Aldrin Plot (Page 4 of 4)

Written by Spike

Aldrin Plot Walkthrough, written by Spike

Lost Allies


We're back on the scouting mission. A second Gate has been found in TUS1 that leads to a new sector, TUS3. When you arrive, you must investigate it.

The most obvious thing to investigate is a derelict Solar Power Plant XL a little way from the Gate. When you fly up to it, you get a surprise. A Boron Angel appears, piloted by Mahi Ma's old friends Bala Gi and Julian Brennan. They're grateful for finding you and ask to be helped out of the Sector and back to civilization. Fall in behind the Angel as it starts to move.

When it reaches the gate, a small Xenon strike force will appear and attack. Holding them off shouldn't be too tricky. The Angel is actually invulnerable, it's you that you need to worry about.

Half way across TUS1, another Xenon strike force, this one with a Q at its head, will materialise and attack. Terran forces will be able to take out the Q if you can't. Problem is, the Q patrols will keep coming. It's probably best to call in a heavy ship if you've got one.

When the Angel gets through the gate, the mission is complete. Your next mission soon follows; a mining ship in TUS3 is under attack and needs assistance. You'll need to take that Tractor Beam with you.

When you arrive, some Xenon and Terran forces are scrapping, and the MMBS is disabled. Blow up the Xenon and then worry about the tractor beam. The ideal distance for a target lock is 2km. Then just go steaming across the sector at full speed and the thing will follow you, even through gates. Remember that you'll be limited to 80m/s whilst towing. You may have to re-engage the tow after each Gate. If the MMBS gets destroyed, that's O.K, but if it does reach home then you get gifted it as a reward.

When you complete this mission, however it turns out, you must proceed to the Orbital Defence Station in Asteroid Belt for your next job.

It's a courier mission, but the destination should be an eye-opener; you're transporting a Glowing Crystal to the Gate production Complex in Neptune. This is the construction site of the first Earth-built jumpgate in 800 years. It's going to connect the recolonised Aldrin colonies to the Solar System, but the Kha'ak sector is in the way.

When you arrive it seems Bala Gi has a plan for that though. Jump to Kingdom End. Bala Gi can be found on the Equipment Dock there.

Bala Gi's plan is to use the Hub to reconfigure the jumpgate network. You will need to take him there. When you dock, you need to put one of the three gate links between TUS1 and TUS2. Make sure that you get the correct Gate.

When the Gate is connected, you must fly through it. The sector on the other side seems deserted, and is on record as being previously explored before the first Terraformer war. There should be a second Gate on the other side of the Sector; finding it shouldn't be a problem, it's in the usual place for a North gate to be.

When you arrive, the Gate is connected to Neptune. The Plot is now complete.

Let's check out your rewards; You got the MMBS, and that's the only ship reward you get. But it's the worst of the two rewards. The best is the new shipyard erected in TUS1; you can now buy a number of Terran factories.

That concludes the Aldrin plot.
- Spike

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