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 one of the original plotlines, only very early versions of the game have appreciable bugs. However, 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.
The Goner Plot begins in the Goner sector Elysium of Light. It is available from the beginning of the game on all plotline enabled starts.
The plot begins when you contact Osamu Avens on the Goner TL, the Ozias.
Chapter 1; Resource Collection
Your mission is to bring 2000 Ore and 200 Silicon Wafers to the Ozias. Just fly within 5km and the goods will be transferred. Once everything is collected, you get a thankyou, a payment for the goods, and the Beholder himself, Jani Hall, offers you future work prospects. A simple first mission, and you may now disappear for a while to do your own thing before returning to contact Hall on the Ozias.
When the call comes, it’s a cargo run that you’ll need a TS for. You must fly to Bright Profit and pick up 625 Teladianium panelling, then bring it back to the Ozias. Another wait for a mission ensues. You may want to pre-empt it, so read on;
That next mission is to build a Teladianium Foundry in Elysium of Light, so that the Goners don’t have to import any more of the stuff. The mission does not say what type of Teladianium Foundry is required, so buy a cheap and cheerful M type from either Grand Exchange or PTNI HQ and place it near the beacon in Elysium of Light. Mission complete. That Goner Temple is looking a little more complete now. There’s another wait for the next mission. It won’t be a trade run; get a combat ship ready. You didn’t think that build station mission was the promised hell, did you?
A hostile force threatens Goner ships and stations in Bright Profit. You must head over there immediately and deal with the threat. Pirate Syndicate ships will soon begin pouring out of the South gate, heading for the Teladianium foundry. You must protect the station, as per a normal defend station mission.
When all attacking ships are destroyed, a third distress call comes in, this time from a freighter in Company Strength, one sector south of you. You must protect it from attacking hostiles. Jump to the West gate.
It begins to get silly when distress call number four comes in. A TS in Tears of Greed is under attack. Save it, same as last time. Jump to the West gate of Tears of Greed to intercept the foes. Be very wary of Tomahawk Missiles; these will demolish the TSs and must be shot down before they find their targets.
Then another distress call from another TS in Tears of Greed. Deal with it, you’re used to it by now! Save, complete the mission, and when you’re done saving again in a different slot would be a good idea.
When you jump in, you find a Pirate escort squad that needs to be dealt with before you can proceed. Lure them away from the Seeker and destroy them, making sure that you don’t hit the Seeker with weapons fire. Once the escorts are gone, you’ve got less to worry about.
Now you have to capture the Seeker. This could be done with five elite Marines who will be lost as soon as the boarding operation is successful (as the Seeker will immediately transfer back to Goner control when you obtain it), but this is wasteful.
Provided that you didn’t hit the Seeker with weapons fire, it should eventually come to a stop. If it doesn’t, reload one of your earlier saves from the final Protect Transport mission.
When it stops, you can jump out of your ship and hijack it back for yourself using the ‘claim’ option. This is by far the least painful way of completing this part of the plot. And after what you’ve already gone through (and what you’re about to go through) you need all the help you can get.
You’ll find the ship in Merchant Haven. He’ll head to a Pirate Base in Gaian Star. You need to follow between 10 and 15km whilst brushing off whatever attacks you are likely to face. It’s a long boring trek across Maelstrom but it must be done. When you reach each Gate, a small Pirate force will jump in and attack you. It shouldn’t be too hard to brush them off. When you reach Gaian Star, save again and close to 9km from the ship you are following. The Pirate Base, when you spot it, will also launch a squad of Keas to attack you. Stay close to the Blastclaw you are chasing.
When the Blastclaw docks, Hall will escape in a space suit. Open the throttle, get in and pick him up, then activate your jumpdrive and get out. It doesn’t matter where.
Save. Then get Hall to the Ozias. That’s the hardest part of the Terran Conflict plots over and done with.
When you jump into Gaian Star, Hall contacts you from a Heavy Centaur Prototype asking you to stop. Make your mind up, boy!... but he soon explains his reason. There’s a Terran agent aboard the base. You must ship in a load of Spaceweed to gain the Pirates’ trust… and then SQUASH Mines to blow the base to bits. Find 35 units of Spaceweed and 60 SQUASH Mines. Don’t get caught carrying them in the Commonwealth.
Note that Hall’s ship may well come under attack by local Pirate forces; don’t worry, it’s invincible.
When you dock, the Terran agent will come on board and tell you to make tracks. Undock and hit the throttle, but don’t jump anywhere yet. We want to see the fireworks first.
After that’s done and dusted, jump back to the Ozias is Elysium of Light. Once you get into transporter range, the plot is complete.