Endless Sky Guide

Complete mission walkthrough [WIP] for Endless Sky

Complete mission walkthrough [WIP]

Overview

An unfinished work. I have stopped working on this project and have moved on, because of this I will not be continuing to work on this guide, if someone else wishes to copy it and continue it, they may (with appropriate attribution).Completed: FW campaign. Some Wanderer missions. Archaeology and TMBR missions.To do: (very) mixed trasport missions. Remanent missions. Bactrian missions.Jobs not included.

Important advice

Always have the biggest engines you can reasonably fit.

Don’t expect anything to be a push over, their ships are as good as yours.

Don’t be surprised if you get swarmed, the RNG can be evil sometimes.

Mission Flow Chart

Terminology

Or What I mean when I say that, or How to read this guide.

Each mission’s entry is split in to 4 parts:

Mission: – The displayed name(s) with the actual name(s) in brackets.
The actual name will be used within the guide.

Overview: – Brief description of the steps to complete the mission, along with some basic, relevant information on the enemies and systems.
This can be useful to match the mission in-game with the one in this guide.

Origin: – Where you find the mission (Spaceport/landing), can also have the “RNG” tag indicating that there is a chance that the mission will not necessarily be offered as soon as it can be. This section also lists the other conditions for the mission such as missions that must be completed first and what area of space you need to look in.
For general areas in human space look at the tags below the map.
Combat rating is the lowest number that you could have to start the mission.
The bunk and cargo requirement for each mission will also be listed here.

Tips: – Has all the advice I think you could need.

I am asuming that you only have a single ship and that you have the bunks/cargo space for each mission.
Due to text limit some sections have been broken up.

Thanks:

  • Michael Zahniser – creating this amazing game
  • @Avikerensky – testing the checkmate branch for me

Free Worlds Intro [1/2]

Missions run for the Free Worlds/Southern Defence Pact before you join them officially.

Pact Recon missions

Mission: Pirate Reconnaissance (Pact Recon 0)

Overview: You need to fly through the Alniyat, Han, Atria, and Lesath systems before returning to Aldhibain. These are relatively safe systems and no extra enemies are spawned in.

Origin: Spaceport, RNG. In the South of human space. Before the war begins (the Free Worlds come into being).

Tips: None. If you are struggling a bigger engine may help.

Mission: Pirate Reconnaissance (Pact Recon 1)

Overview: You need to fly through the Wei, Alnasl, Eber, and Alpha Arae systems before returning to Aldhibain. Although uninhabited these are relatively safe systems and no extra enemies are spawned in.

Origin: Landing. In the South, Dirt Belt, Rim and near Earth. Again this is before the war begins.

Tips: None. If you are struggling a bigger engine may help.

Mission: Pirate Reconnaissance (Pact Recon 2)

Overview: You need to fly through the Pirate systems of Men, Antares, Shaula, and Nunki before returning to Aldhibain. These are Pirate systems so they are dangerous but no extra enemies are spawned in. As you don’t need to stick around it is still fairly easy.

Origin: Landing. In the South, Dirt Belt, Rim and near Earth. Again this is before the war begins.

Tips: You should be fine in any warship with stock of better engines, steering engines are especially helpful. You could also consider getting a Scram Drive so that you only have to turn around to leave.

Mission: Pirate Reconnaissance (Pact Recon 3)

Overview: You need to fly through the Orvala, Hintar, Naper, and Boral systems before returning to Aldhibain. The systems are safe(ish) but there is a pirate fleet in one of them. This is the end of the Pact Recon string.

Origin: Landing. In the South, Dirt Belt, Rim and near Earth. Again this is before the war begins.

Tips: You should be fine in any warship with stock of better engines, steering engines are especially helpful. The Pirate fleet is in the Naper system.

FW Recon missions

Mission: Transport Militia Officer (FW Recon 0)

Overview: Take one person to Aldhibain. The direct route is safe so you will have no real difficulty.

Origin: Spaceport, RNG. Any Free Worlds system except Aldhibain. About 60 days after the war begins (the Free Worlds come into being).

Tips: None. What where you expecting me to say?

Mission: Free Worlds Reconnaissance (FW Recon 1)

Overview: Scan the Cruiser that’s staying in system. It can be a bit of a pain chasing it down but it is not too hard to recognise (white engine flares).

Origin: Spaceport. On Glaze (Aldhibain) after finishing FW Recon 0.

Tips: You need an Outfit Scanner, the default scanning key is `S`. The Cruiser spends it’s time flying past planets so you can stay around Glaze and at some point it will come to you.

Mission: Free Worlds Reconnaissance (FW Recon 2)

Overview: Scan the Cruisers that are in the Menkent system. It can be a bit of a pain chasing them down but they are not too hard to recognise (white engine flares).

Origin: Spaceport. On Glaze (Aldhibain) after finishing FW Recon 1.

Tips: You need an Outfit Scanner, the default scanning key is `S`. There are 4 Cruisers in all, I find the easiest way to get them all is to scan any that you pass until the pop-up tells you your done. The Cruisers spends there time flying past planets so you can stay around New Austria and at some point they will come to you.

Mission: Free Worlds Reconnaissance (FW Recon 3 & FW Recon 3B)

Overview: Fly to New Wales (Algorel) and then fly back. This is the end of the FW Recon string.

Origin: Spaceport. On Glaze (Aldhibain) after finishing FW Recon 2.

Tips: None. You don’t have extra enemies so you should have no trouble.

FW Escort missions

Mission: Free Worlds Escort (FW Escort 1 & FW Escort 1B)

Overview: Escort 6 freighters to Wayfarer (Tarazed) and then back to Longjump (Sabik), there is also a small FW interceptor escort. There are a total of 5 Pirate fleets extra in each direction. One fleet will jump in and then give chase and you will probably meet the remaining fleets somewhere in between.

Origin: Spaceport, RNG. Any Free Worlds system after finishing any one out of the FW Recon, FW Bounty or FW Katya strings.

Tips: 6 freighters have a decent amount of fire power themselves so sticking with them can be a good way of keeping yourself alive, even so they are not warships so keep moving. A valid tactic is to make your way to Tarazed/Longjump as fast as posable and wait for them to catch up. There are fleets staying in the Alpha Arae and Lesath systems.

Mission: Free Worlds Escort (FW Escort 2 & FW Escort 2B)

Overview: Escort 6 freighters to Wayfarer (Tarazed) and then back to Longjump (Sabik), there is also a very small FW interceptor escort. There are a total of 5 Pirate fleets extra in each direction with a further 6 squadrons on the way back, you will probably meet them somewhere in between the end points.

Origin: Spaceport. On Longjump (Sabik) after finishing FW Escort 1B.

Tips: As before the 6 freighters have a decent amount of fire power themselves so sticking with them can be a good way of keeping yourself alive, even so they are not warships so keep moving. A valid tactic is to make your way to Tarazed/Longjump as fast as posable and wait for them to catch up. There are fleets staying in the Alpha Arae and Lesath systems.

Mission: Stranded Freighter (FW Escort 3)

Overview: Fly Lesath, fix a freighter (F.S. Shackleton), and get it back to Longjump (Sabik). As there are no extra enemies this can be a fairly simple mission the main difficulty is that the freighter can die if a pirate so much as looks at it funny. This is the end of the FW Escort string.

Origin: Spaceport. On Longjump (Sabik) after finishing FW Escort 2B.

Tips: To fix the ship you need to board it `B`. Until you fix the freighter it will be ignored by the pirates but it can still be hit by stray weapon fire so the best advice is to spend as little time in Lesath as you can. Better engines will help here.

Mission: Second Chance (FW Escort Second Chance)

Overview: If you fail one of the escort missions, never fear! Complete this and you will be back on track. This is the end of the FW Escort string.

Origin: Spaceport. Any Free Worlds system except Sabik. After completing exactly 2 out of the FW Recon, FW Bounty or FW Katya strings and failing one of the FW Escort missions.

Tips: None.

Free Worlds Intro [2/2]

Missions run for the Free Worlds before you join them officially.

FW Bounty missions

Mission: Free Worlds Bounty Hunting (FW Bounty 1)

Overview: Destroy the “Rat Pack”. As you have a combat rating higher than 1 you should have some idea how to fight. You will be fighting 6 interceptors that are 1 or 2 jumps from the Seginus system. As these are bounty ships don’t expect help from passing Republic/Free Worlds/Merchant ships.

Origin: Spaceport, RNG. Any Free Worlds system with a combat rating of 5 or higher.

Tips: If can Kill just one ship without dying than you can adopt a hit-and-run approach. As groups are normally bad at focusing fire you won’t end up taking much sustained damage from them. Watch out for Cluny’s heavy rockets, the best way of avoiding these is to keep changing direction.

Mission: Free Worlds Bounty Hunting (FW Bounty 2)

Overview: Destroy the “Moonless Night”. You will be fighting a Behemoth that is 1 or 2 jumps from the Delta Sagittarii system. As this is a bounty ship don’t expect help from passing Republic/Free Worlds/Merchant ships.

Origin: Spaceport, RNG. Any Free Worlds system after completing FW Bounty 1.

Tips: Although the ship is slow it’s armed mainly with heavy laser turrets and missiles so there is no good way of beating it. You simply need enough fire power and shields so that you can kill it before it kills you. Blasters can be a good choice of weapon as they do a lot of shield damage for their energy consumption.

Mission: Free Worlds Bounty Hunting (FW Bounty 3)

Overview: Destroy the “Silverhawk”. You will be fighting an Osprey that is in the Shaula system. You will be fighting in a Pirate system so this is a hard mission. This is the end of the FW bounty string.

Origin: Spaceport, RNG. Any Free Worlds system after completing FW Bounty 2.

Tips: The Silverhawk has ion canons that temporarily reduce your generator output, it is recommended that you bring some batteries with you. As it will always chase you within the system it is posable you lure it out form the centre and away from other pirates turning a hard fight into a relatively easy one.

FW Katya missions

Mission: Assist the Free Worlds (FW Katya 1, FW Katya 1B, FW Katya 1C)

Overview: Fly to Glory (Wazn), pick up 2 people and 10 tons of cargo, and fly to Skymoot (Hadar). You will be searched by the republic on the way back, you are carrying nothing illegal so you will be fine so long as you don’t scream, “Death to all tyrants”.

Origin: Spaceport, RNG. Any Free Worlds system. You need 2 bunks and 10 tons of cargo space.

Tips: If you follow the plan you will be fine. If you attack them you die (surprise!). If you run away you get chased, whatever your carrying must be illegal.

Mission: Transport Mr. Eyes (FW Katya 2, FW Katya 2B, FW Katya 2C)

Overview: Take Eyes where ever he needs to go, Foundry (Achernar) – Geminus (Castor) – Rand (Zeta Aquilae). After taking off from Foundry you will encounter a couple of squadrons of pirates but the Syndicate will deal with them quickly enough.

Origin: Spaceport. On Skymoot (Hadar) after completing FW Katya 1B (1C is the bit where you get searched). You need 1 bunk.

Tips: None.

Mission: Transport Mr. Eyes (FW Katya Alt 2)

Overview: Alternative way in to the FW Katya string. Effectively the same as FW Katya 2.

Origin: Spaceport, RNG. Any Free Worlds system if FW Katya 1 has been offered but not completed. You need 1 bunk.

Tips: If you want to do the Free Worlds storyline then you must accept this mission.

Mission: Drone Hunting (FW Katya 3)

Overview: Get a Surveillance pod out of a Surveillance Drone, don’t die in the process.

Origin: Spaceport. On Rand (Zeta Aquilae) after completing FW Katya 2C. You need 5 tons of cargo space.

Tips: Most people consider this a hard mission so don’t worry if you get it wrong first time. One option is simply to be fast, get out before you can take real damage. You will want oversized engines for this approach. The alternative is to let pirates disable it for you before boarding it. You will need to make the Republic hostile before you can take the Surveillance pod.

Mission: Katya and Mr. Eyes, Information Gathering (FW Katya 4, FW Katya 5)

Overview: Fly with Katya and Eyes to Oblivion (Rasalhague) and then to Harmony (Girtab). More flying around with nothing dangerous for the time being.

Origin: Spaceport. On Rand (Zeta Aquilae) after completing FW Katya 3. You need 2 bunks.

Tips: None. While some systems you fly through my have pirates in them it is unlikely to be a problem.

Mission: Information Gathering (FW Katya 5B, FW Katya 5C)

Overview: Fly to Greenrock (Shaula) and back to Harmony (Girtab). Shaula is a pirate system so don’t be surprised if you find pirates there but you may also get lucky and find no pirates at all.

Origin: Landing. Automatic after FW Katya 5. You need 1 bunk.

Tips: To get landing clearance you will need to hail Greenrock (SHIFT+T). As soon as you come out of hyperspace press L to land and then SHIFT+T to get landing permission, good engines are important so you get through to the planet quickly. On the way out you will want to line up to jump as fast as posable, as Shaula only has one jump path leading out of it you can hit J without a jump route planed. If you want you can bribe the pirates to leave you alone.

Mission: The Hunt Continues (FW Katya 6, FW Katya 6B, FW Katya 6C, FW Katya 7, FW Katya 7B)

Overview: Fly with Katya and Eyes to Sinter (Albireo), Hopper (Kaus Australis), New Iceland (Kaus Borealis, Deep (Kornephoros), and Clink (Kornephoros).

Origin: Spaceport. On Harmony (Girtab) after completing FW Katya 5C. You need 2 bunks.

Tips: None. Keep going, almost the end of the string.

Mission: Bring Eyes to Zug (FW Katya 7C)

Overview: Fly to Zug (Zubeneschamali). This is the end of the FW Katya string.

Origin: Landing. Automatic after FW Katya 7B. You need 1 bunk.

Tips: None.

Start of the FW campaign

Mission: Join the Free Worlds (FW Commitment)

Overview: You should get a letter when you can do this mission.
Fly to Bourne (Gamma Corvi) to officially join the Free Worlds. This is the point of no return for the main story, once you accept the next mission you will be locked out of the Republic and Syndicate versions (not currently available).

Origin: Landing. Any Free Worlds system after completing the FW Katya string and 2 of the FW Recon, FW Escort, and FW Bounty.

Tips: You can still fly to Bourne without accepting the next mission and locking the campaign.

Mission: Rescue Katya (Rescue Katya 1, Rescue Katya 2)

Overview: Fly to Clink (Kornephoros) to rescue Katya, and then back to Longjump (Sabik). Accepting this mission will lock you out of the Republic and Syndicate versions (not currently available).

Origin: Landing. On Bourne (Gamma Corvi) after FW Commitment. This mission can deferred indefinitely.

Tips: The Republic is not trying to kill you . . . yet.

This is the end of the Free Worlds intro and the start to the Free Worlds main story.

Early Free Worlds Campaign [1/2]

Missions from the first FW combat mission to the first 50-day break. This represents the MainLine/Recommended missions to follow, for side missions and non-recommended mission lines see Free Worlds Campaign Side Missions.

Mission: Defend Sabik (Defend Sabik)

Overview: Fend off a large Navy attack on the Sabik system. The Navy Fleet consists of 3 Carriers plus escorts. 1/3 of the Navy fleet will be waiting for you when you take off. The FW fleet is large but will take a long time to arrive in full.

Origin: Landing. Longjump (Sabik) automatically after completing Rescue Katya 2.

Tips: The Free Worlds will lose if you don’t help them. The mission can be completed with a well-equipped medium warship but a heavy warship will make it much easier. Don’t be surprised if you die a few times along the way. The FW fleet is not clever and the Carriers have a tendency to clump together, if this happens then your fleet will likely get blown away. If you can you need to focus on the Carriers. I and some other members of the GitHub community have found Plasma cannons to be very useful weapons in this mission. If you need to you can land mid-battle for repairs. The slightly cheating way of doing this is to leave the system let the Navy follow you out, then rush back and land before the Navy makes it back.

Mission: Liberate Kornephoros (Liberate Kornephoros)

Overview: Lead a FW fleet to attack the Navy fleet around Deep (Kornephoros). The Navy fleet consists of 4 Cruisers plus escorts. Most of the FW fleet will arrive in bulk shortly after you take off.

Origin: Landing. Longjump (Sabik) automatically after completing Defend Sabik.

Tips: Only jump into Kornephoros once the rest of the FW fleet arrives. If you can beat the last mission then you can beat this one, this is because the Navy fleet is well matched by the FW fleet. Your contribution should be to focus on the Cruisers and to survive.

Mission: Prisoner Parole (FW Prisoner Parole, FW Prisoner Parole 2)

Overview: Fly to New Tibet (Alioth) and then back to Deep (Kornephoros) within the 7 day ceasefire.

Origin: Spaceport. After completing Liberate Kornephoros.

Tips: None, as long as you get back within the time limit you will be fine, it’s a 6 day round trip

Mission: Syndicate Diplomacy (FW Syndicate Diplomacy 1)

Overview: Fly through Republic space to Hephaestus (Markab) to talk to the Syndicate. There are no extra fleets added for this mission but you are flying through hostile space.

Origin: Spaceport. Deep (Kornephoros) after completing FW Prisoner Parole 2.

Tips: You will need to move quickly through the systems so the Navy won’t get the chance to kill you. Bigger engines and possibly a Scram drive will help. Land (you need to hail planets with T) as often as you need to for repairs. I recommend flying to Markab via Rutilicus and Fomalhuat. Once in Syndicate space you will be relatively safe.

Mission: Tarazed Diplomacy (FW Syndicate Diplomacy 1B)

Overview: Fly through Republic space to Wayfarer (Tarazed) to talk to the Syndicate. There are some small ships chasing you during this mission and you are flying through hostile space.

Origin: Landing. Hephaestus (Markab) automatically after completing FW Syndicate Diplomacy 1.

Tips: Once you get near Tarazed there will be less Navy fleets around. I recommend flying to Tarazed via Raslhague as there aren’t many Navy ships down that side of the Dirt belt.

Mission: Poisonwood Diplomacy (FW Syndicate Diplomacy 1C)

Overview: Fly to Poisonwood (Graffias) to talk to the Poisonwood government. There are some small ships chasing you during this mission.

Origin: Landing. Wayfarer (Tarazed) automatically after completing FW Syndicate Diplomacy 1B.

Tips: Travel along the Sothern edge of the map and you should be safe enough.

Mission: Return to Longjump (FW Syndicate Diplomacy 1D)

Overview: Fly back to Longjump (Sabik). There are no extra fleets added for this mission.

Origin: Landing. Poisonwood (Graffias) automatically after completing FW Syndicate Diplomacy 1C.

Tips: None.

Mission: Early Warning Systems (FW Hope Recon 1, FW Hope Recon 1B)

Overview: Land on Hope (Wai) to plant sensors before returning to Longjump (Sabik).

Origin: Spaceport. Longjump (Sabik) after completing FW Syndicate Diplomacy 1D. You need 10 tons of cargo space.

Tips: You need to move and land fast. If you can get through Republic space OK then this should be a push over.

Mission: Destroy Sensors (FW Hope Recon 1D)

Overview: Land on Hope (Wai) before continuing the story.

Origin: Landing. Longjump (Sabik) after completing FW Hope Recon 1B.

Tips: This mission is unnecessary. Going back will get you nowhere.

Mission: Weapons Testing (FW Plasma Testing 1)

Overview: Fly to Rust (Kraz).

Origin: Landing. Longjump (Sabik) automatically after completing FW Hope Recon 1B.

Tips: None.

Mission: Weapons Testing (FW Plasma Testing 1B)

Overview: Help the Walloping Window-Blind (Falcon) destroy a Pirate Leviathan (Red Nile) in the Ildaria system before returning to Rust (Kraz).

Origin: Landing. Rust (Kraz) automatically after completing FW Plasma Testing 1.

Tips: You will need to help the Window-Blind but it is not a hard fight and any passing ship will help you. As the Red Nile is armed with missiles it is recommended to have an anti-missile turret. The Falcon is a durable ship so feel free to hide behind it.

Mission: Escort Supply Convoy (FW Supply Convoy 1)

Overview: Keep ten Star Barges safe on their way to Longjump (Sabik). There are 2 squadrons of pirates in Sabik but the FW presence will probably clear them.

Origin: Spaceport. Rust (Kraz) after completing FW Plasma Testing 1B.

Tips: There are basically no pirates left in the Rim at this stage so you should be very safe. If you land on Longjump quickly after the Barges arrive you should be fine.

Mission: Pirate Reconnaissance (FW Pirates 1)

Overview: Fly through the Pirate systems of Men, Antares, Shaula, and Nunki before returning to Longjump (Sabik). These are Pirate systems so they are dangerous but no extra enemies are spawned in. As you don’t need to stick around it is fairly easy. This mission is the same as Pact Recon 2.

Origin: Spaceport. Longjump (Sabik) after completing FW Supply Convoy 1.

Tips: You only need to fly into and out of the systems so your warship should be fine. You could also consider getting a Scram Drive so that you only have to turn around to leave.

Mission: Senator Huygens (FW Senate 1, FW Senate 1B)

Overview: Take a passenger from Mere (Kochab) to Bourne (Gamma Corvi).

Origin: Spaceport. Longjump (Sabik) after completing FW Pirates 1. You need 1 bunk.

Tips: None.

Mission: Southern Patrol (FW Pirates 2)

Overview: Fly through the systems of Yed Prior, Beta Lupi, Kappa Centauri, Pherkad, Alniyat, Dschubba, Han, and Atria before returning to Longjump (Sabik). You will be accompanied by some FW ships. There are no extra enemy ships for this mission.

Origin: Landing. Bourne (Gamma Corvi) automatically after completing FW Senate 1B.

Tips: If you can do FW Pirates 1 then this is a walk in the park. Remember, you are allowed to land and you don’t need to blow up every pirate you see.

Mission: Pirate Diplomacy (FW Pirates 3)

Overview: Fly to Thule (Men) to start diplomatic talks. There are no extra enemy ships for this mission.

Origin: Spaceport. Longjump (Sabik) after completing FW Pirates 2.

Tips: Land quickly.

For Attack Antares and Attack Greenrock see Free Worlds Campaign Side Missions [WIP].

Early Free Worlds Campaign [2/2]

Missions from the first FW combat mission to the first 50-day break.

Mission: Defend Thule (FW Pirates 4)

Overview: Destroy the attacking pirate Leviathans before returning to Thule.

Origin: Landing. Thule (Men) automatically after completing FW Pirates 3.

Tips: There are 3 FW Falcons coming which will be able to destroy the Leviathans. If you avoid combat and remain near the centre until they arrive you will not need to be able to take them on.

Mission: Return to Longjump (FW Pirates 4B)

Overview: Fly back to Longjump (Sabik) with the Terebinth.

Origin: Landing. Thule (Men) automatically after completing FW Pirates 4.

Tips: None.

Mission: Smuggler’s Den Repairs (FW Refinery 1, FW Refinery 1A)

Overview: Pick up some equipment from Tundra (Cebalrai) and take it to Smuggler’s Den (Men). As Cebalrai is a Republic system this is a dangerous mission. The campaign will continue after an 8-day break.

Origin: Landing. Longjump (Sabik) automatically after completing FW Pirates 4B. You need 10 tons of cargo space.

Tips: Land fast coming in to Tundra. Very large engines will help.

Mission: Free Worlds Diplomacy (FW Diplomacy 1, FW Diplomacy 1B, FW Diplomacy 1C, FW Diplomacy 1D)

Overview: Meet Alondo on Longjump (Sabik) before going to Earth (Sol) and New Wales (Algorel) on diplomatic visits and retuning to Longjump (Sabik). There is a 3 and a bit week safe passage for you from when you leave Longjump.

Origin: Landing. Human space (except Longjump (Sabik)) after the short brake mentioned in the previous mission. You need 1 bunk.

Tips: Remember once you leave Longjump (Sabik) you only have 24 days before the Navy start shooting you again.

Mission: Reconnaissance (FW Southern Recon 1)

Overview: Fly through the Rastaban, Delta Sgittarii, and Albaldah systems before returning to Trinket (Sargas). Starting this mission will cancel any safe passage you have left.

Origin: Spaceport. Longjump (Sabik) after completing FW Diplomacy 1D.

Tips: Yes the Navy are in those systems and yes they will be shooting at you. Don’t stop at any point and you should make it through. If you need to you can stop at the Neutral planets around Tarazed to fix your ship (or buy a new one for that matter). Big engines and maybe a scram drive.

Mission: Electron Beam (FW Southern Recon 1B, FW Southern Recon 1B (turret)[0.9.3])

Overview: Steal one of the Navy’s new Electron Beams and take it back to Freya on Trinket (Sargas). You can also give them one of the turrets. An Electron Beam is 21 tons.

Origin: Landing. Trinket (Sargas) automatically after completing FW Southern Recon 1.

Tips: Gunboats are the easiest ships to hunt for this but finding one that is not part of a larger fleet is a bit of a pain. You can find lone Gunboats in Alnasl. Getting through Wai is a pain and you may well jump out through a cloud of missiles but it is easier to get the Beam.

Mission: Escort Battle Fleet (FW Southern Battle 1, FW Southern Battle 1B)

Overview: Fly to Zug (Zubeneschamali) to get the battle fleet and return to Trinket (Sarges).

Origin: Landing. Trinket (Sargas) automatically after completing FW Southern Recon 1B.

Tips: This is a good time to get some Plasma turrets if they can fit.

Mission: Attack Rastaban (FW Southern Battle 2)

Overview: Destroy the Navy ship in the Rastaban system and then land on Dancer (Rastaban), to allow three systems to join the free worlds. The fleets on both sides are large but you can’t sit back and let the FW fleet do the work. Some of the FW fleet is already there when you arrive.

Origin: Landing. Trinket (Sargas) automatically after completing FW Southern Battle 1B.

Tips: The fight is not especially hard but you will need to help. Target Carriers and Cruisers as a priority, once they are down the rest of the fight is mostly just mopping up.

Mission: Sweep for Navy Ships (FW Southern Battle 3)

Overview: Fly round the nearby systems Girtab, Albaldah, and Delta Sagittarii to check for Navy ships.

Origin: Landing. Dancer (Rastaban) automatically after completing FW Southern Battle 2.

Tips: Most Navy ships are running away and you don’t need to attack them anyway.

Mission: Return Navy Prisoners, Keep Navy Prisoners, Report to Dancer (FW Southern Prisoners – Release, FW Southern Prisoners – Keep, FW Southern Prisoners – Released, FW Southern Prisoners – Kept)

Overview: Drop the Navy prisoners off at New Iceland Kaus Borealis. Or have them imprisoned on Clink (Kornephoros). Then return to Dancer (Rastaban). The campaign will continue after 50-day break.

Origin: Spaceport. Dancer (Rastaban) after completing FW Southern Battle 3.

Tips: None.

Mid Free Worlds Campaign [1/2]

Missions from the first 50-day break to the choice between the Reconciliation branch and the Checkmate branch.

Mission: Return to Dancer (FW Southern Break Ends)

Overview: Return to Dancer (Rastaban) in readiness for the next part of the campaign.

Origin: Landing. Human space but not on Dancer (Rastaban) 50 days after completing FW Southern Prisoners – Released or FW Southern Prisoners – Kept. If you’re on Dancer then you won’t get this mission.

Tips: Hopefully you will have a heavy warship by now but I will keep going as long as I can with a medium warship.

Mission: Northern Expansion (FW Northern 1)

Overview: Fly through Alphecca and Seginus on your way to New Tibet (Alioth) chasing the Navy out of those systems.

Origin: Landing. Dancer (Rastaban) 50 days after completing FW Southern Prisoners – Released or FW Southern Prisoners – Kept. You need 1 bunk.

Tips: The Navy are running away so just keep on flying and land on New Tibet when Ready.

Mission: Meet With Freya, Sweep Hope, Sweep Clark, Sweep New Holland, Sweep New Tibet (FW Northern 2, FW Northern 2A, FW Northern 2B, FW Northern 2C, FW Northern 2D)

Overview: Pick up Freya on Dancer (Rastaban) before flying to Hope (Wai), Clark (Seginus), New Holland (Alphecca), and New Tibet (Alioth) checking for Navy surveillance along the way.

Origin: Spaceport. New Tibet (Alioth) after completing FW Northern 1. You need 1 bunk.

Tips: None.

Mission: Freya to Zug (FW Northern 3)

Overview: Take Freya to Zug (Zubeneschamali).

Origin: Landing. New Tibet (Alioth) automatically after completing FW Northern 2D. You need 1 bunk.

Tips: None.

Mission: Dreadnoughts to Clark (FW Northern 3B)

Overview: Take 2 Dreadnoughts to reinforce the Free Worlds fleet on Clark (Seginus).

Origin: Spaceport. Zug (Zubeneschamali) after completing FW Northern 3.

Tips: None.

Mission: Meet Convoy, Medical Convoy (FW Northern 4, FW Northern 4.1A, FW Northern 4.2A)

Overview: Fly to meet a medical convoy on New Kansas (Muhlifain) and escort them back to New Tibet (Alioth). There will either be a friendly “Oathkeeper” ship in Alioth or you will get attacked by some small extra Navy ships.

Origin: Landing. Clark (Seginus) automatically after completing FW Northern 3B.

Tips: Once again I would recommend a scram drive. You can jump ahead of the Freighters, the Navy won’t actually attack them.

The next 4 mission are different depending on how nice you have been. If you have the missions with the Oathkeeper Cruiser then you are playing FW Alphas 1.1 and FW Alphas 1.1A else you are playing FW Alphas 1.2 and FW Alphas 1.2A

Mission: Liberate Poisonwood (FW Alphas 1.1)

Overview: Fly to Poisonwood (Graffias) with 3 capital ship escorts, kill the Pirate ships there and then land on the planet. You will be facing 2 Leviathans and 3 Firebirds.

Origin: Landing. New Tibet (Alioth) automatically after completing FW Northern 4.1A.

Tips: The fight is not that hard, try to shoot the same target as one of the other ships.

Mission: Danforth to New Tibet (FW Alphas 1.1A)

Overview: Take the Cruiser back to New Tibet (Alioth).

Origin: Landing. Poisonwood (Graffias) automatically after completing FW Alphas 1.1A.

Tips: None.

Mission: Liberate Poisonwood (FW Alphas 1.2)

Overview: Fly to Poisonwood (Graffias) with 3 capital ship escorts, kill the Pirate ships there and then land on the planet. You will be facing 2 Leviathans and 3 Firebirds.

Origin: Landing. New Tibet (Alioth) automatically after completing FW Northern 4.2A.

Tips: The fight is not that hard, try to shoot the same target as one of the other ships.

Mission: Return to the Front (FW Alphas 1.2A)

Overview: Rejoin the fleet at New Tibet (Alioth).

Origin: Landing. Poisonwood (Graffias) automatically after completing FW Alphas 1.2A.

Tips: None.

Mission: Alondo to Bloodsea (FW Bloodsea 1)

Overview: Take Alondo to Bloodsea (Antares).

Origin: Landing. New Tibet (Alioth) automatically after completing FW Alphas 1.1A or FW Alphas 1.2A. You need 1 bunk.

Tips: Ok it is a Pirate planet but so long as you’ve got some big engines you will be able to land quickly enough.

You can either take the diplomatic approach or the violent approach scroll down to FW Bloodsea 1.2. I recommend the diplomatic approach.

Mission: Ships from Zug (FW Bloodsea 1.1)

Overview: Head to Zug (Zubenschamali) to get some heavily armed merchant ships to build a new spaceport for Bloodsea.

Origin: Landing. Bloodsea (Antares) automatically after completing FW Bloodsea 1. You need 1 bunk.

Tips: None.

Mission: Supplies from Deep (FW Bloodsea 1.1A)

Overview: Take the ships to Deep (Kornephoros) to get the supplies for the new Bloodsea spaceport.

Origin: Landing. Zug (Zubenschamali) automatically after completing FW Bloodsea 1.1. You need 1 bunk.

Tips: None.

Mission: Supplies to Bloodsea (FW Bloodsea 1.1B)

Overview: Escort the freighters to Bloodsea (Antares) to build the new spaceport. There are a few Pirate ships there but they aren’t strong enough to stop you landing. The story will continue with FW Dreadnoughts Ready.

Origin: Landing. Deep (Kornephoros) automatically after completing FW Bloodsea 1.1. You need 1 bunk.

Tips: As soon as the Behemoths get into Antares run for the planet if you can’t kill the pirates.

Mission: Invasion Fleet (FW Bloodsea 1.2)

Overview: Get a fleet from JJ to take over Bloodsea by force.

Origin: Landing. Bloodsea (Antares) automatically after completing FW Bloodsea 1.

Tips: None.

Mission: Capture Bloodsea (FW Bloodsea 1.2A)

Overview: You and 3 other large ships will need to destroy the Pirate ships around Bloodsea (Antares).

Origin: Landing. Dancer (Rastaban) automatically after completing FW Bloodsea 1.2.

Tips: Your fleet out powers the Pirate fleet. Try to avoid taking on the larger ships on your own.

Mission: Meet Freya on Zug (FW Dreadnoughts Ready)

Overview: Fly to Zug (Zubenschamali) to pick up Freya.

Origin: Landing. Bloodsea (Antares) automatically after completing FW Bloodsea 1.1B or FW Bloodsea 1.2A.

Tips: None. If you haven’t done so already this is a good time to upgrade to a heavy warship.

Mission: Freya to Dancer (FW Albatross 1)

Overview: Drop Freya at Dancer (Rastaban) and pick up JJ.

Origin: Landing. Zug (Zubenschamali) automatically after completing FW Dreadnoughts Ready. You need 1 bunk.

Tips: None.

Mission: Visit Albatross (FW Albatross 2)

Overview: Take JJ to Albatross (Nunki) for a diplomatic visit. There are a few extra Pirates around but not enough to cause any serious problems.

Origin: Landing. Dancer (Rastaban) automatically after completing FW Albatross 1. You need 1 bunk.

Tips: You don’t need to stick around to fight the pirates so don’t.

Mission: Hunt Ryk Bartlett (FW Albatross 2A)

Overview: Kill Ryk Bartlett. He is on bored his ship the Dread (a Bastion) with some Interceptors in the Orvala system.

Origin: Landing. Albatross (Nunki) automatically after completing FW Albatross 2. You need 1 bunk.

Tips: You will have no trouble if you have that heavy warship I recommended. If you are struggling for some reason then remember you can just focus on the Bastion before leaving.

Mission: Return to Dancer (FW Albatross 2B)

Overview: Go back to Dancer (Rastaban) with JJ and find out what to do next.

Origin: Landing. Albatross (Nunki) automatically after completing FW Albatross 2A. You need 1 bunk.

Tips: None.

Mid Free Worlds Campaign [2/2]

Missions from the first 50-day break to the choice between the Reconciliation branch and the Checkmate branch.

Mission: Occupy Zeta Aquilae (FW Rand 1)

Overview: Fly to Rand (Zeta Aquilae) and destroy any Navy ships there before landing.

Origin: Landing. Dancer (Rastaban) automatically after completing FW Albatross 2A. You need 2 bunks.

Tips: The fleet you have is almost a match for the Navy fleet, focus on the carriers and you will win.

Mission: Regroup at Wayfarer (FW Rand 1B)

Overview: Join the fleet that escaped to Wayfarer (Tarazed) to work out what to do next. The campaign continues with either the Reconciliation branch or the Checkmate Branch.

Origin: Landing. Rand (Zeta Aquilae) automatically after completing FW Albatross 2A. You need 2 bunks.

Tips: None.

The Reconciliation branch is where you rescue the defector.
The Checkmate branch is where you surrender the defector.

The Reconciliation branch is the easier of the two and involves less fighting.
The Checkmate branch is more or less a strait string of fights one after the other.

The Reconciliation branch will give access to a single cloaking device.
The Checkmate branch will give access to the ionic afterburners and 2 types of shield regenerators that the Syndicate has developed.

Free Worlds Reconciliation Branch [1/3]

Missions from the choice to the end of the Free Worlds campaign following the Reconciliation branch.

Mission: Defend New Tibet (FW Defend New Tibet)

Overview: You and the few ships at Wayfarer (Tarazed) need to destroy the Syndicate fleet over New Tibet (Alioth).

Origin: Landing. Wayfarer (Tarazed) after completing FW Rand 1B. You need 2 bunks.

Tips: Your fleet massively out powers the Syndicate fleet, the hard bit is getting past the Navy. If you travel via Rasalhague (don’t forget to land for fuel) you will be able to bypass most of the Navy controlled systems.

Mission: Pick up Ijs from Winter (FW Reconciliation 1)

Overview: Travel to Winter (Yed Prior) to pick up Ijs. Don’t let Raven’s gunboat be destroyed.

Origin: Spaceport. New Tibet (Alioth) after completing FW Defend New Tibet. You need 2 bunks.

Tips: None, the next mission is almost the same but harder.

Mission: Travel to Mutiny (FW Reconciliation 1B)

Overview: Fly through Syndicate space to Mutiny (Gienah) with Raven’s gunboat. The system is five hyperspace jumps from the nearest friendly system so you may well need to refuel at some point. There are also 3 Syndicate ships waiting there that you will need to get rid of.

Origin: Landing. Winter (Yed Prior) automatically after completing FW Reconciliation 1. You need 3 bunks.

Tips: It is easier to go via Alnair, I would also recommend you stop here to take on fuel if you don’t have a ramscoop. It can be a bit pot luck trying to get through Delta Capricorn. If the Syndicates’ love of particle cannons is troubling you try flying away from the system centre before jumping. It is easier to keep the gunboat alive by (paradoxically) leaving it behind and letting it catch up later.

Mission: Bring evidence to Earth (FW Reconciliation 1C)

Overview: Basically the same as above but in the other direction and with a lot of Syndicate ships trying to kill you.

Origin: Landing. Mutiny (Gienah) automatically after completing FW Reconciliation 1B. You need 3 bunks.

Tips: It is easier to go via Alnair. If you’re in a quick ship, once you get past the extra fleets attacking you they won’t be able to catch up. It can be a bit pot luck trying to getting through this mission but it is posable. If the Syndicates’ love of particle cannons is troubling you try flying away from the system centre before jumping. It is easier to keep the gunboat alive by (paradoxically) leaving it behind and letting it catch up later.

Mission: Visit to the Deep (FW Reconciliation 2)

Overview: Go to Valhalla (Epsilon Leonis) and talk to the governor there. You’re still traveling with Raven.

Origin: Landing. Earth (Sol) automatically after completing FW Reconciliation 1C. You need 3 bunks.

Tips: None. This is an excellent time to upgrade your engines, shield, weapons, ship even…

Mission: Oathkeepers on Farpoint (FW Reconciliation 2A)

Overview: Fly to Farpoint (Alnitak) with Raven to meet Danforth.

Origin: Landing. Valhalla (Epsilon Leonis) automatically after completing FW Reconciliation 2. You need 3 bunks.

Tips: Get a ramscoop if nothing else before leaving Valhalla.

Mission: Travel to Stormhold, Return to Farpoint (FW Reconciliation 2B, FW Reconciliation 2C)

Overview: Fly to the pirate planet of Stormhold (Alcyone) and then back to Farpoint (Alnitak).

Origin: Landing. Farpoint (Alnitak) automatically after completing FW Reconciliation 2A. You need 2 bunks.

Tips: It is 7 jumps in total, you might start meeting Syndicate ships around Moktar. If you go to Nihal first you can get to Stormhold in 5 jumps.

Mission: Defend Farpoint (FW Defend Farpoint)

Overview: Help the Navy fend off a pirate fleet. There is a significant amount of Navy traffic so the pirates will lose at some point.

Origin: Landing. Farpoint (Alnitak) automatically after completing FW Reconciliation 2C. You need 2 bunks.

Tips: Although the fleet you launch alongside is out powered by the pirates the volume of incoming Navy ships make this a battle you can easily win.

Mission: Ambassadors from Earth (FW Embassy 1)

Overview: Fly to meet the Republic ambassadors on Earth (Sol).

Origin: Landing. Farpoint (Alnitak) automatically after completing FW Defend Farpoint. You need 2 bunks.

Tips: None.

Mission: Ambassadors to Bourne (FW Embassy 1B)

Overview: Get the Star Queen that is transporting the Republic ambassadors safely to Bourne (Gamma Corve).

Origin: Landing. Earth (Sol) automatically after completing FW Embassy 1. You need 2 bunks.

Tips: There is nothing extra chasing you so you will be perfectly safe if you take the direct route.

Mission: Katya and Ijs to Skymoot (FW Reconciliation Break)

Overview: Take Katya and Ijs to Skymoot (Hadar). The campaign continues after a 30-day break.

Origin: Landing. Bourne (Gamma Corve) automatically after completing FW Embassy 1B. You need 2 bunks.

Tips: None.

Mission: Return to Bourne (FW Reconciliation Break Ends)

Overview: Return to Bourne (Gamma Corve) in readiness for the next part of the campaign

Origin: Landing. Human space but not on Bourne (Gamma Corve) 30 days after completing FW Reconciliation Break. If you’re on Bourne then you won’t get this mission.

Tips: None.

Mission: Ambassadors to Earth (FW Embassy 1C)

Overview: Get the Dreadnought carrying the ambassadors to Earth (Sol). There are a few extra pirates that will try to attack you.

Origin: Landing. Bourne (Gamma Corve) 30 days after completing FW Reconciliation Break. You need 2 bunks.

Tips: You are escorting a WARSHIP. Even so you don’t need to fight the pirates. If you are still having trouble you can wait for the pirates in Zubenschamali.

Mission: Raid on Nimbus (FW Syndicate Capture 1)

Overview: Fly through Syndicate space to capture a Syndicate executive living on Nimbus (Alpha Hydri). You will need to prevent your allied ships getting destroyed in the process. You don’t need to refuel if you can make at least 2 jumps.

Origin: Landing. Earth (Sol) automatically after completing FW Embassy 1C. You need 2 bunks.

Tips: Although the Syndicate want to kill you they have a very minimal presence outside of their core systems, if you travel via Diphda you should be OK. If you do meet enemy ships don’t stop to fight as you are likely to get swamped by the enemy.

Mission: Escape to Valhalla (FW Syndicate Capture 1B)

Overview: Get out of Syndicate space. Then travel to Valhalla (Epsilon Leonis).

Origin: Landing. Nimbus (Alpha Hydri) automatically after completing FW Syndicate Capture 1. You need 2 bunks.

Tips: Your fleet has enough firepower to deal with the attacking Syndicate ships so I would recommend staying in Alpha Hydri for a bit to clear them so they won’t keep chasing you. In Ruchbah is a large number of Syndicate ship so don’t stick around longer than you must.
Whatever system you go to next has ships that attack you with nukes. If you try to jump immediately you will probably die, you should fly past the ships trying to avoid any fat, white missiles you see. Jump when you are out of reach of these. Once you are past the nukes you will be safe enough.
The ships traveling with you don’t need to make it out so feel free to hide behind them.

Mission: Return to New Tibet (FW Syndicate Capture 1C)

Overview: Fly back to New Tibet (Alioth) to rejoin the Free Worlds fleet.

Origin: Landing. Valhalla (Epsilon Leonis) automatically after completing FW Syndicate Capture 1B. You need 2 bunks.

Tips: Don’t go via Earth (Sol).

Free Worlds Reconciliation Branch [2/3]

Pug missions

Mission: What happened to Rand? (FW Pug 1)

Overview: Rand (Zeta Aquilae) has just disappeared off the map. Fly to Cebalrai and Ascella to check the hyperspace links to Zeta Aquilae. Then return to New Tibet (Alioth).

Source: Landing. New Tibet (Alioth) automatically after completing FW Syndicate Capture 1C.

Tips: None. There are interesting bits of dialog if you land in Cebalrai and Ascella.

Mission: Meet with Parliament (FW Pug 2)

Overview: Fly to Earth (Sol) to try to work out what to do next.

Source: Landing. New Tibet (Alioth) automatically after completing FW Pug 1. You need 1 bunk.

Tips: None.

Mission: Reason with the Syndicate (FW Pug 2A)

Overview: Travel to Foundry (Achernar) to persuade the Syndicate to reopen the hyperspace links.

Source: Landing. Earth (Sol) automatically after completing FW Pug 2. You need 1 bunk.

Tips: By the time you get to Syndicate space they won’t be shooting you on sight. You need to be able to make 4 jumps without landing for fuel.

Mission: Install a Jump Drive (FW Pug 2B)

Overview: Fly to Hephaestus (Markab) and have a Jump drive installed in your ship. For the next mission I will assume you had a Hyperdrive.

Source: Landing. Foundry (Achernar) automatically after completing FW Pug 2A. You need 1 bunk.

Tips: None.

Mission: Investigate the Pug (FW Pug 2C)

Overview: Fly to Pugglemug in the Deneb system to talk to the Pug. The Jump drive uses twice as much fuel as a Hyperdrive so the distance you can travel is much shorter but you don’t need to follow hyperspace links with it.

Source: Landing. Hephaestus (Markab) automatically after completing FW Pug 2B. You need 1 bunk.

Tips: If you had a Hyperdrive or Scram drive it will be replaced with a Jump drive. You can land on a previously Human owned planet for some interesting dialog.

Mission: Bring news to Earth (FW Pug 3)

Overview: Fly back to Earth (Sol) and tell them about the Pug.

Source: Landing. Pugglemug (Deneb) automatically after completing FW Pug 2C. You need 1 bunk.

Tips: None.

Mission: Gather the fleet (FW Pug 3A)

Overview: Fly to Zug (Zubeneschamali) to get 2 Dreadnoughts for the fleet that will attack the Pug. You can visit Valhalla (Epsilon Leonis) and/or Lagrange (Enif) for background on the Pug, you will also get some info on their ships.

Source: Landing. Earth (Sol) automatically after completing FW Pug 3. You need 1 bunk.

Tips: You can’t do the optional missions after you complete this mission.

Mission: Escort to Geminus (FW Pug 3B)

Overview: Fly to Geminus (Castor) with the 2 Dreadnoughts.

Source: Landing. Zug (Zubeneschamali) automatically after completing FW Pug 3A. You need 1 bunk.

Tips: In practice it is more like use your jump drive to get to Castor and then wait for the Dreadnoughts catch up. If you’re not flying a Dreadnought or Bactrian, you should get one.

Mission: Escort to Hephaestus (FW Pug 3C)

Overview: Fly to Hephaestus (Markab) with 2 Dreadnoughts, 2 Cruisers, and 2 Carriers that will become the attack fleet.

Source: Landing. Geminus (Castor) automatically after completing FW Pug 3B. You need 1 bunk.

Tips: You can’t fly strait to Markab as the Carriers get stuck in Cardax. You will need to head to Maelstrom (Nihal) first.

Mission: Liberate Delta Capricorni (FW Pug 4)

Overview: Travel with the rest of the 7 ship fleet to clear the Pug out of Delta Capricorni before landing on Maker. You will be up against 2 of the big ones (Maboro), 6 medium ones (Enfolta), and 12 small ones (Zibruka).

Source: Landing. Hephaestus (Markab) automatically after completing FW Pug 3C. You need 1 bunk.

Tips: It is a hard fight; Pug ships can regenerate shields fast but if you have enough damage output it isn’t too bad. If you don’t have the damage output then try to shoot the same ships as the other parts of the fleet. After you finish, spend the time to fly round and fix every allied ship, even the drones, you will need them later. If you normally use a fleet and have the spare cash you can buy ships on Reunion (Caph).

Mission: Defend Maker (FW Pug 4A)

Overview: Fight off a Pug fleet while Freya works out the Pug tech. The Pug fleet is the same size as the last one.

Source: Landing. Maker (Delta Capricorni) automatically after completing FW Pug 4.

Tips: Unless you lost several ships in the last fight you will be able to handle this fight. If you have lost half your ships then you might want to reload the save on Hephaestus. It only gets easier from here.

Mission: Reflector to Hephaestus (FW Pug 4B)

Overview: Get to Hephaestus with the reflector. You are being chased by a lot of Pug ships.

Source: Landing. Maker (Delta Capricorni) automatically after completing FW Pug 4A. You need 10 tons of cargo space.

Tips: Jump as soon as you can and the Syndicate will be able to help you. After this you will get some extra Syndicate ships to help you.

Mission: Return to Delta Capricorni (FW Pug 4C)

Overview: Fly back to Maker (Delta Capricorni). If you killed all the enemies in the last mission then there is nothing to kill.

Source: Landing. Hephaestus (Markab) automatically after completing FW Pug 4B.

Tips: None.

Mission: Liberate Shiver (FW Pug 5)

Overview: Same as FW Pug 4 but in the Altair system.

Source: Landing. Maker (Delta Capricorni) automatically after completing FW Pug 4C. You need 1 bunk.

Tips: Same as before, you have more ships this time so you don’t need to be so worried about losing them.

Mission: Reflector to Earth (FW Pug 5A)

Overview: Same as FW Pug 4B but to Earth (Sol).

Source: Landing. Shiver (Altair) automatically after completing FW Pug 5.

Tips: There are quite a lot of Navy ships in Sol so jump without waiting for other ships to be ready.

Mission: Defend Altair (FW Pug 5B)

Overview: Fly to Altair with the Navy and Syndicate ships to drive off the Pug. You are fighting 5 Maboros and 10 Enfoltas.

Source: Landing. Earth (Sol) automatically after completing FW Pug 5A.

Tips: You dramatically out power the Pug now.

Mission: Defeat the Pug (FW Pug 6)

Overview: Fly with a massive Republic fleet to defeat the Pug in their home system.

Source: Landing. Shiver (Altair) automatically after completing FW Pug 5B. You need 1 bunk.

Tips: Good luck?

Free Worlds Reconciliation Branch [3/3]

Extremists missions

Mission: Deal with the Syndicate (FW Syndicate Extremists 1)

Overview: Go to Foundry (Achernar) to try to catch the Syndicate Extremists.

Source: Spaceport. Pugglemug (Deneb) after completing FW Pug 6. You need 1 bunk.

Tips: None.

Mission: Cloaking Device (FW Syndicate Extremists 1A)

Overview: Fly to Hephaestus (Markab) to get a Cloaking device installed.

Source: Landing. Foundry (Achernar) automatically after completing FW Syndicate Extremists 1. You need 1 bunk.

Tips: None.

Mission: Final Battle (FW Syndicate Extremists 1B)

Overview: Fly to Algenib and then trick the Extremists into expending all their nuclear missiles to allow the Navy to wipe them out before landing on Buccaneer Bay. The Navy fleet starts in Deneb so you need to be quick in real time.

Source: Landing. Hephaestus (Markab) automatically after completing FW Syndicate Extremists 1A. You need 1 bunk.

Tips: Check that the Cloaking Device is installed before you take off. The missiles can’t hit you if your fully cloaked but to Extremists also won’t fire them (as of 0.9.9 you can now be hit but not tracked by missiles). Fully engage to Cloak (C) before you start jumping (as of 0.9.3 this is an unnecessary step). Keep away from the Extremist ships and press C and wait for the sound of missiles firing (they also appear as white dots on the radar) this might take several second, the missiles should be fired in the same volley. When the Mantas are no longer firing nukes at you, wait for the Navy to arrive to clean up. If you have a fleet, tell them to hold position. This can get a bit close so wade in and help.

Mission: Report to Parliament (FW Syndicate Extremists 1C)

Overview: Return to Earth (Sol) to get some long overdue congratulations.

Source: Landing. Buccaneer Bay (Algenib) automatically after completing FW Syndicate Extremists 1B. You need 1 bunk.

Tips: Congratulations, you have completed the Reconciliation arc of the Free Worlds version of the Main story line. Confused? Main Story complete, FW Story complete, Reconciliation branch complete.

Free Worlds Checkmate Branch [1/2]

Missions from the choice to the end of the Free Worlds campaign following the Checkmate branch.
I am recommending the use of particle cannons and afterburners for the duration of the branch.
Thanks to @Avikerensky for playing through the missions and provide the advice given here.

Mission: Liberate Delta Sagittarii (FW Liberate Delta Sagittarii)

Overview: Fly to Delta Sagittarii and destroy the Navy ships there, then land on New Portland. Your fleet is fighting a Cruiser, a Carrier plus smaller ships.

Source: Spaceport. Wayfarer (Tarazed) after completing FW Rand 1B and choosing not to rescue the Syndicate defector. You need 2 bunks.

Tips: Keep out of the centre of the of the fight and try to keep the Navy as far from you as possible while still being able to hit them. The Cruisers and Carriers are the most dangerous to your fleet so try to focus them down when you get the chance. You are unlikely to win this fight on your own unless a random FW fleet arrives so don’t be surprised if you need to save scum a bit.

Mission: Scout Kaus Borealis (FWC Scouting 1)

Overview: Fly through Kaus Borealis and then back to New Portland (Delta Sagittarii). There are several fleets of Navy ships waiting there.

Source: Landing. New Portland (Delta Sagittarii) automatically after completing FW Liberate Delta Sagittarii.

Tips: You want to be able to turn quickly to get away, you also might want to consider a scramdrive. If you are getting pushed around you can fly away from the system centre to open up a gap between you and the Navy before jumping. You can get unlucky in Alpha Arae and meet a Navy fleet or two.

Mission: Attack Kaus Borealis (FWC Attack Kaus Borealis)

Overview: Fly to Kaus Borealis and destroy any Navy ships there, then land on New Iceland. You are fighting 2 Carriers and 3 Cruisers plus fighters and drones.

Source: Landing. New Portland (Delta Sagittarii) automatically after completing FWC Scouting 1.

Tips: As before, keep away from the centre and don’t be surprised if you need to save scum until a random FW fleet comes to save you.

Mission: Scout out Cebalrai (FWC Cebalrai 1)

Overview: Fly through the Cebalrai system to and then back to New Iceland.

Source: Landing. New Iceland (Kaus Borealis) automatically after completing FWC Attack Kaus Borealis.

Tips: There are relatively few ships there so you should have no trouble.

Mission: Capture Cebalrai (FWC Cebalrai 1B)

Overview: Fly to Cebalrai and destroy any Navy ships there before landing on Tundra. You are up againced a Carrier, a Cruiser and several other medium and small warships.

Source: Spaceport. New Iceland (Kaus Borealis) after completing FWC Cebalrai 1. You need 1 bunk.

Tips: Same as before but this time the RNG fleets favour the Republic, at some point you will get lucky and few enough Navy ships will appear that you can win.

Mission: Uranium Convoy (FWC Nuke Supply 1)

Overview: Fly to Oblivion (Rasalhague) to meet the freighter that you will be escorting.

Source: Landing. Tundra (Cebalrai) automatically after completing FWC Cebalrai 1B.

Tips: The Navy can attack you when you leave Tundra but they shouldn’t be following you.

Mission: Uranium Convoy (FWC Nuke Supply 1B)

Overview: Keep the freighter (Blue Yonder) safe and get it to Greenrock (Shaula).

Source: Landing. Oblivion (Rasalhague) automatically after completing FWC Nuke Supply 1.

Tips: There are some Gunboats following you but they are easy enough to out run and if all fails fight them in a fleet with lots of FW worlds ships.

Mission: Warhead Convoy (FWC Nuke Supply 1C)

Overview: Escort the freighter the rest of the way to Solace (Pherkad).

Source: Landing. Greenrock (Shaula) automatically after completing FWC Nuke Supply 1B.

Tips: The freighter can’t be damaged unless you are in the same system as it so just jump out of Shaula as fast as you can. The same gunboats from the last mission are still following you.

Mission: Let’s Try Diplomacy (FWC Diplomacy 1)

Overview: Meet Alondo on Tundra (Cebalrai) before going to Earth.

Source: Landing. Solace (Pherkad) automatically after completing FWC Nuke Supply 1C.

Tips: None.

Mission: Let’s Try Diplomacy (FWC Diplomacy 1B)

Overview: Fly to Earth (Sol) to attempt to negotiate a truce.

Source: Landing. Tundra (Cebalrai) automatically after completing FWC Diplomacy 1. You need 2 bunks.

Tips: You will be able to get to Earth safely, and you will be refuelled there.

Mission: Return to Tundra (FWC Diplomacy 1C)

Overview: Escape back to Tundra (Cebalrai) without getting killed by the Navy.

Source: Landing. Earth (Sol) automatically after completing FWC Diplomacy 1B. You need 2 bunks.

Tips: Either jump as soon as possible or fly away from the centre until it is safe to jump.

Mission: Defend Cebalrai (FWC Checkmate 1)

Overview: Fend off the massive fleet of Navy ships that are attacking. The Navy fleet will arrive in waves and you do have reinforcements coming.

Source: Landing. Tundra (Cebalrai) automatically after completing FWC Diplomacy 1C.

Tips: Try to stay out of the middle of the fight as much as you can and try to avoid the point where the Navy ships are arriving. After this you have your last chance to upgrade you ship for the rest of the campaign, you also have the option of buying nukes at Solace if you want.

Mission: Attack Menkent (FWC Checkmate 1B)

Overview: Destroy any ships the Wolf pack failed to destroy and then land on New Austria (Menkent).

Source: Spaceport. Tundra (Cebalrai) after completing FWC Checkmate 1. You need 1 bunk.

Tips: Your fleet out matches the Navy fleet, if you need to fire off a nuke do it early on to catch as many ships in the blast as you can. As always don’t go wading in to the middle of the fight as you can still be killed.

Mission: Capture Silver (FWC Checkmate 1C)

Overview: Fly on to Silver (Vega) and get ready for the final assault on Earth.

Source: Landing. New Austria (Menkent) after completing FWC Checkmate 1B. You need 1 bunk.

Tips: None. You can fly back to Solace to reload your nukes if you want.

Pug Missions

Mission: Defend Silver(FWC Pug 1)

Overview: Fight off the pug ships attacking silver. There are an awful lot ships so don’t be surprised if you have to save scum a little.

Source: Landing. Silver (Vega) automatically after completing FWC Checkmate 1C.

Tips: jumping back and forth between this system and a neighbouring system will thin the number of enemy ships out. Pug ships shields regenerate exceptionally quickly so try to destroy a ship quickly when you focus fire on it. When the battle is over repair any friendly ships that you can and see if you can loot a Jump Drive offer disabled pug ship.

Mission: Investigate Altair (FWC Pug 1B)

Overview: Fly to Shiver (Altair) to find out what has happened to them.

Source: Landing. Silver (Vega) automatically after completing FWC Pug 1.

Tips: Nothing is attacking use of this mission is easy.

Mission: Report to Katya (FWC Pug 2)

Overview: Fly back to Silver (Vega) to plan what to do next.

Source: Landing. Shiver (Altair) automatically after completing FWC Pug 1B.

Tips: None.

Mission: Visit the Pug (FWC Pug 2B)

Overview: Fly to Pugglemug (Deneb) with Katya to attempt to negotiate with the Pug.

Source: Landing. Silver (Vega) automatically after completing FWC Pug 2. You need 1 bunk.

Tips: None.

Mission: Visit Oblivion (FWC Pug 2C)

Overview: Fly to Oblivion (Rasalhague) and start to plan to be take the pug systems.

Source: Landing. Pugglemug (Deneb) automatically after completing FWC Pug 2B. You need 1 bunk.

Tips: None.

Free Worlds Checkmate Branch [2/2]

Mission: Escape Pug Space (FWC Pug 2D)

Overview: Escape Pug space and get back to New Iceland (Kaus Borealis). If you didn’t steal a jump drive off the pug before you will have to do so now. When you jump into the Cebalrali you will get attacked by the Navy but the Jump Drive will mean that you can leave more than quick enough.

Source: Landing. Oblivion (Rasalhague) automatically after completing FWC Pug 2C. You need 1 bunk.

Tips: If you have already stolen a jump Drive that I have no advice. If you need to steal a jump drive and are having difficulty disabling pug ship try lowering one of the small ones away from the system centre and disabling it carefully.

Mission: Talk to the Navy (FWC Pug 3)

Overview: Go to New Austria (Menket) to negotiate a ceasefire with the Navy.

Source: Landing. New Iceland (Kaus Borealis) automatically after completing FWC Pug 2D. You need 1 bunk.

Tips: None.

Mission: Bring Freya to Oblivion (FWC Pug 3A)

Overview: Take Freya to Oblivion (Rasalhague) to see if she can work out how to reopen the Hyperspace links.

Source: Landing. New Austria (Menket) automatically after completing FWC Pug 3. You need 1 bunk.

Tips: If you had to steal a jump drive from the pug during FWC Pug 2D then any Pug ships that happen to be in Rasalhague will be hostile to you. If you installed a previously stolen Jump Drive then the Pug will be friendly.

Mission: Defend Oblivion (FWC Pug 3B)

Overview: Fend off the pug ships attacking the Rasalhague system.

Source: Landing. Oblivion (Rasalhague) automatically after completing FWC Pug 3A.

Tips: There are relatively few Pug ships, this should be an easy fight. If you are having trouble put the escort ships in front of you.

Mission: Return to Tundra (FWC Pug 3C)

Overview: Head back to Tundra (Cebalrai) with some equipment to reopen the Hyperspace link.

Source: Landing. Oblivion (Rasalhague) automatically after completing FWC Pug 3B. You need 1 bunk and 10 tonnes of cargo space.

Tips: None.

Mission: Liberate Rasalhague (FWC Pug 3D)

Overview: Fly to Rasalhague and destroy the defending Pug fleet before landing on Oblivion. The pug fleet is quite frankly tiny compared to the Republican free world fleet will be flying alongside you.

Source: Landing. Tundra (Cebalrai) automatically after completing FWC Pug 3C. You need 1 bunk.

Tips: Your fleet heavily outnumbers and out powers the Pug fleet, you should have no difficulty in beating them.

Mission: Defend Rasalhague (FWC Pug 4)

Overview: The Pug ships will come in for waves although each wave doesn’t have the decency of waiting few to kill off the last wave before arriving. Individually none of the waves are a real threat to your fleet but you do run the risk of having your own ship destroyed by the end of the battle if you are not careful.

Source: Landing. Oblivion (Rasalhague) automatically after completing FWC Pug 3D. You need 1 bunk.

Tips: Try to keep near other ships from mutual protection and as always with fighting the Pug try to focus down individual ships to prevent them from regenerating their shields. If you need to you always have the option of landing on Oblivion to repair your ship before taking off again to continue the battle.

Mission: Equipment from Tundra (FWC Pug 4A)

Overview: Fly to Tundra (Cebalrai) to pick up the equipment that you left there.

Source: Landing. Oblivion (Rasalhague) automatically after completing FWC Pug 4. You need 1 bunk.

Tips: None.

Mission: Equipment to Arabia (FWC Pug 4B)

Overview: Take the equipment to Arabia (Ascella) to reopen the other link to the Rasalhague system. You can also visit the Quarg on Lagrange (Enif) at this stage to find out some more about the Pug.

Source: Landing. Tundra (Cebalrai) automatically after completing FWC Pug 4. You need 1 bunk and 10 tonnes of cargo space.

Tips: None.

Mission: Liberate Rand (FWC Pug 4C)

Overview: Fly to Zeta Aquilae and wipe out the Pug fleet there before landing on Rand. The Navy fleet is already there so you will be jumping into a big mess of ships.

Source: Landing. Arabia (Ascella) automatically after completing FWC Pug 4B. You need 1 bunk.

Tips: As before try to keep with Allied ships and focus down the same targets as them.

Mission: Liberate Vega (FWC Pug 5)

Overview: Fly to Silver (Vaga) and destroy the defending Pug fleet. The fleet flying with you and the fleet you’re flying against both much smaller than in the previous battles. This is effectively the last battle of the campaign.

Source: Spaceport. Rand (Zeta Aquilae) after completing FWC Pug 4C. You need 1 bunk.

Tips: stay with the carriers as much as possible and focus down the targets. When jumping into the system you can press and hold the J key to jump all ships in together.

Mission: Travel to Mars (FWC Pug 5B)

Overview: Take a reflector to Mars (Sol) to reopen a Hyperspace link to Earth.

Source: Landing. Silver (Vaga) automatically after completing FWC Pug 5. You need 1 bunk and 10 tonnes of cargo space.

Tips: None.

Mission: Return to Silver (FWC Pug 5C)

Overview: Fly back to Silver (Vaga) with the Navy reinforcement fleet.

Source: Landing. Mars (Sol) automatically after completing FWC Pug 5B. You need 1 bunk.

Tips: None.

Mission: Defeat the Pug (FWC Pug 6)

Overview: Takeover the Pug homeworld of Pugglemug (Deneb) and end the war with the Pug.

Source: Landing. Silver (Vaga) automatically after completing FWC Pug 5C. You need 1 bunk.

Tips: None.

Mission: Talk to Parliament (FWC End)

Overview: Return to Earth (Sol) to get some long overdue congratulations.

Source: Landing. Pugglemug (Deneb) automatically after completing FWC Pug 6.

Tips: Congratulations, you have completed the Checkmate arc of the Free Worlds version of the Main story line. Confused? Main Story complete, FW Story complete, Checkmate branch complete.

Free Worlds Campaign Side Missions

This represents the side missions and non-recommended mission lines related to the Free Worlds Campaign.

Weapon Side Missions

Mission: Weapon Testing (FW Flamethrower 1, FW Flamethrower 2)

Overview: Disable a Fury caring some new Flamethrowers.

Origin: Landing, RNG. After Plasma Turrets go on sale.

Tips: The Fury is rather fragile so you will want to avoid going full on at it. If you have turrets you can turn away from it. You should probably leave any fleet you have parked on Rust and not fire missiles at it. The Furys weapons will overheat you ship if you are near your heat threshold.

Aggressive Pirate alternatives

Mission: Attack Antares (FW Pirates 3.1)

Overview: Instead of following orders, attack Bloodsea (Antares).

Origin: Spaceport. Longjump (Sabik) after completing FW Pirates 2 (simultaneous with FW Pirates 3). Only available if you did not recommend an attack on Greenrock.

Tips: Although the FW fleet can’t win by its self you don’t need to do too much damage to swing the battle.

Mission: Attack Greenrock (FW Pirates 3.2, FW Pirate 3.2A)

Overview: Instead of following orders, use a fleet on Trinket (Sargas) to attack Greenrock (Shaula). Your fleet is going to be outnumbered by about 3 to 1.

Origin: Spaceport. Longjump (Sabik) after completing FW Pirates 2 (simultaneous with FW Pirates 3). Only available if you did recommend an attack on Greenrock.

Tips: Unless you are much more powerful than the people this guide is aimed at this is a suicide mission. (Apparently @John did this with a single Cruser, although I would call what he did an exploit.)

Mission: Report to Tomek (FW Pirates 3.1B, FW Pirates 3.2B)

Overview: Fly back to Longjump (Sabik).

Origin: Landing. Bloodsea (Antares) automatically after completing FW Pirates 3.1 or Greenrock (Shaula) automatically after completing FW Pirates 3.2A.

Tips: Well done you, fell proud of yourself. These mission are only in here because otherwise the guide would not be a complete guide.

Mission: Senate Hearing (FW Pirates 4.1)

Overview: Go to the Senate on Bourne (Gamma Corvi) to be told that you are an idiot. The campaign will continue with FW Diplomacy 1 after a 50-day break.

Origin: Landing. Longjump (Sabik) automatically after completing FW Pirates 3.1B or FW Pirates 3.2B.

Tips: None.

FW Conservatory missions

Mission: Take Ijs to Winter (FW Conservatory 1)

Overview: Fly three people (standing room only) to Winter (Yed Prior).

Origin: Spaceport. Bourne (Gamma Corvi) after completing FW Senate 1B. You don’t need 3 bunks for some reason. Fixed, as of 0.9.3 you will need 3 bunks.

Tips: None.

Mission: Escort to Wayfarer (FW Conservatory 2)

Overview: Escort 3 Argosies to Wayfarer (Tarazed). There are a few pirates chasing you.

Origin: Spaceport. Winter (Yed Prior) after completing FW Conservatory 1.

Tips: The Argosies are very capable of surviving the few pirates in this mission. If you are having trouble remember to land often and that you don’t need to kill the pirates.

Mission: Escort to Winter (FW Conservatory 2B)

Overview: Escort 3 Argosies to Winter (Yed Prior). There are a 4x more pirates chasing you.

Origin: Spaceport. Winter Wayfarer (Tarazed) after completing FW Conservatory 2.

Tips: You can take a path more to the north but remember that the Navy is there.

FW Wolf Pack missions

Mission: Ramscoop Technology (FW Wolf Pack 1, FW Wolf Pack 1B)

Overview: Fly to Memory (Zosma) to get schematics for a new ramscoop before flying back to Solace (Pherkad).

Origin: Spaceport. Any Free Worlds system after starting FW Diplomacy 1.

Tips: Avoid areas with lots of Navy patrols, and land often. Going up the left side of the Dirt Belt and through Delta Velorum works quite well. If you’re lucky enough to get this during FW Diplomacy 1 you can just about make it within the time limit. It helps to have big engines and/or scram drive.

Mission: “Wolf Pack” Recruiting (FW Wolf Pack 2)

Overview: Fly to Solace (Pherkad) and get introduced to an alternative model of warfare.

Origin: Landing. Any Free Worlds system after completing FW Wolf Pack 1B.

Tips: None.

Mission: Attack Food Convoy (FW Wolf Pack 2A)

Overview: Destroy 3 Freighters in the Sarin system. There are 2 Gunboat escorts.

Origin: Landing. Solace (Pherkad) automatically after completing FW Wolf Pack 2.

Tips: Sarin is not that far into Republic space, once you get past Wei it will be plain sailing. It helps to have big engines and/or scram drive.

Mission: Attack Food Convoy (FW Wolf Pack 3)

Overview: Destroy 2 Bulk Freighters in the Gacrux system. There are 3 Protector escorts.

Origin: Landing. Any Free Worlds system 10 days after completing FW Wolf Pack 2A.

Tips: Gactux is not much farther into Republic space but you may want to bribe a planet to refuel along the way, once you get past Wei it will be plain sailing. It helps to have big engines and/or scram drive.

Mission: Attack Food Convoy (FW Wolf Pack 4)

Overview: Destroy a Bactrian in the Mizar system. There is a Carrier escort. This is the end to the FW Wolf Pack string.

Origin: Landing. Any Free Worlds system 20 days after completing FW Wolf Pack 2A.

Tips: Mizar is just as far into Republic space so you may want to bribe a planet to refuel along the way, once you get past Wei it will be plain sailing. It helps to have big engines and/or scram drive. The Bactrian is not really a freighter, more of a heavily armed warship, this might be a tough fight.

Stack Core missions

Mission: Escort convoy from Rand (FW Stack Core 1)

Overview: Fly to Rand (Zeta Aquilae) to escort a convoy.

Origin: Landing. Automatically after starting FW Reconciliation Break. Reconciliation branch only.

Tips: None.

Mission: Escort convoy from Rand (FWC Stack Core 1)

Overview: Fly to Rand (Zeta Aquilae) to escort a convoy.

Origin: Landing. Automatically after completing FW Liberate Delta Sagittarii. Checkmate branch only.

Tips: None.

Mission: Escort convoy from Rand (FW Stack Core 1B)

Overview: Escort 3 Bulk Freighters from Rand (Zeta Aquilae) to Solace (Pherkad). You are being followed by 2 Gunboats. Stack Cores will go on sale 25 days after you complete this mission.

Origin: Landing. Rand (Zeta Aquilae) automatically after completing FW Stack Core 1 or FWC Stack Core 1.

Tips: In Reconciliation branch: The Navy like you now, you can travel farther north to get away from the Pirates.
In Checkmate branch: You will want to travel along the south edge of the map to keep out of the way of the Navy. If you keep moving you should be fine.

Wanderer Intro

Missions from First Contact to the requirement of the main story.

Mission: Wanderers: Diplomacy & Wanderers: First Contact

Overview: Pick up a Hai diplomat from Hai-Home (Ya Hai) to begin communicating with the Wanderers.

Source: Landing. Any Wanderer planet. You need 1 free bunk.

Tips: If you can’t land on Hai-Home then land on any other Hai Planet first.

Mission: Wanderers: Translation Machine

Overview: Travel to Greenwater (Fah Soom) to get a translation machine.

Source: Landing. On Vara K’chrai (Ka’ch’chrai) after finishing Wanderers: Diplomacy.

Tips: None

Mission: Human Cultural Archives & Cultural Data to Greenwater

Overview: Travel to Alexandria (Markeb)and return to Greenwater (Fah Soom) with the data base.

Source: Landing. On Greenwater (Fah Soom) after finishing Wanderers: Translation Machine.

Tips: You need 40 credits for this, please don’t say you don’t have even that little.

Mission: Visit Wanderers Again

Overview: Return to Vara K’chrai (Ka’ch’chrai) to complete the diplomatic niceties.

Source: Landing. On Greenwater (Fah Soom) after finishing Cultural Data to Greenwater.

Tips: None.

At this point there is a long conversation during which you find out some background about the Wanderers. There is another related mission available from now, but that isn’t for me to spoil.

Mission: Wanderers: Defend Vara Ke’sok

Overview: Defend Vara Ke’sok from the Unfettered attack. You are facing 4 Shield Beetles with a small number of Wanderer ships on your side, there are also 2 disabled Wanderer warships in system.

Source: Landing, RNG. Vara Ke’sok after Visit Wanderers Again.

Tips: You can defer this mission indefinitely by selecting the “No, I won’t help” option. Try to focus on the same targets as the Wanderer ships and generally try not to die. I found this easy enough with a wanderer upgraded dreadnought although beware of the Hai Ion Cannons as they can drain your energy and leave you helpless. You can land to repair during this fight if you wish.

Mission: Wanderers: Defended Vara Ke’sok

Overview: Travel to Vara K’chrai to report on the Unfettered attack.

Source: Landing. Vara Ke’sok after Wanderers: Defend Vara Ke’sok.

Tips: None.

Mission: Unfettered Diplomacy (Wanderers: Unfettered Diplomacy 1)

Overview: Escort the freighter to pick up a “tribute” shipment of food to the Unfettered planets.

Source: Landing. Vara K’chrai after Wanderers: Defended Vara Ke’sok.

Tips: None.

Mission: Unfettered Diplomacy (Wanderers: Unfettered Diplomacy 1A)

Overview: Escort the freighter to deliver a “tribute” shipment of food to Firelode.

Source: Landing. Var’ Kar’i’i after Wanderers: Unfettered Diplomacy 1.

Tips: Fighting is unnecessary, you can either move fast and land as soon as the freighter arrives in system or you can bribe the Unfettered to keep them off your back.

Mission: Unfettered Diplomacy (Wanderers: Unfettered Diplomacy 1B)

Overview: Escort the freighter back to Var’ Kar’i’i after delivering the “tribute”.

Source: Landing. Fireload after Wanderers: Unfettered Diplomacy 1A.

Tips: None. The Unfettered have stopped shooting at you though.

Mission: Unfettered Diplomacy (Wanderers: Unfettered Diplomacy 1C)

Overview: Return to Vara K’chrai to report on the success.

Source: Landing. Var’ Kar’i’i after completing Wanderers: Unfettered Diplomacy 1B.

Tips: None.

Early Wanderer Campaign

Missions from the requirement of the main story to the Eye opening.

Mission: Jump drive source? (Wanderers: Jump drive source)

Overview: Get a spare Jump Drive and sell it to the Unfettered to get some information on the source of the Unfettered Jump Drive source. Return to Vara K’chrai when you are done.

Source: Landing. Vara K’chrai after completing the main story and 40 days after Wanderers: Unfettered Diplomacy 1C. You need 20 tons of cargo space (for the looted Jump Drive).

Tips: You can get more Jump Drives from the Raiders that inhabit systems to the north of Syndicate space. These ships are vulnerable to heat, so plasma weapons are good for taking them out. Try to fight just one or two of these ships at a time and watch out for the world ships, they are tough for a single ship to take out (and don’t have Jump Drives).

Mission: Alpha Surveillance (Wanderers: Alpha Surveillance A)

Overview: Dump some surveillance cubes in Unfettered systems, travel to Hai-home, and then wait a month.

Source: Spaceport. Vara K’chrai after Wanderers: Jump drive source.

Tips: None, just get on with it and wait the month.

Mission: Alpha Surveillance (Wanderers: Alpha Surveillance B)

Overview: Return to Vara K’chrai through Unfettered systems to collect the data from the s surveillance cubes.

Source: Landing. 30 days after Wanderers: Alpha Surveillance A.

Tips: The Unfettered aren’t keen on spies and will start shooting you the moment you enter one of their systems. Just keep moving and you should be fine. If you played the Reconciliation branch you can use the cloaking device to bypass the getting shot at bit (although you shouldn’t need to)

Mission: Alpha Surveillance (Wanderers: Alpha Surveillance C)

Overview: Travel to the Quarg Ringworld, Alta Hai, to request help tracking an Alpha Carrier.

Source: Landing. Vara K’chrai after Wanderers: Alpha Surveillance B.

Tips: None. If you stole the cube earlier you should not run away with it. Currently there is no impact from the other options but that may change in future updates.

Other missions

Mission: Find the Sestor fleet

Overview: A large fleet of Kor Sestor warships have flown through Wanderer space. You need to find them.

Tips: The fleet couldn’t have snuck back the other way so they must have moved beyond the end of Wanderer space.

Archaeology and TMBR Missions

Mission involving Archaeology and TMBR.

Deep Archaeology

Mission: Deep Archaeology (Deep Archaeology 1)

Overview: Take an archaeologist to Vinci (Miaplacidus).

Source: Spaceport, RNG. Any planet within 20 jumps of Miaplacidus (excluding Miaplacidus) that is in the North, Paradice worlds or is near Earth. You need combat rating of 2.7 (15). You need 1 bunk.

Tips: None.

Mission: Deep Archaeology (Deep Archaeology 2)

Overview: Travel to Midgard (Aludra) and collect some samples.

Source: Landing. Vinci (Miaplacidus) automatically after completing Deep Archaeology 1.

Tips: None.

Mission: Deep Archaeology (Deep Archaeology 3)

Overview: Travel back to Vinci (Miaplacidus) with the samples.

Source: Landing. Midgard (Aludra) automatically after completing Deep Archaeology 2.

Tips: You are being followed, not that it’s anything to worry about.

Mission: Deep Archaeology (Deep Archaeology 4)

Overview: Go to Midgard (Aludra) to scan a church.

Source: Spaceport. Vinci (Miaplacidus) automatically after completing Deep Archaeology 3. You need 4 tons of cargo space.

Tips: None. You will be booted off Midgard and in to the next mission so don’t expect to be able to sell your cargo.

Mission: Deep Archaeology (Deep Archaeology 5)

Overview: Escape back to Vinci (Miaplacidus) without getting killed. You are being chased by 3 Ravens, they will take off with you. This is the end of the Deep Archaeology string.

Source: Landing. Midgard (Aludra) automatically after completing Deep Archaeology 4. You need 4 tons of cargo space.

Tips: You don’t need to kill the Ravens, you just need to be land on Vinci. Your choice how to play this, almost any ship can do this mission in some way.

There Might Be Riots (TMBR) missions

Mission: Transport band to Wayfarer (There Might Be Riots 1)

Overview: Transport a band and their 4 tons of equipment to Wayfarer (Tarazed).

Source: Spaceport, RNG. Between 5 and 10 jumps from Tarazed. You need 8 bunks and 4 tons of cargo space.

Tips: None.

Mission: Transport band to Prime (There Might Be Riots part 2)

Overview: Take the band to Prime (Betelgeuse).

Source: Spaceport, RNG. Any Syndicate planet after completing There Might Be Riots 1 and the Deep Archaeology string.

Tips: None. This band should rename themselves “There Will Be Riots”.

Mission: Transport band to Pilot (There Might Be Riots part 3A)

Overview: Fly the band to Pilot (Elnath), your landing in the firing range so don’t expect to be able to trade.

Source: Spaceport, RNG. Any planet in the Dirt Belt, South or Rim after completing There Might Be Riots part 2 and having first contact with the Hai. You need 8 bunks and 4 tons of cargo space.

Tips: None

Mission: Transport band to Allhome (There Might Be Riots part 3B)

Overview: Fly the band to their final destination of Allhome (Heia Due). There are two groups of 35 combat drones in orbit that are fighting each other and you.

Source: Landing. Pilot (Elnath) automatically after completing There Might Be Riots part 3A. You need 8 bunks and 4 tons of cargo space.

Tips: You can fight the drones off or you can jump out system where they can’t follow you.

Rim Archaeology

Mission: Sad Archie

Overview: You need to meditate in orbit around a “cloudy star out along the Rim” before visiting Zug.

Source: Complicated (this is a really nice use of the existing mission systems). In Ildaria after finishing There Might Be Riots part 3B. You need to wait a bit.

Tips: None really, you need to hang around in Ildaria while a timer ship disables itself. Move slowly and it will happen quicker and don’t try to hunt the ship down, that can fail the mission.

Mission: Archaeology on Zug (Rim Archaeology 1)

Overview: Take one person to Zug (Zubeneschamali). Quite safe, you will face no dangers that are out of the ordinary.

Source: Landing. On Vinci (Miaplacidus) after finishing Sad Archie. You need one bunk

Tips: None.

Mission: Archaeological Equipment (Rim Archaeology 2A & Rim Archaeology 2B)

Overview: Travel to Crossroads (Ruchbah) to pick up 28 tons of equipment for the dig on Zug (Zubeneschamali).

Source: Spaceport. On Zug (Zubeneschamali) after finishing Rim Archaeology 1. You need 28 tons of cargo space.

Tips: None

Mission: Archaeological Equipment (Rim Archaeology 3A & Rim Archaeology 3B)

Overview: Travel to Asgard (Naos) to pick up 17 tons of equipment for the dig on Zug (Zubeneschamali). You need to avoid the “Oxyrhynchus”.

Source: Landing. On Zug (Zubeneschamali) after finishing Rim Archaeology 2B. You need 17 tons of cargo space.

Tips: The Oxyrhynchus is quick for a heavy warship, to out run it you can either stock enough fuel to keep jumping when it is forced to land or use powerful engines and/or a scram drive to out run it in a more traditional way. Alternatively, you can just blow it up although this will have some unintended side effects.

Mission: Transport a Xenobiologist (Rim Archaeology 4A & Rim Archaeology 4B)

Overview: Pick up 2 people from Lagrange (Enif) and transport them back to Zug (Zubeneschamali).

Source: Landing. On Zug (Zubeneschamali) after finishing Rim Archaeology 3B. You need 2 bunks free.

Tips: None.

Mission: Defend Zug (Rim Archaeology 5A)

Overview: Destroy/avoid/delay the attacking pirates. There are a lot of weapons in this fleet but a Quarg ship will arrive eventually, it will shred the attacking fleet in short order.

Source: Landing. On Zug (Zubeneschamali) after finishing Rim Archaeology 4B.

Tips: If you aren’t capable of meeting the fleet head on then you can fly around the system in circles or repeatedly land and take off until the Wardragon arrives. Alternatively you can jump out of the system and then back and land quickly while the pirate fleet is out of the system.

Index [A-M]

The Guide is getting quite large so I am putting an index in to try and help find mission.
Missions are sorted by displayed names only.

Displayed Names

Alondo to Bloodsea————-Mid Free Worlds Campaign [1/2]
Alpha Surveillance————–Early Wanderer Campaign
Ambassadors from Earth——Free Worlds Reconciliation Branch [1/3]
Ambassadors to Bourne——-Free Worlds Reconciliation Branch [1/3]
Ambassadors to Earth———Free Worlds Reconciliation Branch [1/3]
Archaeology on Zug————Archaeology and TMBR Missions—–Rim Archaeology
Archaeological Equipment—-Archaeology and TMBR Missions—–Rim Archaeology
Assist the Free Worlds———Free Worlds Intro [2/2]—–FW Katya missions
Attack Antares————–Free Worlds Campaign Side Missions—–Aggressive Pirate alternatives
Attack Greenrock———-Free Worlds Campaign Side Missions—–Aggressive Pirate alternatives
Attack Food Convoy————Free Worlds Campaign Side Missions—–FW Wolf Pack missions
Attack Kaus Borealis———–Free Worlds Checkmate Branch [1/2]
Attack Menkent——————Free Worlds Checkmate Branch [1/2]
Attack Rastaban—————–Early Free Worlds Campaign [2/2]
Bring evidence to Earth——–Free Worlds Reconciliation Branch [1/3]
Bring Eyes to Zug—————Free Worlds Intro [2/2]—–FW Katya missions
Bring Freya to Oblivion———Free Worlds Checkmate Branch [2/2]
Bring news to Earth————-Free Worlds Reconciliation Branch [2/3]
Capture Bloodsea—————Mid Free Worlds Campaign [1/2]
Capture Cebalrai—————-Free Worlds Checkmate Branch
Capture Silver——————–Free Worlds Checkmate Branch
Cultural Data to Greenwater–Wanderer Intro
Danforth to New Tibet———-Mid Free Worlds Campaign [1/2]
Deep Archaeology————–Archaeology and TMBR Missions—–Deep Archaeology
Defeat the Pug——————Free Worlds Reconciliation Branch [2/3]
————————————-Free Worlds Checkmate Branch [2/2]
Defend Altair———————Free Worlds Reconciliation Branch [2/3]
Defend Cebalrai—————–Free Worlds Checkmate Branch [1/2]
Defend Farpoint—————–Free Worlds Reconciliation Branch [1/3]
Defend Maker——————-Free Worlds Reconciliation Branch [2/3]
Defend New Tibet—————Free Worlds Reconciliation Branch [1/3]
Defend Oblivion—————–Free Worlds Checkmate Branch [2/2]
Defend Rasalhague————Free Worlds Checkmate Branch [2/2]
Defend Sabik———————Early Free Worlds Campaign [1/2]
Defend Silver———————Free Worlds Checkmate Branch [1/2]
Defend Thule———————Early Free Worlds Campaign [2/2]
Defend Zug———————–Archaeology and TMBR Missions—–Rim Archaeology
Destroy Sensors—————–Early Free Worlds Campaign [1/2]
Dreadnoughts to Clark———-Mid Free Worlds Campaign [1/2]
Drone Hunting——————–Free Worlds Intro [2/2]—–FW Katya missions
Early Warning Systems———Early Free Worlds Campaign [1/2]
Electron Beam——————-Early Free Worlds Campaign [2/2]
Equipment from Tundra——–Free Worlds Checkmate Branch [2/2]
Equipment to Arabia————Free Worlds Checkmate Branch [2/2]
Escape Pug Space————–Free Worlds Checkmate Branch [2/2]
Escape to Valhalla—————Free Worlds Reconciliation Branch [1/3]
Escort Battle Fleet—————Early Free Worlds Campaign [2/2]
Escort convoy from Rand——Free Worlds Campaign Side Missions—–Stack Core missions
Escort Supply Convoy———-Early Free Worlds Campaign [1/2]
Escort to Geminus————–Free Worlds Reconciliation Branch [2/3]
Escort to Hephaestus———-Free Worlds Reconciliation Branch [2/3]
Escort to Wayfarer————Free Worlds Campaign Side Missions—–FW Conservatory missions
Escort to Winter—————Free Worlds Campaign Side Missions—–FW Conservatory missions
Free Worlds Bounty Hunting—Free Worlds Intro [2/2]—–FW Bounty missions
Free Worlds Diplomacy———Early Free Worlds Campaign [2/2]
Free Worlds Escort————–Free Worlds Intro [1/2]—–FW Escort missions
Free Worlds Reconnaissance-Free Worlds Intro [1/2]—–FW Recon missions
Freya to Dancer——————Mid Free Worlds Campaign [1/2]
Freya to Zug———————-Mid Free Worlds Campaign [1/2]
Gather the fleet——————Free Worlds Reconciliation Branch [2/3]
Human Cultural Archives——Wanderer Intro
Hunt Ryk Bartlett—————–Mid Free Worlds Campaign [1/2]
Information Gathering———–Free Worlds Intro [2/2]—–FW Katya missions
Install a Jump Drive————-Free Worlds Reconciliation Branch [2/3]
Invasion Fleet———————Mid Free Worlds Campaign [1/2]
Investigate Altair—————–Free Worlds Checkmate Branch [1/2]
Investigate the Pug————–Free Worlds Reconciliation Branch [2/3]
Join the Free Worlds————Free Worlds Intro [2/2]—–Start of the FW campaign
Jump drive source?————–Early Wanderer Campaign
Katya and Ijs to Skymoot——-Free Worlds Reconciliation Branch
Katya and Mr. Eyes————–Free Worlds Intro [2/2]—–FW Katya missions
Keep Navy Prisoners————Early Free Worlds Campaign [2/2]
Let’s Try Diplomacy————–Free Worlds Checkmate Branch [1/2]
Liberate Delta Capricorni——-Free Worlds Reconciliation Branch [2/3]
Liberate Delta Sagittarii———Free Worlds Checkmate Branch [1/2]
Liberate Kornephoros———–Early Free Worlds Campaign [1/2]
Liberate Poisonwood———–Mid Free Worlds Campaign [1/2]
Liberate Rand——————–Free Worlds Checkmate Branch [2/2]
Liberate Rasalhague———–Free Worlds Checkmate Branch [2/2]
Liberate Shiver——————-Free Worlds Reconciliation Branch [2/3]
Liberate Vega——————–Free Worlds Checkmate Branch [2/2]
Meet Convoy———————Mid Free Worlds Campaign [1/2]
Meet Freya on Zug————-Mid Free Worlds Campaign [1/2]
Meet With Freya—————–Mid Free Worlds Campaign [1/2]
Meet with Parliament———–Free Worlds Reconciliation Branch [2/3]
Medical Convoy——————Mid Free Worlds Campaign [1/2]

Index [N-Z]

Northern Expansion————-Mid Free Worlds Campaign [1/2]
Oathkeepers on Farpoint——Free Worlds Reconciliation Branch [1/3]
Occupy Zeta Aquilae———–Mid Free Worlds Campaign [2/2]
Pick up Ijs from Winter———Free Worlds Reconciliation Branch [1/3]
Pirate Diplomacy—————-Early Free Worlds Campaign [1/2]
Pirate Reconnaissance———Free Worlds Intro [1/2]—–Pact Recon missions
————————————–Early Free Worlds Campaign [1/2]
Poisonwood Diplomacy——–Early Free Worlds Campaign [1/2]
Prisoner Parole——————Early Free Worlds Campaign [1/2]
Raid on Nimbus—————–Free Worlds Reconciliation Branch [1/3]
Ramscoop Technology———Free Worlds Campaign Side Missions—–FW Wolf Pack missions
Reason with the Syndicate—Free Worlds Reconciliation Branch [2/3]
Reconnaissance—————–Early Free Worlds Campaign [2/2]
Reflector to Earth—————Free Worlds Reconciliation Branch [2/3]
Reflector to Hephaestus——Free Worlds Reconciliation Branch [2/3]
Regroup at Wayfarer———–Mid Free Worlds Campaign [2/2]
Report to Dancer—————-Early Free Worlds Campaign [2/2]
Report to Katya——————Free Worlds Checkmate Branch [1/2]
Report to Tomek———–Free Worlds Campaign Side Missions—–Aggressive Pirate alternatives
Rescue Katya——————–Free Worlds Intro [2/2]—–Start of the FW campaign
Return Navy Prisoners———Early Free Worlds Campaign [2/2]
Return to Bourne—————-Free Worlds Reconciliation Branch [1/3]
Return to Dancer—————-Mid Free Worlds Campaign [1/2]
Return to Delta Capricorni—Free Worlds Reconciliation Branch [2/3]
Return to Farpoint————–Free Worlds Reconciliation Branch [1/3]
Return to Longjump————Early Free Worlds Campaign [1/2]
————————————-Early Free Worlds Campaign [2/2]
Return to New Tibet————Free Worlds Reconciliation Branch [1/3]
Return to Silver—————–Free Worlds Checkmate Branch [2/2]
Return to the Front————-Mid Free Worlds Campaign [1/2]
Return to Tundra—————-Free Worlds Checkmate Branch [1/2]
————————————-Free Worlds Checkmate Branch [2/2]
Scout Kaus Borealis————Free Worlds Checkmate Branch [1/2]
Scout out Cebalrai————–Free Worlds Checkmate Branch [1/2]
Second Chance—————–Free Worlds Intro [1/2]—–FW Escort missions
Senate Hearing————Free Worlds Campaign Side Missions—–Aggressive Pirate alternatives
Senator Huygens—————Early Free Worlds Campaign [1/2]
Ships from Zug——————Mid Free Worlds Campaign [1/2]
Smuggler’s Den Repairs——-Early Free Worlds Campaign [2/2]
Southern Patrol——————Early Free Worlds Campaign [1/2]
Stranded Freighter————–Free Worlds Intro [1/2]—–FW Escort missions
Supplies from Deep————-Mid Free Worlds Campaign [1/2]
Supplies to Bloodsea———–Mid Free Worlds Campaign [1/2]
Sweep Clark———————-Mid Free Worlds Campaign [1/2]
Sweep for Navy Ships———-Early Free Worlds Campaign [2/2]
Sweep Hope———————-Mid Free Worlds Campaign [1/2]
Sweep New Holland————-Mid Free Worlds Campaign [1/2]
Sweep New Tibet—————-Mid Free Worlds Campaign [1/2]
Syndicate Diplomacy———–Early Free Worlds Campaign [1/2]
Tarazed Diplomacy————–Early Free Worlds Campaign [1/2]
Take Ijs to Winter————–Free Worlds Campaign Side Missions—–FW Conservatory missions
Talk to Parliament—————Free Worlds Checkmate Branch [2/2]
Talk to the Navy——————Free Worlds Checkmate Branch [2/2]
The Hunt Continues————-Free Worlds Intro [2/2]—–FW Katya missions
Transport a Xenobiologist——Archaeology and TMBR Missions—–Rim Archaeology
Transport band to Allhome—–Archaeology and TMBR Missions—–(TMBR) missions
Transport band to Pilot———-Archaeology and TMBR Missions—–(TMBR) missions
Transport band to Prime——–Archaeology and TMBR Missions—–(TMBR) missions
Transport band to Wayfarer—Archaeology and TMBR Missions—–(TMBR) missions
Transport Militia Officer———Free Worlds Intro [1/2]—–FW Recon missions
Transport Mr. Eyes————–Free Worlds Intro [2/2]—–FW Katya missions
Travel to Mars——————–Free Worlds Checkmate Branch [2/2]
Travel to Mutiny——————Free Worlds Reconciliation Branch [1/3]
Travel to Stormhold————-Free Worlds Reconciliation Branch [1/3]
Unfettered Diplomacy———-Wanderer Intro
Uranium Convoy—————-Free Worlds Checkmate Branch [1/2]
Visit Albatross——————–Mid Free Worlds Campaign [1/2]
Visit Oblivion———————Free Worlds Checkmate Branch [1/2]
Visit the Pug———————-Free Worlds Checkmate Branch [1/2]
Visit to the Deep—————–Free Worlds Reconciliation Branch [1/3]
Visit Wanderers Again———-Wanderer Intro
Wanderers: Defended Vara Ke’sok—Wanderer Intro
Wanderers: Diplomacy———Wanderer Intro
Wanderers: First Contact——Wanderer Intro
Wanderers: Translation Machine—Wanderer Intro
Warhead Convoy—————-Free Worlds Checkmate Branch
Weapon Testing——————Free Worlds Campaign Side Missions—–Weapon Side Missions
Weapons Testing—————-Early Free Worlds Campaign [1/2]
What happened to Rand?—– Free Worlds Reconciliation Branch [2/3]
“Wolf Pack” Recruiting———-Free Worlds Campaign Side Missions—–FW Wolf Pack missions

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