[Walkthrough/Guide] A Slice of X ---- Terran, Fury, Hub, Goner, HQ, Aldrin Complete.
Posted: Tue, 9. Dec 08, 02:06
Now complete : Walk through of Terran and Final Fury Plots, Complex building, Hub. HQ plot. Aldrin Plot.
Big thanks to Creston for his pre-1.3 Walkthrough for the Terran Plot, most of the bugs he outlines are now fixed. http://forum.egosoft.com/viewtopic.php?t=222390
HTML version with Quicklinks : http://apricotmappingservice.com/sliceofx.html
Btw, I make no apology for blatantly mixing vanilla game with scripts and sometimes outright cheats. According to Egosoft stats, more than half the people who have submitted game stats have modified games, meaning they are using 3rd party mods and scripts. As such, I feel thats a validation of the work that everyone in the scripts and modding forum does to make the game more FUN for the player. Its up to you if you do or do not modify the game, and since I do, I'm writing this as I play it, warts and all. I use my own mod, many of my own scripts, and quite a few other scripts. Especially where a script will improve (imo) the playability of the game, I talk about it. Just ignore anything you do not want to know about.
A Slice of X.
Incoming Transmission.
John, Its Bob.
Bob, what have you got for me !
The fleet has arrived here in Omicron Lyrae. We disassembled the HQ and its sitting in the TL waiting for you to decide where to rebuild it. I'm not sure where that is, the universe is so much more dangerous these days.
I'll find somewhere, dont worry.
Good news : The new MT class mini carrier is ready, as are the new sheilds and gun designs. There is some gun issues with the M2 at this stage, some of the turrent wont change guns and don’t seem to be firing, but hell, if you need the extras, you’re a worse pilot than I thought you were ! Get yourself out of that flying piece of tissue paper and into something with some decent shielding. A mule at least.
Ok, I will.
We have reports of derelict ships around the place, I’m uploading the co-ords to your computer. The new jump software is ready to go, so you can jump straight to them. Take the new Mini-carrier and give it a test drive ! We’ll be waiting for you here when you get back.
Thanks Bob, see ya soon.
Transmission closed.
Bob Derr, our dependable Maintenance Chief. Doesnt seem to think much of my flying ability ! Good man though.
Welcome to the X Universe and the Terran Conflict.
I’m John (Apricot) Slice. I’ll be talking you through this game, and this will be a combination of narrative, tutorial and general ramble. It will jump about a bit from mode to mode, so don’t get lost.
I own the Apricot Mapping Service, my in game entity. If you are using the Apricot Mapping Service Mod (http://forum.egosoft.com/viewtopic.php?t=226520), welcome to my universe ! If not, welcome anyway, I will be referring to the mod a bit though, so please don’t get confused when I do. Also, I make no apology for referring to 3rd party scripts, including some considered cheats. I use what I use, and its up to you to make your own judgement and decisions.
For how the Apricot Mapping Service came into being, see this archive material. http://forum2.egosoft.com/viewtopic.php?p=1407216. From this beginning, the AMS came about, and even though at the beginning of X3TC, we don’t appear to be earning our name, it does describe our philosophy of playing. Friend to all but those who shoot at us, and explore to the max !
If you chose the AMS Mod, then fly up close to the MiniCar and transfer accross. Now your in a ship with some sheilding that can keep you alive.
Personally, I don’t know why people settle for tissue paper shields, but hey, if you’re the risk your life type, all power to you ! The ships you start in for all the starts are specifically chozen to give you a challenge to stay alive early in the game. Thats fine if your new to X, but most of us have been here a long time, and I prefer to start where I left off, and thats usually flying an M7 or a Carrier.
Up to you. The big thing about the AMS Mod is that its designed to give you maximum choice. You make up your mind about what suits your gameplay. Want to be “balanced” (I’ve ranted about that in the past), or want to compensate for a slow computer, poor fluing skills or being a lousy shot ? You choose what shields you want, what gun suits you best, how fast you make your ships. The ones you start with in the Mod are all fully upgraded, but its easy to downgrade them. Speed and rudder can be removed using Cycrows ‘cheat’ scripts, by entering a negative value if you really want to.
The Mod starts with you having top rank with all races except the Terrans, whom we havent dealt with yet, and all bad guys. If you started without the mod, or as anything other than Argon Patriot, your ranks are varied according to the character you chose. Be real careful in that case where you go, or some of the races will be shooting at you for no apparent reason. Pirates, Xenon and Khaak are going to be doing that anyway.
Anyway, lets get this story moving.
Derelict Ships. All X games seem to start with some, so lets go pick them up. The good thing about having a carrier with jump capability is we can go get them, pick the up and not have to worry about baby sitting them to the nearest shipyard, since we just jump straight there. If your not playing the mod, then thats what you will have to do.
There are 19 derelict ships in TC. If your using the mod, or installed the Jump to Derelict script, then use the nav command to jump to a random derelict ship. A word of caution though, it was designed by a software engineer who’s never left his keyboard. Hence its not exactly tied yet in the real world. Use at own risk.
Here is the list of ships, in the order I found them. Sector, ship type, co-ordinates x,y,z. (Remember to find ‘y’, you need to hit the insert key on the nav map)
Unknown Sector next to Xenon 534, Falcon Sentinal, -20km, 3km, 2km. (Wont specify the kms again.)
Hilas Joy, Advanced Barracuda, -33,1.5,36
Treasure Chest, Buster Sentinel, -32,-5.4,-33.5
Savage Spur, Enhanced Pericles, 44.7,9.12,-28
Oracoke’s Storm, Advanced Eclipse, 30.1,-1.5,-8
Gaian Star, Elite, 66,0,-10
Vestibule of Creation, Eclipse, -7,-13.5,37.5
Veil of Delusion, Blastclaw Prototype, 47.6,3.5,-41.5
Menelaus’ Oasis, Skate Prototype, 38.5,1,32.5
Xenon 101, Scorpion Raider, 20.1, 0, 61.6
The Vault, Harrier Sentinel, -18, 0.375, -51.6
Unknown Sector by Unholy Decent, Pericles Vanguard, 13.7, 17.3, -27
Thr’s Deprivation, Buzzard Houler, -4.2, -0.058, 62.7
Family Whi, Iguana Vanguard, 38, 0, 35.5
Depths of Silence, Mako Raider, 2.34, 0.729, 40.3
LooManckStrat’s Legacy, Mamba, -12, 1.16, -19.3
Akeela’s Beacon, Buster Sentinel, 100, -10, 77.2
Duke/s Citidel, Advanced Perseus, 42.2, -0.250, 31
Menalaus’ Frontier, Toucan Hauler, 43, -7, 35
Some of these ships are quite valuable, since all are in top condition and more or less outfitted.
Some will make useful fleet ships for alter in the game, some good wingmen, some good cannon fodder. Its up to you to decide if you keep them all, some or none.
A note about carriers, none of them dock a TS or TP ship. To do this, get the script Beamdock, which with a Transporter device in the carrier, allows you to beam ships on and off of almost any size (using cargo compression technology, which also means, don’t be in the ship being beamed or you end up very small and stuck in the ship for ever !). The mod comes with this command. Very useful for getting a claimed ship off the battlefield in a hurry, if you have your carrier in scanner range but away from the fighting.
A note about claiming. Any derelict ship (one with no speed, and no pilot), can be claimed. The X philosophy is to exist your ship, fly up next to the derelict, claim it, fly back to yours, then give it instructions. Get the order right, giving it instructions before your back in your ship can get you run down ! But stuff that ! Who in their right mind goes spacewalking ? Not moi ! Claim software is the answer. In the mod of course, installable by script if you don’t have the mod. Available to buy in all good Pirate bases. Technically illegal, but not detectable by cops. There is a in-game version, but its detectable, short ranged, and needs another gizmo to make it non-detectable. Essential which ever you choose. Not cheap, but hey, in the mod, you get them standard.
To claim with the software, map it to a hotkey in the game options section, either on the joystick buttons or keyboard. Target and press. Easy. If your using the mod, beam it direct to the docking space in the carrier your flying, and on to the next. If not, then escort it to the nearest shipyard.
Note about shipyards, they only dock a few ships, and if yours is sitting there too long, it will get booted off and then becomes vulnerable to anyone stupid enough to run it down. So if your going to keep it, you need to find somewhere to stash it.
Also, if your not playing the mod and/or going to stick to using Apricot ships, decide which of these will make the best personal ship, and go for that first. Safety in speed, shields and firepower. Remember and choose wisely.
Moving right along. 19 ships, all loaded on my MiniCar, with the original Elite I started the game in. Jump back to Omicron Lyrae, it has a shipyard.
SAVE. I cant emphasise this enough. Save often. Always save the money ! Every time you claim something, save. Every time you complete something, save. The universe is a dangerous place, and it only takes an asteroid appearing directly in front of you, or some homocidal blind trader to hit you when you least expect it, not to mention bad guys shooting at you, that if you don’t save, your likely to find its game over unexpectedly, and when you restart, things don’t go the same and you don’t get the claim or whatever. Take a mission, save, do it, save again. Give yourself somewhere to go back to if you get killed or just screw up. And always, always, always, save the money !
Where were we, oh yet, beam off the 2 freighters, and send them to the shipyard. Access landed ships, choose one, and broadcast to all of them to dock at the shipyard. Once they are all off, jump out somewhere. Then from a safe place in another sector, watch the shipyard and as they dock, sell them. (Remember to keep anything you do want to keep).
Something else before you do that,(oops), is keep 3 25mj shields for later use in missions. Sometimes its useful to keep a spare ship in the bays, so that you can transfer your jumpdrive and fittings to a claimed ship so it can jump out, and then you have a spare set on the spare ship you can transfer back onto yours so you can jump out too. So think about those things before you sell everything.
Also, oops again, if you sell the ships, yout about half price on the fittings, but if you strip the fittings out, and sell them yourself where ever you can, you can get more for the whole deal. Just more mucking about.
Anyway, selling the 19 ships and your starting ship, is good for about 50 million credits. Which is well worth the effort of collecting, as this can start you off in most areas of the game that require some cash to start. Especially small complexes of stations, or Sector Traders or a decent personal ship like an M6 or M7, and decent wingmen. Up to you.
The thing about jumping out is that “out of sector” or “oos”, there is no collision checking, so “the money” gets to the “bank” more safely when your not there. Always protect the money by not being there when its moving !
The auto-pilot is a lot better since its auto-pillok days (thats a separate and very funny story), but the AP does still slam ships into stations, it does still collide with gates and especially still crashes you into other ships occasionally. So when dealing with “the money”, safety first, be oos.
After you get the money, save again.
Now jump back in and change ships if your using the mod.
For now, I chose the Mule. This is a modified Discoverer. Lots of the new 200mj shields, and carries 4 guns of your choice. Not that fast, but for this next work, I did supertune it to about 800kph (used supertune option, then removed some of the speed as 1300 was too fast).
I decided to do the main plot immediately. After all, I have a kick arse and take names set of ships already. If you not using the Apricot ships, you need to decide whats safe and whats not for you. The first few missions of the plot are not too taxing, but then things get hairy, so I really recommend you ignore any of the plots (there are 5 main ones) until you have a decent ship and know how to fight it. At the very least, a fully kitted M3/M3+, but more realistically, an M6. In a furball, the extra turrents can save you from missiles and take out some of the pesky M5's.
If you start as the Terran, then your ahead of the rest, so ignore the next bit. Everyone else starts as an X densizon, and the plot for us begins in Omicron Lyrae.
When you enter Omicron Lyrae for the first time, you get contacted with a mission to escort some Terrans. Accept this. If you have already been offered it and ignored it, it will come back, so hang around until it does. Obviously for those playing non-Argon characters, to get the plot, you need to be friendly with the Argon. No point in rocking up and getting shot before the mission is offered. So you may need to work on your rep first. In fact, its not a good idea to start any of the plots if you do not have a good rep with all the races. Terran doesnt matter so much, as you pick up rep as you do their missions. But you do need to jump around X space a bit and its not helpful if your fighting sector defenses while trying to do a mission.
If necessary, use the cheat to increase your ranks. The mod automatically gives you this with the Argon Patriot start. Once you finish the plots, you can always put the ranks back down again if you want. (Rolls eyes).
So, mission is pretty easy. You need to talk to someone in the EQ dock to get it going, fly to an eclipse your told about, a Terran Scabbard shows up, follow it to the Terran Orbital Defence Station in Heretics End. You get pirates to deal with in Circle of Labour, usually M5's.
Note about mission enemies. X has a history of what you take with you defining what you get. So the higher your combat rank, and the bigger your ship or fleet with you, the more baddies you get to fight. In the final mission of X2, the temptation was to take in a carrier with as many M3's as you had, but all this did was increase the numbers of enemy ships and their respawn rate making the mission impossible to complete. All you needed was an M3, or as some did it, an M6 with an M5 for the tricky bit. I’ve seen some talk in the threads about how impossible some missions are, and as yet, am not sure if this is a case in point of going in with too much, or if they are just impossible. Time will tell, keep reading.
Having said all that, taking an M5 into most missions is suicide. Don’t even think about it. 75mj of shielding is barely adequate imo. M5 wingmen are just cannon fodder.
While I think of it, the Nav map has an extra ‘section’ to it in TC. At the top of the list, is your ships and stations. Underneath, is a little section for mission ships and stations. So if your following a particular ship, or looking for it, it appears in this little section directly under your ships. Same for mission stations you need to dock at or talk to someone at. Remember that for later.
When you get to Heretics End, you get some Xenon. Take them out then watch the scabbard dock, dock yourself and talk to Erin Lovis about a job with the Terrans. You can try just comming the station without docking, I didnt think to try that.
Offical mission 1.
If you started as X denizen, you need to get yourself now to Uranus to meet up with Samual Plinter, for a patrol he will lead.
Follow the yellow brick road, so to speak. In the pilot section, missions area, you can click on the mission and activate the guidance for it, if it isnt already. This highlights where to go by giving you a gold set of arrows to follow, and gold tints to specific mission objects such as jump gates to go through, mission stations and mission ships.
So follow the arrow north into the Asteroid Belt, north again into Jupiter, then west into Saturn and west again into Uranus.
If you started as Terran, then your already here and we have just caught up to you.
Find Plinter’s ship, talk to him, (target his ship and comm, reasonably closely or it wont connect), then follow him until something happens.
An emergency call comes in. Some Xenon will turn up. Kill them.
Now, find the Xenon jump beacon, fly really close to it and your ship will scan it automatically. Once complete, kill the beacon. Mind out though, once its identified, everyone will be shooting at it.
Mop up any remaining xenons.
A message then comes in saying several message drones got away, and you get detailed to intercept.
Fly to Oort Cloud (go west young man), and then wait for the message drone to turn up. A cutscene will happen when it does, so you cant miss it.
Follow the message drone to its destination. Its pretty fast, in the 300kph range, so if you chose a slower ship, you will get left behind, just keep after it, even if it gets out of scanner range. Note, triplex scanners are best, if you havent got one, your putting shackles on and making life very difficult for yourself.
You will come accross a Nova and a jump beacon. Watch the Nova blow up the beacon. Then head east back into Pluto where you join up with Plinter again.
Next is 3 patrols of sectors, Pluto, Neptune and Uranus. Kill any Xenon that turn up, wait for the orders to move sectors before you do.
Once you get ordered to, dock with the Saturn Research Station and its mission complete.
Mission 2.
You get ordered to dock at the Orbital Patrol Base in Asteroid Belt. Its on your nav map, so jump if you have it. Talk to General Mishsiajamama. Fly to Mars (follow the arrows) and dock at the shipyard. Here you take possesion of an M5. Doesnt matter if you sell it or keep it. I told it to go dock with my Carrier.
Back to Asteroid Belt, and then orders to talk to Mark Jackson in Heretics end. Jump, don’t walk. (Hey, walk if you want to, but why daudle when its doing things that pays the bills !)
Talk to Jackson. (By now you should be getting the hang of this. The yellow highlights the ship or station, just com and look for 2 blue dots next to the mission persons name, and chat to that person.)
Chat, wait a bit, more chat. Finally you get ordered to Scale Plate Green where Xenon are attacking a convoy. Follow the arrows. A fast ship makes this less tedious.
Now, Jackson needs a course in how to effectively communicate orders.The order is to identify and follow the non-Xenon ship working with the Xenon to its base, and scan it. Unfortunately if your not listening very carefully, you miss the station bit and assume he meant scan the ship. To scan the ship, you have to get very close, and that makes the pilot jittery and he will jump away. So don’t. You need to scan the station, which means following the ship a good way behind so as not to frighten him, where ever he goes. If you screw up, the mission restarts after a wait, in another sector. Ignore the Xenon, just find and follow the Nova.
Eventually, you follow the Nova into the Unknown Sector next to PTNI HQ. Make sure its not in range of your turrents if you have any at anytime, you do not want to fire on him. Let him dock at the station before you approach it. When you get close, it will go red on you, and may or may not attack you.
Fly up to the station so close you can peel off the paint (500 meters) and your ship will automatically scan the station. When complete, the station launched an Elite after me. If your slower, kill the pirate, otherwise ignore it. Your choice anyway.
Jump back to Heretics End, and talk to Jackson again. Mission end.
Mission 3.
Find the Sabre in Heretics End and talk to the pilot. You are given 3 M5's as wingmen and suggested to form them into a wing. It sounds like a choice, but the mission wont start until you do. Target each ship and give it the instruction to join a wing, and select the same wing designation each time.
Having done that, one has to wonder why you need wingmen and if my current ship is adequate for what lies ahead.
I was still flying my Mule. And against N’s and M’s, that was fine. But it doesnt have the firepower for anything much bigger, not enough guns, only having 4.
So, I jumped in my Carrier, beamed out my M7 and changed ships, docking the Mule with my Carrier.
I also docked the 3 M5's. In any sort of serious furball, 3 M5's as wingmen are just cannon fodder, so why waste them ? Your choice.
Patrol Circle of Labour. Kill Xenon, both waves. Ditto Omicron Lyrae.
Then fly to Treasure Chest, where you get something different. Theres a flight of reds in there called ‘Decafs’. Easy to kill, so do that.
After, return to Heretics End and talk to Jackson again.
Mission 4.
Plinter has an escort for you, so find him and talk to him. Theres a Scabbard going to Venus and you have the duty. Follow it to Asteroid Belt and then Mars.
In Mars, you get a report of a Xenon ship. The next choice is yours, if you complete the escort, or go get the Xenon. If you continue the escort, the Xenon will be there when you get back, and you do need to join that fight. However, by the time you get back, the situation may not be advantageous for you in terms of what the Terrans still have around to fight with. If you go in straight off, you have the benefit of their help at maximum strength.
As it happens, the scabbard gets home ok without you, so I went off and took on the Xenon.
There is a jump beacon here somewhere, if you find it, kill it. I never found it so I assume someone else did.
Shock number 1. They have a J. Now I know why I changed ships. I rig for 8 PPC’s, and target the J. Now the Apricot PPC’s are slightly less powerful than normal ones, but fire faster. The PPC also lets you overpower the ‘bullet’ by holding down the trigger while it builds, giving the shot a lot my hitting power. Scalp up 1 J !
If you don’t have the firepower to take on a J, keep well out of its way. Its guns have a 6km odd range, and if your in an M3 or M4, 1 shot can kill you. So engage the fighters, and stay clear of the J. Eventually, a Terran M2 will turn up and make kitty litter out of the J. Enjoy the show.
Once all Xenon are accounted for, head to Venus, and catch up with the scabbard. It may already have docked with the Orbital Defense Station, if not, wait for it to do so. Then talk to Benthami on the station. End mission.
Lunch Time !
At this point, you don’t have a new mission yet.
Final Fury Mission 1.
Head back to Omicron Lyrae. There you will find a ship called “Exterminator”.
At this point, a high race ranking with nearly everyone is essential, and the mission your about to do, makes the next set of Terran missions easier. So think about ranks for a sec, and either do some serious rank building work, or consult with Cycrows hidden menu.
Comm the Exterminator, and you get offered a place in the Final Fury Mission.
Follow him to Black Hole Sun.
On arrival, a big attack by Xenon commences, including quite a few P’s. The mission now pays C300k+ you will notice, so this is an earner mission. A huge step up from the Terran missions where they paid in peanuts and M5's (bigger peanuts).
Clear out the Xenon ! The more you kill, the bigger mission bonus you get. The P’s pay 130k each, so taking all of them out yourself will push the payout on this mission over the million mark. You need firepower and balls.
When all the Xenon are litter, follow Exterminator again, south to Nathans Voyage, west into the Unknown Sector, and south into Argon Sector M148.
Dock at the Military Base (not the Outpost which will be showing red).
End of mission, payday bigtime if you got the job done.
Final Fury Mission 2.
Take an advanced satelite into Khaak Sector 931, and drop in the center of the sector. Then go scan the station. Easy right ? Ummmm.
To get there, shift-J to get the jump map, then hit K to get the map to find the Khaak sector for you, which should be highlighted in yellow. Accept that and you jump in.
Don’t Panic. The sector is heavily red.
Punch f for freight bay, select the advanced satelite, and eject it, as fast as you can.
Now hit maximum speed and go to the station. Try very hard to get there before anything can catch up with you. If your in a slow ship, rethink your ship ! Speed helps here. Shielding is good but if you can do this fast enough, you don’t need it.
At the station, you get a warning to slow down so the scanner will work, do so, keep moving, keep close to the station, but don’t make yourself a target.
When the scan is complete, jump out as fast as you can. Anywhere that comes to hand fastest.
With luck, speed and a steady hand, you should get out unscathed.
Jump back to Argon M148, where you get a message asking you to go to another Khaak sector to retrieve a flight recorder.
Jump there, and the recorder is shown as a container on the nav map.
If you are not playing the Apricot Mod, use the ship command to collect a specific container and then select it, then wait while you ship goes through the motions of collecting it. Speed here is a pain, as the faster the ship can go, the more useless this command becomes. However, the old manual way of picking things up seems to have been tossed out the cargo bay, so the command will have to do. For some anyway.
If you are playing the mod or have the Cbeam script installed, press the cbeam slurp button, and the 3 containers showing will all be beamed aboard.
Then get the hell out before the red becomes nasty.
Jump back to Argon M148, and its mission over.
Now at this point, there is a program bug. The Split commander starts talking before the computer voice is finished, so you don’t get to hear the Split at all.
As it turns out, the mission is complete, theres no mission for now, you will get called back when the next mission is ready.
Jump back to Heretics End, as by this time, the next Terran mission will be ready.
Terran Mission 5.
Talk to Jackson, who sends you to the Free Argon Trading Station in Nathans Voyage. Jump, don’t walk.
As you approach the station, you get commed by Heywood, who tells you about how the guy your supposed to meet got arrested by the Argon. Shes asks you to follow her to Grand Exchange, in snail mode. I said stuff that, turned on the cheat for the full nav map, jumped straight there, then turned it off again.
At the Dream Farm Alpha, you have a chat with a Teladi. He’s not happy, but he wants you to do some dirty work for you before he will help.
Fly to tears of Greed (follow the yellow) and in there you will find 4 freighters in the special ships section of the nav map. One of them is the target and he should be highlighted in yellow.
Target and kill. For good measure, kill his escorts as well.
Now, the 3 remaining freighters need to be scanned one by one. As you do, they should turn red, so kill them.
Back to the Dream Farm for more Teladi talk. He has set you up a freight mission in order to get through Argon security.
You need to go to the shipyard and buy a Vulture. Now for some strange reason, this shipyard doesnt outfit ships, so this is where the spare sheilds come in handy. Transfer to the Vulture, with the shields, and then supertune it with the handy command in Cycrows menu (I cant be stuffed flying snails). A jump drive is useful too, so transfer it and some ecells as well.
Use the best buy key to find Taladianium, then go there and buy 200.
Now guess what, we are going back to Argon M148 !
Jump there and then you will get inspected as you come through the gate and given clearance to the Military Outpost that was red last time you were here but is now blue.
At this point its worth mentioning that this is a multi-racial sector, and if any of the races don’t like you, someone will quickly show up to kick your arse. And your flying a garbage scow, not your fighter. Hence the work on the race rankings before starting all this.
Its also worth mentioning that if you havent done the first Final Fury missions yet, then the whole sector will be red to you, as its actually a restricted space.
Dock with the station to deliver the goods.
Now, wait for Heywood to show up and bellow at you.
She and Pearle (the arrested one) will come flying out of an airlock in spacesuits. You need to pick them up.
Now, if your using the Mod, DON’T use Cbeam. It works fine, but the mission will fail, you get a mission completed message, and thats the end of the Terran missions for you.
You need to use the ships command to pick up the suits. Now this of course brings up a program bug that hasnt been fixed in TC, because if the suit is too close to the station, the auto-pilot will keep avoiding the station and never ever be able to pick up the suit. *sigh*. If that happens, all you can do is go back to the auto-save when you docked at the station and try again. (What ? You don’t have auto-save on ? What did I say about saving ????).
Once you have both on board, Heywood will scream at you to get the hell out of there, so jump to Heretics End and dock with the Station that Jackson’s at. Mission ends.
After a full day of fun and games, albiet lucrative, its time for dinner and sleep. Nite nite.
(......to be continued, stay tuned, same time, same channel.).