[TC] Goner Plot Walkthrough

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[TC] Goner Plot Walkthrough

Post by Spychotic » Thu, 9. Dec 10, 21:54

Goner 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 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
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Avens is overseeing the construction of the new Goner Temple. Parts of the superstructure are floating in space already, and as you can see, it’s not very temple-like yet. His problem is twofold; firstly, his ship looks like its designer had no sense of aesthetics at all, but this apparently doesn’t concern him, and secondly some of the supply convoys bringing materials to the Temple never arrived. This does concern him, and is the reason for your new employment.

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.
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The next mission is to collect another 2000 Ore and 1200 Teladianium. Something which again should not be too difficult, and you are paid for your efforts. There’s nothing now for a while; you’ll be contacted when needed again.

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;
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The next mission is to deliver 3 TS class ships to one of the stations in Elysium of Light. Three bog standard Argon TSs from the Omicron Lyrae shipyard will do just fine. Which station they must be docked at will become apparent on the sector map when the TSs enter the sector. When they dock, you will receive a message asking you to turn them over. Three messages and the mission is complete. Hall is now disappearing with the Council of Elders; you will receive orders from Avens whilst he is gone.
You won’t get a message telling you about the start of the next mission; it will just appear next to Avens’ name on the Ozias’ comms menu. Make sure that you’re going to be free for a while before you take it.
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It’s probably the worst single part of any of the Plots in the game. It is quite hellish and you’ll need lots of Salvage Insurances. Having good relations with the Pirates is going to make your job a hell of a lot easier, so if they hate you, do missions for them until they like you again. You’ll then need to move into Pirate space and scan their ships to reset the relations. You need to be able to fly up to Pirate Carracks that are blue to you, ideally the Brigantines as well. Alternatively, you’ll need a very powerful M7 class ship that moves faster than 90m/s to complete this next mission set (the Panther or very well-stocked Cobra would make a good choice).

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?
Chapter 2; Hotting Up
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You will receive a message from Avens telling you that Hall’s ship is under attack in Wastelands. Head over there and blow the attackers to pieces. You don’t have to worry about the ship, the Truelight Seeker, being destroyed as it is invincible. Once the attacking ships are dusted, you get more problems.

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.
Spoiler
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As if you hadn’t had enough of combat by now, the Truelight Seeker has been captured by the Pirates. It was last seen heading East from Midnight Star, and you must re-capture it.

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.
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Your day gets worse. Hall was transferred to a different ship prior to your arrival. Your next mission is to follow the ship transporting him. You’d better save before starting. This is a standard follow ship mission, but if you’re on hostile terms with the Pirates then it’s a follow ship mission through very difficult space. This is why if the Pirates don’t like you, you need to that powerful M7 class ship; you’ll have Pirate ships including capital ships swarming all over you whilst you’re following this guy. If you’re friends with the Pirates, a decent M6 will probably do.

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.
Chapter 3; Endgame
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The Goners’ next move is quite uncharacteristic. They decide that they must destroy the Pirate Base. It’s the only way, they think, to halt these attacks. It’s your job to do the deed.

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.
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When your Spaceweed is obtained, fly to the Pirate Base and talk to the dock manager. He grants you docking permission, so get on board.

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.
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And your reward? It appears in your inventory; it’s the Unfocussed Jumpdrive. It will allow you to progress through future Plots, and also allows you to acquire a sought-after ship. Then, after an hour or two of game time, the Truelight Seeker will be gifted to you as well. This isn’t much of a combat ship, but as it mounts almost every weapon going it makes a great platform for testing weapons.
Those rewards complete the Goner Plot, and completion of this Plot opens up a number of others.
Last edited by Spychotic on Thu, 9. Dec 10, 22:09, edited 2 times in total.
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Post by Spychotic » Thu, 9. Dec 10, 21:55

Reserved.
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Post by Spychotic » Thu, 9. Dec 10, 21:55

Reserved again.
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Post by jwigeland » Thu, 9. Dec 10, 22:34

Excellent work!

I found these missions to be some of the most annoying in the X-verse.

In mission 2, I just wanted to point out that the distrss signals are somewhat random - it could be a station; it could be a TS... if you fail to protect one the mission advances to another one, until you've saved four things, iirc.

My combat rank was only moderate and I had a squadron of 30+ pirate Ospreys bearing for one teeny TS. I couldn't win the dogfight so I reloaded, upped the ante to a Cobra, and completed the mission with no further trouble.

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Post by MarvinTheMartian » Thu, 9. Dec 10, 22:47

I'm not going to use spoiler tags but there are spoilers here.

Nice walkthrough thanks.

I completed this plot for the first time yesterday so I could have done with this a couple of days ago ;)

Perhaps it's my relatively low fight rank (pro 40%) or just a different universe but I didn't have such a hard time with the combat parts, first, the TLS was only attacked by 2 pirate ships which didn't take long to despatch and then when I got the distress calls, by the time I found the sector in the map I got a message saying "Thanks, we couldn't have done it without you" then the next distress call and the same thing again! Sector police must have taken care of it for me :D

After that, I caught up with the TLS in Belt of Aguilar, again only 2 escorts to deal with but it's worth adding to the walkthrough that it comes to a stop in Grand Exchange above the trading station so just let it be and follow it there. It's not worth boarding as you lose your marines and the TLS I had was fully kitted out with PSGs which made boarding (almost) impossible!

As for the next part, as you said it all depends on your rep with the pirates and as we discussed in the other topic even if you are on good terms with pirates the ones around Gaian Star may not realise it yet! Use a small fast ship to cruise through Gaian Star and the unknown sector next to it scanning the capital ships that are red to you first, this action resets their IFF to you to its true status so it's not a cheat. after a couple of seconds the ship, and its escorts will turn blue, if not you need to increase your pirate rep some more. If there are a large number of hostile fighters then scanning the squad leader should turn the whole squad blue (not always though).

That will make the journey less eventful, I was able to safely tail the blastclaw up to 19km out which made it easier to keep a wide berth from passing hostile pirates, I did this part of the plot in a Solano.
EDIT: if you do lose track of the blastclaw you get another chance to pick up its trail so let it move closer to the next gate so you're free to deal with any combat issues then target it again (probably best before it goes through a gate) and the Goners will send you a message that it's him and order to follow again. This way, losing him can be to your advantage.

I didn't know you could deliver Weed and SQUASH at the same time, cool.

I received the TLS as a reward while searching for SQUASH mines, I believe the timing of the reward is when it finally makes it back to the Teladianium foundry you built for the Goners. As a note; the TLS is no longer invincible once you claim it, I found this out the hard way after I boarded it and fired one too many missiles!
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Post by Snafu_X3 » Fri, 10. Dec 10, 03:50

MarvinTheMartian wrote:That will make the journey less eventful, I was able to safely tail the blastclaw up to 19km out which made it easier to keep a wide berth from passing hostile pirates, I did this part of the plot in a Solano.
EDIT: if you do lose track of the blastclaw you get another chance to pick up its trail so let it move closer to the next gate so you're free to deal with any combat issues then target it again (probably best before it goes through a gate) and the Goners will send you a message that it's him and order to follow again. This way, losing him can be to your advantage.
You can certainly not worry about losing the BC due to range provided you keep it targetted - as you say, the Goners will send you a stern note saying you've lost him.. & then send you another that they've found him again. If you /don't/ keep him targetted you can lose him if he goes out of gravidar range, then he's a pain to reaquire.. but will be done via mission guidance eventually. I suspect this is a Plot cheat (by Ego)..
I didn't know you could deliver Weed and SQUASH at the same time, cool.
Not recommended as IIRC the first cargo is scanned by the pirates quite carefully looking for sabotage stuff like this - best to do it in 2 steps. Also note that you must deliver the entire requested cargo in one delivery. If you try to deliver only (say) 25 weed of a 35 request you'll be refused docking rights. Not sure about the SQUASH mines, but I suspect the same holds true for them, so make sure you're in a delivery ship with enough cargo space (you can't deliver the goods remotely, same as any other delivery mission)..
I believe the timing of the [TLS] reward is when it finally makes it back to the Teladianium foundry you built for the Goners.
Correct AFAICT. I was busy doing some stuff elsewhere in between the last couple of Goner missions & happened to check through my shiplist - the TLS had appeared! If you want to check this IIRC there's a tiny window (maybe 3sec) when you get the opportunity after capping the TLS to change its command console to tell you if it's completed current orders..[/b]
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Post by Triaxx2 » Fri, 7. Jan 11, 04:40

Huh, I was in the middle of completing the last mission. (Waiting for my Weed Plex to churn out some because some wise acre trader got there and bought it all while I was trying to select my landed ship.)

I suddenly got a message from the Goners telling me about the ship and then found it was under my control.

Umm... yay?
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Post by solreaper » Tue, 22. Feb 11, 08:58

Thanks Dom, for the tip on targeting the BC either left or right while tailgating.
btw i tailgated the BC at a distance of 17k and right above it. I only get message from the BC asking if i am following him?? at around 6-7k (i was distracted by the incoming pirate ships). I was lucky not to encounter any pirates. It was just a SETA all the way mission.
TLS was just about to dock when i return Hall in Elysium Of Light. However it was stripped clean of everything lol, no shields, no equipments, just the ship... is this normal??

I just delivered the spaceweeds but am having trouble finding squash mines, it seems that the npcs in my game universe did not consider owning the squash mine factory, i searched all the pirate bases, millitary bases, Teladi Trading Docks all are at 0 stocks. sounds like an opportunity for profitzzz, only question is where is the right place to build one lol.

my game is running 3.1 update.

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Post by Spychotic » Tue, 22. Feb 11, 13:15

SQUASH Mines are illegal everywhere (except maybe Split space). However, there should be factories producing them dotted around the X-Universe. They're normally much better stocked than the docks.

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Post by solreaper » Wed, 23. Feb 11, 10:11

Thanks for the reply, Spike.

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Post by Snafu_X3 » Wed, 23. Feb 11, 21:45

solreaper wrote:However it was stripped clean of everything lol, no shields, no equipments, just the ship... is this normal??
Yes
I just delivered the spaceweeds but am having trouble finding squash mines,
There's usually a SQUASH mine fab or 2 near PTNI HQ sector; also Strong Arms area often asks you to build the fabs for them
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Post by Nanook » Wed, 23. Feb 11, 22:28

Spychotic wrote:SQUASH Mines are illegal everywhere (except maybe Split space). ...
You need to recheck your sources. In fact, SQUASH mines are only illegal in Argon and Boron space. :P

Perhaps you're thinking of matter/anti-matter mines. :wink:
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Post by Spychotic » Wed, 23. Feb 11, 23:57

Really? I swear I was blown out of space by a Teladi copper once because I had a few.... surprises.. for a Xenon patrol in my cargo hold. Am I thinking of an earlier game? Was it a fish in a lizard suit? Or am I slowly losing my grip on reality?

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Post by StarSword » Thu, 24. Feb 11, 01:06

Spychotic wrote:Really? I swear I was blown out of space by a Teladi copper once because I had a few.... surprises.. for a Xenon patrol in my cargo hold. Am I thinking of an earlier game? Was it a fish in a lizard suit? Or am I slowly losing my grip on reality?

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Um, all of the above? :D
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Post by Turnus » Thu, 7. Jun 12, 22:15

Hate to revive an old thread but you don't actually have to follow said blastclaw, once you target him once you can go do something else and eventually you'll get a message sating you can find him in Gaian star, thus bypassing his HUGE scanning range. Just jump to G.Star and the cutscene showing the plot station will appear (along with Hall's space walk)

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[X3:TC] Goner Plot - have I fallen at the last hurdle? (Spoilers) [b]SOLVED[/b]

Post by zapza » Wed, 8. Aug 12, 19:05

Hello,

I've worked my way through yet another of Spychotic's excellent walkthroughs and I'm now at the very last challenge, but I seem unable to progress to the end ....
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I'm back at Gain Star with the spaceweed and Squash mines.

There are two Pirate stations one is red to me and I'm currently docked at the other one, which is blue.

Unfortunately the 'plot icon' is illuminated over the red station and the Dock Manager won't permit me to land.

I docked at the blue station hoping to find a Hack, no such luck.

So, I'm sitting here in my Hyperion wondering whether I've blown my chances of getting an Unfocused Jumpdrive.
Any help, suggestions, advice etc would be most welcome,

Thanks in advance

EDIT:

Resolved ....

If all else fails, read the bl**dy instructions ...
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I was loaded up with space fuel - NOT what was asked for ...

My embarrassment is, however, somewhat offset by my nice new shiny unfocused jumpdrive ... (if only I had half a clue how to use it ...)
My apologies for wasting anyone's time on this.

. :oops:

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Post by Monkeyfister » Thu, 10. Oct 13, 17:55

Sorry for resurrecting an old thread, I ***thought*** I had an addendum to the very excellent walkthrough, regarding the Bright Profit Teladiadinum Panelling.

Turns out that
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You cannot send a TS remotely to pick it up. You must be in the TS to make the transaction.

Otherwise, the factory will appear totally empty of product and energy resources, and you'll spend a stupid amount of time feeding energy into the factory to absolutely no good end, except a valuable hold of Teladiadinum to sell at big profitsss in Paranid space.

I sent a Mistral SF there to pick up the goods, and learned this the hard way. Landed after a re-load in my Blastclaw ptototype, and the hooded Gonar guy said, "Need to clear some cargo space!" The Teladiadinum I thought I was paying to produce were not part of the picture-- the factory had only produced 465 at the time I had landed.

So, I transferred into my Mistral SF, and voila! All the Panelling I needed.

The Gonars had a front op going.
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Post by BrianManeke » Fri, 16. May 14, 09:37

Just finished this plot, not only did i not get a reward like i was supposed to but after closer inspection the temple looks like it is taking shield damage from its adjacent instructor.

There's literally two buildings sitting on top of each other and the ones taking hits.

Can anyone help and or shed some light on this.

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Post by ancienthighway » Fri, 16. May 14, 10:22

You've got the UJD. Press P and scroll down to your licenses. You'll see it listed there.

As far as the stations colliding with each other, it has nothing to do with completing the plot or anything in the future. Don't worry about it.

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Post by Crimson Jihad » Sun, 15. Mar 15, 15:40

Hey everyone, i have a problem in the goner plot where i cant get docking permission from the pirate base even though i have the full 60 squash mines. Please help!, not sure whats going wrong!

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