The probes are exploration-units programmed to find matter for their self-replication technology, but they've been misprogrammed to believe that EVERYTHING is potential replication-material. The Slylandro are a bunch of gas-based creatures that live on a gas-giant planet across on the other side of the galaxy. Living on a gas-giant means they can't build any space ships for space explorations, since these tend to sink to the bottom once they get any heavier than the atmosphere. The curious Slylandro were very sad, but eventually they met the Melnorme who were passing by, and the Melnorme were happy to sell them a set of self-replicating exploration probes that can go out and contact other races in their stead. However, due to a programming error on the Slylandro's part, at the end of conversation with such a probe, during which it will repeatedly claim that it "comes in peace", it will immediately tag your ship as scrap material and attempt to dissect it into useable components. Hence, they come in peace, and you go in pieces.
In "Star Control II", travel between star systems is done through Hyperspace, a strange reddish dimension "above" our own, where distances are shorter and therefore travel is faster. However there is another dimension in the game called "Quasi-Space". What is the difference between these two dimensions? | Quirky Plot Elements in "Star Control II" (Part 2)
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All answers are correct. Quasi Space can be entered through only one point in Hyperspace that opens once a month. It is green, and contains several "holes" that will pull you back out to Hyper-Space at distant points in the galaxy, effectively making travel much quicker. It is also the dimension where the Arilou come from, and there is only one star-system in Quasi Space which incidentally contains the Arilou homeworld.
Later in the game, one can find a better means of entering Quasispace, facilitating travel through the literally huge galaxy of "Star Control II" at reduced time and fuel consumption.
The Yehat, a race of proud, birdlike warriors, fought as part of the alliance against he Ur-Quan Invaders, alongside the Earthlings, the Chenjesu, and many other races. However, unlike the other races of the Alliance, the Yehat were the only race to surrender to the Ur-Quan and become their Battle Thralls, instead of choosing to be imprisoned under a slave shield on their own homeworld. What is the reason for this? | Quirky Plot Elements in "Star Control II" (Part 2)
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Under the rule of the current Yehat Dynasty, they had never, ever lost a space battle. Now that the Ur-Quan were forming a deadly armada right at their doorstep, the Queen decided that their pride was more important than morality. The Yehat Veep-Zeep dynasty had never, ever lost a fight, as their ships are truly exceptional in combat. They were very proud of this. Once the Ur-Quan had seemed to be gaining too much power to be resisted, the Yehat Queen declared a truce and switched sides. The other Yehat were appalled, but the authority of their queen is supreme and not to be disputed. However, this is not the end of the Yehat. You can still convince them to switch back (and allow you to acquire their awesome ships), by inciting a Yehat civil war if you can show the Yehat that what they fought for then was not lost and that their action was immoral and did in fact cost them their pride.
The Supox are an intelligent kind of plant. They are close friends and neighbours to the depressed Utwig, and worry greatly about the Utwig's desparation and future plans (to blow themselves up). What is the name of the Supox homeworld? | Quirky Plot Elements in "Star Control II" (Part 2)
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Earth. The Supox' homeworld is curiously named Earth, although this has little coincidence - as plants, it's only natural that they would name their home this way. The Supox are equally surprised as you that they are intelligent, as even their own research clearly proves that plants can't possibly have any intelligence at all!
The Thraddash are a race of ugly, boar-like space warriors. Their inherent lust for violence and combat has caused their society to blast itself back to the stone age more than a dozen times already. When the Ur-Quan Masters appeared, the Thraddash literally begged them to let the Thraddash become their battle thralls. Once you show them who's the real boss (basically by pummeling Thraddash ships left and right), they eventually realize your grandeur and ask you for advice on how to construct their new empire, which they unoriginally call "Culture 20" (named after their old empire, named "Culture 19"). What is the suggestion you give them? | Quirky Plot Elements in "Star Control II" (Part 2)
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Any of these. Funny, since you've decimated them so impressively, they'll do whatever you tell them to do. They'll even go off to attack their former masters, against which they obviously have no chance, thus buying you a little extra time to complete your quest. Hearing the Thraddash speak Pig-Latin is particularly hillarious.
When the war against the Ur-Quan Master was lost, The Chenjesu, a wise, ancient crystalline race, and a mechanical race of robots, the strangely-named Mmrnmhrm, chose to be enslaved together on the same planet. When you finally find a device that will release them from their prison, why do they react so disappointedly? | Quirky Plot Elements in "Star Control II" (Part 2)
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The device also interfered with a process intended to combine the Chenjesu and Mmrnmhrm into a single, powerful race. The Chenjesu were the first to warn Earth about the coming of the Ur-Quan, and were the last allies to stand by Earth's side when it was finally assaulted by the invaders. However, Earth's side lost, and the Earthlings, along with the Chenjesu and many other races, were imprisoned on their homeworlds under impenetrable slave shields.
The Chenjesu and Mmrnmhrm had been working on a process that would ultimately combine the two species into one, wise and powerful hybrid race. The device used to break their planetary prison also sped up their process too much, causing it to complete imperfectly. The resulting Chmmr race is indeed powerful, its ships are possibly the strongest in the game, but the two races were aiming for more than that. However, had they been left alone to complete the process, their planet would probably have been destroyed by the Kohr-Ah before it could ever reach its culmination.
This species is known for their twisted sense of humor, which causes them to play elaborate (and often quite unpleasant) pranks on other races. Who are they? | Star Control II: Alien Races
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Umgah. The Umgah are shapeless pink blobs of flesh and eyeballs who are constantly looking for ways to amuse themselves at the expense of others. They had played a particularly bad prank on the Spathi, terrifying them into thinking that beings called the "Grand Master Planet Eaters" were coming to their homeworld. All in all, the Umgah are far more good-humored and less belligerent than any of the other Hierarchy races, and seem to enjoy a laugh much more than a fight. The Umgah prove essential to the war on the Hierarchy even though they are a part of it: our first visit to the Umgah introduces us to the Dnyarri talking pet that would later be used to psionically distract the Ur-Quan long enough to approach and destroy their vaunted Sa-Matra battleship.
Arilou. The Arilou (short for Ariloulaleelay) are a species of humanoid beings clearly based on the classic image of the "alien abductors" mentioned throughout late 20th century (large heads, pale skin, large almond-shape eyes). They were among the original Alliance members, and are extremely friendly, almost protective towards humans. They are from a realm called quasi-space and are the only star-faring race not to occupy a sphere of influence in the actual galaxy. Their major contribution to the new Alliance is the quasi-space drive they equip on your flagship, allowing you to travel amazing distances in almost no time.
This race respects only one thing: violence. Their warlike tendencies have caused as many as 19 cultural upheavals on their homeworld, and they have never made much progress as a species due to this. Who are they? | Star Control II: Alien Races
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Thraddash. The Thraddash are a race of brash, obnoxious creatures who can scarcely end a conversation without a fight. They come across more as an intensely warlike race than just plain evil. They might have become extremely advanced, if only they could keep one culture going permanently, rather than bombing each other back into the stone age every few generations. They play a major part in the story, as they originally own the Aqua Helix (until you steal it) needed to repair the Utwig's Ultron device and obtain the Precursor bomb that would later deal the decisive blow to the Hierarchy and end the war.
This race has one thing and only one thing in mind: the total extinction of all lifeforms in the galaxy. Who are they? | Star Control II: Alien Races
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Ur-Quan Kohr-Ah. The black Ur-Quan Kohr-Ah (as opposed to the green Ur-Quan Kzer-Za, whom we know as the original Ur-Quan) are in a war with their green counterparts over control of the Sa-Matra and the fate of the conquered races in the galaxy (how to eliminate the possibility of ever being enslaved again). The Kzer-Za want to enslave them all (either under slave shields, or as space-going battle thralls for the Hierarchy), but the Kohr-Ah saw one solution and one solution only: annhihilate all possible threats (the Kohr-Ah referred to this as "cleansing" alien "filth"). Eventually the Kohr-Ah would win their doctrinal war with the Kzer-Za and sweep across the galaxy wiping out all races they came across. From this point on, you have a limited time window to complete the game.
The Mmrnmhrm and Chenjesu's hybridization process was originally expected to take decades, but was completed in seconds thanks to what alien device? | "Star Control II": Storylines
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Mycon sun device. While locked under a slave shield together inside Ilwrath space, the Mmrnmhrm and Chenjesu begin a process whereby the two races are to merge into one more powerful race. When you first visit them, they tell you they cannot help you until the process (which draws the energy it requires from the sun) is complete. At one point, you convince the Mycon to abandon a heavily guarded planet in their space and go investigate a potentially suitable planet for them to colonize. While they are gone, you go to the now unguarded planet's surface and abscond with a device that amplifies a sun's rays to incredible levels (which the Mycon used to assist the development of their Deep Child offspring). One "flash" from this device gave the Chenjesu and Mmrnmhrm enough energy to complete their process within seconds, and become the all-powerful Chmmr.
they are grounded on their planet. The Spathi, being the spineless wimps they naturally are, eventually elect to enclose THEMSELVES under a slave shield of their own free will. Simply put, they prefer the comfort of self-imposed isolation to the freedom (and perils) of space travel. From this point on, no more Spathi ships can be produced at the starbase, and they are pretty much out of the Alliance. Interestingly, this is when they make their most useful contribution to the alliance, leaving behind the Umgah broadcasting device that would come in so handy in dealing with those pesky Ilwrath.
insult him repeatedly. When first making contact with Captain Tanaka, he immediately assumes (because his sensors are malfunctioning) that you are an Ur-Quan and looks to engage you in combat (a valiant little fellow indeed, considering his ship is about 1/50th the size of yours with a meager crew of one). No matter how friendly you try to be in your replies, he is convinced you are an enemy and drags you into a fight. At this point, you have two options: blow him away in one shot, or warp out of combat (a function usually reserved for surviving a losing battle against more fearsome foes). You can easily kill Tanaka, basically putting an early end to that subplot and dooming the Shofixti to all out extinction, but the trick is to warp out and continue talking to him. He continues to call your Ur-Quan and launch all kinds of insults your way. Each time, one of your available responses is an insult of your own. When you choose this response, Tanaka gets angrier and again engages you in combat, and again you must warp out. After doing this three or four times, he eventually comes to the realization that no Ur-Quan had ever insulted him before, and asks you who you are again. The choice response is something to the effect of "I'm a friend, you bumbling idiot", at which point he realizes he made a mistake, and finally warms up to you.
they committed planetary suicide. The Shofixti are probably the most honor-loving species in the galaxy aside from the Yehat (which is why the two species had shared a deep mutual respect during their days in the Alliance). They would rather turn kamikaze than suffer defeat. For example, their ships had the ability to self-destruct in order to deal heavy damage to enemies in combat. Anyway, when the Shofixti were on the verge of being overpowered and enslaved by the Ur-Quan, they chose to activate a massive bomb (their "Glory Device") that blew up their sun, annihilating all Shofixti and Ur-Quan in the system. The only Shofixti left afterward were two brothers (Tanaka and Katana, one of which you make contact with and set about reviving the race) and a cache of females in the possession of Vux Commander Zex.
Pluto. This poor Spathi (I believe his name was Fwiffo) is left all by himself by the Hierarchy to "monitor" the system. Of course, he turns coward the second you address him and decides to talk peacefully. Eventually, he informs you of the location of his homeworld Spathiwa, as well as the secret password to speak with their leaders. This paves the way for discussions that eventually lead the Spathi to defect from the Hierarchy and join the Alliance.
Vux. The rogue Vux commander Zex has a cache of Shofixti females at a secret location. He will only let them go in exchange for some rare creature, which you must capture and deliver to him. Then you take the females to the last remaining Shofixti male in the galaxy in order to repopulate their race and enlist them in the New Alliance and sway the Yehat back to your side with the shame of facing the Shofixti. Ergo, the first step to having the Shofixti (and the Yehat) join you is to seek out the Vux commander.
they are being mind controlled. When you first talk with an Umgah at their homeworld, he seems unuasually mechanical in his manner of speech, and shows no signs of that notorious Umgah sense of humor. It is later revealed that the Umgah are under the mental compulsion of the last remaining sentient Dnyarri (the powerful race of toad-like creatures that originally enslaved the Ur-Quan, and were subsequently overthrown and reduced to mindless talking pets for the Ur-Quan - this particular one had been rescued from a crashed Ur-Quan ship by the Arilou and brought to the Umgah, who used their biotechnology skills to return it to sentience).
The Dnyarri cannot be stopped without a psychic shield device left behind by the now extinct Taalo race. Once in possession of the shield, you return to the Umgah planet and, with the Dnyarri's mental hold on you nullified, you take it with you and return the Umgah to normal. This is the same Dnyarri that distracts the Ur-Quan in order to let you near the Sa-Matra.
Androsynth. The Androsynth were a race of human clones that fought for the Hierarchy in the original "Star Control". In part II, when you visit their reported homeworld, you find that they have disappeared and in their place are the mysterious Orz. The Orz's strange language does not make for clear communication, however they seem to hint at having wiped out the Androsynth, or at having "sent" them "elsewhere". The more we learn about the Orz, the more it seems they came from some other plane of existence, and this is possibly where the Androsynth now reside. Anyway, we never find out exactly what happened to them, since the Orz avoided the issue as much as possible, and would respond violently to repeated questions on the subject (costing you a powerful ally).
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