[TC] Aldrin Plot Walkthrough

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[TC] Aldrin Plot Walkthrough

Post by Spychotic » Thu, 9. Dec 10, 22:26

Aldrin Plot Walkthrough

This walkthrough is mostly spoilered, so that if people get caught on the common sticking-points they can read it without spoiling the story for themselves.

However, it is not expected that the replies will be spoilered, so don't read beyond the first post if you are stuck but don't want to know the plot!

As always, since this is a Vanilla forum and a repository for information and issues regarding the unmodded game, if you have a problem with a modded game you are requested to post in the Scripts and Modding forum.

The plot becomes available on completion of the Terran, Goner and Kha'ak (Final Fury) plots. You must also have delivered the Ore required for the Hub plot to activate the first set of Gates.

You will need to acquire a Tractor Beam to conclude this plot with all available rewards.

Your opening message comes from a Terran, Craig Armston, on the Orbital Patrol base in Asteroid Belt. Due to your experience in both Terran and Commonwealth space, you’ve been selected for a mission.

Chapter 1; Frontier
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That mission is to use the UFJD to jump to a random Sector and scan the asteroids there. Get a combat ship with a Mineral Scanner and save.

Use your UFJD to get to a Sector with a few (up to 10) asteroids that you can easily find, because you can’t use scan asteroid commands here. It’ll have to be done manually. And you’ve only got one jump; if you end up in a terrible Sector, you’ll be better off reloading rather than trying to complete what might well be an impossible mission. You’ll get sectors with impossible numbers of enemies, sectors with impossible numbers of asteroids, sectors which are so dark it’s impossible to see; dump them all. You’re going to have to scan every asteroid in the Sector so if you can’t see them or fight your way to them it’s not going to work.

Once all of the asteroids are scanned, your mission becomes a Nividium mining operation. You can now jump out of the Unknown Sector and return home.

Without the Nividium? Yes, since it doesn’t say where you have to get your 100 Nividium from, just that it has to be delivered back to the base in Asteroid Belt. Your old haunt in Perpetual Sin (or wherever else you got your Nividium for the Hub plot from) will do just fine.

When you drop off the minerals at the base, you are told of a request to proceed to the Earth Torus for an ATF mission to Aldrin. This could be good, but it could also be bad…
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This is a long mission. Make sure you don’t have anything else planned for the immediate future.

The chap you need to talk to on the Torus is General Don Hammond. You’ve just become part of the project reactivating the Aldrin jumpgate into former Human occupied space… space that is now Xenon-occupied. His first mission is not too tricky though; you must courier a Data Storage Device to a contact on an Aldrin station. Head on over with your jumpdrive.
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You’ll notice that Aldrin looks a little different to how it used to; the factories have moved about and if you look closely you’ll realise that there’s now a couple of Trans-Orbital Accelerators dotted around. Get to the station, dock and chat to Lt Jake Griffin. He asks you to transport him to a station next door in Aldrin 2, linked to from the two East TOAs in Aldrin. From there, the jumpgate in Aldrin 2 will be reactivated. The station you are heading for is the Orbital Supply Base. Once you’ve dropped your charge off there, you must head for the inactive Gate in the sector. You’ll need a decent light combat vessel.

The reason for this is that as soon as the Gate is activated, Xenon come swarming through. You’ve got help from some Terran capitals dealing with them, but said Terrans will be lobbing PSP fire around so watch yourself. A single PSP bolt can demolish a small Corvette.
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Once all the Xenon are dead, it’s time to push forward. You might want a capital ship for the next bit, but if you don’t have one you can rely on the Terrans to do the heavy hitting.

When you jump through the gate and into Terran Unknown Sector 1, there’s a hefty Xenon presence here that you need to wipe out. You won’t get a large number of respawning Xenon; everything you have to kill is already in front of you, but it does (almost) all have to be killed. It’s a big fight. Relish it. Or just kill one or two things and leave the rest to the Terrans.

When all the Xenon in TUS1 are no more, the Fleet’s mission switches to reconnaissance. You must scan 8 asteroids before continuing.

On completion of the prospecting mission there will be a Terran science ship to escort to an Unknown Object in TUS1. It’s a Katana; not a bad combat ship in itself, and the escort shouldn’t be too tricky. When you and it arrive at the destination, a Gate appears.
Chapter 2; Infestation.
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Your new mission is to repeat what you just did in the next Sector.

When you jump in, however, you find a massive planetoid. A scan will reveal high Nividium concentrations. Then Kha’ak appear. Lots of them. It’s time to leave.

Regroup at the Terran Tyr in TUS1 when you are ready to continue.
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The Terrans need to clear out that Kha’ak infested sector. They will retreat for a few minutes to consider how to do it. Unfortunately for those spoiling for a fight, they choose not to invade. Instead, they’re dispatching you on a recon mission of Paranid sector Perpetual Sin, which it is believed was once a Kha’ak sector, that somehow the Paranid cleaned out. You will hunt for how the Paranid did this.

When you arrive in sector you will find several debris items. The ones you are looking for are near the asteroid at 12.9, 5.1, -1.9. You’ll need to get very close (within 350m) to initiate a scan.
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It seems that the Paranid did indeed use a superweapon to obliterate everything in the Sector. Terran agents have got wind of a Paranid willing to sell information on the events in perpetual Sin. He’s on the Trading Station in Spaceweed Grove, and his price is a Paranid Nemesis corvette.

With the Nemesis docked and turned over, you get your info. The Terrans decide not to use the superweapon except as a last resort, as they are concerned about Kha’ak retaliation. You must wait for further orders.
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They come a little later. Several Terran agents have been detained in Paranid space, and the Paranid are refusing to negotiate for their release. The Terran command has ordered a rescue mission, and you are to proceed to the Unknown Sector west of Unholy Descent to carry it out.
This will not affect your Paranid rep.
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When you arrive, you must destroy all Paranid influence in the sector. It comprises satellites, drones and the odd fighter. You’ll have some help. Mosquito missiles are quite good at dealing with the drones.

When all Paranid forces in the sector are dead, a Yokohama jumps in and heads for the Paranid prisoner transport. When it gets there, it will board it with Marines and jump out. You are to follow it to Terran Unknown Sector 1.
Chapter 3; Lost Allies
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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.
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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.
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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.
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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.
Last edited by Spychotic on Fri, 7. Jan 11, 01:55, edited 3 times in total.
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Spychotic
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Post by Spychotic » Thu, 9. Dec 10, 22:27

Reserved.
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Post by Spychotic » Thu, 9. Dec 10, 22:27

Reserved again.
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n00biwan
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Post by n00biwan » Mon, 20. Dec 10, 12:11

A point of interest from my experience with this plot (I did it yesterday).

At the "Investigate TUS3" stage the Angel didn't spawn by the SPP as predicted. I flew around the sector for ages (before digging up this walkthrough to see wtf I was supposed to do), I even flew my m3 (Spitfyre) through the gap in the centre of the SPP for fun and still no spawn.

I was flying the reward griffon full of spits the majority of the time.

I read somewhere about some mission triggers not working dependant on the ship you are flying so I jumped in a panther, parked both next to the SPP and beamed over. And bingo, the angel spawned.

So being in the griffon or spit seemed to be the spanner in the works for me.

Game version is 3.0, vanilla.
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Post by ThommoHawk » Sat, 25. Dec 10, 04:07

v 3.0: the angel, it was not near the spp's for me. I went around scanning asteroids and putting up advanced satelites. The angel TP was located a fair way off, and before I got there, it had been approached by ATF ships and started for the gate by itself, with no interaction from me at all. I think the ship is already in a random part of the sector when you arrive, and maybe it does not spawn when you get near the spp's.
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Post by The Great Stonk » Fri, 7. Jan 11, 00:42

A Quick question - what are the prerequisites for this plot ? ive currently completed terran/goner/treasure hunt and the mission is currently unavailable in asteroid belt....


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Spychotic
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Post by Spychotic » Fri, 7. Jan 11, 01:48

Oh dear. I've forgotten to put them in. How embarrassing. :oops:

That shall be corrected shortly.

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Post by bonalste » Sun, 9. Jan 11, 11:21

Wondering if someone could help me. I've just completed this plot but cannot find the
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shipyard
. I've just scouted
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TUS1
out to 100km but still no luck. Do I need to wait some pre-determined length of time for this to appear, or is my game now fubar?

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Post by Starlight_Corporation » Sun, 9. Jan 11, 11:54

Here's a tip to locate your item
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The Shipyard can be 150 km off the ecliptic (usually it's closer). An easy way to locate the SY is to ask a terran pilot in the sector for directions to the enarest SY, they'll show it to you once you ask them on the map.

bonalste
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Post by bonalste » Sun, 9. Jan 11, 12:12

Oh wow, it was 42km above the ecliptic. Thanks for your help - absolutely ingenious solution :)

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Post by Kirlack » Tue, 11. Jan 11, 19:08

Sorry Spike if this is a stupid question, but just to clarify, is there no fanfare/video/announcement at the end of this plot? You just get a message from Lt. Griffiths and the gates connect? Or has my game glitched on me?

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Spychotic
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Post by Spychotic » Tue, 11. Jan 11, 23:59

I can't remember if there's a cutscene or not, but if the gate is connected then the Plot is complete either way.

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Ash Axiom
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Post by Ash Axiom » Tue, 22. Mar 11, 00:02

I'm having a real devil of a time trying to tow the MMBS. I'm making my attempt with a Split Elephant and standard tractor beam, but the MMBS simply won't come through the gate. I've never actually used the tractor beam before, so I'm not sure if there's a technique to it. Any tips?

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Post by Spychotic » Tue, 22. Mar 11, 00:58

I'd use a Centaur, it's smaller and easier. However, there is no trick. You fly through the Gate, the MMBS should follow a minute or two later.

Spike
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Struggling with a plotline? Spike's Walkthroughs are your answer!

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Post by Lapo » Tue, 22. Mar 11, 01:07

Ash Axiom wrote:I'm having a real devil of a time trying to tow the MMBS. I'm making my attempt with a Split Elephant and standard tractor beam, but the MMBS simply won't come through the gate. I've never actually used the tractor beam before, so I'm not sure if there's a technique to it. Any tips?
Use the autopilot to cross the gate and do not cancel it until the MMBS crosses and your ship reengages the tractor beam. That worked for me.

Ash Axiom
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Post by Ash Axiom » Tue, 22. Mar 11, 11:24

Thanks guys, I worked it out.

Word to the wise for my fellow tractor beam rookies, don't shoot your tractor beam at the reticle. The beam actually connects where you shoot, so if you hit the reticle in the middle of the MMBS it will drag the ship crosswise and it will be too long to pass through the gate. Grabbing the nose of the ship so it's dragged lengthwise does the trick.

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Mission One Problem

Post by Rendisboss » Thu, 14. Apr 11, 07:25

I wished I had found this guide before I started this plot. :) My problem is I jumped into a sector with a "butt load" of Khaak. managaged to kill them all but not before a few of my hornets manage to destroy a few of the asteroids before I could scan them. Now I'm stuck at needing to scan 4 asteroids and I had left the sector. 50+ Unfocused jumps, and hundreds of asteroids scanned and still no further progress. Any suggestions?

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Post by andrewas » Thu, 14. Apr 11, 11:16

Its broken, reload from a save before you blew up the asteroids.

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Post by Ripskar » Sun, 17. Apr 11, 16:04

Ok I ran into the object.name@L2M011.Aldrin2Gate bug, I have an autosave when I drop Griffith at the OSB and one when I picked him up from the Power Plant. My last proper save was a few hours ago.
What was the solution for this one?
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