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game:fusion_genesis [2017/08/16 11:54] – 만듦 V_Lgame:fusion_genesis [2019/07/05 11:03] (현재) – 제거됨 V_L
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-{{tag>fusion genesis}} 
- 
- 
-====== Fusion Genesis====== 
- 
-             d88888b db    db .d8888. d888888b  .d88b.  d8b   db  
-             88'     88    88 88'  YP   `88'   .8P  Y8. 888o  88  
-             88ooo   88    88 `8bo.      88    88    88 88V8o 88  
-             88~~~   88    88   `Y8b.    88    88    88 88 V8o88  
-             88      88b  d88 db   8D   .88.   `8b  d8' 88  V888  
-             YP      ~Y8888P' `8888Y' Y888888P  `Y88P'  VP   V8P  
- 
-                    ___   ____ __  __  ____  __  __  __  
-                   // \\ ||    ||\ || ||    (( \ || (( \ 
-                  (( ___ ||==  ||\\|| ||==   \\  ||  \\ 
-                   \\_|| ||___ || \|| ||___ \_)) || \_)) 
- 
- 
- 
-&******************************************************************************8 
- 
-                                 - Intro - 
- 
-&******************************************************************************8 
- 
-'Sup. No one likes scrolling through paragraphs of text that have nothing to do 
-with what they're looking for so let's get a few things out of the way. 1) This 
-is my 1st guide so don't be a jerk. 2) I have an SDTV and bad eyes so excuuuuse 
-me if there are some spelling/numerical errors. 3) I'd like to be notified of 
-errors in this guide, as well as discovered bugs, glitches, cheats, etc., I will 
-update the guide if enough people message me regarding the subject as I can't 
-trust just 1 source most of the time. My e-mail address is 
-[email protected]. 4) No, there is nothing in this guide that will help 
-with online play save for scant pieces of common knowledge. No, I cannot help 
-you with online play, and that's CAN not, not WILL not. Even if I had internet 
-access at my home I am not currently, have never been, nor ever will be, a 
-subscriber to Xbox Live's gold service lest it is either free or very close to 
-it. That's enough of that, you came here for answers, and answers thou shalt 
-receive! 
- 
-&******************************************************************************8 
- 
-                           - Table of Contents - 
- 
-&******************************************************************************8 
- 
-Use CTRL + F and copy/paste the [TAG] to find the section you're looking for. 
-Sections referenced in other parts of the guide will be in parentheses instead 
-of brackets so that searches go only to either the intended section or table of 
-contents only, the parentheses do not indicate a different section to be 
-searched for so just replace them with brackets. 
- 
- 
-I - Basic Knowledge & Tips [I] 
-        - Controls [BKC] 
-        - Pause Menu [BKP] 
-        - Quickview Menu [BKQ] 
-                - Pilot Sub-Menu [QP] 
-                - Zone Map [QZ] 
-                - Ship Sub-Menu [QSH] 
-                - Sentients Sub-Menu [QSE] 
-                - Shift Platforms [QSP] 
-                - Mission Sub-Menu [QM] 
-        - Radar & Minimap [BKR] 
-        - Achievement List [BKA] 
-        - Miscellaneous Knowledge [BKM] 
- 
-II - Walkthrough/Optimal Paths & Techniques [II] 
-        - Prometheus Station [WPS] 
-        - Commandeer, it's a Nautical Term [WNT] 
-        - Hidden Arsenal [WHA] 
-        - Smuggling Ships and Other Impossibilities [WSS] 
-        - The Fantastic 5 [WFF] 
-        - Finding Identity [WFI] 
- 
-III - Main Story Missions [III] 
-        - Old Friends, New Enemies [MS1] 
-        - Hunter and Hunted [MS2] 
-        - Undercover [MS3] 
-        - War and Pieces [MS4] 
-        - Sacrifice [MS5] 
-        - Captured [MS6] 
-        - Retribution [MS7] 
-        - All Good Things [MS8] 
- 
-IV - Faction Information [IV] 
- 
-V - Consortium of Free Traders Story Missions [V] 
-        - What's Mine is Yours [CSM1] 
-        - Special Delivery [CSM2] 
-        - Breaking the Code [CSM3] 
-        - They Will Pay [CSM4] 
-        - Throwing Rocks [CSM5] 
-        - Impressment [CSM6] 
-        - Unfinished Business [CSM7] 
-        - The Last Stand [CSM8] 
-        - A Good Cussing Out [CSM9] 
- 
-VI - Sunshadow Syndicate Story Missions [VI] 
-        - Initiation [SSM1] 
-        - Let's Make a Deal [SSM2] 
-        - The Lucky Charm [SSM3] 
-        - Odd Job [SSM4] 
-        - Break [SSM5] 
-        - Skin of Your Teeth [SSM6] 
-        - The Rat [SSM7] 
-        - Ouroboros [SSM8] 
-        - What Goes Around [SSM9] 
- 
-VII - Praetoriate Fleet Story Missions [VII] 
-        - The Blue Line [PSM1] 
-        - On the Job [PSM2] 
-        - Breaking Heads [PSM3] 
-        - Dirty [PSM4] 
-        - No Good Deed Goes Unpunished [PSM5] 
-        - Dead or Alive [PSM6] 
-        - Unwelcome Discoveries [PSM7] 
-        - Interdiction [PSM8] 
-        - Razing Sunshadow Bay [PSM9] 
- 
-VIII - Dominion of Allied Planets Story Missions [VIII] 
-        - Shakedown [DSM1] 
-        - Without Warning [DSM2] 
-        - Reciprocity [DSM3] 
-        - Casus Belli [DSM4] 
-        - A Bad Taste [DSM5] 
-        - Fight and Flight [DSM6] 
-        - Unwanted Guests [DSM7] 
-        - Recon [DSM8] 
-        - A Nest of Vipers [DSM9] 
- 
-IX - Revenant Order Story Missions [IX] 
-        - A Test of Faith [OSM1] 
-        - Inquiry [OSM2] 
-        - Divine Wrath [OSM3] 
-        - Heathens [OSM4] 
-        - A Plague of Unbelievers [OSM5] 
-        - A Question of Blasphemy [OSM6] 
-        - Apostate [OSM7] 
-        - Heratic [OSM8] 
-        - Shug [OSM9] 
- 
-X - Side Missions [X] 
-        - Standard Side Missions [SM] 
-                - Spy Mission Walkthrough [SPY] 
-                - Upgrades Title Listing [UTL] 
-        - Military Warzone Side Missions [WSM] 
- 
-XI - Preset Side Missions [XI] 
- 
-XII - Consortium Preset Side Missions [XII] 
-        - Consortium Asteria [CPA] 
-        - Consortium Erebus [CPE] 
-        - Consortium Leviathan [CPL] 
-        - Consortium The Graveyard [CPG] 
-        - Consortium The Tempest [CPTT] 
-        - Consortium Solaria [CPS] 
-        - Consortium Tartarus [CPT] 
-        - Consortium The Crucible [CPC] 
-        - Consortium Shadowrift [CPR] 
- 
-XIII - Syndicate Preset Side Missions [XIII] 
-        - Syndicate Asteria [SPA] 
-        - Syndicate Erebus [SPE] 
-        - Syndicate Leviathan [SPL] 
-        - Syndicate The Graveyard [SPG] 
-        - Syndicate The Tempest [SPTT] 
-        - Syndicate Solaria [SPS] 
-        - Syndicate Tartarus [SPT] 
-        - Syndicate The Crucible [SPC] 
-        - Syndicate Shadowrift [SPR] 
- 
-XIV - Praetorian Preset Side Missions [XIV] 
-        - Praetorian Asteria [PPA] 
-        - Praetorian Erebus [PPE] 
-        - Praetorian Leviathan [PPL] 
-        - Praetorian The Graveyard [PPG] 
-        - Praetorian The Tempest [PPTT] 
-        - Praetorian Solaria [PPS] 
-        - Praetorian Tartarus [PPT] 
-        - Praetorian The Crucible [PPC] 
-        - Praetorian Shadowrift [PPR] 
- 
-XV - Dominion Preset Side Missions [XV] 
-        - Dominion Asteria [DPA] 
-        - Dominion Erebus [DPE] 
-        - Dominion Leviathan [DPL] 
-        - Dominion The Graveyard [DPG] 
-        - Dominion The Tempest [DPTT] 
-        - Dominion Solaria [DPS] 
-        - Dominion Tartarus [DPT] 
-        - Dominion The Crucible [DPC] 
-        - Dominion Shadowrift [DPR] 
- 
-XVI - Order Preset Side Missions [XVI] 
-        - Order Asteria [OPA] 
-        - Order Erebus [OPE] 
-        - Order Leviathan [OPL] 
-        - Order The Graveyard [OPG] 
-        - Order The Tempest [OPTT] 
-        - Order Solaria [OPS] 
-        - Order Tartarus [OPT] 
-        - Order The Crucible [OPC] 
-        - Order Shadowrift [OPR] 
- 
-XVII - Warzone Mission Guide [XVI] 
-        - Basic Mission Progression and Rewards [WZNP] 
-        - Important Mission Elements and Interaction [WZNE] 
-        - Basic Mission Zone Layout and Contents [WZNZ] 
- 
-XVIII - Legion Invaision Mission Guide [XVIII] 
-        - Basic Mission Progression and Rewards [LRP] 
-        - Important Mission Elements and Interaction [LRE] 
-        - Basic Mission Zone Layout and Contents [LRZ] 
- 
-XIX - Ark Raid Mission Guide [XIX] 
-        - Stealthly Blitzkrieg [ARS] 
-        - Clay Tok [ARC] 
-        - Forks in the Road [ARF] 
-        - Path of the Dead [ARD] 
-        - Path of Knowledge [ARK] 
-        - Path of Darkness [ARP] 
-        - Hall of Mirrors [ARH] 
-        - The Ark [ARA] 
- 
-XX - Mad Skillz (Pilot Skills List & Ratings) [XX] 
-        - Base Skills [MSB] 
-        - Faction Skills [MSF] 
-                - Consortium Skills [MSC] 
-                - Syndicate Skills [MSS] 
-                - Praetorian Skills [MSP] 
-                - Undercover Glitch: Eugene [MSUG] 
-                - Military Skills [MSM] 
- 
-XXI - Challenge List & Recommendations [XXI] 
-        - Exploration Challenges [CLE] 
-        - Mission Challenges [CLMI] 
-        - Combat Challenges [CLCO] 
-        - Weapon Challenges [CLW] 
-        - Acquisition Challenges [CLA] 
-        - Consortium Challenges [CLC] 
-        - Praetorian Challenges [CLP] 
-        - Syndicate Challenges [CLS] 
-        - Military Challenges [CLM] 
-        - Sentient Challenges [CLSE] 
- 
-XXII - Sentient Information Guide [XXII] 
-        - Sentient Rarity [SIR] 
-        - Tank Sentient, and Ability Evaluation [SIT] 
-        - DPS Sentient, and Ability Evaluation [SID] 
-        - Healer Sentient, and Ability Evaluation [SIH] 
-        - Shared Sentient Ability Evaluation [SIS] 
- 
-XXIII - Weapons: Statistics and Recommendations [XXIII] 
-        - Weapon Type Analysis [WTA] 
-                - Statistics Intro [WSI] 
-                - Consortium Weapons [WC] 
-                - Syndicate Weapons [WS] 
-                - Praetorian Weapons [WP] 
-                - Dominion Weapons [WD] 
-                - Order Weapons [WO] 
-                - PVP Weapons [WP] 
-                - Warzone Weapons [WW] 
-                - Legion Raid Weapons [WL] 
-                - Ark Raid Weapons [WA] 
-                - Bonus Weapons [WB] 
-        - Weapon Recommendations [WR] 
- 
-XXIV - Ship Statistics [XXIV] 
-        - Consortium Ships [SC] 
-        - Syndicate Ships [SS] 
-        - Praetorian Ships [SP] 
-        - Dominion Ships [SD] 
-        - Order Ships [SO] 
- 
-XXV - Clarifications, Disclaimers, & Miscellaneous Info [XXV] 
-        - Miscellaneous Info [MI] 
-        - Clarifications/Disclaimers [CD] 
-        - Credits and Legal Information [CI] 
- 
- 
- 
- 
- 
-General Tips: 
- 
-Equipping 3+ weapons/sentients on a ship with 3 or less weapon slots. 
-This glitch will allow you to equip more weapons/sentients on ships than should 
-be allowed and it is executed thusly: 
- 
-Step 1) - Simply purchase or commandeer a ship with 3 or more weapon slots. 
- 
-Step 2) - Equip the ship with the desired weapons/sentients. 
- 
-Step 3) - Dock at Alpha Station in the Asteria zone & change factions. 
- 
-...And Voila! Goodbye Becky (the starting mining ship) will have 3 - 4 
-weapons/setients equipped simultaneously! This will apply to other ships but 
-you'll need to be aware of some things. First of all, whatever your default ship 
-is in any given faction you (re)join is the one that will have the 
-weapons/sentients equipped, and trying to switch ships/buy weapons/sentients 
-will likely result in load outs being reset. You can also manually un-equip 
-weapons/sentients in slot C/D, but cannot equip anything to replace something 
-currently assigned to it if your ship has 3 or less weapon slots. Results are 
-inconsistent but tend to more often than not make any sentients in slots C/D be 
-equipped, (unless it's slot C and you're in a heavy fighter of course). This 
-will allow you to utilize their passive bonuses, but they won't fly around the 
-ship and attack. Weapons in slot C/D however appear to equip with no problem. 
- 
-Note: Although more items are being equipped to ships than should be possible, 
-they are still displayed normally in the list of weapons/sentients and will not 
-result in you going beyond the 15 weapon/sentient limit. This means you 
-shouldn't have to worry about valuable items disappearing if you buy/acquire new 
-weapons/sentients because your inventory will never exceed the assigned limit, 
-which would likely cause it to glitch. 
- 
- 
-                                      ____ 
-                                      `MM' 
-                                       MM 
-                                       MM 
-                                       MM 
-                                       MM 
-                                       MM 
-                                       MM 
-                                       MM 
-                                       MM 
-                                      _MM_ 
- 
- 
-                           - Basic Knowledge & Tips - 
-                                       [I] 
- 
- 
- 
-While this section does contain features like basic controls, I highly recommend 
-those who are new to the game to look over this section because there is vital 
-information that you need to be made aware of. Even if you're not new to the 
-game but don't know everything about the interface will likely need to stop and 
-take a look because there are some things that not even the game will tell you. 
- 
-&******************************************************************************8 
- 
-                               - Controls [BKC] - 
- 
-&******************************************************************************8 
- 
-"A" button - Mapped Skill/(Default function is the "Use" command). When 
-navigating menus this serves as the button you use to select options or menus. 
- 
-"B" button - Mapped Skill/(Default function is the Afterburner skill) When 
-navigating menus this serves as the button you use to cancel an option or exit 
-out to a previous menu 
- 
-"X" button - Mapped Skill 
- 
-"Y" button - Mapped Skill/(Default function is a zone map shortcut). 
- 
-Left Analog Stick - Fly/Move 
- 
-Right Analog Stick - Fire Weapon (fires in the direction you point the analog 
-stick. Beams and missiles must be locked on before they can be fired). 
- 
-L3/Left analog stick button - Boost/Sub-light (you do not need to hold the 
-analog stick button down, the boost is toggled). 
- 
-R3/Right analog stick button - Unused 
- 
-Left Bumper/Shoulder Button - Unused 
- 
-Right Bumper/Shoulder Button - Drop mines/autoguns 
- 
-Left Trigger - Sentient Lock-on 
- 
-Right Trigger - Weapon Lock-on (for beams and missiles) 
- 
-Back/Select Button - Quickview menu(s) 
- 
-Start Button - Pause Menu (Figuratively speaking, the game doesn't actually 
-pause. 
- 
-Some of these will require a little more information but the Quickview menu 
-might as well have its own damn encyclopedia. Seriously, Starfire really dropped 
-the ball by failing to effectively provide a comprehensive rundown of its many 
-functions. It would be an inexcusable travesty for me not to share my knowledge, 
-but I'm going to start with some noteworthy aspects regarding the pause menu 
-first. Don't worry though, I'll describe the Quickview menu immediately 
-afterwards. 
- 
-&******************************************************************************8 
- 
-                             - Pause Menu [BKM] - 
- 
-&******************************************************************************8 
- 
-The two things you're most likely to use the pause menu for are selecting 
-special missions and changing settings. Selecting settings within the Help & 
-Options tab will let you adjust audio settings, but there's no restore defaults 
-option, you've been warned. The Safe Area settings let you shift certain 
-on-screen elements closer to the edges so that they don't obstruct your view too 
-much. 
- 
-The How to Play tab is riddled with incomplete information. The Controls section 
-(which incidentally was already provided a tab) fails to include the boost 
-command, the Quickview section barely scratches the surface of its various 
-functions, Onscreen display fails to explain the curved bars next to sentient 
-and pilot skills, (they represent the cooldown time/how much more energy is 
-needed to use it, whichever is needed most at the time), and lastly the icon 
-glossary only lists those that are either unimportant or easily deduced, failing 
-to include weapon classification icons, radar icons, and/or buff icons. 
- 
-The More Options tab includes some online options, the ability to turn off the 
-radar ring (though why you would want to do such a thing is beyond me), 
-something called Starfield which I must confess I have no clue about, and camera 
-options. The Camera is set overhead by default, provides an equal view in all 
-directions, and is the most useful for gameplay. Overhead + Look Ahead provides 
-the same view as the previous one but also looks in front of the ship slightly 
-but it's not that great. Fixed Angle gives you a 45 degree view that lets you 
-view certain visual elements that would otherwise have been obstructed by the 
-default setup. Tilt might as well have been titled "Vomit Inducer" as it's 
-practically upside-down half the time and very disorienting. The game's 
-practically unplayable with that option. Lastly, the Lazy setting is one of the 
-more unique ones since it has a 45 degree angle like Fixed Angle, but unlike it 
-and the two overhead views, its orientation isn't fixed. Instead, Lazy follows 
-directly behind the player's ship, providing new perspectives of well-known 
-zones. I highly recommend switching to the Lazy setting once you've completed 
-a significant portion of the game and can cruise lazily around without fear 
-because the altered perspective lets you really take in the sights. 
- 
-The left side of the pause menu includes the galaxy map (which is also 
-accessible from the quickview menu), online social options, and the special 
-missions tab. Special missions can be initiated at almost any time and include 
-military warzones, Dark Legion invasion missions (more commonly referred to as 
-Legion Raids), and the Ark (more commonly referred to as Ark Raids. Military 
-warzones become available almost as soon as you join the Revenant Order or 
-Dominion of Allied Planets, Ark Raids are unlocked after completing all the main 
-story missions, but it's not quite clear to me when Legion Raids become 
-unlocked. All are explored in greater detail in later parts of the guide. 
- 
-&******************************************************************************8 
- 
-                            - Quickview Menu [BKQ] - 
- 
-&******************************************************************************8 
- 
-I'm not exaggerating in the slightest when I say that this is the heart of the 
-game and a make-or-break aspect that was clearly broken, as evidenced by the 
-game's low notoriety and sales (though the less than significant marketing 
-didn't help either). The information supplied in the Help & Options section 
-barely scratches the surface of what you need to know to be successful, and 
-it's the reason I'm guessing a lot of people didn't bother with the game after 
-playing the free trial. But fear not! For I have the answers you seek! Though if 
-you would like a video presentation, there is at least one tutorial video on 
-Youtube that can be helpful. However, since its creator failed to respond to my 
-message, I will not be posting a link since I was unable to get permission. So 
-if you're the type that likes a visual look at what you need to know, search for 
-it. For those of you who prefer text to fancy-pants videos (and to cover my aft 
-if the video is removed for one reason or another) I've got you covered there 
-too. 
- 
-We'll begin from the top-left, work our way right, go to the bottom-left and 
-work our way right again. To navigate through the menus you have to hold the 
-left analog stick to select a menu tile and press "A" to see more of it. Since 
-the game's Help & Options section already describes the first set of menus I 
-won't bother listing it here, especially since most of it is either easily 
-deduced or has more significant meaning/functionality after being selected. 
- 
-One thing I will explain here is that any time a menu tile is flashing it means 
-that there's something new you can do in that tile. For the Pilot Sub-Menu it 
-means you've acquired a base/faction point that's capable of being assigned. For 
-the ship menu it means you've acquired an upgrade and/or new weapon (although 
-the upgrades tile will flash regardless of which one it is). Lastly, the 
-sentients menu will flash when your sentients have unassigned 
-skill/stat/attribute points, and/or when you've acquired a new sentient. 
- 
-&******************************************************************************8 
- 
-                            - Pilot Sub-Menu [QP] - 
- 
-&******************************************************************************8 
- 
-The Pilot Sub-menu is all about you and your growth as a character. (Small 
-interjectory note: you can exceed 999,999 credits.) Starting from the top-right 
-(because the top-left is the same as the tile you just selected to enter this 
-menu) is the Pilot Skills menu. The Skills button will automatically be 
-highlighted when you press "A" on this tile, but move around with the left 
-analog stick and you can highlight the skills assigned to each button. By 
-pressing "A" you can cycle through the skills capable of being assigned, along 
-with the multipurpose "Use" command and a zone map shortcut. You have to have 
-the "Use" command bound to at least one button, but the zone map is pretty 
-useless since the mini-map displays enemies in a wide area and you can select 
-the map from the first set of tiles in the Quickview menu anyway. It's good to 
-have on hand in the early parts of the game when you want to get your bearrings 
-but you'll definitely want to replace it with a skill once you know the basic 
-layout of the zones. Want to know what skills you've got or how to get a new 
-one? Select that skills button I mentioned earlier and I'll tell you what you 
-need to know. 
- 
-Skills are divided into Base skills and faction skills. Base skills are made 
-more effective by assigning base points to them. Base points are awarded every 
-time you level up, 1 per level, just highlight the skill and press "A" to put a 
-point in it. You cannot put more than 25 points into any given skill. Faction 
-skills become available after joining a particular faction and completing one of 
-their story missions. Again, the skills are made more effective the more points 
-you put into a skill, points are awarded upon completing faction story missions, 
-and no more than 5 points can be assigned to a given skill. You can, however, 
-put faction points earned from one faction into another factions skill since the 
-points are universal. Lastly, Military skills are shared between the Order and 
-Dominion, so joining either faction will unlock that set of skills. For a more 
-detailed look at the skills and recommendations on what to get, see section VIII 
-of this guide. 
- 
-The third quadrant/bottom-left tile includes challenges you can complete, which 
-are unlocked when you fulfill the criteria for a challenge in a given category. 
-Press "A" to select the tile, scroll through to the category whose challenges 
-you wish to view, and press "A" again to view them. For a full list of 
-challenges and recommendations on the best methods for completing them see 
-section IX of the guide. 
- 
-The last tile is the Squadron tile, which allows you to change multiplayer 
-social settings and presumably create/join a group of players. 
- 
-&******************************************************************************8 
- 
-                              - Zone Map [QZ] - 
- 
-&******************************************************************************8 
- 
-Nothing more than its title says, it's just a map of the zone you're currently 
-occupying. 
- 
-&******************************************************************************8 
- 
-                            - Ship Sub-Menu [QSH] - 
- 
-&******************************************************************************8 
- 
-The first quadrant/top-left tile is a list of your weapons and sentients, the 
-maximum total being 15 (Though you can't have more than 5 sentients). 
-Weapons/sentients with small circles before their names are currently equipped. 
-Press "A" when a weapon/sentient is highlighted and use the left analog stick to 
-toggle between options, then press "A" again to select that option. You can 
-replace an equipped item without losing it (this is standard in like 99% of 
-games but the clarification is important since the same function is glitched in 
-another tile). 
- 
-The second quadrant/top-right tile cannot be selected, but highlighting it will 
-display your ship's current statistics, which are modified by skills, upgrades, 
-and equipped sentients. 
- 
-The third quadrant/bottom-left tile is where upgrades are stored. There are 
-three different types of upgrades: ship, weapon, and ability, and all have the 
-same basic features. After selecting the tile you can scroll through acquired 
-upgrades or use the left/right triggers to display a different upgrade type. 
-Once again, equipped upgrades will have a small circle before their titles and 
-you can have a maximum of 2 equipped in each category simultaneously. This can 
-include two upgrades with the same effect, and the number of upgrades capable of 
-being stored/equipped is the same for every ship from every faction. (You will 
-also be able to pick up dropped upgrades even if your cargo hold is full, due to 
-the fact that upgrades do not take up cargo space.) Like weapon slots, it 
-doesn't matter what upgrade is assigned to a given slot, though when after 
-exiting the ship tile upgrades in slot A will be listed at the top, and upgrades 
-in slot B will be just below it. 
- 
-Pressing "A" on a highlighted upgrade will let you choose to un-equip it, place 
-it in slot A/B, or desynthesize it. Although you can choose to replace an 
-already equipped upgrade, I strongly recommend that you don't. Upgrades can 
-sometimes fail to de-equip the one they're supposed to be replacing, and though 
-the event is uncommon it will most certainly delete one, or possibly more 
-upgrades from your inventory. You can prevent this when you see more than two 
-upgrades equipped by de-equipping all of them and selecting the two you want. 
-But it's tedious to scroll up and down to make sure no more than two upgrades 
-are equipped, so I advise manually un-equipping upgrades. Although even this 
-method is glitched, it's easier to see when there's a problem because you can 
-tell if an upgrade has been successfully unequipped because equipped upgrades 
-are filled in light blue while empty slots are left empty and a darker blue. 
-Plus, you'll know exactly which upgrade is effected, just equip it, and un-equip 
-it again and the slot should be empty like normal. 
- 
-The desynthesize option is the only way to get rid of unwanted upgrades since 
-they cannot be sold. Desynthesizing upgrades instantly provides you with green 
-crystals for ship upgrades, red crystals for weapon upgrades, and yellow 
-crystals for ability upgrades, (the amount yielded is shown at the bottom-left 
-of the mini-menu displaying the upgrade's function). I don't know what the limit 
-is for the number of upgrades because given the aforementioned glitch I didn't 
-want to risk exceeding any undefined limit like the item containers in The 
-Elder Scrolls IV: Oblivion. I'd recommend keeping no more than around 10 
-upgrades or so and desynthasizing unwanted ones at your earliest convenience 
-just to be on the safe side. 
- 
-The last tile is the cargo tile which shows the various useless knick-knacks 
-you've picked up, how much room they're taking up, and your total number of 
-credits.Selecting the sell now/sell all options will allow you to sell the 
-cargo item(s) without docking provided you have a sentient with at least 1 point 
-in the Trading skill equipped. 
- 
-&******************************************************************************8 
- 
-                            - Sentients Sub-Menu [QSE] - 
- 
-&******************************************************************************8 
- 
-The left half displays equipped sentients and weapons, though with less 
-information regarding the latter. The bottom-right tile displays the total 
-number of each crystal you have, and lets you toggle Auto-Feed on or off. I 
-highly recommend you turn it off for reasons I'll explain later in this section. 
-Lastly, the top-right tile is a list of your sentients, press "A" on a 
-highlighted one to open up yet another set of tiles. 
- 
-The first quadrant/top-left tile displays the sentient's level, mood, equipment 
-status, and icons of abilities currently mapped to the D-pad. Sentient mood can 
-be toggled between defensive, aggressive, and passive with each changing all 
-sentient behaviors, not just the one you're currently viewing. Defensive is the 
-default setting with sentients attacking but not leaving your side. Aggressive 
-is the same for all but the DPS sentient which will fly around and pursue 
-enemies, making it easier for it's pulse weapon to hit targets (Though also 
-potentially making it more difficult to activate its abilities. Passive prevents 
-your sentients from attacking altogether and is mandatory when sentients are 
-equipped and you want to use the undercover skill for stealth purposes. 
- 
-The second quadrant/top-right tile lists the sentient's skills and assignable 
-skill points. Pressing "A" while a skill is highlighted, then pressing "A" again 
-will let you assign a skill point to a given ability (the maximum number of 
-points capable of being assigned is 8). Pressing "A" while a skill is 
-highlighted, then pulling back on the left analog stick will then let you toggle 
-where a skill is assigned on the D-pad. Abilities without this option are 
-usually passive and active at all times. 
- 
-The third quadrant/bottom-left tile displays the sentient's stats/attributes. 
-Attribute points may be assigned to one of four categories: damage, speed, 
-armor, and shield which increases your weapon damage, speed, hull, and shield 
-strength respectively. Though I don't recommend putting as many points in armor 
-compared to shields since the pilot skill "Increase Defense", in spite of what 
-its description states, only increases hull strength. Pulling the left/right 
-trigger will allow you to view the sentient's statistics if you're viewing 
-attributes and vice versa. These statistics modify the effectiveness of sentient 
-abilities, although the times for mining and trading actually go up rather than 
-down via stat point influence, it fortunately has no effect on the actual times 
-in the game. 
- 
-As with the attributes list, pressing "A" will allow you to assign stat points, 
-but there's also a button at the bottom that says "Create Black Crystal". 
-Creating a black crystal requires a red, yellow, green, and blue crystal, and 
-this menu option is the only way to get black crystals. Black crystals are also 
-the only way to acquire stat points because they are not awarded when the 
-sentient levels up like the skill and attribute points are. This is why turning 
-off auto-feed is advised, you can't get blue crystals by desynthesizing 
-upgrades, you'll develop favorite areas to mine, and auto-feed "feeds" crystals 
-to sentients regardless of how many or few of a given type you possess. Speaking 
-of crystals... 
- 
-The last tile displays your crystals, and since you're in the menu of a 
-sentient, you can "feed" them to said sentient. Pressing "A" will highlight a 
-crystal's number count, which can then be increased/decreased. Don't worry about 
-"overfeeding" a sentient one of the four basic crystal types that level it up as 
-there are only so many that can be "fed". Those crystals (red, yellow, green, 
-and blue) can be acquired by mining objects such as asteroids, ice crystals, and 
-pieces of debris. Leveling up a sentient, as mentioned before, grants skill and 
-attribute points to spend. (Note: You will still pick up crystals even if your 
-cargo hold is full because they do not take up cargo space.) 
- 
-Prismatic crystals are awarded after completing all 5 waves of a Legion Raid 
-mission or completing an Ark Raid. Both only yield fractions of a whole crystal 
-so multiple raids must be undertaken. Once you have one however, you can "feed" 
-it to a sentient to reset all of your skills (both base and faction skills) 
-without penalty. You only need ONE whole prismatic crystal to do this so don't 
-"feed" it more than that. You also cannot reset your sentient's skills. 
- 
-Lastly there are the Black crystals mentioned earlier. Each black crystal "fed" 
-to a sentient provides 1 stat point, and with a 10 point limit and six 
-categories you need 60 to max out its statistics. Neither these nor prismatic 
-crystals are "fed" to sentients when auto-feed is turned on, but both can be 
-"fed" more than is necessary without any benefit in doing so, so make sure it's 
-the right amount. 
- 
-A few small notes: crystals will still be picked up even if your cargo hold is 
-full. And although I don't know what the limit is (or if there even is one for 
-that matter), I was able to exceed 1,000 Red/Yellow/Green/Blue crystals, 10 
-prismatic crystals, and 100 black crystals. 
- 
-&******************************************************************************8 
- 
-                            - Shift Platforms [QSP] - 
- 
-&******************************************************************************8 
- 
-Also known as the galaxy map, it displays the various zones you have access to. 
-Although your eyes will be drawn to the upper-half of the screen, you navigate 
-from zone-to-zone via the list near the bottom-left corner of the screen. You 
-need to venture into as many regions in each zone as possible to unlock more 
-zones, the lower on the list a zone is, the more difficult enemies will likely 
-be. The first three contain tier 1 (weakest) enemies, the following two, contain 
-tier 2 enemies, the two after that tier 3, and the last two tier 4. 
- 
-Selecting any one of the zones (save for the one you're already in) will open 
-the nearest SHIFT platform. Doing this while on almost any type of mission will 
-display a warning beforehand telling you that the mission will immediately be 
-quit, and if you're on a mission with a borrowed ship/weapons, said ship and 
-equipment will be replaced with your own as soon as you confirm that you want to 
-quit. Try opening SHIFT platforms when on missions you'd rather play again to 
-sample an ability/weapon. 
- 
-&******************************************************************************8 
- 
-                            - Mission Sub-Menu [QM] - 
- 
-&******************************************************************************8 
- 
-The last, and probably least useful, is the mission sub-menu. If you're anything 
-like my you'll barely use this tile, if at all. All it does is list your current 
-mission objective, a description of the mission, its rewards, and the 
-mission-giver. That's literally all there is to this menu, so luckily for both 
-of us, there's nothing left to explain regarding the Quickview menu. WHOO! 
- 
-&******************************************************************************8 
- 
-                           - Radar & Minimap [BKR] - 
- 
-&******************************************************************************8 
- 
-The radar ring is that blue ring around your ship with all the little markers on 
-them. Here's what they mean: 
- 
-Green Triangles = Friendlies 
-Yellow Triangles = Neutral Targets 
-Red Triangles = Hostiles 
-Light Blue plus sign diamond things = primary objectives, carrier spawn points, 
-in warzone missions, and downed turrets in Legion Raids 
-Yellow plus sign diamond things = secondary objectives like spynet satellites, 
-Warzone Supply points, etc. 
-Red plus sign diamond things = hostile targets that you need to destroy. 
-Circles are SHIFT platforms. 
-Upside down Y's (be they Green, Yellow, or Red) are docking stations. 
- 
-As explained in the tutorial mission, the light blue/dark blue bars at the 
-bottom left center of the radar ring represent your shields, while the 
-yellow/light green bar represents hull strength. The bar representing shields on 
-the top is a ship's forward shields, while the bottom is the aft/rear shields. 
-Maneuver your ship accordingly to prevent hull damage. If you take enough damage 
-you'll be left with 1 point of hull health that will not drop for a few seconds, 
-though shields can still take damage and any hull strength restored via a healer 
-sentient can still be depleted (though not past the 1 point. Get out if you can 
-and remember, once the hull invincibility wears off ANY hull damage will take 
-you down. 
- 
-When you take damage and/or enter combat, the radar ring will go from light blue 
-to light red. While the radar ring is light red you CANNOT participate in 
-certain actions like entering SHIFT platforms. You also cannot begin to capture 
-a supply/carrier point while in combat. You WILL however be able to CONTINUE 
-capturing a point if an enemy attacks after you've begun capturing a point. 
-Being hit by a meteor in The Tempest zone counts as entering combat. They do 
-little damage to you regardless of size, & while annoying, can do a fair amount 
-of damage to NPC ships outside of missions. Getting too close to an asteroid 
-you're destroying might also make you enter combat mode temporarily. Exploding 
-ships like cruisers can do a little damage, so if you're in a vulnerable tier 1 
-scout fighter and a larger ship is going down, steer clear just in case. 
- 
-The minimap is useful for determining enemy locations without clogging the radar 
-ring with a ton of icons by putting points in Advanced Radar. You Check your 
-minimap from time to time during early exploration, as it can be hard to tell 
-which objects are obstructions and which are just apart of the background. The 
-navigation arrow can also become very confused and unpredictable in asteroid 
-fields so check your radar/gameplay map if you need to know if you're on the 
-right track. 
- 
-&******************************************************************************8 
- 
-                           - Achievement List [BKA] - 
- 
-&******************************************************************************8 
- 
-Chosen (10) Complete all the Revenant Order story missions. 
-Collector (10) Acquire a new sentient AI. 
-Crimelord (10) Complete all the Sunshadow Syndicate story missions. 
-Defender (10) Complete a Dark Legion Invasion mission. 
-Hero (10) Reach pilot level 75. 
-Lawmaster (10) Complete all the Praetoriate Fleet story missions. 
-Legend (10) Reach pilot level 100. 
-Omniscient (10) Level a sentient to maximum level. 
-Protector (10) Join the Praetoriate Fleet. 
-Savior (10) Complete the Ark special mission. 
-Skilled (10) Earn all skills for a faction. 
-Smuggler (10) Join the Sunshadow Syndicate. 
-Trader (10) Join the Consortium faction. 
-Tycoon (10) Complete all the Consortium story missions. 
-Upstart (10) Reach pilot level 25. 
-Veteran (10) Reach pilot level 50. 
-Warlord (10) Complete all the Dominion of Allied Planets story missions. 
-Warmonger (10) Complete a Warzone mission. 
-Warrior (10) Join the Dominion of Allied Planets. 
-Zealot (10) Join the Revenant Order. 
- 
-&******************************************************************************8 
- 
-                      - Miscellaneous Knowledge [BKM] - 
- 
-&******************************************************************************8 
- 
-Some information just doesn't have a specific category to be listed in, so I'm 
-going to have to lazily dump them all here in no particular order. 
-Unprofessional? Perhaps. But at least I'm not depriving you of the information. 
- 
-- Don't fret when you're told not to completely destroy an enemy(s) in the 
-middle of a mission, enemies will automatically be crippled to non-functionality 
-when they receive enough damage be it from you or your sentient(s) and will not 
-be capable of being targeted (Am uncertain if they can still be damaged at this 
-point but sincerely doubt it). 
- 
-- The game doesn't pause even when looking at the map. Use this to your 
-advantage by parking your ship near asteroids and letting your sentients mine 
-crystals and ore while you get accustomed to the interface, distribute 
-skill/attribute points, check challenge stats, etc. You'll have to stop and 
-move every now and then so the sentient(s) can reach other asteroids and keep  
-the camera from zooming in and preventing them from looting the items. 
- 
-Alternatively you can park your ship near some weak Vanid and and have your 
-sentients take care of them. You won't get much XP/FXP but it's still something, 
-and they'll respawn in the same area so you won't have to worry about moving 
-your ship. Dense concentrations can be found in the Crucible section but you can 
-also go to the Erebus Zone. when I was around the West entrance, my sentients 
-took out all but one of the Vanid and that one respawned nigh instantaneously 
-after being put down. I tinkered around in the menus for so long that the 
-updates bar was scrolling the Vanid XP yield for a half an hour! 
- 
-- If you have a particularly potent speed upgrade equipped to a fast ship such 
-as the Syndicate scout fighter or Dark Legion ship, your default speed can end 
-up being faster than boosting! 
- 
-Scanning, hijacking, capturing, etc. will automatically disengage boost. 
- 
-Upgrades range from as little as 2% to as high as 50%. 
- 
-Friendly mines will not harm you, hostile, & even neutral ones WILL. 
- 
-Mines to not yield XP and do not appear to count toward damage/kill statistics. 
- 
-Acronyms: 
- 
-RTB = Return to Base 
-KIA = Killed in Action 
-AWOL = Absent Without Leave 
-DPS = Damage Per Second 
-LR = Legion Raid 
-AR = Ark Raid 
-PVP = Player vs. Player 
-WZN = Warzone 
-NPC = Non-playable character 
-HUD = Heads Up Display 
-DMZ = I'm pretty sure it stands for De-Militarized Zone 
-FYI = For Your Information 
-APB = All Points Bulletin 
-SOB = Son of a Bitch 
-ASAP = As Soon As Possible 
-pt(s) = Point(s) 
-Aft means rear AKA ass. 
- 
- 
-                                  ____ ____ 
-                                  `MM' `MM' 
-                                   MM   MM 
-                                   MM   MM 
-                                   MM   MM 
-                                   MM   MM 
-                                   MM   MM 
-                                   MM   MM 
-                                   MM   MM 
-                                   MM   MM 
-                                  _MM_ _MM_ 
- 
- 
-                 - Walkthrough/Optimal Paths & Techniques - 
-                                    [II] 
- 
- 
-The first part of this guide's section is going to focus on the more linear 
-early sections that simply have no alternative methods or outcomes. After that 
-however, I'll guide you more directly in a manner that will give you a leg up. 
-You can also just go section by section from the table of contents to do as you 
-please but get information about what you're getting into obviously. But if 
-you're the type that smacks their head wishing they had taken advantage of 
-things that would've made things much easier you'll want to stick around for 
-this. 
- 
-&******************************************************************************8 
- 
-    - Prometheus Station [WPS]- 
- 
-&******************************************************************************8 
- 
-A walkthrough of the tutorial seems like a rather moot effort, I mean if you're 
-stuck on the very first mission which is designed specifically to instruct you, 
-you're either beyond help, or completely new to this type of game/gaming in 
-general. But I won't leave you twisting in the wind, let's do this thang. 
- 
-Your first objective is to reach the Prospecting Micro Mole ship known as 
-"Goodbye Becky". You CAN follow the green blip on your radar but it's easier to 
-follow the giant white arrow next to it instead. Said arrow points you to your 
-current objective, and while its usefulness can change (I'll come back to that 
-later) you'll want to follow it more often than not. Press the "A"/use button 
-when you get near the ship. You'll be asked to fly back to a point near the 
-station to see if the ship is safe (gee, couldn't have done that BEFORE I got 
-in the damn thing?) But as the following conversation implies, safety is a bit 
-of a luxury at a time when entire armadas are converging on your location with 
-the intent to take what they want whether you can oppose them or not. 
- 
-Now you'll need to look at the text in the box to the right of the mini-map 
-because it's the only way you'll have a clue as to what you're supposed to do 
-next. It says "Depress Left Stick button to boost" and this is doubly 
-confounding to anyone new to anyone new to the current/last generation of 
-controllers because the Help & Options Controls menu doesn't list what I'm about 
-to tell you. You need to push the left analog stick down, no, don't pull back on 
-it like you're trying to pull up in a plane, I mean push the analog stick into 
-the controller itself to push the button underneath. Doing this will activate 
-the ship's boost called sub-light (as in below light speed because there's no 
-Element Zero in this game). Press it again to de-activate the boost. Yeah you 
-vets may laugh but don't even pretend you weren't thrown for a loop when you 
-found out the Playstation 2 and Xbox controllers had buttons underneath the 
-analog sticks. I myself went through several games and months of time before 
-figuring it out. And before you wet yourselves laughing I'd like to point out 
-that I didn't have anyone to point out what I was doing wrong. (Besides it's not 
-like I tried to depress the analog sticks by insulting them and telling them sad 
-stories). Anyway, Starfire Studios should really patch the boost command into 
-the controls screen (among other things). 
- 
-HUD stands for Heads Up Display and includes the radar (that circle around the 
-ship), mini-map, objectives box, etc. The blue marks representing objectives are 
-light blue and can blend into the background so once again you will want to 
-follow the trusty white arrow. After the first power cell is acquired you may 
-notice that the arrow doesn't point directly at the objective, but the path you 
-should follow, this is both its strength and its weakness. The strengths should 
-be obvious, the Achilles heel is that it tends to go bonkers trying to 
-compensate for any potential obstructions, most commonly, asteroids. You'll see 
-what I mean soon enough, just be sure to check both the arrow AND the objective 
-markers when you're near small obstructions. 
- 
-After collecting all three power cells your next task is to engage the 
-afterburner, which is like the boost but is faster and drains energy. Boosting 
-while using the afterburner is faster than using either by themselves. After 
-engaging the afterburner and listening to the dialog that follows your ship's 
-weapon will be activated. To use it, just point the right analog stick in the 
-direction you want to shoot in just like in Geometry Wars. (The direction you 
-need to move the analog stick is NOT dependent upon your ship's orientation). 
- 
-Once you reach the other side of the asteroids and get to the recharging station 
-your ship will have shield functionality restored. Shields are segmented into 
-fore and aft (front and back, respectively) and are represented by the two light 
-blue bars at the bottom of the radar ring. The bar on the top represents your 
-forward shields, while the bottom one represents your rear shields. When an 
-enemy attacks a point that is not shielded your hull (represented by the 
-yellow/green bar to the right of the shield bars) will take damage. Hull damage 
-is not differentiated based on the direction of attacks and therefore has no 
-segmented parts, a hit on any point depletes your ship's hull integrity as a 
-whole. Take too much hull damage and you're space toast, which is like normal 
-toast but in an icy vacuum Your shields will replenish if you stay out of the 
-line of fire long enough, but the first enemies you face are pushovers who 
-shouldn't best you unless you suck. That said the penalty for death/failure is 
-practically non-existent so don't assume the worst if you DO manage to fail. 
-Note that your enemies appear on the mini-map long before your radar ring, keep 
-that in mind for the future. 
- 
-I am uncertain if prior playthroughs/initial playthroughs have any impact on the 
-sentient's skills or level but I do know that it's always a Tank Sentient. 
-Creating a new pilot for this walkthrough the sentient started off at level 3, 
-had 3 attribute points, 1 skill point unassigned, 1 point in looting, 1 point in 
-mining and had 2 points in armor increase (could've sworn it was 1 but 
-whatever.) Anyway, head over to the asteroids and press "A"/use when close 
-enough to start mining for crystals to "feed" the sentient. Once you get what 
-you need you need to use the sentient skill, armor increase, which should be 
-mapped to "Up" on the D-pad unless you changed the defaults. It may be tempting 
-to power-level the sentient as high as possible right here and now but trust me 
-when I say it's a bad idea at this point in time. When you activate the sentient 
-skill the next part of the mission will come up and crystal auto-feed will be 
-turned on regardless of whether you turned it off prior or not. In doing so it 
-will automatically "feed" as many crystals in your inventory to the sentient as 
-possible regardless of how common or rare they are. You can turn auto-feed off 
-at this point and it's recommended you do it as early as possible so that you 
-don't have to think about it, though I'll remind you right before it's 
-"necessary". (While it's not necessary to turn auto-feed off it will make things 
-easier on you for reasons I make clear in other parts of this guide, namely in 
-the Walkthrough/Optimal Paths & Techniques section). Hoof it to Point Prometh- 
-I mean Prometheus Station for your next objective. 
- 
-Upon reaching your destination you are greeted by the forceful (Vice) Admiral 
-Kincaid, who wants the professor's research findings no matter what you or 
-anyone else might have to say. With the professor trapped and you hopelessly 
-outgunned he does the only thing he can do, stall the enemy for every second 
-possible while you escape with his life's work and your hide to boot. What a 
-guy! Now you need to get out with your rust-bucket of a ship intact, so do 
-yourself a favor and do not engage the vessels that are too busy destroying each 
-other to bother with you, or now that I think about it, the ones that do. Know 
-that this is a race to the exit, because although the ships will not likely be 
-targeting you, you'll still take damage if you fly into the line of fire. This 
-might sound like a no-brainer but since you can't crash into ships no matter 
-what you might also think that weapons won't hit you unless you engage enemies. 
-(FYI, if you stop to listen to the sweet music long enough you won't fail the 
-mission if you're out of the way, but the tracks will eventually revert to their 
-defaults). 
- 
-When you pass through the SHIFT platform (don't bother asking me what SHIFT 
-stands for because I don't have a clue) you'll be provided with an audio 
-recording, that scrolls in the text box, from the professor and created in the 
-event that he died so he could give a proper goodbye. The sentient then 
-calculates that the best course of action is to meet up with someone named Judah 
-who turns out to be an old acquaintance of the professor's. Judah lets you know 
-right quick that your ship isn't going to cut it, he's right, and tells you to 
-say goodbye to Becky (oh, I see what you did there...) Although there are 5 
-different factions you're told to go straight to the Consortium of Free Traders, 
-a logical place to start for beginners but not where you'll want to stay to have 
-an advantage. Head to the NeoCorp Repair Facility and dock at the Consortium 
-station"Last Stand". If you're full/nearly full on cargo select "Trading Post", 
-then Commodities, pull the left or right trigger to view and sell your goods. 
-(Don' tworry, cargo only encompasses the items you pick up that have absolutely 
-no function). 
- 
-A mission will be made available to you: Help Wanted, yields 500 credits and 100 
-XP, Rank: Base Rank 0. After agreeing to test an experimental prototype you'll 
-be given a new ship and the chance to buy another if you have the credits for 
-it. (Even if you do, don't buy it now. (Unless you're one of those people who 
-leveled to an insane degree and got like 9,999,999 credits mining in the earlier 
-section in which case go nuts because clearly you already have.)) This is your 
-last chance to turn off Auto-Feed before you start collecting crystals again so 
-if you haven't done so already now's the time. Although you're guided to the 
-Clearing Area, you can mine anywhere to advance the mission, but it's close to 
-where you are now so might as well just go there. When you're done, head back to 
-dock at Last Stand and turn in the mission. 
- 
-&******************************************************************************8 
- 
-                    - Commandeer, it's a Nautical Term [WNT] -  
- 
-&******************************************************************************8 
- 
-...And voila! It's done! (The linear parts I mean.) That's right, from here on 
-out you can pretty much go wherever you want and do whatever you want, leaving 
-it up to me to show you the optimal path to give you an edge and prepare you for 
-any and all pitfalls. There are a good number of things to go over before one 
-can be ready for future challenges, unfortunately there isn't any specific 
-linear path to follow to reach that point. There are however, a few tips you 
-can follow that can GREATLY reduce the difficulty of the process. Before that 
-though, you need to know how to change factions. All you have to do is fly back 
-to Alpha Station, select "Embassy Missions" and choose the option to join a 
-different faction. You can change factions at any time that you're not on a 
-mission, and you do NOT loose progress with a faction that would result in 
-having to jump through hoops to re-join, nor does your progress with a faction's 
-enemies affect anything within either faction. 
- 
-The first, and most useful thing to have on hand when starting the game is the 
-commandeer ability. In the Syndicate faction there's a skill called "Hijack" 
-that lets you take control of enemy ships, but with many restrictions like the 
-fact that you can't dock anywhere without the ship being replaced with what 
-you had originally. The commandeer ability has the same basic concept but is 
-vastly superior in other ways, but most notably for being able to dock and take 
-part in missions without being replaced. Its only restriction compared to Hijack 
-is that it's restricted to friendly ships, but that can be circumvented. 
-Commandeer is a ship ability that's innate to an interceptor from either the 
-Dominion of Allied Planets or Revenant Order. Joining either faction will get 
-you access to the interceptors, with tier 1 versions being capable of being 
-purchased right away for 2,000 credits. 
- 
-With the commandeer skill you can take control of ANY friendly ship from the 
-same faction, regardless of tier level, but to encounter higher tier ships 
-you'll need access to new zones. To be permitted access to later zones all you 
-have to do is explore the regions of the zones you've already unlocked. And by 
-explore I mean fly into different areas, and when the text displaying the region 
-name appears it means you've "explored" the area. The later the zones, the 
-higher the tier level of the ships are likely to be. You find tier 1 ships in 
-the Asteria and Erebus zones, tier 1, & occasionally 2, in the Leviathan zone, 
-tier 2 ships in the Graveyard and Tempest zones, tier 3 ships in the Solaria and 
-Tartarus zones, and tier 4 ships in the Crucible and Shadowrift zones. 
- 
-&******************************************************************************8 
- 
-                          - Hidden Arsenal [WHA] -  
- 
-&******************************************************************************8 
- 
-This next glitch is so ridiculously easy to trigger that you're bound to trigger 
-it eventually. Fortunately for us, it's a BENEFICIAL glitch. All you have to do 
-is fly a ship with 3 or more weapons into Alpha Station to change factions and 
-not change your weapon load out. No seriously, that's all you have to do! For 
-some reason, when you get switched to the ship "Goodbye Becky" to change 
-factions, the equipped weapons remain equipped in spite of the fact that the 
-ship can only support 2. It's assumed that Starfire wanted to de-equip all the 
-weapons, were having problems with the upgrades glitch that makes upgrades 
-disappear from time to time, couldn't deal with the complications before 
-releasing the game, and decided to just keep the glitches in and try to patch 
-the game later. 
- 
-Sentients will not be visibly active if assigned to slots C or D on a ship that 
-doesn't support them, their passive abilities will still be active while 
-equipped in those slots. Weapons however, will function normally regardless of 
-whether the ship supports a slot or not. This glitch will reset when buying new 
-weapons or sentinets, or when switching ships (unless you're hijacking or 
-commandeering). You can also take advantage of this glitch if you fly a 
-commandeered vessel into Alpha Station to change factions, just so long as you 
-replace the ship with your own weapons first. Lastly, while you can manually 
-de-equip weapons/sentients assigned to an unsupported slot, you cannot PLACE a 
-weapon in an unsupported slot manually. 
- 
-Note: Although more items are being equipped to ships than should be possible, 
-they are still displayed normally in the list of weapons/sentients, and will not 
-result in you going beyond the 15 weapon/sentient limit. This means you don't 
-have to worry about valuable items disappearing if you buy/acquire new 
-weapons/sentients because your inventory will never exceed the assigned limit, 
-which would likely have caused it to glitch. 
- 
-&******************************************************************************8 
- 
-              - Smuggling Ships and Other Impossibilities [WSI] - 
- 
-&******************************************************************************8 
- 
-Unlike the above glitch, you might trigger this one on accident, but you 
-probably won't realize it's potential right away. The Undercover glitch, AKA 
-Eugene, requires more effort on your part than the last glitch, but it's just as 
-beneficial, if not more so. Rather than go through the process, I'll just 
-direct you to the part of the guide that goes into the details (MSUG), and focus 
-on the applications and advice. Using Eugene, you can bring military 
-interceptors with the commandeer ability into other factions, and since the 
-ability works on ships that are a part of the same faction you're currently in 
-rather than ships marked green, you can use it to commandeer ships that were 
-never meant to be controlled by the ability. Unfortunately for you, the 
-Undercover skill starts off with a whopping 5 minute cooldown time after use, 
-so in spite of the fact that Eugene is capable of working with only 1 point 
-assigned to the skill, you'll need at least 3 assigned before the wait is less 
-ridiculous. 
- 
-&******************************************************************************8 
- 
-                            - The Fantastic 5 [WFF] - 
- 
-&******************************************************************************8 
- 
-There are 5 things you'll want in order to gain an edge in the game, credits, 
-crystals, side mission completion, faction skills/skill points, and sentients. 
-All are important in their own way, but few can be acquired without needing to 
-move on to the other before being done with the potential exception of mining 
-for crystals. Mining for crystals is slow enough as it is, but it's even worse 
-if you only have one sentient to do the mining. That's why you want 2 sentients 
-with the mining skill maxed out and a couple of points in looting before you 
-move on. You'll want the Tank and Healer sentients to start off with, and the 
-skills Mining, Shield Regeneration, Armor Increase, Repair, Recharge, and 
-Hull Regeneration all maxed out. (Or at least close to it in the case of the 
-Healer sentient if you don't get the uncommon version of it). 
- 
-To get the Healer sentient you'll need credits, which will also help you get 
-your hands on stronger ships in the future. Credits rewards for completing 
-missions are highest in the Consortium story missions, so you'll want to work 
-on their missions to get the money you need. That said, you don't really need a 
-ton of money unless you're aiming to get the uncommon versions of sentients or 
-purchase a tier 4 military cruiser to use with Eugene. But you'll also get 
-faction skill points for completing faction story missions, which are extremely 
-valuable. But to gain access to ALL the skills, you'll need to join each faction 
-and complete the first story mission in each, (Dominion OR Order may be chosen 
-since they both unlock the military skills). As for WHICH skills to develop, 
-there again is no way to say what the best order is because it depends on what 
-you plan on taking advantage of as well as your playstyle. But I'll list a few 
-that are of note, for more information see the "Mad Skillz" section of the 
-guide, (XX). 
- 
-- Advanced Radar is a Praetorian skill you'll want to have so that you can see 
-cloaked enemies, especially if you're not using lock-on weapons like beams or 
-missiles. But you also only want to put one point in the skill because more 
-points just increases radar range and nothing else. 
- 
-- Roll is another skill you only need 1 point in to take advantage of the Roll 
-glitch, though if you're not planning on using a cargo ship or cruiser you can 
-skip this. 
- 
-- Undercover is fantastic for utilizing Eugene, but if you're one of those 
-people who don't cheat under any circumstances then you might want to skip it. 
- 
-- Abation is best to me for its near neutralization of the tractor beam's 
-inhibiting effects on you, but it's also great for reducing the amount of time 
-abilities like disable and shield short effect you for. 
- 
-- Flares fire more frequently the more points you put in the skill which means 
-more energy drained, but if you have an analogous upgrade of any strength level 
-then you won't have to worry about it at all. Flares isn't as great against 
-missiles as the Roll glitch is against beams but it's not far off. 
- 
-To get more faction points you'll need to complete more faction story missions, 
-and that means getting the faction experience points (AKA FXP) to unlock them. 
-The easiest way to earn FXP is to complete side missions, preset side missions 
-especially since they rarely require any skills/weapons of your own. I recommend 
-playing the Revenant Order story and preset missions if you want the resources 
-associated with them because some of the Dominion preset missions are 
-ridiculous, and nearly half of the Order story missions have presets too. 
- 
-&******************************************************************************8 
- 
-                            - Finding Identity [WFI] - 
- 
-&******************************************************************************8 
- 
-It's important to know what kind of gameplay style you prefer so that I can put 
-you on the right road. In the beginning, you'll want to commandeer a tier 4 
-cargo ship and have the Tank and Healer sentient equipped so that you can take 
-advantage of their increased weapon power and spam Recharge and Armor Increase. 
-This combination will serve you well for quite some time but will eventually 
-need to be replaced with something that offers more firepower. That's where this 
-section comes into play, it's purpose is to list ship, weapon, and sentient 
-combinations that achieve certain results. 
- 
-- Cruiser + Battlegun + All three sentinet types. 
-Description - This is one of my go-to setups, it's basic and well-rounded. 
- 
-- Consortium Heavy Fighter + Battlegun 4 in slot D + All three sentient types. 
-Description - This is an upgraded version of the above type thanks to increased 
-speed. 
- 
-- Military Scout + 2 DPS sentients in the A & B slots + Corsairs in the C & D 
-slots. 
-Description - The innately higher energy regenation of scout crafts, plus the 
-33% cost reduction from military scouts, and the DPS sentient's Energy 
-Regeneration skill let you unleash a volley of powerful projectiles against 
-strong targets (though it's not nearly as good for ship-to-ship dogfighting). 
- 
-- Praetorian Scout + Undercover 
-Description - This is best used in Ark Raids with the Deathshrike Mine V. 
- 
-- Syndicate Heavy Fighter + Coffin Nail Missiles 
-Description - Power Missiles are good on any ship for their ability to fire 
-with minimal lock-on but full firepower. Coffin Nail missiles on the other hand 
-are very strong... but need max lock-on to be propelled at full speed. The 
-Syndicate's Vampire however, provides the Power Missile's effect to the Coffin 
-Nail. 
- 
-- Praetorian Heavy Fighter + 1/2 DPS sentients + 2/3 Power Lightning Beams 
-Description - This combo is a little iffy since I'm not certain whether the 
-Enforcer's ability increases the OVERALL power of beam attacks, or if it just 
-conveys the same ability as the power beam that fires at full power regardless 
-of lock-on time but doesn't increase overall firepower or fire for as long as 
-a fully locked shot. 
- 
-The Battlegun is a great weapon to have and there's a good reason that most 
-players covet it. It's a pulse weapon, so there's no defense other than the 
-supershield ability, it's handicap can be overcome by equipping it to a cruiser 
-or Consortium Heavy Fighter, and it fires extremely fast making it easier to hit 
-targets from far away. A level 4 Battlegun is pricey so you'll have to take 
-part in several Warzone missions before you can purchase it. It's also probably 
-best to use the cargo ship setup in tier 3 warzones like Solaria or Tartarus 
-since the points awarded are slightly less, but the enemy battleship will fall 
-faster. The other weapons require time spent in Legion Raids and Ark Raids so 
-they take longer to get access and are usually more difficult to get your hands 
-on. 
- 
-Before we finish this section, I need to talk about base pilot skills. It's 
-important that you understand how each one effects you as you proceed because 
-you'll want to build up your character as early as possible. The four skills 
-to boost effect offense, defense, energy, and the Afterburner skill. Although 
-you may instantly be drawn to the increase in damage it's important to look at 
-the actual increase in value. The skills that boost offense and defense can only 
-go up to 25%, Afterburner can go up to 50%, and your energy pool can increase to 
-100%! Increasing defense has some good to offer, but it's only REALLY potent in 
-the Dominion faction because, contrary to what the description of the skill 
-states, only your hull strength increases, not shields. Making the Dominion the 
-choice because their hulls are twice as shields, rather than the other way 
-around like it is in the Order. The Afterburner is a useful skill not just for 
-getting out of tight spots in a hurry, but for traversal in general which is 
-why I tend to boost the skill along with increasing energy reserves. Afterburner 
-doesn't just make your ship go slightly faster when you put points in the skill, 
-it also reduces its energy cost. Eventually you can pair it with a DPS sentient 
-and boost for an indefinite amount of time! 
- 
- 
-                                ____ ____ ____ 
-                                `MM' `MM' `MM' 
-                                 MM   MM   MM 
-                                 MM   MM   MM 
-                                 MM   MM   MM 
-                                 MM   MM   MM 
-                                 MM   MM   MM 
-                                 MM   MM   MM 
-                                 MM   MM   MM 
-                                 MM   MM   MM 
-                                _MM_ _MM_ _MM_ 
- 
- 
-                            - Main Story Missions - 
-                                    [III] 
- 
- 
-Main story missions are those you get from Judah at Alpha Station in the Asteria 
-zone. They can be completed with any ship from any faction and culminate in the 
-unlocking of the Ark Raid special mission. All of these missions yield a measly 
-100 XP so I won't even bother listing the rewards for the missions. 
- 
-&******************************************************************************8 
- 
-                              Main Story Mission 1: 
-                       - Old Friends, New Enemies [MS1] - 
- 
-&******************************************************************************8 
- 
-Unlocked at: level 5, Gameplay Zone: Asteria. 
- 
-Description - All you have to do is get to the preset locations and scan them, 
-then fly over to the Dark Legion Ship that appears at the end, nothing more, 
-nothing less. 
- 
-&******************************************************************************8 
- 
-                             Main Story Mission 2: 
-                         - Hunter and Hunted [MS2] - 
- 
-&******************************************************************************8 
- 
-Unlocked at: level 10, Gameplay Zone: Erebus 
- 
-Description - One of the more brief missions, the name of the game here is RUN, 
-and while faster ships aren't required, they sure as hell don't hurt. All you 
-have to do is take the SHIFT platform to the Erebus zone, fly to the 
-destination, then move on to the SHIFT platform in Dominion territory to leave. 
-Before you can do that however, a handful of Dark Legion fighters and a cruiser 
-about the size of a cargo ship will appear. The fighters can be dealt with but 
-not the cruiser because its strength scales depending upon your level making it 
-do massive amounts damage, and most importantly cannot be destroyed. Just don't 
-dawdle and you should be fine. 
- 
-&******************************************************************************8 
- 
-                              Main Story Mission 3: 
-                             - Undercover [MS3] - 
- 
-&******************************************************************************8 
- 
-Unlocked at: level 15, Gameplay Zone: The Graveyard 
- 
-Description - You'll be tasked with meeting an old colleague of Judah's 
-currently in the Dominion over at the Monument of the Fallen region. After a few 
-boxes of text he'll call for backup to keep his cover from being blown (even if 
-you're in a Dominion ship as opposed to an Order one). Judah will tell you that 
-you need to incapacitate the ships without completely destroying them but don't 
-worry, no matter how strong your attacks are the ships will be stopped and 
-incapable of receiving any more damage automatically after damaging them enough. 
- 
-&******************************************************************************8 
- 
-                              Main Story Mission 4: 
-                            - War and Pieces [MS4] - 
- 
-&******************************************************************************8 
- 
-Unlocked at: level 20, Gameplay Zone: The Tempest 
- 
-Description - The Dominion and Order are done with small-scale skirmishes and 
-have engaged in full-on battle in the Tempest zone. No matter who wins, war will 
-be inevitable if you don't diffuse things fast. To do that, you'll need to 
-protect the battleships carrying major leaders from both factions, and that 
-means taking out as many fighters and cruisers as possible. Fortunately, both 
-sides will be too busy fighting each other to launch a coordinated attack 
-against you. After destroying enough designated ships a Praetorian cruiser 
-arrives demanding an immediate ceasefire, stopping the conflict and opening up 
-the chance to warn the Convocation about the Dark Legion in the next mission. 
- 
-&******************************************************************************8 
- 
-                              Main Story Mission 5: 
-                              - Sacrifice [MS5] - 
- 
-&******************************************************************************8 
- 
-Unlocked at: level 25, Gameplay Zone: The Tempest 
- 
-It's negotiation time and we're going back to the scene of the last battle, The 
-Tempest zone. With the Praetorian's presiding over things negotiations are tense 
-yet under control, but the biggest threat is not each other... Before things can 
-be settled Dark Legion Ships begin appearing out of nowhere and attack the 
-capital ships. 
- 
-You'll need to protect both parties again but against much stronger ships this 
-time. Be especially careful of the cargo ship-sized cruisers as their Hellfire 
-beams pack a wallop. Admiral Alencourt should/will escape first, then the 
-Order's matriarch, at which point you can race over to the SHIFT platform and 
-turn in the mission. 
- 
-&******************************************************************************8 
- 
-                              Main Story Mission 6: 
-                              - Captured [MS6] - 
- 
-&******************************************************************************8 
- 
- 
-Unlocked at: level 30, Gameplay Zone: Solaria 
- 
-Description - Alright! An agreement has been made and all you have to do is 
-facilitate a trade, easy right? Yeah, even if this was your first video game 
-you'd have to have a severe mental deficiency to look at the title of the 
-mission and not think that things are going to go South in some form or another. 
-Sure enough, when you arrive you're boxed in by a Dark Legion Dreadnought and 
-none other than the Order's Matriarch's flagship. Now you must survive waves of 
-ships whose pilots are apparently under the control of Dark Legionnaires, but 
-there's something you should know first. Although there appear to be two massive 
-ships blocking any hope of escape, not only will you not run into them, they 
-won't even fire at you when you leave! (Save for at the end of the mission as 
-they're going their separate ways). All the action's in the Cauldron region and 
-you need to destroy the ships to proceed, but the option is there to get out of 
-range if you start taking too much damage. 
- 
-The first wave consists of four scout-class Consortium fighters, the second, 4 
-interceptor-class Praetorian fighters, the third, 4 Order Heavy Fighters, the 
-fourth, a pair of Syndicate cargo ships, and finally, a Dominion cruiser. 
-Survive all 5 waves and the two ships will part ways and let you go with no 
-strings attached. One can only assume that they are under the impression that 
-there's nothing you can do to stop them. 
- 
-&******************************************************************************8 
- 
-                              Main Story Mission 7: 
-                             - Retribution [MS7] - 
- 
-&******************************************************************************8 
- 
-Unlocked at: level 35, Gameplay Zone: Shadowrift 
- 
-Description - Lock and load, we've got a major combat mission on our hands and 
-the enemy isn't going to just lay down and die. I recommend torpedoes and/or 
-strong missiles for this since you're going to be taking down capital ships that 
-don't go down easy if you're using a tier peashooter. With the Order's matriarch 
-gone bad in the worst way, the Dominion are the only major force backing you up 
-in this endeavor which makes things look grim. That is until you actually enter 
-the fight... 
- 
-Remember how I said that the enemy wouldn't go down without a fight? Yeah, I 
-lied, kinda. The matriarch's allegiance with the Dark Legion was apparently too 
-much for everyone other than the crew of her ship to accept because there are no 
-Order ships other than the flagship. And there must be some serious infighting 
-on board because it never fires back at you or anyone else! The Dark Legion 
-arrived in less-than-optimal numbers too so making the matriarch pay is as easy 
-as can be. 
- 
-With its targeting distraction sundered, the Dark Legion ship makes a tactical 
-relocation AKA runs away like a pansy. But the Legionnaire is justified in his 
-confidence when you catch up; you're up against a carrier-class vessel with no 
-backup in sight. But then, out of nowhere, a Syndicate Reaper cruiser commanded 
-by warlord Alencourt, son of the Dominion admiral of the same name, forces his 
-way into the fray to assist you! Now that the unexpected cavalry has arrived, 
-avoid the carrier's torpedo weapons and make that smug Legionnaire say uncle! 
-After taking enough damage the carrier will try to flee again but it's no use, 
-they just can't make it past the DMZ. With nowhere to run, shields gone, and 
-hull at 50% it's time to turn that Dreadnought into a pile of scorched debris! 
- 
-&******************************************************************************8 
- 
-                              Main Story Mission 8: 
-                           - All Good Things [MS8] - 
- 
-&******************************************************************************8 
- 
-Unlocked at: level 40, Gameplay Zone: Shadowrift/The Ark 
- 
-Description - This is it, the final main story mission. Your goal is to fly into 
-the heart of Dark Legion space so you can pinpoint the location of, and go to, 
-the Ark. To do this, you can either get yourself a high tier ship, load it up 
-with powerful weapons and/or sentients, and upgrades, dodge the powerful 
-hellfire beams fired by the numerous Legion tanks, take the SHIFT platform 
-through to the Ark and destroy the enemies you find THERE as well... Or you can 
-switch on Cloak/Undercover, fly right past the clueless buggers, and leave the 
-Ark as soon as you arrive. No seriously, the latter description really is that 
-easy. Although the Ark enemies are worth a sizable amount of XP, you can engage 
-them any time you want when initiating Ark Raids so there's really no reason to 
-stay. After turning in the mission you will unlock Ark Raids in the Special 
-Missions menu. 
- 
- 
-                                ____ ____     ___ 
-                                `MM' `Mb(     )d' 
-                                 MM   YM.     ,P 
-                                 MM   `Mb     d' 
-                                 MM    YM.   ,P 
-                                 MM    `Mb   d' 
-                                 MM     YM. ,P 
-                                 MM     `Mb d' 
-                                 MM      YM,P 
-                                 MM      `MM' 
-                                _MM_      YP 
- 
- 
-                            - Faction Information - 
-                                     [IV] 
- 
- 
-&******************************************************************************8 
- 
-                    - Basic Knowledge and Recommendations - 
- 
-&******************************************************************************8 
- 
-You can change factions at any time by docking at Alpha Station in the Asteria 
-zone and selecting the option on the missions screen. (You cannot do this in the 
-middle of a mission though). Changing factions does NOT affect your statistics 
-and will NOT change your relationship with a given faction upon re-joining them, 
-even if you switch to its enemy. There are 5 factions, each with unique 
-characteristics. The Consortium of Free Traders, The Sunshadow Syndicate, The 
-Praetoriate Fleet, The Dominion of Allied Planets, and The Revenant Order. 
- 
-The Consortium is a business-centric organization that performs smuggling 
-operations from time to time but is on the right side of the law more often than 
-not and have few enemies. The Syndicate is a band of the most ruthless 
-cut-throats in the galaxy, consisting of smugglers, pirates, assassins, and just 
-about anyone you'd want to steer clear of. They have no allies apart from 
-themselves and are sworn enemies of the Praetorians, with the Consortium being a 
-close second. Speaking of the Praetorians, they're the law enforcers who uphold 
-the terms of the truce that has kept the galaxy from descending into civil war. 
-The Dominion is the human government military that represents the species 
-officially, and though a Colonel was discharged, a high ranking Admiral has been 
-the subject of much criticism behind closed airlocks. They are the enemies of 
-the Order. The Order is a militant religious group that consists of mostly 
-humans and is led by a mysterious matriarch that dictates the course the whole 
-group takes. They are the enemies of the Dominion. 
- 
-Each of the factions has an additional aspect that differentiates them from 
-others. Consortium ships have, on average, twice the normal cargo capacity 
-compared to ships of the same class (with the exception being the cruisers which 
-have the same capacity as the Praetorian and Syndicate's, and half that of the 
-Dominion and Order's). Syndicate ships are 25% faster, Praetorian ships and 
-weapons cost 50% less but with no statistical downgrade. Dominion ships have 
-twice the hull strength compared to shields, save for the heavy fighters, and 
-Order ships have twice the shield strength compared to hull, again save for the 
-heavy fighters. 
- 
-&******************************************************************************8 
- 
-                  - Faction Story Mission General Information - 
- 
-&******************************************************************************8 
- 
-All faction missions have certain shared qualities that I'm going to list here 
-rather than repeat throughout the descriptions. For starters, the first section 
-of each faction category involves both the joining of the faction and the first 
-story mission given as a full member. This is because the initial joining is 
-incredibly short and easy, and the following mission usually isn't much more 
-substantial. Completing the mission that lets you join the faction supplies you 
-with a free tier 1 scout fighter and neither the joining mission nor the 
-following first mission requires faction experience points (AKA FXP) before they 
-can be attempted, unlike those that follow. Speaking of FXP, you need 300 for 
-the second mission, and 300 more for every one that follows before you can 
-attempt them. Faction XP can be earned by performing tasks that support the 
-faction such as destroying ships allied with the faction's enemy, performing 
-side missions, etc. 
- 
-Faction XP will NOT carry over, meaning if you unlock a story mission for a 
-faction and earn 10,000 FXP you'll still have to regain FXP to unlock the next 
-story mission. You can see the amount of FXP you've earned/need for the next 
-story mission on the Faction stats screen of the dock menu. If you see a number 
-showing how much FXP you've earned rather than a number out of the necessary 
-amount to unlock the next mission it means you've already unlocked the next 
-mission. 
- 
-You gain faction levels by completing the Faction story missions that follow 
-your initial joining of the faction, so don't bother trying to get a tier 4 
-cruiser by earning FXP because you'll just be wasting your time. You will always 
-ascend to the faction level analogous to the mission number, i.e. completing 
-mission 5 will have you at faction level 5, completing mission 8 will put you at 
-faction level 8 etc. You always receive a faction point to put in skills after 
-completing a story mission that advances faction level as well. 
- 
-With the exception of the Consortium, which yields more credits as you complete 
-missions, faction missions always yield 100 XP and 250 credits upon completion. 
-The mission-giver zone is where you need to go in order to start a mission for a 
-given faction after acquiring the necessary amount of FXP. The gameplay zone is 
-where you'll be sent to take part in a given mission, and the later the stage, 
-the tougher things usually are. Rank is just a title you're given within the 
-faction that can be viewed when you look at your faction status in the docking 
-menu, it has no effect on gameplay and serves no purpose but I thought I'd list 
-it anyway. Presets are ships and weapons you're supplied for a given mission and 
-that mission only. 
- 
-The Praetorians appear to be glitched because if they scan you and find stolen 
-goods (which I'm assuming are the commodities dropped by defeated enemy ships 
-picked up while in the Syndicate faction) they don't just attack you, they 
-become invincible. Yeah you read that right, it's literally impossible to do ANY 
-damage to them no matter what you do. 
- 
- 
-                                  ____     ___ 
-                                  `Mb(     )d' 
-                                   YM.     ,P 
-                                   `Mb     d' 
-                                    YM.   ,P 
-                                    `Mb   d' 
-                                     YM. ,P 
-                                     `Mb d' 
-                                      YM,P 
-                                      `MM' 
-                                       YP 
- 
- 
-                   - Consortium of Free Traders Story Missions - 
-                                      [V] 
- 
- 
-&******************************************************************************8 
- 
-                     Joining the Consortium of Free Traders 
-                         - What's Mine is Yours [CSM1] - 
- 
-&******************************************************************************8 
- 
-Joining the Consortium is mandatory if you want to be able to switch to other 
-factions and such so I won't bother going over it again, even though the mission 
-to follow is even easier. All you have to do is pay 2,000 credits, leave the 
-base, and come right back. No really, that's ALL you need to do, and since the 
-"mission" rewards you with 4,000 credits not only do you not lose money you GAIN 
-it, so even if this is early in the game and you were saving for an interceptor 
-from the Dominion/Order you'd still be advised to do this ASAP. 
- 
-&******************************************************************************8 
- 
-                   Consortium of Free Traders Story Mission 2: 
-                           - Special Delivery [CSM2] - 
- 
-&******************************************************************************8 
- 
-Unlocked with - 300 FXP, Mission-Giver Zone - Asteria, Gameplay Zone - Erebus, 
-Rewards - Consortium Rank 2 and 6,000 credits. 
- 
-Orders are pouring in for the prototype you tested and the staff is overworked, 
-so you've been contracted to make some deliveries to thin out the work load. 
-Although Remus mentions taking a cargo ship, your ship does not change. Just 
-cruise over to the marked location, deliver the goods, and when you do you'll 
-receive a call. Apparently, the Dominion is making things difficult in the 
-Erebus sector and you need to find out what's wrong. 
- 
-Things are grim when you arrive as Admiral Kincaid is capturing or killing 
-everyone aboard Consortium ships. One of the pilots tells you to flee before 
-being blown to bits, and you'd be wise to heed that advice. Deal with the 
-Dominion fighters that get in your way and get your aft through the SHIFT 
-platform and out of there. 
- 
-&******************************************************************************8 
- 
-                   Consortium of Free Traders Story Mission 3: 
-                         - Breaking the Code [CSM3] - 
- 
-&******************************************************************************8 
- 
-Unlocked with - 600 FXP, Mission-Giver Zone - Asteria, Gameplay Zone - 
-Leviathan, Rewards - Consortium Rank 3 and 9,000 credits. 
- 
-As if Kincaid wasn't enough, the situation back at Last Stand station is nothing 
-short of insane in the membrane. Remus informs you that a hidden code in the 
-prototype is infecting Consortium ships, making them attack one another. An 
-antivirus program has already been created but you need to get to the corrupted 
-ships and upload it into their systems before they blast each other to pieces. 
- 
-Romulus will tell you not to return fire but you need not worry about your 
-sentients because they won't attack either. Get in there, avoid attacks, hang 
-back and give your shields the chance to recharge when needed, and you should 
-complete the mission without incident. Upon returning it's clear to Romulus that 
-this was an inside job working on behalf of either Kincaid or the Syndicate, 
-meaning we have a traitor in our midst. 
- 
-&******************************************************************************8 
- 
-                   Consortium of Free Traders Story Mission 4: 
-                           - They Will Pay [CSM4] - 
- 
-&******************************************************************************8 
- 
-Unlocked with - 900 FXP, Mission-Giver Zone - Asteria, Gameplay Zone - The 
-Graveyard, Rewards - Consortium Rank 4 and 13,500 credits. 
- 
-Romulus has his money on the Syndicate being behind the latest attack but 
-doesn't want to be wrong and end up paying for it later. Rather than launch an 
-assault, you and a group of Consortium ships (including a cruiser to discourage 
-enemies from attacking) are sent into Syndicate space to get some answers. 
-The Syndicate is less than eager to talk so you'll have to protect Commander 
-Cuss, who is leading the operation, by either dealing with enemies directly, 
-healing/boosting offensive/defensive capabilities of allies, or all of the 
-above. Upon reaching the end of the mission you'll find a lone Consortium ship 
-attempting to flee. Pursue it, and if you stay close enough for long enough 
-Romulus will identify the culprit. 
- 
-&******************************************************************************8 
- 
-                   Consortium of Free Traders Story Mission 5: 
-                           - Throwing Rocks [CSM5] - 
- 
-&******************************************************************************8 
- 
-Unlocked with - 1200 FXP, Mission-Giver Zone - Asteria, Gameplay Zone - The 
-Tempest and Asteria, Rewards - Consortium Rank 5 and 20,250 credits. 
- 
-The traitor Raconteur has been traced to a region in The Tempest zone, head to 
-it and confront him on behalf of the Consortium. When you've done enough damage 
-he'll warp to Asteria, follow him and confront him again. This time you can 
-cripple his ship after doing enough damage and drag his sorry aft back to 
-Romulus who, after a good talking to and scolding alongside his brother, 
-mercifully lets him go, finishing the mission. 
- 
-&******************************************************************************8 
- 
-                   Consortium of Free Traders Story Mission 6: 
-                             - Impressment [CSM6] - 
- 
-&******************************************************************************8 
- 
-Unlocked with - 1500 FXP, Mission-Giver Zone - Asteria, Gameplay Zone - The 
-Crucible, Rewards - Consortium Rank 6 and 30,375 credits. 
- 
-Kincaid is back to threatening the Consortium, and with the Praetorians occupied 
-at the moment Romulus is looking to resolve this sooner rather than later. 
-That's where you come in, you'll be paired with Commander Cuss again, and sent 
-into the region where the Consortium prisoners are being held. Kincaid himself 
-and his supercarrier are there to greet you, and after Cuss initiates the scene 
-depicted on the game's digital cover art the battle will begin. 
- 
-Bring down half of the supercarrier's shields and Cuss will tell you to get the 
-Consortium fighters moving while he deals with Kincaid. Time is of the essence 
-so reactivate them and reactivate them FAST if you don't want to fail this 
-mission. Kincaid will have gotten away if you succeed, but at least the 
-prisoners are safe. 
- 
-&******************************************************************************8 
- 
-                   Consortium of Free Traders Story Mission 7: 
-                         - Unfinished Business [CSM7] - 
- 
-&******************************************************************************8 
- 
-Unlocked with - 1800 FXP, Mission-Giver Zone - Asteria, Gameplay Zone - 
-Tartarus, Rewards - Consortium Rank 7 and 45,562 credits. 
- 
-The Syndicate is long overdue for a good aft-kicking after that prototype viral 
-fiasco, and the only person with knowledge of the organization that can be 
-turned to is the traitor Raconteur. Your mission is to have him guide you to an 
-Element 213 production facility critical to the Syndicate's business dealings 
-and wreck it. Automated security systems won't make things easy and will 
-eventually become too much after destroying enough of the marked targets. It 
-forces Romulus to tell you to abandon the mission and retreat, but Raconteur 
-isn't going anywhere, instead sacrificing himself by crashing into the main 
-silo, crippling the facility and delivering a massive blow to the Syndicate. 
- 
-&******************************************************************************8 
- 
-                   Consortium of Free Traders Story Mission 8: 
-                             - The Last Stand [CSM8] - 
- 
-&******************************************************************************8 
- 
-Unlocked with - 2100 FXP, Mission-Giver Zone - Asteria, Gameplay Zone - Asteria, 
-Rewards - Consortium Rank 8 and 68,343 credits. 
- 
-The mission to make the Syndicate pay for their antics with interest was 
-successful, too successful actually. They're not satisfied with the steepness of 
-your interest fees and are coming down to the Last Stand base to propose an 
-alternative settlement. By which I of course mean, they're coming to raze the 
-station and make sure everyone dies as horrible a death as possible. 
- 
-Scouts have detected everything from fighters to cruisers inbound, but many of 
-them thankfully belong to lower tiers so as long as you're not still in the tier 
-1 scout fighter this should be a breeze. This is more of a battle of attrition 
-though because it takes a while for the Praetorians to show up. When they 
-eventually do though, and the Reaper cruiser that's stronger than its peers 
-shows up and is destroyed the Syndicate should back down. 
- 
-&******************************************************************************8 
- 
-                   Consortium of Free Traders Story Mission 9: 
-                          - A Good Cussing Out [CSM9] - 
- 
-&******************************************************************************8 
- 
-Unlocked with - 2400 FXP, Mission-Giver Zone - Asteria, Gameplay Zone - 
-Shadowrift, Rewards - Consortium Rank 9 and 102,545 credits. 
- 
-Admiral Kincaid's escapades have apparently finally been noticed by his 
-superiors, because he's now AWOL and wanted by the Dominion. It's time to get 
-some serious payback, and Romulus knows just where to find him. Unfortunately, 
-when you arrive you'll find that Kincaid's ship is being protected by an 
-impenetrable shield that Commander Cuss will need to hack. Dominion fighters and 
-security droids will be after you both so protect Cuss while he works and watch 
-your aft. Once the shield is down, the weapons will be able to fire, and will be 
-gunning for you, so either be very mindful of the amount of damage you're 
-taking, or just use the roll glitch and laugh maniacally as you tear that hunk 
-of metal asunder. (Note: Maniacal laughter is optional and will not improve 
-likelihood of success). 
- 
- 
-                              ____     ___ ____ 
-                              `Mb(     )d' `MM' 
-                               YM.     ,  MM 
-                               `Mb     d'   MM 
-                                YM.   ,   MM 
-                                `Mb   d'    MM 
-                                 YM. ,P     MM 
-                                 `Mb d'     MM 
-                                  YM,P      MM 
-                                  `MM'      MM 
-                                   YP      _MM_ 
- 
- 
-                    - Sunshadow Syndicate Story Missions - 
-                                     [VI] 
- 
- 
-&******************************************************************************8 
- 
-                        Joining the Sunshadow Syndicate 
-                             - Initiation [SSM1] - 
- 
-&******************************************************************************8 
- 
-Before you can even get to the Syndicate's enclave you'll be ambushed by one of 
-its members, Captain Zazo. Avoid his missiles and best him in combat and he'll 
-make you an offer you can't refuse (that is unless you quit the mission by 
-opening a SHIFT platform or turning off the console). Accept the mission and you 
-will have gained access to the Syndicate and your first mission as an initiate 
-which is creatively dubbed "Initiation". 
- 
-Your task is to destroy containers outside of Mintek which sounds like a breeze 
-but is more complicated than that. The complications in this case being that, 
-the Praetorians are the sworn enemies of the Syndicate, and the Praetorians just 
-happen to have a base set up at MinTek. Also, since every other faction is 
-neutral towards you, you'll have more enemies than allies on hand. All while in 
-the weakest fighter in the faction. 
- 
-It's a good thing that your ship is also the fastest in the game, so make good 
-use of it and high-tail it when things get tough. I had a fighter, a cargo ship, 
-and, no joke, a bloody CRUISER on me and I still managed to complete the mission 
-with no hull damage so even in the most dire of situations it's far from 
-impossible. The Prospector Field sometimes houses friendly Syndicate ships so 
-heading East is probably your best bet if you're having trouble. 
- 
-&******************************************************************************8 
- 
-                       Sunshadow Syndicate Story Mission 2: 
-                          - Let's Make a Deal [SSM2] - 
- 
-&******************************************************************************8 
- 
-Unlocked with - 300 FXP, Mission-Giver Zone - Asteria, Gameplay Zone - 
-Leviathan, Reward - Syndicate Rank 2, Presets - Tier 1 cargo ship, Multi 
-Missile II, and Reaver Antimatter Cannon Mk. II. 
- 
-Alright initiation's done, so now our first job as a legitimate member is... 
-being given a cargo ship full of extremely valuable goods to deliver to a 
-religious militant organization with whom they have a secret fragile business 
-alliance. Say what?!? If the Syndicate trusts that much sensitive information, 
-valuable property, and mission responsibility to a rookie they're either so 
-shorthanded that they've got monkeys doing the maintenance and janitorial 
-duties, they've got so many safeguards in place that your head will explode if 
-you so much as entertain the notion of betraying them, or the exchange isn't 
-that big a deal because they have super secret projects to create death star 
-laser pistols or space hamster assassins or something. Or maybe they're just 
-stupid.... 
- 
-Anyway, you need to meet up with the Order vessel and make the trade, but when 
-you do the 5-0 arrive. You need to bounce back to base but can't warp while 
-you're up to your pelvis in Praetorians, though it should be a drift though the 
-nebula (walk in the park) to thin them out with the equipment you've been given. 
-You and your client should escape with ease, but upon returning it seems as 
-though a member of the Syndicate was captured during the skirmish... 
- 
-&******************************************************************************8 
- 
-                       Sunshadow Syndicate Story Mission 3: 
-                           - The Lucky Charm [SSM3] - 
- 
-&******************************************************************************8 
- 
-Unlocked with - 600 FXP, Mission-Giver Zone - Asteria, Gameplay Zone - Asteria 
-and Erebus, Reward - Syndicate Rank 3. 
- 
-Captain Zazo needs his star pilot back and you're going to help, but first we 
-need to find out where the poor SOB was taken. To find out, you need to hijack a 
-Consortiums ship so that you can get close enough to a Praetorian station and 
-hack the necessary Intel out of it. If you do not possess the Hijack skill it 
-will be automatically be capable of being used even if you don't put any points 
-into it. For more information on the skill see the Syndicate Skills section 
-(MSS). 
- 
-Cargo ships are slow but have an annoying beam attack, while Consortium Heavy 
-Fighters are faster but have a slower missile attack. If you're capable of 
-executing the roll glitch outlined in the Consortium Skills section (CSS) with 
-your current resources then the former is an obvious choice, otherwise, you're 
-probably going to want to go with the Heavy Fighter. Once you have the ship just 
-go through the SHIFT platform, get the info, and leave quick before the 
-Praetorians get wise. 
- 
-&******************************************************************************8 
- 
-                       Sunshadow Syndicate Story Mission 4: 
-                               - Odd Job [SSM4] - 
- 
-&******************************************************************************8 
- 
-Unlocked with - 900 FXP, Mission-Giver Zone - Asteria, Gameplay Zone - 
-Leviathan, Reward - Syndicate Rank 4. 
- 
-During planning Captain Zazo is informed that something has come up, and you 
-need to scan some Consortium ships to gather data. If you have the 
-Cloak/Undercover ability this will likely be no problem, otherwise, I hope you 
-like scanning while hectically dodging enemy fire. But that's really all there 
-is to this mission, scanning ships, then leaving. 
- 
-&******************************************************************************8 
- 
-                       Sunshadow Syndicate Story Mission 5: 
-                                - Break [SSM5] - 
- 
-&******************************************************************************8 
- 
-Unlocked with - 1200 FXP, Mission-Giver Zone - Asteria, Gameplay Zone - The 
-Tempest, Reward - Syndicate Rank 5. Presets: Tier 2 interceptor and 3 Crusher 
-C-Beams. 
- 
-Since no one else can get close enough (and you have no say in the matter), 
-you're going to be hijacking a Praetorian cruiser. Don't worry though, this 
-isn't as difficult as it sounds. You're given resources to help you, and that's 
-where things get odd. 
- 
-Your ship is a tier 2 interceptor yet your given 3 Crusher C-Beams, which are 
-all equipped in spite of the fact that interceptors are only supposed to have 2 
-weapon slots. This isn't unheard of, but it only get's weirder from here. You're 
-given a Consortium ship rather than a Praetorian one, but your pilot profile 
-picture puts you in Praetorian gear, and you can even REPAIR SpyNet satellites! 
-As if all that weren't enough, every single ship shows up as neutral, including 
-the Syndicate ships, which can be targeted but not damaged... 
- 
-To get a cruiser away from prying eyes and sensors, fake distress calls will be 
-made to patrolling Praetorian forces. You have a small squadron of cloaked 
-interceptors ready to pounce on the unsuspecting prey. (They're also coded as 
-allies here too so you don't have to worry about accidentally targeting them 
-with your beam weapons). You'll lure a small group of Praetorian fighters first, 
-a pair of cargo ships second, and finally a cruiser. Your allies help distract 
-the big guns away from you but they can only survive for so long so work fast to 
-complete this mission successfully. 
- 
-&******************************************************************************8 
- 
-                       Sunshadow Syndicate Story Mission 6: 
-                          - Skin of Your Teeth [SSM6] - 
- 
-&******************************************************************************8 
- 
-Unlocked with - 1500 FXP, Mission-Giver Zone - Asteria, Gameplay Zone - Asteria, 
-Reward - Syndicate Rank 6. Presets: Tier 3 Heavy Fighter, a Piledriver 
-Missile 1, and 3 Viper Proximity Mine I's 
- 
-Everything's all set to get Lucky out, but you know what they say about the best 
-laid plans and all that... Oddly enough though, it's not riding up in a 
-Syndicate missile-loving heavy fighter that raises the alert but the bioscan of 
-you. The Praetorians should take a lesson from the movie "Serenity" and look 
-with their eyes. 
- 
-If you try to complete this mission without using mines you WILL fail, so make 
-sure that you deploy them at every chance you get with the right bumper/shoulder 
-button. Although the cooldown time for the mines is a little lengthy, it's 
-countered by the fact you have three different launchers for them that have 
-cooldown times independent of each other. If you hold out long enough that Lucky 
-can take control of the ship and lend fire support, you should have no problems 
-from then on. 
- 
-&******************************************************************************8 
- 
-                       Sunshadow Syndicate Story Mission 7: 
-                              - The Rat [SSM7] - 
- 
-&******************************************************************************8 
- 
-Unlocked with - 1800 FXP, Mission-Giver Zone - Asteria, Gameplay Zone - Solaria, 
-Reward - Syndicate Rank 7. 
- 
-Now that Lucky is back and the Syndicate is one big happy back-stabbing family 
-again, matters can once again return to undercutting the law for personal gain. 
-There's going to be an exchange with the Order, and as much as some like to say 
-it doesn't, history has a way of repeating itself. Warlord Vestium sells out the 
-entire Syndicate to the Praetorians who are not fooling around. 
- 
-Don't bother trying to chase/shoot down Vestium's ship, and try not to head 
-South for awhile because Order ships are down there and they're marked as 
-neutral enemies rather than allies. Just focus on the Praetorian forces which 
-consist of a cruiser and a lot of fighters to be exterminated. You have a pair 
-of cargo ships backing you up but you'll have to handle the brunt of the work in 
-this fight yourself, especially since the mission fails if Zazo falls in battle, 
-so don't even think about playing this mission as a tier 1 scout fighter. 
- 
-&******************************************************************************8 
- 
-                       Sunshadow Syndicate Story Mission 8: 
-                             - Ouroboros [SSM8] - 
- 
-&******************************************************************************8 
- 
-Unlocked with - 2100 FXP, Mission-Giver Zone - Asteria, Gameplay Zone - 
-Tartarus, Reward - Syndicate Rank 8. 
- 
-As the title of the mission suggests, the Syndicate is tearing itself apart with 
- the help of Vestium who is taking part in the divisive battle being waged 
-himself. Zazo tries to get everyone to stand down but to no avail, there are 
-jamming signals coming from cargo ships that were no doubt brought by Vestium. 
-Unfortunately, said cargo ships are right in the thick of the fight, and with 
-everyone at each other's throats, you're fair game so take them down as quickly 
-as you can. Once the cargo ships have been dealt with, Lucky will transmit 
-evidence of Vestium's treachery, stopping the fight, and causing the warlord to 
-make a break for it. 
- 
-Chasing and firing at your target will eventually force it to warp to another 
-zone, somehow managing to do so in spite of the fact that there are no SHIFT 
-platforms nearby. Did Vestium cut a deal with the Order to get a share of 
-whatever they were using Element 213 for in exchange for letting his former 
-Syndicate brothers and sisters take the fall from the Praetorians, or is there 
-something more sinister at work? Whatever the case may be he's out of your 
-reach... for now... 
- 
-&******************************************************************************8 
- 
-                       Sunshadow Syndicate Story Mission 9: 
-                          - What Goes Around [SSM9] - 
- 
-&******************************************************************************8 
- 
-Unlocked with - 2400 FXP, Mission-Giver Zone - Asteria, Gameplay Zone - The 
-Crucible, Reward - Syndicate Rank 9. 
- 
-Thought we were done with Syndicate mission weirdness? It ain't over 'till the 
-fat piggy warlord squeals, and in space no one can hear you squeal... No one... 
-Before the mission even starts Zazo tells you that Vestium has been tracked 
-down, only to tell you sentences later that he doesn't know where he is... Zazo 
-also tells you during the brief that you can bring Vestium back dead or alive... 
-only to to tell you to bring him back alive only as soon as the mission starts. 
- 
-Anyway, all you have to do is damage the cruiser enough that Vestium tries to 
-flee in an escape pod, then capture the pods before he gets away. The cruiser 
-will primarily use missiles and can fire during the scrolling of the dialog 
-boxes so prepare yourself accordingly. After Vestium has been dealt with Zazo 
-will be promoted and you'll have a comfortable standning in the organization. 
- 
- 
-                            ____     ___ ____ ____ 
-                            `Mb(     )d' `MM' `MM' 
-                             YM.     ,  MM   MM 
-                             `Mb     d'   MM   MM 
-                              YM.   ,   MM   MM 
-                              `Mb   d'    MM   MM 
-                               YM. ,P     MM   MM 
-                               `Mb d'     MM   MM 
-                                YM,P      MM   MM 
-                                `MM'      MM   MM 
-                                 YP      _MM_ _MM_ 
- 
- 
-                      - Praetoriate Fleet Story Missions - 
-                                      [VII] 
- 
- 
-&******************************************************************************8 
- 
-                        Joining the Praetoriate Fleet 
-                           - The Blue Line [PSM1] - 
- 
-&******************************************************************************8 
- 
-The Praetoriate Fleet is always looking for more people to help keep the peace, 
-so head to the destination and get their attention by dispatching the two 
-Syndicate scouts causing trouble to prove your worth. Note: When I tried to sic 
-my sentients on them they wouldn't attack for some reason (the sentients not the 
-fighters) so bring at least one standard ship weapon for this battle. Joining 
-the Praetorians will grant you the rank of Cadet. 
- 
-Your first official mission is an easy one, scan Consortium ships to make sure 
-they're not transporting anything illegal. And although the mission brief says 
-that you should arrest them if they come quietly, I'm all but certain that such 
-an event cannot occur. Also, any Consortium ship will do, not just the cargo 
-ships and not just those found near the objective marker. Therefore I advise 
-that you stay as close to the home base as possible if you happen across an 
-enemy that's too much for you to handle at present. Plus, since you only have to 
-scan 3 ships, it's possible you won't even have to leave anyway, or engage in 
-combat for that matter if you didn't put any faction points into the Advanced 
-Scanner before starting this mission. You'll be promoted to the rank of Officer 
-after completing this mission. 
- 
-&******************************************************************************8 
- 
-                      Praetoriate Fleet Story Mission 2: 
-                           - On the Job [PSM2] - 
- 
-&******************************************************************************8 
- 
-Unlocked with - 300 FXP, Mission-Giver Zone - Asteria, Gameplay Zone - Erebus, 
-Reward - Detective rank. 
- 
-You'll be partnered with a veteran Praetorian named Kel from here on out, he can 
-be gruff, but he's not as condescending as Malus. Anyway, you need to ask around 
-marked Consortium ships at the destination by flying close enough to them that 
-the use option changes to "talk" and pressing the appropriate button. Eventually 
-one of them will point you where you need to go, and when you arrive you'll need 
-to deal with the nearby hostiles to keep from blowing the informant's cover, 
-then deal with the small group of Syndicate ships gunning for him. Once all 
-hostiles have been dealt with, the mission will be complete. (Just an FYI, the 
-informant happens to be the Standard side mission supplier when you're in the 
-Syndicate faction.) 
- 
-&******************************************************************************8 
- 
-                      Praetoriate Fleet Story Mission 3: 
-                           - Breaking Heads [PSM3] - 
- 
-&******************************************************************************8 
- 
-Unlocked with - 600 FXP, Mission-Giver Zone - Asteria, Gameplay Zone - Erebus, 
-Reward - Praetorian rank 3. 
- 
-Apparently there's a disturbance in the Erebus Zone that needs investigating, so 
-rendezvous with your partner and help the damsel in distress in the Hive region. 
-The Order ship's weapons, shields, and thrusters are kaputt (busted/out of 
-order) so they're completely vulnerable. Fortunately for you, there's nothing 
-but Vanid as enemies "threatening" the vessel so this should be a drift through 
-the nebula (walk in the park) for you. The mission drags on for awhile due to 
-the enemies being so weak that they hardly pose a thread at all so just bear 
-with it and you should complete the mission without incident. 
- 
-&******************************************************************************8 
- 
-                      Praetoriate Fleet Story Mission 4: 
-                                - Dirty [PSM4] - 
- 
-&******************************************************************************8 
- 
-Unlocked with - 900 FXP, Mission-Giver Zone - Asteria, Gameplay Zone - The 
-Graveyard, Reward - Praetorian rank 4. 
- 
-The Praetorians are now aware that Element 213 was utilized in some form during 
-the destruction of Killan's Rest. They may not know how, but if E. 213 was 
-needed they aren't about to let any shipments go without intercepting them. 
-Malus believes that one such shipment is being transported in the Graveyard Zone 
-and wants you and your partner, who isn't so keen on the idea, to investigate. 
-Don't fret when you exit the SHIFT platform and immediately enter combat, the 
-Monument of the Fallen just has a bit of a Vanid problem so it's nothing to 
-worry about. 
- 
-Once you reach the objective marker you'll get visual contact with the small 
-Syndicate convoy transporting E. 213. Malus orders you to attack but Kel thinks 
-you need reinforcements (and if you're still in a tier 1 scout ship he might be 
-right if you don't have sufficient abilities/ordinance to compensate). But 
-regardless, reinforcements wouldn't be able to make it in time so you'll have to 
-deal with them as you are, ready or not. 
- 
-There's a small squadron of tier 2 interceptors and a cargo ship to fight, but 
-something's wrong... Kel doesn't seem to be attacking the Syndicate ships, not 
-even when their attacks hit him inadvertently... Sure enough, after eliminating 
-the opposition your partner reveals that he was in league with the scallywags 
-and promptly disables your ship, leaving you to die. Fortunately, your sentient 
-is able to reboot your ship's systems and get them back online, allowing you to 
-return and get Malus to send out an APB for your ex-partner. 
- 
-It should also be noted that when I played through this mission while 
-Undercover, all of the enemies ignored me even when I fired upon them, save for 
-the cargo ship, which started firing back at the end. Also keep in mind that I 
-was in a Praetorian Peacekeeper, which can fire while undercover without 
-disengaging the ability. 
- 
-&******************************************************************************8 
- 
-                      Praetoriate Fleet Story Mission 5: 
-                   - No Good Deed Goes Unpunished [PSM5] - 
- 
-&******************************************************************************8 
- 
-Unlocked with - 1200 FXP, Mission-Giver Zone - Asteria, Gameplay Zone - The 
-Tempest, Reward - Sergeant rank. 
- 
-The reputation of the Praetoriate Fleet, and Malus in particular, will suffer 
-greatly if word gets out that Kel was a dirty cop, so you're going to go look 
-for him. You're going to The Tempest zone, and the region you're sent to will 
-have both Vanid and Syndicate ships of various classes close by so be prepared 
-when you go through the SHIFT platform. Once you reach your destination you'll 
-find it devoid of importance and Malus with no lead left to follow. But 
-something more immediate demands attention, a member of the Order is in danger 
-and has sent out a distress call. 
- 
-Get to the escape pod containing Aspirant Choi on the double and tether it to 
-your ship before anything can finish the pod off. When you do, Dominion ships 
-will arrive, but for some reason they want her dead not because she's an enemy 
-combatant but because she's a Heratic wanted by the Order... WHAT?!? I can only 
-assume that Starfire programmed the wrong fighter type to show up as enemies and 
-intended for them to be members of the Order. 
- 
-It turns out that not only does Choi know what happened at Killan's Rest, and 
-what device, utilizing Element 213, was used to put it in that state, but also 
-knows where to find Kel! Wow, either she's extremely well informed about the 
-important goings on in the galaxy right now, or she's saying anything to seem 
-useful so that you don't throw her to the metaphorical wolves. Malus 
-understandably wants to find out for certain but doesn't want the Dominion ships 
-completely destroyed, though you don't have to worry since it's not possible for 
-you to do so anyway. Return with Aspirant Choi and Malus will contrive some BS 
-charges to keep the Dominion from trying to get ahold of her. How about that? 
-Bureaucracy FACILITATING justice rather than hindering it, who would've thought? 
- 
-(FYI, Aspirant Choi was presumably on board the cruiser you helped in the third 
-mission in spite of the fact that Sister Octavia was the one communicating with 
-you. I can only assume that either Starfire placed the wrong character portrait 
-in the dialog box or Choi was just on board the ship too. Personally I think 
-that the former is the case.) 
- 
-&******************************************************************************8 
- 
-                      Praetoriate Fleet Story Mission 6: 
-                            - Dead or Alive [PSM6] - 
- 
-&******************************************************************************8 
- 
-Unlocked with - 1500 FXP, Mission-Giver Zone - Asteria, Gameplay Zone - Solaria, 
-Reward - Lieutenant rank. 
- 
-Kel's been found, he's somewhere in Solaria and you need to find him, and you 
-are to begin your search in the Sea of Fire region. Scan the Consortium ships, 
-he's hiding in one of them and he'll attack once you sniff him out. Show him 
-who's boss and he'll attack while fleeing instead, follow him while taking care 
-to avoid his attacks and you'll be led to the Syndicate zone base. Kel will then 
-be content to let others do his dirty work, sending out a large squadron of 
-fighters (about 6 - 8 scout fighters) to take you down, all of which are 
-Praetorian for some reason. 
- 
-Defeat the ships and Warlord Cinnefa will intervene, inquiring the reason for 
-your assault to your superior, who then explains and requests that Kel be turned 
-over. Shockingly enough, it works, Cinnefa kicks Kel's aft out of the hanger as 
-an offering to the Praetoriate Fleet under the reasoning that if Kel can't get 
-rid of one human pilot (not to mention the fact that his cover was blown) he's 
-useless, and getting rid of him would keep the Praetorians off them for a time. 
-Also, if he was successful at driving you off, they would think twice about 
-attacking the Syndicate again. That Cinnefa's a sharp one... Blast Kel into the 
-vacuum and leave before you overstay your welcome. 
- 
-&******************************************************************************8 
- 
-                      Praetoriate Fleet Story Mission 7: 
-                       - Unwelcome Discoveries [PSM7] - 
- 
-&******************************************************************************8 
- 
-Unlocked with - 1800 FXP, Mission-Giver Zone - Asteria, Gameplay Zone - 
-Tartarus/Unknown/Shadowrift, Reward - Captain rank. 
- 
-Malus is giving you a break from all the Syndicate-associated neck-risking 
-antics in favor a nice quiet investigation of an anomalous radiation signature 
-that might be tied to the utter obliteration of an entire colony. ...Well it's 
-the thought that counts... I guess... head out to Tartarus and start scanning. 
-As you may have already guessed, this mission isn't exactly a drift through the 
-nebula because you're transported to an uncharted location. A location so alien 
-and unknown that there's a SpyNet satellite close to where you spawn -_-. 
- 
-Anyway, it looks like you're in space inhabited by the Dark Legion, and they 
-aren't exactly known for being the most sociable and diplomatic, especially when 
-others intrude on them. Your sentient is working on opening a SHIFT platform out 
-but it's going to take some time so you're going to have to fight or stay out of 
-sight of the incoming ships. After you've eliminated or snuck past the enemy 
-ships you'll find yourself right in the middle of Syndicate-controlled space in 
-the Shadowrift zone. Don't brown your trousers though because before they can 
-gang up on you they realize that some Dark Legion ships followed you and will be 
-distracted by them while you escape and report back to Malus. 
- 
-&******************************************************************************8 
- 
-                      Praetoriate Fleet Story Mission 8: 
-                           - Interdiction [PSM8] - 
- 
-&******************************************************************************8 
- 
-Unlocked with - 2100 FXP, Mission-Giver Zone - Asteria, Gameplay Zone - 
-Shadowrift, Reward - Major rank. 
- 
-Although the higher-ups are more concerned with quelling the war between the 
-Dominion and Order, you're sent to the aftermath of a battle to see if the 
-source of Element 213 can be found and eliminated. The debris is found in 
-Syndicate and Legion controlled space so either be prepared for a fight or cloak 
-yourself/go undercover. There are 4 scanning destinations with 3 being in 
-Syndicate space and the last 1 in Legion territory. 
- 
-&******************************************************************************8 
- 
-                      Praetoriate Fleet Story Mission 9; 
-                       - Razing Sunshadow Bay [PSM9] - 
- 
-&******************************************************************************8 
- 
-Unlocked with - 2400 FXP, Mission-Giver Zone - Asteria, Gameplay Zone - The 
-Crucible, Reward - Commander rank. 
- 
-The Praetoriate Fleet has discovered the location of the Syndicate's Element 213 
-manufacturing facility and you're going to bring it down. To do this you'll need 
-to overload 4 key points, and you can't be engaged in combat at the time so 
-you'll need to either destroy everything in the area or go in while 
-cloaked/undercover. But even then, overloading the tanks triggers the station's 
-automated security droids which can spot you whether you're concealed or not. So 
-if you plan on taking the sneaky route you'll need to lure the droids away from 
-the station, destroy them, go back in to overload another tank and repeat. Do 
-this and you will have completed all the Praetorian faction story missions. 
- 
- 
-                          ____     ___ ____ ____ ____ 
-                          `Mb(     )d' `MM' `MM' `MM' 
-                           YM.     ,  MM   MM   MM 
-                           `Mb     d'   MM   MM   MM 
-                            YM.   ,   MM   MM   MM 
-                            `Mb   d'    MM   MM   MM 
-                             YM. ,P     MM   MM   MM 
-                             `Mb d'     MM   MM   MM 
-                              YM,P      MM   MM   MM 
-                              `MM'      MM   MM   MM 
-                               YP      _MM_ _MM_ _MM_ 
- 
- 
-                   - Dominion of Allied Planets Story Missions - 
-                                     [VIII] 
- 
- 
-&******************************************************************************8 
- 
-                    Joining the Dominion of Allied Planets 
-                              - Shakedown [DSM1] - 
- 
-&******************************************************************************8 
- 
-As soon as you get to the destination you'll find a Dominion Flight Commander 
-named Joran engaged with hostile Syndicate ships and requesting assistance. 
-Funnily enough, even if you don't so much as twitch a butt-cheek and she fights 
-them off herself she'll still praise your skill and let you join the Dominioin. 
-(Apparently the military's combat prowess and IQ standards are a lot lower than 
-they should be for commanding officers. For completing this initial skirmish 
-and joining the Dominion of Allied Planets you'll be brought in at the rank of 
-Private. 
- 
-You are given a test of skill to see if you have what it takes to join up, 
-tasking you with clearing out a mines within a set time limit. Speed is 
-important so if you're going to commandeer a vessel, make it a tier 4 scout 
-rather than any type of cruiser. Also, be advised that once you reach the end 
-you'll be close to Order territory, so if you're vulnerable you had best be 
-careful and leave ASAP. Completing this mission will earn you the rank of 
-Corporal. 
- 
-&******************************************************************************8 
- 
-                   Dominion of Allied Planets Story Mission 2: 
-                            - Without Warning [DSM2] - 
- 
-&******************************************************************************8 
- 
-Unlocked with - 300 FXP, Mission-Giver Zone - Asteria, Gameplay Zone - Erebus, 
-Reward - Sergeant rank. 
- 
-Killan's Rest just sent out a distress signal and you need to investigate it. 
-Upon arriving you find the colony obliterated and Order ships on the scene. 
-Joran wants retribution but Lieutenant Brighton is hesitant, though ultimately 
-complies. You'll be up against a heavy fighter, a small squadron of 
-interceptors, AND a cargo ship, so even with a pair of heavy fighters backing 
-you up this won't be easy. That is assuming you haven't commandeered a high tier 
-ship and/or have strong weapons to back you up. Brighton is still convinced 
-that the destruction was too great for the Order to have achieved, and is 
-leanded credence when an anomalous radiation signature nearby that you're asked 
-to scan before finishing the mission. 
- 
-&******************************************************************************8 
- 
-                   Dominion of Allied Planets Story Mission 3: 
-                              - Reciprocity [DSM3] - 
- 
-&******************************************************************************8 
- 
-Unlocked with - 600 FXP, Mission-Giver Zone - Asteria, Gameplay Zone - 
-Leviathan, Reward - Master Sergeant rank, Presets - Tier 2 cruiser and 4 
-Vanquisher Miniguns. 
- 
-Your mission is to assault the Order Carrier Guardian One as a ruse to cover for 
-an infiltrator hacking intel on how the Order destroyed Killan's Rest. You'll 
-have all three classes of fighters at your side and will contend with fighters 
-and turrets. Do enough damage and/or destroy enough fighters and the matriarch 
-herself will appear to drive you away. (Interestingly enough, although it takes 
-awhile, you can destroy the matriarch's ship, though you will neither get an 
-interesting dialog box nor fail the mission for doing so). 
- 
-&******************************************************************************8 
- 
-                   Dominion of Allied Planets Story Mission 4: 
-                              - Casus Belli [DSM4] - 
- 
-&******************************************************************************8 
- 
-Unlocked with - 900 FXP, Mission-Giver Zone - Asteria, Gameplay Zone - The 
-Tempest, Reward - Lieutenant rank. 
- 
-You're being sent on another carrier assault run but this time it's not a ruse, 
-it's a full-on battle, and you get to bring your own ship and weapons this time 
-so this shouldn't even be a challenge if you've got the right tools. Inflict 
-enough damage and the matriarch will show up again, and it is again both 
-possible and pointless to destroy her ship. 
- 
-&******************************************************************************8 
- 
-                   Dominion of Allied Planets Story Mission 5: 
-                              - A Bad Taste [DSM5] - 
- 
-&******************************************************************************8 
- 
-Unlocked with - 1200 FXP, Mission-Giver Zone - Erebus, Gameplay Zone - Solaria, 
-Reward - Commander rank. 
- 
-A squad of Dominion ships have gone dark and Admiral Alencourt himself wants you 
-and your squadron to find out why. When you arrive you find the squadron wiped 
-out and Consortium scavengers picking through the debris for valuables, but 
-before being persuaded to leave, Admiral Kincaid butts in and accuses them of 
-destroying the ships. Since he's clearly going beyond acceptable deviations in 
-commandment issuance and judgment under Dominion military protocols, AKA being 
-a colossal douchebag Joran and Brighton both defy his orders. Protect the 
-innocent traders by destroying the marked fighters, some of them might be stuck 
-outside the rock walls so if things go quiet for a while don't be afraid to 
-leave them by themselves. Also, Kincaid's cruiser will not fire on you (or the 
-Consortium ships for that matter) and won't be marked as hostile so just ignore 
-it. 
- 
-&******************************************************************************8 
- 
-                   Dominion of Allied Planets Story Mission 6: 
-                           - Fight and Flight [DSM6] - 
- 
-&******************************************************************************8 
- 
-Unlocked with - 1500 FXP, Mission-Giver Zone - Erebus, Gameplay Zone - 
-Erebus/Unknown/Shadowrift, Reward - Captain rank. 
- 
-Surprise surprise, Battle Group Sicarus WASN'T wiped out by the Consortium; 
-Dominion brass made it official when another anomolous radiation signature was 
-found that matched Killan's Rest. Speaking of which, strange readings are coming 
-from the former colony and the Dominion wants you to investigate. A shaken 
-Consortium pilot flees the scene and recommends that you do too but your 
-superiors need answers. 
- 
-Not long after scanning you're pulled into a wormhole that takes you to an 
-uncharted sector that features an ancient super sentient and a good number of 
-Legion ships. The super sentient begins opening a SHIFT platform back, but it 
-will take time that the Legion don't plan to squander. You can either fight off 
-the ships or try using cloak/undercover, either way the SHIFT platform will 
-eventually open to take you to the Shadowrift zone. Once there, go through the 
-other platform that opens and return to base to complete the mission. 
- 
-&******************************************************************************8 
- 
-                   Dominion of Allied Planets Story Mission 7: 
-                           - Unwanted Guests [DSM7] - 
- 
-&******************************************************************************8 
- 
-Unlocked with - 1800 FXP, Mission-Giver Zone - Erebus, Gameplay Zone - Tartarus, 
-Reward - Major rank. 
- 
-Apparently the footage from your ship's camera wasn't conclusive so Admiral 
-Alencourt has judged that trying to enlist the aid of the Convocation wouldn't 
-be wise without sufficient proof. The Dominion needs hard data on the Order's 
-weapon and intelligence points to a scientific outpost in the Tartarus zone. 
-Your mission is simple, destroy all fighters and turrets, then capture any 
-personnel attempting to flee. Some of the fighters are actually Praetorian, but 
-since they're acting on behalf of the Order and not the Convocation you don't 
-have to worry about them calling in cruisers for backup when you destroy them. 
- 
-&******************************************************************************8 
- 
-                   Dominion of Allied Planets Story Mission 8: 
-                                - Recon [DSM8] - 
- 
-&******************************************************************************8 
- 
-Unlocked with - 2100 FXP, Mission-Giver Zone - Erebus, Gameplay Zone - 
-Shadowrift, Reward - Colonel rank. 
- 
-The Dominion has finally pinpointed the location of the Order's secret weapon, 
-it's aboard a battleship in the Shadowrift Zone. If you're familiar with the 
-warzone missions you'll know what to expect here, except this time all the 
-supply/carrier spawn points have been captured (save for the forward carrier 
-spawn point) and you start off pretty close to the enemy battleship. 
-Unfortunately, the ship's weapons aren't preset so you can end up either 
-laughing in the face of beam/missile weapons or fearfully dodging a torrent of 
-torpedoes. Don't be too ashamed to boost and hide while your shields/hull 
-recover because otherwise you'll have to start over. 
- 
-&******************************************************************************8 
- 
-                   Dominion of Allied Planets Story Mission 9: 
-                           - A Nest of Vipers [DSM9] - 
- 
-&******************************************************************************8 
- 
-Unlocked with - 2400 FXP, Mission-Giver Zone - Erebus, Gameplay Zone - Erebus, 
-Reward - General rank, Presets - A badass Dark Legion ship, a Hellfire Beam, 
-Healing and Wormhole abilities. 
- 
-Before I get into the more standard description I'd like to point out that this 
-is probably the single most unique mission in the whole game as it's the only 
-time you get to pilot a Legion ship. I've tested the Undercover glitch (MSUG) 
-AKA Eugene on this ship and it does in fact work, but that means that if you 
-want to pilot the ship, you CANNOT complete this mission! Once you complete the 
-mission the game will autosave, and you will NEVER be able to fly a Dark Legion 
-ship again. To use Eugene, replace the skill mapped to the "B" button with 
-Undercover when the mission starts, activate the ability, open a SHIFT platform 
-to abort the mission, then de-activate the Undercover skill to revert to the 
-Dark Legion ship. 
- 
-Somehow, the Dominion managed to get its hands on a Legion ship, and they want 
-YOU to pilot it. Not only that, but they've outfitted it with the wormhole 
-device that was recovered in the last mission so that you can destroy Aerie 
-Shipyard AKA Vostok 2. The "X" button summons Legion ships and the "Y" button 
-heals them, though unlike the Healer sentient's ability it doesn't heal you too. 
-Since you're in a Legion ship the Order won't be your only opposition because 
-Praetorians mistaking you for a Legionnaire will attack you on sight. 
- 
-Your job is to destroy the multiple enemy cruisers, and the battleship they 
-surround. An outwardly daunting task for such a small ship, but child's-play for 
-one that can summon an army. Keep an eye on your ability cooldown, keep pumping 
-out Legion hard-hitters and cannon fodder, and let the enemy ships target the 
-summoned ships while you heal them and the Order ships will be decimated. 
- 
-At the end of the mission Commander Joran will defend the actions of Lieutenant 
-Brighton who flew in to evacuate some of the Order population before the Legion 
-overtook the base since they were civilians and not enlisted military personnel. 
-Those curious as to why she continuously calls him "lunchbox" should know that 
-it's his knick-name, but damned if I know how he got it. 
- 
- 
-                              ____ ____      ___ 
-                              `MM' `MM(      )M' 
-                               MM   `MM.     d' 
-                               MM    `MM.   d' 
-                               MM     `MM. d' 
-                               MM      `MMd 
-                               MM       dMM. 
-                               MM      d'`MM. 
-                               MM     d'  `MM. 
-                               MM    d'    `MM. 
-                              _MM_ _M(_    _)MM_ 
- 
- 
-                      - Revenant Order Story Missions - 
-                                     [IX] 
- 
- 
-&******************************************************************************8 
- 
-                          Joining the Revenant Order 
-                           - A Test of Faith [OSM1] - 
- 
-&******************************************************************************8 
- 
-Presets - Tier 2 heavy fighter, 2 Devastator ES 1's, and 2 Purifier Light Lasers 
-(yes, that's 4 weapons even though heavy fighters can only have 3. 
- 
-As soon as you approach Vostok 1's station the Order's matriarch herself herself 
-will speak to you, already aware of who you are, and your significance. She then 
-permits you to pass and provides the opportunity to join them if you pass a 
-"test of faith". A Test of Faith consists of you at the helm of weapons on a 
-heavy fighter with several other ships to back you up for an assault against a 
-Dominion carrier. It sounds like a tall order (no pun intended), but as long as 
-you keep firing you're bound to succeed. Completing this mission will grant 
-access not only to Military skills, but Warzone special missions as well. 
- 
-&******************************************************************************8 
- 
-                            Order Story Mission 2: 
-                              - Inquiry [OSM2] - 
- 
-&******************************************************************************8 
- 
-Unlocked with: 300 FXP, Mission-Giver Zone - Asteria, Gameplay Zone - Erebus, 
-Reward - Agent Order Rank, Presets - Tier 1 cargo ship and 1 tier 1 Purifier 
-Light Laser. 
- 
-You're job is to venture into Killan's Rest and find out what happened. After a 
-few scans a Dominion recon pilot will come across you assuming that you 
-single-handedly destroyed the colony with your devastatingly powerful tier 1 
-ship and weapon. -_-. With no way to reach into the cockpit and beat some sense 
-into them, you're left having to destroy them instead. There are only 4 
-interceptors so it shouldn't be anything you can't handle with the default ship 
-and weapon. Complete the mission and Aspirant Choi will already know what really 
-happened after analyzing the scan results, smart cookie that one. The Dark 
-Legion was behind the attack. 
- 
-&******************************************************************************8 
- 
-                            Order Story Mission 3: 
-                           - Divine Wrath [OSM3] - 
- 
-&******************************************************************************8 
- 
-Unlocked with - 600FXP, Mission-Giver Zone - Erebus, Gameplay Zone - The 
-Graveyard, Reward - Secret Agent Order Rank, Presets - Tier 1 cruiser, 3 
-Absolution Laser Assemblies, and a Tornado - CS3. 
- 
-The higher-ups believe the devastation of Killan's Rest was just a Syndicate 
-Raid, either they're averse to facts and science like many real-world religious 
-groups or someone laced mercury into the hairspray they need to make their funky 
-hairdos. Anyway, you're sent on a mission to give some payback for the lives 
-lost. Enemy ships are higher in tier but your weapons make up for the difference 
-somewhat, plus you've got a small squadron of fighters to back you up. Fire away 
-at the Syndicate base and be mindful of the ships that come out (Reaper cruisers 
-can be especially nasty), then head through the SHIFT platform when you're done. 
- 
-&******************************************************************************8 
- 
-                            Order Story Mission 4: 
-                             - Heathens [OSM4] - 
- 
-&******************************************************************************8 
- 
-Unlocked with - 900 FXP, Mission-Giver Zone - Asteria, Gameplay Zone - 
-Leviathan, Reward - Order rank 4. 
- 
-This is the first Order mission to not feature preset ships and weapons so 
-you'll be able to use a commandeered vessal for this mission. You've likely 
-noticed that you've been sent back to Asteria and Aspirant Coi, but in the 
-mission brief it says that you need to defend the Supercarrier Guardian One 
-which is housing... Aspirant Choi... Uh, oooookaaaayyyyy.... How can she be the 
-mission-giver if she's in the middle of organizing the defense of the ship? I 
-mean the brief seemed rather simplistic in its content, by which I mean they 
-don't mention anyone making a recorded video distress broadcast so it's not like 
-she personally requested your help. 
- 
-Sorry, got a bit distracted by the details. Anyway, the Dominion is out to get 
-the Order for that squadron you destroyed and the destruction of Killan's Rest. 
-You need to rocket your way there to offer temporary assistance until the big 
-guns show up. The Dominion will attack from 2 directions but only one side of 
-the ship, and their forces will consist of interceptors and the occasional cargo 
-vessal. Since you are no longer restricted to a specific ship and weapon 
-loadout, you should have no problem mowing down until the matriarch arrives and 
-lends assistance. After mopping up the rest of the ships you'll get a mission 
-complete and be free to turn in the mission. 
- 
-&******************************************************************************8 
- 
-                            Order Story Mission 5: 
-                      - A Plague of Unbelievers [OSM5] - 
- 
-&******************************************************************************8 
- 
-Unlocked with - 1200 FXP, Mission-Giver Zone - Asteria, Gameplay Zone - The 
-Tempest, Reward - Order rank 5. 
- 
-An Order patrol has been silent for 3 cycles (days) and Aspirant Choi is 
-understandably concerned. You need to head to their last known location and 
-either offer assistance or find out what led to their untimely demise. As you 
-arrive you find Syndicate and Consortium ships are scavenging the wreckage of 
-the patrol and fighting over the salvage. You're task is to drive them off 
-before they can make off with something that could lead to an understanding of 
-what happened there. There are several scouts and heavy fighters in the area, 
-but fortunately for you they don't gang up on you all at once, and as soon as 
-you deplete enough numbers from a particular group they'll leave the conflict 
-outright. Once you've driven off the vultures from the scene it'll be time to 
-figure out what happened to the patrol (aside from dying of course). 
- 
-Scan the wreckage and you'll come across an anomalous radiation signature 
-similar to the one at Killan's Rest. Aspirant Choi contacts you and tells you 
-that the matriarch has just stated that the patrol was wiped out by the 
-Dominion, something is definitely wrong here... Head though the SHIFT platform 
-and return to base. When you hand in your mission report Choi will tell you that 
-she wants to trust you with a secret. Oh please let it be that she's got a crush 
-on me, because women who are not only pretty but think for themselves and 
-question authority when presented contrary evidence (especially in a religion), 
-is a major turn-on for me. 
- 
-&******************************************************************************8 
- 
-                            Order Story Mission 6: 
-                      - A Question of Blasphemy [OSM6] - 
- 
-&******************************************************************************8 
- 
-Unlocked with - 1500 FXP, Mission-Giver Zone - Asteria, Gameplay Zone - 
-Tartarus, Reward - Order Rank 6. 
- 
-Aspirant Choi is going against the matriarch's orders. Whoo! Power to the 
-people! Viva la revolucion! Freeeeeeeeeeedoooommmmmmm! ...By sending a science 
-team to collect more data... (sigh), okay so maybe taking on a zealous religious 
-military organization with only two people yelling "CHAERDGE!" isn't the best 
-idea but it would've felt good for the 1.2 seconds before getting vaporized by 
-the Evangelist Fleet. Besides, I thought we were made aware that the Dark Legion 
-was behind all this like 5 missions ago. 
- 
-Anyway, you need to get to the science team and make sure that they perform 
-their task without outside interfe- aw crap, the Legion's already here! You 
-arrive just in time to see the last research vessal pulverized and the Legion 
-carrier disappear. You'll be asked to investigate with caution, but it's not 
-easy to do so when you're next to a wormhole and, sure enough, you get sucked in 
-while scanning. You'll reach an uncharted section of space and be near an 
-ancient Progenitor sentient on the other side. But no matter what you might 
-think regarding the gravity of such an encounter you'll have to get out ASAP 
-because Legion ships are closing in on your position. The sentient offers to 
-open a SHIFT platform for you but it's not as young as it used to be so it's 
-going to take awhile. Your options are cloaking/going undercover and waiting 
-until the platform opens or flying and blasting at anything that moves. If your 
-weapons/ship tiers are too low I'd advise the former option. 
- 
-&******************************************************************************8 
- 
-                            Order Story Mission 7: 
-                              - Apostate [OSM7] - 
- 
-&******************************************************************************8 
- 
-Unlocked with - 1800 FXP, Mission-Giver Zone - Asteria, Gameplay Zone - Erebus, 
-Reward - Order Rank 7, Presets - Tier 3 cruiser, 3 Devastator ES III's and a 
-Mongoose Proto Trap 2 (a mine deployed with the right bumper/shoulder button). 
- 
-Aspirant Choi has discovered that the Order has secretly been constructing a 
-wormhole device that can bypass the mines in the DMZ, bringing Dark Legion ships 
-in from the other side. No matter what the reasons might be one thing is clear, 
-it's far too dangerous to exist any longer. Your mission is to protect Choi's 
-ship long enough that she can break into the secret facility, steal the device, 
-and make a SHIFT jump to safety. While it's not necessary to use the mines, they 
-will help a little though you don't want to rely on them exclusively either. 
- 
-Having said that this mission is a good opportunity to test the function of this 
-particular mine if you're thinking about purchasing it with PVP points, or to 
-boost your mine damage/kill challenge completion. Also keep in mind that after 
-fending off the enemies as part of the mission, said mission will NOT end at 
-that point or even after going through the SHIFT platform. This means that you 
-can complete the mission, then combat Syndicate/Dominion ships to boost 
-challenge completion or further test the mine's applications before actually 
-turning the mission in. Aside from the above information, the fact that you/Choi 
-will be hindered by the occasional tractor beam, and that you fight Praetorian 
-ships (presumably on the matriarch's payroll) along with the Order ships there 
-really isn't anything left you need to know. 
- 
-&******************************************************************************8 
- 
-                            Order Story Mission 8: 
-                              - Heratic [OSM8] - 
- 
-&******************************************************************************8 
- 
-Unlocked with - 2100 FXP, Mission-Giver Zone - Erebus (personally also had it 
-available in the Shadowrift zone too), Gameplay Zone - Solaria, Reward - Order 
-Rank 8. 
- 
-Alright, Choi's turned traitor and now it's time for you to hunt down that dirty 
-two-timing bi-whoa whoa WHOA! Back that cargo ship of confusion up! Why am I 
-helping the Revenant Order track down Aspirant Choi when I was the one helping 
-her in the first place?!? I mean, I understand that you'd have to keep up 
-appearances to avoid suspicion but come on! 
- 
-Anyway, she was last seen in the Solaria zone and you're tasked with accessing 
-data from satellites to find out where she went. you can use cloak/undercover to 
-bypass the hazards altogether or just fight your way through. The first 
-satellite has nothing, the next two have Dominion fighters guarding them, and 
-the one closest to the Dominion base has a cruiser and various random forces 
-patrolling to deal with. You've been warned. 
- 
-&******************************************************************************8 
- 
-                            Order Story Mission 9: 
-                               - Shug [OSM9] - 
- 
-&******************************************************************************8 
- 
-Unlocked with - 2400 FXP, Mission-Giver Zone - Erebus (again in Shadowrift too), 
-Gameplay Zone - The Crucible, Reward - Order Rank 9. 
- 
-Looks like I underestimated Aspirant Choi. Not only did she keep the Order from 
-finding her via the satellite data, they're now so certain that they won't find 
-her or the wormhole device that they're cutting ties with the Syndicate which 
-supplied them with the element 213 needed to make the device work. Gotta love a 
-resourceful woman... 
- 
-Seneschal Brighton tells you to meet with the Syndicate warlord known as Shug so 
-that the Order can politely ask if the Syndicate wouldn't mind terminating the 
-production contract, not be paid for the last shipment, and quietly slink off 
-into the darkest corners of the galaxy amicably. Either she's profoundly stupid 
-or she's leading you to slaughter because she secretly found out about you 
-aiding Choi's efforts. Whatever the case, we need to head to the 
-Syndicate-controlled region of The Crucible. 
- 
-Before you go you should have at least 1 weapon equipped instead of nothing but 
-sentients, you'll find out why soon enough. The meeting goes downhill faster 
-than you can say "told ya so", Shug's cruiser erects a supershield, and a small 
-squadron of cloaked fighters start gunning for you. Cloaked enemies CANNOT be 
-targeted by sentients, even if you target them manually for them, so you'll have 
-to take them out with your own weapons. 
- 
-Once the pups have been dealt with it's time to take down the nigh illiterate 
-big dog and his cruiser. After it's destroyed Brighton will further test your 
-patience and make you want to reach through the TV screen to slap some sense 
-into her because she not only offers to rescue Shug, not turn him in to the 
-Praetorians, and even take him anywhere he wants to go. Despite being given the 
-chance to gather his strength, exact revenge against Brighton and the Order, and 
-most importantly not die, Shug is either too stupid or too prideful to accept 
-the offer and goes down in flames instead. Hopefully if she tries pulling that 
-crap again it will be her own aft on the line and not the poor shuttle pilot she 
-would've dispatched. 
- 
- 
-                                 ____      ___ 
-                                 `MM(      )M' 
-                                  `MM.     d' 
-                                   `MM.   d' 
-                                    `MM. d' 
-                                     `MMd 
-                                      dMM. 
-                                     d'`MM. 
-                                    d'  `MM. 
-                                   d'    `MM. 
-                                 _M(_    _)MM_ 
- 
- 
-                               - Side Missions - 
-                                      [X] 
- 
- 
-Side missions come in three different types: Standard, preset, and military. 
-Each has their own unique individuals that dispense the missions and 
-characteristics that differentiate themselves from others. I'll give the 
-important details in each section but they'll be the first thing I mention about 
-them so you won't have to scroll through a ton of text just to know what you're 
-looking at. Also, since the preset side missions require more information than 
-the other two types, I've segregated them into their own sections, so this 
-section is going to focus on the standard and military side missions. 
- 
-&******************************************************************************8 
- 
-                         - Standard Side Missions [SM] - 
- 
-&******************************************************************************8 
- 
-Standard side missions are limitless but randomized and have disproportionate 
-ratios for certain mission types. Therefore I'm going to list the mission types 
-from least common to most common. Spy missions require more information if you 
-want to complete them successfully so you'll want to see the (SPY) section below 
-for vital data. The difficulty of standard side missions can be adjusted while 
-viewing them by pulling the left/right triggers to decrease/increase the 
-difficulty, respectively. Pulling the triggers will also change what missions 
-are displayed so you don't have to exit the screen to get a particular mission 
-to appear, just flip back and fourth between difficulty settings. Increasing the 
-difficulty and/or participating in standard side missions in later zones grants 
-access to more credits and better quality upgrades upon completion. (Note that 
-there are only three levels of difficulty). You can also increase the amount of 
-credits yielded from standard side missions from a faction the more times you 
-complete side missions of any kind for said faction. 
- 
-Following the spy mission walkthrough will be the Upgrades Title Listing (UTL), 
-which lists the names of the upgrades and what they do so that if you're trying 
-to get a particular kind of upgrade you'll know what you're getting. Gameplay 
-hot tip - All side missions contain enemies, so use cloak/undercover during 
-missions that don't require combat, i.e. the Seeker, Explorer, and Collector 
-missions. 
- 
-Mission types: Spy, Courier/Escort, Object/NPC Defense, Object/NPC 
-Locator/Seeker, Scout/Exploration, Use/Acquisition(/Collector), and 
-Kill/Destroy. 
- 
-        Faction: Consortium, Mission Supplier: Preacher. 
- 
-Moonlighting = Spy 
-Convoy Escort = Courrier 
-Mayday = Defender 
-Sabatoge = Defender 
-Scouting = Explorer 
-Mapmaker = Explorer 
-Locate Object = Seeker 
-Identify Escape Pods = Seeker 
-The Lost Pilot = Seeker 
-Rogue Drones = Killer 
-Syndicate Plunder = Killr 
-Syndicate Purge = Killer 
-Lost Cargo = Collector 
-Lost Cargo (turrets) = Collector 
-Lost Cargo (friend) = Collector 
-Maintenance Man = Collector 
-Scan Reports = Collector 
- 
-        Faction: Syndicate, Mission Supplier: Sketch 
- 
-Tracking Device = Spy 
-Inside Information = Courier 
-Information Overload = Explorer 
-Escaping the Net = Defender 
-Hotwire Help = Defender 
-Salvage = Collector 
-Viral Infection = Collector 
-Syndicate in Need = Collector 
-Jammed Coms = Seeker 
-Missing Ships = Seeker 
-Eyes and Ears = Seeker 
-Consortium Strike = Killer 
-Easy Pickings = Killer 
-Praetorian Strike = Killer 
-Law Deforcing = Killer 
-Dominion Trouble = Killer 
-Dominion Strike = Killr 
-Order Trouble = Killer 
-Revenant Order Strike = Killer 
-Loose Ends = Killer 
-Mousetrap = Killer 
- 
-        Faction: Praetorian, Mission Supplier: Praefectus Juventis 
- 
-Parole Breaker = Spy 
-Protect the VIP = Courier 
-Hit = Defender 
-Evidence Protection = Defender 
-Stakeout = Explorer 
-Watch Duty = Explorer 
-Joyride = Seeker 
-Distress Signal = Seeker 
-Law Enforcing = Killer 
-Pirate Hunt = Killer 
-Disinfection = Collector 
-Station Security = Collector 
-Security Test = Collector 
-Suspect Debris = Collector 
-Stolen Goods = Collector 
- 
-        Faction: Dominion, Mission Supplier: Lieutenant Brighton 
- 
-The Traitor's Message = Spy 
-Defection = Courier 
-The Ambush = Defender 
-Defend the Transports = Defender 
-Missing Spysats = Seeker 
-Brokern Communications = Seeker 
-Patrolling = Explorer 
-Exploration = Explorer 
-Sentry Shutdown = Collector 
-Turret Defendse = Collector 
-Lost Convoys = Collector 
-Ambushed Supplies = Collector 
-Antipiracy = Killer 
-Syndiacte Hunt = Killer 
-Demolition = Killer 
-Revenant Oder Hunt = Killer 
- 
-        Fation: Order, Mission Supplier: Brother Bookman 
- 
-Traitorous Deeds = Spy 
-Save the Defector = Courier 
-Surprise Attack = Defender 
-Transport Defender = Defender 
-Lost Contact = Seeker 
-Lost Satelites = Seeker 
-Exploration = Explorer 
-Renenant Patrol = Explorer 
-Turret Defender = Collector 
-Sentry Reactivation = Collector 
-Lost Convoys = Collector 
-Psi Repair = Collector 
-Syndicate Eradication = Killer 
-Dominion Storm = Killer 
-Dominion Hunt = Killer 
-Dominion Probe-lems = Killer 
- 
-&******************************************************************************8 
- 
-                        - Spy Mission Walkthrough [SPY] - 
- 
-&******************************************************************************8 
- 
-Spy missions deserve their own guided explanation as they can be infuriating if 
-you aren't aware of the following information. The first rule of spy missions 
-is to ALWAYS pick the easiest version of these missions, for reasons that will 
-become clear later in this section. Also, regardless of what the mission 
-description says, it will always involves finding a targeted fighter and keeping 
-it in range long enough for the mission to be completed. Even if you're 
-cloaked/undercover before entering the mission, some enemies can still find you, 
-and you don't need to be hidden to trail targets anyway. 
- 
-Right from the start there are complications you need to be made aware of to 
-avoid frustration. Such as the percentage number in the objectives box on the 
-HUD which will not only climb when at the appropriate distance, but also descend 
-into negative percentages, failing the mission when -100% is reached. The goal 
-is to get to +100%, but unless you pay attention to both your distance from the 
-target AND the percentage indicator you won't know how close is too close. You 
-typically need to keep the target ship at the bottom/top edges of the screen and 
-where the edges WOULD be on an equal-sided square for the left/right sides. But 
-do the complications stop there? Hardly, we've only just started. 
- 
-You see, the ships vary in speed and behavior. It can be as easy as a 
-slow-cruising heavy fighter with a barely curved vector, or as frustrating as a 
-speedy Syndicate scout fighter conducting more U-turns than water in an 
-infinitely looping S-bend. But what makes this guide so important to have is the 
-last, and possibly most crucial complication of all, the one that made me stress 
-the importance of selecting the easiest difficulty setting: Weapons Fire. 
- 
-You see, every spy mission has enemies in the area near the target. You're 
-probably thinking that setting the difficulty lower is needed so that destroying 
-the enemy ships is easier, thus making your attacks less likely to hit the 
-target ship right? WRONG! While it's true that firing on your target is a no-no 
-and you'll want to dispose of enemies ASAP, it's really because if ANY ship hits 
-your target the mission will fail as though it had been you that did it. Why 
-would enemy fire hit the target you're tailing? Because Starfire programmed them 
-as neutral targets rather than hostiles, so hostile weapons fire can still hit 
-your target even though they're supposed to be allies. As if all that weren't 
-enough, the spy target can actively engage in fire-fights, and while the Dark 
-Legion are an obvious concern when taking part in spy missions in Shadowrift, 
-the ever-present Vanid will end the mission as soon as one of their beams locks 
-on to the target. The easiest missions take place in pocket areas outside of all 
-zones and feature no Vanid or Dark Legion ships, it's not perfect but it's the 
-best possible way to complete the missions if you're trying to complete the 
-analogous challenge. 
- 
-&******************************************************************************8 
- 
-                        - Upgrades Title Listing [UTL] - 
- 
-&******************************************************************************8 
- 
-Upgrades have titles that are meaningless once you have them but are easy to 
-forget when you need to know them. Therefore, I've compiled a list of all the 
-upgrade titles and what their effects are so that you'll have the information 
-needed to find what you're looking for. However, I won't be listing the 
-adjectives that describe the upgrade's percentage yield since that's not as 
-important. 
- 
-Ship Upgrades: 
- 
-Injector = Increases the maximum speed 
-Coil = Increases maximum warp speed 
-Energizer = Increases maximum shield capacity 
-Lining = Increases maximum hull strength 
-Pod = Increases maximum cargo size 
- 
-Weapon Upgrades: 
- 
-Power Gem = Increases damage of all weapons 
-Recharger = Increases the refire rate of all weapons 
-_____ Boost = Increases the damage and refire rate of _____ weapons (i.e. mine 
-boost boosts mine weapons, auto boost boosts autogun weapons, etc.) 
- 
-Ability Upgrades: 
- 
-Harvester = Harvest 
-Deceiver = Feign Death 
-Escaper = Roll 
-Hider = Cloaking 
-Teleporter = Teleport 
-Stealer = Hijack 
-Scanner = Scan 
-Shielder = Supershield 
-Misdirector = Undercover 
-Flaregun = Flares 
-Controller = Clone 
-Ram = Ram 
- 
-&******************************************************************************8 
- 
-                    - Military Warzone Side Missions [WSM] - 
- 
-&******************************************************************************8 
- 
-Military Warzone side missions are the most simplistic since there are only two 
-factions that have them, there are only three missions, and they're the same in 
-both factions with zones only changing the rewards. The people who supply the 
-missions are Sergeant Torsky (Dominion), and Sister Octavia (Order). When taking 
-part in these missions keep in mind that you cannot go to a different zone 
-after accepting them to fight in a different zone. You also cannot collect your 
-reward for completing the side mission while taking part in a warzone battle, 
-you have to wait until you win or lose before turning in the mission. That is 
-unless you take part in a warzone battle in a different zone by selecting 
-"Random Zone" rather than the one you're in, in which case a SHIFT platform will 
-appear automatically upon completing the objective. 
- 
-Warlord - The objective is simple, destroy 20 enemy ships. This includes all 
-pilotable ships as well as carriers and the battleship, though turrets do not 
-count. 
- 
-Supply Chain - Although Supply Chain missions state that you need to capture 
-supply points specifically, carrier spawn points count towards credit. You need 
-to capture at least 5 points to to complete the mission. 
- 
-War! - About as straightforward as it gets, you just have to win. You do not 
-have to fire the final shot on a battleship to get credit for destroying it for 
-"War!" side missions or even damage it. It is assumed however that you need to 
-at least damage it to get credit for the analogous challenge. 
- 
- 
-                              ____      ___ ____ 
-                              `MM(      )M' `MM' 
-                               `MM.     d'   MM 
-                                `MM.   d'    MM 
-                                 `MM. d'     MM 
-                                  `MMd       MM 
-                                   dMM.      MM 
-                                  d'`MM.     MM 
-                                 d'  `MM.    MM 
-                                d'    `MM.   MM 
-                              _M(_    _)MM_ _MM_ 
- 
- 
-                            - Preset Side Missions - 
-                                     [XI] 
- 
- 
-Preset side missions almost always provide you with ships, weapons, and skills, 
-making perfect for those just starting the game and want to sample different 
-weapons and abilities. Preset missions are access by speaking to a certain 
-faction representative in each zone (which will be listed at the beginning as 
-"Mission Provider") and choosing from one of 3 different missions. Said missions 
-provide the same amount of XP and FXP in each zone set so I'll list them at the 
-beginning rather than 3 times apiece. Completing all 3 missions unlocks a 4th 
-"mission" that has you traveling to the next zone that contains the next set. 
-It's laughable to label it as a "mission" because all you do is leave the 
-station and go through the designated SHIFT platform. No that's really all there 
-is to it, you don't even have to dock at the station on the other side, you just 
-appear in the menu, turn in the mission, and get 500 XP and 50 FXP (this value 
-is consistent between zones and factions alike) for practically no effort. (Note 
-that you do not need to perform this super easy task to unlock the set of preset 
-missions that are in other zones.) 
- 
-However, there are some exceptions to the first statement that you need to be 
-made aware of before you jump straight to them, with the first being the 
-difficulty level of missions. While most of the missions are a breeze, a scant 
-few can be incredibly difficult, so keep the difficulty rating in mind. The more 
-*'s out of 4, the more difficult a mission is, so be mindful of the rating, as 
-even early missions and/or shared missions can have high ratings. 
- 
-Speaking of which, since there are 3 missions for 9 zones, and 5 different 
-factions, it's rather cruel to chastise Starfire for not coming up with 135 
-unique missions on top of all the other missions in the game. And while they 
-aren't ALL the same, 2 thirds of the missions ARE shared between factions. Said 
-shared missions include two that defy the preset missions label by not providing 
-you with a ship, weapons, or abilities. They're the "Equipment Check" and 
-"Catastrophe in the Catacombs" missions, so either skip them if you're not up 
-for the challenge, or come prepared because they take place in later zones. 
- 
-Another important aspect you need to be made aware of is that one of the three 
-presets has many caveats, with the biggest being that it's not even really a 
-preset strictly speaking. While there are in fact abilities assigned to the 
-player for use regardless of whether they have them or not, the abilities are 
-capable of being customized, unlike the ships or weapons. You do not need to 
-have the same skill(s) in order to replace them with something else in the pilot 
-submenu of Quickview, but if you DO swap out an ability you don't have with 
-something else you won't be able to swap it back IN unless you start the mission 
-over. 
- 
-Abilities are also modified by the number of faction points a player has put 
-into them, minus a couple of exceptions. While most abilities with 0 points put 
-into the skill will still function as though you had put at least 1 point in 
-the skill, Ram is one of the exceptions, functioning (if you can call it that), 
-for a flicking second before disengaging. Teleport on the other hand is the 
-opposite of Ram, not only functioning when you have no points assigned to it, 
-but actually being BETTER for it by surpassing the cooldown time of the skill 
-even when the maximum number of points are assigned. The other abilities 
-function normally, and work better the more points you have in a given skill. 
-Passive skills are also active without penalty regardless of what the preset 
-abilities are. 
- 
-Lastly there's the gameplay types, which there are 5 I've designated: Escort, 
-(Standard) Survival, On-Rails Survival, Mixed Survival, and Stationary Survival. 
-Escort, as it should be obvious, means you're going to be protecting a ship(s), 
-warhead, etc. from enemy damage. (There's one recurring mission I labeled as 
-"Stationary Escort" because you can't move during the mission, but it's only 
-one mission with the same objectives repeating so I felt no need to list it as 
-an independent category). (Standard) Survival involves avoiding damage, although 
-sometimes it can feel more like an assault depending on the circumstances. 
-Sometimes the missions are timed and it's not always clear so I again didn't 
-create an individual category for Timed Survival. On-Rails Survival means that 
-your ship is piloted for you throughout the entirety of the mission. Mixed 
-Survival meanwhile means that you start off on-rails, but eventually have 
-control returned to you. Finally, Stationary Survival, as its name implies, has 
-you incapable of moving at all throughout. 
- 
-Gameplay Hot Tips: 
- 
-- Although they aren't visibly equipped, sentient passive abilities will still 
-be active when taking part in the mission, and since the more there are the 
-better off you'll be, it's a good idea to dock with a cruiser that has all 4 
-weapon slots occupied by sentients. 
- 
-- Use the left analog stick during missions that take place while 
-stationary/on-rails to look around the ship and get the jump on enemies by 
-extending your lock-on range. 
- 
-- Although boring, timed survival missions can be completed by loading up your 
-ship with DPS sentients that have high Energy Regeneration passive abilities, 
-and using the supershield to absorb all damage from enemies until the time runs 
-out. 
- 
-- If you manage to break through the huge number of fighters that are at the 
-Northern entrance of the area you fight in during the "Fallen on Hard Times" 
-mission, you can leave the immediate combat area and give your shields the 
-chance to recharge. 
- 
-- Similar to the above tip, although you're expected to fight within a 
-particular area, there are no physical barriers preventing you from accessing 
-other parts of the map. Though escort and defense mission paths/areas aren't 
-ones you'll want to move away from, survival/timed survival missions can be made 
-easier by putting distance between yourself and the area where the enemies 
-spawn. 
- 
- 
-                            ____      ___ ____ ____ 
-                            `MM(      )M' `MM' `MM' 
-                             `MM.     d'   MM   MM 
-                              `MM.   d'    MM   MM 
-                               `MM. d'     MM   MM 
-                                `MMd       MM   MM 
-                                 dMM.      MM   MM 
-                                d'`MM.     MM   MM 
-                               d'  `MM.    MM   MM 
-                              d'    `MM.   MM   MM 
-                            _M(_    _)MM_ _MM_ _MM_ 
- 
- 
-                       - Consortium Preset Side Missions - 
-                                     [XII] 
- 
- 
-&******************************************************************************8 
- 
-              Mission Provider - Belinda, Rewards - 500 XP and 200 FXP 
-                               - Asteria [CPA] - 
- 
-&******************************************************************************8 
- 
-Deploying the Satellite, Difficulty - 1/4 *'s, Presets - Tier 2 scout fighter, 
-2 Dirge Rail Gun Mk. II's, Roll, and Afterburner. Gameplay - Escort. 
- 
-Description - You are to escort a Consortium cargo ship to deploy a satellite. 
-Syndicate scout fighters will try to intercept but the escort target is armed 
-so it's not all on you. 
- 
-Defending the Icy Wastes, Difficulty - 1/4 *'s, Presets - Tier 1 cruiser, 3 
-Dirge Rail Gun Mk. I's and a Multi Missile. Gameplay - Stationary Survival. 
- 
-Description - This mission type is simple, shoot anything that isn't you. You 
-don't have any special abilities, but you don't need any either. The Dirge 
-Rail Guns are good enough on their own but the Multi Missile gives you a 
-significant advantage. Shoot down about 26 enemies and the mission will be over. 
- 
-Prototype Escort, Difficulty - 1/4 *'s, Presets - Tier 2 interceptor, a Spike 
-A-Beam, a C1-Hawkeye, Flares, and Afterburner. Gameplay - Escort. 
- 
-Description - You need to escort a ship out of Syndicate-occupied territory, and 
-while things start off hectic with 4 to 5 enemy heavy fighters, once they're 
-dealt with the mission might as well be done because there will be nothing but a 
-few scout fighters sent, which the ship you're escorting can dispatch with a 
-singe missile before they even de-cloak. 
- 
-&******************************************************************************8 
- 
-              Mission Provider - Belinda, Rewards - 550 XP and 220 FXP 
-                               - Erebus [CPE] - 
- 
-&******************************************************************************8 
- 
-Defending the Pit, Difficulty - 1/4 *'s, Presets - Tier 1 cruiser, 4 Spike 
-A-Beams, and Supershield. Gameplay - Stationary Survival. 
- 
-Description - It's basically the same as the Defending the Icy Wastes mission 
-except you've got beams and have to deal with interceptors instead of scouts. 
-Try focusing your fire on one fighter at a time because dividing up your attacks 
-among enemies takes too long. 
- 
-Space Mites, Difficulty - 0/4 *'s, Presets - Tier 2 Heavy Fighter, 3 Dirge 
-Rail Gun Mk. I's, Clone, and Afterburner. Gameplay - Escort. 
- 
-Description - The only enemies you encounter are Vanid, the ship will 
-automatically avoid the cluster of mines, and it's armed and competent enough 
-that you don't have to lift a finger to help it. You couldn't fail this mission 
-if you TRIED. 
- 
-Power Struggles, Difficulty - 1/4 *'s, Presets - Tier 2 interceptor, a Slasher 
-B-Beam, a C1-Hawkeye, Flares, Clone, and Afterburner. Gameplay - Mixed Survival. 
- 
-Description - This one starts off on-rails, facing a few Syndicate scouts along 
-the way, but you'll be free to move once you reach your destination. Your task 
-is to destroy the turrets, which happen to fire missiles so make use of the 
-Flares skill. 
- 
-&******************************************************************************8 
- 
-              Mission Provider - Belinda, Rewards - 600 XP and 240 FXP 
-                                - Leviathan [CPL] - 
- 
-&******************************************************************************8 
- 
-Mining Near the Edge, Difficulty - 3/4 *'s, Presets - Tier 3 scout fighter, 2 
-Slasher B-Beams, Clone, and Afterburner. Gameplay - Escort 
- 
-Description - Depending on how fast the enemies are you can fail this mission in 
-seconds, but that's not the case most of the time. In my experience, you get the 
-chance to follow your target long enough for you to get your bearrings more 
-often than not. This mission is difficult because of how incredibly vulnerable 
-the ship you need to protect is. The most effective tactic is to intercept 
-enemies before the target ship even gets their, be it by memorizing when and 
-where they appear or keeping a sharp eye on the mini-map. 
- 
-Fire Down the Aisle, Difficulty - 1/4 *'s, Presets - Tier 3 interceptor, a 
-Slasher B-Beam, a Dirge Rail Gun Mk. II, Flares, and Afterburner. Gameplay - 
-Survival. 
- 
-Description - Your job is to thin the herd of drones, a straightforward task 
-that can be as easy as it sounds. Even though some of your enemies are armed 
-with torpedoes, your ship is pretty hardy so it's far from a death sentence if 
-you're hit by them. Just focus your attacks on the top/bottom because the laser 
-can target the defense towers on the other side of the walls even though it 
-won't actually hit them. Speaking of the defense towers, they fire missiles that 
-the Flares skill are meant to counter, but just like your beam attacks they 
-can't hit you anyway, so don't bother using it unless you're trying to increase 
-the Dazzler challenge or something. 
- 
-Core Control, Difficulty - 2/4 *'s, Presets - Tier 2 cruiser, a Dirge Rail Gun 
-Mk. I and II, a Spike A-Beam, a C1-Hawkeye, Flares, and Supershield. Gameplay - 
-On-Rails Survival. 
- 
-Description - This is on-rails through and through, and you need to shoot 
-everything in sight to survive. Make sure that you make use of the Flares skill 
-to counter missiles, and take advantage of the Roll glitch to stop beams if you 
-can. You're bound to take a significant amount of damage and lose your escorts 
-with base skill levels; you might even lose outright, but it's not impossible by 
-any means. 
- 
-&******************************************************************************8 
- 
-              Mission Provider - Belinda, Rewards - 650 XP and 260 FXP 
-                              - The Graveyard [CPG] - 
- 
-&******************************************************************************8 
- 
-Ship of Fools, Difficulty - 1/4 *'s, Presets - Tier 3 scout fighter, a Crusher 
-C-Beam, a C2-Hawkeye, Supershield, Teleport, and Afterburner. Gameplay - Escort. 
- 
-Description - You'll face every kind of fighter during this mission, and while 
-the cruiser you're escorting is armed and uses the Supershield skill from time 
-to time you can't rely on it to all the work for you. The scouts are the most 
-annoying because they use the Roll skill every time you first fire a beam attack 
-at them, so fire a barely locked on shot first, then charge up a fully powered 
-beam while the enemy rolls to evade the last attack. 
- 
-Fallen on Hard Times, Difficulty - 2/4 *'s, Presets - Tier 3 interceptor, a 
-Lightning Beam Mk. II, a C3-Hawkeye, Flares, and Teleport. Gameplay - Survival. 
- 
-Description - One of the more difficult repeating preset missions, though less 
-so in this version because of the Lighting beam you're supplied with. As 
-mentioned in the Gameplay Hot Tips portion of the guide, a massive amount of 
-fighters will appear when you go to the upper portion of this area. The 
-Lightning beam can parse through enemies so it's easier to destroy many of them 
-as soon as they appear because they're clustered pretty close together. If you 
-DO plan on staying, make sure that you fire the beam in short bursts because it 
-does a lot of damage anyway, and if it's fired at a cruiser using supershield 
-or a scout using roll, not much energy will be wasted. Speaking of the cruisers, 
-they're by far the biggest threat in this mission. They use Corona pulse weapons 
-and have supershields but their Lightning beams are the worst, though they won't 
-do damage when you're on the other side of a solid structure, it will continue 
-to fire until it gets a proper angle that you won't be able to see as well 
-because the beam visually parses through obstructions. Take down cruisers as 
-soon as possible because you won't last long if you don't. 
- 
-Mind the Minefield, Difficulty - 1/4 *'s, Presets - Tier 3 Heavy Fighter, a 
-Dirge Rail Gun Mk. III, a Crusher C-Beam, a C3-Hawkeye, Flares, Teleport, and 
-Supershield. Gameplay - Mixed Survival. 
- 
-Description - You're going after a pair of cruisers, and you have to get through 
-a minefield, but this is easier done than said. Yeah you read that right, in 
-spite of mines and enemies, I wasn't destroyed while writing down the presets 
-until control was given back upon reaching the cruisers. The cruisers themselves 
-are armed with tier 2 pulse weapons and supershields so don't sweat it. 
- 
-&******************************************************************************8 
- 
-              Mission Provider - Belinda, Rewards - 700 XP and 280 FXP 
-                              - The Tempest [CPTT] - 
- 
-&******************************************************************************8 
- 
-Fog of War, Difficulty - 2/4 *'s, Presets - Tier 3 Heavy Fighter, 2 Crusher 
-C-Beams, a C3-Hawkeye, Clone, Supershield, and Afterburner. Gameplay - Mixed 
-Survival. 
- 
-Description - You'll start off with the ship being flown for you so 
-unfortunately you'll be vulnerable, but after a certain point you'll regain 
-control. When you do, clone your ship there, stick close to it, and let your 
-enemies come to you. 
- 
-Double Envelopment, Difficulty - 0/4 *'s, Presets - Tier 4 cruiser, 2 Crusher 
-C-Beams, a C3-Hawkeye, a Dirge Rail Gun Mk. III, Flares, and Afterburner. 
-Gameplay - On-Rails Survival 
- 
-Description - In spite of being able to accumulate a legion of enemy fighters, 
-the high tier level of the cruiser makes its defensive properties too strong for 
-them to effectively penetrate before being obliterated by you. 
- 
-Close to the Edge, Difficulty - 0/4 *'s, Presets - Tier 3 scout fighter, a 
-Rupture G-Beam, a Dirge Rail Gun Mk. III, Flares, and Afterburner. Gameplay - 
-Escort. 
- 
-Description - While there are too many enemies to let your escort target do all 
-the work, its weapon is just as potent as yours, which incidentally is a level 
-higher than your ship's tier is supposed to be capable of supporting yet 
-functions anyway. 
- 
-&******************************************************************************8 
- 
-              Mission Provider - Belinda, Rewards - 750 XP and 300 FXP 
-                                - Solaria [CPS] - 
- 
-&******************************************************************************8 
- 
-Hot Time in the Hotzone, Difficulty - 2/4 *'s, Presets - Tier 4 scout fighter, a 
-Dirge Rail Gun Mk. IV, a Rupture G-Beam, Supershield, Clone, and Afterburner. 
-Gameplay - Survival. 
- 
-Description - Sadly no, this mission does not involve steamy action with Belinda 
-that results in handprints on the inside of the ship's windows. Instead, you'll 
-be taking down 55 Syndicate fighters (not all at once of course). There isn't 
-much to be worried about, the difficulty level comes more from attrition than 
-enemies that are challenging to defeat. 
- 
-Quickbuck Crossing, Difficulty - 1/4 *'s, Presets - Tier 4 Heavy Fighter, a 
-Dirge Rail Gun Mk. IV, a Rupture G-Beam, a C2-Hawkeye, Supershield, Flares, and 
-Clone. Gameplay - Stationary Escort. 
- 
-Description - Just lay on the trigger (or analog stick as it were), and you'll 
-be fine. You can use flares and clones but they're hardly necessary. 
- 
-Space Madness, Difficulty - 2/4 *'s, Presets - Tier 4 interceptor, 2 Rupture 
-G-Beams, Clone, Teleport, and Flares. Gameplay - Survival. 
- 
-Description - This. Is. SPACE SPARTA!!! Sorry, I just had to. Use clone as soon 
-as the mission starts and target the cargo ship that's right in front of you (I 
-know it's a ship from your faction, just bare with me). There's going to be a 
-lot of enemy fighters up your aft so use sub-light/teleport jump your way up 
-and around the dividing wall to give your shields the chance to recharge if 
-things get crazy. 
- 
-&******************************************************************************8 
- 
-              Mission Provider - Belinda, Rewards - 800 XP and 300 FXP 
-                               - Tartarus [CPT] - 
- 
-&******************************************************************************8 
- 
-Patrol at the Edge, Difficulty - 2/4 *'s, Presets - Tier 3 cruiser, 2 Power 
-Pulses, a Lightning Beam Mk. IV, a Rupture G-Beam, Flares, and Supershield. 
-Gameplay - On-Rails Survival. 
- 
-Description - Another on-rails tour of destruction in a cruiser. The weapons are 
-quite capable, but not being a tier 4 ship means you're not quite at the top 
-when it comes to defense so you'd best make quick work of your enemies just in 
-case. 
- 
-Information Shredder, Difficulty - 1/4 *'s, Presets - Tier 4 scout fighter, a 
-Power Beam, a Power Pulse, Flares, Undercover, and Afterburner. Gameplay - 
-Survival. 
- 
-Description - If you let the enemy fighters grow too large in number they can 
-start to overwhelm you, so focus on the highlighted debris, but make sure to 
-blast the ship every so often to keep their numbers under control. 
- 
-Waste Management, Difficulty - 1/4 *'s, Presets - Tier 3 cruiser, a Dirge Rail 
-Gun Mk. IV, a Rupture G-Beam, a C4-Hawkeye, a Thumper Autogun Mk. III, Ram, and 
-Supershield. Gameplay - On-Rails Survival. 
- 
-Description - (Press the right bumper/shoulder button to deploy the Autogun). 
-You can deploy the autogun twice if you first deploy it before reaching around 
-25 kills, but it's not necessary to succeed. It's another on-rails tour of 
-destruction in a cruiser that's lower in tier than the weapons it inexplicably 
-supports. 
- 
-&******************************************************************************8 
- 
-              Mission Provider - Belinda, Rewards - 850 XP and 300 FXP 
-                              - The Crucible [CPC] - 
- 
-&******************************************************************************8 
- 
-M-Machine, Difficulty - 2/4 *'s, Presets - Tier 4 scout fighter, a Power Pulse, 
-a Power Beam, Supershield, Flares, and Afterburner. Gameplay - Escort. 
- 
-Description - The warhead you're escorting is pretty flimsy, so position 
-yourself between it and the enemy whenever possible to soak up incoming fire. 
-Also, try not to stray far from it, as some of the enemies are cloaked and will 
-sneak up on it if you try to fly off and intercept enemies that are farther 
-away. 
- 
-Equipment Check, Difficulty - ?/4 *'s, Presets - None, Gameplay - Escort. 
- 
-Description - This is one of the two repeating missions that does not feature 
-preset ships, weapons, and abilities so be warned. 
- 
-Eye of the Needle, Difficulty - 1/4 *'s, Presets - Tier 4 cruiser, a Rupture 
-G-Beam, a Dirge Rail Gun Mk. IV, a C4-Hawkeye, a KL-088 IV, Ram, Flares, and 
-Cloak. Gameplay - On-Rails Survival. 
- 
-Description - You don't even really need to use the missile/beam, The KL-088 is 
-good enough on its own, though the Dirge Rail Gun and Flares don't exactly hurt. 
-Once you get to the end, movement control will be relinquished back to you. At 
-this point, turn around and re-trace the ship's path back because it's highly 
-likely that there are stray ships waiting to catch up with you. 
- 
-&******************************************************************************8 
- 
-             Mission Provider - Belinda, Rewards - 1,000 XP and 300 FXP 
-                               - Shadowrift [CPR] - 
- 
-&******************************************************************************8 
- 
-Nosey Neighbors, Difficulty - 1/4 *'s, Presets - Tier 4 cruiser, a Power Pulse, 
-a Power Multi Missile, 2 Rupture G-Beams, Flares, Cloaking, and Supershield. 
-Gameplay - On-Rails Survival. 
- 
-Description - Even if your ship were a lower tier your weapons could pick up the 
-slack, and you get plenty of time between bouts to recover shields so it should 
-be no problem. 
- 
-Enemy Hands, Difficulty - 3/4 *'s, Presets - Tier 4 Heavy Fighter, a Power 
-Lightning Beam, a Power Multi Missile, a Power Beam, a Thumper Autogun V, 
-Flares, Clone, and Afterburner. Gameplay - Survival. 
- 
-Description - You're heavily armed, but so are your enemies, so I highly 
-recommend deploying the autogun (using the right bumper/shoulder button) in the 
-center of the three-way intersection, stay there to give/recieve support, and 
-book it to let your shields recharge when things get to be too much. Utilize 
-burst attacks, and don't neglect using the Flares or Clone abilities. If all 
-else fails, high-tail it to friendly territory until the mission is complete 
-because you don't need to stay in the region to complete the mission. 
- 
-Catastrophe in the Catacombs, Difficulty - ?/4 *'s, Presets - None, Gameplay - 
-Survival. 
- 
-Description - This can be difficult even with strong ships and weapons, but 
-there isn't a lot I can say that wouldn't be repeating most of what can be found 
-in my walkthrough/optimal path guide. Just know that there are lots of fighters 
-and that they're heavily armed. Though there was an odd occurrence that you'll 
-probably want to hear about. 
- 
-I was playing the mission with a tier 1 ship and common sentient so offense was 
-completely out of the question. I fled to Omega Station as soon as the mission 
-started so that the fighters attacking would be crushed by the defensive turrets 
-and friendly ships. After "turning off" my sentients I decided to go undercover 
-and lead the ships into Legion space, but before I could even make it to the 
-satellite I got a "mission complete" message for destroying the ships. The ships 
-that were right behind me. Alive. 
- 
-o_0 
- 
-I honestly have no idea what happened. My only guess is that it's a mission that 
-can be completed by either destroying all the ships or surviving for a certain 
-amount of time, whichever comes first. 
- 
-                          ____      ___ ____ ____ ____ 
-                          `MM(      )M' `MM' `MM' `MM' 
-                           `MM.     d'   MM   MM   MM 
-                            `MM.   d'    MM   MM   MM 
-                             `MM. d'     MM   MM   MM 
-                              `MMd       MM   MM   MM 
-                               dMM.      MM   MM   MM 
-                              d'`MM.     MM   MM   MM 
-                             d'  `MM.    MM   MM   MM 
-                            d'    `MM.   MM   MM   MM 
-                          _M(_    _)MM_ _MM_ _MM_ _MM_ 
- 
- 
-                       - Syindicate Preset Side Missions - 
-                                     [XIII] 
- 
- 
-&******************************************************************************8 
- 
-          Mission Provider - Warlord Cinnefa, Rewards - 500 XP and 200 FXP 
-                                 - Asteria [SPA] - 
- 
-&******************************************************************************8 
- 
-Bombing Run, Difficulty - 2/4 *'s, Presets - Tier 2 Heavy Fighter, 3 Reaver 
-Antimatter Cannon II's, Cloaking, and Flares. Gameplay - Mixed Survival. 
- 
-Description - Your ship will be on auto-pilot until you reach Nemo's Folly, 
-which means that things are slightly more difficult because there will be 
-several neutral ships in addition to the mines. Given that you can't control 
-your ship, and the mines can slow your rate of fire while trying to clear a 
-path by themselves, you'd be wise to avoid any unnecessary conflict, so fire 
-with as much precision as you can. Once you regain control however, the mission 
-might as well end right then and there because the turrets you need to destroy 
-are laughably weak both offensively and defensively. 
- 
-Defending the Icy Wastes, Difficulty - 1/4 *'s, Presets - Tier 1 cruiser, a 
-Piledriver I, 3 Reaver Antimatter Cannon I's, and Supershield. Gameplay - 
-Stationary Survival. 
- 
-Gameplay - You don't really need to use the missile but it doesn't hurt either. 
-Use the Roll glitch to make this mission a slam-dunk. 
- 
-Prototype Escort, Difficulty - 0/4 *'s, Presets - Tier 2 scout fighter, a 
-Piledriver II, a KL-088 II, Undercover, and Afterburner. Gameplay - Escort. 
- 
-Having a strong and competent ship to escort is one thing, but having strong 
-weapons to protect it on top of that is another. I didn't even have to follow 
-and protect the ship and I still won this mission. 
- 
-&******************************************************************************8 
- 
-          Mission Provider - Warlord Cinnefa, Rewards - 550 XP and 220 FXP 
-                               - Erebus [SPE] - 
- 
-&******************************************************************************8 
- 
-Attack on Precinct 357, Difficulty - 1/4 *'s, Presets - Tier 1 cruiser, 2 
-Incinerator Plasma-Throwers, a Reaver Antimatter Cannon Mk. 1, Piledriver I, 
-Cloaking, and Flares. Gameplay - On-Rails Survival. 
- 
-Description - You have a little backup on this mission but otherwise there's 
-nothing very distinct about this mission. (Note that the beam weapons are best 
-used at close range though, so they won't do as much damage to far away targets 
-as the pulse and missile weapons). 
- 
-Space Mites, Difficulty - 1/4 *'s, Presets - Tier 2 interceptor, 2 Battleguns, 
-Clone, and Afterburner. Gameplay - Escort. 
- 
-Description - The antithesis of the Consortium version of this mission, the 
-cargo ship you're supposed to escort fires missiles at the Vanid rather than 
-beams so it's one of the least capable of taking them down. Fortunately you're 
-armed with not one, but two battleguns that can take them down with the 
-slightest flicker of fire so this mission is still very easy. 
- 
-Power Struggle, Difficulty - 1/4 *'s, Presets - Tier 2 interceptor, a Piledriver 
-I, a Reaver Antimatter Cannon II, Cloak, Flares, and Afterburner. Gameplay - 
-Mixed Survival. 
- 
-Description - See the Consortium version of this mission's description, (CPE). 
- 
-&******************************************************************************8 
- 
-          Mission Provider - Warlord Cinnefa, Rewards - 600 XP and 240 FXP 
-                             - Leviathan [SPL] - 
- 
-&******************************************************************************8 
- 
-Flounder, Difficulty - 2/4 *'s, Presets - Tier 3 scout fighter, a Piledriver 
-III, an Incinerator Plasma-Thrower II, Clone, Flares, and Supershield. Gameplay 
-- Escort. 
- 
-Description - You need to defend a cruiser against an onslaught of Consortium 
-interceptors until time runs out. Supershield is useless since you're trying to 
-defend a target, and missiles are rarely used, making Flares next to pointless 
-as well. This leaves Clone as the sole ability to lean on, so if you've trained 
-that ability you'll have a bit of a leg up. But you're still not in an overly 
-powerful position so lock on and fire away. 
- 
-Fire Down the Aisle, Difficulty - 1/4 *'s, Presets - Tier 3 interceptor, a 
-Piledriver II, a Lightning Beam Mk. II, Flares, and Afterburner. Gameplay - 
-Survival. 
- 
-Description - See the Consortium version of this mission's description, (CPL). 
- 
-Core Control, Difficulty - 1/4 *'s, Presets - Tier 2 cruiser, 2 Reaver 
-Antimatter Cannon Mk. I's, a Piledriver I, an Incinerator II Plasma-Thrower, 
-Ram, and Flares. Gameplay - On-Rails Survival. 
- 
-Description - A bit easier than the Consortium version of this mission, (CPL), 
-thanks to a slightly stronger beam weapon. 
- 
-&******************************************************************************8 
- 
-          Mission Provider - Warlord Cinnefa, Rewards - 650 XP and 260 FXP 
-                           - The Graveyard [SPG] - 
- 
-&******************************************************************************8 
- 
-Cage Match, Difficulty - 0/4 *'s, Presets - Tier 3 Interceptor, a Piledriver 
-III, a KL-088 III, Undercover, Cloak, and Afterburner. Gameplay - Survival. 
- 
-Description - You're tasked with taking down 4 cruisers, and although you're in 
-a fighter, your high tier level and ridiculously strong KL-088 make the enemies 
-pushovers. Couple that with little to no other forms of resistance and this 
-mission's a piece of cake. 
- 
-Fallen on Hard Times, Difficulty - 2/4 *'s, Presets - Tier 3 interceptor, a 
-Piledriver III, a Lightning Beam Mk. III, Flares, Teleport, and Afterburner. 
-Gameplay - Survival. 
- 
-Description - See the Consortium version of this mission's description, (CPG). 
- 
-Mind The Minefield, Difficulty - 1/4 *'s, Presets - Tier 3 Heavy Fighter, 2 
-Incinerator III Plasma-Throwers, a KL-088 II, Flares, Teleport, and Supershield. 
-Gameplay - Mixed Survival. 
- 
-Description - See the Consortium version of this mission's description, (CPG). 
- 
-&******************************************************************************8 
- 
-          Mission Provider - Warlord Cinnefa, Rewards - 700 XP and 280 FXP 
-                           - The Tempest [SPTT] - 
- 
-&******************************************************************************8 
- 
-Double Trouble, Difficulty - 1/4 *'s, Presets - Tier 3 cruiser, 2 Reaver 
-Antimatter Cannon Mk. III's, an Incinerator III Plasma-Thrower, a Piledriver 
-III, Flares, and Supershield. Gameplay - Stationary Survival. 
- 
-Description - Another onslaught of enemies to put down, utilize Flares and 
-knock 'em dead. 
- 
-Double Envelopment, Difficulty - 0/4 *'s, Presets - Tier 4 cruiser, 2 Reaver 
-Antimatter Cannon Mk. III's, a Piledriver III, a Lightning Beam Mk. II, Flares, 
-and Supershield. Gameplay - On-Rails Survival. 
- 
-Description - See the Consortium version of this mission's description (CPTT). 
- 
-Close to the Edge, Difficulty - 1/4 *'s, Presets - Tier 3 scout fighter, a 
-KL-088 II, an Incinerator III Plasma-Thrower, Flares, and Afterburner. Gameplay 
-- Escort. 
- 
-Description - See the Consortium version of this mission's description (CPTT). 
- 
- 
-&******************************************************************************8 
- 
-          Mission Provider - Warlord Cinnefa, Rewards - 750 XP and 300 FXP 
-                             - Solaria [SPS] - 
- 
-&******************************************************************************8 
- 
-Diplomatic Immunity, Difficulty - 1/4 *'s, Presets - Tier 4 interceptor, an 
-Incinerator IV Plasma Cannon, a Piledriver IV, Clone, and Afterburner. Gameplay 
-- Escort. 
- 
-Description - Although the cruiser's fire can inadvertently clear some of the 
-mines from its path, it's best if you do it yourself. Dominion ships are the 
-enemies this time around rather than the Praetorians/Consortium, so gun them 
-down even though they're color-coded as being neutral. 
- 
-Quickbuck Crossing, Difficulty - 1/4 *'s, Presets - Tier 4 Heavy Fighter, a 
-Reaver Antimatter Cannon Mk. IV, an Incinerator III Plasma-Thrower, a Piledriver 
-III, Flares, Clone, and Supershield. Gameplay - Stationary Escort. 
- 
-Description - See the Consortium version of this mission's description (CPS). 
- 
-Space Madness, Difficulty - 2/4 *'s, Presets - Tier 4 scout fighter, an 
-Incinerator IV Plasma Cannon, a Piledriver IV, Teleport, Clone, and Supershield. 
-Gameplay - Survival. 
- 
-Description - See the Consortium version of this mission's description (CPS). 
- 
-&******************************************************************************8 
- 
-          Mission Provider - Warlord Cinnefa, Rewards - 800 XP and 300 FXP 
-                             - Tartarus [SPT] - 
- 
-&******************************************************************************8 
- 
-ATTACK!, Difficulty - 0/4 *'s, Presets - Tier 4 Heavy Fighter, 2 Power Beams, a 
-Power Multi Missile, Clone, Undercover, and Supershield. Gameplay - Survival 
- 
-Description - You have to shoot down a lot of enemies for this mission, about 70 
-in total. Fortunately, there are turrets helping you out whose kills add to 
-your total. Said total got about halfway with no input on my part before being 
-destroyed so anyone actually trying will succeed with ease. 
- 
-Information Shredder, Difficulty - 1/4 *'s, Presets - Tier 4 scout fighter, a 
-KL-088 III, Reaver Antimatter Cannon Mk. IV, Flares, Undercover, and 
-Afterburner. Gameplay - Survival. 
- 
-Description - See the Consortium version of this mission's description (CPT). 
- 
-Waste Management, Difficulty - 1/4 *'s, Presets - Tier 3 cruiser, a Deathbloom 
-Autogun 3, a KL-088 IV, a Reaver Antimatter Cannon Mk. IV, an Incinerator IV 
-Plasma Cannon, Ram, and Flares. Gameplay - On-Rails Survival. 
- 
-Description - See the Consortium version of this mission's description (CPT). 
- 
-&******************************************************************************8 
- 
-          Mission Provider - Warlord Cinnefa, Rewards - 850 XP and 300 FXP 
-                           - The Crucible [SPC] - 
- 
-&******************************************************************************8 
- 
-Cold Cuts, Difficulty - 3/4 *'s, Presets - Tier 4 Heavy Fighter, a Power Beam, 
-a Reaver Antimatter Cannon Mk. IV, Flares, Undercover, and Supershield. Gameplay 
-- Mixed Survival. 
- 
-Description - The problem with this mission is that you can't control your ship, 
-and the AI pilots like it's drunk and will almost certainly end up with you 
-stuck in a wall at LEAST once (depending on how many drinks the AI's had). 
- 
-Equipment Check, Difficulty - ?/4 *'s, Presets - None, Gameplay - Escort. 
- 
-Description - See the Consortium version of this mission's description (CPC). 
- 
-Eye of the Needle, Difficulty - 1/4 *'s, Presets - Tier 4 cruiser, a Piledriver 
-IV, a KL-088 IV, 2 Reaver Antimatter Cannon Mk. IV's, Ram, Cloak, and Flares. 
-Gameplay - On-Rails Survival. 
- 
-Description - See the Consortium version of this mission's description (CPC). 
- 
-&******************************************************************************8 
- 
-        Mission Provider - Warlord Cinnefa, Rewards - 1,000 XP and 300 FXP 
-                            - Shadowrift [SPR] - 
- 
-&******************************************************************************8 
- 
-Frozen, Difficulty - 2/4 *'s, Presets - Tier 4 cruiser, a Corona IV, a Reaver 
-Antimatter Cannon Mk. IV, a Power Missile, a Power Lightning Beam, Flares, 
-Undercover, and Supershield. Gameplay - Stationary Survival. 
- 
-Description - This mission has full-on cruisers engaging you this time, along 
-with Dominion ships again for some reason. This mission will go down with 
-greater ease if you have a pair of DPS sentients with Energy Regeneration to 
-counter the drain from the Corona and Power Lightning Beam. 
- 
-Enemy Hands, Difficulty - 3/4 *'s, Presets - Tier 4 Heavy Fighter, a Deathbloom 
-Autogun 5, a Power Pulse, a Battlegun 4, an Incinerator IV Plasma Cannon, 
-Flares, Clone, and Afterburner. Gameplay - Survival. 
- 
-Description - See the Consortium version of this mission's description (CPR). 
- 
-Catastrophe in the Catacombs, Difficulty - ?/4 *'s, Presets - None. Gameplay - 
-Survival. 
- 
-Description - See the Consortium version of this mission's description (CPR). 
- 
- 
-                         ____      ___ ____ ____     ___ 
-                         `MM(      )M' `MM' `Mb(     )d' 
-                          `MM.     d'   MM   YM.     ,P 
-                           `MM.   d'    MM   `Mb     d' 
-                            `MM. d'     MM    YM.   ,P 
-                             `MMd       MM    `Mb   d' 
-                              dMM.      MM     YM. ,P 
-                             d'`MM.     MM     `Mb d' 
-                            d'  `MM.    MM      YM,P 
-                           d'    `MM.   MM      `MM' 
-                         _M(_    _)MM_ _MM_      YP 
- 
- 
-                     - Praetorian Preset Side Missions - 
-                                     [XIV] 
- 
- 
-&******************************************************************************8 
- 
-          Mission Provider - Keelhaul, Rewards - 500 XP and 200 FXP 
-                               - Asteria [PPA] - 
- 
-&******************************************************************************8 
- 
-Syndicate Hotshots, Difficulty - 1/4 *'s, Presets - Tier 2 interceptor, 2 
-Crackshot LR II's, Supershield, Clone, and Afterburner. Gameplay - Mixed 
-Survival. 
- 
-Description - Your ship will be auto-piloted for a time, during which you'll 
-have to take down some fighters. Upon reaching your destination, control will 
-be returned to you. Neither instance is particularly challenging so don't sweat 
-it. 
- 
-Defending the Icy Wastes, Difficulty - 1/4 *'s, Presets - Tier 1 cruiser, 4 
-Crackshot LR's, and Supershield. Gameplay - Stationary Survival. 
- 
-Description - Since you've got nothing but beam weapons and your enemies use 
-the roll skill as soon as you first target them you'll have to fire a barely 
-locked on shot, then a full lock-on while it's rolling before firing again. 
-Try to concentrate on one fighter at a time for maximum damage. 
- 
-Prototype Escort, Difficulty - 1/4 *'s, Presets - Tier 2 Heavy Fighter, 2 Pulse 
-Ex-I's, a Packhound v1, Undercover, and Afterburner. Gameplay - Escort. 
- 
-Description - The interceptors dogging (no pun intended) the escort target are 
-equipped with missiles, and although it's equipped with Flares, it can suffer 
-significant damage if you don't intervene. The rest of the mission is easy 
-though as there's nothing but scout fighters to deal with. 
- 
- 
-&******************************************************************************8 
- 
-          Mission Provider - Keelhaul, Rewards - 550 XP and 220 FXP 
-                               - Erebus [PPE] - 
- 
-&******************************************************************************8 
- 
-Prototype Escort, Difficulty - 1/4 *'s, Presets - Tier 2 Heavy Fighter, a 
-Crackshot LR, 2 Pulse Hi-Ex I's, Clone, and Afterburner. Gameplay - Escort. 
- 
-Description - Hey didn't we just do this? Well anyway, you're again escorting a 
-cargo ship but you don't need to jump in the fray as soon as the mission starts 
-to keep the target from taking significant damage. Even if you don't jump right 
-in, the enemy reinforcements spawn pretty damn far off, letting you intercept 
-and destroy them before the escort target can even encounter them. 
- 
-Space Mites, Difficulty - 1/4 *'s, Presets - Tier 2 scout fighter, a Multi 
-Missile, a Crackshot LR, Clone, and Afterburner. Gameplay - Escort. 
- 
-Description - This mission is more difficult, and I use that term loosely, than 
-the Syndicate version since you don't have the pulse weapons from that mission, 
-meaning you have to lock on to multiple targets to make the most of the pulse 
-weapon, but it's still so easy that it's hardly worth mentioning as a 
-hindrance. 
- 
-Power Struggles, Difficulty - 1/4 *'s, Presets - Tier 2 interceptor, a Pulse 
-Hi-Ex I, a Packhound v1, Flares, Cloak, and Afterburner. Gameplay - Mixed 
-Survival. 
- 
-Description - See the Consortium version of this mission's description (CPE). 
- 
-&******************************************************************************8 
- 
-          Mission Provider - Keelhaul, Rewards - 600 XP and 240 FXP 
-                             - Leviathan [PPL] - 
- 
-&******************************************************************************8 
- 
-Eyeful, Difficulty - 0/4 *'s, Presets - Tier 3 Heavy Fighter, a Crackshot LR II, 
-a Pulse Hi-Ex III, a Packhound v2, Supershield, and Afterburner. Gameplay - 
-Survival. 
- 
-Description. Go in, and shoot down the marked targets. Don't even bother with 
-the other ships, just hit the 2 specified ships and the mission's done just like 
-that. 
- 
-Fire Down the Aisle, Difficulty - 1/4 *'s, Presets - Tier 3 interceptor, a 
-Lightning Beam Mk. II, a Pulse Hi-Ex II, Flares and Afterburner. Gameplay - 
-Survival. 
- 
-Description - See the Consortium version of this mission's description (CPL). 
- 
-Core Control, Difficulty - 1/4 *'s, Presets - Tier 2 cruiser, a Multi Missile 
-II, 2 Packhound v1's, a Crackshot LR, Ram, and Flares. Gameplay - On-Rails 
-Survival. 
- 
-Description - An improvement over both the Consortium and Syndicate versions of 
-this mission thanks to the Multi-Missile. 
- 
-&******************************************************************************8 
- 
-          Mission Provider - Keelhaul, Rewards - 650 XP and 260 FXP 
-                           - The Graveyard [PPG] - 
- 
-&******************************************************************************8 
- 
-Wrath Unleashed, Difficulty - 1/4 *'s, Presets - Tier 2 cruiser, a Pulse Hi-Ex 
-III, a Crackshot LR III, a Multi Missile I, a KL-088 I, Flares, and Supershield. 
-Gameplay - Stationary Survival. 
- 
-Description - There isn't really much to say, other than you're heavily armed, 
-and shoot everything that isn't you. 
- 
-Fallen on Hard Times, Difficulty - 2/4 *'s, Presets - Tier 3 interceptor, a 
-Crackshot LR IV, a Packhound v4, Flares, Clone, and Afterburner. Gameplay - 
-Survival. 
- 
-Description - You have higher tier basic weapons to compensate for the lack of 
-the Lightning beam, but you're still more vulnerable this time around, so make 
-double sure to deal with the cruisers as fast as possible. 
- 
-Mind the Minefield, Difficulty - 1/4 *'s, Presets - Tier 3 Heavy Fighter, 2 
-Pulse EX-II's, a Lightning Beam Mk. I, Flares, Teleport, and Supershield. 
-Gameplay - Mixed Survival. 
- 
-Description - See the Consortium version of this mission's description (CPG). 
- 
-&******************************************************************************8 
- 
-          Mission Provider - Keelhaul, Rewards - 700 XP and 280 FXP 
-                           - The Tempest [PPTT] - 
- 
-&******************************************************************************8 
- 
-Routine Maintenance, Difficulty - 1/4 *'s, Presets - Tier 3 interceptor, a 
-Crackshot LR IV, Packhound v4, Flares, Clone, and Supershield. Gameplay - 
-Timed Survival. 
- 
-Description - A timed survival mission, you can either fortify your attributes 
-and erect a supershield to soak up damage until time runs out, or take the less 
-boring route and just blast the bajesus out of your enemies. 
- 
-Double Envelopment, Difficulty - 0/4 *'s, Presets - Tier 4 Cruiser, 2 
-Pulse Hi-Ex III's, a Lightning Beam Mk. II, Packhound v3, Flares, and 
-Supershield. Gameplay - On-Rails Survival. 
- 
-Description - See the Consortium version of this mission's description (CPTT). 
- 
-Close to the Edge, Difficulty - 1/4 *'s, Presets - Tier 3 scout fighter, a Pulse 
-Hi-Ex Iv, a Crackshot LR IV, Flares, and Afterburner. Gameplay - Escort. 
- 
-Description - See the Consortium version of this mission's description (CPTT). 
- 
-&******************************************************************************8 
- 
-          Mission Provider - Keelhaul, Rewards - 750 XP and 300 FXP 
-                             - Solaria [PPS] - 
- 
-&******************************************************************************8 
- 
-Solaria Flare Up, Difficulty - 2/4 *'s, Presets - Tier 4 interceptor, a Power 
-Beam, a Reaver Antimatter Cannon IV, Flares, Clone, and Afterburner. Gameplay - 
-Survival. 
- 
-Description - The Syndicate has managed to commandeer a Revenant Order carrier, 
-and a ship that powerful can't be allowed to fall under their control. When the 
-mission starts the carrier will not have arrived in the system so don't bother 
-barging in and busting up the Syndicate fighters, wait until the ship arrives 
-and concentrate on it to end the mission quickly. 
- 
-Quickbuck Crossing, Difficulty - 0/4 *'s, Presets - Tier Heavy Fighter, a 
-Packhound v4, a Crackshot LR IV, a KL-088 IV, Flares, Clone, and Supershield. 
-Gameplay - Stationary Escort. 
- 
-Description - Using the KL-088, you can destroy enemies before they can get 
-halfway to you so you're practically untouchable. 
- 
-Space Madness, Difficulty - 2/4 *'s, Presets - Tier 4 scout fighter, a Power 
-Beam, a Power Pulse, Teleport, Clone, and Supershield. Gameplay - Survival. 
- 
-Description - See the Consortium version of this mission's description (CPS). 
- 
-&******************************************************************************8 
- 
-          Mission Provider - Keelhaul, Rewards - 800 XP and 300 FXP 
-                             - Tartarus [PPT] - 
- 
-&******************************************************************************8 
- 
-Absolute Horizon, Difficulty - 1/4 *'s, Presets - Tier 4 Heavy Fighter, a Pulse 
-Hi-Ex IV, a Crackshot LR IV, a Packhound v3, Ram, Clone, and Afterburner. 
-Gameplay - Escort. 
- 
-Description - Another escort job, this time it's a cruiser that can defend 
-itself pretty handily, but don't think that you can leave it alone. You'll still 
-need to keep close to keep some of the heat off and clear mines that it would 
-otherwise run into due to the navigational problems mentioned in the mission's 
-brief. 
- 
-Information Shredder, Difficulty - 1/4 *'s, Presets - Tier 4 scout fighter, a 
-KL-088 III, a Crackshot LR IV, Flares, Undercover, and Afterburner. Gameplay - 
-Survival. 
- 
-Description - The KL-088 makes this mission easier, especially when you have a 
-DPS sentient or two to compensate for the energy drain. 
- 
-Waste Management, Difficulty - 1/4 *'s, Presets - Tier 3 cruiser, a Power Pulse, 
-a Crackshot LR IV, a Packhound v4, Praetorian Autogun 3, Ram, and Flares. 
-Gameplay - On-Rails Survival. 
- 
-Description - See the Consortium version of this mission's description (CPT). 
- 
-&******************************************************************************8 
- 
-          Mission Provider - Keelhaul, Rewards - 850 XP and 300 FXP 
-                           - The Crucible [PPC] - 
- 
-&******************************************************************************8 
- 
-Rampage, Difficulty - 3/4 *'s, Presetes - Tier 4 interceptor, a Power Beam, a 
-Power Missile, Cloak, Clone, and Afterburner. Gameplay - Escort. 
- 
-Description - The pilot who took the Heavy Fighter mentioned in the briefing 
-likely won't be discharged given how close he'll come to death if you complete 
-this mission. Presumably the pilot is a greenhorn drafted from the local 
-interstellar daycare because his/her idea of going on a rampage is to divert a 
-good amount of shield energy to TVs or back massagers or something, load the 
-ship with a terrifying payload of 1 weapon, and rain Hell upon the Syndicate at 
-a blistering 2 kph. So yeah, you can't count on the noob to do anything right 
-other than going slow enough that you can position yourself between him/her and 
-the enemies, which you'll pretty much have to do to keep the dumb SOB alive. 
-Also, don't fly ahead to take out the turrets because Syndicate ships spawn 
-without warning close to the target and need to be dealt with right away, just 
-act as a sentient shield and eliminate the opposition. Thankfully, the mission 
-is short, and it doesn't include tougher targets like cargo ships or cruisers, 
-so don't give up if you fail faster than you'd expect. 
- 
-Equipment Check, Difficulty - ?/4 *'s, Presets - None. Gameplay - Escort. 
- 
-Description - See the Consortium version of this mission's description (CPC). 
- 
-Eye of the Needle, Difficulty - 1/4 *'s, Presets - Tier 4 cruiser, a Pulse Hi-Ex 
-IV, a Packhound v4, a Crackshot LR IV, Lightning Beam Mk. IV, Ram, Flares, and 
-Cloak. Gameplay - On-Rails Survival. 
- 
-Description - You sadly don't have the KL-088 this time around, but the Power 
-Pulse, while not as strong, should still provide you with enough firepower to 
-swat down the bothersome flies buzzing around you. (Don't forget to backtrack to 
-take out enemies you likely missed). 
- 
-&******************************************************************************8 
- 
-          Mission Provider - Keelhaul, Rewards - 1,000 XP and 300 FXP 
-                            - Shadowrift [PPR] - 
- 
-&******************************************************************************8 
- 
-Invasion, Difficulty - 1/4 *'s, Presets - Tier 4 Heavy Fighter, a Power Pulse, 
-a Power Missile, a Power Lightning Beam, Flares, Clone, and Undercover. Gameplay 
-- Survival. 
- 
-Description - This mission can be easy to the point of boredom depending on the 
-circumstances. From what I can tell, the ships spawn from Omega station after a 
-certain amount of time has passed, so if you destroy a ton of ships in rapid 
-succession, those ships will spawn at the same rate after the set time has 
-passed. The intent was likely to create a steady stream of ships to combat, a 
-handful at a time. But if you take out a ton of them at once as mentioned 
-previously, there will be plenty of time between clashes to let your shields 
-recharge. Either take out a few at a time or bring them together and blast them 
-all at once, the choice is yours. 
- 
-Enemy Hands, Difficulty - 3/4 *'s, Presets - Tier 4 Heavy Fighter, a Battlegun 
-4, a Power Beam, a Power Multi Missile, Praetorian Autogun 5, Flares, Clone, and 
-Afterburner. Gameplay - Survival. 
- 
-Description - See the Consortium version of this mission's description (CPR). 
- 
-Catastrophe in the Catacombs, Difficulty - ?/4 *'s, Presets - None. Gameplay - 
-Survival. 
- 
-Description - See the Consortium version of this mission's description (CPR). 
- 
- 
-                           ____      ___ ____     ___ 
-                           `MM(      )M' `Mb(     )d' 
-                            `MM.     d'   YM.     ,P 
-                             `MM.   d'    `Mb     d' 
-                              `MM. d'      YM.   ,P 
-                               `MMd        `Mb   d' 
-                                dMM.        YM. ,P 
-                               d'`MM.       `Mb d' 
-                              d'  `MM.       YM,P 
-                             d'    `MM.      `MM' 
-                           _M(_    _)MM_      YP 
- 
- 
-                        - Dominion Perset Side Missions - 
-                                      [XV] 
- 
- 
-&******************************************************************************8 
- 
-          Mission Provider - Vusal'a, Rewards - 500 XP and 200 FXP 
-                               - Asteria [DPA] - 
- 
-&******************************************************************************8 
- 
-Attack on Vostok 1, Difficulty - 1/4 *'s, Presets - Tier 1 cruiser, 4 Phalanx 
-Plasma Cannon Mk. II's, and Flares. Gameplay - Survival. 
- 
-Description - A high Flares skill helps, but 4 tier 2 pulse weapons is more than 
-enough to see you though this mission with ease. 
- 
-Defending the Icy Wastes, Difficulty 4/4 *'s, Presets - Tier 1 cruiser, 3 
-Dominion Miniguns, a Multi Missile, and Supershield. Gameplay - Stationary 
-Survival. 
- 
-Description - 4/4 difficulty? For one of the first preset missions in the 
-faction?!? Yeah, that's one of the reasons I advise joining the Order over 
-Dominion to gain access to interceptors with the ability to commandeer. This is 
-the only version of the mission where the enemies use missiles, which are 
-usually fired at your aft nigh perpetually from offscreen, and since you can't 
-outmaneuver them, fire while using the Supershield (or recover your shields), 
-your beam weapons take time to get to full strength and enemies use the roll 
-skill, you have to rely exclusively on the Multi Missile, which, because it's 
-an energy weapon will make you run out of energy for the Supershield more 
-quickly. 
- 
-Basically, this mission sets you up to fail in almost every way possible. What 
-keeps this mission from getting a 5/4 impossibullshit rating is that a high 
-level Flares skill makes it an utter pushover by comparison. While yes, it's 
-possible to have the skill at the ready without even having to go into the 
-Quickview menu, the default presets make the mission's difficulty rating 4/4. 
-A DPS sentient or two probably wouldn't hurt either but Flares is the true key 
-to success. 
- 
-Prototype Escort, Difficulty - 2/4 *'s, Presets - Tier 2 Heavy Fighter, a 
-Creeping Death Mk. I, a Dominion Minigun, a Phalanx Plasma Cannon Mk. I, Clone, 
-and Afterburner. Gameplay - Escort. 
- 
-Description - Again, this mission can be difficult without the Flares skill, but 
-it's nowhere near as difficult with the default equipment, especially if you 
-intercept enemies before they reach the cargo ship. 
- 
-&******************************************************************************8 
- 
-          Mission Provider - Vusal'a, Rewards - 550 XP and 220 FXP 
-                               - Erebus [DPE] - 
- 
-&******************************************************************************8 
- 
-Torpedo Delivery, Difficulty - 1/4 *'s, Presets - Tier 2 scout fighter, a 
-Vanquisher Minigun, a Dominion Minigun, Flares, and Afterburner. Gameplay - 
-Escort. 
- 
-Description - This mission is a cake-walk up until you reach The Core, and even 
-then it's not that difficult. There's nothing but mines before the core, no 
-enemies at all, so just clear a path and wait for the torpedo to catch up. The 
-Core is where the target and enemies are, intercept the fighters before they 
-try to take down the warhead, and you're good to go. 
- 
-Space Mites, Difficulty - 1/4 *'s, Presets - Tier 2 interceptor, 2 Phalanx 
-Plasma Cannon Mk. I's, Clone, and Afterburner. Gameplay - Escort. 
- 
-Description - Not as "challenging" as the Syndicate/Praetorian versions, but not 
-as easy as the Consortium version due to the cargo ship you're escorting using 
-a pulse weapon. 
- 
-Power Struggles, Difficulty - 1/4 *'s, Presets - Tier 2 interceptor, a Creeping 
-Death Mk. I, a Phalanx Plasma Cannon Mk. I, Cloak, Flares, and Afterburner. 
- 
-Description - See the Consortium version of this mission's description (CPE). 
- 
-&******************************************************************************8 
- 
-          Mission Provider - Vusal'a, Rewards - 600 XP and 240 FXP 
-                             - Leviathan [DPL] - 
- 
-&******************************************************************************8 
- 
-Stronghold, Difficulty - 1/4 *'s, Presets - Tier 3 Heavy Fighter, a Creeping 
-Death Mk. II, a Vanquisher Minigun, a Phalanx Plasma Cannon Mk. II, Flares, and 
-Afterburner. Gameplay - On-Rails Survival. 
- 
-Description - Your job is to take out a collection of mines and turrets, which 
-take priority over fighters because your ship's on autopilot and will fly right 
-into mines if you don't clear the way. But as the difficulty rating suggests, 
-you've got the advantage here. Last tip, use Flares to counter the scout ship's 
-missiles. 
- 
-Fire Down the Aisle, Difficulty - 1/4 *'s, Presets - Tier 3 interceptor, 2 
-Creeping Death Mk. II's, Flares, and Afterburner. Gameplay - Survival. 
- 
-Description - The need to aim directly up or down with precision is most 
-important in this version of the mission than any other due to you having 
-nothing but missiles this time around. You'll need to lock on fully to make sure 
-the missile flies as fast as possible, but its sharp turning arc and close 
-quarters means that firing with only a partial lock won't be fruitless. That 
-said, it only takes 1 missile to bring your enemies down so don't bother 
-emptying a salvo for 1 enemy. 
- 
-Core Control, Difficulty - 1/4 *'s, Presets - Tier 2 cruiser, a Vanquisher 
-Minigun, 3 Dominion Miniguns, Ram, and Flares. Gameplay - On-Rails Survival. 
- 
-Description - A potent version of the mission thanks to an all-beam-weapon 
-arsenal. 
- 
-&******************************************************************************8 
- 
-          Mission Provider - Vusal'a, Rewards - 650 XP and 260 FXP 
-                            - The Graveyard [DPG] - 
- 
-&******************************************************************************8 
- 
-Getting Probed, Difficulty - 1/4 *'s, Presets - Tier 3 Heavy Fighter, a Creeping 
-Death Mk. III, a Phalanx Plasma Cannon Mk. III, an Annihilator Minigun, 
-Supershield, Cloak, and Afterburner. Gameplay - Mixed Survival. 
- 
-Description - Another mostly on-rails mission that's pretty easy to survive, 
-even with a cruiser accompanying all the fighters gunning for you. You can use 
-Cloak to slip past until you regain freedom of movement since the Order won't 
-attack right at the start of the mission, though you'll need a complimentary 
-upgrade equipped to keep your energy from being drained along the way. 
- 
-Fallen on Hard Times, Difficulty - 2/4 *'s, Presets - Tier 3 interceptor, 2 
-Power Beams, Flares, Clone, and Afterburner. Gameplay - Survival. 
- 
-Description - Since all the fighters you'll face are interceptors, you don't 
-have to worry about them using the Roll skill to dodge. Since you're using the 
-Power Beam however, you're still at a significant disadvantage compared to the 
-versions of this mission that feature the Lightning Beam. 
- 
-Mind the Minefield, Difficulty - 1/4 *'s, Presets - Tier 3 Heavy Fighter, a 
-Creeping Death Mk. III, 2 Annihilator Miniguns, Flares, Supershield, and 
-Teleport. Gameplay - Mixed Survival. 
- 
-Description - See the Consortium version of this mission's description (CPG). 
- 
-&******************************************************************************8 
- 
-          Mission Provider - Vusal'a, Rewards - 700 XP and 280 FXP 
-                            - The Tempest [DPTT] - 
- 
-&******************************************************************************8 
- 
-Subtle Diplomacy, Difficulty - 4/4 *'s, Presets - Tier 3 Interceptor, a Creeping 
-Death Mk. III, a Phalanx Plasma Cannon Mk. III, Teleport, Clone, and 
-Afterburner. Gameplay - Escort. 
- 
-Description - This is easily the most difficult preset mission in the game, 
-because unlike Defending the Icy Wastes, there's no ability that can make this 
-mission as easy. You're pretty much guaranteed to fail your early attempts, with 
-the reason for this being that the cruiser you're escorting is about as hardy as 
-a home built with popsicle sticks suffering from a termite infestation. In fact 
-at one point I swear that it was destroyed before I even reached it at the start 
-of the mission. The fact that you're armed with a weak pulse weapon that 
-overheats and a slow-moving missile doesn't help either, and an insane number of 
-enemies is the kidney stone on top of the turd sundae. As bleak as things are, 
-this mission can, with effort, be completed. 
- 
-The target is equipped with Flares but they alone aren't very effective at 
-diverting missiles, so you may want to consider quickly equipping and using 
-Flares of your own (replacing the Teleport ability). The Clone skill isn't 
-exactly an odds equalizer but it will distract some enemies and might even take 
-some of them down, but your greatest asset is your mini-map. If the escort 
-target survives the initial fire-fight it will start going straight through an 
-artificial structure. This is your chance to break off and intercept fighters 
-before they get the chance to damage the target. Use your mini-map to locate and 
-destroy ships making their way to the target, don't wait for them to come to 
-you. 
- 
-If the target manages to survive all of that, you'll face the ungodly odds of 
-defending it against a full-blown cruiser and 6, count-'em SIX, turrets at the 
-exit. Again, the odds are greatly against you, but know that this mission CAN be 
-completed. Good luck, and Godspeed sir or madame. 
- 
-Double Envelopment, Difficulty - 1/4 *'s, Presets - Tier 4 cruiser, a Creeping 
-Death Mk. III, 3 Annihilator Miniguns, Flares, and Supershield. Gameplay - 
-On-Rails Survival. 
- 
-Description - See the Consortium version of this mission's description (CPTT). 
- 
-Close to the Edge, Difficulty - 1/4 *'s, Presets - Tier 3 scout fighter, a 
-Crusher C-Beam, a Multi Missile III, Flares, and Afterburner. Gameplay - Escort. 
- 
-Description - The Multi Missile and 33% energy consumption reduction of the 
-scout fighter for power weapons make this a borderline 0/4 *'s difficulty 
-mission. 
- 
-&******************************************************************************8 
- 
-          Mission Provider - Vusal'a, Rewards - 750 XP and 300 FXP 
-                              - Solaria [DPS] - 
- 
-&******************************************************************************8 
- 
-A Long Way Home, Difficulty - 1/4 *'s, Presets - Tier 4 cargo ship, a Creeping 
-Death Mk. IV, Ram, and Flares. Gameplay - Survival. 
- 
-Description - No it's not a typo, you really do only get 1 weapon for this 
-mission, even so, it's not that hard. In spite of the fact that that it's less 
-than capable of dealing dealing with mines that will be in your way. You should 
-be able to clear the mines without losing all your shields, and even if you do 
-lose your shields keep in mind that this is a Dominion ship, so its hull is 
-twice as strong as its shields. A heightened Ram skill could help, but again, 
-it's not necessary and unless you have a few prismatic crystals would be a 
-waste. Lastly, neither fighters nor turrets can take more than 1 missile up the 
-aft, and they don't use Flares so you're good. 
- 
-Quickbuck Crossing, Difficulty - 1/4 *'s, Presets - Tier 4 Heavy Fighter, a 
-Reaper Minigun, a Creeping Death Mk. IV, a Phalanx Plasma Cannon Mk. IV, Flares, 
-Clone, and Supershield. Gameplay - Stationary Escort. 
- 
-Description - See the Consortium version of this mission's description (CPS). 
- 
-Space Madness, Difficulty - 2/4 *'s, Presets - Tier 4 interceptor, a Piranha-D, 
-a Power Beam, Teleport, Clone, and Supershield. Gameplay - Survival. 
- 
-Description - See the Consortium version of this mission's description (CPS). 
- 
-&******************************************************************************8 
- 
-          Mission Provider - Vusal'a, Rewards - 800 XP and 300 FXP 
-                             - Tartarus [DPT] - 
- 
-&******************************************************************************8 
- 
-Revenge is in Order, Difficulty - 2/4 *'s, Presets - Tier 4 interceptor, a Power 
-Beam, a Creeping Death Mk. IV, Flares, Clone, and Supershield. Gameplay - 
-On-Rails Survival. 
- 
-Description - The first part of this mission has a ton of mobile mines and 
-fighters but it's only temporary. Once you pass a certain point the sea of 
-enemies and explosives will subside, giving you the chance to recover your 
-shields recover. When you're directed to Vostok 4, the target will appear. I 
-can't give an analysis regarding difficulty because I didn't even know I had 
-engaged the target until I got a mission complete during combat. Though anything 
-that gets taken down before one can even acknowledge its presence isn't really 
-a "threat" now is it? 
- 
-Information Shredder, Difficulty - 1/4 *'s, Presets - Tier 4 scout fighter a 
-Power Missile, a Power Pulse, Flares, Undercover, and Afterburner. Gameplay - 
-Survival. 
- 
-Description - See the Consortium version of this mission's description (CPE). 
- 
-Waste Management, Difficulty - 0/4 *'s, Presets - Tier 3 cruiser, a Power Beam, 
-a Power Pulse, a Battlegun 4, a Viper Proximity Mine V, Flares, and Supershield. 
-Gameplay - On-Rails Survival. 
- 
-Description - The mine you're given is useless, but the Battlegun you're given 
-is anything but. It, combined with the Power Pulse will single-handedly 
-obliterate anything that gets within visible range of you. 
- 
-&******************************************************************************8 
- 
-          Mission Provider - Vusal'a, Rewards - 850 XP and 300 FXP 
-                            - The Crucible [DPC] - 
- 
-&******************************************************************************8 
- 
-A Shift in Allegiance, Difficulty - 2/4 *'s, Presets - Tier 4 interceptor, a 
-Piranha-D, a Power Beam, Flares, Undercover, and Clone. Gameplay - Survival. 
- 
-Description - Focus your attacks on the Dominion ships and not the Order ships, 
-as destroying the latter will not advance the mission. 
- 
-Equipment Check, Difficulty - ?/4 *'s, Presets - None. Gameplay - Escort. 
- 
-Description - See the Consortium version of this mission's description (CPC). 
- 
-Eye of the Needle, Difficulty - 1/4 *'s, Presets - Tier 4 cruiser, a Creeping 
-Death Mk. IV, a Reaper Minigun, a KL-088 IV, a Phalanx Plasma Cannon Mk. IV, 
-Ram, Cloak, and Flares. Gameplay - On-Rails Survival. 
- 
-Description - See the Consortium version of this mission's description (CPC). 
- 
-&******************************************************************************8 
- 
-          Mission Provider - Vusal'a, Rewards - 1,000 XP and 300 FXP 
-                             - Shadowrift [DPR] - 
- 
-&******************************************************************************8 
- 
-Fire for Effect, Difficulty - 1/4 *'s, Presets - Tier 4 cruiser, a Lightning 
-Beam Mk. IV, a Piranha-D, a Power Pulse, a Multi Missile IV, Flares, Ram, and 
-Supershield. Gameplay - Stationary Survival. 
- 
-Description - Just shoot the buggers, there isn't anything complicated or 
-noteworthy about this mission. 
- 
-Enemy Hands, Difficulty - 3/4 *'s, Presets - Tier 4 Heavy Fighter, a Battlegun 
-4, a Piranha-D, a Power Beam, a Viper Proximity Mine V, Flares, Clone, and 
-Afterburner. Gameplay - Survival. 
- 
-Description - This is one of the more difficult versions of this mission since 
-you're in the weaker version of a Heavy Fighter and don't have the Autoguns the 
-other versions had. If all else fails, just high-tail it to Dominion-controlled 
-space since you don't actually have to stay in the given area to complete the 
-mission. 
- 
-Catastrophe in the Catacombs, Difficulty - ?/4 *'s, Presets - None. Gameplay - 
-Survival. 
- 
-Description - See the Consortium version of this mission's description (CPR). 
- 
- 
-                         ____      ___ ____     ___ ____ 
-                         `MM(      )M' `Mb(     )d' `MM' 
-                          `MM.     d'   YM.     ,  MM 
-                           `MM.   d'    `Mb     d'   MM 
-                            `MM. d'      YM.   ,   MM 
-                             `MMd        `Mb   d'    MM 
-                              dMM.        YM. ,P     MM 
-                             d'`MM.       `Mb d'     MM 
-                            d'  `MM.       YM,     MM 
-                           d'    `MM.      `MM'      MM 
-                         _M(_    _)MM_      YP      _MM_ 
- 
- 
-                         - Order Preset Side Missions - 
-                                     [XVI] 
- 
- 
-&******************************************************************************8 
- 
-            Mission Provider - Stais, Rewards - 500 XP and 200 FXP 
-                                 - Asteria [OPA] - 
- 
-&******************************************************************************8 
- 
-Torpedo Delivery, Difficulty - 1/4 *'s, Presets - Tier 2 scout fighter, a 
-Lightning Beam Mk. I, a Devastator ES I, Flares, and Afterburner. Gameplay - 
-Escort. 
- 
-Description - Most of the fighters will appear by Vostok 1 and Alpha Station, 
-and then in the Dominion territory. Take them down before the torpedo gets there 
-and it might get there without taking any damage at all. That said, the warhead 
-isn't exactly volatile, I considered quitting the mission because it was taking 
-so long for it to be destroyed while writing down the presets for the mission. 
- 
-Defending the Icy wastes, Difficulty - 1/4 *'s, Presets - Tier 1 cruiser, a 
-Multi Missile, 3 Devestator ES I's, and Supershield. Gameplay - Stationary 
-Survival. 
- 
-Description - See the Consortium/Syndicate version of this mission's description 
-(CPA)/(SPA). 
- 
-Prototype Escort, Difficulty - 1/4 *'s, Presets - Tier 2 interceptor, a 
-Lightning Beam Mk. I, a Devastator ES I, Supershield, and Afterburner. Gameplay 
-- Escort. 
- 
-Description - See the Consortium version of this mission's description (CPA). 
- 
-&******************************************************************************8 
- 
-            Mission Provider - Stais, Rewards - 550 XP and 220 FXP 
-                                 - Erebus [OPE] - 
- 
-&******************************************************************************8 
- 
-Revenant Order Hotshots, Difficulty - 1/4 *'s, Presets - Tier 1 scout fighter, 2 
-Devastator ES II's, an Absolution Laser Assembly, a Piranha-A, Flares, and 
-Supershield. Gameplay - On-Rails Survival. 
- 
-Description - A mission that's more a test of patience than skill, the cruiser's 
-slow speed and few enemy encounters to be had make this mission drag on. Long 
-enough to let the mind wander to questions like, "Why is the mission called 
-Revenant Order Hotshots when the pilots you're taking down are from the 
-Dominion?" 
- 
-Space Mites, Difficulty - 1/4 *'s, Presets - Tier 2 scout fighter, 2 Devastator 
-ES I's, Clone, and Afterburner. Gameplay - Escort 
- 
-Description - See the Dominion version of this mission's description (DPE). 
- 
-Power Struggles, Difficulty - 1/4 *'s, Presets - Tier 2 interceptor, a 
-Deveatator ES II, Piranha-A, Flares, Cloak, and Afterburner. Gameplay - Mixed 
-Survival. 
- 
-Description - See the Consortium version of this mission's description (CPE). 
- 
-&******************************************************************************8 
- 
-            Mission Provider - Stais, Rewards - 600 XP and 240 FXP 
-                              - Leviathan [OPL] - 
- 
-&******************************************************************************8 
- 
-Restoration of Order, Difficulty - 1/4 *'s, Presets - Tier 2 scout fighter, a 
-Lightning Beam Mk. I, a Viper Proximity Mine I, 2 Thumper Autogun 1's, and 
-Clone. Gameplay - On-Rails Survival. 
- 
-Description - Between the Lightning Beam, 2 turrets, a mine, and clone ability, 
-you've got plenty of firepower at your disposal. You'll fly around in circles so 
-I recommend setting each autogun (using the right bumper/shoulder button (which 
-also sets mines)) opposite the other to make sure that you have as much fire 
-spread out as possible. 
- 
-Fire Down the Aisle, Difficulty - 1/4 *'s, Presets - Tier 3 interceptor, a 
-Lightning Beam Mk. I, a Devastator ES I, Flares, and Afterburner. Gameplay - 
-Survival. 
- 
-Description - See the Consortium version of this mission's description (CPL). 
- 
-Core Control, Difficulty - 1/4 *'s, Presets - Tier 2 cruiser, 2 
-Devastator ES I's, a Lightning Beam Mk. I, a Piranha-A, Flares, Cloak, and 
-Afterburner. Gameplay - On-Rails Survival. 
- 
-Description - About on the same level as the Praetorian mission's ease thanks to 
-the Lightning Beam. 
- 
-&******************************************************************************8 
- 
-            Mission Provider - Stais, Rewards - 650 XP and 260 FXP 
-                             - The Graveyard [OPG] - 
- 
-&******************************************************************************8 
- 
-Holdout Piece, Difficulty - 1/4 *'s, Presets - Tier 3 scout fighter, a Lightning 
-Beam Mk. III, a Devastator ES III, Clone, Teleport, and Afterburner. Gameplay - 
-Survival. 
- 
-Description - There are no objectives listed on the HUD but you clearly have to 
-destroy a certain number of fighters. Even though the turrets are highlighted 
-as well, their destruction will not cause the mission to fail. 
- 
-Fallen on Hard Times, Difficulty 2/4 *'s, Presets - Tier 3 interceptor, a 
-Lightning Beam Mk. III, a Multi Missile, Flares, Clone, and Afterburner. 
-Gameplay - Survival. 
- 
-Description - Probably the easiest version of this mission thanks to having not 
-only a Lightning Beam, but a Multi Missile at your disposal. But be warned that 
-since you now have two power weapons, your energy will be drained more quickly 
-with every shot. 
- 
-Mind the Minefield, Difficulty - 1/4 *'s, Presets - Tier 3 Heavy Fighter, 2 
-Deliverance Custom Lasers, a Lightning Beam Mk. II, Flares, Teleport, and 
-Supershield. Gameplay - Mixed Survival. 
- 
-Description - See the Consortium version of this mission's description (CPG). 
- 
-&******************************************************************************8 
- 
-            Mission Provider - Stais, Rewards - 700 XP and 280 FXP 
-                             - The Tempest [OPTT] - 
- 
-&******************************************************************************8 
- 
-Running Hot, Difficulty - 1/4 *'s, Presets - Tier 3 scout fighter, a Lightning 
-Beam Mk. III, a Devastator ES III, Roll, Flares, and Afterburner. Gameplay - 
-Escort. 
- 
-Description - Another warhead escort, but with a couple of oddities. For one 
-thing, I wanted to see how much damage the meteors would do when they hit the 
-warhead since NPC ships often take a fair amount of damage compared to how much 
-damage they do to you. However, in spite of doing everything in my power not to 
-interfere, not 1 of them hit the warhead. Also odd is the fact that Praetorians 
-start attacking about midway through for some reason. Anyway, I doubt that the 
-meteors do much damage, but feel free to clear a path anyway just to be safe if 
-you want. 
- 
-Double Envelopment, Difficulty - 1/4 *'s, Presets - Tier 4 cruiser, a Lightning 
-Beam Mk. II, a Piranha-B, a Devastator ES III, an Absolution Laser Assembly, 
-Flares, and Supershield. Gameplay - On-Rails Survival. 
- 
-Description - See the Consortium version of this mission's description (CPTT). 
- 
-Close to the Edge, Difficulty - 1/4 *'s, Presets - Tier 3 scout fighter, a 
-Lightning Beam Mk. II, a Devastator ES III, Flares, and Afterburner. Gameplay - 
-Escort. 
- 
-See the Consortium version of this mission's description (CPTT). 
- 
-&******************************************************************************8 
- 
-            Mission Provider - Stais, Rewards - 750 XP and 300 FXP 
-                               - Solaria [OPS] - 
- 
-&******************************************************************************8 
- 
-Merciless Space Mites, Difficulty - 2/4 *'s, Presets - Tier 3 scout fighter, a 
-Lightning Beam Mk. II, Devastator ES III, Flares, Undercover, and Supershield. 
-Gameplay - Escort. 
- 
-Description - This is probably the only time in the entire game where the 
-Vanid are a legitimate combat threat, save perhaps if you encounter them while 
-in a tier 1 scout fighter while flying through a tier 4 zone. In spite of the 
-mission description evoking thoughts of deploying drones and satellites to dot 
-the region, your true task is to protect yet another warhead. Also, you once 
-again have no objectives posted on your HUD. 
- 
-The radar compass arrow points to the warhead but DON'T GO ANYWHERE, seriously, 
-don't bother moving at all. Vanid beam attacks can't be outmaneuvered, and if 
-you try to go to the warhead, they'll follow you to it and damage it. The 
-the warhead goes off close to where you start off and the Vanid don't spawn to 
-target the warhead from anywhere else so you're best off stemming the tide where 
-you are. 
- 
-The Lightning Beam can parse through targets but can't jump to others so fire in 
-very short bursts to conserve energy and save time. The Vanid may be easily 
-destroyed but don't underestimate their offensive capabilities, though the title 
-of the mission may seem laughable at first, they're stronger than usual and can 
-do significant damage if you disregard them. 
- 
-Quickbuck Crossing, Difficulty - 1/4 *'s, Presets - Tier 4 Heavy Fighter, a 
-Lightning Beam Mk. III, a Devastator ES III, a Piranha-D, Flares, Clone, and 
-Supershield. Gameplay - Stationary Escort. 
- 
-Description - See the Consortium version of this mission's description (CPS). 
- 
-Space Madness, Difficulty - 1/4 *'s, Presets - Tier 4 scout fighter, a Power 
-Lightning Beam, a Multi Missile IV, Teleport, Clone, and Supershield. Gameplay - 
-Survival. 
- 
-Description - See the Consortium version of this mission's description (CPS). 
- 
-&******************************************************************************8 
- 
-            Mission Provider - Stais, Rewards - 800 XP and 300 FXP 
-                              - Tartarus [OPT] - 
- 
-&******************************************************************************8 
- 
-Western Flank, Difficulty - 1/4 *'s, Presets - Tier 4 cruiser, a Power Lightning 
-Beam, 2 Piranha-D's, a Devastator ES IV, Flares, Cloak, and Supershield. 
-Gameplay - Stationary Survival. 
- 
-Description - I've got nothing to add to the above information. 
- 
-Information Shredder, Difficulty - 1/4 *'s, Presets - Tier 4 scout fighter, a 
-Power Missile, a Power Pulse, Flares, Undercover, and Afterburner. Gameplay - 
-Survival. 
- 
-Description - See the Consortium version of this mission's description (CPT). 
- 
-Waste Management, Difficulty - 1/4 *'s, Presets - Tier 3 cruiser, a Power Beam, 
-2 Devastator ES IV's, a Piranha-D, Flares, and Supershield. Gameplay - On-Rails 
-Survival. 
- 
-Description - Your weapons aren't exactly black-hole-disruptingly powerful, but 
-your enemies are so weak that they don't need to be this time around. 
- 
-&******************************************************************************8 
- 
-            Mission Provider - Stais, Rewards - 850 XP and 300 FXP 
-                             - The Crucible [OPC] - 
- 
-&******************************************************************************8 
- 
-Breakout, Difficulty - 2/4 *'s, Presets - Tier 4 interceptor, a Power Lightning 
-Beam, a Power Spray, Clone, Undercover, and Afterburner. Gameplay - Escort. 
- 
-Description - The Power Spray is definitely a potent weapon that you'll likely 
-want to use over the Power Lightning Beam. Just head south and make sure the 
-path is cleared, but keep an eye on any ships gathering near the warhead while 
-you do so. 
- 
-Equipment Check, Difficulty - ?/4 *'s, Presets - None. Gameplay - Escort. 
- 
-Description - See the Consortium version of this mission's description (CPC). 
- 
-Eye of the Needle, Difficulty - 1/4 *'s, Presets - Tier 4 cruiser, a Lightning 
-Beam Mk. IV, a Devastator ES IV, 2 Piranha-D's, Ram, Cloak, and Flares. Gameplay 
-- On-Rails Survival. 
- 
-Description - Again, your weapons are standard, and again, it doesn't really 
-matter. 
- 
-&******************************************************************************8 
- 
-            Mission Provider - Stais, Rewards - 1,000 XP and 300 FXP 
-                              - Shadowrift [OPR] - 
- 
-&******************************************************************************8 
- 
-Out of the Dustpan, Difficulty - 2/4 *'s, Presets - Tier 4 cruiser, a Power 
-Lightning Beam, a Devastator ES IV, a Piranha-D, a Tornado-CS4, Flares, Cloak, 
-and Supershield. Gameplay - On-Rails Survival. 
- 
-Description - Another cruiser survival mission, this time against both Dominion 
-ships and Legion ships. At least 1 (ideally 2) DPS sentients with high Energy 
-Regeneration Skills to offset the torpedo's energy drain, and a high Flares 
-skill is recommended. Possibly the Roll ability to dodge Legion Tank Hellfire 
-Beam attacks as well. 
- 
-Enemy Hands, Difficulty - 3/4 *'s, Presets - Tier 4 Heavy Fighter, a Power 
-Lightning Beam, a Battlegun 4, a Power Beam, a Mongoose Proto Trap 5, Gameplay - 
-On-Rails Survival. 
- 
-Description - See the Dominion version of this mission's description (DPR). 
- 
-Catastrophe in the Catacombs, Difficulty - ?/4 *'s, Presets - None. Gameplay - 
-Survival. 
- 
-Description - See the Consortium version of this mission's description (CPR). 
- 
- 
-                     ____      ___ ____     ___ ____ ____ 
-                     `MM(      )M' `Mb(     )d' `MM' `MM' 
-                      `MM.     d'   YM.     ,  MM   MM 
-                       `MM.   d'    `Mb     d'   MM   MM 
-                        `MM. d'      YM.   ,   MM   MM 
-                         `MMd        `Mb   d'    MM   MM 
-                          dMM.        YM. ,P     MM   MM 
-                         d'`MM.       `Mb d'     MM   MM 
-                        d'  `MM.       YM,     MM   MM 
-                       d'    `MM.      `MM'      MM   MM 
-                     _M(_    _)MM_      YP      _MM_ _MM_ 
- 
- 
-                              - Military Warzone - 
-                                    [XVII] 
- 
- 
-&******************************************************************************8 
- 
-                - Basic Mission Progression and Rewards [WZNP] - 
- 
-&******************************************************************************8 
- 
-Military Warzone missions are unlocked after joining the Revenant Order or 
-Dominion of Allied Planets, and can only be initiated while an active member of 
-either faction. To take part in a Warzone battle, open the pause/start menu, 
-select "Special Missions", and choose "Warzone". The goal of these missions is 
-simple, destroy the enemy's battleship while guarding your own. Warzone missions 
-can be played alone or online in PVP, and take place in one of the nine zones in 
-the game. This is why there are no Syndicate vs. Praetorian, Syndicate vs. 
-Consortium, etc. versions of this mission, because aside from necessitating a 
-military focus that would justify the construction of massive battleships, the 
-bases of the factions need to be far, and opposite one another. Each zone has 
-Order and Dominion on opposite edges of the map, making it necessary to capture 
-carrier points to spawn from, and supply points for support. That was likely the 
-working theory anyway, but since this is an RPG, certain behaviors that would be 
-logical in games like Star Wars Battlefront just don't translate. 
- 
-Battleships will always attack you over your allies because the player stands as 
-the most significant threat more often than not. Because you're capable of 
-growing in strength several magnitudes greater than NPC ships, or perhaps due 
-simply to poor programming and pathfinding skills, your allied forces will not 
-storm the enemy base in force for a great length of time, if at all, even when 
-you're in control of every single resource available. So unless you're piloting 
-weaker ships with peashooter weapons, it's faster to just rush in and assault 
-the battleship by yourself, and even if you DO die, you won't fail the mission 
-unless it happens 25 times (more on that later). 
- 
-Warzone missions function the same Legion Raids with regards to difficulty 
-adjustment. There will be a number in parenthesis next to the areas that are 
-displayed on screen whenever you move into a region or exit a base structure. 
-Said number indicates the tier level of your enemy's ships so it will always be 
-1 - 4, no more, no less. The number is dependent upon the whichever value is 
-highest, the Zone you're playing in, or the highest tier ship you posses in your 
-current faction (this does NOT include the tier level of a hijacked/commandeered 
-ship). So if you have a tier 2 ship but are in a tier 3 zone, the enemy's tier 
-level will be 3. Also, if you're in a tier 1 ship but posses a tier 3 ship, in a 
-tier 1 zone, the enemy's tier level will still be 3, because it counts the 
-highest tier ship you posses, not what you're currently piloting. The tier 
-associated with each zone is as follows: Asteria, Erebus, and Leviathan are tier 
-1 zones, The Graveyard and The Tempest are tier 2 zones, Solaria and Tartarus 
-are tier 3 zones, and The Crucible and Shadowrift are tier 4 zones. 
- 
-The number of Warzone points (WZN pts.) yielded is also effected by the final 
-tier level of your enemies. You get 3 times the tier level after the battleship 
-is destroyed, regardless of whether you were the one to fire the final shot, or 
-even damaged it in the first place. Destroying enemies, capturing supply 
-points/carrier spawn points, and other activities have no impact on the amount 
-of warzone points you receive at the end. Note: There are NO penalties for 
-quitting before the enemy battleship has been destroyed, but you will NOT be 
-able to resume where you left off. Warzone points are great for getting one 
-weapon, and one weapon only, the Battlegun. Even if the torpedo weapons weren't 
-outmatched by the Legion Raid Corsair, the Battlegun is a fantastic weapon to 
-get ahold of, especially early on in the game. 
- 
-&******************************************************************************8 
- 
-              - Important Mission Elements and Interaction [WZNE] - 
- 
-&******************************************************************************8 
- 
-The first thing to note is the HUD boxes to the left and right. The one on the 
-left always represents the Order, and the one on the right represents the 
-Dominion. The percentages represents that faction's battleship's "health", the 
-second item represents captured carrier points, the third, supply points, and 
-the last representing human player points. Battleship "health" is depleted as 
-you damage it, but shields can be recovered slightly if NPCs or human players 
-use the Recharge ability. (NPC cargo ships can use it by themselves, but human 
-players must have Healer sentients, that have the ability, actively equipped.) 
- 
-Battleships can have many different weapons and abilities, the latter being 
-dependent upon the faction it belongs to when it comes to the specifics. 
-(Dominion Battleships can have Creeping Death missiles, Order Battleships can 
-have Piranha missiles, Dominion Battleships can have Silkworm torpedoes, Order 
-Battleships can have Tornado torpedoes, etc.) That's right, the battleships 
-unfortunately can have torpedoes in addition to missiles, beams, and pulse 
-weapons. They can also use Disable, Tractor Beam, and Shield Short if you get 
-too close as well. NPC ships, battleships included, are not restricted by energy 
-cost either, so don't expect a torrent of torpedoes to ever let up. 
- 
-Carrier spawn points, as their name suggests, spawns a carrier upon capturing 
-it. When a carrier is under your control, it acts as a spawn point for you if 
-your ship is destroyed (you spawn at the carrier closest to the enemy base). 
-Carriers also heal you and your NPC allies. When a carrier is destroyed, the 
-spawn point can be captured by either side, provided that it's a neutral point. 
-There are two different kind of carrier spawn points, neutral and forward. 
-Neutral points can be captured by either faction, but forward points are close 
-to the enemy's base, can only be captured by that base's faction's enemy, and 
-only while in the possession of a neutral point. Forward carrier points can be 
-valuable, but it's best to attempt to capture them while cloaked/undercover. 
-Carriers can also be healed by NPC ships and players, and to a greater degree 
-than a Battleship. 
- 
-Supply points are more numerous and contribute to the number of NPC allies 
-spawned to combat the enemies. These points are always neutral and can be 
-captured at any time, regardless of whether you or your enemy currently controls 
-it. You cannot begin to capture a supply/carrier point while in combat. You WILL 
-however be able to CONTINUE capturing a point if an enemy attacks after you've 
-begun capturing a point. Lastly, human player points are subtracted by 4 
-whenever you're defeated in battle, and this is regardless of your 
-ship's/weapon's/sentient's tier level or statistics. If you lose all 100 points, 
-you fail the mission, so defeating human players in PVP 25 times will win the 
-mission without destroying the battleship. 
- 
-&******************************************************************************8 
- 
-                - Basic Mission Zone Layout and Contents [WZNZ] - 
- 
-&******************************************************************************8 
- 
-This will be an outline of where each carrier spawn point/Supply point can be 
-found within each zone. Points are in the center or in such a small area that 
-it's nearly impossible to miss unless otherwise noted. Locations in parentheses 
-dictates the location of the region, locations following the Supply 
-Point/Carrier Spawn Point dictate the point's location. Note: It's possible for 
-the enemy Dominion battleship in The Tempest zone to become glitched & not take 
-damage for varying periods of time. I have not encountered this problem 
-elsewhere so I would recommend avoiding The Tempest for Military Warzone matches 
-just in case. 
- 
-&******************************************************************************8 
- 
-                                 - Asteria - 
- 
-&******************************************************************************8 
- 
-Ghost Zone (path between Calico Base and Alpha Station), Supply Point, found 
-about halfway through to the first entrance to Calico Base). 
- 
-Calico's End, Supply point, North West of the Ghost Zone Supply point,just 
-before the collection of barriers in the corner. 
- 
-Nemo's Folly (North of Fort Hestion), Supply point, A little East of the center. 
- 
-Icy Wastes (North of the entrance to Fort Neston), Carrier Spawn Point, almost 
-directly North of the entrance. 
- 
-Vostok 1, Dominion Forward Carrier Spawn Point, at the Northern end of the main 
-area. 
- 
-Fort Heston, Order Forward Carrier Spawn Point, at the Southern end of the main 
-area. 
- 
-Alpha Station, Carrier Spawn Point, almost dead center and far South of Alpha 
-Station itself. 
- 
-Clearing Area. (East of Alpha Stations), Supply Point, between the two Southern 
-triangular map objects with circles in them. 
- 
-Pitkins Patch, (east of Alpha Station), Supply Point, in the Northwest corner. 
- 
-MinTek Storage Depot, Supply Point, between the two entrances and the base 
-itself. 
- 
-Prospect Field (between MinTek and Last Stand), Carrier Spawn Point, bottom 
-center. 
- 
-The Last Stand, Supply Point, in the center of the central structure in the base 
-area. 
- 
-        Total Neutral Carrier Spawn Points: 3, Total Supply Points: 7. 
- 
-&******************************************************************************8 
- 
-                                  - Erebus - 
- 
-&******************************************************************************8 
- 
-Shadowden, Supply Point, Center. 
- 
-Habitation, (area South of Shadoden), Supply Point. 
- 
-Beta Station, Supply Point, center. 
- 
-Killian's Rest, (Far North East quadrant), Supply Point. 
- 
-Power Generation, (near North East quadrant), Supply Point. 
- 
-Fort Thorn, Order Forward Carrier Spawn Point, Far South end of the Core. 
- 
-Vostok 2, Dominion Forward Carrier Spawn Point, far north end. 
- 
-Processing Plant, (near South West quadrant), Supply Point. 
- 
-Hive, (far South West quadrant), Carrier Spawn Point. 
- 
-Pit, (Near South East quadrant), Supply Point. 
- 
-Silverlode, (Far South East quadrant), Carrier Spawn Point. 
- 
-Precinct 357, Supply Point, center. 
- 
-&******************************************************************************8 
- 
-                                 - Leviathan - 
- 
-&******************************************************************************8 
- 
-Colony, (West of Guardian One/The Vigilant), Supply Point. 
- 
-Guardian One/The Vigilant, Dominion Forward Carrier Spawn Point, to the left of 
-the base ship). 
- 
-Communications Array, (north East of Delta Station and South West of 
-Guardian One/The Vigilant), Supply Point. 
- 
-Solar Collectors (North West of Sanctuary and South East of Guardian 
-One/The Vigilant), Supply Point. 
- 
-Delta Station, Supply Point, Just North of the station. 
- 
-Delta Station, Carrier Spawn Point, Just East of the station. 
- 
-Power Core, (between Delta Station and Sanctuary), Supply Point. 
- 
-Sanctuary, Carrier Spawn Point, Near the bottom of the Sunshadow Syndicate 
-symbol. 
- 
-Control, (South of the Power Core), Supply Point. 
- 
-Engine Bay (South of Control), Supply Point. 
- 
-Eagle's Nest (Dominion Region), Order Forward Carrier Spawn Point, to the right 
-of the base ship. 
- 
-&******************************************************************************8 
- 
-                              - The Graveyard - 
- 
-&******************************************************************************8 
- 
-Minefield (North East of Falcon's Roost), Supply Point. 
- 
-Falcon's Roost, Order Forward Carrier Spawn Point. 
- 
-Sentinal Gate, (East of Falcon's Roost), Supply Point. 
- 
-Breaker's Yard, (South East of Falcon's Roost), Supply Point, center South. 
- 
-Cemetery, (North West of Kappa Station), Carrier Spawn Point. 
- 
-Monument of the Fallen, (South West of Kappa Station), Supply Point. 
- 
-Station Kappa, Supply Point, just North of the Station. 
- 
-Wraithmist, (North East of kappa Station), Supply Point. 
- 
-Cage, (South East of Kappa Station), Supply Point. 
- 
-Radzone, (North West of Guardian Two/The Defiant), Supply Point. 
- 
-Guardian Two/The Defiant, Dominion Forward Carrier Spawn Point, North West 
-between it and the Supply Point. 
- 
-Calico's Den, Supply Point. 
- 
-        Total Neutral Carrier Spawn Points: 2, Total Supply points: 8 
- 
-&******************************************************************************8 
- 
-                               - The Tempest - 
- 
-&******************************************************************************8 
- 
-Fort Bravo, Order Forward Carrier Spawn Point, South East of Fort Bravo and very 
-close to the Dominion Battleship. 
- 
-Attractor, (East of Fort Bravo (or East by Northeast), Carrier Spawn Point, East 
-side of the structure. 
- 
-Wilderness, (South of Attractor), Supply Point, almost at the center of the dark 
-amorphous blob on the map. 
- 
-Sanctuary Station, Supply Point, South West of the station, just outside. 
- 
-Sanctuary Base, Carrier Spawn Point. 
- 
-Fog Core, (East of Sanctuary Base), Supply Point. 
- 
-Gauntlet, (East of Shroudport /Ruined Biosphere), Supply Point, Near the North 
-end. 
- 
-Lonecrag Lighthouse, (Far East of Sanctuary base), Supply Point. 
- 
-Shroudport, Supply Point. 
- 
-Vostok 3, Dominion Forward Carrier Point, Right North next to Vostok 3 and the 
-battleship. 
- 
-Research Outpost, (East of Vostok 3), Supply Point. 
- 
-Brimstone Creek, (East of Research Outpost), Supply Point. 
- 
-Widow's Claim, (South of Vostok 3 and the Research Outpost), Carrier Spawn 
-Point. 
- 
-        Total Neutral Carrier Spawn Points: 3, Total Supply Points: 7. 
- 
-&******************************************************************************8 
- 
-                                 - Solaria - 
- 
-&******************************************************************************8 
- 
-Cauldron, (West of Lambda Station), Supply Point. 
- 
-Lambda Station, Supply Point,  West Side. 
- 
-Sea of Fire, (East of Lambda Station), Supply Point. 
- 
-Eden, (South of Cauldron), Carrier Spawn Point. 
- 
-Hotzone, (South by South West of Lambda Station), Carrier Spawn Point. 
- 
-Sunshadow Bay, Carrier Spawn Point. 
- 
-Ventrica, (South of Eden/North of Condor's Perch), Supply Point, North end. 
- 
-Port Quickbuck, (South of Sunshadow Bay), Supply Point. 
- 
-Ventrica, (South of Eden/North of Condor's Perch), Order Forward Carrier Spawn 
-Point. 
- 
-Glassica (South of Quickbuck and North of Guardian Three), Supply Point. 
- 
-Guardian Three, Dominion Forward Carrier Spawn Point, North East of Guardian 
-Three and South West of Glassica. 
- 
-        Total Neutral Carrier Spawn Points: 3, Total Supply Points: 6. 
- 
-&******************************************************************************8 
- 
-                                 - Tartarus - 
- 
-&******************************************************************************8 
- 
-Recycler, (North of Fort Bilgh), Supply Point. 
- 
-Theta Station, Supply Point, Just South of the station. 
- 
-Theta Station, Carrier Spawn Point, South of the aforementioned point (and near 
-the Tightrope region). 
- 
-Brink Science Outpost, (East of Theta Station, Supply Point. 
- 
-Apex Antimatter Factory, (East of Fort Bilgh), Supply Point, South by South East 
-of the center. 
- 
-Apex Antimatter Factory, (East of Fort Bilgh), Order Forward Carrier Spawn 
-Point, South West of the center. 
- 
-Event Horizon, (Center of Zone, East of Apex Antimatter Factory), Supply Point. 
- 
-Vosok 4, Dominion Forward Carrier Spawn Point, between the Tempus Labs and the 
-South West corner of Vostok 4. 
- 
-Dimension Gate, (South of Fort Bilgh), Supply Point, in the third/Far right 
-circle. 
- 
-Tempus Labs, (Structures South East of the Event Horizon), Carrier Spawn Point, 
-Almost directly South of the Event Horizon. 
- 
-New Eden, Supply Point. 
- 
-Chrona Farm (East by North East of the Event Horizon), Supply Point, at the 
-center of the closed off section. 
- 
-        Total Neutral Carrier Spawn Points: 2, Supply Points: 8. 
- 
-&******************************************************************************8 
- 
-                              - The Crucible - 
- 
-&******************************************************************************8 
- 
-Cold Storage, (North East of Fort Deckard), Supply Point. 
- 
-Epsilon Station, Supply Point. 
- 
-Fort Deckard, Order Forward Carrier Spawn Point, Next to the Southern Collection 
-of mines. 
- 
-Assimilator, (North West of Nexus (the Zone's center)), Supply Point. 
- 
-Flotsam Wastes, (North East of Nexus (the Zone's center)), Supply Point. 
- 
-Metropolis, (North of Vostok 5), Supply Point. 
- 
-Nexus, (the center of the zone map), Carrier Spawn Point. 
- 
-Spinespire (South of Nexus), Supply Point, South of Nexus near the downed cargo 
-ship. 
- 
-Vostok 5, Dominion Forward Carrier Spawn Point, between Vostok 5 and access 
-point from the inner part of the map. 
- 
-MinTek Headquarters, (South of Fort Deckard), Supply Point, between the two sets 
-of tunnels not near the buildings. 
- 
-Drydock, (South West of Vostok 5), Supply Point. 
- 
-Sunshadow Bay, Supply Point. 
- 
-        Total Neutral Carrier Spawn Points: 1, Total Supply Points: 9. 
- 
-&******************************************************************************8 
- 
-                                - Shadowrift - 
- 
-&******************************************************************************8 
- 
-Omega Station, Supply Point, North of station's entrance. 
- 
-Fort Baxtor, Order Forward Carrier Spawn Point, between Murkpit, City Ruins, and 
-Fort Baxtor. 
- 
-City Ruins, (East of Fort Baxtor), Supply Point. 
- 
-Lost Hope, Carrier Spawn Point. 
- 
-Catacombs, South of center and equidistant to Lost Hope and Omega 
-Station, Supply Point. 
- 
-Cathedral, (West of Vostok 6), Supply Point. 
- 
-Vostok 6, Dominion Forward Carrier Spawn Point, North at the divide between 
-Vostok 6 and Cathedral. 
- 
-Murkpit, (far South West/Opposite Lost Hope), Supply Point. 
- 
-Dustpan/Catacombs, Carrier Spawn Point, In the middle of the divide between 
-Dustpan and Catacombs. 
- 
-Infection Island, (South East of the Catacombs), Supply Point. 
- 
-Impact Site, (South of Dustpan/Catacombs), Supply Point. 
- 
-Webweave, (South of the Impact Site) 2 Supply points. 
- 
-        Total Neutral Carrier Spawn Points: 2, Supply Points: 9. 
- 
- 
-                   ____      ___ ____     ___ ____ ____ ____ 
-                   `MM(      )M' `Mb(     )d' `MM' `MM' `MM' 
-                    `MM.     d'   YM.     ,  MM   MM   MM 
-                     `MM.   d'    `Mb     d'   MM   MM   MM 
-                      `MM. d'      YM.   ,   MM   MM   MM 
-                       `MMd        `Mb   d'    MM   MM   MM 
-                        dMM.        YM. ,P     MM   MM   MM 
-                       d'`MM.       `Mb d'     MM   MM   MM 
-                      d'  `MM.       YM,     MM   MM   MM 
-                     d'    `MM.      `MM'      MM   MM   MM 
-                   _M(_    _)MM_      YP      _MM_ _MM_ _MM_ 
- 
- 
-                      - Legion Invaision Mission Guide - 
-                                    [XVIII] 
- 
-Dark Legion Invasion Missions, or Legion Raids as they shall be known from this 
-point on, are tower defense/horde mode missions where you protect a station from 
-an onslaught of Legion ships. It's not clear exactly when Legion Raids become 
-unlocked, though pilot level doesn't appear to be a factor, and it appears to 
-occur while in the process of changing factions. The goal of these missions is 
-to protect the station from Legion attack waves until the attacks stop 
-altogether. 
- 
-&******************************************************************************8 
- 
-                - Basic Mission Progression and Rewards [LRP] - 
- 
-&******************************************************************************8 
- 
-Attack waves are represented as "days" and surviving for 5 "days" completes the 
-mission. Be warned however that every time you survive to the end, the mission 
-will be slightly more difficult the next time you initiate it, and will be made 
-evident by the "day" counter advancing by 1. Fortunately, there's only so many 
-times that the difficulty can increase, and it will stop increasing once the 
-starting "day" reaches 11. Also, surviving to the end of the mission provides 
-you with part of a Prismatic crystal, and more importantly, a random potent 
-upgrade that is pretty much always 50% when you're at a high enough level. 
- 
-The difficulty of the mission is dependent upon a pair of factors, which are 
-your ship's tier level, and the zone you play the mission in. The difficulty is 
-represented as a number in parenthesis next to the name of the region you're in. 
-The number coincides with the tier level of your enemies so it will always be 
-1 - 4, no more, no less. The number is dependent upon the whichever value is 
-highest, the Zone you're playing in, or the highest tier ship you posses in your 
-current faction (this does NOT include the tier level of a hijacked/commandeered 
-ship). So if you have a tier 2 ship but are in a tier 3 zone, the enemy's tier 
-level will be 3. Also, if you're in a tier 1 ship but posses a tier 3 ship, in a 
-tier 1 zone, the enemy's tier level will still be 3, because it counts the 
-highest tier ship you posess, not what you're currently piloting. The tier 
-associated with each zone is as follows: Asteria, Erebus, and Leviathan are tier 
-1 zones, The Graveyard and The Tempest are tier 2 zones, Solaria and Tartarus 
-are tier 3 zones, and The Crucible and Shadowrift are tier 4 zones. 
- 
-The number of Legion Raid points (LR pts.) yielded is also effected by the final 
-tier level of your enemies. You get 1 times the tier level after completing the 
-first 4 waves, and 3 times that same number for completing the fifth and final 
-wave. So if you're enemies are tier 3, you get 3 points for the first 4 waves, 
-and 9 points for the last wave, totaling 21 points in all. Note: You do NOT 
-forfeit any points earned if you quit before all waves have successfully been 
-completed, but you will NOT be able to resume where you left off. 
- 
-It's advised that you play as either the Dominion or Order, since the ships more 
-often than not have higher hull or shields, respectively, and reinforcements 
-from those factions last longer against Legion ships as a result. You get 
-reinforcements from the faction you're currently in, regardless of whether the 
-ship you're piloting is from another faction be it via hijacking, or using 
-Eugene. 
- 
-&******************************************************************************8 
- 
-              - Important Mission Elements and Interaction [LRE] - 
- 
-&******************************************************************************8 
- 
-The basic elements to be conscious of are as follows: Your environment, the 
-station itself, friendly ships, the resource mini-menu, supply satellites, 
-turrets, and of course, enemies. 
- 
-- Be mindful of your surroundings, knowing where enemies can come from, where 
-supply satellites are, where reinforcements gather, etc. is very important if 
-you want to succeed. (I've listed the zones and thier characteristics in the 
-(LRZ) section of this part). 
- 
-- Unlike Battleships in warzone missions, the stations have no shields and 
-therefore cannot recover from damage inflicted, which means that prevention is 
-your only option. You can also dock at the station to repair your ship and/or 
-restore energy reserves, as well as switch out ships, shop, and do everything 
-else normally. However, the battle will continue while you're docked so either 
-make your visits as short as possible, or don't even do it at all. 
- 
-- Friendly Consortium ships will constantly leave the station and make their way 
-to the edges of the region before warping out. For each ship that successfully 
-warps out, you are granted 1 resource point. Resource points are valuable, but 
-you should not escort every last ship, thinning out enemy numbers is far more 
-important. 
- 
-- The resource mini-menu, the HUD box near the center on the right edge of the 
-screen, displays the following from top to bottom: The station's "health" 
-percentage, the number of resource points, the number of fighters, the number of 
-cargo ships, and the number of cruisers, all of which are friendly. 
- 
-- Supply Satellites are the highlighted satellites in each zone, and they allow 
-you to exchange resource points for bonuses and support. To do this, you need 
-only fly near the satellite and press the "use" button when close enough. (You 
-do not need to be out of combat, flying away from the satellite will NOT close 
-the menu, and boost is disengaged automatically upon displaying the menu). You 
-can purchase the following from the menu: Fighters (max 3) for 1 resource point 
-each, cargo ships (max 2) for 3 resource points each, a cruiser (max 1) for 5 
-resource points each, launch the station's security drones for 7 resource points 
-each time, and upgrade all turrets for 9 resource points each time (max 2 
-times). 
- 
-Fighters are weak and easily destroyed, but are cheap and persist from wave to 
-wave as long as they survive. cargo ships aren't that strong offensively, but 
-are a vital asset for their ability to heal friendly ships like you, cruisers, 
-and even each other. Cruisers are slow and costly, but more powerful than the 
-other ships. Launching the station's security should be reserved for emergency 
-situations because A) The drones don't appear to persist from wave to wave, and 
-B) they're pretty weak both offensively and defensively. Although weak, the 
-station security drones will still do damage and distract some enemies from the 
-station itself, so while costly, it's not useless. Lastly, turret upgrades are 
-the very first thing you're going to want to get. Although costly, turret 
-upgrades increase all turret's offense and defense, last until the end of the 
-mission, and apply to turrets that are/will be destroyed. 
- 
-- Speaking of turrets, they're the first line of defense and are extremely 
-important if you want to succeed. Turrets are present at every point where Dark 
-Legion ships have to move through to reach the station, and typically are 
-grouped in sets of 3. Whenever a turret is destroyed, an audio cue will alert 
-you and its radar icon will change. Destroyed turrets can be restored by getting 
-close enough to them that the "use" text says "Rez Turret", pressing the "use" 
-button, and waiting a short time. Reconstructing turrets also supplies you with 
-1 resource point each time you do it. However, it's a very bad idea to 
-intentionally allow enemies to destroy turrets to farm resource points unless 
-you're very close to the end of a given wave. 
- 
-- (Note: You do not have to be out of combat to rez turrets, or to buy support 
-from satellites in Legion Raids.) 
- 
-- The last element to consider is also the focus of the mission, the enemies. 
-Among the ranks of Legion ships are fighters, which I have yet to see an 
-official name for, so I call them "gnats" because they're small, fast, and 
-fragile. The green interceptor-type ships, which I call "Green-Meanies". The 
-other green ships that are officially known as "Healers", but I prefer to call 
-"Scarabs". The reasons being that A) the ship's rounded aft looks like a 
-beetle's butt, B) like many insects, they're easily crushed but are very 
-annoying, and C) the scarab was the ancient Egyptian symbol for immortality 
-which reflects the ship's restorative capabilities. There are the Tanks, which 
-are about the size of cargo ships but are officially classified as cruisers. 
-Tanks in Legion Raids also use Power Beams that are much weaker compared to the 
-Hellfire beams fired by Tanks in the Webweave region. Last, but most certainly 
-not least are the Dreadnoughts. Although they're closer in size to cruisers, 
-Dreadnoughts are actually carriers armed with torpedoes, and housing 
-teleportation technology that allows them to summon a huge number of fighters 
-when its hull gets about halfway down. 
- 
-&******************************************************************************8 
- 
-                - Basic Mission Zone Layout and Contents [LRZ] - 
- 
-&******************************************************************************8 
- 
-Knowing where to find what you're looking for and where enemies can come from is 
-important in Legion Raid missions. Therefore, I've created a list the zones, 
-what you should expect to find in each, and a note regarding my feelings toward 
-playing in that zone during these missions. 
- 
-&******************************************************************************8 
- 
-                                 - Asteria - 
- 
-&******************************************************************************8 
- 
-Station being defended - Alpha, number of Supply Satellites - 4, their locations 
-- North, South, East, and West of the station, number of enemy points of entry - 
-4, their locations - Northeast, Southeast, Northwest, and Southwest of the 
-station, turrets posted at each - 3. 
- 
-Evaluation - A standard-sized area to engage Dark Legion ships, its high 
-satellite count is appealing but the asteroids are irritating to navigate, 
-especially with slower ships. The Northeast defense point is the most vulnerable 
-due to the fact that there are two tunnels and Legion can enter from, but only 
-3 turrets to defend both areas. 
- 
-&******************************************************************************8 
- 
-                                 - Erebus - 
- 
-&******************************************************************************8 
- 
-Station being defended - Beta, number of Supply Satellites - 3, their locations 
-- Northeast, Northwest, and South of the station, number of enemy points of 
-entry - 3, their locations - East, West, and South of the station, number of 
-turrets posted at each - 3. 
- 
-Evaluation - A little smaller than Alpha station, Beta is worse because there 
-are even more asteroids that get in the way. Plus, its smaller size means that 
-you have less time to put down threats before they reach the station. 
- 
-&******************************************************************************8 
- 
-                               - Leviathan - 
- 
-&******************************************************************************8 
- 
-Station being defended - Delta, number of Supply Satellites - 1, its location - 
-East of the station, number of enemy points of entry - 2, their locations - 
-North and South of the station, number of turrets posted at each - 5. 
- 
-Evaluation - Though it features only two major points of entry, for enemies, 
-some fighter squadrons can bypass turrets from the sides, and since your allies 
-likely won't be around, they can assault the station unopposed. The area is too 
-large to get from point to point quickly, and its size definitely doesn't help 
-when trying to discern which turrets have been destroyed. Not to mention the 
-fact that there's only one Supply Satellite. I say skip it. 
- 
-&******************************************************************************8 
- 
-                             - The Graveyard - 
- 
-&******************************************************************************8 
- 
-Station being defended - Kappa, number of Supply Satellites - 2, their locations 
-- Northwest and Southeast of the station, number of enemy points of entry - 3, 
-their locations - North, South, and West of the station, number of turrets 
-posted at each - 3. 
- 
-Evaluation - Neihter the best, nor the worst of the lot. It's large, but in 
-spite of there being more points the enemy can come from there's still a good 
-bit of distance they have to cover before reaching the station. Having more than 
-just 1 satellite doesn't hurt either. 
- 
- 
-&******************************************************************************8 
- 
-                               - The Tempest - 
- 
-&******************************************************************************8 
- 
-Station being defended - Sanctuary Base, number of Supply Satellites - 2, their 
-locations - Northwest and Southeast of the center, number of enemy points of 
-entry - 2, their locations - Northeast and Southwest of the center, number of 
-turrets posted at each - 4. 
- 
-Evaluation - Things are very cramped, and it's difficult for the station not to 
-take damage once enemies are inside. Things are a lot more concentrated but 
-there's not a lot of ground to cover before enemies reach the station. Allied 
-ships also don't tend to stick close together so it's a lost cause trying to 
-rely on them. But if you like using autoguns, mines, and/or parsing beams like 
-the Lightning, Hellfire, or Big Green Power, this might be a good place for you. 
- 
-&******************************************************************************8 
- 
-                                 - Solaria - 
- 
-&******************************************************************************8 
- 
-Station being defended - Lambda, number of Supply Satellites - 2, their 
-locations - Northwest and Southeast of the station, number of enemy points of 
-entry - 2/3, their locations - East and West, number of turrets posted at each - 
-2 to 3. 
- 
-Evaluation - This is my personal favorite zone to play these missions in. The 
-station is vulnerable on the East side, but the West side has many ways of 
-slowing enemies down if you have to hold back those coming from the East. This 
-is because in addition to fighting the first two turrets enemy forces will 
-encounter, there are another two before they reach the station, and those coming 
-from the entry point at the farthest West side may have to contend with the 
-turrets posted to keep the enemies coming from the closer entry point. As if 
-that weren't enough, reinforcements will more often than not gather near the 
-two pairs of turrets on the west side, making it easier for cargo ships to heal. 
-Again, the East side is vulnerable so it's not perfect, but it's the most 
-manageable/advantageous place to complete these missions in my opinion. 
- 
-&******************************************************************************8 
- 
-                                - Tartarus - 
- 
-&******************************************************************************8 
- 
-Station being defended - Theta, number of Supply Satellites - 2, their locations 
-- Southeast and Southwest of the station, number of enemy points of entry - 3, 
-their locations - South, East, and West, number of turrets posted at each - 3. 
- 
-Evaluation - Since everything drifts slowly to the right, the East side is most 
-vulnerable and your reinforcements seem perpetually trapped on the West side. I 
-had what must have been an armada come in from the East side and take the 
-station from 100% to less than 35% in one round. Your reinforcements at least 
-manage to keep West side enemies back to a certain degree, but between the 
-unremarkable South side, and woefully weak East side, you're better off leaving 
-this one alone. 
- 
-&******************************************************************************8 
- 
-                              - The Crucible - 
- 
-&******************************************************************************8 
- 
-Station being defended - Epsilon, number of Supply Satellites - 1, its location 
-- Southeast of the station, number of enemy points of entry - 3, their locations 
-- West, South, and East, number of turrets posted at each - 3, 2, and 1 
-respectively. 
- 
-Evaluation - Yet another instance where the East side is the weakest, and this 
-time it's because there's a whopping 1 turret defending the position. Seriously, 
-even if it weren't a pain to navigate around the obstacles outside the station, 
-1 to 2 turrets defending an area just doesn't cut it. 
- 
-&******************************************************************************8 
- 
-                              - Shadowrift - 
- 
-&******************************************************************************8 
- 
-Station being defended - Omega, number of Supply Satellites - 1, its location - 
-East of the station, number of enemy point of entry - 2/3, their locations - 
-East and South of the Station, number of turrets posted at each - 2 to 3. 
- 
-Evaluation - Another one of my favored locations to conduct this mission. Like 
-Solaria, this zone's station features multiple turrets that can damage enemies 
-after passing a previous group, though it's also only for one section, making 
-the East side slightly more vulnerable. The area is large enough that enemies 
-have to travel a good distance before reaching the station, but small enough 
-that it doesn't take too much time to get from point A to point B. 
-Reinforcements don't tend to wander off to other areas either. (I put 2/3 points 
-of entry because Legion ships enter at both the South and Southeast sides but 
-end up following the same path to the station. 
- 
- 
-                         ____      ___ ____ ____      ___ 
-                         `MM(      )M' `MM' `MM(      )M' 
-                          `MM.     d'   MM   `MM.     d' 
-                           `MM.   d'    MM    `MM.   d' 
-                            `MM. d'     MM     `MM. d' 
-                             `MMd       MM      `MMd 
-                              dMM.      MM       dMM. 
-                             d'`MM.     MM      d'`MM. 
-                            d'  `MM.    MM     d'  `MM. 
-                           d'    `MM.   MM    d'    `MM. 
-                         _M(_    _)MM_ _MM_ _M(_    _)MM_ 
- 
- 
-                            - Ark Raid Mission Guide - 
-                                      [XIX] 
- 
- 
-Ark Raids are unlocked after completing all the main story missions so you'll be 
-at a minimum of level 40 when you start this, meaning you should have access to 
-many resources at this point such as high-tier ships, weapons, and high level 
-sentients. If you don't then you probably shouldn't even be looking at this 
-section, but if you do you'll likely still need some pointers before you jump 
-into the fray. Ark Raids are pretty much all about boss fights with each having 
-their own strengths and weaknesses, and I'll be sure to walk you through them. 
- 
-The Ark Raids are a good mission set to take part in before attempting to best 
-later versions of Legion Raids, as you can be supplied with more weapons and 
-upgrades to help you along. It's also good for power leveling as the first two 
-sections of the mission feature cannon fodder enemies that yield a high amount 
-of XP when compared to how much damage they take to destroy. Ark Raids also 
-offer the only way to get rarer sentients without getting them through the  
-mobile game Fusion: Sentient, as well as some sweet weapons. In order for 
-weapons to be dropped however, you must have room for them, i.e. no more than 
-14 weapons and sentients total. It's not clear if certain weapons or 50% 
-upgrades are exclusive to a given boss but I'll list all the ones I've 
-encountered in my personal experience. More information on the weapons 
-themselves can be found in the Bonus Weapons section (WB). 
- 
-It's worth noting that since you don't start off docked at a station like the 
-Warzones and Legion Raids, you can take hijacked ships through this as long as 
-you don't die, otherwise you'll respawn as your original ship. Ark raid points 
-are awarded thusly: 1 point for the first boss, 2 points for each of the 
-following 3, 3 for the Hall of Mirrors boss, and 5 for the final boss for a 
-possible total of 15. Lastly, there is no penalty for leaving Ark Raids before 
-they're completed, however you will NOT be able to pick up where you left off. 
- 
-&******************************************************************************8 
- 
-                         - Stealthly Blitzkrieg [ARS] - 
- 
-&******************************************************************************8 
- 
-In spite of the fact that the majority of enemies in the game react to your 
-presence when you shoot them while cloaked/undercover, Ark Raids are a bizarre 
-exception to this rule as few will return fire or even react for that matter. 
-For reasons that are unclear, Splitters and Janus (Mirror boss) will attack the 
-player if you're cloaked, but not when you're undercover. The rest of these will 
-fail to acknowledge your presence regardless of your stealth ability of choice. 
-All the first enemies, (including the boss) all Path of the Dead enemies 
-(including the boss), the Elder ones, and all droids and torpedo nodes in the 
-final area. 
- 
-While in a state of stealth, you can let your sentients attack for you if you're 
-undercover, but you'll have to use your weapons if you're cloaked. It should 
-also go without saying that you need either the Syndicate or Praetorian scout 
-fighter if you want to attack without disengaging the cloak or undercover 
-abilities respectively. But since you need to do as much damage as possible 
-against the Elder Ones, the Deathshrike Mine V is a good weapon to use.As a 
-side-note, it's worth mentioning that the Splitters only need to be split once 
-each in order to "unlock" the doors in the main chamber. 
- 
-During the battle with Janus (Mirror boss), I should note that while you can 
-technically use sentients to attack him/her while in a cruiser, there are more 
-complications outside of the obvious increased defensive qualities of your 
-enemy. Since Janus doesn't attack but still flies around, the ship can get stuck 
-in the environment, and while ships that get trapped for an extended period of 
-time have their positions reset, Janus just disappears. So don't say I didn't 
-warn you, and no you cannot leave and come back to reset the state of things, 
-you have to start all over again. 
- 
-&******************************************************************************8 
- 
-                              - Clay Tok [ARC] - 
- 
-&******************************************************************************8 
- 
-The first part of the Ark Raid is, appropriately, the very area you went to at 
-the end of the last main mission. You should see a large number of hostile 
-markers on your mini-map, and you'll want to take them out, but try to keep your 
-distance with the right/Eastern most portion of this area. Also, try not to 
-engage too many at a time, they're manageable in small groups, but getting the 
-attention of most of them at once is a really stupid idea, especially since 
-they can boost each other's offensive power. They exclusively use beam weapons 
-though, so if you're able to perform the Roll glitch then feel free to go nuts. 
- 
-Once you've cleared out most or all of the smaller enemies it will be safer to 
-venture to the right/East. Guarding the path to the other areas is a giant 
-version of the enemies you were fighting, which in turn were giant versions of 
-the Vanid/space mites. It is known as Clay Tok, and if you didn't heed my advice 
-regarding the destruction of the many smaller enemies or just blundered too 
-close by mistake, you can probably kiss your aft goodbye. This is because 
-partway through inflicting damage to it, Clay Tok will draw in ALL of the 
-smaller enemies, allowing them to not only gang up on you but boost Clay Tok's 
-firepower. 
- 
-Without the added support however, Clay Tok can be bested with ease if you don't 
-stay still long enough for its KL-088 attack (those pink/magenta pulse blasts) 
-to hit you. Clay Tok uses Supershield and, most prominently, Feign Death so 
-missiles are a bad idea in this fight. It only uses the Supershield ability for 
-a second or two after being attacked initially, similarly to many cruisers and 
-cargo ships, before stopping. You don't actually visibly see the shield come up, 
-but you can hear the effect noise it makes, and it clearly suffers no damage 
-even though it should. While the KL-088 is pretty strong, clay Tok is completely 
-incapable of firing while it uses Feign Death, and though you can't see its 
-statistics it takes damage in that state, so hit it with everything you've got. 
-A 50% Feign Death upgrade can be dropped by Clay Tok, as well as the Power Beam 
-and Deathshrike Mine V weapons. 
- 
-&******************************************************************************8 
- 
-                           - Forks in the Road [ARF] - 
- 
-&******************************************************************************8 
- 
-After defeating Clay Tok it will drop either an upgrade or a weapon, pick it up 
-and fly near the portal-like opening which the game calls a door until the 
-option to go through comes up. On the other side will be a ton of Splitters and 
-many more barred entrances. If you're unfamiliar with them, splitters are the 
-enemies you can encounter North West of the center of The Crucible. As their 
-name implies, they split apart, becoming defensively weaker, though I'm 
-uncertain if they're weaker offensively as well (I don't think they do). 
-Splitters multiply whenever you completely deplete their health and can only 
-split so many times before being completely destroyed. They use beam weapons so 
-if you can/are taking advantage of the Roll glitch you won't even have to worry 
-about them. 
- 
-There are 4 doorways with 5 splitters in front of each. The Northernmost door 
-leads to the Librarian boss, the Northwest one leads to the Elder ones, the 
-Southwest one leads to the Mirror boss Janus, and the Southeast one leads to 
-the Ghost Battleship. All three must be defeated before the door leading to the 
-Mirror boss can be opened so you've got no choice but to fight them all. So 
-I'll be listing them in an order that I feel represents the incline of 
-difficulty from least to greatest, starting with the Southeast doorway leading 
-to the Path of the Dead. 
- 
-&******************************************************************************8 
- 
-                           - Path of the Dead [ARD] - 
- 
-&******************************************************************************8 
- 
-The minute you reach the other side you'll encounter a Ghost Dominion cruiser, 
-whose Admiral you need to speak with to proceed. Regardless of your faction 
-you'll be tasked with protecting said cruiser from missiles that appear out of 
-thin air multiple times. This is easier than it might sound however because 
-although they can be damaging for the escort target, they don't do too much 
-damage to you if you're in a tier 4 cargo ship/cruiser, you're given a fair 
-amount of time to reach them, and they're not too difficult to destroy. 
- 
-The missiles will appear in clusters that are easily seen from the mini-map, and 
-appear in front of cruiser, front, front left (your left, not the cruiser's), 
-left (again, your left, not the cruiser's), behind, front, and both in front 
-AND behind it. Go after the one's in front first because the cruiser is 
-actively moving away from the others. The cruiser has tier 4 Dominion beam 
-weapons but they alone are not enough to intercept the missiles. 
- 
-Once you've fended off the missiles you'll need fly close so that you can talk 
-to the Ghost Admiral again. This time you'll have to protect the cruiser from 
-several ships aiming to destroy it. Failing to protect it will not forfeit the 
-entire mission, or even send you back to the beginning of the Path of the Dead, 
-but you will have to fight all ships over again until you succeed. Said ships 
-are pretty weak but the cruiser won't fire back this time around so it's 
-entirely up to you. You'll have to fend off fighters, cargo ships, a pair of 
-cruisers, a carrier that launches fighters, and a Ghost Battleship before the 
-mission is through. 
- 
-The cargo ship's have annoying supershields, the cruisers can be intercepted 
-with relative ease, the carrier always has tier 4 Dominion beam weapons, and 
-the Battleship always fires missiles. Unfortunately, just where exactly the 
-ships appear is not consistent, so keep close to draw fire away from the escort 
-target just in case. Flares are useful for countering missiles, Clone is good 
-for drawing away attacks, and a Healer sentient's recharge ability is obviously 
-quite useful here. Once you defeat the Ghost battleship a reward (with the Power 
-Lightning Beam being possible) will be dropped and you'll be given the 
-appropriate number of Ark Raid points. The mission also starts as it means to go 
-on by NOT making you backtrack all the way back to the entrance of the area, but 
-rather the threshhold leading to this circular area. 
- 
-&******************************************************************************8 
- 
-                           - Path of Knowledge [ARK] - 
- 
-&******************************************************************************8 
- 
-Head to the far North end and enter go through the doorway leading to the Path 
-of Knowledge. You again have to initiate a conversation, but this time it's with 
-a massively oversized healer sentient. Follow the path to the end of the tunnels 
-swatting down security droids along the way and you'll eventually find yourself 
-in another boss arena. This time however it's one enemy with pretty high 
-defensive statistics and a beam attack that would make the BFG 9,000 from Doom 
-feel insecure about it's potency. Fortunately, as I just said it's a beam 
-weapon, and as such is susceptible to the Roll glitch, as well as the Roll 
-ability in general, and the Supershield ability too. Speaking of Supershields, 
-the giant enemy sentient will have a supershield up if you're too far away so 
-don't expect to pick away at it from a distance. You have to get pretty close to 
-the sentient for the shield to go down. After 1 section of its shields are 
-depleted it will erect a supershield and start drifting away while it 
-presumably makes modifications to boost weapon power because it's Big Green 
-Power beam can slaughter you at this point in time if you can't avoid it. Try to 
-stay as close as possible to its center while it's drifting and when the shield 
-eventually goes down. If you have enough firepower you can destroy it utterly 
-before it manages to get even 1 shot off. 
- 
-It's worth noting that in addition to the standard rewards of upgrades, 
-potential for weapons, and Ark Raid points, this is the only method by which 
-you can acquire rarer sentients in the game without transferring them from 
-Fusion: Sentient or getting them from online Auctions. So long as you have 
-14 or fewer weapons (including equipped ones) AND 4 or less sentinets, there's 
-a chance that the Librarian boss will drop a Rare, Epic, or Legendary sentient 
-that can be one of the three different types. A 50% Flare upgrade is also 
-possible. 
- 
-&******************************************************************************8 
- 
-                            - Path of Darkness [ARP] - 
- 
-&******************************************************************************8 
- 
-Head to the Northwest section and go through the door to be on your way to the 
-Path or Darkness. Unlike the Path of Knowledge there aren't any enemies on the 
-way, but the journey is the most dangerous of the three since there are 
-booby-trap-esque Hellfire beams being fired in the tight spaces. The beams get 
-all the more frequent by the end so if you're having trouble with just the early 
-bits you're horrendously unprepared for what lies in wait at the end. Once 
-again though the roll glitch lets you sail through with ease, unless of course 
-you're in a cruiser in which case the tight quarters are going to be quite 
-irritating to navigate. 
- 
-Upon reaching the end you'll be greeted by three yellow Dark Legion carriers 
-being controlled by beings calling themselves The Elder Ones, and request the 
-administration of voluntary euthanasia. But apparently they're from a country 
-that isn't progressive enough to permit such a practice without mandating 
-self-defense because they fire incredibly powerful missiles at you and 
-constantly heal one another. You have to either deplete their health incredibly 
-fast, or get close enough to one that it starts chasing you, and allow you to 
-lure it away from its allies. You'll need either Flares or Supershield for this 
-fight because as I said previously the missiles they fire are incredibly 
-powerful. Fortunately while their shields are pretty tough and can be healed, 
-their hull strength is laughably weak and can't be recovered so once their 
-shields go down they won't have long. 
- 
-Watch out if you're engaging The Elder Ones in one of the three fighter types 
-though because they have a tendency to use the Healer sentient knockback skill 
-which is not just annoying, it can prevent you from avoiding the missiles fired. 
-You'll have to take each of the three down one at a time, but don't expect them 
-all to yield goodies, only the last one you destroy will provide an upgrade or 
-weapon. Speaking of which, the Power Big Green Power Beam and Power Missile are 
-possible weapon drops. 
- 
-&******************************************************************************8 
- 
-                           - Hall of Mirrors [ARH] - 
- 
-&******************************************************************************8 
- 
-Now that all three major bosses have been extinguished we can move on through 
-the door that was previously sealed in the Southwest part of the main area. 
-Unlike the preceding sections though you only fly a couple of meters before 
-the boss, Janus, makes his/her presence known. Janus copies you ship but only to 
-a certain extent. It's defenses appear to be higher, but the weapons used are 
-thankfully not your own. The ship that is mimicked is whatever you're currently 
-flying, not whatever you might be able to change into when you disengage the 
-undercover ability. Janus also only copies what your ship's statistics are 
-SUPPOSED to be and inflates them a little from there. Meaning if you rock up in 
-a scout fighter with the shields and hull of a military cruiser using Eugene 
-then Janus will be stuck with defensive stats that are pathetic by comparison. 
-The area's large enough to run and use a Healer and Tank sentient combo to boost 
-your shields if things start going South so it's not too difficult overall, it 
-can be more about attrition than anything. A 50% Undercover upgrade can be 
-dropped, as well as the Deathshrike Mine V, and the Power Lightning Beam. 
- 
-&******************************************************************************8 
- 
-                              - The Ark [ARA] - 
- 
-&******************************************************************************8 
- 
-Getting to the right point where you can enter the next door will be a little 
-difficult but once you get there you can proceed to the Ark's core. Ahead of you 
-will be the Ark super-sentient, protected by a series of powerful defenses. To 
-start, there are large beams inhibiting your progress that need the emitters at 
-both ends to be destroyed. Doing so will get rid of the deadly beam (seriously, 
-it can be VERY dangerous if you're defenses are not too close to the top), as 
-well as launch security droids from the damaged nodes that are weak 
-afterthoughts. After shutting down a few of those pesky beams you'll come to 
-the Ark's inner sanctum, only to find more beams in your way. Or at least that's 
-how it LOOKS, the beams are actually powering a shield that recovers faster than 
-you can damage it, and the beams themselves can't harm you in the slightest. 
-What CAN harm you however are the nodes, on either side of the towers supplying 
-shield energy, which fire massive torpedoes that will do a lot of damage if 
-you don't keep moving and stay out of the way. Destroying those nodes will keep 
-the torpedoes off your aft but not for very long so concentrate on the ones 
-supplying shield energy instead. 
- 
-Once you've cut off all four towers from the super-sentient you can attack the 
-sentient itself. Unfortunately however, you can only do 25% hull damage before 
-its shields are brought back online. Even more frustrating is trying to damage  
-it while in one of the three fighter classes because like the Elder Ones the 
-Ark super-sentient can use the knockback ability. But as long as you keep moving 
-and damaging the core you'll eventually defeat the age-old construct and claim 
-your due rewards, which can include the Power Missile. A message might pop up 
-very quickly and ask if you're sure you want to quit the mission. Either select 
-"no" or don't select yes until your sentients pick up the loot dropped by the 
-boss, because not only is the upgrade/weapon supposed to be dropped, but unlike 
-in Legion Raids, Prismatic crystal pieces are dropped rather than being 
-automatically added to your inventory. 
- 
- 
-                            ____      ___ ____      ___ 
-                            `MM(      )M' `MM(      )M' 
-                             `MM.     d'   `MM.     d' 
-                              `MM.   d'     `MM.   d' 
-                               `MM. d'       `MM. d' 
-                                `MMd          `MMd 
-                                 dMM.          dMM. 
-                                d'`MM.        d'`MM. 
-                               d'  `MM.      d'  `MM. 
-                              d'    `MM.    d'    `MM. 
-                            _M(_    _)MM_ _M(_    _)MM_ 
- 
- 
-                   - Mad Skillz (Pilot Skills List & Ratings) - 
-                                       [XX] 
- 
- 
-&******************************************************************************8 
- 
-                            - Base Skills [MSB] - 
- 
-&******************************************************************************8 
- 
-No more than 25 base points, which are awarded upon leveling up your pilot 
-character, can be assigned to any one skill, and since you get one point per 
-level and 100 levels you'll have enough points to max out every skill with the 
-only question being how you'll initially distribute the points. I should mention 
-that energy cost of using the Afterburner ability can decrease to the point 
-where having 1 DPS sentient equipped with a high enough level Energy 
-Regeneration bonus can let you use it indefinitely. Speaking of energy, although 
-your first thought may be to increase energy reserves since it offers the 
-highest increase per point, you'll want to avoid weapons that drain energy in 
-the early parts of the game, and some of the upgrades to abilities can outright 
-negate the energy cost so focus on the others. Lastly, while the description for 
-Increase Defense states that it increases both shields and hull, it only 
-increases hull strength, so keep that in mind. 
- 
-Increase Damage - 1% increase per point, Total possible = 25% 
- 
-Increase Defense - 1% increase to hull per point, Total possible = 25% 
- 
-Afterburner - 2% increase to speed and efficiency per point, Total possible = 
-50% 
- 
-Increase Energy - 4% increase per point, Total possible = 100% 
- 
-&******************************************************************************8 
- 
-                              - Faction Skills [MSF] - 
- 
-&******************************************************************************8 
- 
-Faction skills are where you can become either a terror among the stars, or a 
-laughingstock for touring vessels to point at and mock. I'll help you make sure 
-you become the former, and turn your enemies into the latter. Each skill will be 
-evaluated with more in-depth descriptions and information after point level 
-statistics. The *'s represent how good a skill is, the more *'s the better, 
-though that should become apparent in the description. But first, some general 
-info you need to know. 
- 
-Faction skills are added when you become a member of a faction and completed a 
-mission that rewards you with a faction point to spend on skills. Don't worry 
-about accidentally choosing one of the lame skills since Prismatic crystals can 
-reset all your skills without penalty, just keep in mind that it may take a good 
-deal of time before you can get some and the act of acquiring them will be made 
-easier if you have better skills. Faction points are universal, meaning that 
-points earned in one faction can be spent to unlock/advance another's skills. 
-Also, Military Skills are shared between the Revenant Order and Dominion of 
-Allied Planets, so joining either faction will unlock the skills. 
- 
-&******************************************************************************8 
- 
-                             - Consortium Skills [MSC] - 
- 
-&******************************************************************************8 
- 
-Harvest (Passive) - Extracts ore from any asteroid or gas cloud. 
- 
-Lvl 1 - 10%        Lvl 2 - 20%        Lvl - 30%        Lvl 4 - 40% 
-Lvl 5 - 50% 
- 
-Rating: 1/4 *'s 
- 
-Evaluation - Although the name is different and it mentions gas clouds, the 
-Harvest skill is just mining. The gas cloud bit is bizarre because there's no 
-expanded function for the mining ability, it only speeds up the mining time, 
-there doesn't appear to be any difference in the quantity or quality of 
-resources yielded. Although you can put enough points into the ability that you 
-can mine faster than your sentients with maxed out mining skills, the fact that 
-you can have multiple sentients mining at a time makes this skill useless until 
-you can get prismatic crystals without leaning on certain skills. In all I'd say 
-it's got 0/4 *'s in the early parts of the game and maybe 2/4 *'s for the later 
-parts with the average being the final rating seen at the beginning. 
- 
- 
-Feign Death - Fakes the death of the ship, possibly tricking enemies. Energy 
-Cost - 50 pts. 
- 
-Lvl 1 - 160 sec cooldown        Lvl 2 - 80 sec cooldown 
-Lvl 3 - 40 sec cooldown        Lvl 4 - 20 sec cooldown 
-Lvl 5 - 10 sec cooldown 
- 
-Rating: 1/4 *'s 
- 
-Evaluation - If you've fought Clay Tok then you probably already know why this 
-skill doesn't have a good rating, if not, I'll naturally explain it to you. 
-Feign Death can stop missiles mid-flight but note that the description states 
-that it can only POSSIBLY trick enemies into stopping their attacks. When you 
-use Feign Death you're completely immobile until the effect wears off, and 
-though your shields can recover in this state, you can take damage too. This 
-means that if you use the ability in the no-man's-land of a fire-fight, you'll 
-be hammered with projectiles even if the enemies DID back off. The afterburner 
-is a base skill, you'd best use it instead. 
- 
- 
-Roll - Performs a roll maneuver, allowing dodging of beam attacks. Energy Cost - 
-25 pts. 
- 
-Lvl 1 - 4 sec cooldown and 1 sec evasion 
-Lvl 2 - 4 sec cooldown and 1.5 sec lock-on break 
-Lvl 3 - 4 sec cooldown and 2 sec lock-on break 
-Lvl 4 - 4 sec cooldown and 2.5 sec lock-on break 
-Lvl 5 - 4 sec cooldown and 3 sec lock-on break 
- 
-Rating: 4/4 *'s 
- 
-Evaluation - I'm sure a lot of you are surprised by this rating because I 
-originally was going to put this at 0/4 *'s. That was until I looked more 
-closely at the skill and found many errors that elevate its standing and a 
-glitch that makes it a must-have for nearly everyone. For one thing, the 
-description is not true, there is NO cooldown time for the ability. And since 
-the analogous upgrade negates the energy cost regardless of its percentage 
-value, you can use it as many times as you want. That's great n' all but it's 
-not what gives this skill such a high rating it's the following glitch. 
- 
-My theory is that Starfire programmed the roll animation to be executed with 
-fighters but not capital ships because the idea that such a large craft avoided 
-beam fire by out-maneuvering it would come across as understandably absurd, 
-leaving the effect to be explained by shield movement deflecting fire or 
-something else the player might imagine. Unbeknownst to them at the time, the 
-coding for the skill presumably had the effects activate when energy was 
-deducted, and concluded after the roll animation was finished, but since the 
-animation never actually STARTS, the duration never ends. That's right, if you 
-use the roll ability while in a cargo ship or cruiser you will be immune to all 
-forms of beam weaponry INDEFINITELY. That's not much of an exaggeration, 
-going through SHIFT platforms, docking, initiating missions, etc. do not reset 
-your status. Not even switching out the skill with a different one will change 
-it! 
- 
-Being immune to an entire category of weapons that at least 1 ship from every 
-faction uses is great enough in its own right, even if it's limited to cargo 
-ships and cruisers. But the fact that this effect can be applied with only 1 
-point assigned to the skill to reap the benefits of the glitch gives it a 
-perfect rating. Note: The barrel rolls your ship sometimes performs cannot be 
-induced at will outside of using the Consortium Roll skill so don't bother 
-asking be how to make the ship do it. Lastly, although you don't take damage 
-from the beam attacks and the hijack skill will not be interrupted, your shields 
-will not recover when beams are being fired at you. 
- 
- 
-Increase Cargo (Passive) - Increases amount of cargo the ship can carry. 
- 
-Lvl 1 - 20% increase        Lvl 2 - 40% increase 
-Lvl 3 - 60% increase        Lvl 4 - 80% increase 
-Lvl 5 - 100% increase 
- 
-Rating: 2/4 *'s 
- 
-Evaluation - Cargo capacity is hardly vital, but not having to go back to 
-docking stations/send sentients to sell its contents as often is still a 
-convenience, though one you'll not want to take advantage of early on in the 
-game when there are better options. 
- 
-&******************************************************************************8 
- 
-                           - Syndicate Skills [MSS] - 
- 
-&******************************************************************************8 
- 
-Cloaking - Cloaks the ship, making it almost invisible. 
- 
-Lvl 1 - Drains shields in 5 sec, 10 sec cooldown 
-Lvl 2 - Drains shields in 10 sec, 9 sec cooldown 
-Lvl 3 - Drains shields in 15 sec, 8 sec cooldown 
-Lvl 4 - Drains shields in 25 sec, 7 sec cooldown 
-Lvl 5 - Drains shields in 30 sec, 6 sec cooldown 
- 
-Rating - 0/4 *'s 
- 
-Evaluation - Once near the top of the heap, this skill gets thrown down to 
-useless thanks to another skill's unbelievably versatile glitch. I'll address 
-that when I talk about said skill, until then, here are some things you should 
-know: 
- 
-- Your shields are drained a little, but your energy will run out long before 
-your shields. 
- 
-- An analogous upgrade, regardless of percentage value will prevent any and all 
-energy/shield drain while the ability is active. Even while this upgrade is 
-active however, not only will energy and shields not regenerate, but your hull 
-will be incapable of recovering with the Healer sentient's abilities either. 
- 
-- Although there is no point in doing so, both the Cloak and Undercover skills 
-can be active simultaneously. 
- 
-- Enemy weapons can still harm you even if they don't target you while you're 
-cloaked, so watch out. 
- 
-- If you attack or your enemy hits you while you're flying in anything other 
-than a Ghost scout fighter the cloak will automatically disengage. 
- 
-- Although the Ghost scout fighter lets you fire while cloaked, nearby enemies 
-will be alerted to your presence and will be able to target you even though the 
-ability was not disengaged. It won't be disengaged when fired upon either so 
-you'll need to manually turn it off to be able to recover shields, hull, and 
-energy. 
- 
-- Your sentients will automatically not engage enemies while you're cloaked, so 
-you don't have to worry about setting their combat mood to passive to keep them 
-from giving away your position. 
- 
-- Although the the hint screens say that those using the Cloaking skill should 
-be wary of ships with advanced radar, it appears as though no ships possess it, 
-not even Dark Legion ships. If you're suddenly de-cloaked with no combat taking 
-place, it's likely that you flew too close to an enemy/neutral target that had a 
-ram shield erected. 
- 
- 
-Teleport - Teleports the ship to a new position. Energy Cost - 20 pts. 
- 
-Lvl 1 - 30 sec cooldown        Lvl 2 - 20 sec cooldown 
-Lvl 3 - 15 sec cooldown        Lvl 4 - 10 sec cooldown 
-Lvl 5 - 5 sec cooldown 
- 
-Rating - 0/4 *'s 
- 
-Evaluation - Believe it or not, not only does this skill get better because of a 
-glitch, the glitch necessitates that you not put any points into the skill. You 
-see, preset side missions for the 5 factions will give you skills, and said 
-skills are usually more effective the more points you have in them even though 
-they're preset missions. But for some reason, when you have no points in the 
-Teleport skill the cooldown time is non-existent during those missions. Pair it 
-with an analogous upgrade and you can use it as often as you want, but 
-ironically, the skill is pretty lackluster even then. 
- 
-All it does is teleport your ship a short distance away. The time in transit is 
-quick so you can't expect to be immune to enemy fire for an extended period of 
-time, the starting distance is short and doesn't get better as you put more 
-points into the ability, and the cooldown time is so long outside of preset 
-missions that you can avoid more fire and cover more ground with the default 
-afterburner. This is probably the single worst and most useless skill in the 
-game, don't even touch it. 
- 
- 
-Hijack (Passive) - Takes control of a ship that has no shields. Not effective 
-against players. Energy Cost - 50 pts 
- 
-Lvl 1 - 10 sec capture time, 30 sec reuse time 
-Lvl 2 - 8 sec capture time, 30 sec reuse time 
-Lvl 3 - 6 sec capture time, 30 sec reuse time 
-Lvl 4 - 4 sec capture time, 30 sec reuse time 
-Lvl 5 - 2 sec capture time, 30 sec reuse time 
- 
-Rating - 0/4 *'s 
- 
-Evaluation - Before discovering the Undercover glitch this was the go-to ability 
-for people too cheap to buy ships and weapons of their own (like me). Now it's 
-more of a nice little novelty that has unfortunately lost its usefulness. Its 
-obsolescence will be made clear soon enough, in the meantime here is some 
-information regarding the skill you should know: 
- 
-- If you do not possess the hijack skill when starting a Syndicate story mission 
-that requires it, it will be provided for you, can be used even when not apart 
-of the faction, will be capable of being used without any points in the skill 
-until all Syndicate story missions have been completed. 
- 
-- You only need to deplete one section of shields in order to hijack a ship, NOT 
-both. 
- 
-- If you hijack a ship, it will be replaced with whatever you were piloting 
-originally when you dock, though not when going through a SHIFT platform or 
-initiating special missions like Legion Raids or Ark Raids. 
- 
-- Dark Legion ships sadly can't be hijacked. :( 
- 
-- Your sentients will stop attacking and your weapons will be disabled while 
-hijacking so that the targeted ship isn't inadvertently destroyed, so make sure 
-you have as few other enemies around as possible when attempting a hijack 
-because you will be unable to defend yourself. 
- 
-- You cannot hijack friendly ship, only enemies or neutral targets with the 
-capacity to BECOME enemies. If you hijack a Dominion/Order interceptor you can 
-use its commandeer ability to take control of a friendly unit that you could not 
-previously take control of. However, it will be subject to the same rules as a 
-hijacked ship and will be replaced with your original ship as soon as you dock. 
- 
-- Cloning while in a hijacked ship *will* produce a copy of the ship you 
-hijacked... but it will attack *you* instead of your enemies. However if you 
-hijack a Dominion/Order interceptor and commandeer a friendly ship, said ship 
-will aid you when cloned. 
- 
-- Although you can't equip sentients in hijacked ships per say, their passive 
-bonuses such as energy regeneration and statistical boosts will still be 
-applied. 
- 
-- Although you don't do any damage, hijacking a ship while cloaked/undercover 
-will cause the targeted ship to attack you. 
- 
-- Although you don't take any damage, being hit while a supershield is erected 
-will hinder the hijacking process. 
- 
-- If you hijack a ship(s) you were supposed to destroy the mission will glitch 
-and and fail to continue, even if you hijack a different ship to destroy it. The 
-only solution is to quit the mission. 
- 
-- A high leveled Shield Short & Hijack skill make for a potent combo. The 
-Tractor Beam also is good for pinning down particularly slippery hijack targets 
-like fighters. 
- 
-- If you hijack a ship during a mission, you will be reverted back to your 
-original ship the moment it's completed. 
- 
-- If you find yourself suddenly in the pod you were in at the start of the very 
-first mission while engaging Syndicate ships it means that your ship was 
-hijacked. Syndicate interceptors appear to be the only enemies that can hijack 
-your ship. Just as with you, they can't hijack your ship unless at least one 
-section of shields has been depleted, they can't attack, and their attempt will 
-fail if you destroy them first or get far enough out of range. 
- 
-Don't worry though, you don't have to re-purchase the ship, & you don't lose 
-weapons, upgrades, sentients, or crystals though I assume you lose whatever 
-cargo you were carrying, & possibly some credits as well. Dying or docking will 
-put you back in your ship good as new. 
- 
- 
-Scavenge (Passive) - Defeated enemies have a chance of dropping temporary 
-power-up. 
- 
-Lvl 1 - 10% chance        Lvl 2 - 20% chance        Lvl 3 - 30% chance 
-Lvl 4 - 40% chance        Lvl 5 - 50% chance 
- 
-Rating - 0/4 *'s 
- 
-Evaluation - Fusion Genesis' power-ups aren't very impactful so this is hardly a 
-game-changer, and if you don't like your sentients flying off to pick up things 
-on the other side of the screen you're not interested in this will certainly not 
-be an ability that you'll want. The only reason to pick this skill would be to 
-advance the Syndicate challenge of the same name. 
- 
-&******************************************************************************8 
- 
-                           - Praetorian Skills [MSP] - 
- 
-&******************************************************************************8 
- 
-Scan Enemies (Passive) - Scans a ship for illegal goods and increases the chance 
-of higher-quality salvage. 
- 
-Lvl 1 - 10 sec scan time        Lvl 2 - 8 sec scan time 
-Lvl 3 - 6 sec scan time        Lvl 4 - 4 sec scan time 
-Lvl 5 - 2 sec scan time 
- 
-Rating 0/4 *'s 
- 
-Evaluation - You get much better upgrades from Legion and Ark Raid missions so 
-the major point of the skill goes out the airlock right there. But there are 
-other advantages to putting points into this skill that keep it from being as 
-bad as something like Teleport. For one thing there are challenges that are less 
-tedious to complete with the scan time reduced as much as possible. Also, 
-fighters in earlier zones will be momentarily incapacitated after being scanned 
-and will be unable to attack for a short amount of time. So in summary, good for 
-completing challenges but offers no significant boons for combat. 
- 
-- Since Scanning will temporarily incapacitate some lower class & tier ships, 
-try scanning an enemy while cloaked/undercover before attacking to gain an 
-advantage. 
- 
-- You must be an active member of the Praetorian faction to advance the scanner 
-and revealer challenges. Both scan targets must be Consortium ships, and the 
-revealer challenge requires you to put at least 1 point in this skill (because 
-you can't detect illegal goods otherwise). 
- 
-- You can earn points for the Praetorian Judge challenge, by scanning and 
-destroying Syndicate ships while apart of the Order, Dominion, or Consortium, if 
-you have at least one point in this skill. But not while a member of the 
-Praetorian faction, and obviously not the Syndicate. 
- 
- 
-Supershield - A special shield that nullifies pulse weapon damage, but drains 
-energy. 
- 
-Lvl 1 - 100% energy drain rate 
-Lvl 2 - 90% energy drain rate 
-Lvl 3 - 80% energy drain rate 
-Lvl 4 - 65% energy drain rate 
-Lvl 5 - 50% energy drain rate 
- 
-Rating 3/4 *'s 
- 
-Evaluation - Contrary to its description, the Supershield skill nullifies ALL 
-damage, not just pulse weapon damage. While the Supershield is active your 
-energy is drained, neither you nor your sentients are capable of attacking, and 
-you can't recover your shields if you're under attack even though you're not 
-taking damage. In despite all those handicaps, the Supershield can be a valuable 
-asset. 
- 
-As I said earlier, the Supershield negates all damage and not just pulse damage, 
-and while the percentages might make you think that the shield will drain your 
-energy reserves instantaneously it's not that bad. In fact, with the right 
-preparations you can maintain a Supershield indefinitely. That's partially 
-because the shield's energy drain is unaffected by weapons fire, so it will 
-consume the same amount of energy blocking a super powerful boss attack as a 
-tier 1 Vanid's beam attack. And while neither you nor your sentients can attack 
-while the shield is active and beams stop firing as soon as you erect it, 
-missiles will still fly to their targets. 
- 
-A major advantage of the Supershield is that it's quick to erect and capable of 
-staying active for as long or as little as you'd like (provided you have the 
-energy to maintain it of course). This means that you can flicker the shield on 
-momentarily to stop a missile or hunker down against a torrent of weapon fire. 
-It's not the best ability but it definitely warrants attention. 
- 
- 
-Undercover - Turns the ship into asteroids and space junk and enhances its 
-defensive capabilities. 
- 
-Lvl 1 - 300 sec cooldown time and 10% damage absorption 
-Lvl 2 - 180 sec cooldown time and 25% damage absorption 
-Lvl 3 - 90 sec cooldown time and 40% damage absorption 
-Lvl 4 - 60 sec cooldown time and 55% damage absorption 
-Lvl 5 - 30 sec cooldown time, 70% damage absorption, and 50% damage increase 
- 
-Rating - 5/4 *'s 
- 
-Evaluation - No, that's not a typo. This is it. This is the singe most versatile 
-and useful ability in the entire game, not even Abation can exceed this skill's 
-caliber, and it's all thanks to the most beneficial glitch this game has to 
-offer. Before I had discovered the Undercover glitch (AKA U.G.), which I call 
-Eugene, this skill was an afterthought and I never used it. After discovering 
-Eugene however, it opened up a staggering amount of possibilities that 
-completely changed the game. 
- 
-The Undercover skill was meant to be the Praetorian version of the Syndicate 
-faction's cloak skill as both had the same purpose: keep enemies from knowing 
-you're there. The Undercover ability turns your ship into an unremarkable 
-asteroid to both slip past enemies and increase your ship's defensive 
-properties. Since it actually improved defense rather than weaken it by 
-hindering regeneration handicaps had to be tacked on to balance it out. These 
-included having the ability drain energy while moving if you didn't have the 
-analogous upgrade, having to go into the sentient menu and set their combat mood 
-to passive to keep them from attacking while the ability was active for stealth 
-purposes, and most crippling of all, greatly reducing movement speed and 
-maneuverability. Although the description doesn't mention it, your ship moves 
-like molasses going uphill in January. With crutches. And though the ability 
-gains a damage absorption percentage that borders on the absurd, and there's 
-apparently a 50% boost to weapon damage at level 4, your slow speed and terrible 
-maneuverability makes it difficult to go beyond a compensation factor. 
- 
-&******************************************************************************8 
- 
-                         - Undercover Glitch: Eugene [MSUG] - 
- 
-&******************************************************************************8 
- 
-I began to notice something though; every time I docked at a station while 
-undercover, my ship would no longer be disguised when I exited. What's more, I 
-had to activate the ability twice to re-engage it, and every time I completed a 
-mission the same thing would happen to my ship because mission completion 
-reverts you to the status your ship has after having docked. 
-It was a curiosity that eventually led me to a great realization; although my 
-ship's appearance and controls had changed after docking, the Undercover ability 
-was still active! This is why when you try to activate the ability again after 
-leaving a docking station that your ship flickers and you have to activate it 
-again, because it was actually disengaging the ability. By simply activating 
-the Undercover ability before docking at a station and then leaving, you can 
-take advantage of all the boons without having to suffer with the navigation 
-handicaps! Eugene's elevating of the Undercover skill's status was a major gain, 
-but he has so much more to offer than that alone. 
- 
-Not long after I discovered the application Eugene possesses that can completely 
-change the game: the ability to take a ship from one faction and use it in 
-another. As strange as it sounds it's actually true, with Eugene's help you can 
-pilot any ship from any faction (save for the carriers and battleships of 
-course), and even Goodbye Becky! All you have to do is... 
- 
-1) activate the Undercover ability for the ship you want to use, then either 
-dock at nearest station to reduce travel time, enter Alpha Station, or in the 
-case of Goodbye Becky, just continue to the station you're supposed to dock at. 
- 
-2) Head to Alpha Station and select the option to change factions (you do not 
-need to do this if you are trying to pilot Goodbye Becky), and leave the 
-station. 
- 
-3) Join/re-join the desired faction, exit the station, and disengage the 
-Undercover ability. 
- 
-4) Enjoy your success because you're now flying the ship you were in when you  
-used the Undercover ability! 
- 
-Eugene can have a slight downside, but one that can not only be compensated for, 
-but turned into yet another major game-changing advantage. You see, while 
-everything else is the same, your ship maintains the shield/hull strength of the 
-ship you are put into by default when joining/re-joining a faction. Those just 
-starting will find think this is an unavoidable hurdle that will leave powerful 
-ships with a tier 1 scout fighter's hull and shields, but veterans will know why 
-this isn't a problem in the slightest. Because while you start out with a scout 
-fighter when first joining a faction, the ship you are put into automatically 
-after RE-joining a faction is whatever you were last piloting. Connect the dots 
-yet? That means you can take a scout fighter from one faction and give it the 
-hull and shields of a military-grade cruiser! Believe it or not, there's even 
-more Eugene has to offer. 
- 
-With all the possibilities Eugene provides you're probably thinking that he's 
-all well and good later on when you have tier 4 cruisers to play around with, 
-but what about during the early sections of the game? Well, you know how you 
-can't hijack one of your own faction's ships, but hijacking an Order or Dominion 
-interceptor will allow you to commandeer friendly ships? Well if you use Eugene 
-to get one of the aforementioned interceptors in another faction you can use it 
-to commandeer a tier 4 ship from a later zone without it being replaced as soon 
-as you dock because it wasn't hijacked! Now you see why the Undercover skill has 
-a better-than-perfect rating; the benefits gained from Eugene just can't be 
-matched. 
- 
-Think we're done? Think again, there's one last wondrous thing that Eugene lets 
-you do. As mentioned before, there are many fun things you can do with the ships 
-you own, but there's something else that can be done with a different ship, a 
-ship that was never meant to be used more than once. That's right, you can 
-perform the Undercover glitch with the Dark Legion ship provided to you in the 
-last Dominion story mission and use it whenever you want! The catch is that you 
-can't complete the mission or you won't get to pilot it and work Eugene's magic 
-again so you'll have to forfeit the faction point you'd get for completing the 
-mission to continue piloting the ship. In order for Eugene to effect the ship, 
-you need to manually replace the default Afterburner skill with Undercover, use 
-the ability, then manually open a SHIFT platform to abort the mission (this is 
-because you can't dock at a base during the mission). Then disengage the ability 
-when you revert back to your ship to revert back to the Legion ship. Note that 
-you can't summon Dark Legion ships to fight for you or heal them. I know that 
-this section is already very long, but there are just a few more things to know 
-about the Undercover skill before moving on: 
- 
-- As mentioned previously, you need to switch your sentient's combat mood from 
-aggressive/defensive to passive when using the Undercover ability for stealth 
-purposes because they will attack enemies otherwise. 
- 
-- Undercover does not disengage upon completing missions it just gets switched 
-to the state you find the ship after docking. (Already being in that state when 
-a mission ends will not disengage the ability or revert it to its intended form 
-either). 
- 
-- Unlike the Cloak ability, you can recover hull, shields, and energy while 
-Undercover, and even be hit by enemies without the ability being disengaged. 
- 
-- Get a good Undercover upgrade and a DPS sentient with a high level Energy 
-Regeneration skill and you can move without draining energy. You can also boost 
-and still regenerate energy or even not drain energy at all if you have enough 
-DPS sentients with high leveled Energy Regeneration skills. 
- 
-- Although there is no point in doing so, both the Cloak and Undercover skills 
-can be active simultaneously. 
- 
-- Although the Peacemaker ship lets you fire while undercover, nearby enemies 
-will be alerted to your presence and will be able to target you even though the 
-ability was not disengaged. 
- 
-- Enemy weapons can still harm you even if they don't target you while 
-undercover so watch out. 
- 
-- When taking part in Legion Raids, the reinforcements you get come from the 
-faction you last joined, not the faction whose ship you are piloting using 
-Eugene's exploit. 
- 
-- When taking part in Ark Raids, the ship that Janus (Mirror boss) turns into is 
-the one you're piloting while you're undercover, not the one you can change 
-into by disengaging the ability. 
- 
-- Likewise, when engaging Janus in a ship from a different faction and/or class, 
-Janus will copy the statistics that the ship is meant to have, meaning it will 
-have a scout's hull/shields if you're in a scout but have a cruiser's 
-hull/shields. 
- 
- 
-Advanced Radar (Passive) - Uncovers cloaked enemies and increases radar range. 
- 
-Lvl 1 - 2,500 units of range        Lvl 2 - 3,000 units of range 
-Lvl 3 - 3,500 units of range        Lvl 4 - 4,000 units of range 
-Lvl 5 - 4,500 units of range 
- 
-Rating - 2/4 *'s 
- 
-Evaluation - This one's a bit polarizing since the ability to see cloaked 
-enemies can be advantageous, but having your radar ring cluttered with enemies 
-from greater distances than you need to be aware of can be a nuisence. 
-Personally I just put one point in the skill and be done with it as cloaked 
-enemies don't become more easily visible the higher the skill gets or anything. 
-And since I use the mini-map when looking for far away enemies and the radar 
-ring for more immediate threats I see no reason to add any more points. 
- 
-&******************************************************************************8 
- 
-                            - Military Skills [MSM] - 
- 
-&******************************************************************************8 
- 
-Flares - Deploys anti-missile countermeasures. (The energy cost for this ability 
-is estimated to be around 20 points per cluster of flares). 
- 
-Lvl 1 - 15 sec cooldown, number of flares fired- 1 
-Lvl 2 - 12 sec cooldown, number of flares fired - 2 
-Lvl 3 - 9 sec cooldown, number of flares fired - 3 
-Lvl 4 - 6 sec cooldown, number of flares fired - 4 
-Lvl 5 - 3 sec cooldown, number of flares fired - 5 
- 
-Rating - 4/4 *'s 
- 
-Evaluation - This is one of the few skills that manages to pull its own weight 
-without the use of glitches. Missiles are the most damaging of the basic weapon 
-types so this ability is in a good position right off the bat. And while it's 
-not guaranteed to prevent a missile from hitting you, it succeeds often and most 
-importantly, without player interaction. That's right, the Flares skill is 
-entirely automated, just press the assigned button once to activate the ability 
-and your ship will automatically fire flares whenever a missile targets you. Not 
-only that, but as you put more points into the skill, the number of flares fired 
-will increase, while the time between flares being deployed decreases. Lastly, 
-the energy cost can be nullified when an analogous upgrade is equipped in 
-addition to reducing the cooldown time by the percentage indicated. 
- 
-Clone - Projects a duplicate of the ship that will temporarily assist in combat. 
-Energy Cost - 50 pts. 
- 
-Lvl 1 - 15 sec fight time and 180 sec cooldown time 
-Lvl 2 - 30 sec fight time and 120 sec cooldown time 
-Lvl 3 - 60 sec fight time and 90 sec cooldown time 
-Lvl 4 - 90 sec fight time and 60 sec cooldown time 
-Lvl 5 - 120 sec fight time and 30 sec cooldown time 
- 
-Rating - 2/4 *'s 
- 
-Evaluation - The Clone ability sounds like something you want, and want now but 
-that's not quite the case. You see while the ability does indeed get much better 
-the more points you put into the skill it's not the battlefield-dominating skill 
-you might think it is. For one thing the cloned ship does not have your 
-statistical bonuses from upgrades, skills, or sentient statistics. It also 
-doesn't have your weapons, instead using the weapons that ships of your class 
-and tier can be seen using outside of missions in the various zones. Things look 
-bad but they're going to get worse because cloned ships can't be directed or 
-controlled in any capacity and will often stay put while you advance and engage 
-enemies elsewhere without assistance. You can clone a ship again even while the 
-first clone is still active but A) the newly cloned ship will replace the old 
-one so you can't build up a sizable amount of reinforcements, and B) The lengthy 
-cooldown time means that you're likely going to take down most of the enemies 
-yourself before you'll be able to use it again. 
- 
-With all that said it's still great for point defense missions, especially when 
-you have a cruiser, clones distract enemy ships from you/escort targets, and 
-while they're not that good at it, they can help you mine asteroids too. Lastly, 
-cloning while in a hijacked ship *will* produce a copy of the ship you 
-hijacked... but it will attack YOU instead of your enemies. However if you 
-hijack a Dominion/Order interceptor and commandeer a friendly ship, said ship 
-will aid you when cloned. 
- 
- 
-Ram - Generates a temporary shield that damages anything the shielded ship 
-collides with. Energy Cost - 20 pts. 
- 
-Lvl 1 - 4 sec duration        Lvl 2 - 8 sec duration 
-Lvl 3 - 12 sec duration        Lvl 4 - 15 sec duration 
-Lvl 5 - 20 sec duration 
- 
-Rating - 0/4 *'s 
- 
-Evaluation - This is another skill with no redeeming qualities that's near 
-Teleport levels of uselessness. The barrier generated is small, requires that 
-you be right on top of an enemy ship to damage it, and to top it off couldn't do 
-significant damage to ship with no shields and major rust problems with its 
-hull. The skill is also glitched in preset missions, but not in a good way. Ram 
-will not work properly in preset missions unless you have at least one point 
-assigned to the skill, but even if it worked better in preset missions you'd 
-want to avoid this skill. 
- 
- 
-Abation (Passive) - Reduces the effects of negative attacks such as Tractor 
-beams, knockbacks, and control effects. 
- 
-Lvl 1 - 20%        Lvl 2 - 35%        Lvl 3 - 50%        Lvl 4 - 65% 
-Lvl 5 - 80% 
- 
-Rating - 4/4 *'s 
- 
-Evaluation - Before finding out about Eugene this was the number 1 skill to get 
-and it's not hard to see why. It's an entirely passive ability that makes the 
-Tractor Beam practically powerless when it's used against you, and significantly 
-cuts down on the time Shield Short and Disable affect you for. 
- 
- 
-                         ____      ___ ____      ___ ____ 
-                         `MM(      )M' `MM(      )M' `MM' 
-                          `MM.     d'   `MM.     d'   MM 
-                           `MM.   d'     `MM.   d'    MM 
-                            `MM. d'       `MM. d'     MM 
-                             `MMd          `MMd       MM 
-                              dMM.          dMM.      MM 
-                             d'`MM.        d'`MM.     MM 
-                            d'  `MM.      d'  `MM.    MM 
-                           d'    `MM.    d'    `MM.   MM 
-                         _M(_    _)MM_ _M(_    _)MM_ _MM_ 
- 
- 
-                       - Challenge List & Recommendations - 
-                                      [XXI] 
- 
- 
-Challenges are not necessary to unlock anything but they're a good side 
-attraction for completionists, and provide a boost of XP. I'll provide 
-descriptions and tips when I feel it's needed, otherwise I'll just leave the 
-basic in-game listing. All of the challenges are cumulative, i.e. the criteria 
-doesn't need to be fulfilled all at once in order to complete the challenge. I 
-experienced an instance where my sentient damage challenge was reset. I regained 
-completion status quickly but am concerned that this could happen with other 
-challenges as well. (This happened with the Pulse weapon damage challenge too. 
-Again, I regained completion status quickly.) 
- 
-&******************************************************************************8 
- 
-                        - Exploration Challenges [CLE] - 
- 
-&******************************************************************************8 
- 
-Explorer - Explore all the regions in a zone. 
-Description - Don't worry, although challenges don't register completion until 
-after completing the mandatory mission for the Consortium, any areas you went to 
-beforehand, though not counted, can be visited again to count toward the 
-challenge. 
- 
-Docker - Dock at as many different stations as possible. 
-Description - By "different" it means "not the same one you just left", so don't 
-bother listing all the stations and try to dock at each one because that won't 
-work. 
- 
-Traveler - Move a certain amount of distance. 
- 
-Booster - Travel a certain distance using boost. 
- 
-Burner - Travel a certain distance using afterburner. 
- 
-Warper - Warp into new zones a certain number of times. 
-Description - By "warp" it means using SHIFT platforms, and by "new" it again 
-means "not the one you were just at". 
- 
-&******************************************************************************8 
- 
-                         - Mission Challenges [CLMI] - 
- 
-&******************************************************************************8 
- 
-For more information on what side missions fall into each category see the 
-Standard Side Missions (SMS) section of this guide. 
- 
-Killer - Complete kill or destroy missions 
- 
-Defender - Complete defend object or NPC missions 
- 
-Seeker - Complete locate object or NPC missions 
- 
-Spy - Complete spy missions 
-Description - See the (SPY) section of the Side Missions guide for more in-depth 
-information. 
- 
-Explorer - Complete explore or scout missions 
- 
-Courier - Complete courier or escort missions 
- 
-Collector - Complete use or acquire missions 
- 
-&******************************************************************************8 
- 
-                         - Combat Challenges [CLCO] - 
- 
-&******************************************************************************8 
- 
-Most of these challenges can be completed inadvertently by joining the faction's 
-enemy and completing their story and/or side missions. Kills by sentients count 
-toward these challenges. 
- 
-Consortium Bankrupter - Kill Consortium ships 
- 
-Cop Retirer - Kill Praetorian ships 
- 
-Syndicate Slayer - Kill Syndicate ships 
- 
-Military Enforcer - Kill Dominion or Order ships 
- 
-Legion Bane - Kill Dark Legion ships 
-Description - Webweave and Legion Raid missions seem like the obvious choice 
-here but the best way to rack up the Legion kill count is by engaging the 
-Splitters in the Ark Raid mission since it counts as a kill each time a Splitter 
-splits. 
- 
-Asteroid Clearer - Destroy asteroids 
- 
-Critter Killer - Kill critters 
-Description - Critters, also known as space mites, are the little dots you can 
-see flying around aimlessly in certain regions like Asteria's Icy Wastes. They 
-have the same appearance as the Vanid which can be found in areas like the 
-Erebus zone's Hive region but are not the same behavior wise or in challenge 
-criteria fulfillment. Critters are not hostile towards you and that's how you 
-can tell the difference, so squash the bugs every chance you get because there 
-are no missions where you can engage them inadvertently. 
- 
-Pincushion - Take Damage 
- 
-Unstoppable - Die many times 
- 
-&******************************************************************************8 
- 
-                         - Weapon Challenges [CLW] - 
- 
-&******************************************************************************8 
- 
-Sentient attacks (and presumably autoguns) count toward both the damage and kill 
-challenges listed here as well. 
- 
-Beamer - Cause damage with beam weapons 
- 
-Missiler - Cause damage with missile weapons 
- 
-Pulser - Cause damage with pulse weapons 
- 
-Torpedoer - Cause damage with torpedo weapons 
- 
-Mine-iac - Cause damage with mine weapons 
- 
-Beam Kill - Kills obtained with beam weapons 
- 
-Missile kill - Kills obtained with missile weapons 
- 
-Pulser kill - Kills obtained with pulse weapons 
- 
-Torpedo kill - Kills obtained with torpedo weapons 
- 
-Mine Kill - Kills obtained with mine weapons 
- 
-&******************************************************************************8 
- 
-                         - Acquisition Challenges [CLA] - 
- 
-&******************************************************************************8 
- 
-Shopaholic - Buy as many ships or pieces of equipment as possible. 
-Description - Contrary to its description, Shopaholic is based on the amount of 
-credits spent not number of items purchased. 
- 
-Improver - Get as many upgrades as possible. 
-Description - upgrades can be acquired by looting them off some destroyed ships, 
-occasionally mined out of asteroids, or completing standard side missions. 
- 
-Desynther - Desynth as many upgrades as possible. 
-Description - Upgrades cannot be sold but they can be broken down into crystals 
-to "feed" to sentients. Desynthesize enough unwanted upgrades by selecting the 
-option in the upgrades section of the Quickview menu and you'll complete this 
-challenge eventually. 
- 
-Temper - Earn as many temporary power-ups as possible 
- 
-Reddy - Mine as many red crystals as possible. 
- 
-Yellower - Mine as many yellow crystals as possible. 
- 
-Bluey - Mine as many blue crystals as possible 
- 
-Greener - Mine as many green crystals as possible. 
- 
-Mixer - Create as many black crystals as possible. 
-Description - See the (QSE) section of the Quickview guide for more information 
-on the creation and function of black crystals. 
- 
-Rainbow Chaser - Earn as many prismatic crystals as possible. 
-Description - See the (QSE) section of the Quickview guide for more information 
-on the acquisition methods and function of prismatic crystals. 
- 
-&******************************************************************************8 
- 
-                         - Consortium Challenges [CLC] - 
- 
-&******************************************************************************8 
- 
-Trader - Sell as many trade goods as possible. 
-Description - Sell items from your cargo hold, not weapons/sentients. This 
-appears to only advance when using the analogous shared sentient ability. 
- 
-Miner - Mine as many pieces of ore as possible. 
- 
-Roller - Evade as many beam attacks as possible. 
-Description - It's not clear if the roll glitch outlined in the Mad Skillz 
-section as it might not register with this challenge unless it's functioning 
-normally. 
- 
-Feigner - Fool as many enemies as possible into stopping their attacks. (Using 
-the Feign Death ability if that wasn't apparent) It's not clear if tricking 
-missiles counts toward the completion of this challenge. If it does, the most 
-convenient place to do so would likely be the Path of the Dead battleship as 
-when it's not near the escort target, it fires four missiles at a time and 
-nothing else. 
- 
-&******************************************************************************8 
- 
-                         - Praetorian Challenges [CLP] - 
- 
-&******************************************************************************8 
- 
-Scanner - Scan as many targets as possible. 
-Description - You must be actively in the Praetorian faction, and the scan 
-targets must be Consortium ships. 
- 
-Star Employee - Earn as many credits from a wage as possible. 
-Description - This one's a little odd, as there doesn't seem to be any way of 
-determining what is necessary to fulfill the criteria for this challenge. It 
-seems like a given that you have to be in the Praetorian faction, but as for 
-what you need to do, that's not so obvious. I think that patrolling zones helps, 
-but your best bet will probably be completing standard side missions and 
-destroying Syndicate ships. 
- 
-Revealer - Unmask as many criminals transporting illegal goods as possible. 
- 
-Description - Again you must actively be in the Praetorian faction, and again 
-the scan targets must be Consortium ships. You also need at least one point in 
-the scan skill because you won't be able to detect illegal goods otherwise. When 
-a Consortium ship turns hostile after scanning it, it means you've exposed its 
-illegal cargo. 
- 
-Judge - Stop as many criminals transporting illegal goods as possible. 
-Description - Surprisingly you can actually advance this challenge without 
-actually being in the Praetorian faction. You can earn points this challenge, 
-by scanning and destroying Syndicate ships while apart of the Order, Dominion, 
-or Consortium, if you have at least one point in this skill. But not while a 
-member of the Praetorian faction, and obviously not the Syndicate. Otherwise, 
-you need to destroy the Consortium ships that become hostile after scanning and 
-revealing their illegal cargo. 
- 
-Undercover - Use the undercover ability to observe as many enemies as possible. 
- 
-Description - You do not need to be in visual range of enemies or be moving for 
-this challenge to register, you can even advance it while docked at a station. 
- 
-Shielder - Absorb as much damage as possible using Supershield. 
-Description - Having DPS sentients with high level Energy Regeneration skills 
-and/or an analogous ability upgrade will make this challenge easier. 
- 
-Repairer - Repair as many Spynet satellites as possible. 
-Description - I'll provide the locations of the various satellites below. You do 
-not have to be out of combat to repair spynet satellites. 
- 
-Asteria Zone: Ghost Zone and Icy Wastes regions 
- 
-Erebus Zone: Habitation, Power Generation, and Pit regions. 
- 
-Leviathan Zone: Left/West half of the ship's Solar Collectors, Power Core, and 
-Control Regions 
- 
-The Graveyard Zone: Radzone and Breaker's Yard regions. 
- 
-The Tempest Zone: North edge of the Research Outpost and Gauntlet (just above 
-the halfway point) 
- 
-Solaria Zone: Cauldron and Glassica regions. 
- 
-Tartarus Zone: Northern edge of Dimensional Gate and Chrona Farm (next to the 
-little plus sign that's 1 of 7 and furthest to the East). 
- 
-The Crucible Zone: Mintek Headquarters (southernmost portion of the buildings), 
-and Nexus regions. 
- 
-Shadowrift Zone: City Ruins and Catacombs regions. 
- 
-Spynet satellites will reset their status, i.e. you can repair them again, 
-whenever you use a SHIFT platform, but NOT after dying, completing missions, 
-docking at stations, etc. 
- 
-&******************************************************************************8 
- 
-                         - Syndicate Challenges [CLS] - 
- 
-&******************************************************************************8 
- 
-Hijacker - Hijack as many enemy ships as possible. 
-Description - The best way to do this is to get a strong beam weapon upgrade to 
-give yourself an offensive advantage, have the flares skill to counter missiles, 
-and hijack Consortium cargo ships while using the roll glitch. Since the hijack 
-skill isn't interrupted when avoiding beam attacks your enemies will be 
-helpless. 
- 
-Looter - Steal as much loot from destroyed enemies as possible. 
-Description - You must be actively apart of the Syndicate in order for this 
-challenge to be completed, but it will register even if your cargo hold is full 
-upon looting items enemies drop. 
- 
-Cloaker - Travel as far as possible while cloaked. 
-Description - Just like with the Undercover skill, you don't have to be moving 
-in order to advance this challenge, and can even do so while docked. 
- 
-Scavenger - Scavenge as many temporary power-ups as possible. 
-Description - Not only do you have to actively be in the faction in order to 
-advance the challenge, but you also have to have at least 1 point put into the 
-ability of the same name. 
- 
-Hacker - Hack as many Spynet satellites as possible. 
-Description - I'll provide the locations of the various satellites below. You do 
-not have to be out of combat to hack spynet satellites. 
- 
-Asteria Zone: Clearing Area and Prospector Field regions. 
- 
-Erebus Zone: Processing Plant and Core regions 
- 
-Leviathan Zone: Control and the trench dividing the Communications Array and 
-Solar Collectors regions. 
- 
-The Graveyard Zone: Wraithmist and between Cemetery and Monument of the Fallen, 
-just before reaching the Sentinal Gate region. 
- 
-The Tempest Zone: Just to the West of the Ruined Biosphere region (on the edge 
-of No Man's Land), and the Wilderness region East of Fort Bravo. 
- 
-Solaria Zone: Sea of Fire and between the Ventrica and Eden regions. 
- 
-Tartarus: SE corner of the Recycler region and Brink Science Outpost, near Theta 
-Station. 
- 
-The Crucible Zone: Cold Storage and Metropolis regions. 
- 
-Shadowrift Zone: Western edge of Infection Island and Impact Site regions. 
- 
-Spynet satellites will reset their status (i.e. you can hack them again) 
-whenever you use a SHIFT platform but NOT after dying, completing missions, 
-docking at stations, etc. 
- 
-&******************************************************************************8 
- 
-                         - Military Challenges [CLM] - 
- 
-&******************************************************************************8 
- 
-Warlord - Win as many warzones as possible. 
- 
-Resupplier - Capture as many resupply points as possible. 
-Description - Like the faction military mission, this challenge is advanced when 
-capturing carrier spawn points, not just supply points. 
- 
-Carrier Bane - Destroy as many enemy carriers as possible. 
-Description - You'll have to allow the enemy to do their own thing if you want 
-them to capture a carrier spawn point. I recommend, going off and mining for 
-crystals you wait. 
- 
-Battle Bane - Destroy as many enemy battleships as possible. 
- 
-Legioneer - Win as many Dark Legion Raids as possible 
-Description - You have to play until all waves of attack have concluded, you 
-can't complete a few waves and quit. 
- 
-Dazzler - Use the Flares ability as many times as possible. 
- 
-&******************************************************************************8 
- 
-                         - Sentient Challenges [CLSE] - 
- 
-&******************************************************************************8 
- 
-Damager - Deal as much damage with the sentient as possible. 
- 
-Leveler - Gain as many sentient levels as possible 
- 
-Healer - Heal as much damage with a sentient as possible. 
-Description - The Healer sentient's recharge skill most certainly counts toward 
-this challenge's completion, and it's likely that the Repair ability's hull 
-restoration function counts as well. What's not clear is whether the shield 
-reboot part of Repair and the passive Hull Regeneration abilities count too. 
- 
-Tractorer - Tractor as many enemies as possible. 
-Description - You can use either the Tractor Beam OR Knockback abilities, and 
-you can use them on the same target multiple times. 
- 
-Disabler - Disable as many enemies as possible. 
- 
-Debuffer - Debuff the shields of as many enemies as possible. 
-Description - This is referring to the Shield Short ability. 
- 
-Enhancer - Enhance the energy, armor, or damage for as many friends as possible. 
-Description - This counts when using the abilities on yourself, though things 
-will obviously go faster when using it on multiple other allies. The best 
-opportunity to do this is during warzone missions when several allied ships 
-eventually migrate to the enemy battleship. 
- 
- 
-                       ____      ___ ____      ___ ____ ____ 
-                       `MM(      )M' `MM(      )M' `MM' `MM' 
-                        `MM.     d'   `MM.     d'   MM   MM 
-                         `MM.   d'     `MM.   d'    MM   MM 
-                          `MM. d'       `MM. d'     MM   MM 
-                           `MMd          `MMd       MM   MM 
-                            dMM.          dMM.      MM   MM 
-                           d'`MM.        d'`MM.     MM   MM 
-                          d'  `MM.      d'  `MM.    MM   MM 
-                         d'    `MM.    d'    `MM.   MM   MM 
-                       _M(_    _)MM_ _M(_    _)MM_ _MM_ _MM_ 
- 
- 
-                          - Sentient Information Guide - 
-                                      [XXII] 
- 
- 
-Sentients are a big part of the game, after all they're featured in the story 
-and have their own game in the form of Fusion: Sentient. You can have a maximum 
-of 5 sentients, even though the weapon/sentient total is 15. Having the right 
-knowledge regarding sentient abilities can make a big difference in battle, 
-which is why I'm going to list and evaluate them here. I'll also provide a quick 
-look at sentient rarity, but that will be all. If you want to know more about 
-how to use or upgrade a sentient, see section (QSE) of the Quickview guide. 
-Keep in mind that a cargo ship can use sentient skills at nauseam without using 
-energy, so go nuts. This is particularly useful for sentient-based challenges 
-dependent upon using their abilities to harm enemies/heal allies. Also, Armor 
-Increase, Damage Increase, Energize, and Recharge apply to you as well, not just 
-friendly ships. Lastly, s sentient's offensive weapon(s) strength is tied to 
-your ship's tier level, the higher the the tier, the more powerful its weapon. 
-Although you may not notice it, the healer sentient DOES have an offensive 
-weapon. It fires missiles that are not as conspicuous as the tank and DPS 
-sentient's beams and pulse blasts, so don't neglect leveling up its offensive 
-attributes. 
- 
-The weapons that sentients use are capable of being purchased from the 
-Consortium and include the following: 
-Tank sentient - A/B/C/G Beams 
-DPS sentient - Dirge Rail Gun Mk. 1/2/3/4 (primary weapon, the secondary weapon 
-doesn't appear to have an analog). 
-Healer sentient - C1/2/3/4-Hawkeye missiles 
- 
- 
-&******************************************************************************8 
- 
-                           - Sentient Rarity [SIR] - 
- 
-&******************************************************************************8 
- 
-Sentients come in 5 different rarities. Going from least to greatest, there's 
-Common, Uncommon, Rare, Epic, and Legendary. Common and Uncommon variants can 
-be purchased in nearly any station store in the galaxy, with the Common ones 
-costing 1,000 credits, and the Uncommon ones costing 10,000 credits. The other 
-versions of the sentients can be acquired in one of three ways: 1) By being 
-transferred through the tie-in game Fusion Sentient. 2) By purchasing them 
-through the in-game online auction store (which I have heard is glitch and 
-should be avoided at all costs for reasons I do not know). or 3) By having it 
-dropped by the Librarian sub-boss in the Ark Raid mission (this is not a common 
-occurrence, and you must have 14 or less total weapons/sentients AND 4 or less 
-total sentients). 
- 
-The characteristics of the sentient rarities are as follows: 
- 
-- Common Sentients are "Gun-Metal" grey, cost 1,000 credits and sell for 900 
-credits, and have 32 levels. 
-- Uncommon Sentients are green, cost 10,000 credits and sell for 9,000 credits, 
-and have 40 levels. 
-- Rare Sentients are Dark Blue, sell for 45,000 credits, and have 48 levels. 
-- Epic Sentients are Pink, Sell for 90,000 credits, and have 56 levels. 
-- Legendary Sentients are Orange, sell for 450,000 credits, and have 64 levels. 
- 
-(Sale prices are based off of in-game station stores, not the average online 
-auction prices, it also does not change regardless of level or point 
-distribution) 
- 
-&******************************************************************************8 
- 
-                   - Tank Sentient, and Ability Evaluation [SIT] - 
- 
-&******************************************************************************8 
- 
-The first sentient you gain access to, the Tank Sentient, is in the middle when 
-it comes to offensive strength and ability usefulness in my opinion. Recommended 
-number of sentients of this type - 1 
- 
-The Following information is based upon the MAXIMUM possible statistical ratings 
-that are boosting by assigning attribute points, which are gained by "feeding" 
-sentients Black Crystals. Again, see (QSE) of the Quickview guide for more 
-information. 
- 
-Shield Short - Nullifies part of enemy shields for 10 seconds. 
-Evaluation - Cutting off an enemy's shields to strike at the Hull underneath is 
-great and all that, but you'll want to use tractor beam to keep the ship from 
-turning the unaffected half of the shield to face you. In case you didn't deduce 
-this from the previous statement, Shield Short only effects either the fore or 
-aft section of shields. It will also be next to useless in PVP matches against 
-opponents with high Abation skills. But this ability IS useful when used in 
-conjunction with the Hijack ability. 
- 
-Taunt - Taunts an enemy into attacking the sentient for 50 seconds. 
-Evaluation - Hands down the most useless ability of the lot, taunt makes your 
-enemies target the Tank sentient instead of you. But how that's supposed to be 
-any kind of an advantage when you still take damage is beyond me. Your rear 
-shields are still harmed, there's no visual indication that that the ability 
-has taken effect, and it's also pretty fickle, probably requiring you to 
-manually target specific enemies for it to work properly. I'm not sure if you 
-can avoid hull damage damage, but again, it's not very reliable so I'd hardly 
-count on it in an emergency anyway. 
- 
-Tractor Beam - Slows down the movement off the targeted enemy for 10 seconds. 
-Evaluation - This ability slows down enemies to a crawl, allowing you pin down 
-particularly slippery enemies that would otherwise be too difficult to hijack or 
-hit with missiles. While it's again useless against PVP opponents with high 
-Abation skills, and hardly a game-changing tide-turner, it's a decent enough 
-ability to consider. 
- 
-Armor Increase - Ionizes friendly ships, absorbing 40% of any damage inflicted 
-for 30 seconds. 
-Evaluation - This ability absorbs a portion of damage rather than marginally 
-boosting hull/shields, which is important to note, because if it did it wouldn't 
-be useful at all for high tier cruisers with the maximum amount of shields/hull. 
-Although it can't match/exceed 50% at its maximum level it's still a pretty 
-potent form of protection that makes you and your allies that much stronger for 
-a time. (Note: This ability CANNOT stack with the Undercover ability and absorb 
-110% of damage so don't even bother trying it). 
- 
-Shield Regeneration - Increases the ship's shield regeneration rate by 200%. 
-Evaluation - Passive abilities are always good to have and you'll most certainly 
-want to have this one, as Shield Regeneration greatly increases the rate at 
-which shields are recovered. Although you still have to deal with the delay 
-beforehand, which can be circumvented with the Healer sentient's Repair ability, 
-it's still a must-have. 
- 
-&******************************************************************************8 
- 
-                   - DPS Sentient, and Ability Evaluation [SID] - 
- 
-&******************************************************************************8 
- 
-DPS sentients are pretty lackluster, in fact were it not for its passive ability 
-I probably wouldn't bother with them at all. Recommended number of sentients of 
-this type - 2 
- 
-The Following information is based upon the MAXIMUM possible statistical ratings 
-that are boosting by assigning attribute points, which are gained by "feeding" 
-sentients Black Crystals. Again, see (QSE) of the Quickview guide for more 
-information. 
- 
-Primary Weapon - Increases the power of the pirmary weapon that the sentient 
-uses. 
-Evaluation - You know that expression, "you can polish a turd but it's still a 
-turd"? Well the same principle pretty much applies here, you can increase the 
-Dirge Rail Gun's power, but it's still a Dirge Rail Gun. (Note that the DPS 
-sentient is the only type affected by changing sentient mood to aggressive 
-(noted in the (QSE) section of the guide), and will make it more likely to hit 
-its targets. This will also potentially make it more difficult to activate its 
-abilities since it won't be close to you most of the time). 
- 
-Power Weapon - Increases the power of the secondary weapon that the sentient 
-uses. 
-Evaluation - You may have asked yourself, "a stronger weapon for the sentient to 
-use, and a more accurate beam weapon no less, why WOULDN'T I want that?!?" Five 
-words: Energy cost and default status. The title of "Power Weapon" refers to 
-more than just strength, it also drains energy, even with Energy Regeneration 
-set as high as possible. And while you might want to have the ability on 
-SOMEtimes but not others, the ability is on by default when equipped, so you 
-have to tinker in the menus to assign the skill, exit out and use it, and then 
-go back in the menus to assign the skill you really want. If you don't use power 
-weapons or abilities that would otherwise detract from your energy pool then I 
-guess it's not a bad option to have on all the time for added firepower. 
-Personally though, I like to not put any points in the skill at all. 
- 
-Disable - Stops the target from using special abilities for 20 seconds. 
-Evaluation - While it's not as useful against NPC enemies as shield short or 
-tractor beam are, PVP opponents have to wait twice as long as the aforementioned 
-abilities before they recover. Use it at the right time and your opponent will 
-be utterly helpless. 
- 
-Damage Increase - Increases the damage of nearby friendly units by 40% for 30 
-seconds. 
-Evaluation - The DPS sentient's answer to the Tank sentient's Armor Increase, 
-this ability increases weapon damage by a solid amount. However, it's more 
-useful to you than to allies in Warzone or Legion Raid missions since their 
-damage values are lower than yours, so your better off using Armor Increase in 
-those missions to keep them alive as target fodder while you do most of the 
-work. Though that's not to say that you can't boost the ships with BOTH 
-abilities, just that I prefer the other skill if forced to choose between the 
-two. 
- 
-Energy Regeneration - Increases the ship's shield regeneration rate by 200%. 
-Evaluation - This is where it's at baby, this is the ability that makes a DPS 
-sentient worth having!  A single DPS sentient with this skill maxed out can 
-completely negate the energy drain of an Afterburner skill that's leveled high 
-enough, make a KL-088's energy drain practically non-existent, or let you use 
-the Afterburner skill while Undercover for longer. Plus, since passive abilities 
-stack, that means multiple DPS sentients can compensate completely for weapons 
-like torpedoes, or even skills like Supershield. 
- 
-&******************************************************************************8 
- 
-                   - Healer Sentient, and Ability Evaluation [SIH] - 
- 
-&******************************************************************************8 
- 
-The Healer sentients are the best on average in my book, striking a good balance 
-of weapon strength and ability usefulness. Recommended number of sentients of 
-this type - 1 
- 
-The Following information is based upon the MAXIMUM possible statistical ratings 
-that are boosting by assigning attribute points, which are gained by "feeding" 
-sentients Black Crystals. Again, see (QSE) of the Quickview guide for more 
-information. 
- 
-Repair - Constantly repairs 50 units of hull and reboots the shields. 
-Evaluation - Probably its most useful ability, using it in conjunction with 
-a Tank sentient's passive ability will can bring your shields from non-existent, 
-to completely full in a matter of seconds. You still have to avoid enemy fire, 
-but for far less time. It also repairs hull damage at the cost of energy, but 
-will do so whether you're taking damage or not. 
- 
-Recharge - Restores 200 units of shield energy to all nearby friendly units. 
-Evaluation - This ability doesn't boost your shields/allied shields by that 
-much, but when used continuously in conjunction with a cargo ship you can be a 
-VERY difficult target to take down. This ability is also good to have on hand 
-for the Ark Raid Path of the Dead section. 
- 
-Knockback - Knocks back up to 20 nearby enemies. 
-Evaluation - A minor nuisance in PVP, and completely worthless against NPC 
-enemies, this ability is a complete dud because it doesn't push enemies that 
-far back, doesn't increase in range as the number of affected enemies increases, 
-and can't even be used often enough to be a novelty. It's at least worth noting 
-that it can advance the Tractor Sentient Challenge, but you're better off 
-advancing that with the Tractor Beam. 
- 
-Energize - Increases the energy capacity of friendly ships by 40% for 30 
-seconds. 
-Evaluation - A potential 80 pt. increase to energy reserves sounds nice, but 
-with no boost to regeneration rate, a 30 second duration, energy cost of its 
-own, and NPCs possessing an infinite amount of energy, this ability is another 
-dud. 
- 
-Hull Regeneration - Increases the hull regeneration rate of the ship by 200%. 
-Evaluation - Potentially the weakest of the 3 passive abilities, it's still 
-worth investing in. Hull Regeneration will, in spite of its high percentage 
-total, slowly but surely repair hull damage at all times. Note that although 
-this applies during temporary invincibility, you will not be able to re-enter 
-the state immediately after recovering a small amount of health, you still have 
-to wait until the set amount of time has passed. 
- 
-Also worth noting is the unique nature of the ability. Hull Regeneration, like 
-Shield Regeneration's performance, is dependent upon the ship it's being applied 
-to. Since some ships have stronger/weaker shields/hull, the number of points 
-restored differs from ship to ship because the rate of regeneration is a fixed 
-percentage. That means that ships with higher shields/hull will have more points 
-per second restored whenever the ability is active. But since Hull Regeneration 
-is active at all times, and passive abilities stack, you can probably see where 
-this is going. A ship with a strong Hull like a tier 4 cruiser, (ideally a 
-Dominion cruiser), coupled with a Healer sentient or two with high Hull 
-Regeneration stats can potentially recover hull damage faster than it can be 
-depleted! 
- 
-&******************************************************************************8 
- 
-                   - Shared Sentient Ability Evaluation [SIS] - 
- 
-&******************************************************************************8 
- 
-The Following information is based upon the MAXIMUM possible statistical ratings 
-that are boosting by assigning attribute points, which are gained by "feeding" 
-sentients Black Crystals. However, said attribute points actually makes 2 skills 
-in this category LESS effective if you just look at the listed times, when in 
-actuality, they do not change from their values prior to "feeding" the 
-sentient. Therefore, I'm going to list BOTH values so that you understand the 
-contrast. Again, see (QSE) of the Quickview guide for more information. 
- 
-Mining - Allows the ship to mine nearby asteroids with a mining time of 14 
-seconds (listed statistic post-attribute point assignment), AKA 7 seconds (the 
-actual statistic observed post-attribute point assignment, and listed statistic 
-pre-attribute point assignment). 
-Evaluation - Considering sentients can mine faster than you (though not when the 
-Harvest skill is leveled up), and you can have up to 4 out at a time, this skill 
-is pretty useful. You'll want to pair it with the looter skill and a cargo ship 
-with nothing but sentients to get the most out of this ability. 
- 
-Looting - Allows the sentient to loot any items that can be picked up with a 
-range of 10 
-Evaluation - This ability is both a blessing and a curse. It enables sentients 
-to detect, and fly to, salvage, power-ups, crystals, etc. and pick them up for 
-you so that you don't have to line up your ship and do it yourself (which is 
-particularly irritating while in slower ships). But unfortunately, sentients 
-cannot venture farther than the edges of the screen, but will continue to try 
-and get something that's out of their reach. In combat, this results in the 
-sentients being too far to use their abilities or attack most enemies. Sentient 
-pickup range can be as restricted as practically right next to it, or the 
-entirety of the area being viewed. I advise taking it slow and finding a range 
-that works for you, ideally one that's really close to the edges of the screen 
-without going beyond them. 
- 
-Trading - Allows the sentient to travel to a station to sell items with a travel 
-time of 40 seconds (listed statistic post-attribute point assignment), AKA 20 
-seconds (the actual statistic observed post-attribute point assignment, and 
-listed statistic pre-attribute point assignment). 
-Evaluation - Trading is a minor convenience, but a convenience nonetheless. You 
-won't need more than 1 sentient with this skill, but said sentient must be 
-visibly equipped if you want to use it. 
- 
- 
-                    ____      ___ ____      ___ ____ ____ ____ 
-                    `MM(      )M' `MM(      )M' `MM' `MM' `MM' 
-                     `MM.     d'   `MM.     d'   MM   MM   MM 
-                      `MM.   d'     `MM.   d'    MM   MM   MM 
-                       `MM. d'       `MM. d'     MM   MM   MM 
-                        `MMd          `MMd       MM   MM   MM 
-                         dMM.          dMM.      MM   MM   MM 
-                        d'`MM.        d'`MM.     MM   MM   MM 
-                       d'  `MM.      d'  `MM.    MM   MM   MM 
-                      d'    `MM.    d'    `MM.   MM   MM   MM 
-                    _M(_    _)MM_ _M(_    _)MM_ _MM_ _MM_ _MM_ 
- 
- 
-                   - Weapons: Statistics and Recommendations -  
-                                     [XXIII] 
- 
- 
-&******************************************************************************8 
- 
-                        - Weapon Type Analysis [WTA] - 
- 
-&******************************************************************************8 
- 
-There are many different types of weapons in the game, and they have different 
-strengths and weaknesses which I'll be listing here to give you an idea of what 
-to expect. There are three basic weapon types that are represented in every 
-faction's ships and purchase options: Pulse, Beam, and Missile weapons. The 
-other weapon types are torpedoes, mines, and autoguns and can only be acquired 
-by spending reward points or being dropped by certain major enemies. 
- 
-- Pulse weapons fire manually aimed rapid-fire projectiles at targets that were 
-presumably meant to be countered with the Supershield ability before being 
-changed to prevent all weapons fire. Pulse weapons have no specific counter but 
-have a handicap in the form of a reduced rate of fire if used for to long 
-without pause. However, tier 1 pulse weapons (and pulse weapons scaled down on 
-tier 1 ships) don't overheat and slow down, with the exception of the Battlegun. 
-The Pulse weapon's handicap can also be compensated for by equipping them to 
-Consortium Heavy Fighters or any faction's cruisers. 
- 
-- Beam weapons fire long blasts of energy and fire for longer periods of time 
-and do more damage the longer the weapon is locked on for. Beam weapons are 
-accurate, tend to have long range, and most will jump to another locked on 
-target after the last one has been destroyed. The beam weapon's handicap 
-involves the fact that many fighters will roll and avoid most of the first 
-shot's damage, forcing you to lock on and fire again. 
- 
-- Missile weapons fire warheads that track down and detonate on targets, flying 
-faster the longer the weapon is locked on for (though not farther). Missile 
-weapons are quite strong but are limited to their speed and turning arc, making 
-them less effective against small and nimble targets like Vanid. Missiles also 
-must be aimed at a enemies with a certain degree of precision, as you can easily 
-lock on to the wrong target when there are large clusters of enemies. Missiles 
-can also be wasted if they collide with asteroids, meteors, or other ships en 
-route to the intended target. Lastly, the countermeasure used against missiles 
-is the Flares ability, which draws the missile away by making it chase a new 
-cluster of heat signatures. 
- 
-- Torpedo weapons fire very powerful energy projectiles rather than warheads 
-like you might have been expecting. Torpedoes can be devastating when used 
-against cargo ships, cruisers, and other large-scale ships, but diminish in 
-effectiveness when used against fighters because of the enemy's maneuverability 
-and small size. Torpedo weapons also drain energy with every shot, necessitating 
-precise shots with time to recharge, and/or the pairing with a DPS sentient's 
-Energy Regeneration boost. 
- 
-- Mines are powerful explosive weapons that are set with the right 
-bumper/shoulder button and detonate on contact with enemy ships. Mines are only 
-really useful during Legion Raid missions and some missions where they're 
-supplied for faction story missions. Since the enemy ships have to actually come 
-in contact with the mine to be damaged you need to either place them in choke 
-points or use maneuverable fighters to get right on top of your enemy to 
-deploy the mine. In spite of their many handicaps, mines tend to do much more 
-damage at a time than other weapons. 
- 
-- Autoguns are turrets that are another point-defense weapon set with the right 
-bumper/shoulder button that's most useful in certain preset missions and Legion 
-Raid missions. Again the weapons are immobile, but with one exception (the 
-Thumper Autogun) they doesn't need to be. Each of the three autogun types uses 
-either missiles, beams, or pulse weapons to engage enemies. The handicap for 
-autoguns is the need to be near the weapon to ensure enemies coming for you will 
-be engaged by it, and its lengthy period of time before being able to be 
-deployed again. 
- 
-&******************************************************************************8 
- 
-                           - Statistics Intro [WSI] - 
- 
-&******************************************************************************8 
- 
-I'm going to list various weapons and statistics so you can be informed of their 
-ups and downs through and through BEFORE spending you hard earned 
-credits/points. First however, a reminder: I have not played PVP matches so I 
-won't be listing much that you can't find out yourself. That said, I WILL point 
-you in the right direction to judge for yourself by listing missions that 
-feature them as presets so you won't be completely blind. 
- 
-You can only have a maximum of 15 weapons/sentients, and while you can only have 
-5 sentients, there is no limit to consider outside of the 15 with regards to 
-weapons. Though it wouldn't be wise to have nothing but weapons in your 
-inventory When purchasing weapons, red text means that you cannot afford the 
-weapon, yellow means that you can afford it but it will have to be scaled down, 
-and green means that you can both afford it and it will work at full power. When 
-a weapon is scaled down, its attributes reflect that of one who's level is the 
-same as your ship's tier. This does NOT mean however, that a level 4 weapon 
-equipped to say a tier 1 ship will reduce the strength of the weapon 
-indefinitely, it just changes depending on the ship it's equipped to. Speaking 
-of weapon attributes, unlike ships, the menus do not take into account damage 
-or rate of fire augments from stats, sentient boosts, or upgrades. 
- 
-Weapon classification, RoF (rate of fire), range, and energy costs (for beam 
-weapons it's based on the cost at maximum lock on) are consistent from weapon to 
-weapon of the same basic name but different tier, therefore I will only list 
-them for the tier 1 weapon rather than repeat the same information 3 more times. 
-Likewise, weapon tier level advances the same way every time, starting from 
-lowest and ending in highest, and always 4 in total, so I won't be listing the 
-tier level of the weapons at all. (FYI, DPS means damage per second in case you 
-didn't already know.) Range refers to the weapon's effectiveness based upon 
-distance. Close range weapons do more damage when you're near the enemy, long 
-range weapons do more damage when you're farther away, and medium range weapons 
-appear to do well at any distance. 
- 
-The rate of fire statistic sadly isn't consistent from weapon to weapon. 
-Sometimes weapons with higher RoF fire incredibly slow, while others are pretty 
-damn fast. For example, many pulse weapons have an RoF of 8, but fire 
-projectiles faster than Deathshrike Legion mines which have an RoF of 3. 
-Conversely, the Deathshrike Legion mines have an RoF of 3, but the Deathshrike 
-mine V has an RoF of 1.5 yet fires twice as fast. Most pulse weapons have an RoF 
-of 8, the Praetorian pulse weapon fires much faster and has an RoF of 15, but 
-the Battlegun has an RoF of 1 in spite of firing about as fast as the Praetorian 
-weapon. In short, in spite of copying the RoF as seen in the game it's nigh 
-impossible to know what it means. 
- 
-&******************************************************************************8 
- 
-                           - Consortium Weapons [WC] -  
- 
-&******************************************************************************8 
- 
-Spike A - Beam, Classification - Beam, DPS - 39, RoF - 0, Cost - 2,000 credits, 
-Range - Medium, Description - A high-energy gravity-wave weapon. Popular for 
-its cost and reliability, but surpassed by other beam weapons. 
- 
-Slash B - Beam, DPS - 77, Cost - 3,000 credits, Description - Upgrade of the 
-Spike A - Beam, this gravity-wave weapon is effective at long range and against 
-armored targets. 
- 
-Crusher C - Beam, DPS - 154, Cost - 10,125 credits, Description - Improved 
-version of the Slash B - Beam, highly effective with sustained bursts of 
-particle energy. 
- 
-Rupture G - Beam, DPS - 553, Cost - 22,781 credits, Description - The pinnacle 
-of Consortium tech, the Rupture is coveted among free traders and operatives 
-alike for its sheer destructive power. 
- 
- 
-Dirge Rail Gun Mk. I, Classification - Pulse, Cost - 2,285 credits, DPS - 36, 
-Rof - 8, Range - Medium, Description - Of Maris design, with huge slugs of metal 
-magnetically accelerated to high velocity to the target. Crude but effective. 
- 
-Dirge Rail Gun Mk. II, Cost - 3,428 credits, DPS - 71, Description - Uses 
-improved magnetic channels and aluminum rounds coated in a synthetic alloy 
-specifically to punch through targets. 
- 
-Dirge Rail Gun Mk. III, Cost - 11,571 credits, DPS - 145, Description - using a 
-secret Maris technique, the magnetic couplers have been coated in an unknown 
-substance that accelerates the round at deadly speed. 
- 
-Dirge Rail Gun Mk. IV, Cost - 26,035 credits, DPS - 289, Description - 
-Custom-made on Maris Prime and coveted by fighter jocks of any faction. 
-Fast-reloading and hard-hitting, the Dirge Mk. IV is the ultimate in rail-gun 
-technology. 
- 
- 
-C1-Hawkeye, Classification - Missile, Cost - 2,666 credits, DPS - 97, RoF - 1, 
-Range - medium, Description - A tried and tested missile, possessing a good 
-balance of turn rate and speed. 
- 
-C2-Hawkeye, Cost - 4,000, credits, DPS - 178, Description - Upgraded version of 
-the C1 - Hawkeye, boasting improved damage potential. 
- 
-C3-Hawkeye, Cost - 13,500 credits, DPS - 372, Description - Upgraded version of 
-the Hawkeye missile, boasting significantly improved damage potential. 
- 
-C4-Hawkeye, Cost - 30,374 credits, DPS - 744, Description - Top-of-the-line 
-version of the Hawkeye missile, boasting devastating damage potential. 
- 
-&******************************************************************************8 
- 
-                           - Syndicate Weapons [WS] - 
- 
-&******************************************************************************8 
- 
-Reaver Antimatter Cannon Mk. I, Classification - Pulse, Cost - 3,426 credits, 
-DPS - 60, Rof - 4, Range - Long, Description - Slow-firing, highly damaging 
-bolts of antimatter that are harmless until they come in contact with matter. 
-Most effective at range. 
- 
-Reaver Antimatter Cannon Mk. II, Cost - 5,142 credits, DPS - 121, Description - 
-Launches devastating bolts of antimatter at the target with an improved firing 
-rate. 
- 
-Reaver Antimatter Cannon Mk. III, Cost - 17,357 credits, DPS - 242, Description 
-- Modified to more quickly assemble antimatter particles for a faster firing 
-rate. 
- 
-Reaver Antimatter Cannon Mk. IV, Cost - 39,053 credits, DPS - 434, Description - 
-Delivers slow-firing, highly damaging bolts of antimatter that are harmless 
-until they com in contact with matter. Most effective at range. 
- 
- 
-Incinerator Plasma-Thrower, Classification - Beam, Cost - 2,500 credits, DPS - 
-55, RoF - 0, Range - Close, Description - High-damaging short-range plasma 
-stream popular with Syndicate mercenaries. Deadly in close quarters but 
-inaccurate at long range. 
- 
-Incinerator II Plasma-Thrower, Cost - 4,100 credits, DPS - 111, Description - 
-Deadly close quarters upgrade of the original that discharges a powerful stream 
-of superheated plasma. Requires recharging. 
- 
-Incinerator III Plasma-Thrower, Cost - 12,656 credits, DPS - 266, Description - 
-Developed by Warlord Cinnefato effectively throw a longer and more sustained 
-burst of plasma. 
- 
-Incinerator IV Plasma Cannon, Cost - 28,476 credits, DPS - 444, Description - 
-The height of plasma technology pirated from Convocation research; the deadliest 
-close-combat weapon in known space. 
- 
- 
-Piledriver I, Classification - Missile, Cost - 4,000 credits, DPS - 101, RoF - 
-2, Range - Medium, Description - A Syndicate-hacked version of Order technology. 
-All navigation has been sacrificed to produce a super-fast missile that starts 
-off slow and is capable of high damage. 
- 
-Piledriver II, Cost - 6,000 credits, DPS - 184, Description - Upgraded version 
-of the Piledriver missile, boasting improved damage potential. 
- 
-Piledriver III, Cost - 20,250 credits, DPS - 404, Description - Upgraded version 
-of the Piledriver missile, boasting significantly improved damage potential. 
- 
-Piledriver IV, Cost - 45,562 credits, DPS - 775, Description - Top-of-the-line 
-version of the Piledriver missile, boasting devastating damage potential. 
- 
-&******************************************************************************8 
- 
-                          - Praetorian Weapons [WP] - 
- 
-&******************************************************************************8 
- 
-Like their ships, Praetorian weapons cost 50% less than the average price of 
-weapons in the same category and tier but are no less effective. 
- 
-Crackshot LR, Classification - Beam, Cost - 1,250 credits, DPS - 64, RoF - 0, 
-Range - Long, Description - Accurate long-range energy weapon used by the 
-Praetoriate. Valued for its accuracy, which guarantees a hit on enemy ships. 
- 
-Crackshot LR II, Cost - 2,050 credits, DPS - 128, Description - Upgrade of the 
-Cracshot LR, this long-range weapon fires penetrating guided rounds with 
-destructive results 
- 
-Crackshot LR III, Cost - 6,328 credits, DPS - 255, Description - Next-Generation 
-long-range precision weapon that fires solid-slug rounds with internal guidance 
-systems. 
- 
-Crackshot LR IV, Cost - 14,238 credits, DPS - 510, Description - 
-High-performance ordinance that puts a solid-slug round on target from distance 
-with improved tracking. 
- 
- 
-Pulse Hi-EX I, Classification - Pulse, Cost - 1,714 credits, DPS - 44, RoF - 15, 
-Range - Close, Description - Fast-firing Praetorian-issue. Fires high energy 
-projectiles toward the target using Qui pulse technology. 
- 
-Pulse Hi-Ex II, Cost - 2,571 credits, DPS - 90, Description - With its improved 
-cyclical rate, this weapon fires a constant stream of energy at the target. 
- 
-Pulse Hi-Ex III, Cost - 8,678 credits, DPS - 179, Description - Thanks to 
-proprietary Qui technology, the pulses are more rapidly energized and released 
-for destructive effect. 
- 
-Pulse Hi-Ex IV, Cost - 19,526 credits, DPS - 350, Description - This Convocation 
-mainstay was converted from anti-fighter ordinance to anti-armor for tactical 
-missions requiring sustained firepower. 
- 
- 
-Packhound v1, Classification - Missile, Cost - 2,000 credits, DPS - 101, RoF - 
-1, Range - Medium, Description - The standard issue missile on almost all 
-Praetorian ships. can be fired multiple times in a short span of time, although 
-damage is sacrificed. 
- 
-Packhount v2, Cost - 3,000 credits, DPS - 198, Description - Upgraded version of 
-the Packhound missile, boasting improved damage potential. 
- 
-Packhound v3, Cost - 10,125, DPS - 423, Description - Upgraded version of the 
-Packhound missile, boasting significantly improved damage potential. 
- 
-Packhound v4, Cost - 22,781 credits, DPS - 808, Description - Top-of-the-line 
-version of the Packhound missile, boasting devastating damage potential. 
- 
-&******************************************************************************8 
- 
-                           - Dominion Weapons [WD] - 
- 
-&******************************************************************************8 
- 
- 
-Phalanx Plasma Cannon Mk. I, Classification - Pulse, Cost - 2557 credits, DPS - 
-37, RoF - 8, Range - Close, Description - Charged shots of superheated balls of 
-plasma are fired at the target with devastating anti-armor effects. Best at 
-short range. 
- 
-Phalanx Plasma Cannon Mk. II, Cost - 4,285 credits, DPS - 74, Description - This 
-upgraded version of the Phalanx has better range from improved long-barrel 
-cooling technology. 
- 
-Phalanx Plasma Cannon Mk. III, Cost - 14,464 credits, DPS - 150, Description - 
-The latest in plasma delivery technology, this model of the Phalanx delivers a 
-more destructive round at range that gathers strength while in transit. 
- 
-Phalanx Plasma Cannon Mk. IV, Cost - 32,544 credits, DPS - 300, Description - 
-The very latest in plasma cannon tech, the Phalanx delivers a large destructive 
-bolt of pure plasma on target with devastating effects. 
- 
- 
-Dominion Minigun, Classification - Beam, Cost - 3,000 credits, DPS - 55, RoF - 
-0, Range - Long, Description - A kinetic weapon introduced during the Colony 
-Wars 50 years ago. Fires high-velocity shells at long range with fast lock time. 
- 
-Vanquisher Minigun, Cost - 4,000 credits, DPS - 111, Description - Enhanced 
-version of the Decimator minigun that fires self-propelled shells at high rates 
-of speed. 
- 
-Annihilator Minigun, Cost - 15,187 credits, DPS - 222, Description - Modified 
-version used exclusively by the Basilisks, with improved kinetic stabilization 
-to keep sustained fire on target. 
- 
-Reaper Minigun, Cost - 34,171 credits, DPS - 444, Description - Using applied 
-gyro-stabilizers and solid-shell detonating warheads, the Reaper is more 
-accurately characterized as a "mini-cannon". 
- 
- 
-Creeping Death Mk. I, Classification - Missile, Cost - 3,333 credits, DPS - 105, 
- RoF - 1, Range - Medium, Description - A slow Dominion-made missile with an 
-excellent turning arc. Capable of high damage. 
- 
-Creeping Death Mk. II, Cost - 5,000 credits, DPS - 210, Description - Upgraded 
-version of the Creeping Death missile, boasting improved damage potential. 
- 
-Creeping Death Mk. III, Cost - 16,875, DPS - 420, Description - Upgraded version 
-of the Creeping Death missile, boasting significantly improved damage potential. 
- 
-Creeping Death Mk. IV, Cost - 37,968 credits, DPS - 879, Description - 
-Top-of-the-line version of the Creeping Death missile, boasting devastating 
-damage potential. 
- 
-&******************************************************************************8 
- 
-                            - Order Weapons [WO] - 
- 
-&******************************************************************************8 
- 
-Devastator ES I, Classification - Pulse, Cost - 2,857 credits, DPS - 56, RoF - 
-8, Range - Long, Description - A ball of electrons glued together by Order 
-nanotechnology. Critical mass is not achieved until high velocity so best used 
-at long range. 
- 
-Devastator ES II, Cost - 4,285 credits, DPS - 114, Description - Improved range 
-and magnetic clouds increase the speed of the projectile without compromising 
-weapon's strength. 
- 
-Devastator ES III, Cost - 14,464 credits, DPS - 226, Description - A ball of 
-electrons glued together by Order nanotechnology. Critical mass is not achieved 
-until high velocity so best used at long range. 
- 
-Devastator ES IV, Cost - 32,544 credits, DPS - 449, Description - The cutting 
-edge of electronic shunt technology, the Devastator creates a massive ball of 
-pure fusion energy held together by nano-tethers. 
- 
- 
-Purifier Light Laser, Classification - Beam, Cost - 3,000 credits, DPS - 55, 
-RoF - 0, Range - Close, Description - Short-range high-damage beam of energy. 
-While effective, the weapon does require recharging before use. 
- 
-Absolution Laser Assembly, Cost - 4,500 credits, DPS - 111, Description - 
-Enhanced version of the Purifier Light Laser that fires a sustained beam of 
-high-damage energy. 
- 
-Deliverance Custom Laser, Cost - 15,187 credits, DPS - 222, Description - 
-Developed by Order scientists, the D - laser is a veritable torrent of fusion 
-energy harnessed into a beam of incandescent weapons fire. 
- 
-Domination Laser, Cost - 34,171, DPS - 444, The highest level of Order beam 
-technology, the Domination Laser is coveted by any who witness its deadly 
-effects in combat. 
- 
- 
-Piranha-A, Classification - Missile, Cost - 3,333 credits, DPS - 112, RoF - 1, 
-Range - Medium, Description - A fast-moving missile from the Order's Evangelist 
-Fleet technical laboratories. Hampered by low turning arc and low damage. 
- 
-Piranha-B, Cost - 5,000 credits, DPS - 216, Description - Upgraded version of 
-the Piranha missile, boasting improved damage potential. 
- 
-Piranha-C, Cost - 16,875, DPS - 431, Description - Upgraded version of the 
-Piranha missile, boasting significantly improved damage potential. 
- 
-Piranha-D, Cost - 37,968 credits, DPS - 899, Description - Top-of-the-line 
-version of the Piranha missile, boasting devastating damage potential. 
- 
-&******************************************************************************8 
- 
-                              - PVP Weapons [WP] - 
- 
-&******************************************************************************8 
- 
-As I said in the introduction I do not have access to PVP weapons so I can't 
-provide intimate statistical details, but I'll do all I can to give you an idea 
-of what to expect. 
- 
-Viper Proximity Mine - Presumably the same as the Deathshike Legion Mine, just 
-weaker and incapable of cloaking. This weapon can be tested in the Syndicate 
-story mission "Skin of Your Teeth", Dominion preset mission "Waste Management", 
-and the Order preset mission "Restoration of Order" 
- 
-Mongoose Proto Trap - A mobile mine that homes in on enemies that get close 
-enough, the problem being that far more mines than necessary can end up chasing 
-a target. This weapon can be seen in The Graveyard's Minefield region, tested in 
-the Order story mission "Apostate", and the Order preset mission "Enemy Hands". 
- 
-Thumper Autogun - An autogun that fires pulse weapons if I'm not mistaken. Pulse 
-weapons aren't as accurate as beams and will slow down after awhile so unless it 
-could fire Battlegun rounds this probably wouldn't be a weapon you'd want. This 
-weapon can be tested in the Consortium preset missions "Waste Management", 
-"Enemy Hands", and the Order preset mission "Restoration of Order". 
- 
-KL-088 - Here's where the money is, this is an energy-based pulse weapon in the 
-same rank as the Battlegun and Excruciator. Although it's meant to be a close 
-range weapon it's not bad at medium range, and larger targets you use it against 
-aren't maneuverable enough to avoid its fire. The KL - 088's energy drain is 
-present but not overly ridiculous and can be countered with a well-leveled 
-energy regeneration from a DPS sentient. 
- 
-This weapon can be tested in multiple preset missions including the Consortium's 
-"Eye of the Needle", Syndicate's "Prototype Escort", "Mind the Minefield", 
-"Cage Match", "Close to the Edge", "Quickbuck Crossing", "Information Shredder", 
-and "Waste Management", Praetorian's "Information Shredder", and Dominion's 
-"Eye of the Needle". 
- 
-Corona - The only other energy-based pulse weapon, and not that spectacular at 
-that. It fires several pulse projectiles in a circular blast that looks like a 
-firework going off. While certainly conducive to the "Shmup" genre, and not 
-particularly weak per projectile, the energy drain is too significant to be 
-worth using seriously in my opinion, but it's a nice novelty weapon. 
- 
-This weapon is always used against you in some capacity in the preset missions 
-"Enemy Hands", "Catastrophe in the Catacombs", and by the cruisers in the 
-"Fallen on Hard Times" missions. The only time you get to wield it is during the 
-Syndicate preset mission "Frozen". 
- 
-Multi Missile - The only energy-based missile weapon in the game, the Multi 
-Missile is quite the spectacle, firing several missiles in a swarm that 
-violently arc and destroy the target. It's a solid weapon from what I've seen 
-but despite firing multiple missiles, they won't divert to other targets after 
-the first one has been destroyed like most beam weapons. 
- 
-This weapon can be tested in preset missions including the Consortium's 
-"Defending the Icy Wastes", "Enemy Hands", Praetorian's "Wrath Unleashed", and 
-"Space Mites", Dominion's "Defending the Icy Wastes", "Close to the Edge", and 
-"Fire for Effect", Order's "Defending the Icy Wastes", "Fallen on Hard Times", 
-and "Space Madness". 
- 
-&******************************************************************************8 
- 
-                           - Warzone Weapons [WW] - 
- 
-&******************************************************************************8 
- 
-WZN pt(s), means Warzone point(s), the points awarded to the player at the 
-conclusion of a warzone mission. Although all of the torpedo weapons on this 
-list have the same statistics, they vary in speed and projectile size, though 
-the Legion Raid Corsair outclasses the lot of them in my book so you'll probably 
-only care about the Battleguns. 
- 
-Silkworm I, Classification - Torpedo, Cost - 1 WZN pt., DPS - 120, RoF - 1, 
-Range - Medium, Energy Cost - 20 points, Description - Highly damaging 
-projectile with a good balance between speed and damage. 
- 
-Silkworm II, Cost - 10 WZN pts., DPS - 240, Description - Enhanced version of 
-the Silkworm; a highly damaging projectile with a good balance between speed and 
-damage. 
- 
-Silkworm III, Cost - 30 WZN pts., DPS - 479, Significantly enhanced version of 
-the Silkworm; a highly damaging projectile with a good balance between speed and 
-damage. 
- 
-Silkworm IV, Cost - 80 WZN pts., DPS - 959, Top-of-the-line version of the 
-Silkworm; a highly damaging projectile with a good balance between speed and 
-damage. 
- 
- 
-Marauder I, Classification - Torpedo, Cost - 2 WZN pts., DPS - 120, RoF - 1, 
-Range - Medium, Energy Cost - 20 points, Description - Torpedo with an enhanced 
-fuel supply that allows for extra speed at the cost of damage. 
- 
-Marauder II, Cost - 12 WZN pts., DPS - 240, Description - Enhanced version of 
-the Marauder; a torpedo with an enhanced fuel supply that allows for extra speed 
-at the cost of damage. 
- 
-Marauder III, Cost - 33 WZN pts., DPS - 479, Description - Significantly 
-enhanced version of the Marauder; a torpedo with an enhanced fuel supply that 
-allows for extra speed at the cost of damage. 
- 
-Marauder IV, Cost - 84 WZN pts., DPS - 959, Description - Top-of-the-line 
-version of the Marauder; a torpedo with an enhanced fuel supply that allows for 
-extra speed at the cost of damage. 
- 
- 
-Adjudicator, Classification - Torpedo, Cost - 2 WZN pts., DPS - 120, RoF - 1, 
-Range - Medium, Energy Cost - 20 points, Description - Antimatter orb that is 
-very slow but capable of causing devestating damage to a target. 
- 
-Adjudicator Mk. II, Cost - 12 WZN pts., DPS - 240, Description - Enhanced 
-version of the Adjudicator; an antimatter orb that is very slow but capable of 
-causing devastating damage to a target. 
- 
-Adjudicator Mk. III, Cost - 33 WZN pts., DPS - 479, Description - Significantly 
-enhanced version of the Adjudicator; an antimatter orb that is very slow but 
-capable of causing devastating damage to a target. 
- 
-Adjudicator Mk. IV, Cost - 84 WZN pts., DPS 959, Description - Top-of-the-line 
-version of the Adjudicator; an antimatter orb that is very slow but capable of 
-causing devastating damage to a target. 
- 
- 
-Tornado-CS1, Classification - Torpedo, Cost - 3 WZN pts., DPS - 120, RoF - 1, 
-Range - Medium, Energy Cost - 20 points, Description - Its slow-launching 
-mechanism means that the Tornado takes a while to get to top speed, but when it 
-does, it takes some stopping. 
- 
-Tornado-CS2, Cost - 14 WZN pts., DPS - 240, Description - Enhanced version of 
-the Tornado, slow-launching but difficult to stop at top speed. 
- 
-Tornado-CS3, Cost - 36 WZN pts., DPS - 479, Description - Significantly enhanced 
-version of the Tornado, slow-launching but difficult to stop at top speed. 
- 
-Tornado-CS4, Cost - 88 WZN pts., DPS - 959, Description - Top-of-the-line 
-version of the Tornado, slow-launching, but difficult to stop at top speed. 
- 
- 
-Sunfire Bomb v1, Classification - Torpedo, Cost - 3 WZN pts., DPS - 120, RoF - 
-1, Range - Medium, Energy Cost - 20 points, Description - huge ball of deadly 
-plasma, the benefit being the quick refire rate. 
- 
-Sunfire Bomb v2, Cost - 14 WZN pts., DPS - 240, Description - Enhanced version 
-of the Sunfire bomb; a huge ball of deadly plasma, the benefit being the quick 
-refire rate. 
- 
-Sunfire Bomb v3, Cost - 36 WZN pts., DPS - 479, Description - Significantly 
-enhanced version of the Sunfire Bomb; a huge ball of deadly plasma, the benefit 
-being the quick refire rate. 
- 
-Sunfire Bomb v4, Cost - 88 WZN pts., DPS - 959, Description - Top-of-the-line 
-version of the Sunfire Bomb; a huge ball of deadly plasma, the benefit being the 
-quick refire rate. 
- 
- 
-Battlegun 1, Classification - Pulse, Cost - 4 WZN pts., DPS - 140, RoF - 1, 
-Range - Medium, Description - A tried and tested missile, possessing a good 
-balance between turn rate and speed. 
- 
-Battlegun 2, Cost - 16 WZN pts., DPS - 278, Description - A tried and tested 
-missile, possessing a good balance between turn rate and speed. 
- 
-Battlegun 3, Cost - 39 WZN pts., DPS - 556, Description - A tried and tested 
-missile, possessing a good balance between turn rate and speed. 
- 
-Battlegun 4, Cost - 92 WZN pts., DPS - 1115, Description - A tried and tested 
-missile, possessing a good balance between turn rate and speed. 
- 
-&******************************************************************************8 
- 
-                        - Legion Raid Weapons [WL] - 
- 
-&******************************************************************************8 
- 
-LR pt(s), means Warzone point(s), the points awarded to the player at the 
-conclusion of a Legion Raid wave/mission. This is the only time that one of the 
-statistics that usually applies to all the weapons of the same basic namesake 
-changes. The Excruciator's rate of fire (RoF) stat changes after the level 1 
-tier, though follows the second tier's statistic from that point onward. Pay 
-attention to the Excruciator Iv's description because although all the weapons 
-bypass shields, it's only for fighters. The Hellfire beams do not jump to other 
-locked on targets after the first one has been destroyed like most beam weapons. 
-It is utilized by Legion Tanks in the Webweave region of Shadowrift and is a 
-defense mechanism in the Ark's Path of Darkness region. 
- 
- 
-Excruciator I, Classification - Pulse, Cost - 1 LR pt., DPS - 40, RoF - 2, Range 
-- Medium, Description - Legion pulse technology that hurls bolts of formed 
-plasma that bypasses shielding to strike the armor underneath. 
- 
-Excruciator II, Cost - 20 LR pts., DPS - 80, RoF - 0, Description - Enhanced 
-accuracy and performance create a deadlier salvo of munitions. 
- 
-Excruciator III, Cost - 60 LR pts., DPS - 150, Description - Plasma bolts shaped 
-with an outer and inner core, which allows for the plasma to penetrate the 
-target and then detonate. 
- 
-Excruciator IV, Cost - 120 LR pts., DPS - 318, Description - A fighter-killer, 
-the Excruciator IV fires a single destructive piercing plasma warhead that 
-easily bypasses most shields to destroy a ship in minutes. 
- 
- 
-Deathbloom Autogun, Classification - Autogun, Cost - 2 LR pts., DPS - 40, RoF - 
-50, Range - Medium, Description - Autogun that fires guided missiles. 
- 
-Deathbloom Autogun 2, Cost - 24 LR pts., DPS - 80, Autogun that fires improved 
-guided missiles. 
- 
-Deathbloom Autogun 3, Cost - 66 LR pts., DPS - 160, Autogun that fires 
-significantly improved guided missiles. 
- 
-Deathbloom Autogun 4, Cost - 96 LR pts., DPS - 320, Top-of-the-line autogun 
-that fires devastating guided missiles. 
- 
- 
-Praetorian Autogun, Classification - Autogun, Cost - 2 LR pts., DPS - 40, RoF - 
-50, Range - Medium, Description - Autogun that fires beams. 
- 
-Praetorian Autogun 2, Cost - 24 LR pts., DPS - 80, Autogun that fires improved 
-beams. 
- 
-Praetorian Autogun 3, Cost - 66 LR pts., DPS - 160, Autogun that fires 
-significantly improved beams. 
- 
-Praetorian Autogun 4, Cost - 96 LR pts., DPS - 320, Top-of-the-line autogun that 
-fires devestating beams. 
- 
- 
-Corsair I, Classification - Torpedo, Cost - 4 LR pts., DPS - 132, RoF - 1, Range 
-- Medium, Energy Cost - 20 pts. Description - Formidable anti-cruiser weapon 
-with an improved warhead payload that sacrifices speed for maximum damage. 
- 
-Corsair II, Cost - 28 LR pts., DPS - 204, Description - Enhanced version of the 
-Corsair, slow-launching but difficult to stop at top speed. 
- 
-Corsair III, Cost - 72 LR pts., DPS - 527, Description - Significantly enhanced 
-version of the Corsair, slow-launching but difficult to stop at top speed. 
- 
-Corsair IV, Cost - 136 LR pts., DPS - 1055, Description - Top-of-the-line 
-version of the Corsair, slow-launching but difficult to stop at top speed. 
- 
- 
-Coffin Nail I, Classification - Missile, Cost - 6 LR pts., DPS - 117, RoF - 3, 
-Range - Medium, Description - Nicknamed the "Coffin Nail" by Convocation forces, 
-this Legion missile sacrifices warhead strength for speed. 
- 
-Coffin Nail II, Cost - 32 LR pts., DPS - 322, Description - Upgraded version of 
-the Coffin Nail missile, boasting improved damage potential. 
- 
-Coffin Nail III, Cost - 78 LR pts., DPS - 644, Description - Significantly 
-improved version of the Coffin Nail missile, boasting improved damage potential. 
- 
-Coffin Nail IV, Cost - 144 LR pts., DPS - 1,288, Description - Top-of-the-line 
-upgrade of the Coffin Nail missile, boasting improved damage potential. 
- 
-Hellfire Beam, Classification - Beam, Cost - 8 LR pts., DPS - 115, RoF - 0, 
-Range - Medium, Energy Cost - 75 pts., Description - Large gravitic beam that 
-fires a concentrated burst of fusion energy. 
- 
-Hellfire Beam II, Cost - 36 LR pts., DPS - 233, Description - Upgrade of the 
-large gravitic beam that fires a concentrated burst of fusion energy. 
- 
-Hellfire Beam III, Cost - 84 LR pts., DPS - 506, Description - Significant 
-upgrade of the large gravitic beam that fires a concentrated burst of fusion 
-energy. 
- 
-Hellfire Beam IV, Cost - 152 LR pts., DPS - 970, Description - Top-of-the-line 
-upgrade of the large gravitic beam that fires a concentrated burst of fusion 
-energy. 
- 
-&******************************************************************************8 
- 
-                          - Ark Raid Weapons [WA] - 
- 
-&******************************************************************************8 
- 
-AR pts, means Ark Raid points, the point(s) awarded to the player as a reward 
-for beating the various sub-bosses. The Lightning Beams in this section are one 
-of only three beam weapons that do not jump to the next locked on target after 
-the first has been destroyed like most beam weapons so keep that in mind. 
- 
-Deathshrike Legion Mine I, Classification - Mine, Cost - 5 AR pts., DPS - 400, 
-RoF - 3, Range - Medium, Description - Highly damaging version of a proximity 
-mine with the ability to remain cloaked. 
- 
-Deathshrike Legion Mine II, Cost - 20 AR pts., DPS - 800, Description - Upgraded 
-version of the hugely damaging version of a proximity mine with the ability to 
-remain cloaked. 
- 
-Deathshrike Legion Mine III, Cost - 50 AR pts., DPS - 1,600, Description - 
-Significantly upgraded version of the hugely damaging version of a proximity 
-mine with the ability to remain cloaked. 
- 
-Deathshrike Legion Mine IV, Cost - 80 AR pts., DPS - 3,200, Description - 
-Top-of-the-line version of the hugely damaging version of a proximity mine with 
-the ability to remain cloaked. 
- 
- 
-Lightning Beam Mk. I, Classification - Beam, Cost - 10 AR pts., DPS - 128, RoF - 
-0, Range - Medium, Energy Cost - 75 pts., Description - Weapon that fires 
-strands of crackling supercharged plasma. 
- 
-Lightning Beam Mk. II, Cost - 30 AR pts., DPS - 247, Description - Significant 
-upgrade of the weapon that fires strands of crackling supercharged plasma. 
- 
-Lightning Beam Mk. III, Cost - 60 AR pts., DPS - 491, Description - Significant 
-upgrade of the weapon that fires strands of crackling supercharged plasma. 
- 
-Lightning Beam Mk. IV, Cost - 90 AR pts., DPS - 979, Description - 
-Top-of-the-line upgrade of the weapon that fires strands of crackling 
-supercharged plasma. 
- 
- 
-Big Green Power I, Classification - Beam, Cost - 15 AR pts., DPS - 119, RoF - 0, 
-Range - Medium, Energy Cost - 75 pts., Description - Big, green, and powerful 
-weapon. 
- 
-Big Green Power II, Cost - 40 AR pts., DPS - 235, Description - Upgrade of the 
-big, green, and powerful weapon. 
- 
-Big Green Power III, Cost - 70 AR pts., DPS - 470, Description - Significant 
-upgrade of the big, green, and powerful weapon. 
- 
-Big Green Power IV, Cost - 100 AR pts., DPS - 942, Description - Top-of-the-line 
-version of the big, green, and powerful weapon. 
- 
-&******************************************************************************8 
- 
-                          - Bonus Weapons [WB] - 
- 
-&******************************************************************************8 
- 
-Bonus weapons are dropped by specific enemies, they CANNOT be purchased in the 
-game's docking stations. It's not clear to me exactly how many there are but 
-I'll list everything I've encountered (and some that I have yet to acquire but 
-know exist). I think that some of the weapons are dropped by Ark sub-bosses and 
-some by PVP battleships, the latter I obviously do not have access to. Keep in 
-mind that you must have 14 or fewer weapons/sentients in order for a bonus 
-weapon to be dropped. Also, your upgrades menu will flash regardless of whether 
-you pick up an upgrade or weapon. All of these weapons are listed in your basic 
-weapons section when docked. 
- 
-Power Beam, Classification - Beam, Can be dropped by - Clay Tok, DPS - 573, 
-RoF - 0, Range - Medium, Description - Beam weapon that instantly generates 
-maximum damage, regardless of lock-on time. (Note that this is one of the few 
-beam weapons that will not jump to the next locked target after the first has 
-been destroyed like most beam weapons, and although damage is unchanged, the 
-beam will not fire for as long as when you're fully locked on. This weapon is 
-utilized by Legion Tanks in Legion Raid missions.) 
- 
-Power Missile, Classification - Missile, Can be dropped by - Elder Ones, and 
-Final Ark boss, DPS - 874, RoF - 1, Range - Medium, Description - Prototype 
-missile weapon that always fires at maximum velocity. 
- 
-Deathshrike Mine V, Classification - Mine, Can be dropped by - Clay Tok and 
-Janus (Mirror boss) DPS - 3,200, RoF - (2 when viewing comparison statistics, 
-which is presumably rounded up from the in-depth statistics which list it as 
-1.5), Range - Medium, Description - Ultimate highly damaging proximity mine, 
-equipped with the ability to remain cloaked. 
- 
-Power Lightning Beam, Classification - Beam, Can be dropped by - Path of the 
-Dead battleship boss and Janus (Mirror boss), DPS - 1,856, RoF - 0, Range - 
-Medium, Energy Cost - 37.5, Description - Prototype huge lightning beam that 
-uses less energy. 
- 
-Power Big Green Power Beam, Classification - Beam, Can be dropped by - Elder 
-Ones, DPS - 300, RoF - 0, Range - Medium, Energy Cost - 37.5, Description - 
-Prototype huge Green Power that uses less energy. (No, I did not make a mistake, 
-I checked the DPS and tested it in combat, it really is that weak.) 
- 
-The following are weapons that I have not acquired but have seen given as 
-equipment in preset missions: 
- 
-Power Pulse - Presumably a bonus version of the Dirge Rail Gun. This weapon does 
-not overheat. 
- 
-Deathbloom Autogun V 
- 
-Praetorian Autogun V - Fires beams with the same appearance as the ones used by 
-the Legion Splitters in The Crucible and Ark. 
- 
-Viper Proximity Mine V 
- 
-Mongoose Proto Trap V 
- 
-Thumper Autogun V 
- 
-Power Spray - Presumably a bonus version of the KL-088  whose projectiles look 
-similar to one of the Warzone torpedo weapons both in aesthetics and size. 
- 
-Power Multi-Missile - Missiles are orange-ish peach rather than light blue and 
-presumably use less energy, do more damage, or both. 
- 
-&******************************************************************************8 
- 
-                         - Weapon Recommendations [WREC] - 
- 
-&******************************************************************************8 
- 
-The Battlegun is generally considered the best weapon from what little I've seen 
-online and it's most certainly high up on the list. Just make sure it's equipped 
-to a Cruiser or Consortium Heavy Fighter to counteract the overheating because 
-in spite of its description it's actually a pulse weapon. Most of the faction 
-specific weapons aren't worth bothering with, it's the ones purchased with 
-points or dropped by enemies that you'll want most of the time. In spite of how 
-powerful they are in the hands of enemies, the Big Green Power and Hellfire 
-beams aren't ones you should aspire to acquire (rhyme unintended), because the 
-Power Lightning Beam is much stronger if the DPS statistic is to be believed. 
- 
-The Coffin Nail missile would probably do well with a Syndicate heavy fighter, 
-but you'll want the Power Missile or Multi-Missile/Power Multi-Missile. The 
-Corsair is the Torpedo to get, the Deathshrike Mine V is probably the best mine, 
-or maybe the Mongoose Proto Trap V, the Deathbloom/Praetorian V's are the 
-autoguns to get since the pulse weapon-firing one isn't as accurate from a 
-distance, and when it comes to pulse weapons the Battlegun, Excruciator, and 
-Power Spray/KL-088 are the ones to keep in mind. 
- 
-I typically use pulse weapons with ships that counteract their fire-rate 
-handicap so I use the Battlegun, but since I don't get to spend as much quality 
-time with PVP weapons, and not every build is right for every player so it 
-doesn't feel right saying it's the best. 
- 
- 
-                  ____      ___ ____      ___ ____ ____     ___ 
-                  `MM(      )M' `MM(      )M' `MM' `Mb(     )d' 
-                   `MM.     d'   `MM.     d'   MM   YM.     ,P 
-                    `MM.   d'     `MM.   d'    MM   `Mb     d' 
-                     `MM. d'       `MM. d'     MM    YM.   ,P 
-                      `MMd          `MMd       MM    `Mb   d' 
-                       dMM.          dMM.      MM     YM. ,P 
-                      d'`MM.        d'`MM.     MM     `Mb d' 
-                     d'  `MM.      d'  `MM.    MM      YM,P 
-                    d'    `MM.    d'    `MM.   MM      `MM' 
-                  _M(_    _)MM_ _M(_    _)MM_ _MM_      YP 
- 
- 
-                               - Ship Statistics -  
-                                     [XXIV] 
- 
- 
-Ships will be listed by: 1) Order of availability, 2) ship tier level, 3) then 
-class (scout, interceptor, etc.) "RFL" stands for Required Faction Level, which 
-is the necessary level you have to be in order to be eligible to purchase a 
-given ship. "Cargo" meanwhile represents the cargo capacity of the given ships, 
-and cost always refers to credits. Ships of the same class in a faction have the 
-exact same descriptions across all tier levels so I'm only going to list the 
-description once for each of the tier 1 ships rather than copy-paste it 3 more 
-times. Ship speed and cargo capacity also repeat from tier to tier when it's the 
-same class in the same faction so I'll list them once each in the tier 1 listing 
-but not for the following 3. Also, the number next to each ship name refers to 
-its tier level (Punisher 2 is a tier level 2 ship, Hammerhead 3 is a tier level 
-3 ship, etc.) so I won't bother listing the tier levels of each ship. Another 
-thing that carries across every faction is the number of weapon slots each ship 
-class has. Again, for the sake of reducing repetition here's a list of the ship 
-classes and the number of weapon slots each has: 
- 
-Scout - 2, Interceptor - 2, Heavy Fighter - 3, Cargo ship - 2, Cruiser - 4. 
- 
-All cargo ships and cruisers across every faction have the same innate abilities 
-so I'm listing them here rather than posting them 4 times each: Cargo ships - 
-Sentient ability use requires no energy with this ship. Cruiser - Capable of 
-maintaining sustained weapons fire with no penalties. (Note: A cruiser's ability 
-to maintain fire with no penalties refers to preventing pulse weapons from 
-overheating and slowing down only, so don't expect weapons that drain energy to 
-not do so when equipped to a cruiser. Lastly, I'd like to note that the 
-statistics listed regarding shields and hull are based on the ORIGINAL values of 
-the ships with no augments like ship upgrades, pilot skills, or sentient 
-bonuses, all of which are added to the total when viewing ships. So if your 
-statistics are higher than those listed here, that's why. 
- 
-Dominion/Order interceptors can commandeer, AKA steal/take control of ships that 
-are apart of your current faction, even other interceptors, regardless of tier 
-level. When you do this, your sentient's will still have their passive abilities 
-active just like when hijacking even though they won't be equipped. Unlike 
-hijacking however, the ship you commandeer will not be replaced when docking or 
-taking part in missions (unless said missions have a preset ship for you to 
-pilot/ride in). Your own weapons will also be automatically equipped when 
-docking or warping to another zone, preventing you from having to rely on 
-default load-outs. 
- 
-&******************************************************************************8 
- 
-                           - Consortium Ships [SC] -  
- 
-&******************************************************************************8 
- 
-All Consortium ships have twice the usual cargo capacity, with the exception of 
-the cruisers which have holds equal to Syndicate and Praetorian cruiser's size, 
-and half that of the Dominion and Revenant Order's. 
- 
-Name - Spider 1, Class - Scout, RFL - 0, Cost - 0, Hull - 100, Shields - 100, 
-Speed - 120, Cargo - 10, Description - A fast advance scout used for smuggling 
-small goods, recon missions, and light combat. Ability - Mining yields higher 
-ore with this ship. 
- 
-Name - Hammerhead 1, Class - Interceptor, RFL - 0, Cost - 2,000, Hull - 200, 
-Shields - 200, Speed - 100, Cargo - 10, Description - A high-defense interceptor 
-made for heavy combat and running Praetorian blockades. Ability - This ship can 
-maintain travel boost even while firing. 
- 
-Name - Scorpion 1, Class - Heavy Fighter, RFL - 1, Cost - 2,000, Hull - 150, 
-Shields - 150, Speed - 80, Cargo - 10, Description - An interdiction and support 
-ship created specifically for the Consortium, focusing on heavy offense. Ability 
-- Pulse weapons don't overheat with this ship 
- 
-Name - Tugboat 1, Class - Cargo Ship, RFL - 1 Cost - 4,000, Hull- 500, Shields - 
-500, Speed - 50, Cargo - 40, Description - A common sight in Convocation space, 
-those ships make up the majority of the Consortium free-trader fleet. 
- 
-Name - Grizzly 1, Class - Cruiser, RFL - 2, Cost - 4,000 credits, Hull - 1,000, 
-Shields - 1,000, Speed - 25, Cargo - 5, Description - Outfitted for combat and 
-light transportation needs and built specifically for the Consortium. 
- 
-Spider 2, RFL - 2, Cost - 6,000, Hull - 200, Shields - 200. 
- 
-Hammerhead 2, RFL - 3, Cost - 9,000, Hull - 400, Shields - 400. 
- 
-Scorpion 2, RFL - 3, Cost - 9,000, Hull - 300, Shields - 300. 
- 
-Tugboat 2, RFL - 4, Cost - 13,500, Hull - 1,000, Shields - 1,000. 
- 
-Grizzly 2, RFL - 4, Cost - 13,500, Hull - 2,000, Shields - 2,000. 
- 
-Spider 3, RFL - 5, Cost - 20,250, Hull - 400, Shields - 400. 
- 
-Hammerhead 3, RFL - 5, Cost - 20,250, Hull - 800, Shields - 800. 
- 
-Scorpion 3, RFL - 6, Cost - 20,250, Hull - 600, Shields - 600. 
- 
-Tugboat 3, RFL - 6, Cost - 30,375, Hull - 2,000, Shields - 2,000. 
- 
-Grizzly 3, RFL - 7, Cost - 30,375, Hull - 4,000, Shields - 4,000. 
- 
-Spider 4, RFL - 7, Cost - 45,562, Hull - 800, Shields - 800. 
- 
-Hammerhead 4, RFL - 8, Cost - 68,343, Hull - 1,600, Shields - 1,600. 
- 
-Scorpion 4, RFL - 8, Cost - 68,343, Hull - 1,200, Shields - 1,200. 
- 
-Tugboat 4, RFL - 9, Cost - 102,515, Hull - 4,000, Shields - 4,000. 
- 
-Grizzly 4, RFL - 9, Cost - 102,515, Hull - 8,000, Shields - 8,000. 
- 
-&******************************************************************************8 
- 
-                            - Syndicate Ships [SS] -  
- 
-&******************************************************************************8 
- 
-All Syndicate ships are 25% faster than other ships in the same class, and 
-though it may seem like an error, the cargo statistics for these ships are in 
-fact correct. The Heavy fighter has the largest cargo capacity in the faction, 
-and the cargo ship can't carry any more than a typical scout fighter. Also, in 
-spite of the Specter's ability description implying exclusivity, the fact is 
-that all ships from every faction repair ships when you hijack them, it was 
-either a design error, or a gameplay decision that came too late to come up with 
-a new ability unique to the craft. Lastly, are the Syndicate cargo ships 
-displayed upside down? While some details are debatable, the cockpit window 
-screen extends downward instead of upward like the other ships in the faction. 
-Odd... 
- 
- 
-Name - Ghost 1, Class - Scout, RFL - 0, Cost - 0, Hull - 100, Shields - 100, 
-Speed - 150, Cargo - 5, Description - A combat scout fighter with a fearsome 
-reputation because of it's unparalleled speed. Ability - Can fire while cloaked 
-(and be fired *upon* without de-cloaking as well) 
- 
-Name - Specter 1, Class - Interceptor, RFL - 0, Cost - 2,000, Hull - 200, 
-Shields - 200, Speed - 125, Cargo - 5, Description - Surprisingly deadly in 
-combat, thanks to a lethal ship-to-ship combat fuselage providing superior 
-defense. Ability - Hijacking with this ship will repair it. 
- 
-Name - Vampire 1, Class - Heavy Fighter, RFL - 1, Cost - 2,000, Hull - 150, 
-Shields - 150 Speed - 100, Cargo - 10, Description - A heavy weapons platform 
-capable of dealing out deadly salvos of missile fire, requiring minimum lock-on 
-for maximum velocity. Ability - Missiles will fire at top speed regardless of 
-how long you spent locking on to them. 
- 
-Name - Wyvern 1, Class - Cargo Ship, RFL - 1, Cost - 4,000, Hull - 500, Shields 
-- 500, Speed - 62.5, Cargo - 5, Description - The Syndicate's answer to cargo 
-transport and heavy support, designed specifically by Warlord Cinnefa. 
- 
-Name - Reaper 1, Class - Cruiser, RFL - 2, Cost - 4,000, Hull - 1,000, Shields - 
-1,000, Speed - 31.25, Cargo - 5, Description - A cruiser made for destruction - 
-the Syndicate's first choice for obliterating its enemies. 
- 
-Ghost 2, RFL - 2, Cost - 6,000, Hull - 200, Shields - 200. 
- 
-Specter 2, RFL - 3, Cost - 9,000, Hull - 400, Shields - 400. 
- 
-Vampire 2, RFL - 3, Cost - 9,000, Hull - 300, Shields - 300. 
- 
-Wyvern 2, RFL - 4, Cost - 13,500, Hull - 1,000, Shields - 1,000. 
- 
-Reaper 2, RFL - 4, Cost - 13,500, Hull - 2,000, Shields - 2,000. 
- 
-Ghost 3, RFL - 5, Cost - 20,250, Hull - 400, Shields - 400. 
- 
-Specter 3, RFL - 5, Cost - 20,250, Hull - 800, Shields - 800. 
- 
-Vampire 3, RFL - 6, Cost - 20,250, Hull - 600, Shields - 600. 
- 
-Wyvern 3, RFL - 6, Cost - 30,375, Hull - 2,000, Shields - 2,000. 
- 
-Reaper 3, RFL - 7, Cost - 30,375, Hull - 4,000, Shields - 4,000. 
- 
-Ghost 4, RFL - 7, Cost - 45,562, Hull - 800, Shields - 800. 
- 
-Specter 4, RFL - 8, Cost - 68,343, Hull - 1,600, Shields - 1,600. 
- 
-Vampire 4, RFL - 8, Cost - 68,343, Hull - 1,200, Shields - 1,200. 
- 
-Wyvern 4, RFL - 9, Cost - 102,515, Hull - 4,000, Shields - 4,000. 
- 
-Reaper 4, RFL - 9, Cost - 102,515, Hull - 8,000, Shields - 8,000. 
- 
-&******************************************************************************8 
- 
-                            - Praetorian Ships [SP] -  
- 
-&******************************************************************************8 
- 
-All Praetorian ships cost 50% less than normal with no statistical downside. 
- 
-Name - Peacemaker 1, Class - Scout, RFL - 0, Cost - 0, Hull - 100, Shields - 
-100, Speed - 120, Cargo - 5, Description - A short-range, fast patrol fighter 
-used for scouting and enforcing the Articles of Convocation. Ability - This ship 
-can fire while Undercover (without disengaging the ability). 
- 
-Name - Judicator 1, Class - Interceptor, RFL - 0, Cost - 1,000, Hull - 200, 
-Shields - 200, Speed - 100, Cargo - 5, Description - The staple of the 
-Praetorian Fleet, a customizable combat-ready ship with superlative defensive 
-capabilities. Ability - The most maneuverable ship in the galaxy (boasts sharper 
-turns and controls, presumably intended to use in conjunction with the  
-Undercover ability). 
- 
-Name - Enforcer 1, Class - Heavy Fighter, RFL - 1, Cost - 1,000, Hull - 150, 
-Shields - 150, Speed - 80, Cargo - 5, Description - A heavy-weapons platform, 
-most commonly associated with Praetorian authority, capable of delivering 
-catastrophic damage - especially with beam weapons. Ability - Either it 
-increases the overall strength of beam weapons like an upgrade, or it lets beam 
-weapons do full damage without completely locking on like the Power Beam, I'm 
-not certain. 
- 
-Name - Bulldog 1, Class - Cargo Ship, RFL - 1, Cost - 2,000, Hull - 500, Shields 
-- 500, Speed - 50, Cargo - 20, Description - A heavy-transport ship used for 
-prisoner transfer and cargo. 
- 
-Name - Executor 1, Class - Cruiser, RFL - 2, Cost - 2,000, Hull - 1,000, Shields 
-- 1,000, Speed - 25, Cargo - 5, Description - A heavy cruiser used for direct 
-Praetorian intervention and combat needs throughout Convocation space. 
- 
-Peacemaker 2, RFL - 2, Cost - 3,000, Hull - 200, Shields - 200. 
- 
-Judicator 2, RFL - 3, Cost - 4,500, Hull - 400, Shields - 400. 
- 
-Enforcer 2, RFL - 3, Cost - 4,500, Hull - 300, Shields - 300. 
- 
-Bulldog 2, RFL - 4, Cost - 6,750, Hull - 1,000, Shields - 1,000. 
- 
-Executor 2, RFL - 4, Cost - 6,750, Hull - 2,000, Shields - 2,000. 
- 
-Peacemaker 3, RFL - 5, Cost - 10,125, Hull - 400, Shields - 400. 
- 
-Judicator 3, RFL - 5, Cost - 10,125, Hull - 800, Shields - 800. 
- 
-Enforcer 3, RFL - 6, Cost - 10,125, Hull - 600, Shields - 600. 
- 
-Bulldog 3, RFL - 6, Cost - 15,187, Hull - 2,000, Shields - 2,000. 
- 
-Executor 3, RFL - 7, Cost - 12,187, Hull - 4,000, Shields - 4,000. 
- 
-Peacemaker 4, RFL - 7, Cost - 22,781, Hull - 800, Shields - 800. 
- 
-Judicator 4, RFL - 8, Cost - 34,171, Hull - 1,600, Shields - 1,600. 
- 
-Enforcer 4, RFL - 8, Cost - 34,171, Hull - 1,200, Shields - 1,200. 
- 
-Bulldog 4, RFL - 9, Cost - 51,257, Hull - 4,000, Shields - 4,000. 
- 
-Executor 4, RFL - 9, Cost - 51,257, Hull - 8,000, Shields - 8,000. 
- 
-&******************************************************************************8 
- 
-                            - Dominion Ships [SD] -  
- 
-&******************************************************************************8 
- 
-All Dominion ships have stronger hulls when compared to shields, typically twice 
-as much. 
- 
-Name - Pegasus 1, Class - Scout, RFL - 0, Cost - 0, Hull - 200, Shields - 100, 
-Speed - 120, Cargo - 5, Description - A long-range scout ship for both recon and 
-combat. Ability - Power weapons are much more energy efficient with this ship. 
-(33.333333% etc. less energy used) 
- 
-Name - Phoenix 1, Class - Interceptor, RFL - 0, Cost - 2,000, Hull - 400, 
-Shields - 200, Speed - 100, Cargo - 5, Description - The workhorse of the 
-Dominion Fleet and a deadly space-supremacy fighter. Ability - Capable of 
-commandeering friendly units. 
- 
-Name - Hydra 1, Class - Heavy Fighter, RFL - 1, Cost - 2,000, Hull - 285, 
-Shields - 15, Speed - 80, Cargo - 5, Description - A heavy-combat support unit 
-equipped for maximum offensive capability. Ability - A double thick hull 
-compensates for its low shielding. (Terribly so. Even if I liked the idea of 
-piloting a ship that has next to no shielding to allow for greater hull strength 
-that can't be recovered without a healer sentient the math it off. Given the 
-patterns of past ships the total defensive strength of the ship should be right 
-between the scout and interceptor, somewhere around 425 for hull and 25 for 
-shields, but as is it's no better than the Pegasus scout fighter). 
- 
-Name - Centaur 1, Class - Cargo Ship, RFL - 1, Cost - 4,000, Hull - 1,000, 
-Shields - 500, Speed - 50, Cargo - 20, Description - A transport ship with the 
-offensive elements of a light cruiser. 
- 
-Name - Cyclops 1, Class - Cruiser, RFL - 2, Cost - 4,000, Hull - 2,000, Shields 
-- 1,000, Speed - 25, Cargo - 10, Description - A common sight in Convocation 
-space and a mainstay in the Dominion Fleet strength. 
- 
-Pegasus 2, RFL - 2, Cost - 6,000, Hull - 400, Shields - 200. 
- 
-Phoenix 2, RFL - 3, Cost - 9,000, Hull - 800, Shields - 400. 
- 
-Hydra 2, RFL - 3, Cost - 9,000, Hull - 570, Shields - 30. 
- 
-Centaur 2, RFL - 4, Cost - 13,500, Hull - 2,000, Shields - 1,000. 
- 
-Cyclops 2, RFL - 4, Cost - 13,500, Hull - 4,000, Shields - 2,000. 
- 
-Pegasus 3, RFL - 5, Cost - 20,250, Hull - 800, Shields - 400. 
- 
-Phoenix 3, RFL - 5, Cost - 20,250, Hull - 1,600, Shields - 800. 
- 
-Hydra 3, RFL - 6, Cost - 20,250, Hull - 1,140, Shields - 60. 
- 
-Centaur 3, RFL - 6, Cost - 30,375, Hull - 4,000, Shields - 2,000. 
- 
-Cyclops 3, RFL - 7, Cost - 30,375, Hull - 8,000, Shields - 4,000. 
- 
-Pegasus 4, RFL - 7, Cost - 45,562, Hull - 1,600, Shields - 800. 
- 
-Phoenix 4, RFL - 8, Cost - 68,343, Hull - 3,200, Shields - 1,600. 
- 
-Hydra 4, RFL - 8, Cost - 68,343, Hull - 2,280, Shields - 120. 
- 
-Centaur 4, RFL - 9, Cost - 102,515, Hull - 8,000, Shields - 4,000. 
- 
-Cyclops 4, RFL - 9, Cost - 102,515, Hull - 16,000, Shields - 8,000. 
- 
-&******************************************************************************8 
- 
-                             - Order Ships [SO] -  
- 
-&******************************************************************************8 
- 
-All Order ships have stronger shields when compared to hull, typically twice as 
-much. 
- 
-Name - Explorer 1, Class - Scout, RFL - 0, Cost - 0, Hull - 100, Shields - 200, 
-Speed - 120, Cargo - 5, Description - Renowned for its speed, ideal for recon 
-and Evangelist fleet security operations. Ability - Power weapons are much more 
-energy efficient with this ship. (33.333333% etc. less energy used) 
- 
-Name - Defender 1, Class - Interceptor, RFL - 0, Cost - 2,000, Hull - 200, 
-Shields - 400, Speed - 100, Cargo - 5, Description - The most defensive fighter 
-in the Evangelist fleet (and highly valued on the black market.) Ability - 
-Capable of commandeering friendly units. 
- 
-Name - Avenger 1, Class - Heavy Fighter, RFL - 1, Cost - 2,000, Hull - 15, 
-Shields - 285, Speed - 80, Cargo - 5, Description - A deadly combination of 
-firepower and adaptability, used for direct fighter support and heavy weapons. 
-Ability - A paper thin hull is protected by a superior strength shield. (Again, 
-no stronger than the scout in terms of defense, and while it's not as bad as low 
-shields, the ship is far more vulnerable when a shield short is executed on it. 
- 
-Name - Dragonfly 1, Class - Cargo Ship, RFL - 1, Cost - 4,000, Hull - 500, 
-Shields - 1,000, Speed - 50, Cargo - 20, Description - A hybrid light cruiser 
-and transport, making it the perfect amalgamation of cargo hauler and heavy 
-weapons support. 
- 
-Name - Punisher 1, Class - Cruiser, RFL - 2, Cost - 4,000, Hull - 1,000, Shields 
-- 2,000, Speed - 25, Cargo - 10, Description - Sacrifices speed for improved 
-weapon arrays and shielding, making it a terrifying opponent. 
- 
-Explorer 2, RFL - 2, Cost - 6,000, Hull - 200, Shields - 400. 
- 
-Defender 2, RFL - 3, Cost - 9,000, Hull - 400, Shields - 800. 
- 
-Avenger 2, RFL - 3, Cost - 9,000, Hull - 30, Shields - 570. 
- 
-Dragonfly 2, RFL - 4, Cost - 13,500, Hull - 1,000, Shields - 2,000. 
- 
-Punisher 2, RFL - 4, Cost - 13,500, Hull - 2,000, Shields - 4,000. 
- 
-Explorer 3, RFL - 5, Cost - 20,250, Hull - 400, Shields - 800. 
- 
-Defender 3, RFL - 5, Cost - 20,250, Hull - 800, Shields - 1,600. 
- 
-Avenger 3, RFL - 6, Cost - 20,250, Hull - 60, Shields - 1140. 
- 
-Dragonfly 3, RFL - 6, Cost - 30,375, Hull - 2,000, Shields - 4,000. 
- 
-Punisher 3, RFL - 7, Cost - 30,375, Hull - 4,000, Shields - 8,000. 
- 
-Explorer 4, RFL - 7, Cost - 45,562, Hull - 800, Shields - 1,600. 
- 
-Defender 4, RFL - 8, Cost - 68,343, Hull - 1,600, Shields - 3,200. 
- 
-Avenger 4, RFL - 8, Cost - 68,343, Hull - 120, Shields - 2,280. 
- 
-Dragonfly 4, RFL - 9, Cost - 102,515, Hull - 4,000, Shields - 8,000. 
- 
-Punisher 4, RFL - 9, Cost - 102,515, Hull - 8,000, Shields - 16,000. 
- 
- 
-                     ____      ___ ____      ___ ____     ___ 
-                     `MM(      )M' `MM(      )M' `Mb(     )d' 
-                      `MM.     d'   `MM.     d'   YM.     ,P 
-                       `MM.   d'     `MM.   d'    `Mb     d' 
-                        `MM. d'       `MM. d'      YM.   ,P 
-                         `MMd          `MMd        `Mb   d' 
-                          dMM.          dMM.        YM. ,P 
-                         d'`MM.        d'`MM.       `Mb d' 
-                        d'  `MM.      d'  `MM.       YM,P 
-                       d'    `MM.    d'    `MM.      `MM' 
-                     _M(_    _)MM_ _M(_    _)MM_      YP 
- 
- 
-           - Clarifications, Disclaimers, & Miscellaneous Info -  
-                                    [XXV] 
- 
-&******************************************************************************8 
- 
-                         - Miscellaneous Info [MI] -  
- 
-&******************************************************************************8 
- 
-- Prometheus Station's aesthetics are the same as the Revenant Order's, just 
-blue instead of red. 
- 
-- Pulling the left/right triggers will alter the orientation of ships being 
-viewed while docked, while moving the right analog stick will turn the ship 
-left/right. 
- 
-- Syndicate faction progression is listed as a "Crime Sheet" rather than a Time 
-Sheet. 
- 
-- Cruisers appear larger when in small ships because the camera zooms in closer 
-when in smaller ships so that you're not controlling what looks like a spec on 
-the screen. 
- 
-- Dominion Battleships are actually just slightly altered Consortium Cruisers. 
- 
-- Occasionally when scanned by a Praetorian ship they'll say "These aren't the 
-clones we're looking for", a clear Star Wars reference. Syndicate grunts are 
-cloned pilots that are presumably either trained or implanted with software that 
-allows a Syndicate member to control them without putting themselves at risk. 
- 
-- GameFAQs user "Eremyndil" theorized that the PVP weapon KL-088 might be a 
-reference to Goldeneye's "Klobb" weapon (KL088 - KLOBB, post's URL address here: 
-http://www.gamefaqs.com/boards/648815-fusion-genesis/62839390 ), personally I 
-think it's just a coincidence but that's open to debate. (It's worth noting 
-though, that some of the developers at Starfire are composed of former Halo and 
-Goldeneye developers, the latter being the game that included the Klobb 
-submachinegun). (Another minor note is that the KL-088 is a pulse weapon and 
-resembles a submachinegun more than any of the other weapon types not only for 
-being a rapid-fire projectile-launcher, but because it's range is shorter than 
-the other pulse weapons. This is because the projectiles move slower, making it 
-more practical to use it while closer to an enemy, and submachineguns in games 
-generally are considered to be less accurate at range). 
- 
-- Ships and objects in Tartarus slowly drift clockwise, reflecting the pull of 
-the nearby black hole. There is also a region in it called Event Horizon, 
-which might be a reference to the movie of the same name. I'm pretty sure it's 
-a label given in the scientific community but it could still be the case. The 
-description of the area in the preset mission "Absolute Horizone" said the 
-following: "The site of where something has come through the black hole, the 
-construct seems to have the same capabilities as the Leviathan. It's to the 
-DIR." I have no idea what DIR stands for, but the description relates to the 
-story of "Event Horizon" the movie, which involved an experimental ship of the 
-same name using a black hole's power to bend space and time to create wormholes 
-in space for rapid transit. 
- 
-&******************************************************************************8 
- 
-                        - Clarifications/Disclaimers [CD] -  
- 
-&******************************************************************************8 
- 
-- The reason I don't get Xbox Live gold is because I refuse to pay to access 
-parts of a game I own, I have no problem with charging for the other services 
-similarly to Playstation Plus, but basic online play is not something I will pay 
-for. If Capcom can catch flak for creating on-disc DLC we, as consumers, should 
-be just as willing to take a stand, not by signing a petition or complaining 
-about it, but by doing something. Microsoft has no right to hold our games 
-hostage, and we cannot stand for it. 
- 
-- The lack of indentations for paragraphs is due to a GameFAQs guide composition 
-rule that does not encourage/allow it. 
- 
-- During the Prometheus Station walkthrough I was not trying to imply that 
-Starfire Studios ripped off/copied Bioshock, I am well aware that Prometheus is 
-a Greek Mythological figure who's name has appeared in everything from Yu-Gi-Oh 
-to Batman. It was a mildly humorous bit and nothing more. 
- 
-- The title for the Walkthrough that read "Commandeer, it's a Nautical Term", is 
-a paraphrased reference to an early scene in the first Pirates of the Caribbean 
-movie. 
- 
-- In the third preset mission walkthrough for the (PPA) section I mentioned that 
-there was no pun intended when talking about interceptors dogging the escort 
-target. This is both because you're armed with a "Packhound" missile, and the 
-cargo ship being escorted is known as a "bulldog". 
- 
-- The labeling of the Undercover glitch as "Eugene" was done not out of some 
-pathetic compensation factor for the deprivation of human contact, but because 
-1) "Eugene" is shorter than "Undercover glitch", 2) The acronym U.G. sounds 
-like 2 thirds of the name "Eugene", and 3) It's not as dry and boring a way of 
-labeling it when compared to "Undercover glitch". 
- 
-&******************************************************************************8 
- 
-                     - Credits and Legal Information [CI] -  
- 
-&******************************************************************************8 
- 
-This document is written by Benjamin Wyatt Beeman 2013. All Rights Reserved. 
- 
-Credits: 
- 
-(The) "Genteel-Madman", me, Naturally, and GameFAQs user "Eremyndil" for finding 
-the potential "Goldeneye" reference. 
- 
-All information in this guide was researched through in game interaction and 
-analysis, any resemblences to existing works, published or unpublished, is 
-purely coincidental. 
- 
-This may be not be reproduced under any circumstances except for personal, 
-private use. It may not be placed on any web site or otherwise distributed 
-publicly without advance written permission. Use of this guide on any other web 
-site or as a part of any public display is strictly prohibited, and a violation 
-of copyright. 
- 
-Contact information: [email protected]