FAQ Acts 0 - 1
General Mission 19 - Big Jack's Jewels
General Mission 32 - To Terraform a Planet
Act 0 Prelude
Act 0 - Mission 1 Home Sweet Home
Act 0 - Mission 2 Proving Grounds
Act 0 - Mission 3 Grand Tour
Act 0 - Mission 4 Errand Boy
Act 0 - Mission 5 Junkyard Challenge
To get near the core, play it stealthy and careful. As you approach your target, note carefully the positions of the patrol ships in relation to the core. They should be at least 2 KM from it, more if possible of course. Also try to position your approach so that the core is between you and the station, precisely.
Your getaway is simple. So simple, in fact, that you barely need anything aside from your basic thrusters, drive, and LDS system. Once Clay says that you've got the shiny new Fuel Rods, hit "U", aim away from the reactor (preferably also away from the nearby station), and hold down the "W" key. Oh, and I'd advise you to have your barf-bags handy, because your little Storm Petrel's got one hell of a kick to it. Once you're clear of the LDSI field (which should be roughly 3-5 seconds), target your home base and fly off to install your new toys and turn off those depressing emergency lights.
Act 0 - Mission 6 Nemesis
Act 1 Hoffer's Wake
Act 1 Invite to Haven Station
Act 1 - Hoffer's Wake
Act 1 - Mission 1 - The Great Escape
Act 1 - Mission 2 - The Stepsons
Act 1 - Mission 3 Joint Forces
Act 1 - Mission 4 - The Heist
First, one area of confusion is what exactly one should bring the trader in the junkyard in exchange for the Maas IFF. Head back to your base and search for a piece of cargo in your inventory that has a recycling value of at least 60. If you don't have one.... aquire one Attach it to your ship (through the Loadout menu's rather obvious "Add Cargo" button) and haul it off to the good lad to get your shiny new IFF.
Now, once you reach the Maas Base and Jafs has come to a full stop, remote link to the tug called "Drone" (Shift+R) and have it dock with the cargo pod called "Useful Looking Cargo". Fly the pod over to the other pod called "Fighters'. This is the part where most people get lost. You need to hit the F2 key from here (making sure the "Fighters" pod is targetted) and line up the aft of your ship to be facing the "Fighters" pod. Get as close as possible to it, then smack "U". This should all be set up so that the "Useful Looking Cargo" pod smacks into the "Fighters" pod and takes it's place. Then, dock with the "Fighters" pod, and, taking a round-about route back to your ship (not sure if this is entirely necessary, but better safe than sorry), unload the pod into the Refuse Dump. If all goes to plan, you should be able to terminate the REM link safely. Jafs will undock your tug and pick up the "Fighters" pod. Formate with him as he jumps out, and head on home. Congrats, you did it!
- Gain clearence (IFF)
- undock from jafs in the debris field
- REM-link to the drone
- Use the drone to dock to the useful cargo pod
- take the useful pod to the fighter pod
- undock the drone from the useful pod and dock with the fighter pod
- take the fighter pod back to jafs.
- un-REM-link from the drone.
Act 1 - Mission 5 - Marauder Cache
When you get there you should see a freighter, try to destroy it first so that you can recieve some Gatling cannons as well as LDS Class 2. Then just take care of the escorts & the mission will be finished
Act 1 - Mission 6 - The Trouble With Gunstars
Hit U to undock then hit the W key heading towards the Gunstar. Sail 2 km past the Gunstar then hit F8 to dock. You should be able to dock safely, and wait for your shield to recharge. Now since you dock at the OTHER side of the gunstar, you will not be hit (one user reports that he was hit while docking, true, but I think he docks on the wrong side of the gunstar).
A3.[by FAMS] Stay docked to the station and just take in the pattern of the power failures. You will notice that they all arm and then one by one go offline until they are all offline and then repeat (and rinse if needed). Just before they all go offline undock (this give an extra few seconds), use W to accelerate, let go of W when you about 1/2 to 3/4 way there, swing behind the gunstar (ie make the gun star between you and the station). Engage auto dock. Select the next gun star and wait till they're nearly all offline, Fly towards that one and do the same. You might want to fire a disruptor at it, just in case it comes online again. Repeat the above, make sure you're fully repaired before you zot off again. If you get hit while docking to a GS push the joystick up, it seems to work! Dunno why.
Act 1 - Mission 7 - Showdown
Act 1 - Mission 8 - League Initiation
A2. When you go to the meeting point to pick up the drone, use the "cruise control (F6)" all the way. Sometimes the script get's outta wack if you deviate just a tiny little bit from the plan. I also discovered that if you get Marauders on an inbound vector, the ship which had the drone won't release it to you properly. This may not be the case for everyone, but it was to me. The only way I could ever get those ships to properly release those drones to me, was when I had a clear scope. And were at the excact designated spot when it was released. Kinda drag, but it got the script going as planned.
REM link the drone and dock it with your tug. Disconnect the drone and take off. When you get close enough to your destination, you should get the "munitions dump" waypoint. Now, just select it and hit F6. When you get there, and your tug comes to a complete stop, try to REM link your drone. At this point, the REM link should normally work. If not, try to undock it 1st. If it still doesn't work, go back there and kick it loose from the docking collar.
Act 1 - Mission 9 - Construction Yard
- When you go to the area, officer starts to talk to you. Say you are a friend of the captain and you are to visit him.
- Undock the drone.
- REM it next to habitation module.
- Watch the cutscene where the droid cuts the module.
- Dock with the LoR.
- REM it to meetin waypoint.