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    FAQ/Walkthrough by JMerrill

    Version: 1.0 | Updated: 04/01/03 | Printable Version | Search This Guide

    Freelancer Walkthrough/FAQ
    Version 1.0
    April 1, 2003
    
    Copyright 2003 Jason Merrill
    jason at apocalypseorg
    
    Legalese
    --------
    This walkthrough is subject to the GNU Free Documentation License, version
    1.2 or later.  See
    
      http://www.gnu.org/licenses/fdl.html
    
    for details.  Basically, feel free to make changes and use bits of info in
    your own documents, so long as you let other people do the same and give me
    credit.
    
    About this Walkthrough
    ----------------------
    You may notice something a bit odd about this walkthrough: I don't really
    talk about the missions.  I think you can figure them out for yourself.
    Instead, I'll talk about what you can/should do between missions--the Free
    part of Freelancer.
    
    This walkthrough is all about spoiling technical info.  If you don't want
    that, don't read it.  I don't mention the plot much, though.
    
    If you have some info you think would make a useful addition, or even want
    to reformat some of my sloppy tables, send it my way; I'll probably include
    it in a future revision.
    
    Enjoy!
    
    Keyboard Setup
    --------------
    I mostly use the default keys, with some significant exceptions:  map
    Afterburn to W and Reverse Thrust to S for a much more FPS-like control
    scheme.  This assumes that you have a mouse wheel for controlling your
    throttle, of course.  I almost never use the throttle control, other than
    to throttle up again when leaving a base; if I want to back off in a fight
    I just use reverse thrust.
    
    With Afterburn on W, I changed Tab to Cruise, which is a bit more
    convenient.
    
    Configuring your Ship
    ---------------------
    
    It's not absolutely necessary, but your accuracy will be much better if all
    your weapons have the same projectile speed.  If you're flying a freighter,
    that basically means 700m/s, though there are a few turrets that have
    750m/s projectiles.  You'll mostly be fighting enemies with Molecular
    shields.
    
    I tend to stick with Graviton shields through the end of the plot, as
    they're stronger than the other types.
    
    Dogfighting
    -----------
    If you're flying a light fighter such as the Starflier or Drake, use your
    maneuverability!  Don't stand still and get hit, turn around and shoot
    back.  If you're flying a slower fighter, and getting thrashed by enemies
    you can't see, use reverse thrust to improve your turning circle.
    
    If you're flying a freighter, shoot at what's in front of you as much as
    possible.  Use reverse thrust to prolong the initial flyby, so you can do
    more damage before they pass you.  And you'll definitely need to use it to
    turn around and shoot at the guy on your tail.
    
    A good freighter tactic is to hold down thrusters, go into turret mode,
    and shoot at the people following you.  Usually they will hold still while
    you kill them.  This works best if you're in Goto mode, so that the
    autopilot will avoid obstacles for you.  This also works best with
    long-range turrets, so you can shoot them before they can shoot you;
    Tachyon turrets have a range of 800, the longest in the game.  Most other
    turrets have a range of 700, which is still better than most guns.  This
    really only works if you're already pretty far away from them, like if you
    were crusing somewhere and got hit by a cruise disruptor.
    
    You can pull a similar maneuver in a non-freighter, by hitting
    thrusters, cutting your engines (Z), and turning around.  You'll be
    going backwards at about 200m/s.  This doesn't work as well in an asteroid
    field, of course.  While your engines are off, you can change which way
    you're going using the thrusters.
    
    Automatic docking can take a long time when you're under fire.  You can
    speed up the process by flying to the right spot manually before hitting
    F3.
    
    I've never really learned to use mines effectively, but people recommend
    dropping them shortly before the other guy passes you.  Missiles work best
    the same way, launched sooner--but I prefer guns.  YMMV.
    
    ==========================================================================
    Walkthrough
    ==========================================================================
    
    Mission 1
    ---------
    Welcome to Manhattan!  You can't do anything until you get a ship, so
    follow the instructions and accept the mission.
    
    Before you take off, you can add another Justice Mk I to the ship with your
    starting $500.  Or you could save your money to buy bigger guns later; you
    only get 30% of the purchase price back when you sell equipment.  If you
    don't buy the gun, you could visit the commodities trader and pick up some
    Food Rations; you can buy 10 at $50 to sell at your next stop for $58, a
    whopping profit of $80.
    
    Anyway, fly the mission.  You might want to remap your keyboard the way I
    describe in the Keyboard Setup screen.  In any case, useful keys to
    remember are F3 to dock, F4 to go into formation, and most importantly, B
    to tractor in any salvage.  Get used to hitting B every time you destroy
    another ship.
    
    When you get to Pittsburgh, you again have the option of upgrading your
    ship.  You now have enough money for a Class 2 shield.  Pittsburgh sells
    Civilian laser weapons, which are slightly cheaper and weaker than the
    Liberty laser weapons you can buy on Manhattan.  If you have a full load of
    Shield Batteries or Nanobots, sell a few so that you can still tractor more
    in.  At $200 each, they'll be a significant source of income in the early
    game.
    
    Fly the next mission piece.
    
    Interlude
    ---------
    When you're done, you're at liberty for the first time to do whatever you
    want.  As the game says, fly some bar missions, haul cargo, or mine.  Since
    you're still stuck in New York system, the trading opportunities are pretty
    limited.
    
    You're now Level 2, so you can buy Class 3 weapons and shields.  You can't
    find a Class 3 Graviton shield in the New York system, but most bases will
    sell you Class 3 weapons.
    
    You'll want to upgrade your ship ASAP.  Your best option is the Liberty
    Defender heavy fighter, available from Battleship Missouri.  Another option
    is the Pirate Bloodhound light fighter, available from Rochester Base.  If
    you want to trade (or pirate), you could buy a Rhino freighter; it has more
    gun mounts than any fighter, and freighter shields are the strongest.
    Unfortunately, its gun batteries are pretty weak, it doesn't take Class 4
    weapons, and there's not much trading to be done just in New York.
    
    Fly a few random missions against the Rogues.
    
    Take the trade lanes around and visit all of the bases.  In addition to the
    bases along the lanes, there are two criminal bases.  Directly north of
    Manhattan is the Junkers' Rochester Base.  In the south of the system is
    the Rogues' Buffalo Base.  You should definitely visit Rochester, but the
    Rogues hate you, so Buffalo won't let you dock.
    
    You can buy Improved Countermeasures and the Heavy Thruster at Rochester.
    
    There are several abandoned ships in the Badlands, of which the first is by
    far the most interesting; Cardamine sells for $1500 on Manhattan.
    
    Flint (lower right C6) - 2xAzrael, 4xBadariel Turret, 20xCardamine
    Patrol 27 (middle E6) - 3xJustice Mk III
    Agressor (upper right D6) - 4xGunslinger Mk 1, 1xGunslinger Turret Mk 1, 
      Countermeasure Dropper, 20xCountermeasure Flare
    
    You can mine the Debris fields for Scrap Metal and sell it at Fort Bush for
    $20 each, but it's not really worthwhile.  Note that turning off
    background dust in the Performance Options menu makes mining much easier.
    
    There's not much profit to be made from trade at this point.  The most
    profitable route is running Cardamine from Rochester to Manhattan, and Food
    Rations back, for a profit of $104 per unit per round trip.
    
    When you're done flying around, head back to Manhattan for Mission 2.
    
    Mission 2
    ---------
    Fly mission 2; you end up at Battleship Missouri.
    
    Interlude
    ---------
    Now you have access to all of Liberty.  Don't bother to visit California
    yet, as you'll be going there for Mission 3.  You probably want to wait for
    a better shield before going to Texas.
    
    The Silverton asteroid field in Colorado where you just were can be mined
    for Silver, which is worth $630 on Manhattan, or $713 on California Minor.
    The Copperton field a bit north can be mined for copper, worth $400 on
    nearby Pueblo Station.
    
    Conveniently, we'll be going to California Minor for mission 3, so pick up
    some Silver before heading back to Manhattan, and then on to California.
    
    Mission 3
    ---------
    Sell your Silver, and start the mission.  You might as well pick up some
    H-Fuel to sell at Willard.  Launch and fly the first part of the mission.
    
    When you get to Willard, sell the H-Fuel, buy a new shield and continue
    back to California Minor.  Load up on H-Fuel again, and it's back to
    Willard.
    
    Interlude
    ---------
    When you land, you'll be at Level 6, so you can buy Class 4 weapons/shields
    and Razor mines, though you can't find a Class 4 shield in Liberty.  Go
    ahead and explore the California and Texas systems now.  After you start
    Mission 4, you won't be coming back to Liberty for a long time.  There's a
    Junker base in NW Texas and a Rogue base in E California; you can use the
    Patrol Path map to find them.
    
    If you are so inclined, now might be a good time to try your hand at
    piracy.  You probably want to confine yourself to preying on the Liberty
    corporations: Interspace, DSE, Ageira, Universal and Synth Foods, since
    they like you a lot and will hate you as of Mission 4.  Just shoot a trade
    lane out in the middle of nowhere until it breaks and then blow up
    transports that come by.  Apparently with trains and heavy transports, you
    can just shoot off the cargo tanks instead.  It'd take a lot of piracy to
    make them hate you.
    
    Another approach to piracy is looting Storage Depots.  The middle one near
    Manhattan contains Polymers, which sell for $491 on Denver.  One of the
    depots near Fort Bush has H-Fuel, which sells for $360 on Manhattan.  Note
    that if you leave the system and come back, the locals will forgive you.
    
    If you just want to trade, running Beryllium from LA to Pueblo Station
    makes $180 each.  On the reverse trip, Superconductors earn $79.
    
    Before you hook up with Juni again, pick up some Engine Components at
    Houston.  You can make $824 each selling them during the next mission.
    
    By this point, you may have annoyed enough other people that the Xenos feel
    positively towards you (i.e. the bar goes to the right).  If so, you could
    visit Ouray base and buy some of their excellent guns.
    
    Mission 4
    ---------
    Whoops, looks like we need to leave Liberty for a while.
    
    When you get to Mactan base, sell your Engine Components, and upgrade to
    the Class 4 shield.  Notice that they sell the Dromedary freighter here,
    the largest freighter (at 275) in the game, but unfortunately you need to
    be Level 10 to buy it.
    
    Continue on to Leeds.  You are now Level 8.
    
    Interlude
    ---------
    OK, time for a new ship again.  Ignore what Tobias said; there's no reason
    to go to New London to get a ship.  Instead, he just gave you about $20K.
    Either buy the Clydesdale or Cavalier here, or head north to Stokes, then
    towards the planet you can see to the north, and dock at Battleship York
    to buy the Crusader heavy fighter.
    
    You can go pretty much anywhere now, but I'd just explore Leeds for the
    moment.  There are some interesting derelicts:
    
    Lorenzo (lower right C2) - 2xPyros Type 2, 1xDragoon Turret Type 1, 20xCardamine
      This is in a radiation zone, so watch out.  When you get to the hazard
      buoys, follow them around to the right until the Lorenzo shows up on your
      contact list, then get in and out quickly.  Go ahead and sell the
      Cardamine at LD-14; you're not going to get a better price in Bretonia.
    San Vicente (left D6) - 2xDragoon Type 2, 1xDragoon Turret Type 1
    
    You can mine for Niobium ($640) in the middle of the Stokes field, near the
    Asteroid Miners.
    
    Before you leave to meet Juni on Cambridge, stock up on Optronics from
    Leeds.  When you get to Cambridge, sell them, buy Diamonds, and go talk to
    Juni.
    
    Mission 5
    ---------
    After your archaeology field trip, you'll end up back at Leeds.
    You are now Level 10.
    
    Interlude
    ---------
    Sell your diamonds.  You can now buy Class 5 weapons/shields, the Tadpole
    mine launcher, and the Starkiller torpedo launcher.  And better ships.
    Unfortunately, none of those ships are sold nearby.
    
    If you're up for a challenge, try picking up a load of H-Fuel and going
    back to Mactan to pick up the Dromedary Freighter.  It's more complicated
    than it sounds: even though the Hackers like you OK, the Outcasts hate you,
    and they have an alliance.  So if there are any Outcasts around Mactan when
    you approach within 5K, it will go hostile and you'll have to reload from
    your autosave to try again.  It's OK if you see and kill some Outcasts (and
    Lane Hackers) along the way as long as you don't do it within 5K of the
    station or its weapons platforms.  You only need to get close enough for
    the base to give you permission to land; once you're in the landing
    sequence, they can't change their minds.  This works better if you approach
    from the Manchester gate; I tried doing it from the New York gate, which is
    closer, but the Outcasts always showed up.  I haven't tried coming via the
    jump hole from Leeds.  YMMV.
    
    Once you've landed at Mactan, buy the Dromedary and a Class 5 shield.  I
    outfit my Dromedary with the Dragoon 2s from the San Vicente, five Angelito
    1 turrets from killing Mollys, and one Hellflurry 2 from Mactan.
    
    While you're here, you can also bribe the Rogues and Lane Hackers in the
    bar, which makes the Outcasts no longer hate you.  If you don't do this,
    you'll have a hard time getting off the base alive.  Note: If the bribe on
    offer isn't the one you want, just launch to space and reload the Auto Save
    to try again.  You could also just bribe the Outcasts, but that's more
    expensive.
    
    On your way back into Bretonia, why not loot the storage depots at
    Sheffield station to fill your new freighter?  The Bounty Hunters hate you
    anyway.  They have Boron, Optical Chips, H-Fuel and Hydrocarbons.  If you
    can't carry it all, leave Hydrocarbons behind.  Sell the H-Fuel at
    Birmingham (or take it back to Mactan), take the Boron and Hydrocarbons to
    LD-14 in Leeds, and the Optical Chips to Leeds itself.  There's a jump hole
    from Manchester to Leeds in the upper right of D3.
    
    Now that you've got yourself a spiffy freighter, it's time for some trade!
    The Leeds-Cambridge Optronics/Diamonds run you've already done once is
    quite lucrative ($745 profit per unit, round trip).  If the Corsairs don't
    hate you, an even better route ($1502), is running Artifacts and Light Arms
    between New London and Cadiz, a Corsair base in the Omega-5 system; get
    there through a jump hole in SE Cambridge.  While you're in Cadiz, you can
    also pick up an Advanced Thruster and Advanced Countermeasure Dropper.
    
    While you're trading, explore a bit.  There's a Junker base NW of
    Southampton Shipyard in New London.  There are a couple of derelicts in
    Cambridge near the Omega-5 jump hole:
    
    Henry Jones (lower left F5) - 6xStarbeam Turret, 10xGold
    Caraz (right E6) - 2xAngelito Mk 1, 20xArtifacts
    
    There are a bunch of derelicts in Omega-5; most of them are empty, but a
    few drop weapons:
      1xRoter Blitz Turret, 2xNatter
      1xNatter Turret, 2xNatterturn
      2xAngelito Mk 1
      2xSalamanca Mk 1
    
    When you're ready, pick up more Diamonds (though you might leave some room
    for salvage), and continue on to Dublin.
    
    Mission 6
    ---------
    OK, the race is a bit more difficult in a freighter, but you don't really
    need to out-race Hovis.  Just fly the course at cruise speed without
    missing gates or running into anything, and Hovis will screw up towards the
    end and let you win.
    
    At the end of the mission, you'll end up on Leeds again.  You can either go
    straight into Mission 7, or decline and explore Bretonia a bit more first.
    You'll be leaving Bretonia in the next mission.
    
    Mission 7
    ---------
    Before you leave, pick up a load of Light Arms.
    
    Ignore Juni when she tells you to attack the cruiser.  In your freighter,
    you're a sitting duck for its turrets.
    
    If you don't have a Class 5 Graviton shield, Advanced Thruster or Advanced
    Countermeasures yet, buy them at Shinkaku.
    
    When you get to Kyushu, sell the Light Arms.
    
    Interlude
    ---------
    Welcome to Kusari space.  If you're tired of flying a freighter, try going
    to the other extreme--the Kusari Drake light fighter is the fastest ship
    in the game.  It even turns faster than the Starflier you started the game
    with.  If you want something a bit heavier, your options are the Bounty
    Hunter Barracuda or the Kusari Dragon; the Barracuda turns faster, but the
    Dragon has a larger weapons battery.  Or just stick with the Dromedary.
    Your choice.  If you want the Dragon, you'll need to visit a battleship.
    There's one at the western end of the trade lanes in Kyushu.  The Hawk
    isn't very interesting; it doesn't turn any faster than the Barracuda, and
    it doesn't carry as many guns.
    
    I went with the Drake, armed with two Angelito Mk 1s and two Dublin Duster
    2s.  Don't sell all of your Angelito turrets; keep one for later in the
    story.
    
    If your game is going like mine, you don't have any enemies in Kusari
    space.  That's kind of boring; try flying a few freelance missions against
    one of the factions to make them angry.  I suggest flying against the Blood
    Dragons, as they'll like you again soon.
    
    Things off the trade lanes in Kyushu:
    
    Hokkaido Jump Hole, E2
    New Tokyo Jump Hole, G4
    Nansei Research Complex (Samura), C4/5
    Kagoshima Depot (Farmers Alliance), G4
    
    And in New Tokyo:
    
    Kyushu Jump Hole, C6
    Kabukicho Depot (Hogosha), C5
    Honshu Jump Hole, G4 (found in mission)
    
    When you're ready, head on over to the bar at Shinagawa.
    
    Mission 8
    ---------
    Pick up a load of Food Rations for the trip, and sell them at the end.
    
    Interlude
    ---------
    Time to see how the other half lives.  There's not much in the Chugoku
    system, just Kyoto Base and jump holes to Hokkaido and Honshu.  Hokkaido is
    worth a visit, though, at least for the derelicts.
    
    Things in Hokkaido:
    
    Chugoku Jump Hole (C3/4)
    Kyushu Jump Hole (C6)
    Tohoku Jump Hole (E3, closed)
    New Tokyo Jump Gate (E6)
    Chugoku Gate Construction Site (D3)
    Ainu Depot (GCs, C6)
    Battleship Matsumoto (Kusari Navy, D3)
    Sapporo Station (Police, E6)
    Kusari Naval Fighter derelicts (C3)
      Salvage: 2xScrambler 2, 2xSunfury 2, 2xDisinfector 1
    Trade lane construction site with DSE storage depot: E/F4, E5, D/E6
      Salvage: Construction Machinery
    
    If you go by Ainu Depot, pick up a load of Cardamine for Mission 10.
    
    When you're done, head back to Kyoto.  You're now Level 16, and can buy
    Class 6 equipment; upgrade your shield before you head out again.  I
    also swapped out my Dublin Dusters for the Sunfury 2s.
    
    Mission 9
    ---------
    When they say "approach from below", they mean below the arch, not below
    the massive rock.
    
    At the end of the mission, you'll end up back at Kyoto.  You can either go
    straight into mission 10, or decline and enjoy your freedom a bit more.
    Once you start mission 10, you won't have another chance to earn money
    until the end of the story, so be sure you have enough money.  $100K should
    be plenty, and you ought to have more than that if you did any trading in
    Bretonia.
    
    When you're ready, go to the bar.
    
    Mission 10
    ----------
    When you are near the jump hole to New Berlin, a derelict will show up on
    your map:
    
    Old Imperial Navy Fighter (C5) - 2xDIAMONDBACK, Wasp launcher, 10xWasp
      missiles, 20xDrone Mine, 20xCountermeasure Flare
    
    There are more of these here in Sigma-13, but they'll have to wait until
    you're done with the story.
    
    When you get to New Berlin, sell your Cardamine and buy Light Arms.
    
    At Bruchsal, sell the Light Arms and buy H-Fuel.  Also buy six Luger Type A
    guns, and a turret if you can; they have the best damage/second of any
    Class 6 gun.  Try reading the news in the bar to see the Rheinland spin on
    recent events.
    
    You only need to destroy one of the experimental ships; just fly to a spot
    where it's between you and the other ships, and fire away.
    
    Mission 11
    ----------
    Welcome to the Order!  You probably want to switch to the Anubis heavy
    fighter; it's a fine piece of equipment, and quite reasonably priced.  Load
    it up with the Lugers, and if you couldn't buy a Luger turret, one of the
    old Angelitos; it's better than either of the Order turrets.  Do NOT buy
    the Order Thruster; the Advanced Thruster you already have is much better.
    Also pick up a torpedo launcher if you don't have one yet.  You'll be
    taking down a bunch of stationary targets in the next few missions.
    
    In Buffalo, sell the H-Fuel.  If you have the money, which you should, buy
    Cardamine.  Now get ready for some difficult fights; you'll be going up
    against ships with very heavy weapons.
    
    Mission 12
    ----------
    Refill and do your thing.  It's convenient that Nomads drop Nanobots
    and Shield Batteries.
    
    Mission 13
    ----------
    Last one.
    
    Afterwards
    ----------
    You're back on Manhattan; sell the Cardamine.
    
    And you're done with the story.  Orillion says he'll be in touch, but that
    seems to mean in Freelancer 2.  There's still lots to see out there,
    though.  Travel around through the systems you haven't seen yet.  Visit the
    homeworlds of the Corsairs and Outcasts.  Upgrade to a ship that can carry
    level 10 guns, and fight Nomads to get some of their guns.  Visit the
    planets of apes and robots.
    
    You are now at least level 18; now that you're done with the story, your
    level depends on how much money you've made.  Max level (38) seems to be at
    around $2.4 million.
    
    Enjoy!
    
    ==========================================================================
    Info
    ==========================================================================
    Ship Stats
    ----------
    Name			Level   A     B    C  D   E    F    G    Price
    ----			----   ---  ---- --- -- ---- --- ----- --------
    Civilian Starflier LF	- L0   3/0  1100  20 10  1/3  95   940   $7,000
    	2xG2, 1xG3		Your first ship
    Liberty Patriot LF	- L1   4/0  1300  25 12  2/3  90  1200   $7,600
            4xG3        		Manhattan
    Liberty Rhino FR	- L1   3/5  1600  80 12  1/3  50  1200   $9,170
            3xG3, 5xT3		Manhattan, Pittsburgh
    Pirate Bloodhound LF	- L1   3/1  1900  35 14  2/4  70  1550  $12,120
            1xG3, 2xG4, 1xT4	Rochester
    Liberty Defender HF	- L1   5/1  1600  30 14  2/4  70  1750  $12,260
            3xG3, 2xG4, 1xT4	Battleship Missouri
    Civilian Startracker LF - L4   3/0  1800  30 15  2/4  65  2000  $17,020
    	2xG3, 1xG4		Manhattan
    Border Dagger LF	- L4?  4/1  1800  35 15  2/4  70  1800  $17,020
            2xG3, 2xG4, 1xT4	Buffalo
    B. Hunter Piranha LF	- L4?  4/0  1800  35 15  2/4  75  1800  $17,020
    	2xG3, 2xG4		Leeds
    Pirate Mule FR		- L4?  4/4  2200  90 15  2/4
    				Alcatraz (California)
    Bretonia Clydesdale FR  - L6?  3/5  2200 125 15  2/4  50  2300  $23,010
    	1xG3, 2xG4, 3xT3, 2xT4	Leeds
    Bretonia Cavalier LF	- L6?  4/0  2100  30 15  3/5  75  2200  $25,660
    	2xG4, 2xG5		Leeds
    Corsair Legionnaire LF  - L6?  4/0  2400  35 20  3/5  75  2500  $35,060
    	2xG4, 2xG5		Trafalgar (Junkers, New London)
    Bretonia Crusader HF	- L6?  6/0  2600  35 20  3/5  60  2500  $35,350
    	2xG4, 4xG5		Battleship York
    Kusari Drake LF		- L10? 4/0  2800  35 23  4/6 100  3000  $52,920
    	2xG5, 2xG6		Kyushu, New Tokyo
    Border Dromedary FR	- L10  3/5  3600 275 23  4/6  50  2900  $62,820
    	1xG5, 2xG6, 2xT5, 3xT6	Mactan (Magellan)
    Kusari Drone FR		- L10? 2/6  3600 175 23  4/6  50  2750  $62,820
    	2xG6, 3xT5, 3xT6	New Tokyo
    Civilian Hawk LF	- L10? 4/0  3300  45 26  4/6  75  3500  $70,620
    	2xG5, 2xG6		Kyushu, Kyoto
    B. Hunter Barracuda HF  - L10? 6/0  3600  45 26  4/6  75  3350  $71,210
    	2xG5, 4xG6		Kyushu
    Pirate Wolfhound HF     - L10? 5/1  3600  40 26  4/6  60  3600  $71,210
    	2xG5, 3xG6, 1xT6	Montezuma (Rogues, Cortez)
    Kusari Dragon HF	- L10? 6/0  3600  40 26  4/6  60  3700  $71,210
    	2xG5, 4xG6		Kusari Battleships
    Order Anubis VHF	- L10? 6/1  4200  70 29  5/6  60  4200   $1,100
    	6xG6, 1xT6		Osiris (story only)
    Rheinland Banshee LF	- L20  4/0  4500  45 33  5/7  75  5000 $141,920
    	2xG6, 2xG7		Rheinland planets
    Border Stiletto HF	- L20  6/0  4900  45 33  5/7
    				Bruchsal (Frankfurt)
    Rheinland Humpback FR	- L20  2/6  5800 250 33  5/7  25  5200 $170,940
    	2xG7, 3xT6, 3xT7 2xNFT	Rheinland planets
    Civilian Falcon HF	- L24  5/1  6200  60 43  6/8  80  6700 $257,880
    	2xG7, 3xG8, 1xT8	Rheinland
    BHunter Hammerhead VHF  - L26  6/1  7900  70 49  7/9	       $351,550
    				Friestadt (IMG, Omega-7)
    Corsair Centurion HF    - L28  6/0  9200  45 55  7/9           $441,550
    				Cadiz (Corsairs, Omega-5)
    Civilian Eagle VHF	- L30  6/1  9900  70 63 8/10  80 11000 $558,550
    	2xG9, 4xG10, 1xT10 NFT	Freeport 9
    Border Sabre VHF	- L30? 6/1 10800  70 63 8/10  60 11000 $558,550
    	2xG9, 4xG10, 1xT10	Malta, Vogtland
    Corsair Titan VHF       - L32  6/1 12600  70 71 8/10  60 12600 $776,380
    	2xG9, 4xG10, 1xT10 NFT	Crete, Leon
    
    A - Gun/Turret slots
    B - Armor
    C - Cargo units
    D - Nanobots, Shield Batteries
    E - Weapon class optimal/maximum
    F - Turn speed (degrees per second) (approx.)
    G - Gun battery (approx.)
    
    Lower line: Weapon classes of the gun/turret slots, and where you can first
    find the ship.
    
    Equipment level requirements
    ----------------------------
    
    C3: Level 2
    C4, Razor: L6
    C5, Tadpole, Starkiller: L10
    C6, Driller - L16
    C7, Swatter - L22
    C8, Cutter - L26
    C9, Screamer, Sunslayer - L30
    
    Gun Stats
    ---------
    The two numbers here-----------------------v
    are hull damage/second and efficiency.
    
    tachyon - strong molecular, weak positron
     outcast 
      dragoon 1  4/126/ 63/700/700/3.03/31 382/4.06 (turret 94/47/800/701/4.00/23) 376/4.09 cali
      dragoon 2  5/161/ 80/700/700/3.03/40 487/4.03 - cali
      dragoon 3  6/210/105/700/700/3.03/52 636/4.04 (turret 158/79/800/701/4.00/39) 632/4.05 cali
      wyrm 1     8/424/212/700/700/3.03/106 1285/4 - Ruiz
      wyrm 2     9/652/326/700/700/3.03/163 1976/4
     rheinland
      stealthblade mk 1 6/ 70/35/700/700/5.88/26 412/2.69
      hornviper mk 1    8/141/70/700/700/5.88/53 829/2.66
     bundschuh luger
      type a 6/210/105/700/700/3.03/52 636/4.04 (turret 800/701)
      type b 7/278/139/700/700/3.03/69 842/4.03
      type c 8/424/212/700/700/3.03/106 1285/4
     lane hacker
      hellflurry 1 4/ 79/39/700/700/4.00/23 316/3.43 (turret 800/701) - mactan
      hellflurry 2 5/101/50/700/700/4.00/30 404/3.37 - mactan
      hellflurry 3 6/131/65/700/700/4.00/39 524/3.36
     IMG
      matterthief 1	3/ 49/24/700/700/4.00/14 (turret 800/701)
      matterthief 2 4/ 63/31/700/700/4.00/18
      vampire 1	6/105/52/700/700/4.00/31 420/3.39 (turret 800/701)
     LWB
      adv. devastator 6/175/87/700/700/3.03/42 530/4.17
      
    
    particle - strong graviton, weak molecular
     breton skyrail
      advanced      5/121/ 60/600/600/4.00/30 
     outcast 
      pyros type 1  4/113/ 56/600/600/4.00/23 (turret 700/700) - cali
      pyros type 2  5/145/ 72/600/600/4.00/30 580/4.83 - cali
      pyros type 3  6/189/ 94/600/600/4.00/39 756/4.85 (turret 700/700) - cali
      kraken 1      8/381/190/700/700/4.00/79  1524/4.82 - sold at Ruiz
      kraken 2	9/586/293/700/700/4.00/122 2344/4.80
     xeno
      scorpion       2/ 73/36/549/699/4.00/15 292/4.87 - ouray
      adv. scorpion  3/ 89/44/549/699/4.00/18 356/4.94 - ouray
      tarantula	 5/145/72/549/699/4.00/30 580/4.83 - ouray
      adv. tarantula 6/189/94/549/699/4.00/39 756/4.85 - ouray
     bounty hunter
      brave 1   2/ 49/ 24/650/650/4.00/15
      brave 2   4/ 75/ 37/650/650/4.00/23  (turret 750/750)
      warrior 1 6/126/ 63/650/650/4.00/39 504/3.23
      warrior 2 7/167/ 83/750/750/4.00/52  (turret same)
      buckshot  9/391/195/750/750/4.00/122 (turret same)
    
    laser - strong positron, weak graviton
     civilian
      starbeam	   1/14/ 7/600/750/8.33/4  117/3.50 (turret 700/700)
      adv. starbeam	   2/18/ 9/600/750/8.33/5  150/3.60
      heavy starbeam   3/22/11/600/750/8.33/7  183/3.14 (turret 700/700)
      flashpoint       6/47/23/600/750/8.33/14 392/3.36
      adv. flashpoint  7/62/31/600/750/8.33/19 516/3.26
      heavy flashpoint 8/95/47/600/750/8.33/29 791/3.28
     liberty weapons
      justice mk I	   1/16/ 8/600/750/8.33/5  133/3.20 (turret 700/700)
      justice mk II	   2/20/10/600/750/8.33/6  166/3.33 (turret 700/700)
      justice mk III   3/24/12/600/750/8.33/7  200/3.43
      vengeance mk II  5/40/20/600/750/8.33/12 333/3.33 (turret 700/700)
      vengeance mk iii 6/52/26/600/750/8.33/16 433/3.25
     dragon swords 600/750/8.33
      tanto          5/40/20/12
      wakizashi      6/52/26/16 433/3.25 (tanto turret 700/700)
      katana	 7/69/34/21
      gendaito	 8/106/53/33
     order
      death's hand mk 1 5/40/20/600/750/8.33/12 333/3.33 (turret 700/700)
      death's hand mk 2 6/52/26/600/750/8.33/16 433/3.25
     liberty rogue
      azrael  1/19/ 9/600/750/8.33/6 158/3.17 (zaphiel turret 700/700)
      drail   3/29/14/600/750/8.33/9 242/3.22 (badariel turret 700/700)
      raphael 4/37/18/600/750/8.33/11
      usiel   5/48/24/700/750/8.33/15
      vassago 7/83/41/700/750/8.33/26
     hessian
      natter      5/ 53/26/600/750/5.88/16 (turret 700/700)
      natter zwei 6/ 70/35/600/750/5.88/21 412/3.33
      roter blitz 7/ 92/46/600/750/5.88/29
      natterturn  8/141/70/600/750/5.88/44
     bounty hunter
      gunslinger 1 2/ 20/10/649/700/8.33/7 (turret 750/750)
      gunslinger 2 4/ 31/15/649/700/8.33/11 258/2.81 (turret 750/750)
      winchester 1 6/ 52/26/649/700/8.33/19 433/2.74 (turret 750/750)
      winchester 2 7/ 69/34/649/700/8.33/26
      reaver 1     8/106/53/649/700/8.33/39 (turret 750/750)
      reaver 2     9/163/81/649/700/8.33/61
    
    neutron - strong molecular, weak positron
     rheinland
     kusari
      scrambler 1    5/101/50/549/600/4.00/20
      scrambler 2	 6/131/65/549/600/4.00/26 524/5.04
      disinfector 1  7/174/87/549/600/4.00/34
     order
      reaper mk 1    5/101/50/549/600/4.00/20 404/5.05 (turret 650/650)
      reaper mk 2    6/131/65/549/600/4.00/26
     unioners
      protector mk 1 4/ 79/ 39/549/600/4.00/15
      protector mk 2 6/131/ 65/549/600/4.00/26
      protector mk 3 8/265/132/549/600/4.00/53
     corsair
      angelito mk 1  5/121/ 60/600/600/4.00/24 484/5.04 (turret 700/700)
      angelito mk 2  6/158/ 79/600/600/4.00/31 632/5.10
      angelito mk 3  7/209/104/600/600/4.00/41 (turret 700/700)
      salamanca 1    8/318/159/600/600/4.00/63
      salamanca 2    9/489/244/600/600/4.00/97 1956/5.04
     LWB
      vulture 2      5/161/ 80/549/600/3.03/26
      vulture 3	 6/210/105/549/600/3.03/35 636/6
      eliminator	 7/232/116/700/700/3.03/55
     molly
      dublin duster 2  6/131/ 65/659/600/4.00/26 524/5.04
    
    pulse - mostly shield damage - strong positron, weak graviton
     civilian
      stunpulse	     2/ 4/155/600/750/4.00/ 9 (turret 700/700)
      advanced stunpulse 3/ 5/189/600/750/4.00/11
      debilitator        6/11/401/   /   /4.00/23 (turret 700/700)
      debilitator        7/15/530/600/750/4.00/31
      adv. debilitator   8/23/806/600/750/4.00/47 (turret 700/700) - colorado/honshu
     corsair
      borroco	     5/10/308/600/600/4.00/24
      borroco 2          6/13/401        /4.00/31 (turret 700/700)
      rapier	     7/17/531/600/600/4.00/41
      tizona del cid     9/40/1242/600/600/4.00/97 - cadiz, tripoli
    
    plasma - slow refire - strong graviton, weak molecular
     liberty
      lavablade mk I      1/ 97/ 48/600/500/2.00/20 194/4.84
      lavablade mk II     2/122/ 61/600/500/2.00/25 244/4.88
      lavablade mk III    3/149/ 74/600/500/2.00/31 298/4.80
      magma hammer mk II  5/242/121/600/500/2.00/50 (turret 700/500)
      magma hammer mk III 6/316/158/600/500/2.00/65 632/4.86
     rheinland
      flamecurse mk 1 6/316/158/600/500/2.00/ 65 632/4.86 (turret 700/500)
      firekiss mk 1   8/636/318/600/500/2.00/132 (turret 700/500)
     hogosha
      drake type a    6/158/ 79/550/550/4.00/32 632/4.94
      drake type b    7/209/104/550/550/4.00/43
    
    photon - strong positron, weak graviton - seems strictly better than laser
     kusari
      sunfury 1    5/ 50/ 25/600/600/8.33/15 (turret 700/700)
      sunfury 2    6/ 65/ 32/600/600/8.33/19 541/3.42
      sunfrenzy 1  7/ 87/ 43/600/600/8.33/26 (turret 700/700)
     gmg (gas miners in sigmas, aomori station in E honshu)
      sunblast A   6/ 79/ 39/600/750/8.33/19 658/4.16 (turret 700/700) - ogash/naha
      sunblast B   7/104/ 52/600/750/8.33/26 - aomori
      skyblast A   8/159/ 79/600/750/8.33/39 (turret 700/700) - aomori, ogash
      skyblast B   9/244/122/600/750/8.33/61 2032/4 (turret 700/700) - naha sig-13
     golden c
      suncannon a  4/ 52/ 26/600/750/5.88/15
      suncannon b  6/ 87/ 43/600/750/5.88/26 512/3.35
      suncannon c  8/176/ 88/600/750/5.88/53
     zoner
      helios 2     4/ 52/ 26/649/700/5.88/15 (turret 750/750)
      fury	       6/ 87/ 43/649/700/5.88/26 512/3.35 (turret 750/750)
      fury 2       7/116/ 58/649/700/5.88/34
      fury 3       8/176/ 88/649/700/5.88/53 (turret 750/750)
     gaians
      gaia's savior    5/ 67/ 33/600/750/5.88/16 393/4.19
      gaia's savior b  6/ 87/ 43/600/750/5.88/21 512/4.14
     junkers
      barrager 1   2/ 30/ 15/600/600/8.33/ 9 250/3.33 (turret 700/700)
      barrager 2   4/ 47/ 23/600/600/8.33/14 392/3.36 (turret 700/700)
      barrager 3   6/ 79/ 39/600/600/8.33/23 658/4.16 (turret 700/700)
    
    DIAMONDBACK   10/1173/586/699/600/2.00/293 2346/4.00
    CERBERUS      10/1173/586/699/600/2.00/293
    WILD FIRE     10/1075/537/699/600/2.00/220 2150/4.89
    BLUE BLAZE    10/1075/537/699/600/2.00/244
    GUARDIAN      10/1075/537/699/600/2.00/268
    BLOODSTONE    10/ 880/440/699/600/2.00/220
    IRON HAMMER   10/ 880/440/699/600/2.00/220
    THOR'S HAMMER 10/ 880/440/699/600/2.00/244
    JADE	      10/ 652/326/699/600/3.03/163
    SILVER FIRE   10/ 717/358/699/600/3.03/179
    
    Nomad Energy Blaster 10/635/317/699/600/4.00/0  2540/inf
    Nomad Energy Cannon  10/847/423/699/600/3.03/0  2566/inf
    
    Other stats
    -----------
    Countermeasures			1000/70% $1000 New York
    Imp. Countermeasures		1000/80% $2100 Rochester
    Adv. Countermeasures		1000/90% $2500 Cadiz, Shinkaku
    
    Thruster			165/200 $ 500 New York
    Deluxe Thruster			150/200 $3000 Rochester
    Heavy Thruster			133/200 $5000 Rochester
    Adv. Thruster			125/200 $6000 Cadiz, Shinkaku
    
    Drone Mine			 326/ 163/60    750/  25 New York
    Seeker Mine			 408/ 204/80   1290/  43 New York
    Wardog Mine			 498/ 249/60   2740/  91 Willard
    Razor Mine			 632/ 316/80   5560/ 185 Willard
    Tadpole Mine			 808/ 404/60  11190/ 373 Leeds
    Driller Mine			1054/ 527/80  14300/ 715 Kyoto
    Swatter				1394/ 697/60  37180/1239
    Cutter				2120/1060/80  82210/2740 Freeport 9
    Screamer			3260/1630/60 180720/6024 Crete
    Ripper Mine		        3912/1956/80 216870/7229 salvage only?
    
    Javelin			1/ 489/ 244/1000/90/0.50/2.90    750/  25 New York
    Eraser EMP		1/  16/ 660/1000/90/1.00/2.90    750/  25 New York
    Stalker	Homing		1/ 244/ 122/1000/99/1.00/4.36    970/  32 New York
    Slingshot		3/ 747/ 373		        2740/  91 Willard
    Windstalker Homing	3/ 373/ 186		        3570/ 119 Willard
    Sweeper EMP		4/  31/1279		        5560/ 185 Willard
    Catapult		5/1212/ 606		       11190/ 373 Leeds
    Moonstalker Homing	5/ 606/ 303		       14550/ 485 Kyoto
    Lancer			7/2091/1045		       37180/1239
    Neutralizer EMP		7/  69/2822		       37180/1239
    Sunstalker Homing	7/1045/ 522		       48340/1611
    Cannonball		9/4890/2445/1000/90/0.50/2.90 180720/6024 Crete
    Paralyzer EMP		9/ 195/7921/1000/90/1.00/2.90       /7229 ?
    Firestalker Homing	9/2445/1222/1000/99/1.00/4.36 234930/7831 Crete
    
    Wasp Cruise Disruptor	    37/ 18/2500/700/1.00/8.71   2285/  91 Willard
    Hornet Cruise Disruptor    159/ 79/3000/800/1.00/8.71  68510/2740 Crete
    
    Starkiller Torpedo	  2424/1212/1500/50/0.50/0.58   7833/ 373 Leeds
    Sunslayer Torpedo	 11736/5868/2700/60/0.50/0.58 151809/7229 Bruchsal
    
    Shields
     Graviton - strong laser, photon, pulse; weak plasma, particle
      Sentry		 1/ 654/ 14/10 - New York
      Adv. Sentry		 2/ 894/ 19/10 - New York
      Guardian		 3/1225/ 27/10 - Willard
      Adv. Guardian		 4/1677/ 37/10 - Mactan, Baxter
      Sentinel		 5/2296/ 51/10 - Mactan, Baxter
      Adv. Sentinel		 6/3143/ 69/10 - Kyoto
      Protector		 7/4303/ 95/10 - Atka (sigma-17), Naha
      Adv. Protector	 8/5890/130/10 - included with Titan
      Champion
      Adv. Champion
     Positron - strong tachyon, neutron; weak laser, pulse, photon
      Armet			 1/ 490/ 10/10 California Minor
      Adv. Armet		 2/ 670/ 14/10 California Minor
      Cuisse		 3/ 920/ 20/10 California Minor
      Adv. Cuisse		 4/1260/ 28/10 Cambridge, Edinburgh
      Pourpoint		 5/1720/ 38/10 Essex (Dublin)
      Adv. Pourpoint	 6/2360/ 52/10 Cali (Tau-23)
      Aegis			 7/3230/ 71/10 Cali
      Adv. Aegis		 8/4420/ 98/10 $118K Cadiz, Crete, Malta
      Brigandine		 9/6050/134/10 $260K Cadiz, Crete, Malta
      Adv. Brigandine	10/8280/184/10 $312K Crete, Ruiz, Malta
     Molecular - strong plasma, particle; weak tachyon, neutron
      Rampart		 1/  490/ 10/10 $  1K Rochester (New York)
      Adv. Rampart		 2/  670/ 14/10 $  2K Rochester
      Sconce		 3/  920/ 20/10 $  4K Rochester
      Adv. Sconce		 4/ 1260/ 28/10 $  8K
      Palisade		 5/ 1720/ 38/10 $ 16K
      Adv. Palisade		 6/ 2360/ 52/10 $ 31K Freeport 9
      Bulwark		 7/ 3230/ 71/10 $ 54K Freeport 9
      Adv. Bulwark		 8/ 4420/ 98/10 $118K Freeport 9
      Barrier		 9/ 6050/134/10 $260K Freeport 9
      Adv. Barrier
    
    Derelicts
    ---------
    "Old Imperial Navy Fighter", Sigma-13 C5 - 2xDIAMONDBACK L10 guns, etc.
      C/D5 - 2xJADE, 1xWasp launcher, 5xWasp Missile, 20xCounter, 20xDrone Mine
      C3 - 2xIRON HAMMER, etc.; 2xSILVER FIRE, etc.
      C3/4 - 2xBLOODSTONE, etc.
    "Fugaku", Honshu C3 (follow patrol routes).  2xTanto, 1xTanto Turret
    "Robert Fitzgerald" Sigma-17, bottom center of F4.  3x adv. starbeam
      turret, 2xheavy starbeam, 20xalien organisms (worth $2000 each in
      California or Cambridge, $600 each at nearby planet Kurile).
    "Pathfinder", Omicron Beta E5: 2 WILD FIRE L10 cannons, 10 paralyzer
      missiles, other stuff.  BEWARE: Omicron Beta is fiercely guarded by
      Outcast Sabres.  You might want to buy off one of their allies before
      visiting.
    "Hosho Maru" Omicron Beta 4xAdv. Starbeam Turret, 2xAdv. Starbeam, 20xAlien
      Organisms.  Escort Ships: 2x Skyblast B
    "Hien", Sigma-19 E3 - 1xSkyblast Turret A, 2xSunblast B
    "Menorca" Sigma-19 F6 - 2xAngelito Mk 2, 20xArtifacts
    "Kobe Maru" Shikoku C5 - 2xDrake Type A, 20xArtifacts
    3x"Kusari Naval Forces Fighter" Hokkaido C3 - 2xSunfury 2, 2xDisinfector 1,
      2xScrambler 2
    "Mongoose" Sigma-17 - 2xBLUE BLAZE L10, 1xGunslinger Turret Mk 1,
      10xParalyzer Missile
    "Rebel" Omicron Theta E6 - 2xTHOR'S HAMMER L10, 1xGunslinger Turret Mk 1,
      10xParalyzer Missile
    "Vengeance" Omicron Gamma C5 - 2xGUARDIAN, etc.
    Hessian Fighters in Omega-5(?)
    Corsair Fighters in Omega-7 C5 - 6xAngelito 1
    Outcast Graves in Omicron Alpha 4F - great haul, but beware of Nomads
     2xWyrm Type 2, Ripper Mine (Launcher & 5 Mines), 10xParalyzer Missile (twice)
     2xCERBERUS, etc.   2xGUARDIAN, etc.
    Bounty Hunter Fighter in Omega-11 C4/5 - nothing
    Daumann Fighter in Omega-11 C5 - nothing
    Independence in Omega-41 D/E4 - 2xHeavy Starbeam, 2xFlashpoint Turret, 20xDiamonds
    Fearless, Omicron Theta G6 - 2xHeavy Starbeam, 2xFlashpoint Turret, 20xArtifacts
    Barossa, Tau-37 D6 - 2xHeavy Starbeam, 2xFlashpoint Turret, 0xNiobum?!?
    Old Kruger Storage Container, Sigma-13 E5 - nothing
    Corsair Fighter(s), Omicron Gamma F2 - many 20xArtifacts, 2xSalamanca I
    Viking, Omicron Alpha D6 - 2xPROMETHEUS, Paralyzers, Gunslinger
    Whetstone, Tau-31 D3/4 - 2x Heavy Starbeam, 3xAdv. Starbeam Turret, 20xCon. Mach
    
    What they use
    -------------
    liberty navy uses laser weapons, graviton shields
    kusari navy uses neutron weapons, graviton shields
    rheinland navy uses tachyon weapons, molecular shields
    corsairs use neutron weapons, positron shields
    cryer pharm uses civilian lasers, graviton shields
    bounty hunters use laser weapons, molecular shields
    zoners use photon weapons, molecular shields
    gaians use photon weapons, graviton shields
    hessians use laser weapons, graviton shields
    bundschuh use tachyon weapons, molecular shields
    xenos use particle wepons, molecular shields
    unioners neutron/graviton
    alg laser/graviton
    rogues laser/molecular
    bowex laser/grav