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FAQ history:
-Started late 2003 on my first FAQ when I noticed there was a bounty up
for Farscape: The Game. Of course, by the time I got around to finishing my
guide, the bounty had been claimed. Argh. Oh well.
-version 1.0: June 26, 2004. Full walkthrough of the game, character data,
commentary on weapons and items.
Mini-Review: So, you want to be an astronaut?
This game is not for everyone. In fact, it's probably not for most people.
The gameplay is subpar. The graphics quality is decent, but not great. The
soundtrack borrows heavily from the show. Ah, the show. Fans will find there
are some things here for them; the characters are all voiced by the original
cast, a refreshing change
from most videogames based on TV shows. The plot
is about average for an episode of the show, with the same style and sense of
humor. People who aren't fans of the show will probably feel left out, though
, as they will not understand many of the references. If you don't know the
difference between a Prowler and a Marauder, you will probably be lost. And
the gameplay sure isn't going to help you find your way. The combat is
basically a clickfest (click to move, click to shoot, repeat ad nauseum) and
that's the largest part of the game. There are a few not-so-terribly
challenging puzzles, and a little bit of exploration, but the bulk of the game
is "go outside, kill some monsters, go back to
town to re-equip, repeat".
Aside: all of the dialogue in the game shows up in one neat little folder on
your hard drive. Excellent if you want to make a Farscape theme for your
computer.
My overall ratings (scale of 10)
Fan: 6
Not-fan: 2
Damage types/resistances:
Physical: White
Energy: Blue
Chemical(Pulse): Red
Weapons:
Bent Metal Club:
Peacekeeper Infantry Knife:
Pulse Pistol:
Pulse Rifle:
Primary: Rapid Fire, 2 per shot.
Secondary: Aimed shot, 1 per shot.
Chain Pulser:
Primary: Rapid Fire, 1 per shot.
Secondary: Aimed shot, 1 per shot.
Scarran Punisher:
Primary: Semi-automatic, 1 per shot.
Secondary: Charged shot, 3 per shot.
Scarran Incinerator:
Primary: standard, rapid-fire flamethrower, short range, 1 per
burst of flame
Secondary: Launch a fireball that has a small splash radius,
slightly longer (but still short) range, 5 per shot
Phyran Longarm:
Primary: Slow moving ball that does a lot of damage, 2 per
shot.
Secondary: Slow moving ball that does less damage, 2 per shot.
Honestly, I don't know what the purpose of the secondary fire is,
as it seems to be completely inferior to the primary.
Khore handcannon:
Primary: Direct shot, big damage, 1 per shot.
Secondary: Mortar shot(up in the air and down), big damage, 1 per
shot.
The direct shot is FAST, making this a great weapon.
D'Argo's Tongue:
At very short range, you can use D'Argo's tongue to disable
an opponent temporarily. Useful if you're just trying to run
away, or to give yourself some time to recover.
Qualta Blade:
D'Argo's weapon of choice. You can use it either as a devastating
melee weapon or as an energy weapon that doesn't require ammo, but
fires a little slowly.
Teape Launcher:
Primary and Secondary: both slow rockets, 1 per shot. A very
disappointing weapon, for purporting to be a rocket launcher. The
'rockets' travel VERY slowly, making it ridiculously difficult to
hit with them.
Items:
Powdered Cellograins: Restore a small amount of health.
Field Aid Kit: restores about half of your health.
Eachak Balm: restores vitality (NOT health).
Pulse Ammo: (max 500) powers pulse weapons (pistol, rifle, chain)
Incinerator Ammo: (max 900) powers the Incinerator.
Energy Cells: (max 300) powers Scarran Punisher.
Shell Pack: (max 100) is used by the Khore handcannon.
Archeus Bug: Boosts all defenses (physical, chemical, energy) by 50%
Biatic Bug: Boosts defense against physical attacks by 50%
Chemyl Bug: Boosts defense against chemical (pulse) attacks by 50%
Enytron Bug: Boosts defense against energy attacks by 50%
Bodybooster: It doesn't explicitly say, but it seems to make your vitality
recharge faster.
I'll try not to give away too much of the story here, just what is necessary to
make it clear what to do and where to go next- the game does a much better job
of telling the story than I could.
Prologue:
Crash Site:
You start next to the crash site with some rather vague directions as to where
to go. South is off the bottom of the screen as it is initially oriented. You
r goal for each area is marked on your radar as a big purple blob/arrow (it's
hard to tell sometimes). Enemies are the yellow dots. Heading southward,
you'll come to a canyon. You'll have to find a slope you can walk down to get
to the bottom. Following the canyon along, you'll come across hordes of
batlike creatures that shoot what appear to be laser bolts at you. You can try
to either run past or fight. My suggestion is to fight them, as you currently
have no money, and you need to learn the combat system.
Combat is pretty simple, left click to move your character, right click to
shoot at something. If you want to move AND shoot at the same time, it's a
little tricky: right click on a target and hold the button down, left click and
hold down to start moving, then start right clicking to fire. I suggest only
doing this to move between cover, unless you're extremely coordinated (more
than I am, anyway. :P) At this point, Crichton has a pistol and Chiana just
has a club, so Crichton will have to do the majority of the combat. You can
choose to control either of them (press F1 and F2 to switch between them). If
you're controlling Crichton, Chiana will run blindly into melee and start
beating things with her club; if that's not what you want her to do, click the
small icon of the gun next to her portrait, so it points downward, indicating
she is in 'flee' mode. She'll now try to stay out of the way. This of course
means you will have to do all the shooting on your own. If you're controlling
Chiana, Crichton will do a decent job of killing the bats, assuming the pistol
next to his portrait is facing to the right, indicating he is in 'attack' mode.
Whenever someone gets hit, the bars underneath their portrait will start to
decrease. First, the upper 'Vitality' bar will go, and when it's empty damage
will start coming out of the lower 'Health' bar. The vitality bar will
recharge on its own over time; the health bar will not. If any character's
health bar gets completely empty, he or she is dead, and the game is over.
So try to avoid that. :)
Make your way down the canyon. Whenever you kill something, wait around a few
seconds to see if it drops anything. Most creatures will drop yellow blobs
when they die. Move over them to pick them up- they are body parts that you
can sell for a surprising amount of cash when you get to town. When you
finally meet up with the big purple arrow, you'll see a crack in the wall.
Walk up to it and say Yes, you would like to move towards the settlement.
Trek to town:
The next map offers up several bridges between small islands, and a new enemy
in the form of a plant that sprays spores at you. The spore clouds will tend to
home in after you, try to avoid them as best you can, because they will do
quite a bit of damage to you. When the plants are destroyed they explode in a
final burst of spores, and they don't drop anything, so it may be best just to
run past them since they can't chase you. Make your way to the purple arrow
again- this time it takes you into the settlement proper.
Town:
Put the gate you came in at the bottom of the screen, we'll call that south.
Head north and you'll go past an innkeeper who will be rather talkative about
certain members of the community. Further north you'll run into a marketplace.
There are three shopkeepers you can deal with: an arms dealer, an ammunition
supplier, and a medicine merchant. Make purchases as you see fit, but I
recommend selling off animal parts, Chiana's club, and Crichton's pulse pistol,
and buying Crichton a pulse rifle and a large pile (400+) of pulse ammo. Leave
Chiana weaponless for the moment and follow the purple arrow. Meet the town he
aler, then go meet Wren, then talk to Tarn the mechanic. (Just keep following
the purple arrow...I'm going to stop mentioning it.) Go back to the
marketplace and pick Chiana up, then head to the exit from town to meet Tarn.
Raiders' Base at the Prowler:
Talk to Tarn if you want to go back to town. If you get banged up by some of
the Raiders but can't finish all of them in one go, it wouldn't be a bad idea
to go back to the temple to get healed up. The Raiders are armed with a variety
of pistols and rifles, and will usually drop ammo for you to pick up. You'll
also have to contend with more bats, some large quadrupeds that will try to bit
e you, some bipedal aliens with excessively large heads, and some sentry guns.
try to fight as few of them at one time as possible, so your vitality has a
chance to recharge. You can try to use Chiana's stealth ability to scout out
enemy positions, but if you get too close they will attack. To switch weapons
or to use a special ability like Chiana's stealth, you can either left click on
the person's hand/weapon image next to their portrait to open the inventory
and select the weapon with another left click, or you can mousewheel through
all available weapons and abilities while you are controlling the character.
If you want to try using stealth, be sure to set Crichton to 'Wait' mode (icon
of man standing) rather than 'Follow' mode (icon of man running) because if
any enemies see him they will still open fire.
As you fight, if you find yourself picking up a lot of Pulse Ammo with Chiana,
you may want to give it to Crichton. To do this, open up Chiana's inventory
and right click the pulse ammo. Select 'give to John Crichton' and 50 units
of pulse ammo will transfer to his inventory. Repeat until you've given it all
to him. When you've taken out all of the raiders and their sentry guns,
you'll get a message and be transported back to town.
Town (2):
Talk to Tarn, go to the inn. The green dots on your map indicate people to
whom you can talk. You may want to chat with the healer at the temple, she'll
patch up whoever is nearby, so get all of your characters close before talking
to her, or you'll have to repeat the conversation with the other(s). You can
also stop by the marketplace to sell off any body parts you might have
acquired and to load up on more ammo. After talking with the innkeeper, head
off towards your next mission.
Finding the Culture House:
You may want to do as the hint suggests and run from certain enemies rather
than wasting ammo- the plants, for instance. Here you can't just charge
straight at the purple arrow, you have to go around the gaping chasm in the
way. The paths aren't very complicated and you should make it in little time.
There is one spot shortly before you get there where it is possible you will
get rushed by several bats at one time- this can be very bad if they all take
turns hitting you, because you won't be able to fire or to run away.
Under the Culture House:
The game mentions secondary fire modes in its hint here. Right click on the
gun's image to change its mode of fire. The pulse rifle's primary mode of
fire is rapid fire and takes two charges per shot, while the secondary fires
much slower and is non-automatic but only takes one shot per charge. Usually
I stick with the secondary unless there's a big crowd, then I flip it to
primary to cut open some breathing room. Do whatever works.
Search for goodies everywhere. For example, the two cave-ins near the
entrance that you can't get around have rubble next to them. If you walk up
close to it, some scrap will be moved aside, revealing pulse ammo under one
and energy cells under the other.
This area is rough, so don't be afraid to return to town if your ammo or
health start getting low. It may take you more than one trip to clear
everything out down here. There are some new flying enemies that try to
close in to melee, but the Scarran Punisher will down them easily. There are
some new humanoid enemies also, that are very resistant to most forms of
attack, so be persistent. Once you've defeated all of the enemies in the area,
you'll be automatically transported back to town.
Act One:
Escape from Moya:
Time for hilarious hijinx with that happ'nin' Hynerian, Rygel. Since you're
not armed, you'll want to stay away from the enemies you see. Kick over the
metallic object in the large room near your starting point (I'll refer to
these as "chests" from now on") to reveal a Field Aid kit. You'll have to
negotiate some very narrow, almost maze-like passages, but it's not very
difficult. The only problem could be a few spots you have to cross corridors
that have Peacekeepers in them, just try to move past as quickly as possible,
they can't catch you. Once you've made it to the hangar, Pilot will ask you
to go back and reconnect a node, just go back to it and click on it, then
return to the hangar.
Town(3):
Back to Crichton and Chiana. You'll want to stop by the healer and the
marketplace. Remember that each character has a limited capacity for each
kind of ammo. You may be able to afford some bugs, such as the Chemyl Bug
that boosts one character's resistance to chemical attacks. You should buy
them when you can afford them, as they are what passes for armor in this game.
Go speak to Tarn, then Wren.
Ambush at the Caravans:
You have to fight off several waves of Raiders here. They drop Pulse Ammo
when defeated, so don't be afraid to flip your Pulse Rifle to automatic to
take them out. You have to take exactly one of them alive, so shoot the first
one you see with the stasis pistol you got from Wren, then slaughter the rest
of them as they arrive. Be sure to get the field aid kits out of the two
chests before you kill off all of the Raiders.
Town(4):
Wren will tell you you can keep the Stasis Pistol, then give you directions
to your next objective. Visit the healer or market if you need to.
The Raiders' Main Base:
Make your way to the center of the base and kill off the Raiders, using much
the same strategy as you did at the Ambush at the Caravans. If you find one
of your characters is maxed out on a given type of item (pulse ammo for
instance) switch to your other character and have them pick it up. There are
a few chests scattered about, containing Field Aid kits or ammo. Some of the
Raiders here carry flamethrowers and will drop flamer ammo. Once you've
killed the Raiders, Crichton will suggest you move back to the transport- do
so. Hey, it's Rygel!
Act Two:
Town(5):
Go ahead and put Rygel's diplomatic skills to use; if he is the one talking
to people at the market, you get a ten percent discount. Nice! He can't equip
any weapons though, and he can't be set to Attack Mode, so plan your
strategies accordingly. If you have a bunch of spare credits, the Archeus
Bug is a great deal, as it increases all of your defenses. If you want to use
some of that incinerator ammo you picked up earlier, you could also buy a
Scarran Incinerator(wink wink, nudge nudge), or if you want an improvement on
your Pulse Rifle you could trade it in on a Chain Pulser. After you're done
shopping, visit Tarn, then Wren, then Tarn again, and then back to the
transport.
The Ruined City:
Some new enemies here to deal with. There are a couple kinds of slow-moving
zombie-like creatures that are pretty resistant to Pulse weapons, so try using
the Scarran Punisher or an Incinerator if you have it. The short, implike
creatures are pretty easy to kill, but they are fast and can make things
difficult if they surround someone. The large mechanical quadrupeds are
moderately fast and can shoot at you, but they are easy to hit and will fall
quickly. The remains left by these monsters tend to be rather valuable,
especially the gemstones and crystal shards, so it may be worth your while to
kill several of them, collect the remains, and run back to town to buy more
gear.
The Factory Accommodation Block:
New enemies to face here- the Sheyang. Despite the fact (or perhaps
because of) they breathe fire, the Scarran Incinerator does a remarkable job
of blowing them to pieces- if you can hit them with it. They tend to move
around a lot, so you may want to wait for them to pause before shooting. The
Incinerator's second fire will blow away sentry guns in one hit as well. There
are many chests scattered about, containing pulse ammo and Eachak Balm,
neither of which is terribly useful. Make your way to an elevator to proceed
to the next floor.
The Factory Machine Rooms:
Several Sheyang and a mech will charge you right at the start, so be ready
for them with an Incinerator volley. Lots of chests down here, several with
Field Aid kits, so it may be worth your while to look around a bit. The
elevator to continue on is in one corner of the map (left from your starting
position and orientation) but to get Crichton and Chiana to it you'll have to
open the door that's in the way. The lever for that is in the central room,
but it is closed off, and to open the central room you have to push the lever
in the room to the right of the starting point. Since that door is shut too,
you'll have to put Rygel into the vents from one of the nearby rooms.
You can (and should) pick up a Radiation Field Generator Belt in the center
room.
The Factory Floor:
One Sheyang will charge you right from the get-go. The elevator's power
isn't working, so you have to tag the power consoles at each end of the floor,
then the main console in the center.
The Factory Habitation Services:
Flip the switch near the doors that block your way to open them. You'll
need the Radiation Field Generator Belt to survive, and Crichton is your best
tech, so give it to him. Your other characters will stay behind and wait.
Switch your "weapon" to the belt, so you can keep track of how much charge it
has left. If it gets low, move to a charger station. You'll have to close the
doors behind Crichton to open the reactor area; once you do, get moving
quickly. If your belt runs out of charge, you will start taking 4 points of
damage every second, which adds up quickly. It's not hard to keep your belt
charged, though, if you remember to charge it when you go past a charger
station. After flipping several switches(I counted five in all) you'll be
prompted to return to the factory floor.
Escaping the Factory:
Flip the switches. After you've pressed all three, you'll have to hold off
the Sheyang for a few minutes. You don't have to actually kill them all, you
just have to survive- but killing them will certainly help your odds. :)
Town(6):
Heal up, visit the marketplace. Talk to Tarn, then the healer, then back to
your transport.
Ruined City(2):
Make your way to the hospital. You may see a new foe that looks like some
sort of reptilian humanoid near your goal. Don't stop to fight them.
Ruined City Hospital:
Some of the doors in here will require Crichton's touch, via the orange
pads, to open. There are some pyramidal objects on the floor in places that
are explosive boobytraps, try to stay away from them. The first two areas to
which you're directed do not contain the parts you need, but there are
pedestals near them you need to activate. After you've done so, find the lone
ventilation duct in the area and put Rygel through it. He'll need to
activate one pedestal, then he can open the door to let Crichton and Chiana
through. In the area beyond, you can find the three components you need; next
to the first two are pedestals that open the doors for the last. Once you
have all three, you'll be prompted to return to town.
Town(7):
Drop the pieces off at the healer, pick up more ammo, upgrade your weapons
and defenses. You should probably have enough money to afford Archeus bugs
for all three characters by now. When you're ready, talk to Wren, then return
to your transport.
Ruined City(3):
Make your way over to the forest. You'll have to fight or run past the
reptilians I mentioned earlier. They're pretty nasty, and can mess you up in
a hurry if you're not careful. You can try running past them or fighting
them. They're most resistant to chemical damage, but they have no physical and
little energy resistance, so use whatever big gun you have that's not a pulse
weapon.
The Underground Forest:
You'll have to fight your way through a lot of nasties. I found the
secondary mode of the Scarran Incinerator to be invaluable going through here.
It was the quickest way to drop any enemy I encountered, with the exception
of the stationary spitter plants, which were much easier to kill with a Chain
Pulser, and the grabber plants, which you should be going around rather than
fighting. After finding your way to some odd machinery, you'll speak to a
friend, then find the way underground. You'll have to return to your ship on
foot at this point.
Act Four:
Town(8):
Visit the healer. Pick up the item she offers you (it's on the ground next
to her). The arms dealer now offers the Khore Handcannon. Visit Wren, then
go to the transport. You can offload equipment from Rygel onto Crichton and
Chiana before you leave, or wait till you get to the next area.
The Caverns:
Zhaan is not prohibited from using weapons like Rygel was, however, her heal
ability is incredibly useful, so I usually just leave her set to that. Finally
some enemies are weak against pulsers again; it's the hopping, sharklike
humanoids. The creatures that look like walking trees burn well. Make your
way through to the bridge, and enjoy the scenery enroute....it's pretty. :)
The Cavern Village:
Zhaan by herself. Hmm, that was fast.
The Cavern village(2):
When you return to Crichton and Chiana, go across the bridge. Now it's
Chiana by herself. Sneak your way through to Zhaan. The sentry guns can
still see you whether you're in stealth mode or not, and they will cut you
down in a hurry, so when you have to go near one run past as quickly as
possible. Follow the bridges that DON'T have sentry guns directly blocking
them, and eventually you'll get to an area where there is a single humanoid
guard. Kill him, take his key, and free Zhaan. You'll be prompted to return
to town.
Town(9):
The townsfolk all seem to be carrying stun pistols. And...they're all
shooting at us....hey!
Act Five:
Moya:
You're on board Moya, in control of D'Argo. Near your start point you can
find chests containing Eachak Balm and Pulse Ammo. Notice the energy barrier.
On the path to the left of it, all you will find is a Scarran with an
Incinerator. You could punch him out, but all you get for your trouble is a
pack of Incinerator Ammo. Just remember that he's there, in case you need his
help later. To the right, the path forks. The right fork leads both to
another Scarran and to a room with three chests: more pulse ammo, some
powdered cellograins, and a Chain Pulser. The other fork leads you through a
Peacekeeper squad. I suggest getting one or both of the Scarrans to follow
you into the PKs, rather than trying to beat them off all by yourself. If you
have two PKs fight one Scarran, the result will probably be one dead PK, one
dead Scarran, and one weakened PK, which you should rush in and finish off.
The trick is that sometimes they aren't nice about following you, and will get
lost on the way. If this happens, get one group as far along as you can, then
go ahead to the other group and bring them back, to have them meet somewhere
in the middle. You may need to run up and punch the Scarrans to get them to
follow you. After you have your Chain Pulser and a couple hundred rounds, you
should be able to take out PK patrols with some ease. Make your way to the
group of three blue chests. They contain D'Argo's communicator, his Qualta
Blade, and a device for taking down energy barriers.
Make your way to the position indicated on the map, and use the globe thing
next to the energy barrier to take it down. Aeryn is just around the corner,
go talk to her. Give her the Chain Pulser and the ammo, then go to the chests
in her room and pick up another PK pass key, some Eachak Balm and more pulse
ammo. There's a room near Aeryn with several chests in it; keep it in mind and
head to the next area. There are several PKs you'll have to fight, but
D'Argo's Qualta Blade (especially in rifle mode) can take them down quickly
and easily. Pick up another PK passkey, then head back to the treasure room.
You can put the door down now, so go in and get some items, including another
PK passkey, a Khore Handcannon, and some ammo. Give everything but the Qualta
Blade to Aeryn. Follow the path, deactivating barriers as necessary (only the
character holding the passkey can deactivate them, which is kind of annoying).
At one point you'll come to a big room where, depending on how long you take,
there may be a large battle raging. Aeryn will tend to rush into battle if
you're controlling D'Argo; if you don't want that to happen, keep well back.
Make your way to Pilot.
Besieged Town:
Your weapons are gone, bummer. Pick up the Teape Rockets and Teape
Launchers near your starting position, also pick up the items around the edge
of the map. This battle is trivial- as many peacekeepers as there are, they
can really cut the bad guys apart. You can use Zhaan's Heal ability to keep
the PeaceKeepers around for more of the fight, if any of them start getting
low on health. Eventually Crichton will decide it's time to pack it in, so
retreat to your transport.
The Caverns(2):
Fight your way through. You'll find that you're a little light on weapons and
ammo; I suggest giving Aeryn a Teape Launcher and all of the Teape Rockets,
and taking the Chain Pulser and Khore Handcannon for yourself (you did have
D'Argo give them to Aeryn, right?). If you find yourself getting surrounded,
it may be worthwhile to pull out your second Teape Launcher to clear some
space.
Base Accommodation Block:
No purple arrow....now what are we supposed to do? Well, just slaughter
everything in sight, and collect items from chests. Eventually you'll kill
the last guard on the floor, and you'll see a scene of some more enemies
arriving on an elevator. Go and kill them, and the last one will drop a pass
key. Use it on the elevator, now helpfully illuminated in purple.
Base Bio Labs:
Activate the reactor, see that the door is blocked, and go back up the
elevator. If you tried to put Rygel down the vent before, he would complain,
but you could put him in anyway. However, it would just be a dead end. He'll
complain again, but this time when you take him to the end you'll be prompted
to go down a level. You may want to offload anything Rygel is carrying. Follow
the purple arrow to a chest containing a Field Aid Kit, which is useless. Next
to it on the floor is another pass key. Go up the elevator.
Base Accommodation Block(2):
Nothing to do here but prepare yourself- arrange weapons and ammo how you
like, etc. Head back down the elevator.
Base Bio Labs(2):
Hit the indicated switch, then make your way over to the indicated soldier.
You'll have to push a button next to a door to get the door open. The soldier
will drop a pass key. As you follow the arrow, you'll notice there is a
three-way fork in a path; the left and right doors lead to hordes of enemies,
and the objective is through the center door. The switch to open the center
door is on the wall to the right of the door at about head height; it's pretty
hard to see it. Open the door, run in, and press the switch. That will
release the hordes of enemies. Fight them off or run your way through to the
elevator. Enjoy the ending sequence, which explains some of what happened
during the game.
Closing remarks:
Hope you enjoyed the game. Feel free to send comments and questions to
fiveforfry at hotmail dot com
if you want. Any submissions I get will be attributed down here near the
bottom of the page. Yay!
This guide copyright John "Fry" Fanjoy. No use allowed other than those
mentioned at the top of the article. All trademarks and copyrights contained
in this document are owned by their respective trademark and copyright holders.