This page contains a complete text and video guide to Darkstar One: Broken Alliance, exclusively for the Xbox 360. Developed by Ascaron Entertainment and published by Kalypso Media, Darkstar One was released on July 20, 2010. The game is a slightly modified version of the original Darkstar One, a PC game released in 2006, featuring updated graphics and presentation.
In Darkstar One, you play as Kayron, a young man whose lifelong dreams of adventure and daring in deep space are about to come true. On the day that Kayron completes his training as an escort pilot, his old friend Robert presents him with a special gift: the Darkstar One, a mysterious ship with the unique ability to absorb and meld with alien artifacts. The ship is actually a gift from Kayron's father, who was killed under unexplained circumstances while on the job. On the very same day, Robert tells Kayron about some recently uncovered information regarding his father's death: it was no accident, nor was it the result of a simple battle. Kayron's father was betrayed, his ship sabotaged. Someone wanted him dead, and now Kayron knows who. Setting off immediately to find the enemy agent, Kayron must use his skills as a fighter pilot, and learn a whole host of new tricks too, in order to fend off the pirates, mercenaries, and aliens that fill the various systems of charted space. As his search leads him from one system to another, Kayron is drawn into the murky and dangerous world of intersolar intrigue.
Story
Before his father's death is avenged, Kayron will travel through the space of the various alien races, making friends and fighting enemies at every step. Along the way, he'll take on a variety of ship-for-hire missions, in order to earn extra money to upgrade the Darkstar One. The main story missions will sometimes have to wait, as Kayron blasts pirates or hauls cargo for the various corporations that inhabit the universe. In addition, he'll have to prove himself to the aliens by fending off the mysterious and increasingly deadly attacks of one species in particular. The relentless drones have been attacking the other species' territory for some time; obviously some dark motive is at work, and Kayron, as the pilot of the most adaptable and potentially [powerful ship in the galaxy, may be the only one who can uncover and stop the threat. Kayron's quest to bring his fathers' killer to justice will take him right into the middle of the galactic power struggle, and in order to find peace, he may have to save the entire galaxy from the evil designs that menace its safety.
Gameplay
All of the actual gameplay takes place in the Darkstar One itself, as players blast enemy ships, protect friendly vessels, haul cargo from system to system, and complete a variety of other mission types. Therefore, getting used to the rules and necessities of these frantic intergalactic dogfights will be of paramount importance. Also indispensable is the constant upgrading of the Darkstar One. In order to defeat the increasingly deadly enemies, you'll need to buy new equipment, and increase the capacity of the ship by finding the alien artifacts spread around the galaxy. But the game always comes back to outer space combat. Shooting down enemies as fast as possible, and keeping yourself alive, are the central elements of Darkstar One's gameplay.
Series
Broken Alliance isn't a sequel to the PC game of 2006. Instead, it's an updated port to the realm of consoles. Featuring HD visuals, a streamlined interface system, and several other modernized elements, the later version is designed to bring the original game to players who may not have experienced it when it was first released.
Controls
Start: Pause
Left Button: Equipment Radial
Right Button: Action Radial
Left Trigger: Adjust Basic Propulsion
Right Trigger: Fire Primary Weapons
Left Stick: Steer Ship
Right Stick (Up/Down): Control Speed
(Left/Right): Slide in Direction
A: Select Target/Dock with Container/Scan Target
B: Fire Missile
Y: Use Plasma Weapon
X: Select Nearest Target
Directional Pad:
Up: Match Speed with Companion
Down: Open Communications with Target
Left: Select Plasma Weapon
Right: Select Missile
Achievements
Walker (10G): Reach Chapter 1
Wanderer (20G): Reach Chapter 2
Traveler (20G): Reach Chapter 3
Adventurer (20G): Reach Chapter 4
Globetrotter (30G): Reach Chapter 5
Master of the Universe (30G): Finish the story
The First Artifact (10G): Collect your first artifact
The First Assignment (10G): Accomplish your first assignment
The First Equipment (10G): Buy your first piece of equipment
The First Trade (10G): Buy goods for the first time
The First Hyperjump (10G): Make your first hyperjump
The First Gang (20G): Find and destroy your first pirate gang
Economy Class (20G): Upgrade the Darkstar One to Level 5
Midsize Class (20G): Upgrade the Darkstar One to Level 10
Fullsize Class (20G): Upgrade the Darkstar One to Level 15
Luxury Class (30G): Upgrade the Darkstar One to Level 20
Suicide (20G): Enter the secret Ascarong system
A Hero (30G): Liberate a captured system
True-Blue Hero (30G): Liberate all captured systems
Hobby Collector (20G): Collect 10 artifacts
Collector's Passion (30G): Collect 50 artifacts
Collector's Addition (30G): Collect 100 artifacts
Obsessively Tidy (30G): Eliminate all pirate gangs
Pirate (10G): Reach the maximum value with the reputation "Pirate"
Trader (10G): Reach the maximum value with the reputation "Merchant"
Mercenary (10G): Reach the maximum value with the reputation "Mercenary"
Bounty Hunter (10G): Reach the maximum value with the reputation "Bounty Hunter"
Smuggler (10G): Reach the maximum value with the reputation "Smuggler"
Killer (10G): Reach the maximum value with the reputation "Killer"
Visitor (30G): Land at 300 Trade Stations
Flying Ace (10G): Kill 100 pirates
Slaughterhouse (30G): Kill 1,000 pirates
N.O.M.A.D. (20G): Destroy N.O.M.A.D.
Pickpocket (10G): Rob a cargo ship
Master Thief (30G): Rob 100 cargo ships
Supervillain (30G): Rob a super-freighter
Wanted (20G): Maximize your penal record
Terrorist (20G): Destroy 100 police ships
Public Enemy No. 1 (30G): Destroy a military cruiser
Smuggler's Party (20G): Sell 600t of smuggled goods in one go
Hawker's Tray (20G): Sell 600t of an out-of-stock good
Heavy Loaded (20G): Leave a station with 3 containers in tow
Fire at Will! (20G): Equip the Darkstar One with 5 bow weapons
Deadbeat (30G): Equip the Darkstar One with 5 turrets
Homesickness (20G): Contact a Trade Station at a distance of 100u
Cleanup Efforts (30G): Destroy 500 meteoroids
Sky Burial (20G): Crash on a planet
How Quiet (20G): Lose Eona
Oh No, She's Back (20G): Get Eona Back
Resistance (20G): Destroy a S'kaa ship
Upgrades
In order to make it through the hordes of enemies in your path, you'll need to make frequent upgrades to the Darkstar One. There are two keys to upgrading your ship: finding the many alien artifacts spread throughout the galaxy, and making lots and lots of money. The number of artifacts needed for each upgrade level will rise as you go along; luckily, the systems that contain the precious artifacts are marked on your Star Map with green diamonds. Upon entering one of these systems, just look for the artifact in your Target List, then fly close to it to absorb it. There are three sections of the ship: the hull, the wings, and the engines. Each upgrades separately, and gives unique bonuses. The general stats of the ship (hull integrity, weapons level, etc.) will increase no matter which parts of the ship you choose to upgrade, but they may not proceed at the same pace. Pay careful attention to the upgrade trees provided for each section of the ship; they'll tell you what bonuses you can expect at each level of upgrade.
Every time you upgrade the ship, a special weapon, the Plasma Gun, will be upgradable as well. The Plasma Gun works on a completely separate basis from the rest of the ship. It bestows its own abilities and weapons, independently of any other statistics of the Darkstar One. You can choose between plasma weapons while in combat by pressing Left on the Directional Pad, and activate the selected weapon by pressing Y. Abilities of the Plasma Gun include boosts to both shields and weapons, as well as independent attacks capable of knocking out enemy shields and weapons, or freezing them completely.
There are four major factors at work in the Darkstar One, all of which will increase as you upgrade the ship. Each level you reach in these four categories allows you to purchase and equip better items within that category. Items are more effective at higher levels, but also more expensive. To get the most out of the Darkstar One, you'll have to take on multiple side missions to earn plenty of money for upgrading the ship's systems. Weapons and Turrets will increase not just in quality but also in number. As you reach higher levels, you'll be able to buy and equip more and more weapons and turrets, making your ship a greater threat to any who oppose it. Equipment levels determine the quality and price of the one-use-only items displayed on the Equipment Radial. The ship's Energy level provides increasingly more efficient devices like generators, capacitors, shields, and the all-important Field Drive. Note that you don't have to buy items that exactly match your ship's level. You can equip a level 4 turret, even if your ship's level is higher; you just won't be getting the most out of your capabilities (though you'll definitely be saving some money).
Weapons
There are several categories of weapons, and within each, there are several types to choose from. Some experimentation will be necessary in finding the right loadout for your ship. Mixing different weapon and turret types is a good idea, as each has its own unique abilities and drawbacks. As you raise your Weapons rating, you'll be able to buy and equip higher-level weapons. Don't forget to sell back your old weapons when you're done with them.
Missiles: Ammunition for your Missile Launcher must be purchased in individual missiles. You can have 10 missiles, of whatever type, on board at any given time. It's useful to have a few different types of missile, as you may run into various types of targets at any time. You can switch missile types by pressing Right on the Directional Pad.
Swarm: The cheapest kind of missile. Each Swarm launches a group of missiles toward the target. It's possible to hit with some, all, or none of the individual missiles. Swarm missiles don't lock on to targets, making them the least effective missile type.
Hellfire: Reasonably powerful, and with the ability to lock on to targets, Hellfire missiles are handy in a fight. You'll probably want to keep a number of them on board, as they're the most versatile missile available.
Big Bang: Useful for large, relatively stationary targets like bases and cruisers. Big Bang missiles do a lot of damage, but won't seek out a moving target.
Primary Weapons: Fired by pressing Right Trigger, Primary Weapons are your main active means of dealing damage. You can have multiple Primary Weapons equipped at a time once you reach higher weapons levels with your ship. If so, all will be fired simultaneously. Each species has its own preferred weapon type, so you'll encounter--and be able to purchase--more types of weapons as you progress through the various territories.
Lasers: The basic weapon, and the most balanced. Lasers do a fair amount of damage, and don't put too much strain on your Weapons Energy.
Rail Gun: A higher firing rate than the Laser means that the Rail Gun does more damage, but also drains your energy quicker.
Ion Gun: Capable of quickly knocking out an enemy's shield, but limited by its relatively low hull damage, the Ion Gun is best used in conjunction with other weapons. It can be devastating when partnered with weapons that do more damage to ships' hulls.
Graviton Gun: The series of circular beams emitted by the Graviton Gun can do devastating damage. However, this weapon is limited by a slow rate of fire and high rate of energy consumption. Useful in conjunction with less draining weapons.
Spore Gun: Discreet spheres of energy which apparently resemble spores are projected at the target. Good damage against both shields and hulls, but drains Weapons Energy relatively quickly, so don't mount too many at once unless your equipment can handle the strain.
Photon Gun: Similar to the laser, except that the damage and energy drain are both substantially increased.
Turrets: As opposed to the active Primary Weapons, Turrets fire whenever you're near enough to an enemy. This presents several benefits, and several drawbacks. You don't have to be looking at an enemy in order to deal damage with your Turrets; sometimes you'll destroy an enemy ship without even seeing it. By the same token, you can't aim your Turrets; they'll settle on their own targets, which will sometimes be the enemy you're firing on with your Primary Weapons, sometimes not. Also, the inability to control your own Turrets means that they will consume Weapons Energy at their own pace. With a lot of Turrets going at once, and a relatively weak Generator or Capacitor, this can lead to a complete draining of your energy, severely limiting your effectiveness with both Primary Weapons and Turrets. The only way to control this is by getting out of Turret range of your targets (usually about one astronomical unit), but this is often easier said than done, and can lead to less effective Primary Weapon use in itself.
Turrets come in all of the same varieties as Primary Weapons. As you attain higher levels, and the ability to mount larger numbers of turrets, a good mix of Turret types can make the Darkstar One a truly formidable fighting craft.
Weapons Energy: Missile Launchers work on their own ammunition, but Primary Weapons and Turrets share Weapons Energy (indicated by the green bar in the upper right-hand corner of the screen). The more you fire your Primary Weapons, and the more your Turrets fire on their own, the more Weapons Energy you'll consume. With multiple Turrets and Primary Weapons mounted at once, in a pitched space battle, your supply of Weapons Energy can easily make the difference between failure and success. For that reason, you'll want to have a top-of-the-line Generator and Capacitor. Generators control the speed at which energy, including Weapons Energy, is created. Capacitors control how much can be stored at a time. Both come under the Energy category, meaning that, as the Darkstar's Energy rating increases, you'll be able to buy better and better Generators and Capacitors. It's essential that this equipment is the best you can afford and equip at any given time. The best weapons in the galaxy won't help you if you don't have the energy required to fire them.
Action and Equipment Radials
By Holding down the Right or Left buttons, you can call up the Action or Equipment radials, respectively. The Action Radial gives you access to a variety of choices, some of which will be available at any given time, some of which are dependent on circumstances. Options for the Equipment Radial must be purchased, and can usually only be used one time before having to be restocked at a Trade Station.
Actions: You'll probably have top perform all of the actions at one time or another, so it's good to familiarize yourself with them as early as possible. These options don't need to be restocked after use, though some may not be available at all times, depending on your circumstances.
Target List: Allows you to quickly and efficiently scan the system for all other ships and objects, be they friends, foes, or neutrals. You can select your target (not necessarily planning to attack it) through this list, allowing you to hone in on and approach distant ships and objects.
Logbook: Opens your private journal, which will allow you to perform a number of further actions. This is where you'll go to check up on mission details, check your mail, and upgrade the Darkstar One.
Star Map: You can set your course through Hyperspace by consulting your Star Map. Select the system you want to travel to, but be aware, many systems will be out of range, requiring you to hop from one to another. Systems marked with question marks are unknown, meaning you can't travel to them until you have the appropriate navigation keys. Systems marked with a skull are occupied by pirates; you'll have to fight to liberate the system before you do anything else. Systems with a green diamond next to them contain the precious alien artifacts you need to collect in order to upgrade the Darkstar One.
Time Lapse: Allows you to skip some of the frequent flights through empty space within systems. You won't be able to skip ahead if there are enemies or large objects nearby. Otherwise, you can move "faster" by lapsing ahead.
Hyperjump: Once you have a course laid in on your Star Map, you can jump through Hyperspace. However, if there are hostile crafts within striking range, you'll have to destroy them or escape before jumping. While hopping from system to system, you may need to let the Hyperspace engines recharge for a few seconds before making another jump. Provided there are no enemies in the current system, you can simply select Time Lapse to speed this process up.
Drop Container: When hauling cargo, it will often be necessary to temporarily drop your container in order to fight off pirates or police without its cumbersome presence. You can return and dock with the container again when the trouble has passed.
Scan Target: At times, in the course of several missions, you'll have to scan containers or ships. Just target them, then select this option, to initiate the scan.
Equipment: Equipment items are generally single use only, meaning they must be restocked after each use. Below are the most useful Equipment items, available at various Trade Stations throughout the galaxy. The effectiveness (and price) of these items will rise as your ship reaches higher equipment levels.
Repair Bot: When your shields are gone and you hull is taking a pounding, send the Repair Bot out to fix it up. Advanced levels of Repair Bot are very fast, and repair 100% of hull damage.
Shield Booster: Recharges your shields, protecting your hull from direct damage.
Jammer: When smuggling contraband, the Jammer is priceless. Since you'll be scanned often while attempting to land at Trade Stations, you'll want to conceal your actual cargo. Each higher level of Jammer gives you a better chance of getting away with your real cargo undetected.
Plasma Booster: Provides an instant recharge of the Plasma Weapon, allowing you a free shot of the selected weapon without having to wait for it to recharge on its own.
Ore Harvester: When this device is equipped, you can destroy floating space debris in order to harvest the valuable minerals within, which you can then trade.
Antimatter Boost: Basically a short but significant speed boost, in case of emergency. The Antimatter Boost could make the difference between escaping from a system intact and having to stay and fight.
Stations, Bases, and Asteroids
The various types of space stations spread throughout the galaxy are your frequent ports of call, allowing you to perform several essential activities as you progress through the game. There are stations available for docking in almost every system you'll visit, though permission to land may not always be forthcoming.
Research Stations: Research Stations are private concerns, and will usually not allow you to dock. When access is required for the main story, you'll have to earn your way aboard by defending the station from attack. This will usually be self-explanatory, and will only grant you access to the particular station involved, not all Research Stations in the galaxy.
Asteroids: A few asteroids bases exist, but usually they're isolated and uninviting. The main use of asteroids is their frequent possession of alien artifacts. After entering a system with an artifact and selecting it from the Target List, you'll inevitably find yourself flying toward an asteroid. Sometime you'll need to fly around to the far side of the asteroid to find the artifact. It's worth the trouble, as artifacts are indispensable in upgrading the Darkstar One.
Pirate Bases: Some systems are hideouts for pirate gangs, who may set up bases on the peripheries of the system. When battling pirates, you may come into range of their base, which will have better weapons and tougher defenses that the pirates' ships. Sometimes it will be necessary to destroy the base, sometimes not. You should always use caution when in the vicinity of a Pirate Base.
Trade Stations: By far the most important destinations in the game, Trade Stations allow you to buy items and weapons, accept new assignments and side quests, and contact important people. Every time you dock at a Trad Station, your ship will automatically be fully repaired. When you get beat up in a tough fight, you should almost always fly directly to the nearest Trade Station.
Each system has its own economy, so the same item will have two different prices at two different Trade Stations. It's often a good idea to shop around for the best price. Some systems aren't as technologically advanced as others, so higher-level items may not even be available at a particular station. You can use this economic diversity to your advantage by buying goods in one system, then transporting them to another, and selling them at a substantial markup. There are a variety of goods, some of which are contraband in some systems, meaning you'll get into trouble if you're scanned with them aboard. You can purchase items to mask the types of goods in your ship, a useful precaution when smuggling contraband.
Missions, Assignments, and Quests
The many, many missions available in the game fall into three categories: Main Story Missions are required in order to advance in the game, and will force you to restart from a previous saved game if you fail; Assignments are optional side missions where you can earn extra money by fighting pirates, transporting containers, or fulfilling other requirements; Side Quests are optional as well, but carry greater risks, and greater rewards. The three types of mission are shown on the Star Map by different initials: the locations of Story Missions are marked with an "S," those of Assignments with an "M," and those of Side Quests with a "Q." You can only have one of each type active at a time.
While only Main Story Missions are strictly essential, you'll have to do at least a few optional missions along the way, though the specific missions you choose are up to you. As you progress through the story, you'll be forced to upgrade your Field Drive often (it's under the Energy category, though your ship's Energy rating won't effect your ability to purchase it). This means that you'll have to earn some money, which in turn means taking on some extra missions. In addition, to get the most out of your ship, it's necessary to upgrade its weapons and other equipment to their highest possible specifications. This means a lot more money, and therefore a lot more missions.
When choosing your missions, there are a few things to keep in mind. Missions involving pirates will net you extra money above and beyond the reward for the mission itself, since each pirate you destroy carries a separate bounty, payable immediately. While most missions are sanctioned and official, some--such as those requiring you to sabotage the ships of one company, at the behest of another--may not be on the up and up, and may result in getting you in trouble with the law. This will mean that you'll be pursued by the space police, and won't be able to dock at a Trade Station until you've paid a substantial fine (sometimes larger than your reward for completing the mission). Smuggling containers of contraband may do the same.
Side Quests are always more rewarding than simple Assignments, and usually more taxing as well. The requirements of the Side Quest will vary, but you'll usually have allies, at least to begin with, and you'll usually have to defeat a large group of enemies. When you've finished a Side Quest, you'll receive--in addition to the monetary reward--the navigation keys to a hidden system, which will allow you to travel there. You may also be rewarded in other ways, such as the gift of powerful weapons. Side Quests are preferable to Assignments for these reasons, assuming your ship is a competent fighting vessel. If you're focused more on stealth and evasion, transport and smuggling may be more your game.
It's important to remember that leaving a cluster will result in the failure of all the missions located within it. If you don't feel like doing a particular Assignment or Side Quest, just leave the cluster, and it will be wiped out.
Prologue
The first few missions are short tutorials, designed to get you acquainted with the basic controls of the game. In the first mission, you'll take the Darkstar One out on its maiden voyage. Get used to targeting objects, then blasting them away, while you destroy the old satellite near the trading base. Then use those skills to fend off a sudden assault by space pirates. There are only a few pirates here, and they're not exactly the cream of the crop, so you'll have a pretty wide margin for error. Dispatch the pirates, then continue with your training by approaching and contacting the trading post. Secure permission to land, and head inside.
When you get the mission to escort the container to a nearby system, learn how to approach and tow such cargo, then how to make the jump to hyperspace. Note how awkward the ship handles when towing cargo containers. Luckily, you can dispense with cargo at a moment's notice, then come back and pick it up when the trouble's past. Soon after entering the system, you'll need to drop this package temporarily while you fight another small band of pirates. Take them out, then come back and go through the process of securing the cargo again. Take it over to the station here and drop it off by landing.
To wrap up your training, meet your friend in the deserted asteroid belt. Listen as he tells you what he knows about the Darkstar One, then find the mysterious artifact embedded in the asteroid. You'll want to keep a lookout for such artifacts as you progress through the game, since they automatically upgrade the ship, making it a more efficient fighting vehicle. After the conversation, head back to the first trading station to begin the main story of the game.
Chapter 1: Eona
Before you embark on your first real mission, you'll need to earn enough money to buy a Field Drive, which will allow you to travel to more distant systems. Check the Assignments section of your computer to see what missions are available—there should be a variety to choose from. Go for the missions located in nearby systems, and earn enough for your new upgrade.
Once you've accumulated around 19,000 space bucks, purchase the Field Drive from the Dockyard. You'll receive a message updating you on the progress of the mission. When you're ready, do as it suggests: go to the Pencah system, and await further word from Robert. Note that you can either continue to do optional side missions, if you want to earn extra money, or leave on the main story mission right away.
After a brief rendezvous with Robert in the Pencah system, head to the Anomi system, where Jack is supposedly hiding out. Even with the increased range provided by the Field Drive, you'll have to hop from location to location rather than jumping directly to the distant Anomi system. Expect to run into some random pirate patrols on the way. Clear them out, then continue on your course.
Look for an artifact once you reach the Anomi system. Pick it up from the far side of an asteroid, and use it to upgrade the Darkstar. Then head to the system's trade station to meet with your contact. Instead of gaining the information you're looking for, you'll take on a new crewmember, Eona.
When you're ready to leave the Anomi trade station, begin making your way toward the Sol system, home of Earth, in the Alpha Centauri cluster (to the right of your current location on the Star Map). Once again, you'll have to make several stops along the way, during which you may run into hostiles. Take them out, and continue toward Earth.
Once in the Sol system, dock at the trade station and speak to Delano by selecting the Contacts option. Help him destroy the rival gang, and he'll give you a powerful laser, which will be useful as you move along to the next objective. While on the station, you'll also have the option of undertaking a rescue mission. If you want to do it, select the Side Quest option before leaving the station.
Follow Delano through the new system. When he attacks the two pirates, help him take them out. Then follow the waypoint into the asteroid field, where another. larger group of pirates is hiding. Eliminate them all. The boss pirate is tougher, and when you attack him, three bodyguard ships will appear to defend him. Knock them down, then eliminate the boss pirate to finish wiping out the gang. Afterward, Delano will give you the information and laser he promised you, allowing you to move on to the next objective.
This mission entails flying to a far, alien system, so before you go, you'll have to purchase the next level of Field Drive. This will probably entail taking on more assignments, to earn the necessary space bucks. You can do the side quest from the Sol station and/or any other missions that seem promising. Once you've saved up enough, and upgraded your ship to your liking, start heading for your destination.
After Eona is kidnapped, you'll have to perform a few missions for her captors before they'll release her. Do what they say; you have no choice. Perform your duty as an escort pilot, until it becomes clear that one of Eona's captors has betrayed the other, and you, by absconding with Eona. He plans to make you work for him indefinitely, but luckily, Ramirez, the other space criminal involved in the conspiracy, has decided to help you get her back. To do so, you'll have to assault the base of the other criminal, on the surface of a planet. Follow Ramirez to the system, then battle the patrols guarding the planet. After defeating them, you'll find yourself on the surface, flying through a canyon. The ship handles a bit differently in the atmosphere, so get used to the altered controls. Blast everything in your way as you fly along the canyon. It's a long way, but the enemies are relatively weak. Take them out as fast as you can to preserve your shields. When you reach the end of the canyon, destroy your main target. Back in space, finish the battle by destroying Eona's captor and returning her to the Darkstar One.
Chapter 2: The Research Stations
With Eona back on board, you can continue your quest to find Jack. You'll now have to make your way into Raptor space. The fishy scientists are primarily concerned with research, though this doesn't stop them from getting into as many dangerous scrapes as the other races. Your information traces Jack along a series of Research Stations, spreading over several clusters. If he were frequenting Trade Stations, your task would be much simpler, but since the privately owned and operated Research Stations are reluctant to allow landing permission to strangers, you'll have to complete a series of missions in order to gain the trust and respect of the Raptor.
First off, you need to transport some containers to another system. Of course this won't go as smoothly as it could, so be prepared to drop the containers and fight. If you don't have the drones to transport two containers at once, you'll have to purchase the necessary equipment, which may entail doing some side missions before heading out on the main story again.
After gaining access to the first of four Research Stations (and learning that Jack has already departed, apparently with an unwilling companion in tow), you'll have to follow the path from station to station, completing missions as you go. Be ready at a moment's notice to battle pirates and other space scum, and to drop any containers you may be carrying. You'll be asked to scan a few cargo vessels; approach them to do so, but don't get too close, or you'll be spotted. Do whatever the Raptor researchers ask; you have little choice.
When it's time to assault the base, fly through the narrow corridors, avoiding damage whenever possible. You can destroy the weapons platforms, or simply fly past them, depending on the situation. Some doors are blocked by energy beams; when you reach one, you'll have to find a way to shut the security system down. Some are hooked up to generators, either in the same room or another nearby. Some can be shut down simply by wiping out all, or even some, of the weapons platforms in the room. The game should tell you which. You'll want to destroy the floating mines whenever they appear in your path. You can take out a bunch of them at once by destroying just one, setting off a chain reaction. Some sections of the base force you to find the proper path through a structure that cuts off most pathways. Fly under, over or around these structures to discover the right way through. If it's your first time at a particular structure, it's a good idea to destroy all the weapons platforms in the area, so you're not taking damage while you figure out which way to go. Also, you'll sometimes have to fly through an opening in either the floor or the ceiling. Keep your eyes peeled as you do so; there may be a weapons platform waiting in your path. When you finally reach the end of the labyrinth of the base, destroy the generator in the final room, then quickly exit the base to proceed with the game.
The last Research Station on your itinerary lies in Octo space. In order to make a good first impression on the reclusive Octo, you'll need to fly to a few systems, and take holographic pictures of anomalies there. Hit each of the three systems in turn. Be aware that the anomalies cause your ship's controls to become sluggish, and your shields to malfunction. You'll get a taste of this phenomenon in the first system, then have to deal with it in the next two under combat conditions. Your best bet is to stay far away from the anomalies while you're fighting, and only approach them when all opposition has been wiped out. Trying to fight close to the anomalies is like doing so with a few containers in tow. Destroy the pirates in the second system, photograph the anomaly there, then move on to the final system. This one is occupied, so you'll have a genuine fight on your hands. Make sure to destroy every pirate ship before going anywhere near the anomaly. If your quarry should happen to fly toward the anomaly, don't pursue him; fire from long range, or wait for him to come to you.
When you've gathered all the information you need, head to the Octo Research Station. Transfer the data, and you'll be allowed on board. Before long the drones will attack, and you'll have to hop in an Octo turret to fend them off. The turret's controls are simple, but there are a few things to keep in mind. The blue bar indicates your health; if it drops to zero, you'll have to restart the mission. The red bar is the turret's weapons energy; you'd better conserve it as much as possible, as it doesn't really have an adequate generator. The energy will sink rapidly if you fire the turret continuously, so you need to pick your spots. Fire when the drones are at reasonably close range, and let the weapon energy recharge otherwise. Knock down all the drone formation before the station is destroyed.
After fending off the drones, you'll be put in contact with your next ally. Meet him in a distant system, and learn about your next step. This will wrap up the chapter.
Chapter 3: The Thul
In order to proceed, you'll need to upgrade your Field Drive once again. Take on as many assignments as you have to to earn the money. Upgrading your ship's weapons and energy specifications wouldn't be a bad idea at this point either. When you're ready to proceed with the story, meet your new ally at the prearranged rendezvous point.
You'll need to accompany the space captain throughout this chapter. Your first task is to back him up on one of his shady business deals. Things won't go as smoothly as they first appear, and you'll soon have to fight a bunch of pirates. take them down, then destroy their base. Make sure to look for the special container, which holds a Secret Service weapon for you, before moving on to the next system. When you reach the system with the asteroid base you're interested in, be ready to fight off a swarm of drones. After defeating them, you'll be allowed to land on the asteroid.
Your next job will be to accompany the cargo captain as he inspects three malfunctioning satellites. You'll need to fight in the second and third systems you hit, first against pirates, then against drones. Destroy them all, then guard the cargo freighter as it deploys new satellites to replace those that were destroyed. After returning to the asteroid base, you'll get another job: escort a cruiser on its course to a faraway system. When the cruiser makes a pit stop, and runs into a hostile cruiser, don't bother to get involved; you can make no difference in the brief battle. When it's all over, return to the asteroid.
Your next job will be to set up another series of satellites in order to track down the mysterious cruiser. Fight any enemies along the way. You'll find the cruiser sooner than you think, at which point you'll lose an ally. Return to the asteroid for further instructions.
In order to rack down the Thul cruiser and take your revenge, you'll have to first recover a special scanner that will help trace the cruiser's location. Unfortunately, the scanner was stolen by pirates, so you'll have to find it and destroy the pirates. There are two pirate gangs that may have stolen the scanner, and you'll have to check them both (the scanner, of course, is with the second gang). Eliminate the first pirate gang, then arrive at the location of the second just in time to break up a deal for the stolen scanner. You can sit back and wait for the two groups of enemies to fight each other, or simply go in and grab the container with the scanner. Be prepared to fight both groups. Destroy them all, then take the scanner back to the asteroid.
When you finally get the location of the Thul cruiser, head to the system it's in, and destroy it. Before beginning the battle, you may want to upgrade your ship as much as possible, as the cruiser is a powerful enemy. Pick up some Big Bang missiles if you can afford them; the cruiser is big and stationary, making it a perfect target for the powerful weapons. When you arrive in the vicinity of the cruiser, you'll need to first eliminate the cloaking generators around it. Be prepared for the cruiser to release smaller ships to attack you. Fight them off, and stay well clear of the cruiser while you do so; there's no point in taking a pounding from the huge ship before you even engage it. When you've cleared out the smaller ships, begin the assault on the cruiser itself. Its shields and hull are strong, so it will take some hits before finally blowing up. The cruiser's weapons are powerful, but their range is limited. Do as much damage as you can from a distance. To bring your turrets into the fight, you'll have to get close, but there's nothing forcing you to stay there. If your shields go out and your hull starts to take damage, withdraw to a safe distance, and let your shields recharge. You may want to use some equipment here too, such as a shield boost or repair bot. There's no time limit, so be patient against this dangerous enemy. Keep at it until it's destroyed.
After the battle, jump to any inhabited system and land at the local Trade Station to trigger the cutscene that ends this chapter.
Chapter 4: True Friends
The first mission of this chapter will take you to a deserted system, to investigate a secret smugglers' base. Things don't go according to plan, however, as the base turns out to be abandoned, and drones soon appear in the system. Battle the drones until Jack shows up to free you from the trap. Then rendezvous with Jack in the distant cluster he specifies. Even after upgrading your Field Drive, you'll have to jump from one of the systems bordering the cluster. They're unknown to begin with, and you may need to either take on a side quest, or liberate the system at the top of the current cluster, in order to get the relevant navigation keys. Even then, the system you need to jump from may be occupied itself, forcing you to liberate it before continuing. When you can finally proceed, meet up with Jack on the station in the indicated system. After talking to Jack briefly, you'll have to get on the station's turret to defend it against a drone attack. Remember to conserve your Weapon Energy by only firing on sure targets. At the same time, make sure you destroy the drones before they drain away your health bar.
After saving the station, you'll have to head out on a shopping run for the scientist there. The first stop is a system rich in a special type of crystals. In order to gather the crystals, you'll need an Ore Harvester, which you can pick up relatively cheaply at many stations. When you arrive in the right system, shoot the crystals until a container-like chunk is released. Dock with it as you would with a container, then fight off the drones that attack you. When you've cleared out the system, you can either return to the Research Station to drop off the crystals, or proceed immediately to the next stop on your itinerary. It's probably best to bring the crystals back first, since they'll make your ship cumbersome while you're towing them. Your next move is to buy some special equipment from a scientist. Naturally, he's just lost the equipment, and you'll need to help him get it back from the pirates that stole it. Take them out, and watch out for their base, which is equipped with some powerful Graviton weapons. Once the pirates are eliminated, pick up the containers with the necessary equipment, then head back to the Research Station to drop them off.
The final item on the Research Station's checklist is an Octo scientist. Fly to the system he's in, and head for the station there. You'll have to first defend the station from a drone attack. Once all the drones are destroyed, land on the station and speak to the scientist. He's willing to help, but only if someone goes and saves his son, a diplomat involved in tricky negotiations. Head to the son's location, and save him from the bounty hunters waiting to capture him. Then escort him on a few short missions. Make sure to keep him safe along the way. Drop him off at the negotiations, then head toward your rendezvous with the Thul cruiser. Battle the waves of drones attacking the ship, then go on board.
After consulting with the Thul, you'll need to head out in search of the ancient hyperspace keys to the system where the evil alien mothership is hiding. Make the long trek to meet up with Eona's old smuggling buddy, who can help you find the keys. Scan the ancient machines floating amidst the debris in order to find out what secrets they contain. Be ready to fight; scanning the machines may trigger their defense systems. Also, pirates will arrive shortly. Dispatch the pirates, and analyze the data you've recovered. Now that you have the necessary keys, you can head straight for the final battle with the mothership, or stop over somewhere on your way to upgrade your ship as fully as possible. Either way, this chapter is finished, and the next is waiting to begin as soon as you enter the indicated system.
Chapter 5: Showdown
The last chapter is basically one big battle. Upon arriving in the Shaa system, you'll be face to face with the evil aliens' mothership. After a brief conference on the surface of the nearby planet, you'll return to space, where you'll need to battle wave after wave of drones while your allies analyze the ship's apparently impenetrable shield. Just knock down as many drones as you can, and ignore the messages of your allies. Help will arrive after a while, and you'll continue battling the drones. When you get the signal that the shields have been fully analyzed, head to the cruiser, and land on it to finish the first phase of the fight. On board the cruiser, you can make any last-minute purchases you'd like. The only things that will be of use are stronger shields, better weapons, and maybe some equipment like shield boosters or a repair bot.
In the next phase of the battle, you'll be tasked with penetrating the mothership's shield with a specially modified plasma weapon, and attacking its main generator alone. Fly toward the ship, aiming for the waypoint Eona sets for you. Don't worry about the drones flying out of the ship; your friends will take care of them while you're busy within the ship's shields. The cutscene will take care of the first part of the mission, and you'll find yourself in a trench on the surface of the enemy ship in a strangely familiar climactic battle. Fly along the trench, avoiding the protruding edges along the walls. There are some enemy weapons platforms along your path, but they're of secondary concern. Your main task is to avoid wrecking the Darkstar in the dangerously narrow trench. The controls are altered here; they'll take some getting used to. Reverse when you need to, especially when lining the ship up to take the frequent sharp corners.
Watch for the green strips along the trench; they'll speed you up, potentially slamming you into the walls and destroying the ship if you're not careful. Reversing here will only slow you down, but it's worth it to gain a little extra reaction time. Be ready to be involuntarily flipped upside down, too.
When you come to the bars of energy blocking your path, look for a nearby generator, and destroy it. Some barriers can be avoided with precise flying, but it's usually a better idea to knock out the generator.
Be ready to turn on a dime. Besides turning left and right, you'll need to turn downward several times in order to follow the trench. Don't hesitate to reverse if you need to. When you reach the large circular chamber, look for a passageway on the wall on the right, and head through it. Your destination isn't far ahead, but you'll need to do some difficult flying to reach it, as the trench only becomes narrower and more dangerous from here.
When you reach the final chamber, destroy the large generator there. It's a pushover; just knock it out to finish the chapter, and the game.
