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Guide Sector > Quick Start Guide
 
Quick Start Guide

Welcome to the quick start guide to playing Star Sonata! This guide will take you through step by step to get the essential understanding of what you can do in Star Sonaata. You can click the following buttons below to jump to a section of the guide. Special thanks given to Xantra for creating the core guide.

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Part One: The Basics

The very basics.

At this very moment, you may be logging into Star Sonata for the very first time, and your head may soon be filled with all sorts of wonderful questions, like 'How do I fly ship?', 'How do I earn money?' and 'Is that a Space Rat?!' These are all perfectly valid questions, so let us get right into it with the basics, such as the controls and user interface elements.

quick_start_guide_controls

Here's a quick shakedown of the controls detailed below:

Additonally Hotkeys allow you to quickly use items from within your inventory. This is done by dragging the desired item from the inventory dialogue to dropping the item in hotkeys above. The hotkeys marked 1 to 0 are key binded to your keyboard number keys.

Universe Map Dialogue
Universe Map Dialogue

Moving on, you'll notice I haven't mentioned the universe map yet. That's because it requires a little more detail. The space map is a convenient way to see what's what and where's where in the universe.

 
Other Noteworthy Controls

Don't forget the Help channel too, should you need to ask questions about anything. The help channel is monitored by moderators and greeters whom will be happy to answer any queries you might have.

 

Part Two: Combat

... and how not to die in space.

There comes a time in every pilot's life when he asks that all-important question. You have his Earth Force type 1 pilot license, knows how to fly his ship without faceplanting into the nearest asteroid, and finally ready to take space by the horns and blow stuff up for the hell of it. Now what? Glad you asked, recruit! See your standard-issue Zebucart? We don't just fit these things with cheese-graters these days. Take a look.

quick_start_guide_combat

Pressing Space will fire your weapon at whatever low-life you happen to be locked onto. Just like that failed cadet. Proving your superiority is an important part of every-day life in wild wastes of the galaxy, not just while you're recieving training here in the Academy!

That's right; Space is not a very nice place, and everything almost has a gun. If you pick a fight, they're going to shoot you back and it's probably going to hurt. Sitting there and letting your enemies spray pain in your general direction is a surefire way to turn your lovely new ship into a quivering mass of stasis. Know your ship and your guns, learn to lead enemies into your shots and use your maneuverability to dodge incoming fire!

When You Die...
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I warned you, cadet. I told you about avoiding those shots. Nevermind. Luckily for you our new line of Zebucarts come with a quick-ejection escape pod and a stasis generator that'll keep your ship in one piece while the shields recharge. Once the glow around your ship turns yellow, just fly over it and hit R to return to it. Try and make sure it doesn't happen again. These ships aren't cheap.

Other Noteworthy Controls
 
 

Part Three: Upgrades

To progress in the game you need some loot...

All right, all right. Don't get ahead of yourself, cadet. Killing a few failed recruits and a handful of space rats doesn't make you the next adum. I hope you've been paying attention and scooping up the stuff your enemies' ships leave behind!

Character Skills
Skills

What's that? You heard Raucus cheering as you slaughtered that last enemy? That means you've gained sufficient experience to level up! For each level you gain, you will acquire 5 skill points to be allocated as you desire in most space stations. The skill training interface looks a little like this:

Skills can be trained in many stations around the universe, with some more lucrative skills requiring hard-to-get commodities, or only being available in certain stations, and further along... often a combination of both! For now though, many skills that you will need can be found commonplace, provided you have the skill points necessary.

While our standard-issue Zebucart ships are laden with the latest technology, the Academy understands that the more daring-blooded pilots will seek out bigger and better ships. This can be done from the Trade tab at many space stations; Assuming you followed my previous recommendation of improving your skills, of course.

quick_start_guide_trade_bay

After purchasing your new ship, you might want to transfer the equipment from your current ship. This can be done by right-clicking items in your inventory and selecting "Transfer to...". Alternatively, you can go straight to the Ships tab and transfer to your new ship and outfit it with a whole set of new gear! As you'll notice, items that you lack the skills to use will be coloured a dark grey, whilst items that you lack the money to purchase will be coloured dark green. The minimum you will need to buy for your new ship is a weapon, a shield, a radar, an engine, an energy bank, and an escape pod. Escape pods can be found under the Items tab.

 

Part Four: Missions

Progress through the stories and mysteries...

As you may have noticed by now, you can find missions available at many stations throughout the Nexus. The Acadamy recommends attempting to complete as many of these missions as you can. Mission indicators are as follow:

missionInProgress
Available
missionMapAvail
In-progress
missionInProgress
Complete

Though the role of missions rescinds outside of the Nexus, the missions inside will play an important part in your field training, and as reward for your dilligence, we may provide you with additional equipment and ships as you progress.

Ultimately, the course via which you progress through the Nexus and beyond is up to you, however special effort should be given towards your Earthforce or Volcom mission lines, and also paying a visit to Anchor Point in Deep Space should not go amiss either! There is an agent from the Acropolis waiting there who is eager to send pilots on their way to learn how toget the most from their Augmenters!

 

Part Five: Epilogue

The end of the guide.

As all great things must come to an end, so must this guide. If anything it is my solemn wish as your Academy instructor that you absorb and take on board what I have taught you and use that knowledge to your advantage. We live in a huge, dangerous universe. You've no need to worry, however; The collective knowledge of the Universe is but a click away, and is ready to aid you in times of need.

Best of luck out there, cadet!

Was this tutorial helpful for you? Have any suggestions for improvement to the tutorial? Give us your feedback in this thread or join us on Discord!

 
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