ESCAPE VELOCITY NOVA Version 1.0.10 (no pluggin)
Vell-Os Guide
V1.0.10
By Laclongquan
Index:
1.00 Introduction
2.00 Background on Vell-Os: the race, the weaponry and etc...
.01 The Vell-Os: a cursory attempt on filling the background
.02 The Vell-Os:unique weapons, outfits, and 'ships'
3.00 Vell-Os main storyline
4.00 Vell-Os' stuffs
.01 Ships
.01 Dart
.02 Arrow
.03 Javelin
.02 Weapons and oufits(integrated)
.01 Flower of Spring
.02 Summer Bloom
.03 Autumn Petal
.04 Winter Tempest
.05 Topographic Sense
.06 Physical Sense
.07 Hostility Sense
.08 Distract Sensors
.09 Create Dart
.10 Telekinetic boost
.11 Marine Platoon
.03 Something to pay attention to when playing as Vell-Os
5.00 Credits
1.00 Introduction
Escape Velocity Nova is the 3rd in a brilliant series of game by
Ambrosia Software's brilliant. Escape Velocity is set in the
future where Space ships dominant the Galaxy. With a completely redesigned
gaming engine, EV Nova thrusts you into a sprawling universe dominated by a
myriad of warring factions, each sharing a common bond, but so
philosophically different as to make conflict inevitable.
You start as a lonely Pilot of a weak shuttle. By your wit, your skills,
your might of arms you acquire more weapons, bigger ships, and assemble a
fleet of your own. Though the game doesn't have an ending as such, you can
choose a goal for yourself: complete a storyline out of six, dominate the
whole Known Space (thousands of planets)...
This guide help you deal with Vell-Os storyline, Vell-Os weapons, tactics and
strategy, as well as some unique problems arised only when you playing as
one. Much like Priest guide for Icewind Dale, or Monk guide, it’s concentrated
on only one part of the game.
Indeed, there’re some walkthrough and guide same as mine, concentrated on
Vello-Os. Problem is, I am not satisfied with the way they deal with Vell-Os.
Not walkthrough for storyline, not weapons usage, not tactics. I set out to make
my own guide, in the hope that I can help you guys deal with this aspect of a
totally awesome game. I am sure it's not a perfect guide for the task, but I can
try.
2.00 Background on Vell-Os: the race, the weaponry and etc...
2.01 The Vell-Os: a cursory attempt on filling the background
The Vell-os are descended from an Indian prince named Vell-os and his
followers who left Earth 2977 years before the game begins, around 980 AD,
using their telepathic powers. They now have sophisticated telepathic
powers, which are assisted by their biomechanical nanites. Their nanites are
produced by an additional organ, which is the only physical difference
between the Vell-os and other humans. Among their abilites are thought-
speech, mind-reading, confusion of minds, and the creation of projections of
mental power which they use instead of ships and weapons.
Vell-os and ordinary humans can interbreed, but the resulting child is
always Vell-os. The Vell-os were members of the former Colonial Council for
several centuries. However, after they intervened and destroyed a Colonial
Council expeditionary force sent to conquer the Polarans, the Vell-os were
defeated and enslaved by the Council using mind control and anti-telepathic
devices. They are now used as a weapon by the Federation, but live in hope
of a future of freedom predicted in the Korrell Prophecy. THEIR STORYLINE
BEGINS WITH A DELIVERY MISSION TO EARTH FOUND IN THE MISSION BBS.
IMPORTANT NOTE: if you don't want to play Vell-Os storyline yet, or want
other storylines instead, either never choose a delivery mission to Earth,
or refuse the Vell-Os request for help. Once refuse, only replay help you
choose this story again.
2.02 The Vell-Os:unique weapons, outfits, and 'ships'
Vell-os 'ships' are actually projections of their pilots' mental power. They
are fast, move without inertia, also have advanced sensory and jamming
capabilities. When jumping from system to system they don't have to slow
down or change directions like other ships, making their combat jump (jump
under heavy fire) quite fast and safe. SPEED is their most noticeable
characteristic. Dart, Arrow, then Javelin is three types of Vell-Os
spaceship.
Vell-Os ships require no other outfits (only Marine Platoons can be fitted). It
save your money for other things, like bigger later ships if you so like. A ship
for penny-pinching trader (like me).
In combat, Vell-Os ship is for veteran hit-and-run close-combat fighters (which
is not me by the way). If you don’t know or don’t feel comfortable with
fighters, with twitch relex, you wont like fighting in a pure-fighter Dart much.
Arrow is better since its turreted Summer Bloom help you aplenty. After Vell-Os
storyline end I change to other ship pretty damn quick.
The telepathic weapons of the Vell-os are the most powerful in EV Nova. The
weakest, Flower of Spring can be carried by fighter-class Dart, is a beam of
light that can swat other fighters like fly. A swarm of Darts beaming at you
can make your headache explode (please pardon my pun).Winter Tempest simply
cuts straigh through shields and goes right for the armor. Shots consumes
energy quickly, but definetely worth it. The weakness of Vell-Os weapons lie
in their nature: they are mental power so they eat directly from the stored
energy. A fully stocked Dart can burn through its entire stored energy in
one battle, in the hand of an inexperienced pilot. So afterburning maneuver
too much and you shall not have enough to shots >_<'
The oufits of Vell-Os have some unique stuffs compared to other races.Exploring
the galaxy is simplified enormously in a Vell-Os ship. Even if you choose other
ship models than Vell-Os you still get benefits from Vell-Os.
3.00 Vell-Os main storyline
Read the NOTE carefully please. There’re some annoying features I noted there
for your displeasure.
Mission 1:
This mission begins, when you accept a mission from the
Mission BBS to transport 6-8t of goods to Earth, 15k of fee. When you
complete the mission it says something about a Vell-Os.
If you don't want to play Vell-Os line, just ignore all kind of jobs to
Earth.
Mission 2: Visit Vell-os Homeworld
In Earth's BAR a Vell-Os asks you to visit his homeworld to the West. After
visit Vell-Os planet in the Vell-Os system, report back to Earth and you got
jumped, collared and enslaved. Next thing you know, you have to travel to
New England in Wolf 359 to get brief and receive jobs. Madame Commander
Krane will send you to infiltrate the Rebellion. But first you must return
to Earth to get training.
NOTE: starting Vell-Os will stopped other major storyline and some minor quest.
Refuse to help them visit Vell-Os will lead to Polaris storyline. Once you
get training T3 rank from Vell-Os you will automatically sell your ship to
get a Vell-Os ship, a Dart. You shall NOT be able to buy better ships than an
used Valkyrie, only Light Blaster, Raven Rocket and Stellar Grenade. If you
buy Terrapin you may get its standard Medium Blaster.
Mission 3: Return to Earth for Training
From the Bar of New England, now you have to return to Earth's Kane Band bar
to get training. You will gain the T5 rank of Vell-Os, and gain one ability:
Vell-Os topographic sense.
Mission 4: infiltrate the Rebellion
You need to head to the Rebel Space station: Rebel II, located in the Koria
System. The Rebels will then send you to Merrol in the Aldebaran system and
make
you do food smuggling missions. These missions are simple delivery FEDex but
you mustnt get scanned by the Federation. As long as you get scanned, you
wont advance to the next mission, even though you can get paid.
Mission 5: Rebel Food Drop
DON'T GET SCANNED. Do it the same as other FEDex types. 15k for each trip,
you can get more money by making trade run medicals from Alderbaran to Nesre
Primus, then medicals from Vega to Nesre Primus. Once you succeed in NOT get
scanned you will be given the next mission.
Mission 6: Rebel Equipment Drop
DON'T GET SCANNED. Do it the same as other FEDex types. 25k each trip, but
you can get more money by making medicals run from Alderbaran to
Menin/Lesten then buy more equipment in Menin to sell at high profit in
Alderbaran. Once you succeed in NOT get scanned you will be given the next
mission.
Mission 7: Rescue Agent
DON'T GET SCANNED. Do it the same as other Ferry passenger types. 35k each
run. You can keep doing it again and again even though the next quest
appear. Once you succeed, your information pad (the 'I button' thingy) will
display the quest Report back to Earth.
Mission 8: Receive Instructions from Krane
Go to Earth to receive intruction to visit Wolf 359. From now on, whenever
you transport a Rebel agent you shall bring them here (Wolf 359).
Mission 9: Rescue Rebel
Mission 10: Rebel Insertion
Mission 11: Insert agent into Rebellion
The rebels you rescue, transport them to Wolf 359 to transport Bureau agents
(mission 11) back to Alderbaran. The agents that Rebellion want to insert
into other planets, you transport them to Wolf 359 for capture (mission 10).
Once you succeed in inserting Bureau agents, you get the next mission. But
before that, you can visit Earth to get more training in Vell-Os discipline.
Mission 11a: (succeed in Insertion) Learn the Rules...
Earth's bar, Sol, you get taught T4 rank, an afterburning ability:
Telekinetic Boost. After that, travel to Wolf 359 to get more training.
Mission 11b: (after 11a) Learn About Vell-os
Once trained you will be granted T3 rank, abilities: Distract Sensors
(missile defense), Physical Sense, Hostility Sense, Flower of Spring and
Vell-os Dart. Once you get Dart you shall automatically sell your ships will
all your outfits on it at half price. So it's best you sell all your outfits
before goto Wolf 359 to report.
Mission 12: Scout Moash territory
New England, of Wolf 359 system, Commander Krane will reassign you to work
against the Auroran Empire in the South. You shall scout Moash homesystem.
After you return, you'll have to lead a task force to a system near
Moash as a diversion while the main federation force takes Moash itself. You
will be taught to create the Dart Spacecraft and the Flower of Spring, 1st
telepathic Weapon.
Mission 13: Distract Moash House
You will then, once again, Have to go to Moash. Leading a task force of Fed
Carriers (3-5), you shall attack Moash Rep. MAIN objective is defeat all the
force on this sector then board the station Courageous. Board it under fire
is not recommended. When the commander are satisfied we can get home (Wolf
359.
You know you succeed this mission when you get paid in Wolf 359. Not get
paid? Not succeed! Not succeed? You do the mission again. Once succeed you
get the next.
You can get Wormholes to jump to NtO or Chirt, then jump 3 more systems to
get to Moash Rep. Once you pacified that system, you can board other disabled
ships, set them to sell at the next station (if they are fighters), board
Courageous to do the mission and also get a load of money (from selling ships)
When you return to Wolf 359, you should get a message and 50k. If not it means
you fail the quest somehow. You shall do the quest again.
Q&A: I got killed repeatedly in this sector and cant land on it. How? You dont
need to kill all the defending force, its’ just for profit. You only need to
land on the station. You can try a maneuver like this: jump into the system,
immediately turn 180 and afterburning your way out like a bat out of hell. Any
fast ships catch up to you, fry them. Running about five-six display screen
then stop, rest a bit to recover your fuels and wait for your escort (not
necessarily). Now run toward your target, and afterburning when you get near the
inner system. All the defending force got drawn out by your earlier entry now
are sluggish trying to return… wish them luck, cause you are fast enough to
blitz by them and land on the station. This tactic is trademark of Scott
"Admiral Slathkill II" Wilson, of EVN webboards.
Q&A: I landed on station, and return, but no message for me on Wolf 359, and I
have to do the quest again. Bloody hell? Possible cause: jump to a nearby
wormhole/HG then travel there to attack; (mostlikely) your Fed escorts got
killed one or two , or your Fed flagship carried the general got fried. Fix:
travel there by normal jumps, hire a full escort group of Valk so that they
draw hostile firepowers toward them, spare you and your Feds.
Mission 14 Talk to Moash Elders
Krane want you to negotiate with the captured Elders in Moash. Go there.
Mission 15 Return with favourable response
Negotiation with mind powers is a snap. Return to Wolf 359 with good news.
Mission 16-17 Deliver instructions
You need to deliver instructions to Moash Elders: A backstab plan help Moash
become strongest House in Auroran Empire.
Mission 18a-b Assassinate/Capture traitor
Actually these kinds of missions exist for a while now. Target is a ship located
in an adjacent system to where you receive the BBS missions (which mean if you
received it in a culdesac you only have one system to check). Destroy for
assassinate, disable then board for capture. When you get autumn petal it seem
assassination missions stop appearing.
The ship more often than not is of Lightning or Valkyrie class. Spring flower
can disable or destroy it good. Summer bloom can destroy it outright.
Too little profit and too saddening actually. I prefer trading or attacking
pirates for cash and ships.
Mission 19 Meet with Krane
Part 1: Meet Llyren at the spaceport of any Fed planet to achieve T2, and create
an Arrow.
Part 2: Meet Krane in Sol to receive quest Find Muhari HQ
Mission 20 Find Mu’hari HQ
From Sol you will run all the way to Muhari in eastern edge of the map.
Route: Tichel – Kania – Polaris – Outbound – nilkvee – Trinipu – Kmarak –
Trevasar - nehelipar – nilpesetra – Muhari.
Land on the Muharo planet then return. 50K.
Mission 21 Confirm Muhari spy
You will do a BUNCH of this before the next mission appear (it’s a matter of
percentage apparently). Receive mission, land on target planet, return to Wolf
359. You can receive and done all 16 mission of confirm before returning to
Wolf 359. 15k each.
Mission 22 Report to Krane
Part 1: meet Fllyraen in spaceport of Fed planets (50%). Learn to create
Javelin, Create Dart, Autumn Petal.
Mission 23 Report Muhari spy
A alternate version of mission 21. Do a bunch of it.
Mission 24 Liase with Auroran
A backstab plan within a counterintelligent campaign coupled with a straight
forward assault operation. First part is to go to Sender to receive your escort
of Auroran forces.
Mission 25 Invade Polaris space
Second part is leading these forces to Kel'ar Iy in Kel'ariy. Assault the
sector. Third part is ensuring ALL Auroran escort got destroyed before you land
on the planet.
The defending forces are ferocious Polaris. You may get killed repeatedly before
you get near the planet. The trick is orders all of them to FIGHT, stay outside
then jump to the next sector when Polaris attack you personally. Check your
force to see how many Auroran left. Once they are all dead, run straight ahead
at the planet, then braking like hell to land. You are safe now.
Land on the planet help learn Winter Tempest, most devastating attacks in the
game. Achieve T1 and buy other ships if you so wish. The limitation on ships and
outfits you can buy are now lifted.
Mission 26 Speak with Llyren.
NOTE: Once you finish this mission and leave Earth you shall be persued by
Bureau fleets. You can hire escorts in bar if you want. IDA frigates look nice.
Also if you want to do quest you damn well better do it before landing on Earth.
End note.
Return to Earth you confirm with Llyren some stuffs you have suspicions about.
Now, onwards to Vell-Os!
Mission 27 Speak with Krypt
Land on Vell-Os and speak with that alien mind there. Destruction to the Bureau!
First part of the plan is to leak the plan in South Manchester so that you will
be ambushed on Wolf 359. GO!
Mission 28 Assault the Bureau
After evade or destroy any ships foolish enough to pursue you, land on New
England. BAM! Then we now go to Korell, with one more escort.
Warning NOTE: if you go to Korell this Vell-Os story line end. You can get a
asteroid miner along or change your ship to other models then buy a scoop. Hire
more cargo ships if you want.
Mission 29 End of Story.
Land on Korell and finish the story. You now is transported to S7evyn, the area
with fun stuffs to do. If you leave here (via the obvious wormhole nearby) you
wont return here without help of pluggin.
S7evyn got some interesting stuffs to do:
1. buy the unique ship Kostrell in the game with 12 millions. Talk about
pricey!
2. mining then selling Opal (hence the scoop or asteroid miner).
3. attack ATMOS programmers (if you can).
4.00 Vell-Os' stuffs
This section will give you detail info on various Vell-Os ships,weapons,
outfits,
stuffs to buy for your Vell-Os ship, some notes. Thus the word ‘stuffs’ on the
section name.
Almost all the data are harvested from
http://arpia.be/ and
http://www.evula.com/survival_guide If you want pretty pictures, even more
detailed info, and html guide, you should visit there. On the other hand, if you
are like me, dislike all those cool features for some obscure reasons that no
one care about but you, READ ON!
4.01 Ships
All ships are very high speed for their classes. They can jump very fast, unlike
other models who have to turn around to check directions. They also are
inertialess, turn 180 with full speed is very handy trick.
All ships can buy very limited outfits. They all got builtin sensory apparatuses
to compensated for that. They can buy marine platoons to help capture ships.
They CANT buy armor, shield upgrade, other upgrades… Although they are very
good, the last features are what limited their popularity (as you cant do
expansion or retool to get more configuration space)
4.01.01 Dart
Speed: 600 (about the second or third best in entire game)
Accel: 1250
Turn: 100
Shields: 150/125 (BAM! And fare thee well! Don’t get caught. Accel to outrun
guided missiles)
Armor: 8/1
Guns: 2 (max) (flower of spring)
Turrets: 2 (max)
Space 10 tons = 2 marine platoons
Cargo 5 tons = ferry passenger quest, not enough for delivery.
Fuel: 5 jumps ( if you accel or shoots, you wont have enough to jump out. If you
are in javelin, call them home to refuel – C)
Length: 10m
Mass: 6 tons
Crew: 0
Cost: 0
AI Type: 4 (Interceptor)
Strength: 250 (for combat rating purpose)
Deionize: 50
Max Ion.: 200
Buy Random: 0%
Hire Random: 0% (meaning you only get dart through Vell-Os storyline, you cant
buy/capture/hire it otherwise)
4.01.02 Arrow
Speed: 425
Accel: 650
Turn: 60
Shields: 990/70 (soso, but don’t get caught. Runaway and firing summer bloom at
pursuers)
Armor: 30/4
Guns: 2 (max) (Summer Bloom and Flower of Spring. SB rocks as you can run away
while splashing those speedy pursuer with hot bloom. Eat hot wet Mental plasma
you tweets!)
Turrets: 2 (max)
Space: 20 tons = 4 Marine Platoons
Cargo: 60 tons = quite okay. Hire more cargo drones or terrapin if you want more
cargo capacity. (still cant mass expansion or retool)
Fuel: 15 jumps = quite good actually. Summerbloom don’t burn as much as spring
flower on a dart comparatively
Length: 30m
Mass: 60 tons
Crew: 0
Cost: 0
AI Type: 4 (Interceptor)
Strength: 500 (for combat rating)
Deionize: 60
Max Ion.: 350
Buy Random: 0%
Hire Random: 0% (cant buy, cant hire, cant capture).
I have more fun playing Arrow than Dart. Dart is speedy, but one mishap and you
smoke vacuum. Arrow is sturdier. Beside Dart got so little stamina.
4.01.03 Javelin
Speed: 375 (Mmhmm. Very good for its class)
Accel: 500
Turn: 40
Shields: 1740/85 (look like it’s very much, but if you get caught in a crossfire
of polaris you still be screwed. Don’t get cocky!)
Armor: 60/8
Guns: 2 (max) (SB, FP, Autumn Petal and later on Winter Tempest. Without plug,
AP is not as good as SB. Winter Tempest is best ingame though it burn energy
like no tommorow. But your Create Dart can give you 3 Dart to stall those other
buggers, give you a little breather.)
Turrets: 2 (max)
Space: 50 tons = 10 Marine Platoons. When I want to plunder something I don’t
want it explode under my feets.
Cargo: 100 tons = good eh!
Fuel: 20 jumps = stay off the Tempest and you will have enough for anything.
Length: 100m
Mass: 200 tons
Crew: 0
Cost: 0
AI Type: 3 (Warship)
Strength: 750
Deionize: 70
Max Ion.: 500
Buy Random: 0%
Hire Random: 0% (lalalala cant buy cant hire cant capture)
When ALL 3 Darts get destroyed, land on a planet and you can meditate to get
Create Dart 3 to create them.
4.02 Weapons and oufits(integrated)
All 4 weapons of Vell-Os get discussed here. And one outfit that can fit in a
Vell-Os ship.
4.02.01 Flower of Spring
Most basic Vell-Os weapons. In Fighters vs Fighters dogfights, Flower is not
something you can underestimate lightly. 3 Darts with Flower is also a team can
threaten medium to heavy battleships. The weakness, of course, is its light
shield and poor stamina. If you cant hit it, try making it shoot itself dry.
And stay out of Dart’s nose, Flower is a chase weapon.
All 4 Vell-Os weapons drain fuels when you are not in a Vell-Os ship.
4.02.02 Summer Bloom
My beloved. Alittle more damaging than Flower, its main strength is its
turreted. Chasing Arrow is not something to undertaken lightly as mental energy
can bloom out of Arrow’s ass to fry you. Bleak! Without plugin Summer Bloom
dethrone Autumn Petal as the main weapon of Arrow and Javelin.
All 4 Vell-Os weapons drain fuels when you are not in a Vell-Os ship.
4.02.03 Autumn Petal
A longer range Summer Bloom, main weapon of Javelin. A beam bug making Petal
inferior to Bloom. Get a fix:
http://www.ambrosiasw.com/cgi-bin/vftp/dl-redirect.pl/Qaanols_Plug-
ins.zip?path=evn/plugins&file=Qaanols_Plug-ins.zip
written by Qaanols, crazy extraordinaire players. Read the readme then fix the
damn bug.
(it’s admiring tone by the way, for some one curious as to why I cursed Qaanols)
All 4 Vell-Os weapons drain fuels when you are not in a Vell-Os ship.
4.02.04 Winter Tempest
The much-feared Winter Tempest cuts straigh through shields and goes right for
the armor. It consumes energy quickly like there’s no tomorow. Much like Flower
on Dart, actually. The only Vell-Os weapon that can ionize ships.
All 4 Vell-Os weapons drain fuels when you are not in a Vell-Os ship.
4.02.05 Topographic Sense
A free and constant Galatic Map that update itself as you jump through sectors
after sectors. No longer you have to land on planet with an outfitters to buy a
galactic map.
All Vell-Os abilities help free space on your ships so you can play around with
other oufits. But you can buy same device for your ship to increase ability.
4.02.06 Physical Sense
A free Vell-Os Gravimetric Sensor.
All Vell-Os abilities help free space on your ships so you can play around with
other oufits. But you can buy same device for your ship to increase ability.
4.02.07 Hostility Sense
A free Vell-Os IFF Decoder.
All Vell-Os abilities help free space on your ships so you can play around with
other oufits. But you can buy same device for your ship to increase ability.
4.02.08 Distract Sensors
A free Vell-Os Missile Jamming Device.
All Vell-Os abilities help free space on your ships so you can play around with
other oufits. But you can buy same device for your ship to increase ability.
4.02.09 Create Dart
An ability to house 3 Dart on your ships. When all three get destroyed you can
land on a planet to meditate to get it back. Free.
All Vell-Os abilities help free space on your ships so you can play around with
other oufits. But you can buy same device for your ship to increase ability.
4.02.10 Telekinetic boost
A free Vell-Os Afterburner.
All Vell-Os abilities help free space on your ships so you can play around with
other oufits. But you can buy same device for your ship to increase ability.
4.02.11 Marine Platoon
A general outfit, its uniqueness is that it can be integrated into a Vell-Os
ships. MP is the reason why your Vell-Os ship got a tradein price in the
Shipyard. Remember to sell them before trade your ship for another.
4.03 Something to pay attention to when playing as Vell-Os
All 4 Vell-Os weapons drain fuels when you are not in a Vell-Os ship. Buy Solar
panels or Reactors to counter that effect.
All Vell-Os abilities help free space on your ships so you can play around with
other oufits. But you can buy same device for your ship to increase ability.
5.00 Credits:
Special thanks to Ambrosia Software for making this fabulous game. Space Rangers
series are good but sometimes you cant help but wanting to play a less bulky
game than that. EVN fit the needs perfectly.
I do read the walkthrough and data from
http://www.evula.com/survival_guide
http://www.arpia.be/walkthrough/
http://www.ambrosiasw.com/forums/index.php?showforum=38 the webboards of EVN
and some minor sites.
The most problematic I met is that data is very decentralized. You can read
whole 50 pages of info and you may not get a clear picture of how to do what.
Maybe it’s just me; Who know? So I made this walkthrough in the hope that some
firstimer to the game will have some valuable help. That’s all, honest!