[AP] Albion Prelude Plot Walkthrough

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[AP] Albion Prelude Plot Walkthrough

Post by Spychotic » Sun, 18. Dec 11, 00:49

Albion Prelude 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!

This plotline is only available on the Albion Prelude version of X3. If you have mods, it is possible that they may introduce problems with the plot. As 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.

This plot involves a considerable amount of wanton destruction of Terran race assets. Your Terran race rank will suffer whilst doing it to the point where the whole of Terran space will be off-limits to you and your assets. However, it does have a lower cap, the -4 rank of Terrorist, and a concerted effort to raise it back up after the end of the Plot is reasonably likely of success.

The plotline begins at Argon rank Accepted Advisor. You must fly to Argon Sector M148 to begin.

Chapter 1; Front Lines
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When you arrive in-sector, a Commander Derik welcomes you into the recruits as a sergeant due to your flight experience. This can only mean one thing; you're the poor lackey who's going to get the harder missions that the newbies can't perform. You must form up with the other rookies by flying to the nav point marked 'Position'. When you get within about 100m, Derrik opens with his rousing speech then sends the recruits off with no leadership or real mission; 'aid the war effort'. There are, apparently, agents on stations in the war zone that will offer missions.
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You must fly to the war zone (sectors are outlined in red) and try to find one of these missions and/or destroy Terran ships. Missions could be quite tricky to find, so keep hunting. At points, Derik will give you directions to proceed to and protect a sector; you will find concentrations of Terrans here to destroy. Once you have destroyed a number of Terran ships, you are called back to the Military Base in M148 for a special assignment.
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Apparently, some Jonferson's Space Dynamics Division technology has been seen on Terran ships, and someone in Argon High Command suspects fould play from Jonferco. The Argon have been tipped off about a meeting between Jonferco and an unknown party by an informant within Jonferco, and you have to investigate. You are given an Advanced Discoverer and ordered to intercept the meeting in the Albion system.
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The Albion system is north of Belt of Aguilar. Somewhere in the sector is a Jonferco command ship that you have to fly to. Next to it is a ship from the unknown party that they are meeting with.
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Namely, the Paranid. The Jonferco ship will begin to move when you approach within 9km, you must stay within 8km to eavesdrop on the communications. As the conversation about new 'Highways' progresses, you must move to 6km. Don't overdo it and get too close.
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Whilst you're listening, you may notice an odd tubular construction in the asteroid field. You don't get much time to study the scenery though, as before long you are detected as a potential eavesdropper. Time to leave. Get back to the Military Outpost in M148 and the mission is over.
You can go and do your own thing now. Leave the sector. You'll be called back in time, but you needn't worry about getting back immediately when called.

Chapter 2; Attack on Jonferco
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The plot resumes with Derik and your friendly Jonferco representative, Ambassador Neyl Colbern. Apparently, Jonferco's relationship with the Paranid is strictly legit, and Colburn is as concerned about the leakage of Jonferco tech to the Terrans as Derik is. Somehow, I'm not sure that I believe him.

Nevertheless, your next mission is to escort the first shipment of highway gates to the Paranid. The TL carrying them is in Interworlds. You are given a spanking new ship, a Centaur corvette, and are also told by Derik that you may be called back to the front line at any time; hint hint. Be warned.
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When you arrive in Interworlds, there is a Mammoth in the middle of the sector that you must fly to. When you arrive, it gets underway, but after only a few seconds a Terran force of Bombers and Corvettes with fighter escort will come streaming through the North gate. You peel off and deal with them, assisted by the other escort forces, then return to the Mammoth and watch for any Terran ships sneakily coming from the South gate. Eventually, a Terran Tokyo will jump in at the South gate; moving in towards it will render you with a warning not to approach, and to instead stand back and watch the capital-class ships deal with it. Once the shields go down, a Paranid task force arrives and finishes off. Mission accomplished, go and make yourself useful in the war zones. Save before you do.
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You won't be in the war zone for long before a call comes in for help defending from an attack on JSDD HQ in Belt of Aguilar. Head over there but don't worry about time.
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... Because there's no way for you to save the HQ. Once it has been destroyed, you face some Katanas with some serious firepower and three Orbital Lasers that will do a good job of shredding you too. The advice is to skirt round and join the fleet of defence ships, and attack the Terrans together.
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When the Terran forces are no more in Belt of Aguilar, you are called back to M148.
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At this point, Derik hands over to Colburn, who assigns you to protect a TP-class ship transporting a load in from Nathan's Voyage. Fly to Nathan's Voyage and you'll find a station highlighted; that's where the ship is docked. It will begin its journey when you approach the station. Just follow it back to M148 and brush off any Terran attacks that harass the freighter. Be warned that the freighter is pretty quick, so you will have trouble keeping up if you're still in that Centaur.
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You then have to go to Albion and protect some research stations from Pirate attacks. The Albion system is constructed in a similar manner to the Solar System; a series of Sectors linked by Trans-Orbital Accelerators, meaning that navigating within Albion is slower than normal due to the inability to use Jumpdrives (Note; I have heard that it is possible to buy and deploy Jump Beacons, but as yet I cannot confirm this). This isn't too tricky on the lower fight ranks; only a few fighters are knocking around, and are easy prey for a newbie in an M3. You must then dock at a research station in Albion Alpha.
Chapter 3; The Beryll

At this point, the heat is relatively off. You can do the next few missions at leisure, and build up your own business empire in the meantime.
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You must do a number of things for the Beryll researchers;
- Deploy 3 Lasertowers around the facility
- Deliver 200 Computer Components
- Deliver 50 Microchips
- Deliver 10 IREs

You are then given a hint as to what is going on in the facility...
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AGI research, for more effective autonomous drones. Which explains a huge amount about why the Terrans want rid of it so much, and why Jonferco are so worried about Terran strikes against them.
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To assist the Beryll further, you must deliver a Xenon L.
...
...
...
...They make it sound so easy, don't they?

To do this, you need to be an expert in capping. Previously, one of the best capping methods was to strip the shields of the intended target in one continuous volley, then short, sharp burst fire until the target bails. It usually won't, in which case you must find another or reload from before the save. But much patience is required, as Xenon ships are the hardest of all to cap.

Choices of location include Xenon space itself, or some of the sectors bordering Xenon space that are prone to Xenon fighter incursions. Sectors bordering Xenon sectors 347, 472 and 598 are the best for this. You would be wise taking a TM-class ship with you, to quickly recover and escape with your prize once you have it. You turn it over by docking it at the Beryll Research Station and selecting it on the message that duly flags up, as per any obtain ship mission. Because of the nature of the research going on, they are easily able to spare you some otherwise rare technology in return, three #deca.cefa fighters.

If you are late in the game, perhaps the most hassle-free method of capping an L is to build a gunboat, typically an M7 with lots of flak guns, and go on a pleasure-cruise around the the aforementioned Xenon sectors. Flak guns are good at promoting bails.

Either way, if you didn't already have an L, you're in for a rough ride trying to get one.
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After that's finally done, you have to go patrol the highway network. Pirates have been taking advantage of Jonferco's decimation at the hands of the Terrans and have been stealing the signalling cables, as it were. You must fly to the designated location in Albion Beta and destroy any Pirates you find. There is likely to only be fighters. Following that, you are congratulated on a job well done, as Plutarch Mining Corporation, in alliance with Jonferco exploiting the Albion mineral resources, have arrived to defend the system against future aggressors. You can return to base in M148.
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There's another lull now until you've assisted the war effort in the conflicted Sectors. I believe that the plot won't continue until you've destroyed a certain number/value of Terran ships in warzone sectors. Eventually, you'll be called back to M148.
Chapter 4; Uncovered

You can take another break before returning to the Military Outpost.
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When you land, you are briefed that an informant has contacted the Argon military claiming to know something about the Jonferco tech leak to the Terrans. You are to go and meet them in a neutral location; the GOner sector of Harmony of Perpetuity.
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When you arrive, you must protect an Argon Cerberus sat next to the gate. On its way over is a Plutarch Albion Pride corvette coming in from the North. On board is a Teladi executive of the Plutarch Mining Corporation, who knows who is leaking information to the Terrans.
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And it is none other than the Plutarch CEO himself, who is working to get his mitts on the Jonferco highway technology. He's engineered the Terran attacks that demolished Jonferco to take out their system defenses, then placed his own mercenaries in charge of the defence of crucial Jonferco assets. You must get back to the Albion system.
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When you get to Albion Beta, you are confronted with a small force of Pirates, headed by a Carrack. This force is no match for the local defenders, who will choose to follow Argon orders instead of Plutarch. Do your thing; if you're in a smaller ship, then stay away from capitals and pick off straggling fighters, as capital ship flak cannons are lethal.
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Once the Pirates are dead, you've finished the mission, and the plot, and you're rewarded with an Aamon Prototype. This Argon/Terran hybrid M3 is probably the single most powerful ship of its class ever created. Nothing now will happen, except annoying updates from Derik regarding how the war is going, and requesting your help.

Happily, these can be turned off in the Gameplay options menu.
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So, time to rattle off your plot rewards; an Advanced Discoverer, a Centaur, three #deca.cefas and the big one; the Aamon Prototype. Not a bad haul for such a short plot.
Spike
Last edited by Spychotic on Tue, 10. Dec 13, 20:54, edited 20 times in total.

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Spychotic
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Post by Spychotic » Sun, 18. Dec 11, 00:50

Reserved.
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Post by Spychotic » Sun, 18. Dec 11, 00:51

And again.
Check out the X3 Wiki!

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

Whether you're building your first factory or a trading empire, this station management guide was made just for you.

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Re: [AP] Albion Prelude Plot Walkthrough *placeholder - not yet begun*

Post by saco3 » Sun, 18. Dec 11, 04:58

Spychotic wrote:Placeholder for Spike's Walkthrough for the AP plotline.

I'm going to write this walkthrough as I play through AP. When I start it, I'll add it to my list of walkthroughs at this address.

I didn't download the game until early yesterday, and havn't been playing through it too quickly. Furthermore, I'm building up my business portfolio before I go plot hunting. As such, I apologise for the tardiness of this plot walkthrough; it's coming, and should be started within a week or so.

For those interested, I've started Humble Merchant (what else would I begin with?), installed a CLS in my Disco, done a couple of taxi missions to get a Trading System Extension, then MORTed my Mercury whilst I went round doing missions to earn money and build up my rep. I've just purchased an Iguana and am now doing taxi missions for a quarter of a million a time. Good little earner on my way to my first factory complex, which will, as usual, be in Argon Prime. So I hope that that sector won't get blown to bits...

For my own notice, the plotline begins at Argon rank Accepted Advisor.

Spike
As far as I know CLS is not available for AP, how did you get it? plz answer.

Thanks and looking forward to your walkthrough.:)

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Post by Xander Cade » Sun, 18. Dec 11, 05:02

If you're doing a walkthrough I would suggest playing the game-start the plot is designed for... if for no other reason than that the plot rewards are completely useless, and the missions absolutely trivial, if you already have a mega-plex churning out billions of credits and supplying your fleet of M2s.
"What he doesn't understand is that the Welsh are a subject people, put on Earth to do menial tasks for the English." - John Cleese

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Re: [AP] Albion Prelude Plot Walkthrough *placeholder - not yet begun*

Post by Vim Razz » Sun, 18. Dec 11, 07:10

saco3 wrote: As far as I know CLS is not available for AP, how did you get it? plz answer.
He probably means Cargo Life Support -- I sometimes get confused by those identical acronyms too. :P

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Re: [AP] Albion Prelude Plot Walkthrough *placeholder - not yet begun*

Post by Nividium » Sun, 18. Dec 11, 07:43

Spychotic wrote:... I've just purchased an Iguana and am now doing taxi missions for a quarter of a million a time...
I find that to be a serious game design flaw and is nothing more than cheating. How unrealistic and stupid can it be.

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Post by Spychotic » Sun, 18. Dec 11, 12:21

Xander Cade wrote:If you're doing a walkthrough I would suggest playing the game-start the plot is designed for... if for no other reason than that the plot rewards are completely useless, and the missions absolutely trivial, if you already have a mega-plex churning out billions of credits and supplying your fleet of M2s.
This has been considered, and rejected on the basis that I'd like to try multiple angles of attack on the plot rather than being relatively hemmed in on what I can do (quickly) based on the limited resources one has without the support of a business empire.

I do intend to run through the plot using only plot ships etc where I can; but I'll be prepared to quickly bring in something heavier if need be. Forward planning is my way of doing things!
saco3 wrote:As far as I know CLS is not available for AP, how did you get it? plz answer
I'm a long-standing X-player. CLS has been the acronym for Cargo Lifesupport System since long before the trading software was designed.
Nividium wrote:
Spychotic wrote:... I've just purchased an Iguana and am now doing taxi missions for a quarter of a million a time...
I find that to be a serious game design flaw and is nothing more than cheating. How unrealistic and stupid can it be.
Not very. You ever seen first class in a modern airliner? And you ever looked at the prices for them? If you have the dough, then numbers like that can be loose change. A quarter of a million is 15 seconds' income on my TC game; very much loose change.

Spike
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Two things worth note

Post by MarcusX3 » Sun, 18. Dec 11, 14:03

1.) yes transport with a CLS is viable and profitable if your ship is fast and you take those gota be there now guys. A Slow transport will not cut it, id also advise you to stay out of the red sectors contested by terran and argon, got my first mercury blow to bits. outch!

2.) you can be a missle hunter... i mean wait out of range by a large battle, and swoop in to pick up some nice missles... some net you 32k each... not bad way to start if your brave... i got a few mill in about 45 min

:D it is painfull slow if you dont cheat. and yes the cheat does work. id advise against it. enjoy the game, and holly hanna nice effects peeps
'Endless money forms the sinews of war' cicero

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Post by Spychotic » Thu, 22. Dec 11, 14:41

Right. I'm struggling with working out some of the nuances regarding what to do in the plot.

Much of this isn't helped by the fact that my game is painfully jerky, due to the fact that I have assets. This makes combat very, very challenging.

I've managed to work out the first mission, but there is a remaining question;

At what point does the first stage of the plot (where you 'aid the war effort') end? What is the actual trigger?

I'd appreciate the input of anyone who can tell me the answer.

Spike
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Post by Jumee » Thu, 22. Dec 11, 14:54

Spychotic wrote:Right. I'm struggling with working out some of the nuances regarding what to do in the plot.

Much of this isn't helped by the fact that my game is painfully jerky, due to the fact that I have assets. This makes combat very, very challenging.

I've managed to work out the first mission, but there is a remaining question;

At what point does the first stage of the plot (where you 'aid the war effort') end? What is the actual trigger?

I'd appreciate the input of anyone who can tell me the answer.

Spike
I'm not hundred percent sure here, but what I did was to go to the sector with the weakest terran presence (wanted to keep relationship with them on at least neutral level) and destroyed every single terran/ATF ship after that I got commed by Derek. And I kept using the same method each time I would get "aid the war effort" mission. Elysium of Light is probably the best sector for that cause it rarely had anything more serious then several M3-M5's in it also Omicron Lyrea. BUT as I said I'm not sure if thats what triggered the plot to continue (but it is the only thing I did)

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Post by Playbahnosh » Fri, 23. Dec 11, 16:24

Quick question:

Are there any more missions after
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you get the Amon Prototype?
Because nothing more seems to happen, the missions panel is empty, no active missions anymore. Could be the plot is this short or it's a bug?
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Post by Spychotic » Fri, 23. Dec 11, 16:53

I suspect that it is indeed that short. I havn't tried it to see if it's longer yet.

Spike
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Post by Playbahnosh » Fri, 23. Dec 11, 17:32

Ehh. Well, they said they're going to add a PHQ plot or something, but I don't know it will be enough to keep me from going back to TC. I do want my HUB, UFJD and my personal sector back too. These things don't even exist in AB for some inexplicable reason. AB would've worked fine as an add-on that kicks in after all the existing plots are finished in TC, and alternatively there could've been an AB start for those who just wanna see the AB content. That way we could've kept our hard-earned stuff and still enjoy this short mission pack and few extra stuff. Why axe savegame compatibility? It makes no sense.
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Post by Vyrebird » Sat, 24. Dec 11, 15:10

After that's done, you have to go patrol the highway network. Pirates have been taking advantage of Jonferco's decimation at the hands of the Terrans and have been stealing the signalling cables, as it were. You must fly to the designated location in Albion Beta and destroy any Pirates you find. There is likely to only be fighters. Following that, you are congratulated on a job well done, as Plutarch Mining Corporation, in alliance with Jonferco exploiting the Albion mineral resources, have arrived to defend the system against future aggressors. You can return to base in M148.
You don't actually have to kill the pirates. For my run, they started off as five blue "(racename) (ship)" M3s (one for each race - convenient), and only became "Pirate (ship)" when I got nearby. My pirates faction is relatively good, so they stayed blue and didn't move at all. After waiting for a couple minutes, a Plutarch ship (Centaur or Cerberus, I forget) arrived, comm;ed me ("What do you think you're doing?!"-esque), and the mission proceeded as you listed.

----
Much of this isn't helped by the fact that my game is painfully jerky, due to the fact that I have assets. This makes combat very, very challenging.
There's been mention of a bug that makes certain mission types slowly aggregate lag into a savegame, with the primary offender being Taxi missions. Given that that was your primary income, I suspect that bug is more the issue than your raw asset quantites (assuming its more than you'd expect from TC). Comments about aiming for a patch sometime in January, so there is hope.

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Post by Legionos » Tue, 27. Dec 11, 04:53

Playbahnosh wrote:Ehh. Well, they said they're going to add a PHQ plot or something, but I don't know it will be enough to keep me from going back to TC. I do want my HUB, UFJD and my personal sector back too. These things don't even exist in AB for some inexplicable reason. AB would've worked fine as an add-on that kicks in after all the existing plots are finished in TC, and alternatively there could've been an AB start for those who just wanna see the AB content. That way we could've kept our hard-earned stuff and still enjoy this short mission pack and few extra stuff. Why axe savegame compatibility? It makes no sense.
Probably because the significant ai changes in AP prevent TC compatibility?

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Post by SLeeZeCoRe » Wed, 28. Dec 11, 23:52

Spychotic wrote:I suspect that it is indeed that short. I havn't tried it to see if it's longer yet.

Spike
WTF! Really, I've posted about a possible bug because my game has stalled here and I've just killing hundred and hundreds of ships in an endless circle of that shrek looking dude telling me to go all over the place.

If so thats pretty weak, I did the entire plot in a few hours :? So AP = TC with a fan mod, a really tiny one :roll:

There's gotta be more to it than that!

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Re: [AP] Albion Prelude Plot Walkthrough *now in progress*

Post by SavageDK » Thu, 29. Dec 11, 21:58

aasdf

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Post by Cretain » Tue, 3. Jan 12, 12:37

Wow, and i though my game was bugged or something, because the war does not seem to go anywhere now. I always get updates, which disrupt SETA (very annoying), but no matter what I do, it does not seem to have any real effect on the war. And Im still too small to blow up all those terran capital ships ;)

Is there a way to stop the war? like destroying all terrans or something? Or just a way to stop that dude contacting me?

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Post by Spychotic » Sat, 7. Jan 12, 02:39

Don't think so. It seems that the plot has ended following the rewarding of the Aamon.

I've updated the walkthrough to its first complete draft. I won't be able to do much work in it now until a fix comes out for the savegame slowdowns.

Spike
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