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    FAQ/Walkthrough by Genteel-Madman

    Version: 1.00 | Updated: 01/31/13 | Search Guide | Bookmark Guide

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                                     - Intro -
    
    &******************************************************************************8
    
    'Sup. No one likes scrolling through paragraphs of text that have nothing to do
    with what they're looking for so let's get a few things out of the way. 1) This
    is my 1st guide so don't be a jerk. 2) I have an SDTV and bad eyes so excuuuuse
    me if there are some spelling/numerical errors. 3) I'd like to be notified of
    errors in this guide, as well as discovered bugs, glitches, cheats, etc., I will
    update the guide if enough people message me regarding the subject as I can't
    trust just 1 source most of the time. My e-mail address is
    benjamin_beeman@yahoo.com. 4) No, there is nothing in this guide that will help
    with online play save for scant pieces of common knowledge. No, I cannot help
    you with online play, and that's CAN not, not WILL not. Even if I had internet
    access at my home I am not currently, have never been, nor ever will be, a
    subscriber to Xbox Live's gold service lest it is either free or very close to
    it. That's enough of that, you came here for answers, and answers thou shalt
    receive!
    
    &******************************************************************************8
    
                               - Table of Contents -
    
    &******************************************************************************8
    
    Use CTRL + F and copy/paste the [TAG] to find the section you're looking for.
    Sections referenced in other parts of the guide will be in parentheses instead
    of brackets so that searches go only to either the intended section or table of
    contents only, the parentheses do not indicate a different section to be
    searched for so just replace them with brackets.
    
    
    I - Basic Knowledge & Tips [I]
            - Controls [BKC]
            - Pause Menu [BKP]
            - Quickview Menu [BKQ]
                    - Pilot Sub-Menu [QP]
                    - Zone Map [QZ]
                    - Ship Sub-Menu [QSH]
                    - Sentients Sub-Menu [QSE]
                    - Shift Platforms [QSP]
                    - Mission Sub-Menu [QM]
            - Radar & Minimap [BKR]
            - Achievement List [BKA]
            - Miscellaneous Knowledge [BKM]
    
    II - Walkthrough/Optimal Paths & Techniques [II]
            - Prometheus Station [WPS]
            - Commandeer, it's a Nautical Term [WNT]
            - Hidden Arsenal [WHA]
            - Smuggling Ships and Other Impossibilities [WSS]
            - The Fantastic 5 [WFF]
            - Finding Identity [WFI]
    
    III - Main Story Missions [III]
            - Old Friends, New Enemies [MS1]
            - Hunter and Hunted [MS2]
            - Undercover [MS3]
            - War and Pieces [MS4]
            - Sacrifice [MS5]
            - Captured [MS6]
            - Retribution [MS7]
            - All Good Things [MS8]
    
    IV - Faction Information [IV]
    
    V - Consortium of Free Traders Story Missions [V]
            - What's Mine is Yours [CSM1]
            - Special Delivery [CSM2]
            - Breaking the Code [CSM3]
            - They Will Pay [CSM4]
            - Throwing Rocks [CSM5]
            - Impressment [CSM6]
            - Unfinished Business [CSM7]
            - The Last Stand [CSM8]
            - A Good Cussing Out [CSM9]
    
    VI - Sunshadow Syndicate Story Missions [VI]
            - Initiation [SSM1]
            - Let's Make a Deal [SSM2]
            - The Lucky Charm [SSM3]
            - Odd Job [SSM4]
            - Break [SSM5]
            - Skin of Your Teeth [SSM6]
            - The Rat [SSM7]
            - Ouroboros [SSM8]
            - What Goes Around [SSM9]
    
    VII - Praetoriate Fleet Story Missions [VII]
            - The Blue Line [PSM1]
            - On the Job [PSM2]
            - Breaking Heads [PSM3]
            - Dirty [PSM4]
            - No Good Deed Goes Unpunished [PSM5]
            - Dead or Alive [PSM6]
            - Unwelcome Discoveries [PSM7]
            - Interdiction [PSM8]
            - Razing Sunshadow Bay [PSM9]
    
    VIII - Dominion of Allied Planets Story Missions [VIII]
            - Shakedown [DSM1]
            - Without Warning [DSM2]
            - Reciprocity [DSM3]
            - Casus Belli [DSM4]
            - A Bad Taste [DSM5]
            - Fight and Flight [DSM6]
            - Unwanted Guests [DSM7]
            - Recon [DSM8]
            - A Nest of Vipers [DSM9]
    
    IX - Revenant Order Story Missions [IX]
            - A Test of Faith [OSM1]
            - Inquiry [OSM2]
            - Divine Wrath [OSM3]
            - Heathens [OSM4]
            - A Plague of Unbelievers [OSM5]
            - A Question of Blasphemy [OSM6]
            - Apostate [OSM7]
            - Heratic [OSM8]
            - Shug [OSM9]
    
    X - Side Missions [X]
            - Standard Side Missions [SM]
                    - Spy Mission Walkthrough [SPY]
                    - Upgrades Title Listing [UTL]
            - Military Warzone Side Missions [WSM]
    
    XI - Preset Side Missions [XI]
    
    XII - Consortium Preset Side Missions [XII]
            - Consortium Asteria [CPA]
            - Consortium Erebus [CPE]
            - Consortium Leviathan [CPL]
            - Consortium The Graveyard [CPG]
            - Consortium The Tempest [CPTT]
            - Consortium Solaria [CPS]
            - Consortium Tartarus [CPT]
            - Consortium The Crucible [CPC]
            - Consortium Shadowrift [CPR]
    
    XIII - Syndicate Preset Side Missions [XIII]
            - Syndicate Asteria [SPA]
            - Syndicate Erebus [SPE]
            - Syndicate Leviathan [SPL]
            - Syndicate The Graveyard [SPG]
            - Syndicate The Tempest [SPTT]
            - Syndicate Solaria [SPS]
            - Syndicate Tartarus [SPT]
            - Syndicate The Crucible [SPC]
            - Syndicate Shadowrift [SPR]
    
    XIV - Praetorian Preset Side Missions [XIV]
            - Praetorian Asteria [PPA]
            - Praetorian Erebus [PPE]
            - Praetorian Leviathan [PPL]
            - Praetorian The Graveyard [PPG]
            - Praetorian The Tempest [PPTT]
            - Praetorian Solaria [PPS]
            - Praetorian Tartarus [PPT]
            - Praetorian The Crucible [PPC]
            - Praetorian Shadowrift [PPR]
    
    XV - Dominion Preset Side Missions [XV]
            - Dominion Asteria [DPA]
            - Dominion Erebus [DPE]
            - Dominion Leviathan [DPL]
            - Dominion The Graveyard [DPG]
            - Dominion The Tempest [DPTT]
            - Dominion Solaria [DPS]
            - Dominion Tartarus [DPT]
            - Dominion The Crucible [DPC]
            - Dominion Shadowrift [DPR]
    
    XVI - Order Preset Side Missions [XVI]
            - Order Asteria [OPA]
            - Order Erebus [OPE]
            - Order Leviathan [OPL]
            - Order The Graveyard [OPG]
            - Order The Tempest [OPTT]
            - Order Solaria [OPS]
            - Order Tartarus [OPT]
            - Order The Crucible [OPC]
            - Order Shadowrift [OPR]
    
    XVII - Warzone Mission Guide [XVI]
            - Basic Mission Progression and Rewards [WZNP]
            - Important Mission Elements and Interaction [WZNE]
            - Basic Mission Zone Layout and Contents [WZNZ]
    
    XVIII - Legion Invaision Mission Guide [XVIII]
            - Basic Mission Progression and Rewards [LRP]
            - Important Mission Elements and Interaction [LRE]
            - Basic Mission Zone Layout and Contents [LRZ]
    
    XIX - Ark Raid Mission Guide [XIX]
            - Stealthly Blitzkrieg [ARS]
            - Clay Tok [ARC]
            - Forks in the Road [ARF]
            - Path of the Dead [ARD]
            - Path of Knowledge [ARK]
            - Path of Darkness [ARP]
            - Hall of Mirrors [ARH]
            - The Ark [ARA]
    
    XX - Mad Skillz (Pilot Skills List & Ratings) [XX]
            - Base Skills [MSB]
            - Faction Skills [MSF]
                    - Consortium Skills [MSC]
                    - Syndicate Skills [MSS]
                    - Praetorian Skills [MSP]
                    - Undercover Glitch: Eugene [MSUG]
                    - Military Skills [MSM]
    
    XXI - Challenge List & Recommendations [XXI]
            - Exploration Challenges [CLE]
            - Mission Challenges [CLMI]
            - Combat Challenges [CLCO]
            - Weapon Challenges [CLW]
            - Acquisition Challenges [CLA]
            - Consortium Challenges [CLC]
            - Praetorian Challenges [CLP]
            - Syndicate Challenges [CLS]
            - Military Challenges [CLM]
            - Sentient Challenges [CLSE]
    
    XXII - Sentient Information Guide [XXII]
            - Sentient Rarity [SIR]
            - Tank Sentient, and Ability Evaluation [SIT]
            - DPS Sentient, and Ability Evaluation [SID]
            - Healer Sentient, and Ability Evaluation [SIH]
            - Shared Sentient Ability Evaluation [SIS]
    
    XXIII - Weapons: Statistics and Recommendations [XXIII]
            - Weapon Type Analysis [WTA]
                    - Statistics Intro [WSI]
                    - Consortium Weapons [WC]
                    - Syndicate Weapons [WS]
                    - Praetorian Weapons [WP]
                    - Dominion Weapons [WD]
                    - Order Weapons [WO]
                    - PVP Weapons [WP]
                    - Warzone Weapons [WW]
                    - Legion Raid Weapons [WL]
                    - Ark Raid Weapons [WA]
                    - Bonus Weapons [WB]
            - Weapon Recommendations [WR]
    
    XXIV - Ship Statistics [XXIV]
            - Consortium Ships [SC]
            - Syndicate Ships [SS]
            - Praetorian Ships [SP]
            - Dominion Ships [SD]
            - Order Ships [SO]
    
    XXV - Clarifications, Disclaimers, & Miscellaneous Info [XXV]
            - Miscellaneous Info [MI]
            - Clarifications/Disclaimers [CD]
            - Credits and Legal Information [CI]
    
    
    
    
    
    General Tips:
    
    Equipping 3+ weapons/sentients on a ship with 3 or less weapon slots.
    This glitch will allow you to equip more weapons/sentients on ships than should
    be allowed and it is executed thusly:
    
    Step 1) - Simply purchase or commandeer a ship with 3 or more weapon slots.
    
    Step 2) - Equip the ship with the desired weapons/sentients.
    
    Step 3) - Dock at Alpha Station in the Asteria zone & change factions.
    
    ...And Voila! Goodbye Becky (the starting mining ship) will have 3 - 4
    weapons/setients equipped simultaneously! This will apply to other ships but
    you'll need to be aware of some things. First of all, whatever your default ship
    is in any given faction you (re)join is the one that will have the
    weapons/sentients equipped, and trying to switch ships/buy weapons/sentients
    will likely result in load outs being reset. You can also manually un-equip
    weapons/sentients in slot C/D, but cannot equip anything to replace something
    currently assigned to it if your ship has 3 or less weapon slots. Results are
    inconsistent but tend to more often than not make any sentients in slots C/D be
    equipped, (unless it's slot C and you're in a heavy fighter of course). This
    will allow you to utilize their passive bonuses, but they won't fly around the
    ship and attack. Weapons in slot C/D however appear to equip with no problem.
    
    Note: Although more items are being equipped to ships than should be possible,
    they are still displayed normally in the list of weapons/sentients and will not
    result in you going beyond the 15 weapon/sentient limit. This means you
    shouldn't have to worry about valuable items disappearing if you buy/acquire new
    weapons/sentients because your inventory will never exceed the assigned limit,
    which would likely cause it to glitch.
    
    
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                               - Basic Knowledge & Tips -
                                           [I]
    
    
    
    While this section does contain features like basic controls, I highly recommend
    those who are new to the game to look over this section because there is vital
    information that you need to be made aware of. Even if you're not new to the
    game but don't know everything about the interface will likely need to stop and
    take a look because there are some things that not even the game will tell you.
    
    &******************************************************************************8
    
                                   - Controls [BKC] -
    
    &******************************************************************************8
    
    "A" button - Mapped Skill/(Default function is the "Use" command). When
    navigating menus this serves as the button you use to select options or menus.
    
    "B" button - Mapped Skill/(Default function is the Afterburner skill) When
    navigating menus this serves as the button you use to cancel an option or exit
    out to a previous menu
    
    "X" button - Mapped Skill
    
    "Y" button - Mapped Skill/(Default function is a zone map shortcut).
    
    Left Analog Stick - Fly/Move
    
    Right Analog Stick - Fire Weapon (fires in the direction you point the analog
    stick. Beams and missiles must be locked on before they can be fired).
    
    L3/Left analog stick button - Boost/Sub-light (you do not need to hold the
    analog stick button down, the boost is toggled).
    
    R3/Right analog stick button - Unused
    
    Left Bumper/Shoulder Button - Unused
    
    Right Bumper/Shoulder Button - Drop mines/autoguns
    
    Left Trigger - Sentient Lock-on
    
    Right Trigger - Weapon Lock-on (for beams and missiles)
    
    Back/Select Button - Quickview menu(s)
    
    Start Button - Pause Menu (Figuratively speaking, the game doesn't actually
    pause.
    
    Some of these will require a little more information but the Quickview menu
    might as well have its own damn encyclopedia. Seriously, Starfire really dropped
    the ball by failing to effectively provide a comprehensive rundown of its many
    functions. It would be an inexcusable travesty for me not to share my knowledge,
    but I'm going to start with some noteworthy aspects regarding the pause menu
    first. Don't worry though, I'll describe the Quickview menu immediately
    afterwards.
    
    &******************************************************************************8
    
                                 - Pause Menu [BKM] -
    
    &******************************************************************************8
    
    The two things you're most likely to use the pause menu for are selecting
    special missions and changing settings. Selecting settings within the Help &
    Options tab will let you adjust audio settings, but there's no restore defaults
    option, you've been warned. The Safe Area settings let you shift certain
    on-screen elements closer to the edges so that they don't obstruct your view too
    much.
    
    The How to Play tab is riddled with incomplete information. The Controls section
    (which incidentally was already provided a tab) fails to include the boost
    command, the Quickview section barely scratches the surface of its various
    functions, Onscreen display fails to explain the curved bars next to sentient
    and pilot skills, (they represent the cooldown time/how much more energy is
    needed to use it, whichever is needed most at the time), and lastly the icon
    glossary only lists those that are either unimportant or easily deduced, failing
    to include weapon classification icons, radar icons, and/or buff icons.
    
    The More Options tab includes some online options, the ability to turn off the
    radar ring (though why you would want to do such a thing is beyond me),
    something called Starfield which I must confess I have no clue about, and camera
    options. The Camera is set overhead by default, provides an equal view in all
    directions, and is the most useful for gameplay. Overhead + Look Ahead provides
    the same view as the previous one but also looks in front of the ship slightly
    but it's not that great. Fixed Angle gives you a 45 degree view that lets you
    view certain visual elements that would otherwise have been obstructed by the
    default setup. Tilt might as well have been titled "Vomit Inducer" as it's
    practically upside-down half the time and very disorienting. The game's
    practically unplayable with that option. Lastly, the Lazy setting is one of the
    more unique ones since it has a 45 degree angle like Fixed Angle, but unlike it
    and the two overhead views, its orientation isn't fixed. Instead, Lazy follows
    directly behind the player's ship, providing new perspectives of well-known
    zones. I highly recommend switching to the Lazy setting once you've completed
    a significant portion of the game and can cruise lazily around without fear
    because the altered perspective lets you really take in the sights.
    
    The left side of the pause menu includes the galaxy map (which is also
    accessible from the quickview menu), online social options, and the special
    missions tab. Special missions can be initiated at almost any time and include
    military warzones, Dark Legion invasion missions (more commonly referred to as
    Legion Raids), and the Ark (more commonly referred to as Ark Raids. Military
    warzones become available almost as soon as you join the Revenant Order or
    Dominion of Allied Planets, Ark Raids are unlocked after completing all the main
    story missions, but it's not quite clear to me when Legion Raids become
    unlocked. All are explored in greater detail in later parts of the guide.
    
    &******************************************************************************8
    
                                - Quickview Menu [BKQ] -
    
    &******************************************************************************8
    
    I'm not exaggerating in the slightest when I say that this is the heart of the
    game and a make-or-break aspect that was clearly broken, as evidenced by the
    game's low notoriety and sales (though the less than significant marketing
    didn't help either). The information supplied in the Help & Options section
    barely scratches the surface of what you need to know to be successful, and
    it's the reason I'm guessing a lot of people didn't bother with the game after
    playing the free trial. But fear not! For I have the answers you seek! Though if
    you would like a video presentation, there is at least one tutorial video on
    Youtube that can be helpful. However, since its creator failed to respond to my
    message, I will not be posting a link since I was unable to get permission. So
    if you're the type that likes a visual look at what you need to know, search for
    it. For those of you who prefer text to fancy-pants videos (and to cover my aft
    if the video is removed for one reason or another) I've got you covered there
    too.
    
    We'll begin from the top-left, work our way right, go to the bottom-left and
    work our way right again. To navigate through the menus you have to hold the
    left analog stick to select a menu tile and press "A" to see more of it. Since
    the game's Help & Options section already describes the first set of menus I
    won't bother listing it here, especially since most of it is either easily
    deduced or has more significant meaning/functionality after being selected.
    
    One thing I will explain here is that any time a menu tile is flashing it means
    that there's something new you can do in that tile. For the Pilot Sub-Menu it
    means you've acquired a base/faction point that's capable of being assigned. For
    the ship menu it means you've acquired an upgrade and/or new weapon (although
    the upgrades tile will flash regardless of which one it is). Lastly, the
    sentients menu will flash when your sentients have unassigned
    skill/stat/attribute points, and/or when you've acquired a new sentient.
    
    &******************************************************************************8
    
                                - Pilot Sub-Menu [QP] -
    
    &******************************************************************************8
    
    The Pilot Sub-menu is all about you and your growth as a character. (Small
    interjectory note: you can exceed 999,999 credits.) Starting from the top-right
    (because the top-left is the same as the tile you just selected to enter this
    menu) is the Pilot Skills menu. The Skills button will automatically be
    highlighted when you press "A" on this tile, but move around with the left
    analog stick and you can highlight the skills assigned to each button. By
    pressing "A" you can cycle through the skills capable of being assigned, along
    with the multipurpose "Use" command and a zone map shortcut. You have to have
    the "Use" command bound to at least one button, but the zone map is pretty
    useless since the mini-map displays enemies in a wide area and you can select
    the map from the first set of tiles in the Quickview menu anyway. It's good to
    have on hand in the early parts of the game when you want to get your bearrings
    but you'll definitely want to replace it with a skill once you know the basic
    layout of the zones. Want to know what skills you've got or how to get a new
    one? Select that skills button I mentioned earlier and I'll tell you what you
    need to know.
    
    Skills are divided into Base skills and faction skills. Base skills are made
    more effective by assigning base points to them. Base points are awarded every
    time you level up, 1 per level, just highlight the skill and press "A" to put a
    point in it. You cannot put more than 25 points into any given skill. Faction
    skills become available after joining a particular faction and completing one of
    their story missions. Again, the skills are made more effective the more points
    you put into a skill, points are awarded upon completing faction story missions,
    and no more than 5 points can be assigned to a given skill. You can, however,
    put faction points earned from one faction into another factions skill since the
    points are universal. Lastly, Military skills are shared between the Order and
    Dominion, so joining either faction will unlock that set of skills. For a more
    detailed look at the skills and recommendations on what to get, see section VIII
    of this guide.
    
    The third quadrant/bottom-left tile includes challenges you can complete, which
    are unlocked when you fulfill the criteria for a challenge in a given category.
    Press "A" to select the tile, scroll through to the category whose challenges
    you wish to view, and press "A" again to view them. For a full list of
    challenges and recommendations on the best methods for completing them see
    section IX of the guide.
    
    The last tile is the Squadron tile, which allows you to change multiplayer
    social settings and presumably create/join a group of players.
    
    &******************************************************************************8
    
                                  - Zone Map [QZ] -
    
    &******************************************************************************8
    
    Nothing more than its title says, it's just a map of the zone you're currently
    occupying.
    
    &******************************************************************************8
    
                                - Ship Sub-Menu [QSH] -
    
    &******************************************************************************8
    
    The first quadrant/top-left tile is a list of your weapons and sentients, the
    maximum total being 15 (Though you can't have more than 5 sentients).
    Weapons/sentients with small circles before their names are currently equipped.
    Press "A" when a weapon/sentient is highlighted and use the left analog stick to
    toggle between options, then press "A" again to select that option. You can
    replace an equipped item without losing it (this is standard in like 99% of
    games but the clarification is important since the same function is glitched in
    another tile).
    
    The second quadrant/top-right tile cannot be selected, but highlighting it will
    display your ship's current statistics, which are modified by skills, upgrades,
    and equipped sentients.
    
    The third quadrant/bottom-left tile is where upgrades are stored. There are
    three different types of upgrades: ship, weapon, and ability, and all have the
    same basic features. After selecting the tile you can scroll through acquired
    upgrades or use the left/right triggers to display a different upgrade type.
    Once again, equipped upgrades will have a small circle before their titles and
    you can have a maximum of 2 equipped in each category simultaneously. This can
    include two upgrades with the same effect, and the number of upgrades capable of
    being stored/equipped is the same for every ship from every faction. (You will
    also be able to pick up dropped upgrades even if your cargo hold is full, due to
    the fact that upgrades do not take up cargo space.) Like weapon slots, it
    doesn't matter what upgrade is assigned to a given slot, though when after
    exiting the ship tile upgrades in slot A will be listed at the top, and upgrades
    in slot B will be just below it.
    
    Pressing "A" on a highlighted upgrade will let you choose to un-equip it, place
    it in slot A/B, or desynthesize it. Although you can choose to replace an
    already equipped upgrade, I strongly recommend that you don't. Upgrades can
    sometimes fail to de-equip the one they're supposed to be replacing, and though
    the event is uncommon it will most certainly delete one, or possibly more
    upgrades from your inventory. You can prevent this when you see more than two
    upgrades equipped by de-equipping all of them and selecting the two you want.
    But it's tedious to scroll up and down to make sure no more than two upgrades
    are equipped, so I advise manually un-equipping upgrades. Although even this
    method is glitched, it's easier to see when there's a problem because you can
    tell if an upgrade has been successfully unequipped because equipped upgrades
    are filled in light blue while empty slots are left empty and a darker blue.
    Plus, you'll know exactly which upgrade is effected, just equip it, and un-equip
    it again and the slot should be empty like normal.
    
    The desynthesize option is the only way to get rid of unwanted upgrades since
    they cannot be sold. Desynthesizing upgrades instantly provides you with green
    crystals for ship upgrades, red crystals for weapon upgrades, and yellow
    crystals for ability upgrades, (the amount yielded is shown at the bottom-left
    of the mini-menu displaying the upgrade's function). I don't know what the limit
    is for the number of upgrades because given the aforementioned glitch I didn't
    want to risk exceeding any undefined limit like the item containers in The
    Elder Scrolls IV: Oblivion. I'd recommend keeping no more than around 10
    upgrades or so and desynthasizing unwanted ones at your earliest convenience
    just to be on the safe side.
    
    The last tile is the cargo tile which shows the various useless knick-knacks
    you've picked up, how much room they're taking up, and your total number of
    credits.Selecting the sell now/sell all options will allow you to sell the
    cargo item(s) without docking provided you have a sentient with at least 1 point
    in the Trading skill equipped.
    
    &******************************************************************************8
    
                                - Sentients Sub-Menu [QSE] -
    
    &******************************************************************************8
    
    The left half displays equipped sentients and weapons, though with less
    information regarding the latter. The bottom-right tile displays the total
    number of each crystal you have, and lets you toggle Auto-Feed on or off. I
    highly recommend you turn it off for reasons I'll explain later in this section.
    Lastly, the top-right tile is a list of your sentients, press "A" on a
    highlighted one to open up yet another set of tiles.
    
    The first quadrant/top-left tile displays the sentient's level, mood, equipment
    status, and icons of abilities currently mapped to the D-pad. Sentient mood can
    be toggled between defensive, aggressive, and passive with each changing all
    sentient behaviors, not just the one you're currently viewing. Defensive is the
    default setting with sentients attacking but not leaving your side. Aggressive
    is the same for all but the DPS sentient which will fly around and pursue
    enemies, making it easier for it's pulse weapon to hit targets (Though also
    potentially making it more difficult to activate its abilities. Passive prevents
    your sentients from attacking altogether and is mandatory when sentients are
    equipped and you want to use the undercover skill for stealth purposes.
    
    The second quadrant/top-right tile lists the sentient's skills and assignable
    skill points. Pressing "A" while a skill is highlighted, then pressing "A" again
    will let you assign a skill point to a given ability (the maximum number of
    points capable of being assigned is 8). Pressing "A" while a skill is
    highlighted, then pulling back on the left analog stick will then let you toggle
    where a skill is assigned on the D-pad. Abilities without this option are
    usually passive and active at all times.
    
    The third quadrant/bottom-left tile displays the sentient's stats/attributes.
    Attribute points may be assigned to one of four categories: damage, speed,
    armor, and shield which increases your weapon damage, speed, hull, and shield
    strength respectively. Though I don't recommend putting as many points in armor
    compared to shields since the pilot skill "Increase Defense", in spite of what
    its description states, only increases hull strength. Pulling the left/right
    trigger will allow you to view the sentient's statistics if you're viewing
    attributes and vice versa. These statistics modify the effectiveness of sentient
    abilities, although the times for mining and trading actually go up rather than
    down via stat point influence, it fortunately has no effect on the actual times
    in the game.
    
    As with the attributes list, pressing "A" will allow you to assign stat points,
    but there's also a button at the bottom that says "Create Black Crystal".
    Creating a black crystal requires a red, yellow, green, and blue crystal, and
    this menu option is the only way to get black crystals. Black crystals are also
    the only way to acquire stat points because they are not awarded when the
    sentient levels up like the skill and attribute points are. This is why turning
    off auto-feed is advised, you can't get blue crystals by desynthesizing
    upgrades, you'll develop favorite areas to mine, and auto-feed "feeds" crystals
    to sentients regardless of how many or few of a given type you possess. Speaking
    of crystals...
    
    The last tile displays your crystals, and since you're in the menu of a
    sentient, you can "feed" them to said sentient. Pressing "A" will highlight a
    crystal's number count, which can then be increased/decreased. Don't worry about
    "overfeeding" a sentient one of the four basic crystal types that level it up as
    there are only so many that can be "fed". Those crystals (red, yellow, green,
    and blue) can be acquired by mining objects such as asteroids, ice crystals, and
    pieces of debris. Leveling up a sentient, as mentioned before, grants skill and
    attribute points to spend. (Note: You will still pick up crystals even if your
    cargo hold is full because they do not take up cargo space.)
    
    Prismatic crystals are awarded after completing all 5 waves of a Legion Raid
    mission or completing an Ark Raid. Both only yield fractions of a whole crystal
    so multiple raids must be undertaken. Once you have one however, you can "feed"
    it to a sentient to reset all of your skills (both base and faction skills)
    without penalty. You only need ONE whole prismatic crystal to do this so don't
    "feed" it more than that. You also cannot reset your sentient's skills.
    
    Lastly there are the Black crystals mentioned earlier. Each black crystal "fed"
    to a sentient provides 1 stat point, and with a 10 point limit and six
    categories you need 60 to max out its statistics. Neither these nor prismatic
    crystals are "fed" to sentients when auto-feed is turned on, but both can be
    "fed" more than is necessary without any benefit in doing so, so make sure it's
    the right amount.
    
    A few small notes: crystals will still be picked up even if your cargo hold is
    full. And although I don't know what the limit is (or if there even is one for
    that matter), I was able to exceed 1,000 Red/Yellow/Green/Blue crystals, 10
    prismatic crystals, and 100 black crystals.
    
    &******************************************************************************8
    
                                - Shift Platforms [QSP] -
    
    &******************************************************************************8
    
    Also known as the galaxy map, it displays the various zones you have access to.
    Although your eyes will be drawn to the upper-half of the screen, you navigate
    from zone-to-zone via the list near the bottom-left corner of the screen. You
    need to venture into as many regions in each zone as possible to unlock more
    zones, the lower on the list a zone is, the more difficult enemies will likely
    be. The first three contain tier 1 (weakest) enemies, the following two, contain
    tier 2 enemies, the two after that tier 3, and the last two tier 4.
    
    Selecting any one of the zones (save for the one you're already in) will open
    the nearest SHIFT platform. Doing this while on almost any type of mission will
    display a warning beforehand telling you that the mission will immediately be
    quit, and if you're on a mission with a borrowed ship/weapons, said ship and
    equipment will be replaced with your own as soon as you confirm that you want to
    quit. Try opening SHIFT platforms when on missions you'd rather play again to
    sample an ability/weapon.
    
    &******************************************************************************8
    
                                - Mission Sub-Menu [QM] -
    
    &******************************************************************************8
    
    The last, and probably least useful, is the mission sub-menu. If you're anything
    like my you'll barely use this tile, if at all. All it does is list your current
    mission objective, a description of the mission, its rewards, and the
    mission-giver. That's literally all there is to this menu, so luckily for both
    of us, there's nothing left to explain regarding the Quickview menu. WHOO!
    
    &******************************************************************************8
    
                               - Radar & Minimap [BKR] -
    
    &******************************************************************************8
    
    The radar ring is that blue ring around your ship with all the little markers on
    them. Here's what they mean:
    
    Green Triangles = Friendlies
    Yellow Triangles = Neutral Targets
    Red Triangles = Hostiles
    Light Blue plus sign diamond things = primary objectives, carrier spawn points,
    in warzone missions, and downed turrets in Legion Raids
    Yellow plus sign diamond things = secondary objectives like spynet satellites,
    Warzone Supply points, etc.
    Red plus sign diamond things = hostile targets that you need to destroy.
    Circles are SHIFT platforms.
    Upside down Y's (be they Green, Yellow, or Red) are docking stations.
    
    As explained in the tutorial mission, the light blue/dark blue bars at the
    bottom left center of the radar ring represent your shields, while the
    yellow/light green bar represents hull strength. The bar representing shields on
    the top is a ship's forward shields, while the bottom is the aft/rear shields.
    Maneuver your ship accordingly to prevent hull damage. If you take enough damage
    you'll be left with 1 point of hull health that will not drop for a few seconds,
    though shields can still take damage and any hull strength restored via a healer
    sentient can still be depleted (though not past the 1 point. Get out if you can
    and remember, once the hull invincibility wears off ANY hull damage will take
    you down.
    
    When you take damage and/or enter combat, the radar ring will go from light blue
    to light red. While the radar ring is light red you CANNOT participate in
    certain actions like entering SHIFT platforms. You also cannot begin to capture
    a supply/carrier point while in combat. You WILL however be able to CONTINUE
    capturing a point if an enemy attacks after you've begun capturing a point.
    Being hit by a meteor in The Tempest zone counts as entering combat. They do
    little damage to you regardless of size, & while annoying, can do a fair amount
    of damage to NPC ships outside of missions. Getting too close to an asteroid
    you're destroying might also make you enter combat mode temporarily. Exploding
    ships like cruisers can do a little damage, so if you're in a vulnerable tier 1
    scout fighter and a larger ship is going down, steer clear just in case.
    
    The minimap is useful for determining enemy locations without clogging the radar
    ring with a ton of icons by putting points in Advanced Radar. You Check your
    minimap from time to time during early exploration, as it can be hard to tell
    which objects are obstructions and which are just apart of the background. The
    navigation arrow can also become very confused and unpredictable in asteroid
    fields so check your radar/gameplay map if you need to know if you're on the
    right track.
    
    &******************************************************************************8
    
                               - Achievement List [BKA] -
    
    &******************************************************************************8
    
    Chosen (10)	Complete all the Revenant Order story missions.
    Collector (10)	Acquire a new sentient AI.
    Crimelord (10)	Complete all the Sunshadow Syndicate story missions.
    Defender (10)	Complete a Dark Legion Invasion mission.
    Hero (10)	Reach pilot level 75.
    Lawmaster (10)	Complete all the Praetoriate Fleet story missions.
    Legend (10)	Reach pilot level 100.
    Omniscient (10)	Level a sentient to maximum level.
    Protector (10)	Join the Praetoriate Fleet.
    Savior (10)	Complete the Ark special mission.
    Skilled (10)	Earn all skills for a faction.
    Smuggler (10)	Join the Sunshadow Syndicate.
    Trader (10)	Join the Consortium faction.
    Tycoon (10)	Complete all the Consortium story missions.
    Upstart (10)	Reach pilot level 25.
    Veteran (10)	Reach pilot level 50.
    Warlord (10)	Complete all the Dominion of Allied Planets story missions.
    Warmonger (10)	Complete a Warzone mission.
    Warrior (10)	Join the Dominion of Allied Planets.
    Zealot (10)	Join the Revenant Order.
    
    &******************************************************************************8
    
                          - Miscellaneous Knowledge [BKM] -
    
    &******************************************************************************8
    
    Some information just doesn't have a specific category to be listed in, so I'm
    going to have to lazily dump them all here in no particular order.
    Unprofessional? Perhaps. But at least I'm not depriving you of the information.
    
    - Don't fret when you're told not to completely destroy an enemy(s) in the
    middle of a mission, enemies will automatically be crippled to non-functionality
    when they receive enough damage be it from you or your sentient(s) and will not
    be capable of being targeted (Am uncertain if they can still be damaged at this
    point but sincerely doubt it).
    
    - The game doesn't pause even when looking at the map. Use this to your
    advantage by parking your ship near asteroids and letting your sentients mine
    crystals and ore while you get accustomed to the interface, distribute
    skill/attribute points, check challenge stats, etc. You'll have to stop and
    move every now and then so the sentient(s) can reach other asteroids and keep 
    the camera from zooming in and preventing them from looting the items.
    
    Alternatively you can park your ship near some weak Vanid and and have your
    sentients take care of them. You won't get much XP/FXP but it's still something,
    and they'll respawn in the same area so you won't have to worry about moving
    your ship. Dense concentrations can be found in the Crucible section but you can
    also go to the Erebus Zone. when I was around the West entrance, my sentients
    took out all but one of the Vanid and that one respawned nigh instantaneously
    after being put down. I tinkered around in the menus for so long that the
    updates bar was scrolling the Vanid XP yield for a half an hour!
    
    - If you have a particularly potent speed upgrade equipped to a fast ship such
    as the Syndicate scout fighter or Dark Legion ship, your default speed can end
    up being faster than boosting!
    
    Scanning, hijacking, capturing, etc. will automatically disengage boost.
    
    Upgrades range from as little as 2% to as high as 50%.
    
    Friendly mines will not harm you, hostile, & even neutral ones WILL.
    
    Mines to not yield XP and do not appear to count toward damage/kill statistics.
    
    Acronyms:
    
    RTB = Return to Base
    KIA = Killed in Action
    AWOL = Absent Without Leave
    DPS = Damage Per Second
    LR = Legion Raid
    AR = Ark Raid
    PVP = Player vs. Player
    WZN = Warzone
    NPC = Non-playable character
    HUD = Heads Up Display
    DMZ = I'm pretty sure it stands for De-Militarized Zone
    FYI = For Your Information
    APB = All Points Bulletin
    SOB = Son of a Bitch
    ASAP = As Soon As Possible
    pt(s) = Point(s)
    Aft means rear AKA ass.
    
    
                                      ____ ____
                                      `MM' `MM'
                                       MM   MM
                                       MM   MM
                                       MM   MM
                                       MM   MM
                                       MM   MM
                                       MM   MM
                                       MM   MM
                                       MM   MM
                                      _MM_ _MM_
    
    
                     - Walkthrough/Optimal Paths & Techniques -
                                        [II]
    
    
    The first part of this guide's section is going to focus on the more linear
    early sections that simply have no alternative methods or outcomes. After that
    however, I'll guide you more directly in a manner that will give you a leg up.
    You can also just go section by section from the table of contents to do as you
    please but get information about what you're getting into obviously. But if
    you're the type that smacks their head wishing they had taken advantage of
    things that would've made things much easier you'll want to stick around for
    this.
    
    &******************************************************************************8
    
     			  - Prometheus Station [WPS]-
    
    &******************************************************************************8
    
    A walkthrough of the tutorial seems like a rather moot effort, I mean if you're
    stuck on the very first mission which is designed specifically to instruct you,
    you're either beyond help, or completely new to this type of game/gaming in
    general. But I won't leave you twisting in the wind, let's do this thang.
    
    Your first objective is to reach the Prospecting Micro Mole ship known as
    "Goodbye Becky". You CAN follow the green blip on your radar but it's easier to
    follow the giant white arrow next to it instead. Said arrow points you to your
    current objective, and while its usefulness can change (I'll come back to that
    later) you'll want to follow it more often than not. Press the "A"/use button
    when you get near the ship. You'll be asked to fly back to a point near the
    station to see if the ship is safe (gee, couldn't have done that BEFORE I got
    in the damn thing?) But as the following conversation implies, safety is a bit
    of a luxury at a time when entire armadas are converging on your location with
    the intent to take what they want whether you can oppose them or not.
    
    Now you'll need to look at the text in the box to the right of the mini-map
    because it's the only way you'll have a clue as to what you're supposed to do
    next. It says "Depress Left Stick button to boost" and this is doubly
    confounding to anyone new to anyone new to the current/last generation of
    controllers because the Help & Options Controls menu doesn't list what I'm about
    to tell you. You need to push the left analog stick down, no, don't pull back on
    it like you're trying to pull up in a plane, I mean push the analog stick into
    the controller itself to push the button underneath. Doing this will activate
    the ship's boost called sub-light (as in below light speed because there's no
    Element Zero in this game). Press it again to de-activate the boost. Yeah you
    vets may laugh but don't even pretend you weren't thrown for a loop when you
    found out the Playstation 2 and Xbox controllers had buttons underneath the
    analog sticks. I myself went through several games and months of time before
    figuring it out. And before you wet yourselves laughing I'd like to point out
    that I didn't have anyone to point out what I was doing wrong. (Besides it's not
    like I tried to depress the analog sticks by insulting them and telling them sad
    stories). Anyway, Starfire Studios should really patch the boost command into
    the controls screen (among other things).
    
    HUD stands for Heads Up Display and includes the radar (that circle around the
    ship), mini-map, objectives box, etc. The blue marks representing objectives are
    light blue and can blend into the background so once again you will want to
    follow the trusty white arrow. After the first power cell is acquired you may
    notice that the arrow doesn't point directly at the objective, but the path you
    should follow, this is both its strength and its weakness. The strengths should
    be obvious, the Achilles heel is that it tends to go bonkers trying to
    compensate for any potential obstructions, most commonly, asteroids. You'll see
    what I mean soon enough, just be sure to check both the arrow AND the objective
    markers when you're near small obstructions.
    
    After collecting all three power cells your next task is to engage the
    afterburner, which is like the boost but is faster and drains energy. Boosting
    while using the afterburner is faster than using either by themselves. After
    engaging the afterburner and listening to the dialog that follows your ship's
    weapon will be activated. To use it, just point the right analog stick in the
    direction you want to shoot in just like in Geometry Wars. (The direction you
    need to move the analog stick is NOT dependent upon your ship's orientation).
    
    Once you reach the other side of the asteroids and get to the recharging station
    your ship will have shield functionality restored. Shields are segmented into
    fore and aft (front and back, respectively) and are represented by the two light
    blue bars at the bottom of the radar ring. The bar on the top represents your
    forward shields, while the bottom one represents your rear shields. When an
    enemy attacks a point that is not shielded your hull (represented by the
    yellow/green bar to the right of the shield bars) will take damage. Hull damage
    is not differentiated based on the direction of attacks and therefore has no
    segmented parts, a hit on any point depletes your ship's hull integrity as a
    whole. Take too much hull damage and you're space toast, which is like normal
    toast but in an icy vacuum Your shields will replenish if you stay out of the
    line of fire long enough, but the first enemies you face are pushovers who
    shouldn't best you unless you suck. That said the penalty for death/failure is
    practically non-existent so don't assume the worst if you DO manage to fail.
    Note that your enemies appear on the mini-map long before your radar ring, keep
    that in mind for the future.
    
    I am uncertain if prior playthroughs/initial playthroughs have any impact on the
    sentient's skills or level but I do know that it's always a Tank Sentient.
    Creating a new pilot for this walkthrough the sentient started off at level 3,
    had 3 attribute points, 1 skill point unassigned, 1 point in looting, 1 point in
    mining and had 2 points in armor increase (could've sworn it was 1 but
    whatever.) Anyway, head over to the asteroids and press "A"/use when close
    enough to start mining for crystals to "feed" the sentient. Once you get what
    you need you need to use the sentient skill, armor increase, which should be
    mapped to "Up" on the D-pad unless you changed the defaults. It may be tempting
    to power-level the sentient as high as possible right here and now but trust me
    when I say it's a bad idea at this point in time. When you activate the sentient
    skill the next part of the mission will come up and crystal auto-feed will be
    turned on regardless of whether you turned it off prior or not. In doing so it
    will automatically "feed" as many crystals in your inventory to the sentient as
    possible regardless of how common or rare they are. You can turn auto-feed off
    at this point and it's recommended you do it as early as possible so that you
    don't have to think about it, though I'll remind you right before it's
    "necessary". (While it's not necessary to turn auto-feed off it will make things
    easier on you for reasons I make clear in other parts of this guide, namely in
    the Walkthrough/Optimal Paths & Techniques section). Hoof it to Point Prometh-
    I mean Prometheus Station for your next objective.
    
    Upon reaching your destination you are greeted by the forceful (Vice) Admiral
    Kincaid, who wants the professor's research findings no matter what you or
    anyone else might have to say. With the professor trapped and you hopelessly
    outgunned he does the only thing he can do, stall the enemy for every second
    possible while you escape with his life's work and your hide to boot. What a
    guy! Now you need to get out with your rust-bucket of a ship intact, so do
    yourself a favor and do not engage the vessels that are too busy destroying each
    other to bother with you, or now that I think about it, the ones that do. Know
    that this is a race to the exit, because although the ships will not likely be
    targeting you, you'll still take damage if you fly into the line of fire. This
    might sound like a no-brainer but since you can't crash into ships no matter
    what you might also think that weapons won't hit you unless you engage enemies.
    (FYI, if you stop to listen to the sweet music long enough you won't fail the
    mission if you're out of the way, but the tracks will eventually revert to their
    defaults).
    
    When you pass through the SHIFT platform (don't bother asking me what SHIFT
    stands for because I don't have a clue) you'll be provided with an audio
    recording, that scrolls in the text box, from the professor and created in the
    event that he died so he could give a proper goodbye. The sentient then
    calculates that the best course of action is to meet up with someone named Judah
    who turns out to be an old acquaintance of the professor's. Judah lets you know
    right quick that your ship isn't going to cut it, he's right, and tells you to
    say goodbye to Becky (oh, I see what you did there...) Although there are 5
    different factions you're told to go straight to the Consortium of Free Traders,
    a logical place to start for beginners but not where you'll want to stay to have
    an advantage. Head to the NeoCorp Repair Facility and dock at the Consortium
    station"Last Stand". If you're full/nearly full on cargo select "Trading Post",
    then Commodities, pull the left or right trigger to view and sell your goods.
    (Don' tworry, cargo only encompasses the items you pick up that have absolutely
    no function).
    
    A mission will be made available to you: Help Wanted, yields 500 credits and 100
    XP, Rank: Base Rank 0. After agreeing to test an experimental prototype you'll
    be given a new ship and the chance to buy another if you have the credits for
    it. (Even if you do, don't buy it now. (Unless you're one of those people who
    leveled to an insane degree and got like 9,999,999 credits mining in the earlier
    section in which case go nuts because clearly you already have.)) This is your
    last chance to turn off Auto-Feed before you start collecting crystals again so
    if you haven't done so already now's the time. Although you're guided to the
    Clearing Area, you can mine anywhere to advance the mission, but it's close to
    where you are now so might as well just go there. When you're done, head back to
    dock at Last Stand and turn in the mission.
    
    &******************************************************************************8
    
                        - Commandeer, it's a Nautical Term [WNT] - 
    
    &******************************************************************************8
    
    ...And voila! It's done! (The linear parts I mean.) That's right, from here on
    out you can pretty much go wherever you want and do whatever you want, leaving
    it up to me to show you the optimal path to give you an edge and prepare you for
    any and all pitfalls. There are a good number of things to go over before one
    can be ready for future challenges, unfortunately there isn't any specific
    linear path to follow to reach that point. There are however, a few tips you
    can follow that can GREATLY reduce the difficulty of the process. Before that
    though, you need to know how to change factions. All you have to do is fly back
    to Alpha Station, select "Embassy Missions" and choose the option to join a
    different faction. You can change factions at any time that you're not on a
    mission, and you do NOT loose progress with a faction that would result in
    having to jump through hoops to re-join, nor does your progress with a faction's
    enemies affect anything within either faction.
    
    The first, and most useful thing to have on hand when starting the game is the
    commandeer ability. In the Syndicate faction there's a skill called "Hijack"
    that lets you take control of enemy ships, but with many restrictions like the
    fact that you can't dock anywhere without the ship being replaced with what
    you had originally. The commandeer ability has the same basic concept but is
    vastly superior in other ways, but most notably for being able to dock and take
    part in missions without being replaced. Its only restriction compared to Hijack
    is that it's restricted to friendly ships, but that can be circumvented.
    Commandeer is a ship ability that's innate to an interceptor from either the
    Dominion of Allied Planets or Revenant Order. Joining either faction will get
    you access to the interceptors, with tier 1 versions being capable of being
    purchased right away for 2,000 credits.
    
    With the commandeer skill you can take control of ANY friendly ship from the
    same faction, regardless of tier level, but to encounter higher tier ships
    you'll need access to new zones. To be permitted access to later zones all you
    have to do is explore the regions of the zones you've already unlocked. And by
    explore I mean fly into different areas, and when the text displaying the region
    name appears it means you've "explored" the area. The later the zones, the
    higher the tier level of the ships are likely to be. You find tier 1 ships in
    the Asteria and Erebus zones, tier 1, & occasionally 2, in the Leviathan zone,
    tier 2 ships in the Graveyard and Tempest zones, tier 3 ships in the Solaria and
    Tartarus zones, and tier 4 ships in the Crucible and Shadowrift zones.
    
    &******************************************************************************8
    
                              - Hidden Arsenal [WHA] - 
    
    &******************************************************************************8
    
    This next glitch is so ridiculously easy to trigger that you're bound to trigger
    it eventually. Fortunately for us, it's a BENEFICIAL glitch. All you have to do
    is fly a ship with 3 or more weapons into Alpha Station to change factions and
    not change your weapon load out. No seriously, that's all you have to do! For
    some reason, when you get switched to the ship "Goodbye Becky" to change
    factions, the equipped weapons remain equipped in spite of the fact that the
    ship can only support 2. It's assumed that Starfire wanted to de-equip all the
    weapons, were having problems with the upgrades glitch that makes upgrades
    disappear from time to time, couldn't deal with the complications before
    releasing the game, and decided to just keep the glitches in and try to patch
    the game later.
    
    Sentients will not be visibly active if assigned to slots C or D on a ship that
    doesn't support them, their passive abilities will still be active while
    equipped in those slots. Weapons however, will function normally regardless of
    whether the ship supports a slot or not. This glitch will reset when buying new
    weapons or sentinets, or when switching ships (unless you're hijacking or
    commandeering). You can also take advantage of this glitch if you fly a
    commandeered vessel into Alpha Station to change factions, just so long as you
    replace the ship with your own weapons first. Lastly, while you can manually
    de-equip weapons/sentients assigned to an unsupported slot, you cannot PLACE a
    weapon in an unsupported slot manually.
    
    Note: Although more items are being equipped to ships than should be possible,
    they are still displayed normally in the list of weapons/sentients, and will not
    result in you going beyond the 15 weapon/sentient limit. This means you don't
    have to worry about valuable items disappearing if you buy/acquire new
    weapons/sentients because your inventory will never exceed the assigned limit,
    which would likely have caused it to glitch.
    
    &******************************************************************************8
    
                  - Smuggling Ships and Other Impossibilities [WSI] -
    
    &******************************************************************************8
    
    Unlike the above glitch, you might trigger this one on accident, but you
    probably won't realize it's potential right away. The Undercover glitch, AKA
    Eugene, requires more effort on your part than the last glitch, but it's just as
    beneficial, if not more so. Rather than go through the process, I'll just
    direct you to the part of the guide that goes into the details (MSUG), and focus
    on the applications and advice. Using Eugene, you can bring military
    interceptors with the commandeer ability into other factions, and since the
    ability works on ships that are a part of the same faction you're currently in
    rather than ships marked green, you can use it to commandeer ships that were
    never meant to be controlled by the ability. Unfortunately for you, the
    Undercover skill starts off with a whopping 5 minute cooldown time after use,
    so in spite of the fact that Eugene is capable of working with only 1 point
    assigned to the skill, you'll need at least 3 assigned before the wait is less
    ridiculous.
    
    &******************************************************************************8
    
                                - The Fantastic 5 [WFF] -
    
    &******************************************************************************8
    
    There are 5 things you'll want in order to gain an edge in the game, credits,
    crystals, side mission completion, faction skills/skill points, and sentients.
    All are important in their own way, but few can be acquired without needing to
    move on to the other before being done with the potential exception of mining
    for crystals. Mining for crystals is slow enough as it is, but it's even worse
    if you only have one sentient to do the mining. That's why you want 2 sentients
    with the mining skill maxed out and a couple of points in looting before you
    move on. You'll want the Tank and Healer sentients to start off with, and the
    skills Mining, Shield Regeneration, Armor Increase, Repair, Recharge, and
    Hull Regeneration all maxed out. (Or at least close to it in the case of the
    Healer sentient if you don't get the uncommon version of it).
    
    To get the Healer sentient you'll need credits, which will also help you get
    your hands on stronger ships in the future. Credits rewards for completing
    missions are highest in the Consortium story missions, so you'll want to work
    on their missions to get the money you need. That said, you don't really need a
    ton of money unless you're aiming to get the uncommon versions of sentients or
    purchase a tier 4 military cruiser to use with Eugene. But you'll also get
    faction skill points for completing faction story missions, which are extremely
    valuable. But to gain access to ALL the skills, you'll need to join each faction
    and complete the first story mission in each, (Dominion OR Order may be chosen
    since they both unlock the military skills). As for WHICH skills to develop,
    there again is no way to say what the best order is because it depends on what
    you plan on taking advantage of as well as your playstyle. But I'll list a few
    that are of note, for more information see the "Mad Skillz" section of the
    guide, (XX).
    
    - Advanced Radar is a Praetorian skill you'll want to have so that you can see
    cloaked enemies, especially if you're not using lock-on weapons like beams or
    missiles. But you also only want to put one point in the skill because more
    points just increases radar range and nothing else.
    
    - Roll is another skill you only need 1 point in to take advantage of the Roll
    glitch, though if you're not planning on using a cargo ship or cruiser you can
    skip this.
    
    - Undercover is fantastic for utilizing Eugene, but if you're one of those
    people who don't cheat under any circumstances then you might want to skip it.
    
    - Abation is best to me for its near neutralization of the tractor beam's
    inhibiting effects on you, but it's also great for reducing the amount of time
    abilities like disable and shield short effect you for.
    
    - Flares fire more frequently the more points you put in the skill which means
    more energy drained, but if you have an analogous upgrade of any strength level
    then you won't have to worry about it at all. Flares isn't as great against
    missiles as the Roll glitch is against beams but it's not far off.
    
    To get more faction points you'll need to complete more faction story missions,
    and that means getting the faction experience points (AKA FXP) to unlock them.
    The easiest way to earn FXP is to complete side missions, preset side missions
    especially since they rarely require any skills/weapons of your own. I recommend
    playing the Revenant Order story and preset missions if you want the resources
    associated with them because some of the Dominion preset missions are
    ridiculous, and nearly half of the Order story missions have presets too.
    
    &******************************************************************************8
    
                                - Finding Identity [WFI] -
    
    &******************************************************************************8
    
    It's important to know what kind of gameplay style you prefer so that I can put
    you on the right road. In the beginning, you'll want to commandeer a tier 4
    cargo ship and have the Tank and Healer sentient equipped so that you can take
    advantage of their increased weapon power and spam Recharge and Armor Increase.
    This combination will serve you well for quite some time but will eventually
    need to be replaced with something that offers more firepower. That's where this
    section comes into play, it's purpose is to list ship, weapon, and sentient
    combinations that achieve certain results.
    
    - Cruiser + Battlegun + All three sentinet types.
    Description - This is one of my go-to setups, it's basic and well-rounded.
    
    - Consortium Heavy Fighter + Battlegun 4 in slot D + All three sentient types.
    Description - This is an upgraded version of the above type thanks to increased
    speed.
    
    - Military Scout + 2 DPS sentients in the A & B slots + Corsairs in the C & D
    slots.
    Description - The innately higher energy regenation of scout crafts, plus the
    33% cost reduction from military scouts, and the DPS sentient's Energy
    Regeneration skill let you unleash a volley of powerful projectiles against
    strong targets (though it's not nearly as good for ship-to-ship dogfighting).
    
    - Praetorian Scout + Undercover
    Description - This is best used in Ark Raids with the Deathshrike Mine V.
    
    - Syndicate Heavy Fighter + Coffin Nail Missiles
    Description - Power Missiles are good on any ship for their ability to fire
    with minimal lock-on but full firepower. Coffin Nail missiles on the other hand
    are very strong... but need max lock-on to be propelled at full speed. The
    Syndicate's Vampire however, provides the Power Missile's effect to the Coffin
    Nail.
    
    - Praetorian Heavy Fighter + 1/2 DPS sentients + 2/3 Power Lightning Beams
    Description - This combo is a little iffy since I'm not certain whether the
    Enforcer's ability increases the OVERALL power of beam attacks, or if it just
    conveys the same ability as the power beam that fires at full power regardless
    of lock-on time but doesn't increase overall firepower or fire for as long as
    a fully locked shot.
    
    The Battlegun is a great weapon to have and there's a good reason that most
    players covet it. It's a pulse weapon, so there's no defense other than the
    supershield ability, it's handicap can be overcome by equipping it to a cruiser
    or Consortium Heavy Fighter, and it fires extremely fast making it easier to hit
    targets from far away. A level 4 Battlegun is pricey so you'll have to take
    part in several Warzone missions before you can purchase it. It's also probably
    best to use the cargo ship setup in tier 3 warzones like Solaria or Tartarus
    since the points awarded are slightly less, but the enemy battleship will fall
    faster. The other weapons require time spent in Legion Raids and Ark Raids so
    they take longer to get access and are usually more difficult to get your hands
    on.
    
    Before we finish this section, I need to talk about base pilot skills. It's
    important that you understand how each one effects you as you proceed because
    you'll want to build up your character as early as possible. The four skills
    to boost effect offense, defense, energy, and the Afterburner skill. Although
    you may instantly be drawn to the increase in damage it's important to look at
    the actual increase in value. The skills that boost offense and defense can only
    go up to 25%, Afterburner can go up to 50%, and your energy pool can increase to
    100%! Increasing defense has some good to offer, but it's only REALLY potent in
    the Dominion faction because, contrary to what the description of the skill
    states, only your hull strength increases, not shields. Making the Dominion the
    choice because their hulls are twice as shields, rather than the other way
    around like it is in the Order. The Afterburner is a useful skill not just for
    getting out of tight spots in a hurry, but for traversal in general which is
    why I tend to boost the skill along with increasing energy reserves. Afterburner
    doesn't just make your ship go slightly faster when you put points in the skill,
    it also reduces its energy cost. Eventually you can pair it with a DPS sentient
    and boost for an indefinite amount of time!
    
    
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                                - Main Story Missions -
                                        [III]
    
    
    Main story missions are those you get from Judah at Alpha Station in the Asteria
    zone. They can be completed with any ship from any faction and culminate in the
    unlocking of the Ark Raid special mission. All of these missions yield a measly
    100 XP so I won't even bother listing the rewards for the missions.
    
    &******************************************************************************8
    
                                  Main Story Mission 1:
                           - Old Friends, New Enemies [MS1] -
    
    &******************************************************************************8
    
    Unlocked at: level 5, Gameplay Zone: Asteria.
    
    Description - All you have to do is get to the preset locations and scan them,
    then fly over to the Dark Legion Ship that appears at the end, nothing more,
    nothing less.
    
    &******************************************************************************8
    
                                 Main Story Mission 2:
                             - Hunter and Hunted [MS2] -
    
    &******************************************************************************8
    
    Unlocked at: level 10, Gameplay Zone: Erebus
    
    Description - One of the more brief missions, the name of the game here is RUN,
    and while faster ships aren't required, they sure as hell don't hurt. All you
    have to do is take the SHIFT platform to the Erebus zone, fly to the
    destination, then move on to the SHIFT platform in Dominion territory to leave.
    Before you can do that however, a handful of Dark Legion fighters and a cruiser
    about the size of a cargo ship will appear. The fighters can be dealt with but
    not the cruiser because its strength scales depending upon your level making it
    do massive amounts damage, and most importantly cannot be destroyed. Just don't
    dawdle and you should be fine.
    
    &******************************************************************************8
    
                                  Main Story Mission 3:
                                 - Undercover [MS3] -
    
    &******************************************************************************8
    
    Unlocked at: level 15, Gameplay Zone: The Graveyard
    
    Description - You'll be tasked with meeting an old colleague of Judah's
    currently in the Dominion over at the Monument of the Fallen region. After a few
    boxes of text he'll call for backup to keep his cover from being blown (even if
    you're in a Dominion ship as opposed to an Order one). Judah will tell you that
    you need to incapacitate the ships without completely destroying them but don't
    worry, no matter how strong your attacks are the ships will be stopped and
    incapable of receiving any more damage automatically after damaging them enough.
    
    &******************************************************************************8
    
                                  Main Story Mission 4:
                                - War and Pieces [MS4] -
    
    &******************************************************************************8
    
    Unlocked at: level 20, Gameplay Zone: The Tempest
    
    Description - The Dominion and Order are done with small-scale skirmishes and
    have engaged in full-on battle in the Tempest zone. No matter who wins, war will
    be inevitable if you don't diffuse things fast. To do that, you'll need to
    protect the battleships carrying major leaders from both factions, and that
    means taking out as many fighters and cruisers as possible. Fortunately, both
    sides will be too busy fighting each other to launch a coordinated attack
    against you. After destroying enough designated ships a Praetorian cruiser
    arrives demanding an immediate ceasefire, stopping the conflict and opening up
    the chance to warn the Convocation about the Dark Legion in the next mission.
    
    &******************************************************************************8
    
                                  Main Story Mission 5:
                                  - Sacrifice [MS5] -
    
    &******************************************************************************8
    
    Unlocked at: level 25, Gameplay Zone: The Tempest
    
    It's negotiation time and we're going back to the scene of the last battle, The
    Tempest zone. With the Praetorian's presiding over things negotiations are tense
    yet under control, but the biggest threat is not each other... Before things can
    be settled Dark Legion Ships begin appearing out of nowhere and attack the
    capital ships.
    
    You'll need to protect both parties again but against much stronger ships this
    time. Be especially careful of the cargo ship-sized cruisers as their Hellfire
    beams pack a wallop. Admiral Alencourt should/will escape first, then the
    Order's matriarch, at which point you can race over to the SHIFT platform and
    turn in the mission.
    
    &******************************************************************************8
    
                                  Main Story Mission 6:
                                  - Captured [MS6] -
    
    &******************************************************************************8
    
    
    Unlocked at: level 30, Gameplay Zone: Solaria
    
    Description - Alright! An agreement has been made and all you have to do is
    facilitate a trade, easy right? Yeah, even if this was your first video game
    you'd have to have a severe mental deficiency to look at the title of the
    mission and not think that things are going to go South in some form or another.
    Sure enough, when you arrive you're boxed in by a Dark Legion Dreadnought and
    none other than the Order's Matriarch's flagship. Now you must survive waves of
    ships whose pilots are apparently under the control of Dark Legionnaires, but
    there's something you should know first. Although there appear to be two massive
    ships blocking any hope of escape, not only will you not run into them, they
    won't even fire at you when you leave! (Save for at the end of the mission as
    they're going their separate ways). All the action's in the Cauldron region and
    you need to destroy the ships to proceed, but the option is there to get out of
    range if you start taking too much damage.
    
    The first wave consists of four scout-class Consortium fighters, the second, 4
    interceptor-class Praetorian fighters, the third, 4 Order Heavy Fighters, the
    fourth, a pair of Syndicate cargo ships, and finally, a Dominion cruiser.
    Survive all 5 waves and the two ships will part ways and let you go with no
    strings attached. One can only assume that they are under the impression that
    there's nothing you can do to stop them.
    
    &******************************************************************************8
    
                                  Main Story Mission 7:
                                 - Retribution [MS7] -
    
    &******************************************************************************8
    
    Unlocked at: level 35, Gameplay Zone: Shadowrift
    
    Description - Lock and load, we've got a major combat mission on our hands and
    the enemy isn't going to just lay down and die. I recommend torpedoes and/or
    strong missiles for this since you're going to be taking down capital ships that
    don't go down easy if you're using a tier peashooter. With the Order's matriarch
    gone bad in the worst way, the Dominion are the only major force backing you up
    in this endeavor which makes things look grim. That is until you actually enter
    the fight...
    
    Remember how I said that the enemy wouldn't go down without a fight? Yeah, I
    lied, kinda. The matriarch's allegiance with the Dark Legion was apparently too
    much for everyone other than the crew of her ship to accept because there are no
    Order ships other than the flagship. And there must be some serious infighting
    on board because it never fires back at you or anyone else! The Dark Legion
    arrived in less-than-optimal numbers too so making the matriarch pay is as easy
    as can be.
    
    With its targeting distraction sundered, the Dark Legion ship makes a tactical
    relocation AKA runs away like a pansy. But the Legionnaire is justified in his
    confidence when you catch up; you're up against a carrier-class vessel with no
    backup in sight. But then, out of nowhere, a Syndicate Reaper cruiser commanded
    by warlord Alencourt, son of the Dominion admiral of the same name, forces his
    way into the fray to assist you! Now that the unexpected cavalry has arrived,
    avoid the carrier's torpedo weapons and make that smug Legionnaire say uncle!
    After taking enough damage the carrier will try to flee again but it's no use,
    they just can't make it past the DMZ. With nowhere to run, shields gone, and
    hull at 50% it's time to turn that Dreadnought into a pile of scorched debris!
    
    &******************************************************************************8
    
                                  Main Story Mission 8:
                               - All Good Things [MS8] -
    
    &******************************************************************************8
    
    Unlocked at: level 40, Gameplay Zone: Shadowrift/The Ark
    
    Description - This is it, the final main story mission. Your goal is to fly into
    the heart of Dark Legion space so you can pinpoint the location of, and go to,
    the Ark. To do this, you can either get yourself a high tier ship, load it up
    with powerful weapons and/or sentients, and upgrades, dodge the powerful
    hellfire beams fired by the numerous Legion tanks, take the SHIFT platform
    through to the Ark and destroy the enemies you find THERE as well... Or you can
    switch on Cloak/Undercover, fly right past the clueless buggers, and leave the
    Ark as soon as you arrive. No seriously, the latter description really is that
    easy. Although the Ark enemies are worth a sizable amount of XP, you can engage
    them any time you want when initiating Ark Raids so there's really no reason to
    stay. After turning in the mission you will unlock Ark Raids in the Special
    Missions menu.
    
    
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                                - Faction Information -
                                         [IV]
    
    
    &******************************************************************************8
    
                        - Basic Knowledge and Recommendations -
    
    &******************************************************************************8
    
    You can change factions at any time by docking at Alpha Station in the Asteria
    zone and selecting the option on the missions screen. (You cannot do this in the
    middle of a mission though). Changing factions does NOT affect your statistics
    and will NOT change your relationship with a given faction upon re-joining them,
    even if you switch to its enemy. There are 5 factions, each with unique
    characteristics. The Consortium of Free Traders, The Sunshadow Syndicate, The
    Praetoriate Fleet, The Dominion of Allied Planets, and The Revenant Order.
    
    The Consortium is a business-centric organization that performs smuggling
    operations from time to time but is on the right side of the law more often than
    not and have few enemies. The Syndicate is a band of the most ruthless
    cut-throats in the galaxy, consisting of smugglers, pirates, assassins, and just
    about anyone you'd want to steer clear of. They have no allies apart from
    themselves and are sworn enemies of the Praetorians, with the Consortium being a
    close second. Speaking of the Praetorians, they're the law enforcers who uphold
    the terms of the truce that has kept the galaxy from descending into civil war.
    The Dominion is the human government military that represents the species
    officially, and though a Colonel was discharged, a high ranking Admiral has been
    the subject of much criticism behind closed airlocks. They are the enemies of
    the Order. The Order is a militant religious group that consists of mostly
    humans and is led by a mysterious matriarch that dictates the course the whole
    group takes. They are the enemies of the Dominion.
    
    Each of the factions has an additional aspect that differentiates them from
    others. Consortium ships have, on average, twice the normal cargo capacity
    compared to ships of the same class (with the exception being the cruisers which
    have the same capacity as the Praetorian and Syndicate's, and half that of the
    Dominion and Order's). Syndicate ships are 25% faster, Praetorian ships and
    weapons cost 50% less but with no statistical downgrade. Dominion ships have
    twice the hull strength compared to shields, save for the heavy fighters, and
    Order ships have twice the shield strength compared to hull, again save for the
    heavy fighters.
    
    &******************************************************************************8
    
                      - Faction Story Mission General Information -
    
    &******************************************************************************8
    
    All faction missions have certain shared qualities that I'm going to list here
    rather than repeat throughout the descriptions. For starters, the first section
    of each faction category involves both the joining of the faction and the first
    story mission given as a full member. This is because the initial joining is
    incredibly short and easy, and the following mission usually isn't much more
    substantial. Completing the mission that lets you join the faction supplies you
    with a free tier 1 scout fighter and neither the joining mission nor the
    following first mission requires faction experience points (AKA FXP) before they
    can be attempted, unlike those that follow. Speaking of FXP, you need 300 for
    the second mission, and 300 more for every one that follows before you can
    attempt them. Faction XP can be earned by performing tasks that support the
    faction such as destroying ships allied with the faction's enemy, performing
    side missions, etc.
    
    Faction XP will NOT carry over, meaning if you unlock a story mission for a
    faction and earn 10,000 FXP you'll still have to regain FXP to unlock the next
    story mission. You can see the amount of FXP you've earned/need for the next
    story mission on the Faction stats screen of the dock menu. If you see a number
    showing how much FXP you've earned rather than a number out of the necessary
    amount to unlock the next mission it means you've already unlocked the next
    mission.
    
    You gain faction levels by completing the Faction story missions that follow
    your initial joining of the faction, so don't bother trying to get a tier 4
    cruiser by earning FXP because you'll just be wasting your time. You will always
    ascend to the faction level analogous to the mission number, i.e. completing
    mission 5 will have you at faction level 5, completing mission 8 will put you at
    faction level 8 etc. You always receive a faction point to put in skills after
    completing a story mission that advances faction level as well.
    
    With the exception of the Consortium, which yields more credits as you complete
    missions, faction missions always yield 100 XP and 250 credits upon completion.
    The mission-giver zone is where you need to go in order to start a mission for a
    given faction after acquiring the necessary amount of FXP. The gameplay zone is
    where you'll be sent to take part in a given mission, and the later the stage,
    the tougher things usually are. Rank is just a title you're given within the
    faction that can be viewed when you look at your faction status in the docking
    menu, it has no effect on gameplay and serves no purpose but I thought I'd list
    it anyway. Presets are ships and weapons you're supplied for a given mission and
    that mission only.
    
    The Praetorians appear to be glitched because if they scan you and find stolen
    goods (which I'm assuming are the commodities dropped by defeated enemy ships
    picked up while in the Syndicate faction) they don't just attack you, they
    become invincible. Yeah you read that right, it's literally impossible to do ANY
    damage to them no matter what you do.
    
    
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                       - Consortium of Free Traders Story Missions -
                                          [V]
    
    
    &******************************************************************************8
    
                         Joining the Consortium of Free Traders
                             - What's Mine is Yours [CSM1] -
    
    &******************************************************************************8
    
    Joining the Consortium is mandatory if you want to be able to switch to other
    factions and such so I won't bother going over it again, even though the mission
    to follow is even easier. All you have to do is pay 2,000 credits, leave the
    base, and come right back. No really, that's ALL you need to do, and since the
    "mission" rewards you with 4,000 credits not only do you not lose money you GAIN
    it, so even if this is early in the game and you were saving for an interceptor
    from the Dominion/Order you'd still be advised to do this ASAP.
    
    &******************************************************************************8
    
                       Consortium of Free Traders Story Mission 2:
                               - Special Delivery [CSM2] -
    
    &******************************************************************************8
    
    Unlocked with - 300 FXP, Mission-Giver Zone - Asteria, Gameplay Zone - Erebus,
    Rewards - Consortium Rank 2 and 6,000 credits.
    
    Orders are pouring in for the prototype you tested and the staff is overworked,
    so you've been contracted to make some deliveries to thin out the work load.
    Although Remus mentions taking a cargo ship, your ship does not change. Just
    cruise over to the marked location, deliver the goods, and when you do you'll
    receive a call. Apparently, the Dominion is making things difficult in the
    Erebus sector and you need to find out what's wrong.
    
    Things are grim when you arrive as Admiral Kincaid is capturing or killing
    everyone aboard Consortium ships. One of the pilots tells you to flee before
    being blown to bits, and you'd be wise to heed that advice. Deal with the
    Dominion fighters that get in your way and get your aft through the SHIFT
    platform and out of there.
    
    &******************************************************************************8
    
                       Consortium of Free Traders Story Mission 3:
                             - Breaking the Code [CSM3] -
    
    &******************************************************************************8
    
    Unlocked with - 600 FXP, Mission-Giver Zone - Asteria, Gameplay Zone -
    Leviathan, Rewards - Consortium Rank 3 and 9,000 credits.
    
    As if Kincaid wasn't enough, the situation back at Last Stand station is nothing
    short of insane in the membrane. Remus informs you that a hidden code in the
    prototype is infecting Consortium ships, making them attack one another. An
    antivirus program has already been created but you need to get to the corrupted
    ships and upload it into their systems before they blast each other to pieces.
    
    Romulus will tell you not to return fire but you need not worry about your
    sentients because they won't attack either. Get in there, avoid attacks, hang
    back and give your shields the chance to recharge when needed, and you should
    complete the mission without incident. Upon returning it's clear to Romulus that
    this was an inside job working on behalf of either Kincaid or the Syndicate,
    meaning we have a traitor in our midst.
    
    &******************************************************************************8
    
                       Consortium of Free Traders Story Mission 4:
                               - They Will Pay [CSM4] -
    
    &******************************************************************************8
    
    Unlocked with - 900 FXP, Mission-Giver Zone - Asteria, Gameplay Zone - The
    Graveyard, Rewards - Consortium Rank 4 and 13,500 credits.
    
    Romulus has his money on the Syndicate being behind the latest attack but
    doesn't want to be wrong and end up paying for it later. Rather than launch an
    assault, you and a group of Consortium ships (including a cruiser to discourage
    enemies from attacking) are sent into Syndicate space to get some answers.
    The Syndicate is less than eager to talk so you'll have to protect Commander
    Cuss, who is leading the operation, by either dealing with enemies directly,
    healing/boosting offensive/defensive capabilities of allies, or all of the
    above. Upon reaching the end of the mission you'll find a lone Consortium ship
    attempting to flee. Pursue it, and if you stay close enough for long enough
    Romulus will identify the culprit.
    
    &******************************************************************************8
    
                       Consortium of Free Traders Story Mission 5:
                               - Throwing Rocks [CSM5] -
    
    &******************************************************************************8
    
    Unlocked with - 1200 FXP, Mission-Giver Zone - Asteria, Gameplay Zone - The
    Tempest and Asteria, Rewards - Consortium Rank 5 and 20,250 credits.
    
    The traitor Raconteur has been traced to a region in The Tempest zone, head to
    it and confront him on behalf of the Consortium. When you've done enough damage
    he'll warp to Asteria, follow him and confront him again. This time you can
    cripple his ship after doing enough damage and drag his sorry aft back to
    Romulus who, after a good talking to and scolding alongside his brother,
    mercifully lets him go, finishing the mission.
    
    &******************************************************************************8
    
                       Consortium of Free Traders Story Mission 6:
                                 - Impressment [CSM6] -
    
    &******************************************************************************8
    
    Unlocked with - 1500 FXP, Mission-Giver Zone - Asteria, Gameplay Zone - The
    Crucible, Rewards - Consortium Rank 6 and 30,375 credits.
    
    Kincaid is back to threatening the Consortium, and with the Praetorians occupied
    at the moment Romulus is looking to resolve this sooner rather than later.
    That's where you come in, you'll be paired with Commander Cuss again, and sent
    into the region where the Consortium prisoners are being held. Kincaid himself
    and his supercarrier are there to greet you, and after Cuss initiates the scene
    depicted on the game's digital cover art the battle will begin.
    
    Bring down half of the supercarrier's shields and Cuss will tell you to get the
    Consortium fighters moving while he deals with Kincaid. Time is of the essence
    so reactivate them and reactivate them FAST if you don't want to fail this
    mission. Kincaid will have gotten away if you succeed, but at least the
    prisoners are safe.
    
    &******************************************************************************8
    
                       Consortium of Free Traders Story Mission 7:
                             - Unfinished Business [CSM7] -
    
    &******************************************************************************8
    
    Unlocked with - 1800 FXP, Mission-Giver Zone - Asteria, Gameplay Zone -
    Tartarus, Rewards - Consortium Rank 7 and 45,562 credits.
    
    The Syndicate is long overdue for a good aft-kicking after that prototype viral
    fiasco, and the only person with knowledge of the organization that can be
    turned to is the traitor Raconteur. Your mission is to have him guide you to an
    Element 213 production facility critical to the Syndicate's business dealings
    and wreck it. Automated security systems won't make things easy and will
    eventually become too much after destroying enough of the marked targets. It
    forces Romulus to tell you to abandon the mission and retreat, but Raconteur
    isn't going anywhere, instead sacrificing himself by crashing into the main
    silo, crippling the facility and delivering a massive blow to the Syndicate.
    
    &******************************************************************************8
    
                       Consortium of Free Traders Story Mission 8:
                                 - The Last Stand [CSM8] -
    
    &******************************************************************************8
    
    Unlocked with - 2100 FXP, Mission-Giver Zone - Asteria, Gameplay Zone - Asteria,
    Rewards - Consortium Rank 8 and 68,343 credits.
    
    The mission to make the Syndicate pay for their antics with interest was
    successful, too successful actually. They're not satisfied with the steepness of
    your interest fees and are coming down to the Last Stand base to propose an
    alternative settlement. By which I of course mean, they're coming to raze the
    station and make sure everyone dies as horrible a death as possible.
    
    Scouts have detected everything from fighters to cruisers inbound, but many of
    them thankfully belong to lower tiers so as long as you're not still in the tier
    1 scout fighter this should be a breeze. This is more of a battle of attrition
    though because it takes a while for the Praetorians to show up. When they
    eventually do though, and the Reaper cruiser that's stronger than its peers
    shows up and is destroyed the Syndicate should back down.
    
    &******************************************************************************8
    
                       Consortium of Free Traders Story Mission 9:
                              - A Good Cussing Out [CSM9] -
    
    &******************************************************************************8
    
    Unlocked with - 2400 FXP, Mission-Giver Zone - Asteria, Gameplay Zone -
    Shadowrift, Rewards - Consortium Rank 9 and 102,545 credits.
    
    Admiral Kincaid's escapades have apparently finally been noticed by his
    superiors, because he's now AWOL and wanted by the Dominion. It's time to get
    some serious payback, and Romulus knows just where to find him. Unfortunately,
    when you arrive you'll find that Kincaid's ship is being protected by an
    impenetrable shield that Commander Cuss will need to hack. Dominion fighters and
    security droids will be after you both so protect Cuss while he works and watch
    your aft. Once the shield is down, the weapons will be able to fire, and will be
    gunning for you, so either be very mindful of the amount of damage you're
    taking, or just use the roll glitch and laugh maniacally as you tear that hunk
    of metal asunder. (Note: Maniacal laughter is optional and will not improve
    likelihood of success).
    
    
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                        - Sunshadow Syndicate Story Missions -
                                         [VI]
    
    
    &******************************************************************************8
    
                            Joining the Sunshadow Syndicate
                                 - Initiation [SSM1] -
    
    &******************************************************************************8
    
    Before you can even get to the Syndicate's enclave you'll be ambushed by one of
    its members, Captain Zazo. Avoid his missiles and best him in combat and he'll
    make you an offer you can't refuse (that is unless you quit the mission by
    opening a SHIFT platform or turning off the console). Accept the mission and you
    will have gained access to the Syndicate and your first mission as an initiate
    which is creatively dubbed "Initiation".
    
    Your task is to destroy containers outside of Mintek which sounds like a breeze
    but is more complicated than that. The complications in this case being that,
    the Praetorians are the sworn enemies of the Syndicate, and the Praetorians just
    happen to have a base set up at MinTek. Also, since every other faction is
    neutral towards you, you'll have more enemies than allies on hand. All while in
    the weakest fighter in the faction.
    
    It's a good thing that your ship is also the fastest in the game, so make good
    use of it and high-tail it when things get tough. I had a fighter, a cargo ship,
    and, no joke, a bloody CRUISER on me and I still managed to complete the mission
    with no hull damage so even in the most dire of situations it's far from
    impossible. The Prospector Field sometimes houses friendly Syndicate ships so
    heading East is probably your best bet if you're having trouble.
    
    &******************************************************************************8
    
                           Sunshadow Syndicate Story Mission 2:
                              - Let's Make a Deal [SSM2] -
    
    &******************************************************************************8
    
    Unlocked with - 300 FXP, Mission-Giver Zone - Asteria, Gameplay Zone -
    Leviathan, Reward - Syndicate Rank 2, Presets - Tier 1 cargo ship, Multi
    Missile II, and Reaver Antimatter Cannon Mk. II.
    
    Alright initiation's done, so now our first job as a legitimate member is...
    being given a cargo ship full of extremely valuable goods to deliver to a
    religious militant organization with whom they have a secret fragile business
    alliance. Say what?!? If the Syndicate trusts that much sensitive information,
    valuable property, and mission responsibility to a rookie they're either so
    shorthanded that they've got monkeys doing the maintenance and janitorial
    duties, they've got so many safeguards in place that your head will explode if
    you so much as entertain the notion of betraying them, or the exchange isn't
    that big a deal because they have super secret projects to create death star
    laser pistols or space hamster assassins or something. Or maybe they're just
    stupid....
    
    Anyway, you need to meet up with the Order vessel and make the trade, but when
    you do the 5-0 arrive. You need to bounce back to base but can't warp while
    you're up to your pelvis in Praetorians, though it should be a drift though the
    nebula (walk in the park) to thin them out with the equipment you've been given.
    You and your client should escape with ease, but upon returning it seems as
    though a member of the Syndicate was captured during the skirmish...
    
    &******************************************************************************8
    
                           Sunshadow Syndicate Story Mission 3:
                               - The Lucky Charm [SSM3] -
    
    &******************************************************************************8
    
    Unlocked with - 600 FXP, Mission-Giver Zone - Asteria, Gameplay Zone - Asteria
    and Erebus, Reward - Syndicate Rank 3.
    
    Captain Zazo needs his star pilot back and you're going to help, but first we
    need to find out where the poor SOB was taken. To find out, you need to hijack a
    Consortiums ship so that you can get close enough to a Praetorian station and
    hack the necessary Intel out of it. If you do not possess the Hijack skill it
    will be automatically be capable of being used even if you don't put any points
    into it. For more information on the skill see the Syndicate Skills section
    (MSS).
    
    Cargo ships are slow but have an annoying beam attack, while Consortium Heavy
    Fighters are faster but have a slower missile attack. If you're capable of
    executing the roll glitch outlined in the Consortium Skills section (CSS) with
    your current resources then the former is an obvious choice, otherwise, you're
    probably going to want to go with the Heavy Fighter. Once you have the ship just
    go through the SHIFT platform, get the info, and leave quick before the
    Praetorians get wise.
    
    &******************************************************************************8
    
                           Sunshadow Syndicate Story Mission 4:
                                   - Odd Job [SSM4] -
    
    &******************************************************************************8
    
    Unlocked with - 900 FXP, Mission-Giver Zone - Asteria, Gameplay Zone -
    Leviathan, Reward - Syndicate Rank 4.
    
    During planning Captain Zazo is informed that something has come up, and you
    need to scan some Consortium ships to gather data. If you have the
    Cloak/Undercover ability this will likely be no problem, otherwise, I hope you
    like scanning while hectically dodging enemy fire. But that's really all there
    is to this mission, scanning ships, then leaving.
    
    &******************************************************************************8
    
                           Sunshadow Syndicate Story Mission 5:
                                    - Break [SSM5] -
    
    &******************************************************************************8
    
    Unlocked with - 1200 FXP, Mission-Giver Zone - Asteria, Gameplay Zone - The
    Tempest, Reward - Syndicate Rank 5. Presets: Tier 2 interceptor and 3 Crusher
    C-Beams.
    
    Since no one else can get close enough (and you have no say in the matter),
    you're going to be hijacking a Praetorian cruiser. Don't worry though, this
    isn't as difficult as it sounds. You're given resources to help you, and that's
    where things get odd.
    
    Your ship is a tier 2 interceptor yet your given 3 Crusher C-Beams, which are
    all equipped in spite of the fact that interceptors are only supposed to have 2
    weapon slots. This isn't unheard of, but it only get's weirder from here. You're
    given a Consortium ship rather than a Praetorian one, but your pilot profile
    picture puts you in Praetorian gear, and you can even REPAIR SpyNet satellites!
    As if all that weren't enough, every single ship shows up as neutral, including
    the Syndicate ships, which can be targeted but not damaged...
    
    To get a cruiser away from prying eyes and sensors, fake distress calls will be
    made to patrolling Praetorian forces. You have a small squadron of cloaked
    interceptors ready to pounce on the unsuspecting prey. (They're also coded as
    allies here too so you don't have to worry about accidentally targeting them
    with your beam weapons). You'll lure a small group of Praetorian fighters first,
    a pair of cargo ships second, and finally a cruiser. Your allies help distract
    the big guns away from you but they can only survive for so long so work fast to
    complete this mission successfully.
    
    &******************************************************************************8
    
                           Sunshadow Syndicate Story Mission 6:
                              - Skin of Your Teeth [SSM6] -
    
    &******************************************************************************8
    
    Unlocked with - 1500 FXP, Mission-Giver Zone - Asteria, Gameplay Zone - Asteria,
    Reward - Syndicate Rank 6. Presets: Tier 3 Heavy Fighter, a Piledriver
    Missile 1, and 3 Viper Proximity Mine I's
    
    Everything's all set to get Lucky out, but you know what they say about the best
    laid plans and all that... Oddly enough though, it's not riding up in a
    Syndicate missile-loving heavy fighter that raises the alert but the bioscan of
    you. The Praetorians should take a lesson from the movie "Serenity" and look
    with their eyes.
    
    If you try to complete this mission without using mines you WILL fail, so make
    sure that you deploy them at every chance you get with the right bumper/shoulder
    button. Although the cooldown time for the mines is a little lengthy, it's
    countered by the fact you have three different launchers for them that have
    cooldown times independent of each other. If you hold out long enough that Lucky
    can take control of the ship and lend fire support, you should have no problems
    from then on.
    
    &******************************************************************************8
    
                           Sunshadow Syndicate Story Mission 7:
                                  - The Rat [SSM7] -
    
    &******************************************************************************8
    
    Unlocked with - 1800 FXP, Mission-Giver Zone - Asteria, Gameplay Zone - Solaria,
    Reward - Syndicate Rank 7.
    
    Now that Lucky is back and the Syndicate is one big happy back-stabbing family
    again, matters can once again return to undercutting the law for personal gain.
    There's going to be an exchange with the Order, and as much as some like to say
    it doesn't, history has a way of repeating itself. Warlord Vestium sells out the
    entire Syndicate to the Praetorians who are not fooling around.
    
    Don't bother trying to chase/shoot down Vestium's ship, and try not to head
    South for awhile because Order ships are down there and they're marked as
    neutral enemies rather than allies. Just focus on the Praetorian forces which
    consist of a cruiser and a lot of fighters to be exterminated. You have a pair
    of cargo ships backing you up but you'll have to handle the brunt of the work in
    this fight yourself, especially since the mission fails if Zazo falls in battle,
    so don't even think about playing this mission as a tier 1 scout fighter.
    
    &******************************************************************************8
    
                           Sunshadow Syndicate Story Mission 8:
                                 - Ouroboros [SSM8] -
    
    &******************************************************************************8
    
    Unlocked with - 2100 FXP, Mission-Giver Zone - Asteria, Gameplay Zone -
    Tartarus, Reward - Syndicate Rank 8.
    
    As the title of the mission suggests, the Syndicate is tearing itself apart with
     the help of Vestium who is taking part in the divisive battle being waged
    himself. Zazo tries to get everyone to stand down but to no avail, there are
    jamming signals coming from cargo ships that were no doubt brought by Vestium.
    Unfortunately, said cargo ships are right in the thick of the fight, and with
    everyone at each other's throats, you're fair game so take them down as quickly
    as you can. Once the cargo ships have been dealt with, Lucky will transmit
    evidence of Vestium's treachery, stopping the fight, and causing the warlord to
    make a break for it.
    
    Chasing and firing at your target will eventually force it to warp to another
    zone, somehow managing to do so in spite of the fact that there are no SHIFT
    platforms nearby. Did Vestium cut a deal with the Order to get a share of
    whatever they were using Element 213 for in exchange for letting his former
    Syndicate brothers and sisters take the fall from the Praetorians, or is there
    something more sinister at work? Whatever the case may be he's out of your
    reach... for now...
    
    &******************************************************************************8
    
                           Sunshadow Syndicate Story Mission 9:
                              - What Goes Around [SSM9] -
    
    &******************************************************************************8
    
    Unlocked with - 2400 FXP, Mission-Giver Zone - Asteria, Gameplay Zone - The
    Crucible, Reward - Syndicate Rank 9.
    
    Thought we were done with Syndicate mission weirdness? It ain't over 'till the
    fat piggy warlord squeals, and in space no one can hear you squeal... No one...
    Before the mission even starts Zazo tells you that Vestium has been tracked
    down, only to tell you sentences later that he doesn't know where he is... Zazo
    also tells you during the brief that you can bring Vestium back dead or alive...
    only to to tell you to bring him back alive only as soon as the mission starts.
    
    Anyway, all you have to do is damage the cruiser enough that Vestium tries to
    flee in an escape pod, then capture the pods before he gets away. The cruiser
    will primarily use missiles and can fire during the scrolling of the dialog
    boxes so prepare yourself accordingly. After Vestium has been dealt with Zazo
    will be promoted and you'll have a comfortable standning in the organization.
    
    
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                          - Praetoriate Fleet Story Missions -
                                          [VII]
    
    
    &******************************************************************************8
    
                            Joining the Praetoriate Fleet
                               - The Blue Line [PSM1] -
    
    &******************************************************************************8
    
    The Praetoriate Fleet is always looking for more people to help keep the peace,
    so head to the destination and get their attention by dispatching the two
    Syndicate scouts causing trouble to prove your worth. Note: When I tried to sic
    my sentients on them they wouldn't attack for some reason (the sentients not the
    fighters) so bring at least one standard ship weapon for this battle. Joining
    the Praetorians will grant you the rank of Cadet.
    
    Your first official mission is an easy one, scan Consortium ships to make sure
    they're not transporting anything illegal. And although the mission brief says
    that you should arrest them if they come quietly, I'm all but certain that such
    an event cannot occur. Also, any Consortium ship will do, not just the cargo
    ships and not just those found near the objective marker. Therefore I advise
    that you stay as close to the home base as possible if you happen across an
    enemy that's too much for you to handle at present. Plus, since you only have to
    scan 3 ships, it's possible you won't even have to leave anyway, or engage in
    combat for that matter if you didn't put any faction points into the Advanced
    Scanner before starting this mission. You'll be promoted to the rank of Officer
    after completing this mission.
    
    &******************************************************************************8
    
                          Praetoriate Fleet Story Mission 2:
                               - On the Job [PSM2] -
    
    &******************************************************************************8
    
    Unlocked with - 300 FXP, Mission-Giver Zone - Asteria, Gameplay Zone - Erebus,
    Reward - Detective rank.
    
    You'll be partnered with a veteran Praetorian named Kel from here on out, he can
    be gruff, but he's not as condescending as Malus. Anyway, you need to ask around
    marked Consortium ships at the destination by flying close enough to them that
    the use option changes to "talk" and pressing the appropriate button. Eventually
    one of them will point you where you need to go, and when you arrive you'll need
    to deal with the nearby hostiles to keep from blowing the informant's cover,
    then deal with the small group of Syndicate ships gunning for him. Once all
    hostiles have been dealt with, the mission will be complete. (Just an FYI, the
    informant happens to be the Standard side mission supplier when you're in the
    Syndicate faction.)
    
    &******************************************************************************8
    
                          Praetoriate Fleet Story Mission 3:
                               - Breaking Heads [PSM3] -
    
    &******************************************************************************8
    
    Unlocked with - 600 FXP, Mission-Giver Zone - Asteria, Gameplay Zone - Erebus,
    Reward - Praetorian rank 3.
    
    Apparently there's a disturbance in the Erebus Zone that needs investigating, so
    rendezvous with your partner and help the damsel in distress in the Hive region.
    The Order ship's weapons, shields, and thrusters are kaputt (busted/out of
    order) so they're completely vulnerable. Fortunately for you, there's nothing
    but Vanid as enemies "threatening" the vessel so this should be a drift through
    the nebula (walk in the park) for you. The mission drags on for awhile due to
    the enemies being so weak that they hardly pose a thread at all so just bear
    with it and you should complete the mission without incident.
    
    &******************************************************************************8
    
                          Praetoriate Fleet Story Mission 4:
                                    - Dirty [PSM4] -
    
    &******************************************************************************8
    
    Unlocked with - 900 FXP, Mission-Giver Zone - Asteria, Gameplay Zone - The
    Graveyard, Reward - Praetorian rank 4.
    
    The Praetorians are now aware that Element 213 was utilized in some form during
    the destruction of Killan's Rest. They may not know how, but if E. 213 was
    needed they aren't about to let any shipments go without intercepting them.
    Malus believes that one such shipment is being transported in the Graveyard Zone
    and wants you and your partner, who isn't so keen on the idea, to investigate.
    Don't fret when you exit the SHIFT platform and immediately enter combat, the
    Monument of the Fallen just has a bit of a Vanid problem so it's nothing to
    worry about.
    
    Once you reach the objective marker you'll get visual contact with the small
    Syndicate convoy transporting E. 213. Malus orders you to attack but Kel thinks
    you need reinforcements (and if you're still in a tier 1 scout ship he might be
    right if you don't have sufficient abilities/ordinance to compensate). But
    regardless, reinforcements wouldn't be able to make it in time so you'll have to
    deal with them as you are, ready or not.
    
    There's a small squadron of tier 2 interceptors and a cargo ship to fight, but
    something's wrong... Kel doesn't seem to be attacking the Syndicate ships, not
    even when their attacks hit him inadvertently... Sure enough, after eliminating
    the opposition your partner reveals that he was in league with the scallywags
    and promptly disables your ship, leaving you to die. Fortunately, your sentient
    is able to reboot your ship's systems and get them back online, allowing you to
    return and get Malus to send out an APB for your ex-partner.
    
    It should also be noted that when I played through this mission while
    Undercover, all of the enemies ignored me even when I fired upon them, save for
    the cargo ship, which started firing back at the end. Also keep in mind that I
    was in a Praetorian Peacekeeper, which can fire while undercover without
    disengaging the ability.
    
    &******************************************************************************8
    
                          Praetoriate Fleet Story Mission 5:
                       - No Good Deed Goes Unpunished [PSM5] -
    
    &******************************************************************************8
    
    Unlocked with - 1200 FXP, Mission-Giver Zone - Asteria, Gameplay Zone - The
    Tempest, Reward - Sergeant rank.
    
    The reputation of the Praetoriate Fleet, and Malus in particular, will suffer
    greatly if word gets out that Kel was a dirty cop, so you're going to go look
    for him. You're going to The Tempest zone, and the region you're sent to will
    have both Vanid and Syndicate ships of various classes close by so be prepared
    when you go through the SHIFT platform. Once you reach your destination you'll
    find it devoid of importance and Malus with no lead left to follow. But
    something more immediate demands attention, a member of the Order is in danger
    and has sent out a distress call.
    
    Get to the escape pod containing Aspirant Choi on the double and tether it to
    your ship before anything can finish the pod off. When you do, Dominion ships
    will arrive, but for some reason they want her dead not because she's an enemy
    combatant but because she's a Heratic wanted by the Order... WHAT?!? I can only
    assume that Starfire programmed the wrong fighter type to show up as enemies and
    intended for them to be members of the Order.
    
    It turns out that not only does Choi know what happened at Killan's Rest, and
    what device, utilizing Element 213, was used to put it in that state, but also
    knows where to find Kel! Wow, either she's extremely well informed about the
    important goings on in the galaxy right now, or she's saying anything to seem
    useful so that you don't throw her to the metaphorical wolves. Malus
    understandably wants to find out for certain but doesn't want the Dominion ships
    completely destroyed, though you don't have to worry since it's not possible for
    you to do so anyway. Return with Aspirant Choi and Malus will contrive some BS
    charges to keep the Dominion from trying to get ahold of her. How about that?
    Bureaucracy FACILITATING justice rather than hindering it, who would've thought?
    
    (FYI, Aspirant Choi was presumably on board the cruiser you helped in the third
    mission in spite of the fact that Sister Octavia was the one communicating with
    you. I can only assume that either Starfire placed the wrong character portrait
    in the dialog box or Choi was just on board the ship too. Personally I think
    that the former is the case.)
    
    &******************************************************************************8
    
                          Praetoriate Fleet Story Mission 6:
                                - Dead or Alive [PSM6] -
    
    &******************************************************************************8
    
    Unlocked with - 1500 FXP, Mission-Giver Zone - Asteria, Gameplay Zone - Solaria,
    Reward - Lieutenant rank.
    
    Kel's been found, he's somewhere in Solaria and you need to find him, and you
    are to begin your search in the Sea of Fire region. Scan the Consortium ships,
    he's hiding in one of them and he'll attack once you sniff him out. Show him
    who's boss and he'll attack while fleeing instead, follow him while taking care
    to avoid his attacks and you'll be led to the Syndicate zone base. Kel will then
    be content to let others do his dirty work, sending out a large squadron of
    fighters (about 6 - 8 scout fighters) to take you down, all of which are
    Praetorian for some reason.
    
    Defeat the ships and Warlord Cinnefa will intervene, inquiring the reason for
    your assault to your superior, who then explains and requests that Kel be turned
    over. Shockingly enough, it works, Cinnefa kicks Kel's aft out of the hanger as
    an offering to the Praetoriate Fleet under the reasoning that if Kel can't get
    rid of one human pilot (not to mention the fact that his cover was blown) he's
    useless, and getting rid of him would keep the Praetorians off them for a time.
    Also, if he was successful at driving you off, they would think twice about
    attacking the Syndicate again. That Cinnefa's a sharp one... Blast Kel into the
    vacuum and leave before you overstay your welcome.
    
    &******************************************************************************8
    
                          Praetoriate Fleet Story Mission 7:
                           - Unwelcome Discoveries [PSM7] -
    
    &******************************************************************************8
    
    Unlocked with - 1800 FXP, Mission-Giver Zone - Asteria, Gameplay Zone -
    Tartarus/Unknown/Shadowrift, Reward - Captain rank.
    
    Malus is giving you a break from all the Syndicate-associated neck-risking
    antics in favor a nice quiet investigation of an anomalous radiation signature
    that might be tied to the utter obliteration of an entire colony. ...Well it's
    the thought that counts... I guess... head out to Tartarus and start scanning.
    As you may have already guessed, this mission isn't exactly a drift through the
    nebula because you're transported to an uncharted location. A location so alien
    and unknown that there's a SpyNet satellite close to where you spawn -_-.
    
    Anyway, it looks like you're in space inhabited by the Dark Legion, and they
    aren't exactly known for being the most sociable and diplomatic, especially when
    others intrude on them. Your sentient is working on opening a SHIFT platform out
    but it's going to take some time so you're going to have to fight or stay out of
    sight of the incoming ships. After you've eliminated or snuck past the enemy
    ships you'll find yourself right in the middle of Syndicate-controlled space in
    the Shadowrift zone. Don't brown your trousers though because before they can
    gang up on you they realize that some Dark Legion ships followed you and will be
    distracted by them while you escape and report back to Malus.
    
    &******************************************************************************8
    
                          Praetoriate Fleet Story Mission 8:
                               - Interdiction [PSM8] -
    
    &******************************************************************************8
    
    Unlocked with - 2100 FXP, Mission-Giver Zone - Asteria, Gameplay Zone -
    Shadowrift, Reward - Major rank.
    
    Although the higher-ups are more concerned with quelling the war between the
    Dominion and Order, you're sent to the aftermath of a battle to see if the
    source of Element 213 can be found and eliminated. The debris is found in
    Syndicate and Legion controlled space so either be prepared for a fight or cloak
    yourself/go undercover. There are 4 scanning destinations with 3 being in
    Syndicate space and the last 1 in Legion territory.
    
    &******************************************************************************8
    
                          Praetoriate Fleet Story Mission 9;
                           - Razing Sunshadow Bay [PSM9] -
    
    &******************************************************************************8
    
    Unlocked with - 2400 FXP, Mission-Giver Zone - Asteria, Gameplay Zone - The
    Crucible, Reward - Commander rank.
    
    The Praetoriate Fleet has discovered the location of the Syndicate's Element 213
    manufacturing facility and you're going to bring it down. To do this you'll need
    to overload 4 key points, and you can't be engaged in combat at the time so
    you'll need to either destroy everything in the area or go in while
    cloaked/undercover. But even then, overloading the tanks triggers the station's
    automated security droids which can spot you whether you're concealed or not. So
    if you plan on taking the sneaky route you'll need to lure the droids away from
    the station, destroy them, go back in to overload another tank and repeat. Do
    this and you will have completed all the Praetorian faction story missions.
    
    
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                       - Dominion of Allied Planets Story Missions -
                                         [VIII]
    
    
    &******************************************************************************8
    
                        Joining the Dominion of Allied Planets
                                  - Shakedown [DSM1] -
    
    &******************************************************************************8
    
    As soon as you get to the destination you'll find a Dominion Flight Commander
    named Joran engaged with hostile Syndicate ships and requesting assistance.
    Funnily enough, even if you don't so much as twitch a butt-cheek and she fights
    them off herself she'll still praise your skill and let you join the Dominioin.
    (Apparently the military's combat prowess and IQ standards are a lot lower than
    they should be for commanding officers. For completing this initial skirmish
    and joining the Dominion of Allied Planets you'll be brought in at the rank of
    Private.
    
    You are given a test of skill to see if you have what it takes to join up,
    tasking you with clearing out a mines within a set time limit. Speed is
    important so if you're going to commandeer a vessel, make it a tier 4 scout
    rather than any type of cruiser. Also, be advised that once you reach the end
    you'll be close to Order territory, so if you're vulnerable you had best be
    careful and leave ASAP. Completing this mission will earn you the rank of
    Corporal.
    
    &******************************************************************************8
    
                       Dominion of Allied Planets Story Mission 2:
                                - Without Warning [DSM2] -
    
    &******************************************************************************8
    
    Unlocked with - 300 FXP, Mission-Giver Zone - Asteria, Gameplay Zone - Erebus,
    Reward - Sergeant rank.
    
    Killan's Rest just sent out a distress signal and you need to investigate it.
    Upon arriving you find the colony obliterated and Order ships on the scene.
    Joran wants retribution but Lieutenant Brighton is hesitant, though ultimately
    complies. You'll be up against a heavy fighter, a small squadron of
    interceptors, AND a cargo ship, so even with a pair of heavy fighters backing
    you up this won't be easy. That is assuming you haven't commandeered a high tier
    ship and/or have strong weapons to back you up. Brighton is still convinced
    that the destruction was too great for the Order to have achieved, and is
    leanded credence when an anomalous radiation signature nearby that you're asked
    to scan before finishing the mission.
    
    &******************************************************************************8
    
                       Dominion of Allied Planets Story Mission 3:
                                  - Reciprocity [DSM3] -
    
    &******************************************************************************8
    
    Unlocked with - 600 FXP, Mission-Giver Zone - Asteria, Gameplay Zone -
    Leviathan, Reward - Master Sergeant rank, Presets - Tier 2 cruiser and 4
    Vanquisher Miniguns.
    
    Your mission is to assault the Order Carrier Guardian One as a ruse to cover for
    an infiltrator hacking intel on how the Order destroyed Killan's Rest. You'll
    have all three classes of fighters at your side and will contend with fighters
    and turrets. Do enough damage and/or destroy enough fighters and the matriarch
    herself will appear to drive you away. (Interestingly enough, although it takes
    awhile, you can destroy the matriarch's ship, though you will neither get an
    interesting dialog box nor fail the mission for doing so).
    
    &******************************************************************************8
    
                       Dominion of Allied Planets Story Mission 4:
                                  - Casus Belli [DSM4] -
    
    &******************************************************************************8
    
    Unlocked with - 900 FXP, Mission-Giver Zone - Asteria, Gameplay Zone - The
    Tempest, Reward - Lieutenant rank.
    
    You're being sent on another carrier assault run but this time it's not a ruse,
    it's a full-on battle, and you get to bring your own ship and weapons this time
    so this shouldn't even be a challenge if you've got the right tools. Inflict
    enough damage and the matriarch will show up again, and it is again both
    possible and pointless to destroy her ship.
    
    &******************************************************************************8
    
                       Dominion of Allied Planets Story Mission 5:
                                  - A Bad Taste [DSM5] -
    
    &******************************************************************************8
    
    Unlocked with - 1200 FXP, Mission-Giver Zone - Erebus, Gameplay Zone - Solaria,
    Reward - Commander rank.
    
    A squad of Dominion ships have gone dark and Admiral Alencourt himself wants you
    and your squadron to find out why. When you arrive you find the squadron wiped
    out and Consortium scavengers picking through the debris for valuables, but
    before being persuaded to leave, Admiral Kincaid butts in and accuses them of
    destroying the ships. Since he's clearly going beyond acceptable deviations in
    commandment issuance and judgment under Dominion military protocols, AKA being
    a colossal douchebag Joran and Brighton both defy his orders. Protect the
    innocent traders by destroying the marked fighters, some of them might be stuck
    outside the rock walls so if things go quiet for a while don't be afraid to
    leave them by themselves. Also, Kincaid's cruiser will not fire on you (or the
    Consortium ships for that matter) and won't be marked as hostile so just ignore
    it.
    
    &******************************************************************************8
    
                       Dominion of Allied Planets Story Mission 6:
                               - Fight and Flight [DSM6] -
    
    &******************************************************************************8
    
    Unlocked with - 1500 FXP, Mission-Giver Zone - Erebus, Gameplay Zone -
    Erebus/Unknown/Shadowrift, Reward - Captain rank.
    
    Surprise surprise, Battle Group Sicarus WASN'T wiped out by the Consortium;
    Dominion brass made it official when another anomolous radiation signature was
    found that matched Killan's Rest. Speaking of which, strange readings are coming
    from the former colony and the Dominion wants you to investigate. A shaken
    Consortium pilot flees the scene and recommends that you do too but your
    superiors need answers.
    
    Not long after scanning you're pulled into a wormhole that takes you to an
    uncharted sector that features an ancient super sentient and a good number of
    Legion ships. The super sentient begins opening a SHIFT platform back, but it
    will take time that the Legion don't plan to squander. You can either fight off
    the ships or try using cloak/undercover, either way the SHIFT platform will
    eventually open to take you to the Shadowrift zone. Once there, go through the
    other platform that opens and return to base to complete the mission.
    
    &******************************************************************************8
    
                       Dominion of Allied Planets Story Mission 7:
                               - Unwanted Guests [DSM7] -
    
    &******************************************************************************8
    
    Unlocked with - 1800 FXP, Mission-Giver Zone - Erebus, Gameplay Zone - Tartarus,
    Reward - Major rank.
    
    Apparently the footage from your ship's camera wasn't conclusive so Admiral
    Alencourt has judged that trying to enlist the aid of the Convocation wouldn't
    be wise without sufficient proof. The Dominion needs hard data on the Order's
    weapon and intelligence points to a scientific outpost in the Tartarus zone.
    Your mission is simple, destroy all fighters and turrets, then capture any
    personnel attempting to flee. Some of the fighters are actually Praetorian, but
    since they're acting on behalf of the Order and not the Convocation you don't
    have to worry about them calling in cruisers for backup when you destroy them.
    
    &******************************************************************************8
    
                       Dominion of Allied Planets Story Mission 8:
                                    - Recon [DSM8] -
    
    &******************************************************************************8
    
    Unlocked with - 2100 FXP, Mission-Giver Zone - Erebus, Gameplay Zone -
    Shadowrift, Reward - Colonel rank.
    
    The Dominion has finally pinpointed the location of the Order's secret weapon,
    it's aboard a battleship in the Shadowrift Zone. If you're familiar with the
    warzone missions you'll know what to expect here, except this time all the
    supply/carrier spawn points have been captured (save for the forward carrier
    spawn point) and you start off pretty close to the enemy battleship.
    Unfortunately, the ship's weapons aren't preset so you can end up either
    laughing in the face of beam/missile weapons or fearfully dodging a torrent of
    torpedoes. Don't be too ashamed to boost and hide while your shields/hull
    recover because otherwise you'll have to start over.
    
    &******************************************************************************8
    
                       Dominion of Allied Planets Story Mission 9:
                               - A Nest of Vipers [DSM9] -
    
    &******************************************************************************8
    
    Unlocked with - 2400 FXP, Mission-Giver Zone - Erebus, Gameplay Zone - Erebus,
    Reward - General rank, Presets - A badass Dark Legion ship, a Hellfire Beam,
    Healing and Wormhole abilities.
    
    Before I get into the more standard description I'd like to point out that this
    is probably the single most unique mission in the whole game as it's the only
    time you get to pilot a Legion ship. I've tested the Undercover glitch (MSUG)
    AKA Eugene on this ship and it does in fact work, but that means that if you
    want to pilot the ship, you CANNOT complete this mission! Once you complete the
    mission the game will autosave, and you will NEVER be able to fly a Dark Legion
    ship again. To use Eugene, replace the skill mapped to the "B" button with
    Undercover when the mission starts, activate the ability, open a SHIFT platform
    to abort the mission, then de-activate the Undercover skill to revert to the
    Dark Legion ship.
    
    Somehow, the Dominion managed to get its hands on a Legion ship, and they want
    YOU to pilot it. Not only that, but they've outfitted it with the wormhole
    device that was recovered in the last mission so that you can destroy Aerie
    Shipyard AKA Vostok 2. The "X" button summons Legion ships and the "Y" button
    heals them, though unlike the Healer sentient's ability it doesn't heal you too.
    Since you're in a Legion ship the Order won't be your only opposition because
    Praetorians mistaking you for a Legionnaire will attack you on sight.
    
    Your job is to destroy the multiple enemy cruisers, and the battleship they
    surround. An outwardly daunting task for such a small ship, but child's-play for
    one that can summon an army. Keep an eye on your ability cooldown, keep pumping
    out Legion hard-hitters and cannon fodder, and let the enemy ships target the
    summoned ships while you heal them and the Order ships will be decimated.
    
    At the end of the mission Commander Joran will defend the actions of Lieutenant
    Brighton who flew in to evacuate some of the Order population before the Legion
    overtook the base since they were civilians and not enlisted military personnel.
    Those curious as to why she continuously calls him "lunchbox" should know that
    it's his knick-name, but damned if I know how he got it.
    
    
                                  ____ ____      ___
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                                  _MM_ _M(_    _)MM_
    
    
                          - Revenant Order Story Missions -
                                         [IX]
    
    
    &******************************************************************************8
    
                              Joining the Revenant Order
                               - A Test of Faith [OSM1] -
    
    &******************************************************************************8
    
    Presets - Tier 2 heavy fighter, 2 Devastator ES 1's, and 2 Purifier Light Lasers
    (yes, that's 4 weapons even though heavy fighters can only have 3.
    
    As soon as you approach Vostok 1's station the Order's matriarch herself herself
    will speak to you, already aware of who you are, and your significance. She then
    permits you to pass and provides the opportunity to join them if you pass a
    "test of faith". A Test of Faith consists of you at the helm of weapons on a
    heavy fighter with several other ships to back you up for an assault against a
    Dominion carrier. It sounds like a tall order (no pun intended), but as long as
    you keep firing you're bound to succeed. Completing this mission will grant
    access not only to Military skills, but Warzone special missions as well.
    
    &******************************************************************************8
    
                                Order Story Mission 2:
                                  - Inquiry [OSM2] -
    
    &******************************************************************************8
    
    Unlocked with: 300 FXP, Mission-Giver Zone - Asteria, Gameplay Zone - Erebus,
    Reward - Agent Order Rank, Presets - Tier 1 cargo ship and 1 tier 1 Purifier
    Light Laser.
    
    You're job is to venture into Killan's Rest and find out what happened. After a
    few scans a Dominion recon pilot will come across you assuming that you
    single-handedly destroyed the colony with your devastatingly powerful tier 1
    ship and weapon. -_-. With no way to reach into the cockpit and beat some sense
    into them, you're left having to destroy them instead. There are only 4
    interceptors so it shouldn't be anything you can't handle with the default ship
    and weapon. Complete the mission and Aspirant Choi will already know what really
    happened after analyzing the scan results, smart cookie that one. The Dark
    Legion was behind the attack.
    
    &******************************************************************************8
    
                                Order Story Mission 3:
                               - Divine Wrath [OSM3] -
    
    &******************************************************************************8
    
    Unlocked with - 600FXP, Mission-Giver Zone - Erebus, Gameplay Zone - The
    Graveyard, Reward - Secret Agent Order Rank, Presets - Tier 1 cruiser, 3
    Absolution Laser Assemblies, and a Tornado - CS3.
    
    The higher-ups believe the devastation of Killan's Rest was just a Syndicate
    Raid, either they're averse to facts and science like many real-world religious
    groups or someone laced mercury into the hairspray they need to make their funky
    hairdos. Anyway, you're sent on a mission to give some payback for the lives
    lost. Enemy ships are higher in tier but your weapons make up for the difference
    somewhat, plus you've got a small squadron of fighters to back you up. Fire away
    at the Syndicate base and be mindful of the ships that come out (Reaper cruisers
    can be especially nasty), then head through the SHIFT platform when you're done.
    
    &******************************************************************************8
    
                                Order Story Mission 4:
                                 - Heathens [OSM4] -
    
    &******************************************************************************8
    
    Unlocked with - 900 FXP, Mission-Giver Zone - Asteria, Gameplay Zone -
    Leviathan, Reward - Order rank 4.
    
    This is the first Order mission to not feature preset ships and weapons so
    you'll be able to use a commandeered vessal for this mission. You've likely
    noticed that you've been sent back to Asteria and Aspirant Coi, but in the
    mission brief it says that you need to defend the Supercarrier Guardian One
    which is housing... Aspirant Choi... Uh, oooookaaaayyyyy.... How can she be the
    mission-giver if she's in the middle of organizing the defense of the ship? I
    mean the brief seemed rather simplistic in its content, by which I mean they
    don't mention anyone making a recorded video distress broadcast so it's not like
    she personally requested your help.
    
    Sorry, got a bit distracted by the details. Anyway, the Dominion is out to get
    the Order for that squadron you destroyed and the destruction of Killan's Rest.
    You need to rocket your way there to offer temporary assistance until the big
    guns show up. The Dominion will attack from 2 directions but only one side of
    the ship, and their forces will consist of interceptors and the occasional cargo
    vessal. Since you are no longer restricted to a specific ship and weapon
    loadout, you should have no problem mowing down until the matriarch arrives and
    lends assistance. After mopping up the rest of the ships you'll get a mission
    complete and be free to turn in the mission.
    
    &******************************************************************************8
    
                                Order Story Mission 5:
                          - A Plague of Unbelievers [OSM5] -
    
    &******************************************************************************8
    
    Unlocked with - 1200 FXP, Mission-Giver Zone - Asteria, Gameplay Zone - The
    Tempest, Reward - Order rank 5.
    
    An Order patrol has been silent for 3 cycles (days) and Aspirant Choi is
    understandably concerned. You need to head to their last known location and
    either offer assistance or find out what led to their untimely demise. As you
    arrive you find Syndicate and Consortium ships are scavenging the wreckage of
    the patrol and fighting over the salvage. You're task is to drive them off
    before they can make off with something that could lead to an understanding of
    what happened there. There are several scouts and heavy fighters in the area,
    but fortunately for you they don't gang up on you all at once, and as soon as
    you deplete enough numbers from a particular group they'll leave the conflict
    outright. Once you've driven off the vultures from the scene it'll be time to
    figure out what happened to the patrol (aside from dying of course).
    
    Scan the wreckage and you'll come across an anomalous radiation signature
    similar to the one at Killan's Rest. Aspirant Choi contacts you and tells you
    that the matriarch has just stated that the patrol was wiped out by the
    Dominion, something is definitely wrong here... Head though the SHIFT platform
    and return to base. When you hand in your mission report Choi will tell you that
    she wants to trust you with a secret. Oh please let it be that she's got a crush
    on me, because women who are not only pretty but think for themselves and
    question authority when presented contrary evidence (especially in a religion),
    is a major turn-on for me.
    
    &******************************************************************************8
    
                                Order Story Mission 6:
                          - A Question of Blasphemy [OSM6] -
    
    &******************************************************************************8
    
    Unlocked with - 1500 FXP, Mission-Giver Zone - Asteria, Gameplay Zone -
    Tartarus, Reward - Order Rank 6.
    
    Aspirant Choi is going against the matriarch's orders. Whoo! Power to the
    people! Viva la revolucion! Freeeeeeeeeeedoooommmmmmm! ...By sending a science
    team to collect more data... (sigh), okay so maybe taking on a zealous religious
    military organization with only two people yelling "CHAERDGE!" isn't the best
    idea but it would've felt good for the 1.2 seconds before getting vaporized by
    the Evangelist Fleet. Besides, I thought we were made aware that the Dark Legion
    was behind all this like 5 missions ago.
    
    Anyway, you need to get to the science team and make sure that they perform
    their task without outside interfe- aw crap, the Legion's already here! You
    arrive just in time to see the last research vessal pulverized and the Legion
    carrier disappear. You'll be asked to investigate with caution, but it's not
    easy to do so when you're next to a wormhole and, sure enough, you get sucked in
    while scanning. You'll reach an uncharted section of space and be near an
    ancient Progenitor sentient on the other side. But no matter what you might
    think regarding the gravity of such an encounter you'll have to get out ASAP
    because Legion ships are closing in on your position. The sentient offers to
    open a SHIFT platform for you but it's not as young as it used to be so it's
    going to take awhile. Your options are cloaking/going undercover and waiting
    until the platform opens or flying and blasting at anything that moves. If your
    weapons/ship tiers are too low I'd advise the former option.
    
    &******************************************************************************8
    
                                Order Story Mission 7:
                                  - Apostate [OSM7] -
    
    &******************************************************************************8
    
    Unlocked with - 1800 FXP, Mission-Giver Zone - Asteria, Gameplay Zone - Erebus,
    Reward - Order Rank 7, Presets - Tier 3 cruiser, 3 Devastator ES III's and a
    Mongoose Proto Trap 2 (a mine deployed with the right bumper/shoulder button).
    
    Aspirant Choi has discovered that the Order has secretly been constructing a
    wormhole device that can bypass the mines in the DMZ, bringing Dark Legion ships
    in from the other side. No matter what the reasons might be one thing is clear,
    it's far too dangerous to exist any longer. Your mission is to protect Choi's
    ship long enough that she can break into the secret facility, steal the device,
    and make a SHIFT jump to safety. While it's not necessary to use the mines, they
    will help a little though you don't want to rely on them exclusively either.
    
    Having said that this mission is a good opportunity to test the function of this
    particular mine if you're thinking about purchasing it with PVP points, or to
    boost your mine damage/kill challenge completion. Also keep in mind that after
    fending off the enemies as part of the mission, said mission will NOT end at
    that point or even after going through the SHIFT platform. This means that you
    can complete the mission, then combat Syndicate/Dominion ships to boost
    challenge completion or further test the mine's applications before actually
    turning the mission in. Aside from the above information, the fact that you/Choi
    will be hindered by the occasional tractor beam, and that you fight Praetorian
    ships (presumably on the matriarch's payroll) along with the Order ships there
    really isn't anything left you need to know.
    
    &******************************************************************************8
    
                                Order Story Mission 8:
                                  - Heratic [OSM8] -
    
    &******************************************************************************8
    
    Unlocked with - 2100 FXP, Mission-Giver Zone - Erebus (personally also had it
    available in the Shadowrift zone too), Gameplay Zone - Solaria, Reward - Order
    Rank 8.
    
    Alright, Choi's turned traitor and now it's time for you to hunt down that dirty
    two-timing bi-whoa whoa WHOA! Back that cargo ship of confusion up! Why am I
    helping the Revenant Order track down Aspirant Choi when I was the one helping
    her in the first place?!? I mean, I understand that you'd have to keep up
    appearances to avoid suspicion but come on!
    
    Anyway, she was last seen in the Solaria zone and you're tasked with accessing
    data from satellites to find out where she went. you can use cloak/undercover to
    bypass the hazards altogether or just fight your way through. The first
    satellite has nothing, the next two have Dominion fighters guarding them, and
    the one closest to the Dominion base has a cruiser and various random forces
    patrolling to deal with. You've been warned.
    
    &******************************************************************************8
    
                                Order Story Mission 9:
                                   - Shug [OSM9] -
    
    &******************************************************************************8
    
    Unlocked with - 2400 FXP, Mission-Giver Zone - Erebus (again in Shadowrift too),
    Gameplay Zone - The Crucible, Reward - Order Rank 9.
    
    Looks like I underestimated Aspirant Choi. Not only did she keep the Order from
    finding her via the satellite data, they're now so certain that they won't find
    her or the wormhole device that they're cutting ties with the Syndicate which
    supplied them with the element 213 needed to make the device work. Gotta love a
    resourceful woman...
    
    Seneschal Brighton tells you to meet with the Syndicate warlord known as Shug so
    that the Order can politely ask if the Syndicate wouldn't mind terminating the
    production contract, not be paid for the last shipment, and quietly slink off
    into the darkest corners of the galaxy amicably. Either she's profoundly stupid
    or she's leading you to slaughter because she secretly found out about you
    aiding Choi's efforts. Whatever the case, we need to head to the
    Syndicate-controlled region of The Crucible.
    
    Before you go you should have at least 1 weapon equipped instead of nothing but
    sentients, you'll find out why soon enough. The meeting goes downhill faster
    than you can say "told ya so", Shug's cruiser erects a supershield, and a small
    squadron of cloaked fighters start gunning for you. Cloaked enemies CANNOT be
    targeted by sentients, even if you target them manually for them, so you'll have
    to take them out with your own weapons.
    
    Once the pups have been dealt with it's time to take down the nigh illiterate
    big dog and his cruiser. After it's destroyed Brighton will further test your
    patience and make you want to reach through the TV screen to slap some sense
    into her because she not only offers to rescue Shug, not turn him in to the
    Praetorians, and even take him anywhere he wants to go. Despite being given the
    chance to gather his strength, exact revenge against Brighton and the Order, and
    most importantly not die, Shug is either too stupid or too prideful to accept
    the offer and goes down in flames instead. Hopefully if she tries pulling that
    crap again it will be her own aft on the line and not the poor shuttle pilot she
    would've dispatched.
    
    
                                     ____      ___
                                     `MM(      )M'
                                      `MM.     d'
                                       `MM.   d'
                                        `MM. d'
                                         `MMd
                                          dMM.
                                         d'`MM.
                                        d'  `MM.
                                       d'    `MM.
                                     _M(_    _)MM_
    
    
                                   - Side Missions -
                                          [X]
    
    
    Side missions come in three different types: Standard, preset, and military.
    Each has their own unique individuals that dispense the missions and
    characteristics that differentiate themselves from others. I'll give the
    important details in each section but they'll be the first thing I mention about
    them so you won't have to scroll through a ton of text just to know what you're
    looking at. Also, since the preset side missions require more information than
    the other two types, I've segregated them into their own sections, so this
    section is going to focus on the standard and military side missions.
    
    &******************************************************************************8
    
                             - Standard Side Missions [SM] -
    
    &******************************************************************************8
    
    Standard side missions are limitless but randomized and have disproportionate
    ratios for certain mission types. Therefore I'm going to list the mission types
    from least common to most common. Spy missions require more information if you
    want to complete them successfully so you'll want to see the (SPY) section below
    for vital data. The difficulty of standard side missions can be adjusted while
    viewing them by pulling the left/right triggers to decrease/increase the
    difficulty, respectively. Pulling the triggers will also change what missions
    are displayed so you don't have to exit the screen to get a particular mission
    to appear, just flip back and fourth between difficulty settings. Increasing the
    difficulty and/or participating in standard side missions in later zones grants
    access to more credits and better quality upgrades upon completion. (Note that
    there are only three levels of difficulty). You can also increase the amount of
    credits yielded from standard side missions from a faction the more times you
    complete side missions of any kind for said faction.
    
    Following the spy mission walkthrough will be the Upgrades Title Listing (UTL),
    which lists the names of the upgrades and what they do so that if you're trying
    to get a particular kind of upgrade you'll know what you're getting. Gameplay
    hot tip - All side missions contain enemies, so use cloak/undercover during
    missions that don't require combat, i.e. the Seeker, Explorer, and Collector
    missions.
    
    Mission types: Spy, Courier/Escort, Object/NPC Defense, Object/NPC
    Locator/Seeker, Scout/Exploration, Use/Acquisition(/Collector), and
    Kill/Destroy.
    
            Faction: Consortium, Mission Supplier: Preacher.
    
    Moonlighting = Spy
    Convoy Escort = Courrier
    Mayday = Defender
    Sabatoge = Defender
    Scouting = Explorer
    Mapmaker = Explorer
    Locate Object = Seeker
    Identify Escape Pods = Seeker
    The Lost Pilot = Seeker
    Rogue Drones = Killer
    Syndicate Plunder = Killr
    Syndicate Purge = Killer
    Lost Cargo = Collector
    Lost Cargo (turrets) = Collector
    Lost Cargo (friend) = Collector
    Maintenance Man = Collector
    Scan Reports = Collector
    
            Faction: Syndicate, Mission Supplier: Sketch
    
    Tracking Device = Spy
    Inside Information = Courier
    Information Overload = Explorer
    Escaping the Net = Defender
    Hotwire Help = Defender
    Salvage = Collector
    Viral Infection = Collector
    Syndicate in Need = Collector
    Jammed Coms = Seeker
    Missing Ships = Seeker
    Eyes and Ears = Seeker
    Consortium Strike = Killer
    Easy Pickings = Killer
    Praetorian Strike = Killer
    Law Deforcing = Killer
    Dominion Trouble = Killer
    Dominion Strike = Killr
    Order Trouble = Killer
    Revenant Order Strike = Killer
    Loose Ends = Killer
    Mousetrap = Killer
    
            Faction: Praetorian, Mission Supplier: Praefectus Juventis
    
    Parole Breaker = Spy
    Protect the VIP = Courier
    Hit = Defender
    Evidence Protection = Defender
    Stakeout = Explorer
    Watch Duty = Explorer
    Joyride = Seeker
    Distress Signal = Seeker
    Law Enforcing = Killer
    Pirate Hunt = Killer
    Disinfection = Collector
    Station Security = Collector
    Security Test = Collector
    Suspect Debris = Collector
    Stolen Goods = Collector
    
            Faction: Dominion, Mission Supplier: Lieutenant Brighton
    
    The Traitor's Message = Spy
    Defection = Courier
    The Ambush = Defender
    Defend the Transports = Defender
    Missing Spysats = Seeker
    Brokern Communications = Seeker
    Patrolling = Explorer
    Exploration = Explorer
    Sentry Shutdown = Collector
    Turret Defendse = Collector
    Lost Convoys = Collector
    Ambushed Supplies = Collector
    Antipiracy = Killer
    Syndiacte Hunt = Killer
    Demolition = Killer
    Revenant Oder Hunt = Killer
    
            Fation: Order, Mission Supplier: Brother Bookman
    
    Traitorous Deeds = Spy
    Save the Defector = Courier
    Surprise Attack = Defender
    Transport Defender = Defender
    Lost Contact = Seeker
    Lost Satelites = Seeker
    Exploration = Explorer
    Renenant Patrol = Explorer
    Turret Defender = Collector
    Sentry Reactivation = Collector
    Lost Convoys = Collector
    Psi Repair = Collector
    Syndicate Eradication = Killer
    Dominion Storm = Killer
    Dominion Hunt = Killer
    Dominion Probe-lems = Killer
    
    &******************************************************************************8
    
                            - Spy Mission Walkthrough [SPY] -
    
    &******************************************************************************8
    
    Spy missions deserve their own guided explanation as they can be infuriating if
    you aren't aware of the following information. The first rule of spy missions
    is to ALWAYS pick the easiest version of these missions, for reasons that will
    become clear later in this section. Also, regardless of what the mission
    description says, it will always involves finding a targeted fighter and keeping
    it in range long enough for the mission to be completed. Even if you're
    cloaked/undercover before entering the mission, some enemies can still find you,
    and you don't need to be hidden to trail targets anyway.
    
    Right from the start there are complications you need to be made aware of to
    avoid frustration. Such as the percentage number in the objectives box on the
    HUD which will not only climb when at the appropriate distance, but also descend
    into negative percentages, failing the mission when -100% is reached. The goal
    is to get to +100%, but unless you pay attention to both your distance from the
    target AND the percentage indicator you won't know how close is too close. You
    typically need to keep the target ship at the bottom/top edges of the screen and
    where the edges WOULD be on an equal-sided square for the left/right sides. But
    do the complications stop there? Hardly, we've only just started.
    
    You see, the ships vary in speed and behavior. It can be as easy as a
    slow-cruising heavy fighter with a barely curved vector, or as frustrating as a
    speedy Syndicate scout fighter conducting more U-turns than water in an
    infinitely looping S-bend. But what makes this guide so important to have is the
    last, and possibly most crucial complication of all, the one that made me stress
    the importance of selecting the easiest difficulty setting: Weapons Fire.
    
    You see, every spy mission has enemies in the area near the target. You're
    probably thinking that setting the difficulty lower is needed so that destroying
    the enemy ships is easier, thus making your attacks less likely to hit the
    target ship right? WRONG! While it's true that firing on your target is a no-no
    and you'll want to dispose of enemies ASAP, it's really because if ANY ship hits
    your target the mission will fail as though it had been you that did it. Why
    would enemy fire hit the target you're tailing? Because Starfire programmed them
    as neutral targets rather than hostiles, so hostile weapons fire can still hit
    your target even though they're supposed to be allies. As if all that weren't
    enough, the spy target can actively engage in fire-fights, and while the Dark
    Legion are an obvious concern when taking part in spy missions in Shadowrift,
    the ever-present Vanid will end the mission as soon as one of their beams locks
    on to the target. The easiest missions take place in pocket areas outside of all
    zones and feature no Vanid or Dark Legion ships, it's not perfect but it's the
    best possible way to complete the missions if you're trying to complete the
    analogous challenge.
    
    &******************************************************************************8
    
                            - Upgrades Title Listing [UTL] -
    
    &******************************************************************************8
    
    Upgrades have titles that are meaningless once you have them but are easy to
    forget when you need to know them. Therefore, I've compiled a list of all the
    upgrade titles and what their effects are so that you'll have the information
    needed to find what you're looking for. However, I won't be listing the
    adjectives that describe the upgrade's percentage yield since that's not as
    important.
    
    Ship Upgrades:
    
    Injector = Increases the maximum speed
    Coil = Increases maximum warp speed
    Energizer = Increases maximum shield capacity
    Lining = Increases maximum hull strength
    Pod = Increases maximum cargo size
    
    Weapon Upgrades:
    
    Power Gem = Increases damage of all weapons
    Recharger = Increases the refire rate of all weapons
    _____ Boost = Increases the damage and refire rate of _____ weapons (i.e. mine
    boost boosts mine weapons, auto boost boosts autogun weapons, etc.)
    
    Ability Upgrades:
    
    Harvester = Harvest
    Deceiver = Feign Death
    Escaper = Roll
    Hider = Cloaking
    Teleporter = Teleport
    Stealer = Hijack
    Scanner = Scan
    Shielder = Supershield
    Misdirector = Undercover
    Flaregun = Flares
    Controller = Clone
    Ram = Ram
    
    &******************************************************************************8
    
                        - Military Warzone Side Missions [WSM] -
    
    &******************************************************************************8
    
    Military Warzone side missions are the most simplistic since there are only two
    factions that have them, there are only three missions, and they're the same in
    both factions with zones only changing the rewards. The people who supply the
    missions are Sergeant Torsky (Dominion), and Sister Octavia (Order). When taking
    part in these missions keep in mind that you cannot go to a different zone
    after accepting them to fight in a different zone. You also cannot collect your
    reward for completing the side mission while taking part in a warzone battle,
    you have to wait until you win or lose before turning in the mission. That is
    unless you take part in a warzone battle in a different zone by selecting
    "Random Zone" rather than the one you're in, in which case a SHIFT platform will
    appear automatically upon completing the objective.
    
    Warlord - The objective is simple, destroy 20 enemy ships. This includes all
    pilotable ships as well as carriers and the battleship, though turrets do not
    count.
    
    Supply Chain - Although Supply Chain missions state that you need to capture
    supply points specifically, carrier spawn points count towards credit. You need
    to capture at least 5 points to to complete the mission.
    
    War! - About as straightforward as it gets, you just have to win. You do not
    have to fire the final shot on a battleship to get credit for destroying it for
    "War!" side missions or even damage it. It is assumed however that you need to
    at least damage it to get credit for the analogous challenge.
    
    
                                  ____      ___ ____
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                                - Preset Side Missions -
                                         [XI]
    
    
    Preset side missions almost always provide you with ships, weapons, and skills,
    making perfect for those just starting the game and want to sample different
    weapons and abilities. Preset missions are access by speaking to a certain
    faction representative in each zone (which will be listed at the beginning as
    "Mission Provider") and choosing from one of 3 different missions. Said missions
    provide the same amount of XP and FXP in each zone set so I'll list them at the
    beginning rather than 3 times apiece. Completing all 3 missions unlocks a 4th
    "mission" that has you traveling to the next zone that contains the next set.
    It's laughable to label it as a "mission" because all you do is leave the
    station and go through the designated SHIFT platform. No that's really all there
    is to it, you don't even have to dock at the station on the other side, you just
    appear in the menu, turn in the mission, and get 500 XP and 50 FXP (this value
    is consistent between zones and factions alike) for practically no effort. (Note
    that you do not need to perform this super easy task to unlock the set of preset
    missions that are in other zones.)
    
    However, there are some exceptions to the first statement that you need to be
    made aware of before you jump straight to them, with the first being the
    difficulty level of missions. While most of the missions are a breeze, a scant
    few can be incredibly difficult, so keep the difficulty rating in mind. The more
    *'s out of 4, the more difficult a mission is, so be mindful of the rating, as
    even early missions and/or shared missions can have high ratings.
    
    Speaking of which, since there are 3 missions for 9 zones, and 5 different
    factions, it's rather cruel to chastise Starfire for not coming up with 135
    unique missions on top of all the other missions in the game. And while they
    aren't ALL the same, 2 thirds of the missions ARE shared between factions. Said
    shared missions include two that defy the preset missions label by not providing
    you with a ship, weapons, or abilities. They're the "Equipment Check" and
    "Catastrophe in the Catacombs" missions, so either skip them if you're not up
    for the challenge, or come prepared because they take place in later zones.
    
    Another important aspect you need to be made aware of is that one of the three
    presets has many caveats, with the biggest being that it's not even really a
    preset strictly speaking. While there are in fact abilities assigned to the
    player for use regardless of whether they have them or not, the abilities are
    capable of being customized, unlike the ships or weapons. You do not need to
    have the same skill(s) in order to replace them with something else in the pilot
    submenu of Quickview, but if you DO swap out an ability you don't have with
    something else you won't be able to swap it back IN unless you start the mission
    over.
    
    Abilities are also modified by the number of faction points a player has put
    into them, minus a couple of exceptions. While most abilities with 0 points put
    into the skill will still function as though you had put at least 1 point in
    the skill, Ram is one of the exceptions, functioning (if you can call it that),
    for a flicking second before disengaging. Teleport on the other hand is the
    opposite of Ram, not only functioning when you have no points assigned to it,
    but actually being BETTER for it by surpassing the cooldown time of the skill
    even when the maximum number of points are assigned. The other abilities
    function normally, and work better the more points you have in a given skill.
    Passive skills are also active without penalty regardless of what the preset
    abilities are.
    
    Lastly there's the gameplay types, which there are 5 I've designated: Escort,
    (Standard) Survival, On-Rails Survival, Mixed Survival, and Stationary Survival.
    Escort, as it should be obvious, means you're going to be protecting a ship(s),
    warhead, etc. from enemy damage. (There's one recurring mission I labeled as
    "Stationary Escort" because you can't move during the mission, but it's only
    one mission with the same objectives repeating so I felt no need to list it as
    an independent category). (Standard) Survival involves avoiding damage, although
    sometimes it can feel more like an assault depending on the circumstances.
    Sometimes the missions are timed and it's not always clear so I again didn't
    create an individual category for Timed Survival. On-Rails Survival means that
    your ship is piloted for you throughout the entirety of the mission. Mixed
    Survival meanwhile means that you start off on-rails, but eventually have
    control returned to you. Finally, Stationary Survival, as its name implies, has
    you incapable of moving at all throughout.
    
    Gameplay Hot Tips:
    
    - Although they aren't visibly equipped, sentient passive abilities will still
    be active when taking part in the mission, and since the more there are the
    better off you'll be, it's a good idea to dock with a cruiser that has all 4
    weapon slots occupied by sentients.
    
    - Use the left analog stick during missions that take place while
    stationary/on-rails to look around the ship and get the jump on enemies by
    extending your lock-on range.
    
    - Although boring, timed survival missions can be completed by loading up your
    ship with DPS sentients that have high Energy Regeneration passive abilities,
    and using the supershield to absorb all damage from enemies until the time runs
    out.
    
    - If you manage to break through the huge number of fighters that are at the
    Northern entrance of the area you fight in during the "Fallen on Hard Times"
    mission, you can leave the immediate combat area and give your shields the
    chance to recharge.
    
    - Similar to the above tip, although you're expected to fight within a
    particular area, there are no physical barriers preventing you from accessing
    other parts of the map. Though escort and defense mission paths/areas aren't
    ones you'll want to move away from, survival/timed survival missions can be made
    easier by putting distance between yourself and the area where the enemies
    spawn.
    
    
                                ____      ___ ____ ____
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                                  `MM.   d'    MM   MM
                                   `MM. d'     MM   MM
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                                _M(_    _)MM_ _MM_ _MM_
    
    
                           - Consortium Preset Side Missions -
                                         [XII]
    
    
    &******************************************************************************8
    
                  Mission Provider - Belinda, Rewards - 500 XP and 200 FXP
                                   - Asteria [CPA] -
    
    &******************************************************************************8
    
    Deploying the Satellite, Difficulty - 1/4 *'s, Presets - Tier 2 scout fighter,
    2 Dirge Rail Gun Mk. II's, Roll, and Afterburner. Gameplay - Escort.
    
    Description - You are to escort a Consortium cargo ship to deploy a satellite.
    Syndicate scout fighters will try to intercept but the escort target is armed
    so it's not all on you.
    
    Defending the Icy Wastes, Difficulty - 1/4 *'s, Presets - Tier 1 cruiser, 3
    Dirge Rail Gun Mk. I's and a Multi Missile. Gameplay - Stationary Survival.
    
    Description - This mission type is simple, shoot anything that isn't you. You
    don't have any special abilities, but you don't need any either. The Dirge
    Rail Guns are good enough on their own but the Multi Missile gives you a
    significant advantage. Shoot down about 26 enemies and the mission will be over.
    
    Prototype Escort, Difficulty - 1/4 *'s, Presets - Tier 2 interceptor, a Spike
    A-Beam, a C1-Hawkeye, Flares, and Afterburner. Gameplay - Escort.
    
    Description - You need to escort a ship out of Syndicate-occupied territory, and
    while things start off hectic with 4 to 5 enemy heavy fighters, once they're
    dealt with the mission might as well be done because there will be nothing but a
    few scout fighters sent, which the ship you're escorting can dispatch with a
    singe missile before they even de-cloak.
    
    &******************************************************************************8
    
                  Mission Provider - Belinda, Rewards - 550 XP and 220 FXP
                                   - Erebus [CPE] -
    
    &******************************************************************************8
    
    Defending the Pit, Difficulty - 1/4 *'s, Presets - Tier 1 cruiser, 4 Spike
    A-Beams, and Supershield. Gameplay - Stationary Survival.
    
    Description - It's basically the same as the Defending the Icy Wastes mission
    except you've got beams and have to deal with interceptors instead of scouts.
    Try focusing your fire on one fighter at a time because dividing up your attacks
    among enemies takes too long.
    
    Space Mites, Difficulty - 0/4 *'s, Presets - Tier 2 Heavy Fighter, 3 Dirge
    Rail Gun Mk. I's, Clone, and Afterburner. Gameplay - Escort.
    
    Description - The only enemies you encounter are Vanid, the ship will
    automatically avoid the cluster of mines, and it's armed and competent enough
    that you don't have to lift a finger to help it. You couldn't fail this mission
    if you TRIED.
    
    Power Struggles, Difficulty - 1/4 *'s, Presets - Tier 2 interceptor, a Slasher
    B-Beam, a C1-Hawkeye, Flares, Clone, and Afterburner. Gameplay - Mixed Survival.
    
    Description - This one starts off on-rails, facing a few Syndicate scouts along
    the way, but you'll be free to move once you reach your destination. Your task
    is to destroy the turrets, which happen to fire missiles so make use of the
    Flares skill.
    
    &******************************************************************************8
    
                  Mission Provider - Belinda, Rewards - 600 XP and 240 FXP
                                    - Leviathan [CPL] -
    
    &******************************************************************************8
    
    Mining Near the Edge, Difficulty - 3/4 *'s, Presets - Tier 3 scout fighter, 2
    Slasher B-Beams, Clone, and Afterburner. Gameplay - Escort
    
    Description - Depending on how fast the enemies are you can fail this mission in
    seconds, but that's not the case most of the time. In my experience, you get the
    chance to follow your target long enough for you to get your bearrings more
    often than not. This mission is difficult because of how incredibly vulnerable
    the ship you need to protect is. The most effective tactic is to intercept
    enemies before the target ship even gets their, be it by memorizing when and
    where they appear or keeping a sharp eye on the mini-map.
    
    Fire Down the Aisle, Difficulty - 1/4 *'s, Presets - Tier 3 interceptor, a
    Slasher B-Beam, a Dirge Rail Gun Mk. II, Flares, and Afterburner. Gameplay -
    Survival.
    
    Description - Your job is to thin the herd of drones, a straightforward task
    that can be as easy as it sounds. Even though some of your enemies are armed
    with torpedoes, your ship is pretty hardy so it's far from a death sentence if
    you're hit by them. Just focus your attacks on the top/bottom because the laser
    can target the defense towers on the other side of the walls even though it
    won't actually hit them. Speaking of the defense towers, they fire missiles that
    the Flares skill are meant to counter, but just like your beam attacks they
    can't hit you anyway, so don't bother using it unless you're trying to increase
    the Dazzler challenge or something.
    
    Core Control, Difficulty - 2/4 *'s, Presets - Tier 2 cruiser, a Dirge Rail Gun
    Mk. I and II, a Spike A-Beam, a C1-Hawkeye, Flares, and Supershield. Gameplay -
    On-Rails Survival.
    
    Description - This is on-rails through and through, and you need to shoot
    everything in sight to survive. Make sure that you make use of the Flares skill
    to counter missiles, and take advantage of the Roll glitch to stop beams if you
    can. You're bound to take a significant amount of damage and lose your escorts
    with base skill levels; you might even lose outright, but it's not impossible by
    any means.
    
    &******************************************************************************8
    
                  Mission Provider - Belinda, Rewards - 650 XP and 260 FXP
                                  - The Graveyard [CPG] -
    
    &******************************************************************************8
    
    Ship of Fools, Difficulty - 1/4 *'s, Presets - Tier 3 scout fighter, a Crusher
    C-Beam, a C2-Hawkeye, Supershield, Teleport, and Afterburner. Gameplay - Escort.
    
    Description - You'll face every kind of fighter during this mission, and while
    the cruiser you're escorting is armed and uses the Supershield skill from time
    to time you can't rely on it to all the work for you. The scouts are the most
    annoying because they use the Roll skill every time you first fire a beam attack
    at them, so fire a barely locked on shot first, then charge up a fully powered
    beam while the enemy rolls to evade the last attack.
    
    Fallen on Hard Times, Difficulty - 2/4 *'s, Presets - Tier 3 interceptor, a
    Lightning Beam Mk. II, a C3-Hawkeye, Flares, and Teleport. Gameplay - Survival.
    
    Description - One of the more difficult repeating preset missions, though less
    so in this version because of the Lighting beam you're supplied with. As
    mentioned in the Gameplay Hot Tips portion of the guide, a massive amount of
    fighters will appear when you go to the upper portion of this area. The
    Lightning beam can parse through enemies so it's easier to destroy many of them
    as soon as they appear because they're clustered pretty close together. If you
    DO plan on staying, make sure that you fire the beam in short bursts because it
    does a lot of damage anyway, and if it's fired at a cruiser using supershield
    or a scout using roll, not much energy will be wasted. Speaking of the cruisers,
    they're by far the biggest threat in this mission. They use Corona pulse weapons
    and have supershields but their Lightning beams are the worst, though they won't
    do damage when you're on the other side of a solid structure, it will continue
    to fire until it gets a proper angle that you won't be able to see as well
    because the beam visually parses through obstructions. Take down cruisers as
    soon as possible because you won't last long if you don't.
    
    Mind the Minefield, Difficulty - 1/4 *'s, Presets - Tier 3 Heavy Fighter, a
    Dirge Rail Gun Mk. III, a Crusher C-Beam, a C3-Hawkeye, Flares, Teleport, and
    Supershield. Gameplay - Mixed Survival.
    
    Description - You're going after a pair of cruisers, and you have to get through
    a minefield, but this is easier done than said. Yeah you read that right, in
    spite of mines and enemies, I wasn't destroyed while writing down the presets
    until control was given back upon reaching the cruisers. The cruisers themselves
    are armed with tier 2 pulse weapons and supershields so don't sweat it.
    
    &******************************************************************************8
    
                  Mission Provider - Belinda, Rewards - 700 XP and 280 FXP
                                  - The Tempest [CPTT] -
    
    &******************************************************************************8
    
    Fog of War, Difficulty - 2/4 *'s, Presets - Tier 3 Heavy Fighter, 2 Crusher
    C-Beams, a C3-Hawkeye, Clone, Supershield, and Afterburner. Gameplay - Mixed
    Survival.
    
    Description - You'll start off with the ship being flown for you so
    unfortunately you'll be vulnerable, but after a certain point you'll regain
    control. When you do, clone your ship there, stick close to it, and let your
    enemies come to you.
    
    Double Envelopment, Difficulty - 0/4 *'s, Presets - Tier 4 cruiser, 2 Crusher
    C-Beams, a C3-Hawkeye, a Dirge Rail Gun Mk. III, Flares, and Afterburner.
    Gameplay - On-Rails Survival
    
    Description - In spite of being able to accumulate a legion of enemy fighters,
    the high tier level of the cruiser makes its defensive properties too strong for
    them to effectively penetrate before being obliterated by you.
    
    Close to the Edge, Difficulty - 0/4 *'s, Presets - Tier 3 scout fighter, a
    Rupture G-Beam, a Dirge Rail Gun Mk. III, Flares, and Afterburner. Gameplay -
    Escort.
    
    Description - While there are too many enemies to let your escort target do all
    the work, its weapon is just as potent as yours, which incidentally is a level
    higher than your ship's tier is supposed to be capable of supporting yet
    functions anyway.
    
    &******************************************************************************8
    
                  Mission Provider - Belinda, Rewards - 750 XP and 300 FXP
                                    - Solaria [CPS] -
    
    &******************************************************************************8
    
    Hot Time in the Hotzone, Difficulty - 2/4 *'s, Presets - Tier 4 scout fighter, a
    Dirge Rail Gun Mk. IV, a Rupture G-Beam, Supershield, Clone, and Afterburner.
    Gameplay - Survival.
    
    Description - Sadly no, this mission does not involve steamy action with Belinda
    that results in handprints on the inside of the ship's windows. Instead, you'll
    be taking down 55 Syndicate fighters (not all at once of course). There isn't
    much to be worried about, the difficulty level comes more from attrition than
    enemies that are challenging to defeat.
    
    Quickbuck Crossing, Difficulty - 1/4 *'s, Presets - Tier 4 Heavy Fighter, a
    Dirge Rail Gun Mk. IV, a Rupture G-Beam, a C2-Hawkeye, Supershield, Flares, and
    Clone. Gameplay - Stationary Escort.
    
    Description - Just lay on the trigger (or analog stick as it were), and you'll
    be fine. You can use flares and clones but they're hardly necessary.
    
    Space Madness, Difficulty - 2/4 *'s, Presets - Tier 4 interceptor, 2 Rupture
    G-Beams, Clone, Teleport, and Flares. Gameplay - Survival.
    
    Description - This. Is. SPACE SPARTA!!! Sorry, I just had to. Use clone as soon
    as the mission starts and target the cargo ship that's right in front of you (I
    know it's a ship from your faction, just bare with me). There's going to be a
    lot of enemy fighters up your aft so use sub-light/teleport jump your way up
    and around the dividing wall to give your shields the chance to recharge if
    things get crazy.
    
    &******************************************************************************8
    
                  Mission Provider - Belinda, Rewards - 800 XP and 300 FXP
                                   - Tartarus [CPT] -
    
    &******************************************************************************8
    
    Patrol at the Edge, Difficulty - 2/4 *'s, Presets - Tier 3 cruiser, 2 Power
    Pulses, a Lightning Beam Mk. IV, a Rupture G-Beam, Flares, and Supershield.
    Gameplay - On-Rails Survival.
    
    Description - Another on-rails tour of destruction in a cruiser. The weapons are
    quite capable, but not being a tier 4 ship means you're not quite at the top
    when it comes to defense so you'd best make quick work of your enemies just in
    case.
    
    Information Shredder, Difficulty - 1/4 *'s, Presets - Tier 4 scout fighter, a
    Power Beam, a Power Pulse, Flares, Undercover, and Afterburner. Gameplay -
    Survival.
    
    Description - If you let the enemy fighters grow too large in number they can
    start to overwhelm you, so focus on the highlighted debris, but make sure to
    blast the ship every so often to keep their numbers under control.
    
    Waste Management, Difficulty - 1/4 *'s, Presets - Tier 3 cruiser, a Dirge Rail
    Gun Mk. IV, a Rupture G-Beam, a C4-Hawkeye, a Thumper Autogun Mk. III, Ram, and
    Supershield. Gameplay - On-Rails Survival.
    
    Description - (Press the right bumper/shoulder button to deploy the Autogun).
    You can deploy the autogun twice if you first deploy it before reaching around
    25 kills, but it's not necessary to succeed. It's another on-rails tour of
    destruction in a cruiser that's lower in tier than the weapons it inexplicably
    supports.
    
    &******************************************************************************8
    
                  Mission Provider - Belinda, Rewards - 850 XP and 300 FXP
                                  - The Crucible [CPC] -
    
    &******************************************************************************8
    
    M-Machine, Difficulty - 2/4 *'s, Presets - Tier 4 scout fighter, a Power Pulse,
    a Power Beam, Supershield, Flares, and Afterburner. Gameplay - Escort.
    
    Description - The warhead you're escorting is pretty flimsy, so position
    yourself between it and the enemy whenever possible to soak up incoming fire.
    Also, try not to stray far from it, as some of the enemies are cloaked and will
    sneak up on it if you try to fly off and intercept enemies that are farther
    away.
    
    Equipment Check, Difficulty - ?/4 *'s, Presets - None, Gameplay - Escort.
    
    Description - This is one of the two repeating missions that does not feature
    preset ships, weapons, and abilities so be warned.
    
    Eye of the Needle, Difficulty - 1/4 *'s, Presets - Tier 4 cruiser, a Rupture
    G-Beam, a Dirge Rail Gun Mk. IV, a C4-Hawkeye, a KL-088 IV, Ram, Flares, and
    Cloak. Gameplay - On-Rails Survival.
    
    Description - You don't even really need to use the missile/beam, The KL-088 is
    good enough on its own, though the Dirge Rail Gun and Flares don't exactly hurt.
    Once you get to the end, movement control will be relinquished back to you. At
    this point, turn around and re-trace the ship's path back because it's highly
    likely that there are stray ships waiting to catch up with you.
    
    &******************************************************************************8
    
                 Mission Provider - Belinda, Rewards - 1,000 XP and 300 FXP
                                   - Shadowrift [CPR] -
    
    &******************************************************************************8
    
    Nosey Neighbors, Difficulty - 1/4 *'s, Presets - Tier 4 cruiser, a Power Pulse,
    a Power Multi Missile, 2 Rupture G-Beams, Flares, Cloaking, and Supershield.
    Gameplay - On-Rails Survival.
    
    Description - Even if your ship were a lower tier your weapons could pick up the
    slack, and you get plenty of time between bouts to recover shields so it should
    be no problem.
    
    Enemy Hands, Difficulty - 3/4 *'s, Presets - Tier 4 Heavy Fighter, a Power
    Lightning Beam, a Power Multi Missile, a Power Beam, a Thumper Autogun V,
    Flares, Clone, and Afterburner. Gameplay - Survival.
    
    Description - You're heavily armed, but so are your enemies, so I highly
    recommend deploying the autogun (using the right bumper/shoulder button) in the
    center of the three-way intersection, stay there to give/recieve support, and
    book it to let your shields recharge when things get to be too much. Utilize
    burst attacks, and don't neglect using the Flares or Clone abilities. If all
    else fails, high-tail it to friendly territory until the mission is complete
    because you don't need to stay in the region to complete the mission.
    
    Catastrophe in the Catacombs, Difficulty - ?/4 *'s, Presets - None, Gameplay -
    Survival.
    
    Description - This can be difficult even with strong ships and weapons, but
    there isn't a lot I can say that wouldn't be repeating most of what can be found
    in my walkthrough/optimal path guide. Just know that there are lots of fighters
    and that they're heavily armed. Though there was an odd occurrence that you'll
    probably want to hear about.
    
    I was playing the mission with a tier 1 ship and common sentient so offense was
    completely out of the question. I fled to Omega Station as soon as the mission
    started so that the fighters attacking would be crushed by the defensive turrets
    and friendly ships. After "turning off" my sentients I decided to go undercover
    and lead the ships into Legion space, but before I could even make it to the
    satellite I got a "mission complete" message for destroying the ships. The ships
    that were right behind me. Alive.
    
    o_0
    
    I honestly have no idea what happened. My only guess is that it's a mission that
    can be completed by either destroying all the ships or surviving for a certain
    amount of time, whichever comes first.
    
                              ____      ___ ____ ____ ____
                              `MM(      )M' `MM' `MM' `MM'
                               `MM.     d'   MM   MM   MM
                                `MM.   d'    MM   MM   MM
                                 `MM. d'     MM   MM   MM
                                  `MMd       MM   MM   MM
                                   dMM.      MM   MM   MM
                                  d'`MM.     MM   MM   MM
                                 d'  `MM.    MM   MM   MM
                                d'    `MM.   MM   MM   MM
                              _M(_    _)MM_ _MM_ _MM_ _MM_
    
    
                           - Syindicate Preset Side Missions -
                                         [XIII]
    
    
    &******************************************************************************8
    
              Mission Provider - Warlord Cinnefa, Rewards - 500 XP and 200 FXP
                                     - Asteria [SPA] -
    
    &******************************************************************************8
    
    Bombing Run, Difficulty - 2/4 *'s, Presets - Tier 2 Heavy Fighter, 3 Reaver
    Antimatter Cannon II's, Cloaking, and Flares. Gameplay - Mixed Survival.
    
    Description - Your ship will be on auto-pilot until you reach Nemo's Folly,
    which means that things are slightly more difficult because there will be
    several neutral ships in addition to the mines. Given that you can't control
    your ship, and the mines can slow your rate of fire while trying to clear a
    path by themselves, you'd be wise to avoid any unnecessary conflict, so fire
    with as much precision as you can. Once you regain control however, the mission
    might as well end right then and there because the turrets you need to destroy
    are laughably weak both offensively and defensively.
    
    Defending the Icy Wastes, Difficulty - 1/4 *'s, Presets - Tier 1 cruiser, a
    Piledriver I, 3 Reaver Antimatter Cannon I's, and Supershield. Gameplay -
    Stationary Survival.
    
    Gameplay - You don't really need to use the missile but it doesn't hurt either.
    Use the Roll glitch to make this mission a slam-dunk.
    
    Prototype Escort, Difficulty - 0/4 *'s, Presets - Tier 2 scout fighter, a
    Piledriver II, a KL-088 II, Undercover, and Afterburner. Gameplay - Escort.
    
    Having a strong and competent ship to escort is one thing, but having strong
    weapons to protect it on top of that is another. I didn't even have to follow
    and protect the ship and I still won this mission.
    
    &******************************************************************************8
    
              Mission Provider - Warlord Cinnefa, Rewards - 550 XP and 220 FXP
                                   - Erebus [SPE] -
    
    &******************************************************************************8
    
    Attack on Precinct 357, Difficulty - 1/4 *'s, Presets - Tier 1 cruiser, 2
    Incinerator Plasma-Throwers, a Reaver Antimatter Cannon Mk. 1, Piledriver I,
    Cloaking, and Flares. Gameplay - On-Rails Survival.
    
    Description - You have a little backup on this mission but otherwise there's
    nothing very distinct about this mission. (Note that the beam weapons are best
    used at close range though, so they won't do as much damage to far away targets
    as the pulse and missile weapons).
    
    Space Mites, Difficulty - 1/4 *'s, Presets - Tier 2 interceptor, 2 Battleguns,
    Clone, and Afterburner. Gameplay - Escort.
    
    Description - The antithesis of the Consortium version of this mission, the
    cargo ship you're supposed to escort fires missiles at the Vanid rather than
    beams so it's one of the least capable of taking them down. Fortunately you're
    armed with not one, but two battleguns that can take them down with the
    slightest flicker of fire so this mission is still very easy.
    
    Power Struggle, Difficulty - 1/4 *'s, Presets - Tier 2 interceptor, a Piledriver
    I, a Reaver Antimatter Cannon II, Cloak, Flares, and Afterburner. Gameplay -
    Mixed Survival.
    
    Description - See the Consortium version of this mission's description, (CPE).
    
    &******************************************************************************8
    
              Mission Provider - Warlord Cinnefa, Rewards - 600 XP and 240 FXP
                                 - Leviathan [SPL] -
    
    &******************************************************************************8
    
    Flounder, Difficulty - 2/4 *'s, Presets - Tier 3 scout fighter, a Piledriver
    III, an Incinerator Plasma-Thrower II, Clone, Flares, and Supershield. Gameplay
    - Escort.
    
    Description - You need to defend a cruiser against an onslaught of Consortium
    interceptors until time runs out. Supershield is useless since you're trying to
    defend a target, and missiles are rarely used, making Flares next to pointless
    as well. This leaves Clone as the sole ability to lean on, so if you've trained
    that ability you'll have a bit of a leg up. But you're still not in an overly
    powerful position so lock on and fire away.
    
    Fire Down the Aisle, Difficulty - 1/4 *'s, Presets - Tier 3 interceptor, a
    Piledriver II, a Lightning Beam Mk. II, Flares, and Afterburner. Gameplay -
    Survival.
    
    Description - See the Consortium version of this mission's description, (CPL).
    
    Core Control, Difficulty - 1/4 *'s, Presets - Tier 2 cruiser, 2 Reaver
    Antimatter Cannon Mk. I's, a Piledriver I, an Incinerator II Plasma-Thrower,
    Ram, and Flares. Gameplay - On-Rails Survival.
    
    Description - A bit easier than the Consortium version of this mission, (CPL),
    thanks to a slightly stronger beam weapon.
    
    &******************************************************************************8
    
              Mission Provider - Warlord Cinnefa, Rewards - 650 XP and 260 FXP
                               - The Graveyard [SPG] -
    
    &******************************************************************************8
    
    Cage Match, Difficulty - 0/4 *'s, Presets - Tier 3 Interceptor, a Piledriver
    III, a KL-088 III, Undercover, Cloak, and Afterburner. Gameplay - Survival.
    
    Description - You're tasked with taking down 4 cruisers, and although you're in
    a fighter, your high tier level and ridiculously strong KL-088 make the enemies
    pushovers. Couple that with little to no other forms of resistance and this
    mission's a piece of cake.
    
    Fallen on Hard Times, Difficulty - 2/4 *'s, Presets - Tier 3 interceptor, a
    Piledriver III, a Lightning Beam Mk. III, Flares, Teleport, and Afterburner.
    Gameplay - Survival.
    
    Description - See the Consortium version of this mission's description, (CPG).
    
    Mind The Minefield, Difficulty - 1/4 *'s, Presets - Tier 3 Heavy Fighter, 2
    Incinerator III Plasma-Throwers, a KL-088 II, Flares, Teleport, and Supershield.
    Gameplay - Mixed Survival.
    
    Description - See the Consortium version of this mission's description, (CPG).
    
    &******************************************************************************8
    
              Mission Provider - Warlord Cinnefa, Rewards - 700 XP and 280 FXP
                               - The Tempest [SPTT] -
    
    &******************************************************************************8
    
    Double Trouble, Difficulty - 1/4 *'s, Presets - Tier 3 cruiser, 2 Reaver
    Antimatter Cannon Mk. III's, an Incinerator III Plasma-Thrower, a Piledriver
    III, Flares, and Supershield. Gameplay - Stationary Survival.
    
    Description - Another onslaught of enemies to put down, utilize Flares and
    knock 'em dead.
    
    Double Envelopment, Difficulty - 0/4 *'s, Presets - Tier 4 cruiser, 2 Reaver
    Antimatter Cannon Mk. III's, a Piledriver III, a Lightning Beam Mk. II, Flares,
    and Supershield. Gameplay - On-Rails Survival.
    
    Description - See the Consortium version of this mission's description (CPTT).
    
    Close to the Edge, Difficulty - 1/4 *'s, Presets - Tier 3 scout fighter, a
    KL-088 II, an Incinerator III Plasma-Thrower, Flares, and Afterburner. Gameplay
    - Escort.
    
    Description - See the Consortium version of this mission's description (CPTT).
    
    
    &******************************************************************************8
    
              Mission Provider - Warlord Cinnefa, Rewards - 750 XP and 300 FXP
                                 - Solaria [SPS] -
    
    &******************************************************************************8
    
    Diplomatic Immunity, Difficulty - 1/4 *'s, Presets - Tier 4 interceptor, an
    Incinerator IV Plasma Cannon, a Piledriver IV, Clone, and Afterburner. Gameplay
    - Escort.
    
    Description - Although the cruiser's fire can inadvertently clear some of the
    mines from its path, it's best if you do it yourself. Dominion ships are the
    enemies this time around rather than the Praetorians/Consortium, so gun them
    down even though they're color-coded as being neutral.
    
    Quickbuck Crossing, Difficulty - 1/4 *'s, Presets - Tier 4 Heavy Fighter, a
    Reaver Antimatter Cannon Mk. IV, an Incinerator III Plasma-Thrower, a Piledriver
    III, Flares, Clone, and Supershield. Gameplay - Stationary Escort.
    
    Description - See the Consortium version of this mission's description (CPS).
    
    Space Madness, Difficulty - 2/4 *'s, Presets - Tier 4 scout fighter, an
    Incinerator IV Plasma Cannon, a Piledriver IV, Teleport, Clone, and Supershield.
    Gameplay - Survival.
    
    Description - See the Consortium version of this mission's description (CPS).
    
    &******************************************************************************8
    
              Mission Provider - Warlord Cinnefa, Rewards - 800 XP and 300 FXP
                                 - Tartarus [SPT] -
    
    &******************************************************************************8
    
    ATTACK!, Difficulty - 0/4 *'s, Presets - Tier 4 Heavy Fighter, 2 Power Beams, a
    Power Multi Missile, Clone, Undercover, and Supershield. Gameplay - Survival
    
    Description - You have to shoot down a lot of enemies for this mission, about 70
    in total. Fortunately, there are turrets helping you out whose kills add to
    your total. Said total got about halfway with no input on my part before being
    destroyed so anyone actually trying will succeed with ease.
    
    Information Shredder, Difficulty - 1/4 *'s, Presets - Tier 4 scout fighter, a
    KL-088 III, Reaver Antimatter Cannon Mk. IV, Flares, Undercover, and
    Afterburner. Gameplay - Survival.
    
    Description - See the Consortium version of this mission's description (CPT).
    
    Waste Management, Difficulty - 1/4 *'s, Presets - Tier 3 cruiser, a Deathbloom
    Autogun 3, a KL-088 IV, a Reaver Antimatter Cannon Mk. IV, an Incinerator IV
    Plasma Cannon, Ram, and Flares. Gameplay - On-Rails Survival.
    
    Description - See the Consortium version of this mission's description (CPT).
    
    &******************************************************************************8
    
              Mission Provider - Warlord Cinnefa, Rewards - 850 XP and 300 FXP
                               - The Crucible [SPC] -
    
    &******************************************************************************8
    
    Cold Cuts, Difficulty - 3/4 *'s, Presets - Tier 4 Heavy Fighter, a Power Beam,
    a Reaver Antimatter Cannon Mk. IV, Flares, Undercover, and Supershield. Gameplay
    - Mixed Survival.
    
    Description - The problem with this mission is that you can't control your ship,
    and the AI pilots like it's drunk and will almost certainly end up with you
    stuck in a wall at LEAST once (depending on how many drinks the AI's had).
    
    Equipment Check, Difficulty - ?/4 *'s, Presets - None, Gameplay - Escort.
    
    Description - See the Consortium version of this mission's description (CPC).
    
    Eye of the Needle, Difficulty - 1/4 *'s, Presets - Tier 4 cruiser, a Piledriver
    IV, a KL-088 IV, 2 Reaver Antimatter Cannon Mk. IV's, Ram, Cloak, and Flares.
    Gameplay - On-Rails Survival.
    
    Description - See the Consortium version of this mission's description (CPC).
    
    &******************************************************************************8
    
            Mission Provider - Warlord Cinnefa, Rewards - 1,000 XP and 300 FXP
                                - Shadowrift [SPR] -
    
    &******************************************************************************8
    
    Frozen, Difficulty - 2/4 *'s, Presets - Tier 4 cruiser, a Corona IV, a Reaver
    Antimatter Cannon Mk. IV, a Power Missile, a Power Lightning Beam, Flares,
    Undercover, and Supershield. Gameplay - Stationary Survival.
    
    Description - This mission has full-on cruisers engaging you this time, along
    with Dominion ships again for some reason. This mission will go down with
    greater ease if you have a pair of DPS sentients with Energy Regeneration to
    counter the drain from the Corona and Power Lightning Beam.
    
    Enemy Hands, Difficulty - 3/4 *'s, Presets - Tier 4 Heavy Fighter, a Deathbloom
    Autogun 5, a Power Pulse, a Battlegun 4, an Incinerator IV Plasma Cannon,
    Flares, Clone, and Afterburner. Gameplay - Survival.
    
    Description - See the Consortium version of this mission's description (CPR).
    
    Catastrophe in the Catacombs, Difficulty - ?/4 *'s, Presets - None. Gameplay -
    Survival.
    
    Description - See the Consortium version of this mission's description (CPR).
    
    
                             ____      ___ ____ ____     ___
                             `MM(      )M' `MM' `Mb(     )d'
                              `MM.     d'   MM   YM.     ,P
                               `MM.   d'    MM   `Mb     d'
                                `MM. d'     MM    YM.   ,P
                                 `MMd       MM    `Mb   d'
                                  dMM.      MM     YM. ,P
                                 d'`MM.     MM     `Mb d'
                                d'  `MM.    MM      YM,P
                               d'    `MM.   MM      `MM'
                             _M(_    _)MM_ _MM_      YP
    
    
                         - Praetorian Preset Side Missions -
                                         [XIV]
    
    
    &******************************************************************************8
    
              Mission Provider - Keelhaul, Rewards - 500 XP and 200 FXP
                                   - Asteria [PPA] -
    
    &******************************************************************************8
    
    Syndicate Hotshots, Difficulty - 1/4 *'s, Presets - Tier 2 interceptor, 2
    Crackshot LR II's, Supershield, Clone, and Afterburner. Gameplay - Mixed
    Survival.
    
    Description - Your ship will be auto-piloted for a time, during which you'll
    have to take down some fighters. Upon reaching your destination, control will
    be returned to you. Neither instance is particularly challenging so don't sweat
    it.
    
    Defending the Icy Wastes, Difficulty - 1/4 *'s, Presets - Tier 1 cruiser, 4
    Crackshot LR's, and Supershield. Gameplay - Stationary Survival.
    
    Description - Since you've got nothing but beam weapons and your enemies use
    the roll skill as soon as you first target them you'll have to fire a barely
    locked on shot, then a full lock-on while it's rolling before firing again.
    Try to concentrate on one fighter at a time for maximum damage.
    
    Prototype Escort, Difficulty - 1/4 *'s, Presets - Tier 2 Heavy Fighter, 2 Pulse
    Ex-I's, a Packhound v1, Undercover, and Afterburner. Gameplay - Escort.
    
    Description - The interceptors dogging (no pun intended) the escort target are
    equipped with missiles, and although it's equipped with Flares, it can suffer
    significant damage if you don't intervene. The rest of the mission is easy
    though as there's nothing but scout fighters to deal with.
    
    
    &******************************************************************************8
    
              Mission Provider - Keelhaul, Rewards - 550 XP and 220 FXP
                                   - Erebus [PPE] -
    
    &******************************************************************************8
    
    Prototype Escort, Difficulty - 1/4 *'s, Presets - Tier 2 Heavy Fighter, a
    Crackshot LR, 2 Pulse Hi-Ex I's, Clone, and Afterburner. Gameplay - Escort.
    
    Description - Hey didn't we just do this? Well anyway, you're again escorting a
    cargo ship but you don't need to jump in the fray as soon as the mission starts
    to keep the target from taking significant damage. Even if you don't jump right
    in, the enemy reinforcements spawn pretty damn far off, letting you intercept
    and destroy them before the escort target can even encounter them.
    
    Space Mites, Difficulty - 1/4 *'s, Presets - Tier 2 scout fighter, a Multi
    Missile, a Crackshot LR, Clone, and Afterburner. Gameplay - Escort.
    
    Description - This mission is more difficult, and I use that term loosely, than
    the Syndicate version since you don't have the pulse weapons from that mission,
    meaning you have to lock on to multiple targets to make the most of the pulse
    weapon, but it's still so easy that it's hardly worth mentioning as a
    hindrance.
    
    Power Struggles, Difficulty - 1/4 *'s, Presets - Tier 2 interceptor, a Pulse
    Hi-Ex I, a Packhound v1, Flares, Cloak, and Afterburner. Gameplay - Mixed
    Survival.
    
    Description - See the Consortium version of this mission's description (CPE).
    
    &******************************************************************************8
    
              Mission Provider - Keelhaul, Rewards - 600 XP and 240 FXP
                                 - Leviathan [PPL] -
    
    &******************************************************************************8
    
    Eyeful, Difficulty - 0/4 *'s, Presets - Tier 3 Heavy Fighter, a Crackshot LR II,
    a Pulse Hi-Ex III, a Packhound v2, Supershield, and Afterburner. Gameplay -
    Survival.
    
    Description. Go in, and shoot down the marked targets. Don't even bother with
    the other ships, just hit the 2 specified ships and the mission's done just like
    that.
    
    Fire Down the Aisle, Difficulty - 1/4 *'s, Presets - Tier 3 interceptor, a
    Lightning Beam Mk. II, a Pulse Hi-Ex II, Flares and Afterburner. Gameplay -
    Survival.
    
    Description - See the Consortium version of this mission's description (CPL).
    
    Core Control, Difficulty - 1/4 *'s, Presets - Tier 2 cruiser, a Multi Missile
    II, 2 Packhound v1's, a Crackshot LR, Ram, and Flares. Gameplay - On-Rails
    Survival.
    
    Description - An improvement over both the Consortium and Syndicate versions of
    this mission thanks to the Multi-Missile.
    
    &******************************************************************************8
    
              Mission Provider - Keelhaul, Rewards - 650 XP and 260 FXP
                               - The Graveyard [PPG] -
    
    &******************************************************************************8
    
    Wrath Unleashed, Difficulty - 1/4 *'s, Presets - Tier 2 cruiser, a Pulse Hi-Ex
    III, a Crackshot LR III, a Multi Missile I, a KL-088 I, Flares, and Supershield.
    Gameplay - Stationary Survival.
    
    Description - There isn't really much to say, other than you're heavily armed,
    and shoot everything that isn't you.
    
    Fallen on Hard Times, Difficulty - 2/4 *'s, Presets - Tier 3 interceptor, a
    Crackshot LR IV, a Packhound v4, Flares, Clone, and Afterburner. Gameplay -
    Survival.
    
    Description - You have higher tier basic weapons to compensate for the lack of
    the Lightning beam, but you're still more vulnerable this time around, so make
    double sure to deal with the cruisers as fast as possible.
    
    Mind the Minefield, Difficulty - 1/4 *'s, Presets - Tier 3 Heavy Fighter, 2
    Pulse EX-II's, a Lightning Beam Mk. I, Flares, Teleport, and Supershield.
    Gameplay - Mixed Survival.
    
    Description - See the Consortium version of this mission's description (CPG).
    
    &******************************************************************************8
    
              Mission Provider - Keelhaul, Rewards - 700 XP and 280 FXP
                               - The Tempest [PPTT] -
    
    &******************************************************************************8
    
    Routine Maintenance, Difficulty - 1/4 *'s, Presets - Tier 3 interceptor, a
    Crackshot LR IV, Packhound v4, Flares, Clone, and Supershield. Gameplay -
    Timed Survival.
    
    Description - A timed survival mission, you can either fortify your attributes
    and erect a supershield to soak up damage until time runs out, or take the less
    boring route and just blast the bajesus out of your enemies.
    
    Double Envelopment, Difficulty - 0/4 *'s, Presets - Tier 4 Cruiser, 2
    Pulse Hi-Ex III's, a Lightning Beam Mk. II, Packhound v3, Flares, and
    Supershield. Gameplay - On-Rails Survival.
    
    Description - See the Consortium version of this mission's description (CPTT).
    
    Close to the Edge, Difficulty - 1/4 *'s, Presets - Tier 3 scout fighter, a Pulse
    Hi-Ex Iv, a Crackshot LR IV, Flares, and Afterburner. Gameplay - Escort.
    
    Description - See the Consortium version of this mission's description (CPTT).
    
    &******************************************************************************8
    
              Mission Provider - Keelhaul, Rewards - 750 XP and 300 FXP
                                 - Solaria [PPS] -
    
    &******************************************************************************8
    
    Solaria Flare Up, Difficulty - 2/4 *'s, Presets - Tier 4 interceptor, a Power
    Beam, a Reaver Antimatter Cannon IV, Flares, Clone, and Afterburner. Gameplay -
    Survival.
    
    Description - The Syndicate has managed to commandeer a Revenant Order carrier,
    and a ship that powerful can't be allowed to fall under their control. When the
    mission starts the carrier will not have arrived in the system so don't bother
    barging in and busting up the Syndicate fighters, wait until the ship arrives
    and concentrate on it to end the mission quickly.
    
    Quickbuck Crossing, Difficulty - 0/4 *'s, Presets - Tier Heavy Fighter, a
    Packhound v4, a Crackshot LR IV, a KL-088 IV, Flares, Clone, and Supershield.
    Gameplay - Stationary Escort.
    
    Description - Using the KL-088, you can destroy enemies before they can get
    halfway to you so you're practically untouchable.
    
    Space Madness, Difficulty - 2/4 *'s, Presets - Tier 4 scout fighter, a Power
    Beam, a Power Pulse, Teleport, Clone, and Supershield. Gameplay - Survival.
    
    Description - See the Consortium version of this mission's description (CPS).
    
    &******************************************************************************8
    
              Mission Provider - Keelhaul, Rewards - 800 XP and 300 FXP
                                 - Tartarus [PPT] -
    
    &******************************************************************************8
    
    Absolute Horizon, Difficulty - 1/4 *'s, Presets - Tier 4 Heavy Fighter, a Pulse
    Hi-Ex IV, a Crackshot LR IV, a Packhound v3, Ram, Clone, and Afterburner.
    Gameplay - Escort.
    
    Description - Another escort job, this time it's a cruiser that can defend
    itself pretty handily, but don't think that you can leave it alone. You'll still
    need to keep close to keep some of the heat off and clear mines that it would
    otherwise run into due to the navigational problems mentioned in the mission's
    brief.
    
    Information Shredder, Difficulty - 1/4 *'s, Presets - Tier 4 scout fighter, a
    KL-088 III, a Crackshot LR IV, Flares, Undercover, and Afterburner. Gameplay -
    Survival.
    
    Description - The KL-088 makes this mission easier, especially when you have a
    DPS sentient or two to compensate for the energy drain.
    
    Waste Management, Difficulty - 1/4 *'s, Presets - Tier 3 cruiser, a Power Pulse,
    a Crackshot LR IV, a Packhound v4, Praetorian Autogun 3, Ram, and Flares.
    Gameplay - On-Rails Survival.
    
    Description - See the Consortium version of this mission's description (CPT).
    
    &******************************************************************************8
    
              Mission Provider - Keelhaul, Rewards - 850 XP and 300 FXP
                               - The Crucible [PPC] -
    
    &******************************************************************************8
    
    Rampage, Difficulty - 3/4 *'s, Presetes - Tier 4 interceptor, a Power Beam, a
    Power Missile, Cloak, Clone, and Afterburner. Gameplay - Escort.
    
    Description - The pilot who took the Heavy Fighter mentioned in the briefing
    likely won't be discharged given how close he'll come to death if you complete
    this mission. Presumably the pilot is a greenhorn drafted from the local
    interstellar daycare because his/her idea of going on a rampage is to divert a
    good amount of shield energy to TVs or back massagers or something, load the
    ship with a terrifying payload of 1 weapon, and rain Hell upon the Syndicate at
    a blistering 2 kph. So yeah, you can't count on the noob to do anything right
    other than going slow enough that you can position yourself between him/her and
    the enemies, which you'll pretty much have to do to keep the dumb SOB alive.
    Also, don't fly ahead to take out the turrets because Syndicate ships spawn
    without warning close to the target and need to be dealt with right away, just
    act as a sentient shield and eliminate the opposition. Thankfully, the mission
    is short, and it doesn't include tougher targets like cargo ships or cruisers,
    so don't give up if you fail faster than you'd expect.
    
    Equipment Check, Difficulty - ?/4 *'s, Presets - None. Gameplay - Escort.
    
    Description - See the Consortium version of this mission's description (CPC).
    
    Eye of the Needle, Difficulty - 1/4 *'s, Presets - Tier 4 cruiser, a Pulse Hi-Ex
    IV, a Packhound v4, a Crackshot LR IV, Lightning Beam Mk. IV, Ram, Flares, and
    Cloak. Gameplay - On-Rails Survival.
    
    Description - You sadly don't have the KL-088 this time around, but the Power
    Pulse, while not as strong, should still provide you with enough firepower to
    swat down the bothersome flies buzzing around you. (Don't forget to backtrack to
    take out enemies you likely missed).
    
    &******************************************************************************8
    
              Mission Provider - Keelhaul, Rewards - 1,000 XP and 300 FXP
                                - Shadowrift [PPR] -
    
    &******************************************************************************8
    
    Invasion, Difficulty - 1/4 *'s, Presets - Tier 4 Heavy Fighter, a Power Pulse,
    a Power Missile, a Power Lightning Beam, Flares, Clone, and Undercover. Gameplay
    - Survival.
    
    Description - This mission can be easy to the point of boredom depending on the
    circumstances. From what I can tell, the ships spawn from Omega station after a
    certain amount of time has passed, so if you destroy a ton of ships in rapid
    succession, those ships will spawn at the same rate after the set time has
    passed. The intent was likely to create a steady stream of ships to combat, a
    handful at a time. But if you take out a ton of them at once as mentioned
    previously, there will be plenty of time between clashes to let your shields
    recharge. Either take out a few at a time or bring them together and blast them
    all at once, the choice is yours.
    
    Enemy Hands, Difficulty - 3/4 *'s, Presets - Tier 4 Heavy Fighter, a Battlegun
    4, a Power Beam, a Power Multi Missile, Praetorian Autogun 5, Flares, Clone, and
    Afterburner. Gameplay - Survival.
    
    Description - See the Consortium version of this mission's description (CPR).
    
    Catastrophe in the Catacombs, Difficulty - ?/4 *'s, Presets - None. Gameplay -
    Survival.
    
    Description - See the Consortium version of this mission's description (CPR).
    
    
                               ____      ___ ____     ___
                               `MM(      )M' `Mb(     )d'
                                `MM.     d'   YM.     ,P
                                 `MM.   d'    `Mb     d'
                                  `MM. d'      YM.   ,P
                                   `MMd        `Mb   d'
                                    dMM.        YM. ,P
                                   d'`MM.       `Mb d'
                                  d'  `MM.       YM,P
                                 d'    `MM.      `MM'
                               _M(_    _)MM_      YP
    
    
                            - Dominion Perset Side Missions -
                                          [XV]
    
    
    &******************************************************************************8
    
              Mission Provider - Vusal'a, Rewards - 500 XP and 200 FXP
                                   - Asteria [DPA] -
    
    &******************************************************************************8
    
    Attack on Vostok 1, Difficulty - 1/4 *'s, Presets - Tier 1 cruiser, 4 Phalanx
    Plasma Cannon Mk. II's, and Flares. Gameplay - Survival.
    
    Description - A high Flares skill helps, but 4 tier 2 pulse weapons is more than
    enough to see you though this mission with ease.
    
    Defending the Icy Wastes, Difficulty 4/4 *'s, Presets - Tier 1 cruiser, 3
    Dominion Miniguns, a Multi Missile, and Supershield. Gameplay - Stationary
    Survival.
    
    Description - 4/4 difficulty? For one of the first preset missions in the
    faction?!? Yeah, that's one of the reasons I advise joining the Order over
    Dominion to gain access to interceptors with the ability to commandeer. This is
    the only version of the mission where the enemies use missiles, which are
    usually fired at your aft nigh perpetually from offscreen, and since you can't
    outmaneuver them, fire while using the Supershield (or recover your shields),
    your beam weapons take time to get to full strength and enemies use the roll
    skill, you have to rely exclusively on the Multi Missile, which, because it's
    an energy weapon will make you run out of energy for the Supershield more
    quickly.
    
    Basically, this mission sets you up to fail in almost every way possible. What
    keeps this mission from getting a 5/4 impossibullshit rating is that a high
    level Flares skill makes it an utter pushover by comparison. While yes, it's
    possible to have the skill at the ready without even having to go into the
    Quickview menu, the default presets make the mission's difficulty rating 4/4.
    A DPS sentient or two probably wouldn't hurt either but Flares is the true key
    to success.
    
    Prototype Escort, Difficulty - 2/4 *'s, Presets - Tier 2 Heavy Fighter, a
    Creeping Death Mk. I, a Dominion Minigun, a Phalanx Plasma Cannon Mk. I, Clone,
    and Afterburner. Gameplay - Escort.
    
    Description - Again, this mission can be difficult without the Flares skill, but
    it's nowhere near as difficult with the default equipment, especially if you
    intercept enemies before they reach the cargo ship.
    
    &******************************************************************************8
    
              Mission Provider - Vusal'a, Rewards - 550 XP and 220 FXP
                                   - Erebus [DPE] -
    
    &******************************************************************************8
    
    Torpedo Delivery, Difficulty - 1/4 *'s, Presets - Tier 2 scout fighter, a
    Vanquisher Minigun, a Dominion Minigun, Flares, and Afterburner. Gameplay -
    Escort.
    
    Description - This mission is a cake-walk up until you reach The Core, and even
    then it's not that difficult. There's nothing but mines before the core, no
    enemies at all, so just clear a path and wait for the torpedo to catch up. The
    Core is where the target and enemies are, intercept the fighters before they
    try to take down the warhead, and you're good to go.
    
    Space Mites, Difficulty - 1/4 *'s, Presets - Tier 2 interceptor, 2 Phalanx
    Plasma Cannon Mk. I's, Clone, and Afterburner. Gameplay - Escort.
    
    Description - Not as "challenging" as the Syndicate/Praetorian versions, but not
    as easy as the Consortium version due to the cargo ship you're escorting using
    a pulse weapon.
    
    Power Struggles, Difficulty - 1/4 *'s, Presets - Tier 2 interceptor, a Creeping
    Death Mk. I, a Phalanx Plasma Cannon Mk. I, Cloak, Flares, and Afterburner.
    
    Description - See the Consortium version of this mission's description (CPE).
    
    &******************************************************************************8
    
              Mission Provider - Vusal'a, Rewards - 600 XP and 240 FXP
                                 - Leviathan [DPL] -
    
    &******************************************************************************8
    
    Stronghold, Difficulty - 1/4 *'s, Presets - Tier 3 Heavy Fighter, a Creeping
    Death Mk. II, a Vanquisher Minigun, a Phalanx Plasma Cannon Mk. II, Flares, and
    Afterburner. Gameplay - On-Rails Survival.
    
    Description - Your job is to take out a collection of mines and turrets, which
    take priority over fighters because your ship's on autopilot and will fly right
    into mines if you don't clear the way. But as the difficulty rating suggests,
    you've got the advantage here. Last tip, use Flares to counter the scout ship's
    missiles.
    
    Fire Down the Aisle, Difficulty - 1/4 *'s, Presets - Tier 3 interceptor, 2
    Creeping Death Mk. II's, Flares, and Afterburner. Gameplay - Survival.
    
    Description - The need to aim directly up or down with precision is most
    important in this version of the mission than any other due to you having
    nothing but missiles this time around. You'll need to lock on fully to make sure
    the missile flies as fast as possible, but its sharp turning arc and close
    quarters means that firing with only a partial lock won't be fruitless. That
    said, it only takes 1 missile to bring your enemies down so don't bother
    emptying a salvo for 1 enemy.
    
    Core Control, Difficulty - 1/4 *'s, Presets - Tier 2 cruiser, a Vanquisher
    Minigun, 3 Dominion Miniguns, Ram, and Flares. Gameplay - On-Rails Survival.
    
    Description - A potent version of the mission thanks to an all-beam-weapon
    arsenal.
    
    &******************************************************************************8
    
              Mission Provider - Vusal'a, Rewards - 650 XP and 260 FXP
                                - The Graveyard [DPG] -
    
    &******************************************************************************8
    
    Getting Probed, Difficulty - 1/4 *'s, Presets - Tier 3 Heavy Fighter, a Creeping
    Death Mk. III, a Phalanx Plasma Cannon Mk. III, an Annihilator Minigun,
    Supershield, Cloak, and Afterburner. Gameplay - Mixed Survival.
    
    Description - Another mostly on-rails mission that's pretty easy to survive,
    even with a cruiser accompanying all the fighters gunning for you. You can use
    Cloak to slip past until you regain freedom of movement since the Order won't
    attack right at the start of the mission, though you'll need a complimentary
    upgrade equipped to keep your energy from being drained along the way.
    
    Fallen on Hard Times, Difficulty - 2/4 *'s, Presets - Tier 3 interceptor, 2
    Power Beams, Flares, Clone, and Afterburner. Gameplay - Survival.
    
    Description - Since all the fighters you'll face are interceptors, you don't
    have to worry about them using the Roll skill to dodge. Since you're using the
    Power Beam however, you're still at a significant disadvantage compared to the
    versions of this mission that feature the Lightning Beam.
    
    Mind the Minefield, Difficulty - 1/4 *'s, Presets - Tier 3 Heavy Fighter, a
    Creeping Death Mk. III, 2 Annihilator Miniguns, Flares, Supershield, and
    Teleport. Gameplay - Mixed Survival.
    
    Description - See the Consortium version of this mission's description (CPG).
    
    &******************************************************************************8
    
              Mission Provider - Vusal'a, Rewards - 700 XP and 280 FXP
                                - The Tempest [DPTT] -
    
    &******************************************************************************8
    
    Subtle Diplomacy, Difficulty - 4/4 *'s, Presets - Tier 3 Interceptor, a Creeping
    Death Mk. III, a Phalanx Plasma Cannon Mk. III, Teleport, Clone, and
    Afterburner. Gameplay - Escort.
    
    Description - This is easily the most difficult preset mission in the game,
    because unlike Defending the Icy Wastes, there's no ability that can make this
    mission as easy. You're pretty much guaranteed to fail your early attempts, with
    the reason for this being that the cruiser you're escorting is about as hardy as
    a home built with popsicle sticks suffering from a termite infestation. In fact
    at one point I swear that it was destroyed before I even reached it at the start
    of the mission. The fact that you're armed with a weak pulse weapon that
    overheats and a slow-moving missile doesn't help either, and an insane number of
    enemies is the kidney stone on top of the turd sundae. As bleak as things are,
    this mission can, with effort, be completed.
    
    The target is equipped with Flares but they alone aren't very effective at
    diverting missiles, so you may want to consider quickly equipping and using
    Flares of your own (replacing the Teleport ability). The Clone skill isn't
    exactly an odds equalizer but it will distract some enemies and might even take
    some of them down, but your greatest asset is your mini-map. If the escort
    target survives the initial fire-fight it will start going straight through an
    artificial structure. This is your chance to break off and intercept fighters
    before they get the chance to damage the target. Use your mini-map to locate and
    destroy ships making their way to the target, don't wait for them to come to
    you.
    
    If the target manages to survive all of that, you'll face the ungodly odds of
    defending it against a full-blown cruiser and 6, count-'em SIX, turrets at the
    exit. Again, the odds are greatly against you, but know that this mission CAN be
    completed. Good luck, and Godspeed sir or madame.
    
    Double Envelopment, Difficulty - 1/4 *'s, Presets - Tier 4 cruiser, a Creeping
    Death Mk. III, 3 Annihilator Miniguns, Flares, and Supershield. Gameplay -
    On-Rails Survival.
    
    Description - See the Consortium version of this mission's description (CPTT).
    
    Close to the Edge, Difficulty - 1/4 *'s, Presets - Tier 3 scout fighter, a
    Crusher C-Beam, a Multi Missile III, Flares, and Afterburner. Gameplay - Escort.
    
    Description - The Multi Missile and 33% energy consumption reduction of the
    scout fighter for power weapons make this a borderline 0/4 *'s difficulty
    mission.
    
    &******************************************************************************8
    
              Mission Provider - Vusal'a, Rewards - 750 XP and 300 FXP
                                  - Solaria [DPS] -
    
    &******************************************************************************8
    
    A Long Way Home, Difficulty - 1/4 *'s, Presets - Tier 4 cargo ship, a Creeping
    Death Mk. IV, Ram, and Flares. Gameplay - Survival.
    
    Description - No it's not a typo, you really do only get 1 weapon for this
    mission, even so, it's not that hard. In spite of the fact that that it's less
    than capable of dealing dealing with mines that will be in your way. You should
    be able to clear the mines without losing all your shields, and even if you do
    lose your shields keep in mind that this is a Dominion ship, so its hull is
    twice as strong as its shields. A heightened Ram skill could help, but again,
    it's not necessary and unless you have a few prismatic crystals would be a
    waste. Lastly, neither fighters nor turrets can take more than 1 missile up the
    aft, and they don't use Flares so you're good.
    
    Quickbuck Crossing, Difficulty - 1/4 *'s, Presets - Tier 4 Heavy Fighter, a
    Reaper Minigun, a Creeping Death Mk. IV, a Phalanx Plasma Cannon Mk. IV, Flares,
    Clone, and Supershield. Gameplay - Stationary Escort.
    
    Description - See the Consortium version of this mission's description (CPS).
    
    Space Madness, Difficulty - 2/4 *'s, Presets - Tier 4 interceptor, a Piranha-D,
    a Power Beam, Teleport, Clone, and Supershield. Gameplay - Survival.
    
    Description - See the Consortium version of this mission's description (CPS).
    
    &******************************************************************************8
    
              Mission Provider - Vusal'a, Rewards - 800 XP and 300 FXP
                                 - Tartarus [DPT] -
    
    &******************************************************************************8
    
    Revenge is in Order, Difficulty - 2/4 *'s, Presets - Tier 4 interceptor, a Power
    Beam, a Creeping Death Mk. IV, Flares, Clone, and Supershield. Gameplay -
    On-Rails Survival.
    
    Description - The first part of this mission has a ton of mobile mines and
    fighters but it's only temporary. Once you pass a certain point the sea of
    enemies and explosives will subside, giving you the chance to recover your
    shields recover. When you're directed to Vostok 4, the target will appear. I
    can't give an analysis regarding difficulty because I didn't even know I had
    engaged the target until I got a mission complete during combat. Though anything
    that gets taken down before one can even acknowledge its presence isn't really
    a "threat" now is it?
    
    Information Shredder, Difficulty - 1/4 *'s, Presets - Tier 4 scout fighter a
    Power Missile, a Power Pulse, Flares, Undercover, and Afterburner. Gameplay -
    Survival.
    
    Description - See the Consortium version of this mission's description (CPE).
    
    Waste Management, Difficulty - 0/4 *'s, Presets - Tier 3 cruiser, a Power Beam,
    a Power Pulse, a Battlegun 4, a Viper Proximity Mine V, Flares, and Supershield.
    Gameplay - On-Rails Survival.
    
    Description - The mine you're given is useless, but the Battlegun you're given
    is anything but. It, combined with the Power Pulse will single-handedly
    obliterate anything that gets within visible range of you.
    
    &******************************************************************************8
    
              Mission Provider - Vusal'a, Rewards - 850 XP and 300 FXP
                                - The Crucible [DPC] -
    
    &******************************************************************************8
    
    A Shift in Allegiance, Difficulty - 2/4 *'s, Presets - Tier 4 interceptor, a
    Piranha-D, a Power Beam, Flares, Undercover, and Clone. Gameplay - Survival.
    
    Description - Focus your attacks on the Dominion ships and not the Order ships,
    as destroying the latter will not advance the mission.
    
    Equipment Check, Difficulty - ?/4 *'s, Presets - None. Gameplay - Escort.
    
    Description - See the Consortium version of this mission's description (CPC).
    
    Eye of the Needle, Difficulty - 1/4 *'s, Presets - Tier 4 cruiser, a Creeping
    Death Mk. IV, a Reaper Minigun, a KL-088 IV, a Phalanx Plasma Cannon Mk. IV,
    Ram, Cloak, and Flares. Gameplay - On-Rails Survival.
    
    Description - See the Consortium version of this mission's description (CPC).
    
    &******************************************************************************8
    
              Mission Provider - Vusal'a, Rewards - 1,000 XP and 300 FXP
                                 - Shadowrift [DPR] -
    
    &******************************************************************************8
    
    Fire for Effect, Difficulty - 1/4 *'s, Presets - Tier 4 cruiser, a Lightning
    Beam Mk. IV, a Piranha-D, a Power Pulse, a Multi Missile IV, Flares, Ram, and
    Supershield. Gameplay - Stationary Survival.
    
    Description - Just shoot the buggers, there isn't anything complicated or
    noteworthy about this mission.
    
    Enemy Hands, Difficulty - 3/4 *'s, Presets - Tier 4 Heavy Fighter, a Battlegun
    4, a Piranha-D, a Power Beam, a Viper Proximity Mine V, Flares, Clone, and
    Afterburner. Gameplay - Survival.
    
    Description - This is one of the more difficult versions of this mission since
    you're in the weaker version of a Heavy Fighter and don't have the Autoguns the
    other versions had. If all else fails, just high-tail it to Dominion-controlled
    space since you don't actually have to stay in the given area to complete the
    mission.
    
    Catastrophe in the Catacombs, Difficulty - ?/4 *'s, Presets - None. Gameplay -
    Survival.
    
    Description - See the Consortium version of this mission's description (CPR).
    
    
                             ____      ___ ____     ___ ____
                             `MM(      )M' `Mb(     )d' `MM'
                              `MM.     d'   YM.     ,P   MM
                               `MM.   d'    `Mb     d'   MM
                                `MM. d'      YM.   ,P    MM
                                 `MMd        `Mb   d'    MM
                                  dMM.        YM. ,P     MM
                                 d'`MM.       `Mb d'     MM
                                d'  `MM.       YM,P      MM
                               d'    `MM.      `MM'      MM
                             _M(_    _)MM_      YP      _MM_
    
    
                             - Order Preset Side Missions -
                                         [XVI]
    
    
    &******************************************************************************8
    
                Mission Provider - Stais, Rewards - 500 XP and 200 FXP
                                     - Asteria [OPA] -
    
    &******************************************************************************8
    
    Torpedo Delivery, Difficulty - 1/4 *'s, Presets - Tier 2 scout fighter, a
    Lightning Beam Mk. I, a Devastator ES I, Flares, and Afterburner. Gameplay -
    Escort.
    
    Description - Most of the fighters will appear by Vostok 1 and Alpha Station,
    and then in the Dominion territory. Take them down before the torpedo gets there
    and it might get there without taking any damage at all. That said, the warhead
    isn't exactly volatile, I considered quitting the mission because it was taking
    so long for it to be destroyed while writing down the presets for the mission.
    
    Defending the Icy wastes, Difficulty - 1/4 *'s, Presets - Tier 1 cruiser, a
    Multi Missile, 3 Devestator ES I's, and Supershield. Gameplay - Stationary
    Survival.
    
    Description - See the Consortium/Syndicate version of this mission's description
    (CPA)/(SPA).
    
    Prototype Escort, Difficulty - 1/4 *'s, Presets - Tier 2 interceptor, a
    Lightning Beam Mk. I, a Devastator ES I, Supershield, and Afterburner. Gameplay
    - Escort.
    
    Description - See the Consortium version of this mission's description (CPA).
    
    &******************************************************************************8
    
                Mission Provider - Stais, Rewards - 550 XP and 220 FXP
                                     - Erebus [OPE] -
    
    &******************************************************************************8
    
    Revenant Order Hotshots, Difficulty - 1/4 *'s, Presets - Tier 1 scout fighter, 2
    Devastator ES II's, an Absolution Laser Assembly, a Piranha-A, Flares, and
    Supershield. Gameplay - On-Rails Survival.
    
    Description - A mission that's more a test of patience than skill, the cruiser's
    slow speed and few enemy encounters to be had make this mission drag on. Long
    enough to let the mind wander to questions like, "Why is the mission called
    Revenant Order Hotshots when the pilots you're taking down are from the
    Dominion?"
    
    Space Mites, Difficulty - 1/4 *'s, Presets - Tier 2 scout fighter, 2 Devastator
    ES I's, Clone, and Afterburner. Gameplay - Escort
    
    Description - See the Dominion version of this mission's description (DPE).
    
    Power Struggles, Difficulty - 1/4 *'s, Presets - Tier 2 interceptor, a
    Deveatator ES II, Piranha-A, Flares, Cloak, and Afterburner. Gameplay - Mixed
    Survival.
    
    Description - See the Consortium version of this mission's description (CPE).
    
    &******************************************************************************8
    
                Mission Provider - Stais, Rewards - 600 XP and 240 FXP
                                  - Leviathan [OPL] -
    
    &******************************************************************************8
    
    Restoration of Order, Difficulty - 1/4 *'s, Presets - Tier 2 scout fighter, a
    Lightning Beam Mk. I, a Viper Proximity Mine I, 2 Thumper Autogun 1's, and
    Clone. Gameplay - On-Rails Survival.
    
    Description - Between the Lightning Beam, 2 turrets, a mine, and clone ability,
    you've got plenty of firepower at your disposal. You'll fly around in circles so
    I recommend setting each autogun (using the right bumper/shoulder button (which
    also sets mines)) opposite the other to make sure that you have as much fire
    spread out as possible.
    
    Fire Down the Aisle, Difficulty - 1/4 *'s, Presets - Tier 3 interceptor, a
    Lightning Beam Mk. I, a Devastator ES I, Flares, and Afterburner. Gameplay -
    Survival.
    
    Description - See the Consortium version of this mission's description (CPL).
    
    Core Control, Difficulty - 1/4 *'s, Presets - Tier 2 cruiser, 2
    Devastator ES I's, a Lightning Beam Mk. I, a Piranha-A, Flares, Cloak, and
    Afterburner. Gameplay - On-Rails Survival.
    
    Description - About on the same level as the Praetorian mission's ease thanks to
    the Lightning Beam.
    
    &******************************************************************************8
    
                Mission Provider - Stais, Rewards - 650 XP and 260 FXP
                                 - The Graveyard [OPG] -
    
    &******************************************************************************8
    
    Holdout Piece, Difficulty - 1/4 *'s, Presets - Tier 3 scout fighter, a Lightning
    Beam Mk. III, a Devastator ES III, Clone, Teleport, and Afterburner. Gameplay -
    Survival.
    
    Description - There are no objectives listed on the HUD but you clearly have to
    destroy a certain number of fighters. Even though the turrets are highlighted
    as well, their destruction will not cause the mission to fail.
    
    Fallen on Hard Times, Difficulty 2/4 *'s, Presets - Tier 3 interceptor, a
    Lightning Beam Mk. III, a Multi Missile, Flares, Clone, and Afterburner.
    Gameplay - Survival.
    
    Description - Probably the easiest version of this mission thanks to having not
    only a Lightning Beam, but a Multi Missile at your disposal. But be warned that
    since you now have two power weapons, your energy will be drained more quickly
    with every shot.
    
    Mind the Minefield, Difficulty - 1/4 *'s, Presets - Tier 3 Heavy Fighter, 2
    Deliverance Custom Lasers, a Lightning Beam Mk. II, Flares, Teleport, and
    Supershield. Gameplay - Mixed Survival.
    
    Description - See the Consortium version of this mission's description (CPG).
    
    &******************************************************************************8
    
                Mission Provider - Stais, Rewards - 700 XP and 280 FXP
                                 - The Tempest [OPTT] -
    
    &******************************************************************************8
    
    Running Hot, Difficulty - 1/4 *'s, Presets - Tier 3 scout fighter, a Lightning
    Beam Mk. III, a Devastator ES III, Roll, Flares, and Afterburner. Gameplay -
    Escort.
    
    Description - Another warhead escort, but with a couple of oddities. For one
    thing, I wanted to see how much damage the meteors would do when they hit the
    warhead since NPC ships often take a fair amount of damage compared to how much
    damage they do to you. However, in spite of doing everything in my power not to
    interfere, not 1 of them hit the warhead. Also odd is the fact that Praetorians
    start attacking about midway through for some reason. Anyway, I doubt that the
    meteors do much damage, but feel free to clear a path anyway just to be safe if
    you want.
    
    Double Envelopment, Difficulty - 1/4 *'s, Presets - Tier 4 cruiser, a Lightning
    Beam Mk. II, a Piranha-B, a Devastator ES III, an Absolution Laser Assembly,
    Flares, and Supershield. Gameplay - On-Rails Survival.
    
    Description - See the Consortium version of this mission's description (CPTT).
    
    Close to the Edge, Difficulty - 1/4 *'s, Presets - Tier 3 scout fighter, a
    Lightning Beam Mk. II, a Devastator ES III, Flares, and Afterburner. Gameplay -
    Escort.
    
    See the Consortium version of this mission's description (CPTT).
    
    &******************************************************************************8
    
                Mission Provider - Stais, Rewards - 750 XP and 300 FXP
                                   - Solaria [OPS] -
    
    &******************************************************************************8
    
    Merciless Space Mites, Difficulty - 2/4 *'s, Presets - Tier 3 scout fighter, a
    Lightning Beam Mk. II, Devastator ES III, Flares, Undercover, and Supershield.
    Gameplay - Escort.
    
    Description - This is probably the only time in the entire game where the
    Vanid are a legitimate combat threat, save perhaps if you encounter them while
    in a tier 1 scout fighter while flying through a tier 4 zone. In spite of the
    mission description evoking thoughts of deploying drones and satellites to dot
    the region, your true task is to protect yet another warhead. Also, you once
    again have no objectives posted on your HUD.
    
    The radar compass arrow points to the warhead but DON'T GO ANYWHERE, seriously,
    don't bother moving at all. Vanid beam attacks can't be outmaneuvered, and if
    you try to go to the warhead, they'll follow you to it and damage it. The
    the warhead goes off close to where you start off and the Vanid don't spawn to
    target the warhead from anywhere else so you're best off stemming the tide where
    you are.
    
    The Lightning Beam can parse through targets but can't jump to others so fire in
    very short bursts to conserve energy and save time. The Vanid may be easily
    destroyed but don't underestimate their offensive capabilities, though the title
    of the mission may seem laughable at first, they're stronger than usual and can
    do significant damage if you disregard them.
    
    Quickbuck Crossing, Difficulty - 1/4 *'s, Presets - Tier 4 Heavy Fighter, a
    Lightning Beam Mk. III, a Devastator ES III, a Piranha-D, Flares, Clone, and
    Supershield. Gameplay - Stationary Escort.
    
    Description - See the Consortium version of this mission's description (CPS).
    
    Space Madness, Difficulty - 1/4 *'s, Presets - Tier 4 scout fighter, a Power
    Lightning Beam, a Multi Missile IV, Teleport, Clone, and Supershield. Gameplay -
    Survival.
    
    Description - See the Consortium version of this mission's description (CPS).
    
    &******************************************************************************8
    
                Mission Provider - Stais, Rewards - 800 XP and 300 FXP
                                  - Tartarus [OPT] -
    
    &******************************************************************************8
    
    Western Flank, Difficulty - 1/4 *'s, Presets - Tier 4 cruiser, a Power Lightning
    Beam, 2 Piranha-D's, a Devastator ES IV, Flares, Cloak, and Supershield.
    Gameplay - Stationary Survival.
    
    Description - I've got nothing to add to the above information.
    
    Information Shredder, Difficulty - 1/4 *'s, Presets - Tier 4 scout fighter, a
    Power Missile, a Power Pulse, Flares, Undercover, and Afterburner. Gameplay -
    Survival.
    
    Description - See the Consortium version of this mission's description (CPT).
    
    Waste Management, Difficulty - 1/4 *'s, Presets - Tier 3 cruiser, a Power Beam,
    2 Devastator ES IV's, a Piranha-D, Flares, and Supershield. Gameplay - On-Rails
    Survival.
    
    Description - Your weapons aren't exactly black-hole-disruptingly powerful, but
    your enemies are so weak that they don't need to be this time around.
    
    &******************************************************************************8
    
                Mission Provider - Stais, Rewards - 850 XP and 300 FXP
                                 - The Crucible [OPC] -
    
    &******************************************************************************8
    
    Breakout, Difficulty - 2/4 *'s, Presets - Tier 4 interceptor, a Power Lightning
    Beam, a Power Spray, Clone, Undercover, and Afterburner. Gameplay - Escort.
    
    Description - The Power Spray is definitely a potent weapon that you'll likely
    want to use over the Power Lightning Beam. Just head south and make sure the
    path is cleared, but keep an eye on any ships gathering near the warhead while
    you do so.
    
    Equipment Check, Difficulty - ?/4 *'s, Presets - None. Gameplay - Escort.
    
    Description - See the Consortium version of this mission's description (CPC).
    
    Eye of the Needle, Difficulty - 1/4 *'s, Presets - Tier 4 cruiser, a Lightning
    Beam Mk. IV, a Devastator ES IV, 2 Piranha-D's, Ram, Cloak, and Flares. Gameplay
    - On-Rails Survival.
    
    Description - Again, your weapons are standard, and again, it doesn't really
    matter.
    
    &******************************************************************************8
    
                Mission Provider - Stais, Rewards - 1,000 XP and 300 FXP
                                  - Shadowrift [OPR] -
    
    &******************************************************************************8
    
    Out of the Dustpan, Difficulty - 2/4 *'s, Presets - Tier 4 cruiser, a Power
    Lightning Beam, a Devastator ES IV, a Piranha-D, a Tornado-CS4, Flares, Cloak,
    and Supershield. Gameplay - On-Rails Survival.
    
    Description - Another cruiser survival mission, this time against both Dominion
    ships and Legion ships. At least 1 (ideally 2) DPS sentients with high Energy
    Regeneration Skills to offset the torpedo's energy drain, and a high Flares
    skill is recommended. Possibly the Roll ability to dodge Legion Tank Hellfire
    Beam attacks as well.
    
    Enemy Hands, Difficulty - 3/4 *'s, Presets - Tier 4 Heavy Fighter, a Power
    Lightning Beam, a Battlegun 4, a Power Beam, a Mongoose Proto Trap 5, Gameplay -
    On-Rails Survival.
    
    Description - See the Dominion version of this mission's description (DPR).
    
    Catastrophe in the Catacombs, Difficulty - ?/4 *'s, Presets - None. Gameplay -
    Survival.
    
    Description - See the Consortium version of this mission's description (CPR).
    
    
                         ____      ___ ____     ___ ____ ____
                         `MM(      )M' `Mb(     )d' `MM' `MM'
                          `MM.     d'   YM.     ,P   MM   MM
                           `MM.   d'    `Mb     d'   MM   MM
                            `MM. d'      YM.   ,P    MM   MM
                             `MMd        `Mb   d'    MM   MM
                              dMM.        YM. ,P     MM   MM
                             d'`MM.       `Mb d'     MM   MM
                            d'  `MM.       YM,P      MM   MM
                           d'    `MM.      `MM'      MM   MM
                         _M(_    _)MM_      YP      _MM_ _MM_
    
    
                                  - Military Warzone -
                                        [XVII]
    
    
    &******************************************************************************8
    
                    - Basic Mission Progression and Rewards [WZNP] -
    
    &******************************************************************************8
    
    Military Warzone missions are unlocked after joining the Revenant Order or
    Dominion of Allied Planets, and can only be initiated while an active member of
    either faction. To take part in a Warzone battle, open the pause/start menu,
    select "Special Missions", and choose "Warzone". The goal of these missions is
    simple, destroy the enemy's battleship while guarding your own. Warzone missions
    can be played alone or online in PVP, and take place in one of the nine zones in
    the game. This is why there are no Syndicate vs. Praetorian, Syndicate vs.
    Consortium, etc. versions of this mission, because aside from necessitating a
    military focus that would justify the construction of massive battleships, the
    bases of the factions need to be far, and opposite one another. Each zone has
    Order and Dominion on opposite edges of the map, making it necessary to capture
    carrier points to spawn from, and supply points for support. That was likely the
    working theory anyway, but since this is an RPG, certain behaviors that would be
    logical in games like Star Wars Battlefront just don't translate.
    
    Battleships will always attack you over your allies because the player stands as
    the most significant threat more often than not. Because you're capable of
    growing in strength several magnitudes greater than NPC ships, or perhaps due
    simply to poor programming and pathfinding skills, your allied forces will not
    storm the enemy base in force for a great length of time, if at all, even when
    you're in control of every single resource available. So unless you're piloting
    weaker ships with peashooter weapons, it's faster to just rush in and assault
    the battleship by yourself, and even if you DO die, you won't fail the mission
    unless it happens 25 times (more on that later).
    
    Warzone missions function the same Legion Raids with regards to difficulty
    adjustment. There will be a number in parenthesis next to the areas that are
    displayed on screen whenever you move into a region or exit a base structure.
    Said number indicates the tier level of your enemy's ships so it will always be
    1 - 4, no more, no less. The number is dependent upon the whichever value is
    highest, the Zone you're playing in, or the highest tier ship you posses in your
    current faction (this does NOT include the tier level of a hijacked/commandeered
    ship). So if you have a tier 2 ship but are in a tier 3 zone, the enemy's tier
    level will be 3. Also, if you're in a tier 1 ship but posses a tier 3 ship, in a
    tier 1 zone, the enemy's tier level will still be 3, because it counts the
    highest tier ship you posses, not what you're currently piloting. The tier
    associated with each zone is as follows: Asteria, Erebus, and Leviathan are tier
    1 zones, The Graveyard and The Tempest are tier 2 zones, Solaria and Tartarus
    are tier 3 zones, and The Crucible and Shadowrift are tier 4 zones.
    
    The number of Warzone points (WZN pts.) yielded is also effected by the final
    tier level of your enemies. You get 3 times the tier level after the battleship
    is destroyed, regardless of whether you were the one to fire the final shot, or
    even damaged it in the first place. Destroying enemies, capturing supply
    points/carrier spawn points, and other activities have no impact on the amount
    of warzone points you receive at the end. Note: There are NO penalties for
    quitting before the enemy battleship has been destroyed, but you will NOT be
    able to resume where you left off. Warzone points are great for getting one
    weapon, and one weapon only, the Battlegun. Even if the torpedo weapons weren't
    outmatched by the Legion Raid Corsair, the Battlegun is a fantastic weapon to
    get ahold of, especially early on in the game.
    
    &******************************************************************************8
    
                  - Important Mission Elements and Interaction [WZNE] -
    
    &******************************************************************************8
    
    The first thing to note is the HUD boxes to the left and right. The one on the
    left always represents the Order, and the one on the right represents the
    Dominion. The percentages represents that faction's battleship's "health", the
    second item represents captured carrier points, the third, supply points, and
    the last representing human player points. Battleship "health" is depleted as
    you damage it, but shields can be recovered slightly if NPCs or human players
    use the Recharge ability. (NPC cargo ships can use it by themselves, but human
    players must have Healer sentients, that have the ability, actively equipped.)
    
    Battleships can have many different weapons and abilities, the latter being
    dependent upon the faction it belongs to when it comes to the specifics.
    (Dominion Battleships can have Creeping Death missiles, Order Battleships can
    have Piranha missiles, Dominion Battleships can have Silkworm torpedoes, Order
    Battleships can have Tornado torpedoes, etc.) That's right, the battleships
    unfortunately can have torpedoes in addition to missiles, beams, and pulse
    weapons. They can also use Disable, Tractor Beam, and Shield Short if you get
    too close as well. NPC ships, battleships included, are not restricted by energy
    cost either, so don't expect a torrent of torpedoes to ever let up.
    
    Carrier spawn points, as their name suggests, spawns a carrier upon capturing
    it. When a carrier is under your control, it acts as a spawn point for you if
    your ship is destroyed (you spawn at the carrier closest to the enemy base).
    Carriers also heal you and your NPC allies. When a carrier is destroyed, the
    spawn point can be captured by either side, provided that it's a neutral point.
    There are two different kind of carrier spawn points, neutral and forward.
    Neutral points can be captured by either faction, but forward points are close
    to the enemy's base, can only be captured by that base's faction's enemy, and
    only while in the possession of a neutral point. Forward carrier points can be
    valuable, but it's best to attempt to capture them while cloaked/undercover.
    Carriers can also be healed by NPC ships and players, and to a greater degree
    than a Battleship.
    
    Supply points are more numerous and contribute to the number of NPC allies
    spawned to combat the enemies. These points are always neutral and can be
    captured at any time, regardless of whether you or your enemy currently controls
    it. You cannot begin to capture a supply/carrier point while in combat. You WILL
    however be able to CONTINUE capturing a point if an enemy attacks after you've
    begun capturing a point. Lastly, human player points are subtracted by 4
    whenever you're defeated in battle, and this is regardless of your
    ship's/weapon's/sentient's tier level or statistics. If you lose all 100 points,
    you fail the mission, so defeating human players in PVP 25 times will win the
    mission without destroying the battleship.
    
    &******************************************************************************8
    
                    - Basic Mission Zone Layout and Contents [WZNZ] -
    
    &******************************************************************************8
    
    This will be an outline of where each carrier spawn point/Supply point can be
    found within each zone. Points are in the center or in such a small area that
    it's nearly impossible to miss unless otherwise noted. Locations in parentheses
    dictates the location of the region, locations following the Supply
    Point/Carrier Spawn Point dictate the point's location. Note: It's possible for
    the enemy Dominion battleship in The Tempest zone to become glitched & not take
    damage for varying periods of time. I have not encountered this problem
    elsewhere so I would recommend avoiding The Tempest for Military Warzone matches
    just in case.
    
    &******************************************************************************8
    
                                     - Asteria -
    
    &******************************************************************************8
    
    Ghost Zone (path between Calico Base and Alpha Station), Supply Point, found
    about halfway through to the first entrance to Calico Base).
    
    Calico's End, Supply point, North West of the Ghost Zone Supply point,just
    before the collection of barriers in the corner.
    
    Nemo's Folly (North of Fort Hestion), Supply point, A little East of the center.
    
    Icy Wastes (North of the entrance to Fort Neston), Carrier Spawn Point, almost
    directly North of the entrance.
    
    Vostok 1, Dominion Forward Carrier Spawn Point, at the Northern end of the main
    area.
    
    Fort Heston, Order Forward Carrier Spawn Point, at the Southern end of the main
    area.
    
    Alpha Station, Carrier Spawn Point, almost dead center and far South of Alpha
    Station itself.
    
    Clearing Area. (East of Alpha Stations), Supply Point, between the two Southern
    triangular map objects with circles in them.
    
    Pitkins Patch, (east of Alpha Station), Supply Point, in the Northwest corner.
    
    MinTek Storage Depot, Supply Point, between the two entrances and the base
    itself.
    
    Prospect Field (between MinTek and Last Stand), Carrier Spawn Point, bottom
    center.
    
    The Last Stand, Supply Point, in the center of the central structure in the base
    area.
    
            Total Neutral Carrier Spawn Points: 3, Total Supply Points: 7.
    
    &******************************************************************************8
    
                                      - Erebus -
    
    &******************************************************************************8
    
    Shadowden, Supply Point, Center.
    
    Habitation, (area South of Shadoden), Supply Point.
    
    Beta Station, Supply Point, center.
    
    Killian's Rest, (Far North East quadrant), Supply Point.
    
    Power Generation, (near North East quadrant), Supply Point.
    
    Fort Thorn, Order Forward Carrier Spawn Point, Far South end of the Core.
    
    Vostok 2, Dominion Forward Carrier Spawn Point, far north end.
    
    Processing Plant, (near South West quadrant), Supply Point.
    
    Hive, (far South West quadrant), Carrier Spawn Point.
    
    Pit, (Near South East quadrant), Supply Point.
    
    Silverlode, (Far South East quadrant), Carrier Spawn Point.
    
    Precinct 357, Supply Point, center.
    
    &******************************************************************************8
    
                                     - Leviathan -
    
    &******************************************************************************8
    
    Colony, (West of Guardian One/The Vigilant), Supply Point.
    
    Guardian One/The Vigilant, Dominion Forward Carrier Spawn Point, to the left of
    the base ship).
    
    Communications Array, (north East of Delta Station and South West of
    Guardian One/The Vigilant), Supply Point.
    
    Solar Collectors (North West of Sanctuary and South East of Guardian
    One/The Vigilant), Supply Point.
    
    Delta Station, Supply Point, Just North of the station.
    
    Delta Station, Carrier Spawn Point, Just East of the station.
    
    Power Core, (between Delta Station and Sanctuary), Supply Point.
    
    Sanctuary, Carrier Spawn Point, Near the bottom of the Sunshadow Syndicate
    symbol.
    
    Control, (South of the Power Core), Supply Point.
    
    Engine Bay (South of Control), Supply Point.
    
    Eagle's Nest (Dominion Region), Order Forward Carrier Spawn Point, to the right
    of the base ship.
    
    &******************************************************************************8
    
                                  - The Graveyard -
    
    &******************************************************************************8
    
    Minefield (North East of Falcon's Roost), Supply Point.
    
    Falcon's Roost, Order Forward Carrier Spawn Point.
    
    Sentinal Gate, (East of Falcon's Roost), Supply Point.
    
    Breaker's Yard, (South East of Falcon's Roost), Supply Point, center South.
    
    Cemetery, (North West of Kappa Station), Carrier Spawn Point.
    
    Monument of the Fallen, (South West of Kappa Station), Supply Point.
    
    Station Kappa, Supply Point, just North of the Station.
    
    Wraithmist, (North East of kappa Station), Supply Point.
    
    Cage, (South East of Kappa Station), Supply Point.
    
    Radzone, (North West of Guardian Two/The Defiant), Supply Point.
    
    Guardian Two/The Defiant, Dominion Forward Carrier Spawn Point, North West
    between it and the Supply Point.
    
    Calico's Den, Supply Point.
    
            Total Neutral Carrier Spawn Points: 2, Total Supply points: 8
    
    &******************************************************************************8
    
                                   - The Tempest -
    
    &******************************************************************************8
    
    Fort Bravo, Order Forward Carrier Spawn Point, South East of Fort Bravo and very
    close to the Dominion Battleship.
    
    Attractor, (East of Fort Bravo (or East by Northeast), Carrier Spawn Point, East
    side of the structure.
    
    Wilderness, (South of Attractor), Supply Point, almost at the center of the dark
    amorphous blob on the map.
    
    Sanctuary Station, Supply Point, South West of the station, just outside.
    
    Sanctuary Base, Carrier Spawn Point.
    
    Fog Core, (East of Sanctuary Base), Supply Point.
    
    Gauntlet, (East of Shroudport /Ruined Biosphere), Supply Point, Near the North
    end.
    
    Lonecrag Lighthouse, (Far East of Sanctuary base), Supply Point.
    
    Shroudport, Supply Point.
    
    Vostok 3, Dominion Forward Carrier Point, Right North next to Vostok 3 and the
    battleship.
    
    Research Outpost, (East of Vostok 3), Supply Point.
    
    Brimstone Creek, (East of Research Outpost), Supply Point.
    
    Widow's Claim, (South of Vostok 3 and the Research Outpost), Carrier Spawn
    Point.
    
            Total Neutral Carrier Spawn Points: 3, Total Supply Points: 7.
    
    &******************************************************************************8
    
                                     - Solaria -
    
    &******************************************************************************8
    
    Cauldron, (West of Lambda Station), Supply Point.
    
    Lambda Station, Supply Point,  West Side.
    
    Sea of Fire, (East of Lambda Station), Supply Point.
    
    Eden, (South of Cauldron), Carrier Spawn Point.
    
    Hotzone, (South by South West of Lambda Station), Carrier Spawn Point.
    
    Sunshadow Bay, Carrier Spawn Point.
    
    Ventrica, (South of Eden/North of Condor's Perch), Supply Point, North end.
    
    Port Quickbuck, (South of Sunshadow Bay), Supply Point.
    
    Ventrica, (South of Eden/North of Condor's Perch), Order Forward Carrier Spawn
    Point.
    
    Glassica (South of Quickbuck and North of Guardian Three), Supply Point.
    
    Guardian Three, Dominion Forward Carrier Spawn Point, North East of Guardian
    Three and South West of Glassica.
    
            Total Neutral Carrier Spawn Points: 3, Total Supply Points: 6.
    
    &******************************************************************************8
    
                                     - Tartarus -
    
    &******************************************************************************8
    
    Recycler, (North of Fort Bilgh), Supply Point.
    
    Theta Station, Supply Point, Just South of the station.
    
    Theta Station, Carrier Spawn Point, South of the aforementioned point (and near
    the Tightrope region).
    
    Brink Science Outpost, (East of Theta Station, Supply Point.
    
    Apex Antimatter Factory, (East of Fort Bilgh), Supply Point, South by South East
    of the center.
    
    Apex Antimatter Factory, (East of Fort Bilgh), Order Forward Carrier Spawn
    Point, South West of the center.
    
    Event Horizon, (Center of Zone, East of Apex Antimatter Factory), Supply Point.
    
    Vosok 4, Dominion Forward Carrier Spawn Point, between the Tempus Labs and the
    South West corner of Vostok 4.
    
    Dimension Gate, (South of Fort Bilgh), Supply Point, in the third/Far right
    circle.
    
    Tempus Labs, (Structures South East of the Event Horizon), Carrier Spawn Point,
    Almost directly South of the Event Horizon.
    
    New Eden, Supply Point.
    
    Chrona Farm (East by North East of the Event Horizon), Supply Point, at the
    center of the closed off section.
    
            Total Neutral Carrier Spawn Points: 2, Supply Points: 8.
    
    &******************************************************************************8
    
                                  - The Crucible -
    
    &******************************************************************************8
    
    Cold Storage, (North East of Fort Deckard), Supply Point.
    
    Epsilon Station, Supply Point.
    
    Fort Deckard, Order Forward Carrier Spawn Point, Next to the Southern Collection
    of mines.
    
    Assimilator, (North West of Nexus (the Zone's center)), Supply Point.
    
    Flotsam Wastes, (North East of Nexus (the Zone's center)), Supply Point.
    
    Metropolis, (North of Vostok 5), Supply Point.
    
    Nexus, (the center of the zone map), Carrier Spawn Point.
    
    Spinespire (South of Nexus), Supply Point, South of Nexus near the downed cargo
    ship.
    
    Vostok 5, Dominion Forward Carrier Spawn Point, between Vostok 5 and access
    point from the inner part of the map.
    
    MinTek Headquarters, (South of Fort Deckard), Supply Point, between the two sets
    of tunnels not near the buildings.
    
    Drydock, (South West of Vostok 5), Supply Point.
    
    Sunshadow Bay, Supply Point.
    
            Total Neutral Carrier Spawn Points: 1, Total Supply Points: 9.
    
    &******************************************************************************8
    
                                    - Shadowrift -
    
    &******************************************************************************8
    
    Omega Station, Supply Point, North of station's entrance.
    
    Fort Baxtor, Order Forward Carrier Spawn Point, between Murkpit, City Ruins, and
    Fort Baxtor.
    
    City Ruins, (East of Fort Baxtor), Supply Point.
    
    Lost Hope, Carrier Spawn Point.
    
    Catacombs, South of center and equidistant to Lost Hope and Omega
    Station, Supply Point.
    
    Cathedral, (West of Vostok 6), Supply Point.
    
    Vostok 6, Dominion Forward Carrier Spawn Point, North at the divide between
    Vostok 6 and Cathedral.
    
    Murkpit, (far South West/Opposite Lost Hope), Supply Point.
    
    Dustpan/Catacombs, Carrier Spawn Point, In the middle of the divide between
    Dustpan and Catacombs.
    
    Infection Island, (South East of the Catacombs), Supply Point.
    
    Impact Site, (South of Dustpan/Catacombs), Supply Point.
    
    Webweave, (South of the Impact Site) 2 Supply points.
    
            Total Neutral Carrier Spawn Points: 2, Supply Points: 9.
    
    
                       ____      ___ ____     ___ ____ ____ ____
                       `MM(      )M' `Mb(     )d' `MM' `MM' `MM'
                        `MM.     d'   YM.     ,P   MM   MM   MM
                         `MM.   d'    `Mb     d'   MM   MM   MM
                          `MM. d'      YM.   ,P    MM   MM   MM
                           `MMd        `Mb   d'    MM   MM   MM
                            dMM.        YM. ,P     MM   MM   MM
                           d'`MM.       `Mb d'     MM   MM   MM
                          d'  `MM.       YM,P      MM   MM   MM
                         d'    `MM.      `MM'      MM   MM   MM
                       _M(_    _)MM_      YP      _MM_ _MM_ _MM_
    
    
                          - Legion Invaision Mission Guide -
                                        [XVIII]
    
    Dark Legion Invasion Missions, or Legion Raids as they shall be known from this
    point on, are tower defense/horde mode missions where you protect a station from
    an onslaught of Legion ships. It's not clear exactly when Legion Raids become
    unlocked, though pilot level doesn't appear to be a factor, and it appears to
    occur while in the process of changing factions. The goal of these missions is
    to protect the station from Legion attack waves until the attacks stop
    altogether.
    
    &******************************************************************************8
    
                    - Basic Mission Progression and Rewards [LRP] -
    
    &******************************************************************************8
    
    Attack waves are represented as "days" and surviving for 5 "days" completes the
    mission. Be warned however that every time you survive to the end, the mission
    will be slightly more difficult the next time you initiate it, and will be made
    evident by the "day" counter advancing by 1. Fortunately, there's only so many
    times that the difficulty can increase, and it will stop increasing once the
    starting "day" reaches 11. Also, surviving to the end of the mission provides
    you with part of a Prismatic crystal, and more importantly, a random potent
    upgrade that is pretty much always 50% when you're at a high enough level.
    
    The difficulty of the mission is dependent upon a pair of factors, which are
    your ship's tier level, and the zone you play the mission in. The difficulty is
    represented as a number in parenthesis next to the name of the region you're in.
    The number coincides with the tier level of your enemies so it will always be
    1 - 4, no more, no less. The number is dependent upon the whichever value is
    highest, the Zone you're playing in, or the highest tier ship you posses in your
    current faction (this does NOT include the tier level of a hijacked/commandeered
    ship). So if you have a tier 2 ship but are in a tier 3 zone, the enemy's tier
    level will be 3. Also, if you're in a tier 1 ship but posses a tier 3 ship, in a
    tier 1 zone, the enemy's tier level will still be 3, because it counts the
    highest tier ship you posess, not what you're currently piloting. The tier
    associated with each zone is as follows: Asteria, Erebus, and Leviathan are tier
    1 zones, The Graveyard and The Tempest are tier 2 zones, Solaria and Tartarus
    are tier 3 zones, and The Crucible and Shadowrift are tier 4 zones.
    
    The number of Legion Raid points (LR pts.) yielded is also effected by the final
    tier level of your enemies. You get 1 times the tier level after completing the
    first 4 waves, and 3 times that same number for completing the fifth and final
    wave. So if you're enemies are tier 3, you get 3 points for the first 4 waves,
    and 9 points for the last wave, totaling 21 points in all. Note: You do NOT
    forfeit any points earned if you quit before all waves have successfully been
    completed, but you will NOT be able to resume where you left off.
    
    It's advised that you play as either the Dominion or Order, since the ships more
    often than not have higher hull or shields, respectively, and reinforcements
    from those factions last longer against Legion ships as a result. You get
    reinforcements from the faction you're currently in, regardless of whether the
    ship you're piloting is from another faction be it via hijacking, or using
    Eugene.
    
    &******************************************************************************8
    
                  - Important Mission Elements and Interaction [LRE] -
    
    &******************************************************************************8
    
    The basic elements to be conscious of are as follows: Your environment, the
    station itself, friendly ships, the resource mini-menu, supply satellites,
    turrets, and of course, enemies.
    
    - Be mindful of your surroundings, knowing where enemies can come from, where
    supply satellites are, where reinforcements gather, etc. is very important if
    you want to succeed. (I've listed the zones and thier characteristics in the
    (LRZ) section of this part).
    
    - Unlike Battleships in warzone missions, the stations have no shields and
    therefore cannot recover from damage inflicted, which means that prevention is
    your only option. You can also dock at the station to repair your ship and/or
    restore energy reserves, as well as switch out ships, shop, and do everything
    else normally. However, the battle will continue while you're docked so either
    make your visits as short as possible, or don't even do it at all.
    
    - Friendly Consortium ships will constantly leave the station and make their way
    to the edges of the region before warping out. For each ship that successfully
    warps out, you are granted 1 resource point. Resource points are valuable, but
    you should not escort every last ship, thinning out enemy numbers is far more
    important.
    
    - The resource mini-menu, the HUD box near the center on the right edge of the
    screen, displays the following from top to bottom: The station's "health"
    percentage, the number of resource points, the number of fighters, the number of
    cargo ships, and the number of cruisers, all of which are friendly.
    
    - Supply Satellites are the highlighted satellites in each zone, and they allow
    you to exchange resource points for bonuses and support. To do this, you need
    only fly near the satellite and press the "use" button when close enough. (You
    do not need to be out of combat, flying away from the satellite will NOT close
    the menu, and boost is disengaged automatically upon displaying the menu). You
    can purchase the following from the menu: Fighters (max 3) for 1 resource point
    each, cargo ships (max 2) for 3 resource points each, a cruiser (max 1) for 5
    resource points each, launch the station's security drones for 7 resource points
    each time, and upgrade all turrets for 9 resource points each time (max 2
    times).
    
    Fighters are weak and easily destroyed, but are cheap and persist from wave to
    wave as long as they survive. cargo ships aren't that strong offensively, but
    are a vital asset for their ability to heal friendly ships like you, cruisers,
    and even each other. Cruisers are slow and costly, but more powerful than the
    other ships. Launching the station's security should be reserved for emergency
    situations because A) The drones don't appear to persist from wave to wave, and
    B) they're pretty weak both offensively and defensively. Although weak, the
    station security drones will still do damage and distract some enemies from the
    station itself, so while costly, it's not useless. Lastly, turret upgrades are
    the very first thing you're going to want to get. Although costly, turret
    upgrades increase all turret's offense and defense, last until the end of the
    mission, and apply to turrets that are/will be destroyed.
    
    - Speaking of turrets, they're the first line of defense and are extremely
    important if you want to succeed. Turrets are present at every point where Dark
    Legion ships have to move through to reach the station, and typically are
    grouped in sets of 3. Whenever a turret is destroyed, an audio cue will alert
    you and its radar icon will change. Destroyed turrets can be restored by getting
    close enough to them that the "use" text says "Rez Turret", pressing the "use"
    button, and waiting a short time. Reconstructing turrets also supplies you with
    1 resource point each time you do it. However, it's a very bad idea to
    intentionally allow enemies to destroy turrets to farm resource points unless
    you're very close to the end of a given wave.
    
    - (Note: You do not have to be out of combat to rez turrets, or to buy support
    from satellites in Legion Raids.)
    
    - The last element to consider is also the focus of the mission, the enemies.
    Among the ranks of Legion ships are fighters, which I have yet to see an
    official name for, so I call them "gnats" because they're small, fast, and
    fragile. The green interceptor-type ships, which I call "Green-Meanies". The
    other green ships that are officially known as "Healers", but I prefer to call
    "Scarabs". The reasons being that A) the ship's rounded aft looks like a
    beetle's butt, B) like many insects, they're easily crushed but are very
    annoying, and C) the scarab was the ancient Egyptian symbol for immortality
    which reflects the ship's restorative capabilities. There are the Tanks, which
    are about the size of cargo ships but are officially classified as cruisers.
    Tanks in Legion Raids also use Power Beams that are much weaker compared to the
    Hellfire beams fired by Tanks in the Webweave region. Last, but most certainly
    not least are the Dreadnoughts. Although they're closer in size to cruisers,
    Dreadnoughts are actually carriers armed with torpedoes, and housing
    teleportation technology that allows them to summon a huge number of fighters
    when its hull gets about halfway down.
    
    &******************************************************************************8
    
                    - Basic Mission Zone Layout and Contents [LRZ] -
    
    &******************************************************************************8
    
    Knowing where to find what you're looking for and where enemies can come from is
    important in Legion Raid missions. Therefore, I've created a list the zones,
    what you should expect to find in each, and a note regarding my feelings toward
    playing in that zone during these missions.
    
    &******************************************************************************8
    
                                     - Asteria -
    
    &******************************************************************************8
    
    Station being defended - Alpha, number of Supply Satellites - 4, their locations
    - North, South, East, and West of the station, number of enemy points of entry -
    4, their locations - Northeast, Southeast, Northwest, and Southwest of the
    station, turrets posted at each - 3.
    
    Evaluation - A standard-sized area to engage Dark Legion ships, its high
    satellite count is appealing but the asteroids are irritating to navigate,
    especially with slower ships. The Northeast defense point is the most vulnerable
    due to the fact that there are two tunnels and Legion can enter from, but only
    3 turrets to defend both areas.
    
    &******************************************************************************8
    
                                     - Erebus -
    
    &******************************************************************************8
    
    Station being defended - Beta, number of Supply Satellites - 3, their locations
    - Northeast, Northwest, and South of the station, number of enemy points of
    entry - 3, their locations - East, West, and South of the station, number of
    turrets posted at each - 3.
    
    Evaluation - A little smaller than Alpha station, Beta is worse because there
    are even more asteroids that get in the way. Plus, its smaller size means that
    you have less time to put down threats before they reach the station.
    
    &******************************************************************************8
    
                                   - Leviathan -
    
    &******************************************************************************8
    
    Station being defended - Delta, number of Supply Satellites - 1, its location -
    East of the station, number of enemy points of entry - 2, their locations -
    North and South of the station, number of turrets posted at each - 5.
    
    Evaluation - Though it features only two major points of entry, for enemies,
    some fighter squadrons can bypass turrets from the sides, and since your allies
    likely won't be around, they can assault the station unopposed. The area is too
    large to get from point to point quickly, and its size definitely doesn't help
    when trying to discern which turrets have been destroyed. Not to mention the
    fact that there's only one Supply Satellite. I say skip it.
    
    &******************************************************************************8
    
                                 - The Graveyard -
    
    &******************************************************************************8
    
    Station being defended - Kappa, number of Supply Satellites - 2, their locations
    - Northwest and Southeast of the station, number of enemy points of entry - 3,
    their locations - North, South, and West of the station, number of turrets
    posted at each - 3.
    
    Evaluation - Neihter the best, nor the worst of the lot. It's large, but in
    spite of there being more points the enemy can come from there's still a good
    bit of distance they have to cover before reaching the station. Having more than
    just 1 satellite doesn't hurt either.
    
    
    &******************************************************************************8
    
                                   - The Tempest -
    
    &******************************************************************************8
    
    Station being defended - Sanctuary Base, number of Supply Satellites - 2, their
    locations - Northwest and Southeast of the center, number of enemy points of
    entry - 2, their locations - Northeast and Southwest of the center, number of
    turrets posted at each - 4.
    
    Evaluation - Things are very cramped, and it's difficult for the station not to
    take damage once enemies are inside. Things are a lot more concentrated but
    there's not a lot of ground to cover before enemies reach the station. Allied
    ships also don't tend to stick close together so it's a lost cause trying to
    rely on them. But if you like using autoguns, mines, and/or parsing beams like
    the Lightning, Hellfire, or Big Green Power, this might be a good place for you.
    
    &******************************************************************************8
    
                                     - Solaria -
    
    &******************************************************************************8
    
    Station being defended - Lambda, number of Supply Satellites - 2, their
    locations - Northwest and Southeast of the station, number of enemy points of
    entry - 2/3, their locations - East and West, number of turrets posted at each -
    2 to 3.
    
    Evaluation - This is my personal favorite zone to play these missions in. The
    station is vulnerable on the East side, but the West side has many ways of
    slowing enemies down if you have to hold back those coming from the East. This
    is because in addition to fighting the first two turrets enemy forces will
    encounter, there are another two before they reach the station, and those coming
    from the entry point at the farthest West side may have to contend with the
    turrets posted to keep the enemies coming from the closer entry point. As if
    that weren't enough, reinforcements will more often than not gather near the
    two pairs of turrets on the west side, making it easier for cargo ships to heal.
    Again, the East side is vulnerable so it's not perfect, but it's the most
    manageable/advantageous place to complete these missions in my opinion.
    
    &******************************************************************************8
    
                                    - Tartarus -
    
    &******************************************************************************8
    
    Station being defended - Theta, number of Supply Satellites - 2, their locations
    - Southeast and Southwest of the station, number of enemy points of entry - 3,
    their locations - South, East, and West, number of turrets posted at each - 3.
    
    Evaluation - Since everything drifts slowly to the right, the East side is most
    vulnerable and your reinforcements seem perpetually trapped on the West side. I
    had what must have been an armada come in from the East side and take the
    station from 100% to less than 35% in one round. Your reinforcements at least
    manage to keep West side enemies back to a certain degree, but between the
    unremarkable South side, and woefully weak East side, you're better off leaving
    this one alone.
    
    &******************************************************************************8
    
                                  - The Crucible -
    
    &******************************************************************************8
    
    Station being defended - Epsilon, number of Supply Satellites - 1, its location
    - Southeast of the station, number of enemy points of entry - 3, their locations
    - West, South, and East, number of turrets posted at each - 3, 2, and 1
    respectively.
    
    Evaluation - Yet another instance where the East side is the weakest, and this
    time it's because there's a whopping 1 turret defending the position. Seriously,
    even if it weren't a pain to navigate around the obstacles outside the station,
    1 to 2 turrets defending an area just doesn't cut it.
    
    &******************************************************************************8
    
                                  - Shadowrift -
    
    &******************************************************************************8
    
    Station being defended - Omega, number of Supply Satellites - 1, its location -
    East of the station, number of enemy point of entry - 2/3, their locations -
    East and South of the Station, number of turrets posted at each - 2 to 3.
    
    Evaluation - Another one of my favored locations to conduct this mission. Like
    Solaria, this zone's station features multiple turrets that can damage enemies
    after passing a previous group, though it's also only for one section, making
    the East side slightly more vulnerable. The area is large enough that enemies
    have to travel a good distance before reaching the station, but small enough
    that it doesn't take too much time to get from point A to point B.
    Reinforcements don't tend to wander off to other areas either. (I put 2/3 points
    of entry because Legion ships enter at both the South and Southeast sides but
    end up following the same path to the station.
    
    
                             ____      ___ ____ ____      ___
                             `MM(      )M' `MM' `MM(      )M'
                              `MM.     d'   MM   `MM.     d'
                               `MM.   d'    MM    `MM.   d'
                                `MM. d'     MM     `MM. d'
                                 `MMd       MM      `MMd
                                  dMM.      MM       dMM.
                                 d'`MM.     MM      d'`MM.
                                d'  `MM.    MM     d'  `MM.
                               d'    `MM.   MM    d'    `MM.
                             _M(_    _)MM_ _MM_ _M(_    _)MM_
    
    
                                - Ark Raid Mission Guide -
                                          [XIX]
    
    
    Ark Raids are unlocked after completing all the main story missions so you'll be
    at a minimum of level 40 when you start this, meaning you should have access to
    many resources at this point such as high-tier ships, weapons, and high level
    sentients. If you don't then you probably shouldn't even be looking at this
    section, but if you do you'll likely still need some pointers before you jump
    into the fray. Ark Raids are pretty much all about boss fights with each having
    their own strengths and weaknesses, and I'll be sure to walk you through them.
    
    The Ark Raids are a good mission set to take part in before attempting to best
    later versions of Legion Raids, as you can be supplied with more weapons and
    upgrades to help you along. It's also good for power leveling as the first two
    sections of the mission feature cannon fodder enemies that yield a high amount
    of XP when compared to how much damage they take to destroy. Ark Raids also
    offer the only way to get rarer sentients without getting them through the 
    mobile game Fusion: Sentient, as well as some sweet weapons. In order for
    weapons to be dropped however, you must have room for them, i.e. no more than
    14 weapons and sentients total. It's not clear if certain weapons or 50%
    upgrades are exclusive to a given boss but I'll list all the ones I've
    encountered in my personal experience. More information on the weapons
    themselves can be found in the Bonus Weapons section (WB).
    
    It's worth noting that since you don't start off docked at a station like the
    Warzones and Legion Raids, you can take hijacked ships through this as long as
    you don't die, otherwise you'll respawn as your original ship. Ark raid points
    are awarded thusly: 1 point for the first boss, 2 points for each of the
    following 3, 3 for the Hall of Mirrors boss, and 5 for the final boss for a
    possible total of 15. Lastly, there is no penalty for leaving Ark Raids before
    they're completed, however you will NOT be able to pick up where you left off.
    
    &******************************************************************************8
    
                             - Stealthly Blitzkrieg [ARS] -
    
    &******************************************************************************8
    
    In spite of the fact that the majority of enemies in the game react to your
    presence when you shoot them while cloaked/undercover, Ark Raids are a bizarre
    exception to this rule as few will return fire or even react for that matter.
    For reasons that are unclear, Splitters and Janus (Mirror boss) will attack the
    player if you're cloaked, but not when you're undercover. The rest of these will
    fail to acknowledge your presence regardless of your stealth ability of choice.
    All the first enemies, (including the boss) all Path of the Dead enemies
    (including the boss), the Elder ones, and all droids and torpedo nodes in the
    final area.
    
    While in a state of stealth, you can let your sentients attack for you if you're
    undercover, but you'll have to use your weapons if you're cloaked. It should
    also go without saying that you need either the Syndicate or Praetorian scout
    fighter if you want to attack without disengaging the cloak or undercover
    abilities respectively. But since you need to do as much damage as possible
    against the Elder Ones, the Deathshrike Mine V is a good weapon to use.As a
    side-note, it's worth mentioning that the Splitters only need to be split once
    each in order to "unlock" the doors in the main chamber.
    
    During the battle with Janus (Mirror boss), I should note that while you can
    technically use sentients to attack him/her while in a cruiser, there are more
    complications outside of the obvious increased defensive qualities of your
    enemy. Since Janus doesn't attack but still flies around, the ship can get stuck
    in the environment, and while ships that get trapped for an extended period of
    time have their positions reset, Janus just disappears. So don't say I didn't
    warn you, and no you cannot leave and come back to reset the state of things,
    you have to start all over again.
    
    &******************************************************************************8
    
                                  - Clay Tok [ARC] -
    
    &******************************************************************************8
    
    The first part of the Ark Raid is, appropriately, the very area you went to at
    the end of the last main mission. You should see a large number of hostile
    markers on your mini-map, and you'll want to take them out, but try to keep your
    distance with the right/Eastern most portion of this area. Also, try not to
    engage too many at a time, they're manageable in small groups, but getting the
    attention of most of them at once is a really stupid idea, especially since
    they can boost each other's offensive power. They exclusively use beam weapons
    though, so if you're able to perform the Roll glitch then feel free to go nuts.
    
    Once you've cleared out most or all of the smaller enemies it will be safer to
    venture to the right/East. Guarding the path to the other areas is a giant
    version of the enemies you were fighting, which in turn were giant versions of
    the Vanid/space mites. It is known as Clay Tok, and if you didn't heed my advice
    regarding the destruction of the many smaller enemies or just blundered too
    close by mistake, you can probably kiss your aft goodbye. This is because
    partway through inflicting damage to it, Clay Tok will draw in ALL of the
    smaller enemies, allowing them to not only gang up on you but boost Clay Tok's
    firepower.
    
    Without the added support however, Clay Tok can be bested with ease if you don't
    stay still long enough for its KL-088 attack (those pink/magenta pulse blasts)
    to hit you. Clay Tok uses Supershield and, most prominently, Feign Death so
    missiles are a bad idea in this fight. It only uses the Supershield ability for
    a second or two after being attacked initially, similarly to many cruisers and
    cargo ships, before stopping. You don't actually visibly see the shield come up,
    but you can hear the effect noise it makes, and it clearly suffers no damage
    even though it should. While the KL-088 is pretty strong, clay Tok is completely
    incapable of firing while it uses Feign Death, and though you can't see its
    statistics it takes damage in that state, so hit it with everything you've got.
    A 50% Feign Death upgrade can be dropped by Clay Tok, as well as the Power Beam
    and Deathshrike Mine V weapons.
    
    &******************************************************************************8
    
                               - Forks in the Road [ARF] -
    
    &******************************************************************************8
    
    After defeating Clay Tok it will drop either an upgrade or a weapon, pick it up
    and fly near the portal-like opening which the game calls a door until the
    option to go through comes up. On the other side will be a ton of Splitters and
    many more barred entrances. If you're unfamiliar with them, splitters are the
    enemies you can encounter North West of the center of The Crucible. As their
    name implies, they split apart, becoming defensively weaker, though I'm
    uncertain if they're weaker offensively as well (I don't think they do).
    Splitters multiply whenever you completely deplete their health and can only
    split so many times before being completely destroyed. They use beam weapons so
    if you can/are taking advantage of the Roll glitch you won't even have to worry
    about them.
    
    There are 4 doorways with 5 splitters in front of each. The Northernmost door
    leads to the Librarian boss, the Northwest one leads to the Elder ones, the
    Southwest one leads to the Mirror boss Janus, and the Southeast one leads to
    the Ghost Battleship. All three must be defeated before the door leading to the
    Mirror boss can be opened so you've got no choice but to fight them all. So
    I'll be listing them in an order that I feel represents the incline of
    difficulty from least to greatest, starting with the Southeast doorway leading
    to the Path of the Dead.
    
    &******************************************************************************8
    
                               - Path of the Dead [ARD] -
    
    &******************************************************************************8
    
    The minute you reach the other side you'll encounter a Ghost Dominion cruiser,
    whose Admiral you need to speak with to proceed. Regardless of your faction
    you'll be tasked with protecting said cruiser from missiles that appear out of
    thin air multiple times. This is easier than it might sound however because
    although they can be damaging for the escort target, they don't do too much
    damage to you if you're in a tier 4 cargo ship/cruiser, you're given a fair
    amount of time to reach them, and they're not too difficult to destroy.
    
    The missiles will appear in clusters that are easily seen from the mini-map, and
    appear in front of cruiser, front, front left (your left, not the cruiser's),
    left (again, your left, not the cruiser's), behind, front, and both in front
    AND behind it. Go after the one's in front first because the cruiser is
    actively moving away from the others. The cruiser has tier 4 Dominion beam
    weapons but they alone are not enough to intercept the missiles.
    
    Once you've fended off the missiles you'll need fly close so that you can talk
    to the Ghost Admiral again. This time you'll have to protect the cruiser from
    several ships aiming to destroy it. Failing to protect it will not forfeit the
    entire mission, or even send you back to the beginning of the Path of the Dead,
    but you will have to fight all ships over again until you succeed. Said ships
    are pretty weak but the cruiser won't fire back this time around so it's
    entirely up to you. You'll have to fend off fighters, cargo ships, a pair of
    cruisers, a carrier that launches fighters, and a Ghost Battleship before the
    mission is through.
    
    The cargo ship's have annoying supershields, the cruisers can be intercepted
    with relative ease, the carrier always has tier 4 Dominion beam weapons, and
    the Battleship always fires missiles. Unfortunately, just where exactly the
    ships appear is not consistent, so keep close to draw fire away from the escort
    target just in case. Flares are useful for countering missiles, Clone is good
    for drawing away attacks, and a Healer sentient's recharge ability is obviously
    quite useful here. Once you defeat the Ghost battleship a reward (with the Power
    Lightning Beam being possible) will be dropped and you'll be given the
    appropriate number of Ark Raid points. The mission also starts as it means to go
    on by NOT making you backtrack all the way back to the entrance of the area, but
    rather the threshhold leading to this circular area.
    
    &******************************************************************************8
    
                               - Path of Knowledge [ARK] -
    
    &******************************************************************************8
    
    Head to the far North end and enter go through the doorway leading to the Path
    of Knowledge. You again have to initiate a conversation, but this time it's with
    a massively oversized healer sentient. Follow the path to the end of the tunnels
    swatting down security droids along the way and you'll eventually find yourself
    in another boss arena. This time however it's one enemy with pretty high
    defensive statistics and a beam attack that would make the BFG 9,000 from Doom
    feel insecure about it's potency. Fortunately, as I just said it's a beam
    weapon, and as such is susceptible to the Roll glitch, as well as the Roll
    ability in general, and the Supershield ability too. Speaking of Supershields,
    the giant enemy sentient will have a supershield up if you're too far away so
    don't expect to pick away at it from a distance. You have to get pretty close to
    the sentient for the shield to go down. After 1 section of its shields are
    depleted it will erect a supershield and start drifting away while it
    presumably makes modifications to boost weapon power because it's Big Green
    Power beam can slaughter you at this point in time if you can't avoid it. Try to
    stay as close as possible to its center while it's drifting and when the shield
    eventually goes down. If you have enough firepower you can destroy it utterly
    before it manages to get even 1 shot off.
    
    It's worth noting that in addition to the standard rewards of upgrades,
    potential for weapons, and Ark Raid points, this is the only method by which
    you can acquire rarer sentients in the game without transferring them from
    Fusion: Sentient or getting them from online Auctions. So long as you have
    14 or fewer weapons (including equipped ones) AND 4 or less sentinets, there's
    a chance that the Librarian boss will drop a Rare, Epic, or Legendary sentient
    that can be one of the three different types. A 50% Flare upgrade is also
    possible.
    
    &******************************************************************************8
    
                                - Path of Darkness [ARP] -
    
    &******************************************************************************8
    
    Head to the Northwest section and go through the door to be on your way to the
    Path or Darkness. Unlike the Path of Knowledge there aren't any enemies on the
    way, but the journey is the most dangerous of the three since there are
    booby-trap-esque Hellfire beams being fired in the tight spaces. The beams get
    all the more frequent by the end so if you're having trouble with just the early
    bits you're horrendously unprepared for what lies in wait at the end. Once
    again though the roll glitch lets you sail through with ease, unless of course
    you're in a cruiser in which case the tight quarters are going to be quite
    irritating to navigate.
    
    Upon reaching the end you'll be greeted by three yellow Dark Legion carriers
    being controlled by beings calling themselves The Elder Ones, and request the
    administration of voluntary euthanasia. But apparently they're from a country
    that isn't progressive enough to permit such a practice without mandating
    self-defense because they fire incredibly powerful missiles at you and
    constantly heal one another. You have to either deplete their health incredibly
    fast, or get close enough to one that it starts chasing you, and allow you to
    lure it away from its allies. You'll need either Flares or Supershield for this
    fight because as I said previously the missiles they fire are incredibly
    powerful. Fortunately while their shields are pretty tough and can be healed,
    their hull strength is laughably weak and can't be recovered so once their
    shields go down they won't have long.
    
    Watch out if you're engaging The Elder Ones in one of the three fighter types
    though because they have a tendency to use the Healer sentient knockback skill
    which is not just annoying, it can prevent you from avoiding the missiles fired.
    You'll have to take each of the three down one at a time, but don't expect them
    all to yield goodies, only the last one you destroy will provide an upgrade or
    weapon. Speaking of which, the Power Big Green Power Beam and Power Missile are
    possible weapon drops.
    
    &******************************************************************************8
    
                               - Hall of Mirrors [ARH] -
    
    &******************************************************************************8
    
    Now that all three major bosses have been extinguished we can move on through
    the door that was previously sealed in the Southwest part of the main area.
    Unlike the preceding sections though you only fly a couple of meters before
    the boss, Janus, makes his/her presence known. Janus copies you ship but only to
    a certain extent. It's defenses appear to be higher, but the weapons used are
    thankfully not your own. The ship that is mimicked is whatever you're currently
    flying, not whatever you might be able to change into when you disengage the
    undercover ability. Janus also only copies what your ship's statistics are
    SUPPOSED to be and inflates them a little from there. Meaning if you rock up in
    a scout fighter with the shields and hull of a military cruiser using Eugene
    then Janus will be stuck with defensive stats that are pathetic by comparison.
    The area's large enough to run and use a Healer and Tank sentient combo to boost
    your shields if things start going South so it's not too difficult overall, it
    can be more about attrition than anything. A 50% Undercover upgrade can be
    dropped, as well as the Deathshrike Mine V, and the Power Lightning Beam.
    
    &******************************************************************************8
    
                                  - The Ark [ARA] -
    
    &******************************************************************************8
    
    Getting to the right point where you can enter the next door will be a little
    difficult but once you get there you can proceed to the Ark's core. Ahead of you
    will be the Ark super-sentient, protected by a series of powerful defenses. To
    start, there are large beams inhibiting your progress that need the emitters at
    both ends to be destroyed. Doing so will get rid of the deadly beam (seriously,
    it can be VERY dangerous if you're defenses are not too close to the top), as
    well as launch security droids from the damaged nodes that are weak
    afterthoughts. After shutting down a few of those pesky beams you'll come to
    the Ark's inner sanctum, only to find more beams in your way. Or at least that's
    how it LOOKS, the beams are actually powering a shield that recovers faster than
    you can damage it, and the beams themselves can't harm you in the slightest.
    What CAN harm you however are the nodes, on either side of the towers supplying
    shield energy, which fire massive torpedoes that will do a lot of damage if
    you don't keep moving and stay out of the way. Destroying those nodes will keep
    the torpedoes off your aft but not for very long so concentrate on the ones
    supplying shield energy instead.
    
    Once you've cut off all four towers from the super-sentient you can attack the
    sentient itself. Unfortunately however, you can only do 25% hull damage before
    its shields are brought back online. Even more frustrating is trying to damage 
    it while in one of the three fighter classes because like the Elder Ones the
    Ark super-sentient can use the knockback ability. But as long as you keep moving
    and damaging the core you'll eventually defeat the age-old construct and claim
    your due rewards, which can include the Power Missile. A message might pop up
    very quickly and ask if you're sure you want to quit the mission. Either select
    "no" or don't select yes until your sentients pick up the loot dropped by the
    boss, because not only is the upgrade/weapon supposed to be dropped, but unlike
    in Legion Raids, Prismatic crystal pieces are dropped rather than being
    automatically added to your inventory.
    
    
                                ____      ___ ____      ___
                                `MM(      )M' `MM(      )M'
                                 `MM.     d'   `MM.     d'
                                  `MM.   d'     `MM.   d'
                                   `MM. d'       `MM. d'
                                    `MMd          `MMd
                                     dMM.          dMM.
                                    d'`MM.        d'`MM.
                                   d'  `MM.      d'  `MM.
                                  d'    `MM.    d'    `MM.
                                _M(_    _)MM_ _M(_    _)MM_
    
    
                       - Mad Skillz (Pilot Skills List & Ratings) -
                                           [XX]
    
    
    &******************************************************************************8
    
                                - Base Skills [MSB] -
    
    &******************************************************************************8
    
    No more than 25 base points, which are awarded upon leveling up your pilot
    character, can be assigned to any one skill, and since you get one point per
    level and 100 levels you'll have enough points to max out every skill with the
    only question being how you'll initially distribute the points. I should mention
    that energy cost of using the Afterburner ability can decrease to the point
    where having 1 DPS sentient equipped with a high enough level Energy
    Regeneration bonus can let you use it indefinitely. Speaking of energy, although
    your first thought may be to increase energy reserves since it offers the
    highest increase per point, you'll want to avoid weapons that drain energy in
    the early parts of the game, and some of the upgrades to abilities can outright
    negate the energy cost so focus on the others. Lastly, while the description for
    Increase Defense states that it increases both shields and hull, it only
    increases hull strength, so keep that in mind.
    
    Increase Damage - 1% increase per point, Total possible = 25%
    
    Increase Defense - 1% increase to hull per point, Total possible = 25%
    
    Afterburner - 2% increase to speed and efficiency per point, Total possible =
    50%
    
    Increase Energy - 4% increase per point, Total possible = 100%
    
    &******************************************************************************8
    
                                  - Faction Skills [MSF] -
    
    &******************************************************************************8
    
    Faction skills are where you can become either a terror among the stars, or a
    laughingstock for touring vessels to point at and mock. I'll help you make sure
    you become the former, and turn your enemies into the latter. Each skill will be
    evaluated with more in-depth descriptions and information after point level
    statistics. The *'s represent how good a skill is, the more *'s the better,
    though that should become apparent in the description. But first, some general
    info you need to know.
    
    Faction skills are added when you become a member of a faction and completed a
    mission that rewards you with a faction point to spend on skills. Don't worry
    about accidentally choosing one of the lame skills since Prismatic crystals can
    reset all your skills without penalty, just keep in mind that it may take a good
    deal of time before you can get some and the act of acquiring them will be made
    easier if you have better skills. Faction points are universal, meaning that
    points earned in one faction can be spent to unlock/advance another's skills.
    Also, Military Skills are shared between the Revenant Order and Dominion of
    Allied Planets, so joining either faction will unlock the skills.
    
    &******************************************************************************8
    
                                 - Consortium Skills [MSC] -
    
    &******************************************************************************8
    
    Harvest (Passive) - Extracts ore from any asteroid or gas cloud.
    
    Lvl 1 - 10%        Lvl 2 - 20%        Lvl - 30%        Lvl 4 - 40%
    Lvl 5 - 50%
    
    Rating: 1/4 *'s
    
    Evaluation - Although the name is different and it mentions gas clouds, the
    Harvest skill is just mining. The gas cloud bit is bizarre because there's no
    expanded function for the mining ability, it only speeds up the mining time,
    there doesn't appear to be any difference in the quantity or quality of
    resources yielded. Although you can put enough points into the ability that you
    can mine faster than your sentients with maxed out mining skills, the fact that
    you can have multiple sentients mining at a time makes this skill useless until
    you can get prismatic crystals without leaning on certain skills. In all I'd say
    it's got 0/4 *'s in the early parts of the game and maybe 2/4 *'s for the later
    parts with the average being the final rating seen at the beginning.
    
    
    Feign Death - Fakes the death of the ship, possibly tricking enemies. Energy
    Cost - 50 pts.
    
    Lvl 1 - 160 sec cooldown        Lvl 2 - 80 sec cooldown
    Lvl 3 - 40 sec cooldown        Lvl 4 - 20 sec cooldown
    Lvl 5 - 10 sec cooldown
    
    Rating: 1/4 *'s
    
    Evaluation - If you've fought Clay Tok then you probably already know why this
    skill doesn't have a good rating, if not, I'll naturally explain it to you.
    Feign Death can stop missiles mid-flight but note that the description states
    that it can only POSSIBLY trick enemies into stopping their attacks. When you
    use Feign Death you're completely immobile until the effect wears off, and
    though your shields can recover in this state, you can take damage too. This
    means that if you use the ability in the no-man's-land of a fire-fight, you'll
    be hammered with projectiles even if the enemies DID back off. The afterburner
    is a base skill, you'd best use it instead.
    
    
    Roll - Performs a roll maneuver, allowing dodging of beam attacks. Energy Cost -
    25 pts.
    
    Lvl 1 - 4 sec cooldown and 1 sec evasion
    Lvl 2 - 4 sec cooldown and 1.5 sec lock-on break
    Lvl 3 - 4 sec cooldown and 2 sec lock-on break
    Lvl 4 - 4 sec cooldown and 2.5 sec lock-on break
    Lvl 5 - 4 sec cooldown and 3 sec lock-on break
    
    Rating: 4/4 *'s
    
    Evaluation - I'm sure a lot of you are surprised by this rating because I
    originally was going to put this at 0/4 *'s. That was until I looked more
    closely at the skill and found many errors that elevate its standing and a
    glitch that makes it a must-have for nearly everyone. For one thing, the
    description is not true, there is NO cooldown time for the ability. And since
    the analogous upgrade negates the energy cost regardless of its percentage
    value, you can use it as many times as you want. That's great n' all but it's
    not what gives this skill such a high rating it's the following glitch.
    
    My theory is that Starfire programmed the roll animation to be executed with
    fighters but not capital ships because the idea that such a large craft avoided
    beam fire by out-maneuvering it would come across as understandably absurd,
    leaving the effect to be explained by shield movement deflecting fire or
    something else the player might imagine. Unbeknownst to them at the time, the
    coding for the skill presumably had the effects activate when energy was
    deducted, and concluded after the roll animation was finished, but since the
    animation never actually STARTS, the duration never ends. That's right, if you
    use the roll ability while in a cargo ship or cruiser you will be immune to all
    forms of beam weaponry INDEFINITELY. That's not much of an exaggeration,
    going through SHIFT platforms, docking, initiating missions, etc. do not reset
    your status. Not even switching out the skill with a different one will change
    it!
    
    Being immune to an entire category of weapons that at least 1 ship from every
    faction uses is great enough in its own right, even if it's limited to cargo
    ships and cruisers. But the fact that this effect can be applied with only 1
    point assigned to the skill to reap the benefits of the glitch gives it a
    perfect rating. Note: The barrel rolls your ship sometimes performs cannot be
    induced at will outside of using the Consortium Roll skill so don't bother
    asking be how to make the ship do it. Lastly, although you don't take damage
    from the beam attacks and the hijack skill will not be interrupted, your shields
    will not recover when beams are being fired at you.
    
    
    Increase Cargo (Passive) - Increases amount of cargo the ship can carry.
    
    Lvl 1 - 20% increase        Lvl 2 - 40% increase
    Lvl 3 - 60% increase        Lvl 4 - 80% increase
    Lvl 5 - 100% increase
    
    Rating: 2/4 *'s
    
    Evaluation - Cargo capacity is hardly vital, but not having to go back to
    docking stations/send sentients to sell its contents as often is still a
    convenience, though one you'll not want to take advantage of early on in the
    game when there are better options.
    
    &******************************************************************************8
    
                               - Syndicate Skills [MSS] -
    
    &******************************************************************************8
    
    Cloaking - Cloaks the ship, making it almost invisible.
    
    Lvl 1 - Drains shields in 5 sec, 10 sec cooldown
    Lvl 2 - Drains shields in 10 sec, 9 sec cooldown
    Lvl 3 - Drains shields in 15 sec, 8 sec cooldown
    Lvl 4 - Drains shields in 25 sec, 7 sec cooldown
    Lvl 5 - Drains shields in 30 sec, 6 sec cooldown
    
    Rating - 0/4 *'s
    
    Evaluation - Once near the top of the heap, this skill gets thrown down to
    useless thanks to another skill's unbelievably versatile glitch. I'll address
    that when I talk about said skill, until then, here are some things you should
    know:
    
    - Your shields are drained a little, but your energy will run out long before
    your shields.
    
    - An analogous upgrade, regardless of percentage value will prevent any and all
    energy/shield drain while the ability is active. Even while this upgrade is
    active however, not only will energy and shields not regenerate, but your hull
    will be incapable of recovering with the Healer sentient's abilities either.
    
    - Although there is no point in doing so, both the Cloak and Undercover skills
    can be active simultaneously.
    
    - Enemy weapons can still harm you even if they don't target you while you're
    cloaked, so watch out.
    
    - If you attack or your enemy hits you while you're flying in anything other
    than a Ghost scout fighter the cloak will automatically disengage.
    
    - Although the Ghost scout fighter lets you fire while cloaked, nearby enemies
    will be alerted to your presence and will be able to target you even though the
    ability was not disengaged. It won't be disengaged when fired upon either so
    you'll need to manually turn it off to be able to recover shields, hull, and
    energy.
    
    - Your sentients will automatically not engage enemies while you're cloaked, so
    you don't have to worry about setting their combat mood to passive to keep them
    from giving away your position.
    
    - Although the the hint screens say that those using the Cloaking skill should
    be wary of ships with advanced radar, it appears as though no ships possess it,
    not even Dark Legion ships. If you're suddenly de-cloaked with no combat taking
    place, it's likely that you flew too close to an enemy/neutral target that had a
    ram shield erected.
    
    
    Teleport - Teleports the ship to a new position. Energy Cost - 20 pts.
    
    Lvl 1 - 30 sec cooldown        Lvl 2 - 20 sec cooldown
    Lvl 3 - 15 sec cooldown        Lvl 4 - 10 sec cooldown
    Lvl 5 - 5 sec cooldown
    
    Rating - 0/4 *'s
    
    Evaluation - Believe it or not, not only does this skill get better because of a
    glitch, the glitch necessitates that you not put any points into the skill. You
    see, preset side missions for the 5 factions will give you skills, and said
    skills are usually more effective the more points you have in them even though
    they're preset missions. But for some reason, when you have no points in the
    Teleport skill the cooldown time is non-existent during those missions. Pair it
    with an analogous upgrade and you can use it as often as you want, but
    ironically, the skill is pretty lackluster even then.
    
    All it does is teleport your ship a short distance away. The time in transit is
    quick so you can't expect to be immune to enemy fire for an extended period of
    time, the starting distance is short and doesn't get better as you put more
    points into the ability, and the cooldown time is so long outside of preset
    missions that you can avoid more fire and cover more ground with the default
    afterburner. This is probably the single worst and most useless skill in the
    game, don't even touch it.
    
    
    Hijack (Passive) - Takes control of a ship that has no shields. Not effective
    against players. Energy Cost - 50 pts
    
    Lvl 1 - 10 sec capture time, 30 sec reuse time
    Lvl 2 - 8 sec capture time, 30 sec reuse time
    Lvl 3 - 6 sec capture time, 30 sec reuse time
    Lvl 4 - 4 sec capture time, 30 sec reuse time
    Lvl 5 - 2 sec capture time, 30 sec reuse time
    
    Rating - 0/4 *'s
    
    Evaluation - Before discovering the Undercover glitch this was the go-to ability
    for people too cheap to buy ships and weapons of their own (like me). Now it's
    more of a nice little novelty that has unfortunately lost its usefulness. Its
    obsolescence will be made clear soon enough, in the meantime here is some
    information regarding the skill you should know:
    
    - If you do not possess the hijack skill when starting a Syndicate story mission
    that requires it, it will be provided for you, can be used even when not apart
    of the faction, will be capable of being used without any points in the skill
    until all Syndicate story missions have been completed.
    
    - You only need to deplete one section of shields in order to hijack a ship, NOT
    both.
    
    - If you hijack a ship, it will be replaced with whatever you were piloting
    originally when you dock, though not when going through a SHIFT platform or
    initiating special missions like Legion Raids or Ark Raids.
    
    - Dark Legion ships sadly can't be hijacked. :(
    
    - Your sentients will stop attacking and your weapons will be disabled while
    hijacking so that the targeted ship isn't inadvertently destroyed, so make sure
    you have as few other enemies around as possible when attempting a hijack
    because you will be unable to defend yourself.
    
    - You cannot hijack friendly ship, only enemies or neutral targets with the
    capacity to BECOME enemies. If you hijack a Dominion/Order interceptor you can
    use its commandeer ability to take control of a friendly unit that you could not
    previously take control of. However, it will be subject to the same rules as a
    hijacked ship and will be replaced with your original ship as soon as you dock.
    
    - Cloning while in a hijacked ship *will* produce a copy of the ship you
    hijacked... but it will attack *you* instead of your enemies. However if you
    hijack a Dominion/Order interceptor and commandeer a friendly ship, said ship
    will aid you when cloned.
    
    - Although you can't equip sentients in hijacked ships per say, their passive
    bonuses such as energy regeneration and statistical boosts will still be
    applied.
    
    - Although you don't do any damage, hijacking a ship while cloaked/undercover
    will cause the targeted ship to attack you.
    
    - Although you don't take any damage, being hit while a supershield is erected
    will hinder the hijacking process.
    
    - If you hijack a ship(s) you were supposed to destroy the mission will glitch
    and and fail to continue, even if you hijack a different ship to destroy it. The
    only solution is to quit the mission.
    
    - A high leveled Shield Short & Hijack skill make for a potent combo. The
    Tractor Beam also is good for pinning down particularly slippery hijack targets
    like fighters.
    
    - If you hijack a ship during a mission, you will be reverted back to your
    original ship the moment it's completed.
    
    - If you find yourself suddenly in the pod you were in at the start of the very
    first mission while engaging Syndicate ships it means that your ship was
    hijacked. Syndicate interceptors appear to be the only enemies that can hijack
    your ship. Just as with you, they can't hijack your ship unless at least one
    section of shields has been depleted, they can't attack, and their attempt will
    fail if you destroy them first or get far enough out of range.
    
    Don't worry though, you don't have to re-purchase the ship, & you don't lose
    weapons, upgrades, sentients, or crystals though I assume you lose whatever
    cargo you were carrying, & possibly some credits as well. Dying or docking will
    put you back in your ship good as new.
    
    
    Scavenge (Passive) - Defeated enemies have a chance of dropping temporary
    power-up.
    
    Lvl 1 - 10% chance        Lvl 2 - 20% chance        Lvl 3 - 30% chance
    Lvl 4 - 40% chance        Lvl 5 - 50% chance
    
    Rating - 0/4 *'s
    
    Evaluation - Fusion Genesis' power-ups aren't very impactful so this is hardly a
    game-changer, and if you don't like your sentients flying off to pick up things
    on the other side of the screen you're not interested in this will certainly not
    be an ability that you'll want. The only reason to pick this skill would be to
    advance the Syndicate challenge of the same name.
    
    &******************************************************************************8
    
                               - Praetorian Skills [MSP] -
    
    &******************************************************************************8
    
    Scan Enemies (Passive) - Scans a ship for illegal goods and increases the chance
    of higher-quality salvage.
    
    Lvl 1 - 10 sec scan time        Lvl 2 - 8 sec scan time
    Lvl 3 - 6 sec scan time        Lvl 4 - 4 sec scan time
    Lvl 5 - 2 sec scan time
    
    Rating 0/4 *'s
    
    Evaluation - You get much better upgrades from Legion and Ark Raid missions so
    the major point of the skill goes out the airlock right there. But there are
    other advantages to putting points into this skill that keep it from being as
    bad as something like Teleport. For one thing there are challenges that are less
    tedious to complete with the scan time reduced as much as possible. Also,
    fighters in earlier zones will be momentarily incapacitated after being scanned
    and will be unable to attack for a short amount of time. So in summary, good for
    completing challenges but offers no significant boons for combat.
    
    - Since Scanning will temporarily incapacitate some lower class & tier ships,
    try scanning an enemy while cloaked/undercover before attacking to gain an
    advantage.
    
    - You must be an active member of the Praetorian faction to advance the scanner
    and revealer challenges. Both scan targets must be Consortium ships, and the
    revealer challenge requires you to put at least 1 point in this skill (because
    you can't detect illegal goods otherwise).
    
    - You can earn points for the Praetorian Judge challenge, by scanning and
    destroying Syndicate ships while apart of the Order, Dominion, or Consortium, if
    you have at least one point in this skill. But not while a member of the
    Praetorian faction, and obviously not the Syndicate.
    
    
    Supershield - A special shield that nullifies pulse weapon damage, but drains
    energy.
    
    Lvl 1 - 100% energy drain rate
    Lvl 2 - 90% energy drain rate
    Lvl 3 - 80% energy drain rate
    Lvl 4 - 65% energy drain rate
    Lvl 5 - 50% energy drain rate
    
    Rating 3/4 *'s
    
    Evaluation - Contrary to its description, the Supershield skill nullifies ALL
    damage, not just pulse weapon damage. While the Supershield is active your
    energy is drained, neither you nor your sentients are capable of attacking, and
    you can't recover your shields if you're under attack even though you're not
    taking damage. In despite all those handicaps, the Supershield can be a valuable
    asset.
    
    As I said earlier, the Supershield negates all damage and not just pulse damage,
    and while the percentages might make you think that the shield will drain your
    energy reserves instantaneously it's not that bad. In fact, with the right
    preparations you can maintain a Supershield indefinitely. That's partially
    because the shield's energy drain is unaffected by weapons fire, so it will
    consume the same amount of energy blocking a super powerful boss attack as a
    tier 1 Vanid's beam attack. And while neither you nor your sentients can attack
    while the shield is active and beams stop firing as soon as you erect it,
    missiles will still fly to their targets.
    
    A major advantage of the Supershield is that it's quick to erect and capable of
    staying active for as long or as little as you'd like (provided you have the
    energy to maintain it of course). This means that you can flicker the shield on
    momentarily to stop a missile or hunker down against a torrent of weapon fire.
    It's not the best ability but it definitely warrants attention.
    
    
    Undercover - Turns the ship into asteroids and space junk and enhances its
    defensive capabilities.
    
    Lvl 1 - 300 sec cooldown time and 10% damage absorption
    Lvl 2 - 180 sec cooldown time and 25% damage absorption
    Lvl 3 - 90 sec cooldown time and 40% damage absorption
    Lvl 4 - 60 sec cooldown time and 55% damage absorption
    Lvl 5 - 30 sec cooldown time, 70% damage absorption, and 50% damage increase
    
    Rating - 5/4 *'s
    
    Evaluation - No, that's not a typo. This is it. This is the singe most versatile
    and useful ability in the entire game, not even Abation can exceed this skill's
    caliber, and it's all thanks to the most beneficial glitch this game has to
    offer. Before I had discovered the Undercover glitch (AKA U.G.), which I call
    Eugene, this skill was an afterthought and I never used it. After discovering
    Eugene however, it opened up a staggering amount of possibilities that
    completely changed the game.
    
    The Undercover skill was meant to be the Praetorian version of the Syndicate
    faction's cloak skill as both had the same purpose: keep enemies from knowing
    you're there. The Undercover ability turns your ship into an unremarkable
    asteroid to both slip past enemies and increase your ship's defensive
    properties. Since it actually improved defense rather than weaken it by
    hindering regeneration handicaps had to be tacked on to balance it out. These
    included having the ability drain energy while moving if you didn't have the
    analogous upgrade, having to go into the sentient menu and set their combat mood
    to passive to keep them from attacking while the ability was active for stealth
    purposes, and most crippling of all, greatly reducing movement speed and
    maneuverability. Although the description doesn't mention it, your ship moves
    like molasses going uphill in January. With crutches. And though the ability
    gains a damage absorption percentage that borders on the absurd, and there's
    apparently a 50% boost to weapon damage at level 4, your slow speed and terrible
    maneuverability makes it difficult to go beyond a compensation factor.
    
    &******************************************************************************8
    
                             - Undercover Glitch: Eugene [MSUG] -
    
    &******************************************************************************8
    
    I began to notice something though; every time I docked at a station while
    undercover, my ship would no longer be disguised when I exited. What's more, I
    had to activate the ability twice to re-engage it, and every time I completed a
    mission the same thing would happen to my ship because mission completion
    reverts you to the status your ship has after having docked.
    It was a curiosity that eventually led me to a great realization; although my
    ship's appearance and controls had changed after docking, the Undercover ability
    was still active! This is why when you try to activate the ability again after
    leaving a docking station that your ship flickers and you have to activate it
    again, because it was actually disengaging the ability. By simply activating
    the Undercover ability before docking at a station and then leaving, you can
    take advantage of all the boons without having to suffer with the navigation
    handicaps! Eugene's elevating of the Undercover skill's status was a major gain,
    but he has so much more to offer than that alone.
    
    Not long after I discovered the application Eugene possesses that can completely
    change the game: the ability to take a ship from one faction and use it in
    another. As strange as it sounds it's actually true, with Eugene's help you can
    pilot any ship from any faction (save for the carriers and battleships of
    course), and even Goodbye Becky! All you have to do is...
    
    1) activate the Undercover ability for the ship you want to use, then either
    dock at nearest station to reduce travel time, enter Alpha Station, or in the
    case of Goodbye Becky, just continue to the station you're supposed to dock at.
    
    2) Head to Alpha Station and select the option to change factions (you do not
    need to do this if you are trying to pilot Goodbye Becky), and leave the
    station.
    
    3) Join/re-join the desired faction, exit the station, and disengage the
    Undercover ability.
    
    4) Enjoy your success because you're now flying the ship you were in when you 
    used the Undercover ability!
    
    Eugene can have a slight downside, but one that can not only be compensated for,
    but turned into yet another major game-changing advantage. You see, while
    everything else is the same, your ship maintains the shield/hull strength of the
    ship you are put into by default when joining/re-joining a faction. Those just
    starting will find think this is an unavoidable hurdle that will leave powerful
    ships with a tier 1 scout fighter's hull and shields, but veterans will know why
    this isn't a problem in the slightest. Because while you start out with a scout
    fighter when first joining a faction, the ship you are put into automatically
    after RE-joining a faction is whatever you were last piloting. Connect the dots
    yet? That means you can take a scout fighter from one faction and give it the
    hull and shields of a military-grade cruiser! Believe it or not, there's even
    more Eugene has to offer.
    
    With all the possibilities Eugene provides you're probably thinking that he's
    all well and good later on when you have tier 4 cruisers to play around with,
    but what about during the early sections of the game? Well, you know how you
    can't hijack one of your own faction's ships, but hijacking an Order or Dominion
    interceptor will allow you to commandeer friendly ships? Well if you use Eugene
    to get one of the aforementioned interceptors in another faction you can use it
    to commandeer a tier 4 ship from a later zone without it being replaced as soon
    as you dock because it wasn't hijacked! Now you see why the Undercover skill has
    a better-than-perfect rating; the benefits gained from Eugene just can't be
    matched.
    
    Think we're done? Think again, there's one last wondrous thing that Eugene lets
    you do. As mentioned before, there are many fun things you can do with the ships
    you own, but there's something else that can be done with a different ship, a
    ship that was never meant to be used more than once. That's right, you can
    perform the Undercover glitch with the Dark Legion ship provided to you in the
    last Dominion story mission and use it whenever you want! The catch is that you
    can't complete the mission or you won't get to pilot it and work Eugene's magic
    again so you'll have to forfeit the faction point you'd get for completing the
    mission to continue piloting the ship. In order for Eugene to effect the ship,
    you need to manually replace the default Afterburner skill with Undercover, use
    the ability, then manually open a SHIFT platform to abort the mission (this is
    because you can't dock at a base during the mission). Then disengage the ability
    when you revert back to your ship to revert back to the Legion ship. Note that
    you can't summon Dark Legion ships to fight for you or heal them. I know that
    this section is already very long, but there are just a few more things to know
    about the Undercover skill before moving on:
    
    - As mentioned previously, you need to switch your sentient's combat mood from
    aggressive/defensive to passive when using the Undercover ability for stealth
    purposes because they will attack enemies otherwise.
    
    - Undercover does not disengage upon completing missions it just gets switched
    to the state you find the ship after docking. (Already being in that state when
    a mission ends will not disengage the ability or revert it to its intended form
    either).
    
    - Unlike the Cloak ability, you can recover hull, shields, and energy while
    Undercover, and even be hit by enemies without the ability being disengaged.
    
    - Get a good Undercover upgrade and a DPS sentient with a high level Energy
    Regeneration skill and you can move without draining energy. You can also boost
    and still regenerate energy or even not drain energy at all if you have enough
    DPS sentients with high leveled Energy Regeneration skills.
    
    - Although there is no point in doing so, both the Cloak and Undercover skills
    can be active simultaneously.
    
    - Although the Peacemaker ship lets you fire while undercover, nearby enemies
    will be alerted to your presence and will be able to target you even though the
    ability was not disengaged.
    
    - Enemy weapons can still harm you even if they don't target you while
    undercover so watch out.
    
    - When taking part in Legion Raids, the reinforcements you get come from the
    faction you last joined, not the faction whose ship you are piloting using
    Eugene's exploit.
    
    - When taking part in Ark Raids, the ship that Janus (Mirror boss) turns into is
    the one you're piloting while you're undercover, not the one you can change
    into by disengaging the ability.
    
    - Likewise, when engaging Janus in a ship from a different faction and/or class,
    Janus will copy the statistics that the ship is meant to have, meaning it will
    have a scout's hull/shields if you're in a scout but have a cruiser's
    hull/shields.
    
    
    Advanced Radar (Passive) - Uncovers cloaked enemies and increases radar range.
    
    Lvl 1 - 2,500 units of range        Lvl 2 - 3,000 units of range
    Lvl 3 - 3,500 units of range        Lvl 4 - 4,000 units of range
    Lvl 5 - 4,500 units of range
    
    Rating - 2/4 *'s
    
    Evaluation - This one's a bit polarizing since the ability to see cloaked
    enemies can be advantageous, but having your radar ring cluttered with enemies
    from greater distances than you need to be aware of can be a nuisence.
    Personally I just put one point in the skill and be done with it as cloaked
    enemies don't become more easily visible the higher the skill gets or anything.
    And since I use the mini-map when looking for far away enemies and the radar
    ring for more immediate threats I see no reason to add any more points.
    
    &******************************************************************************8
    
                                - Military Skills [MSM] -
    
    &******************************************************************************8
    
    Flares - Deploys anti-missile countermeasures. (The energy cost for this ability
    is estimated to be around 20 points per cluster of flares).
    
    Lvl 1 - 15 sec cooldown, number of flares fired- 1
    Lvl 2 - 12 sec cooldown, number of flares fired - 2
    Lvl 3 - 9 sec cooldown, number of flares fired - 3
    Lvl 4 - 6 sec cooldown, number of flares fired - 4
    Lvl 5 - 3 sec cooldown, number of flares fired - 5
    
    Rating - 4/4 *'s
    
    Evaluation - This is one of the few skills that manages to pull its own weight
    without the use of glitches. Missiles are the most damaging of the basic weapon
    types so this ability is in a good position right off the bat. And while it's
    not guaranteed to prevent a missile from hitting you, it succeeds often and most
    importantly, without player interaction. That's right, the Flares skill is
    entirely automated, just press the assigned button once to activate the ability
    and your ship will automatically fire flares whenever a missile targets you. Not
    only that, but as you put more points into the skill, the number of flares fired
    will increase, while the time between flares being deployed decreases. Lastly,
    the energy cost can be nullified when an analogous upgrade is equipped in
    addition to reducing the cooldown time by the percentage indicated.
    
    Clone - Projects a duplicate of the ship that will temporarily assist in combat.
    Energy Cost - 50 pts.
    
    Lvl 1 - 15 sec fight time and 180 sec cooldown time
    Lvl 2 - 30 sec fight time and 120 sec cooldown time
    Lvl 3 - 60 sec fight time and 90 sec cooldown time
    Lvl 4 - 90 sec fight time and 60 sec cooldown time
    Lvl 5 - 120 sec fight time and 30 sec cooldown time
    
    Rating - 2/4 *'s
    
    Evaluation - The Clone ability sounds like something you want, and want now but
    that's not quite the case. You see while the ability does indeed get much better
    the more points you put into the skill it's not the battlefield-dominating skill
    you might think it is. For one thing the cloned ship does not have your
    statistical bonuses from upgrades, skills, or sentient statistics. It also
    doesn't have your weapons, instead using the weapons that ships of your class
    and tier can be seen using outside of missions in the various zones. Things look
    bad but they're going to get worse because cloned ships can't be directed or
    controlled in any capacity and will often stay put while you advance and engage
    enemies elsewhere without assistance. You can clone a ship again even while the
    first clone is still active but A) the newly cloned ship will replace the old
    one so you can't build up a sizable amount of reinforcements, and B) The lengthy
    cooldown time means that you're likely going to take down most of the enemies
    yourself before you'll be able to use it again.
    
    With all that said it's still great for point defense missions, especially when
    you have a cruiser, clones distract enemy ships from you/escort targets, and
    while they're not that good at it, they can help you mine asteroids too. Lastly,
    cloning while in a hijacked ship *will* produce a copy of the ship you
    hijacked... but it will attack YOU instead of your enemies. However if you
    hijack a Dominion/Order interceptor and commandeer a friendly ship, said ship
    will aid you when cloned.
    
    
    Ram - Generates a temporary shield that damages anything the shielded ship
    collides with. Energy Cost - 20 pts.
    
    Lvl 1 - 4 sec duration        Lvl 2 - 8 sec duration
    Lvl 3 - 12 sec duration        Lvl 4 - 15 sec duration
    Lvl 5 - 20 sec duration
    
    Rating - 0/4 *'s
    
    Evaluation - This is another skill with no redeeming qualities that's near
    Teleport levels of uselessness. The barrier generated is small, requires that
    you be right on top of an enemy ship to damage it, and to top it off couldn't do
    significant damage to ship with no shields and major rust problems with its
    hull. The skill is also glitched in preset missions, but not in a good way. Ram
    will not work properly in preset missions unless you have at least one point
    assigned to the skill, but even if it worked better in preset missions you'd
    want to avoid this skill.
    
    
    Abation (Passive) - Reduces the effects of negative attacks such as Tractor
    beams, knockbacks, and control effects.
    
    Lvl 1 - 20%        Lvl 2 - 35%        Lvl 3 - 50%        Lvl 4 - 65%
    Lvl 5 - 80%
    
    Rating - 4/4 *'s
    
    Evaluation - Before finding out about Eugene this was the number 1 skill to get
    and it's not hard to see why. It's an entirely passive ability that makes the
    Tractor Beam practically powerless when it's used against you, and significantly
    cuts down on the time Shield Short and Disable affect you for.
    
    
                             ____      ___ ____      ___ ____
                             `MM(      )M' `MM(      )M' `MM'
                              `MM.     d'   `MM.     d'   MM
                               `MM.   d'     `MM.   d'    MM
                                `MM. d'       `MM. d'     MM
                                 `MMd          `MMd       MM
                                  dMM.          dMM.      MM
                                 d'`MM.        d'`MM.     MM
                                d'  `MM.      d'  `MM.    MM
                               d'    `MM.    d'    `MM.   MM
                             _M(_    _)MM_ _M(_    _)MM_ _MM_
    
    
                           - Challenge List & Recommendations -
                                          [XXI]
    
    
    Challenges are not necessary to unlock anything but they're a good side
    attraction for completionists, and provide a boost of XP. I'll provide
    descriptions and tips when I feel it's needed, otherwise I'll just leave the
    basic in-game listing. All of the challenges are cumulative, i.e. the criteria
    doesn't need to be fulfilled all at once in order to complete the challenge. I
    experienced an instance where my sentient damage challenge was reset. I regained
    completion status quickly but am concerned that this could happen with other
    challenges as well. (This happened with the Pulse weapon damage challenge too.
    Again, I regained completion status quickly.)
    
    &******************************************************************************8
    
                            - Exploration Challenges [CLE] -
    
    &******************************************************************************8
    
    Explorer - Explore all the regions in a zone.
    Description - Don't worry, although challenges don't register completion until
    after completing the mandatory mission for the Consortium, any areas you went to
    beforehand, though not counted, can be visited again to count toward the
    challenge.
    
    Docker - Dock at as many different stations as possible.
    Description - By "different" it means "not the same one you just left", so don't
    bother listing all the stations and try to dock at each one because that won't
    work.
    
    Traveler - Move a certain amount of distance.
    
    Booster - Travel a certain distance using boost.
    
    Burner - Travel a certain distance using afterburner.
    
    Warper - Warp into new zones a certain number of times.
    Description - By "warp" it means using SHIFT platforms, and by "new" it again
    means "not the one you were just at".
    
    &******************************************************************************8
    
                             - Mission Challenges [CLMI] -
    
    &******************************************************************************8
    
    For more information on what side missions fall into each category see the
    Standard Side Missions (SMS) section of this guide.
    
    Killer - Complete kill or destroy missions
    
    Defender - Complete defend object or NPC missions
    
    Seeker - Complete locate object or NPC missions
    
    Spy - Complete spy missions
    Description - See the (SPY) section of the Side Missions guide for more in-depth
    information.
    
    Explorer - Complete explore or scout missions
    
    Courier - Complete courier or escort missions
    
    Collector - Complete use or acquire missions
    
    &******************************************************************************8
    
                             - Combat Challenges [CLCO] -
    
    &******************************************************************************8
    
    Most of these challenges can be completed inadvertently by joining the faction's
    enemy and completing their story and/or side missions. Kills by sentients count
    toward these challenges.
    
    Consortium Bankrupter - Kill Consortium ships
    
    Cop Retirer - Kill Praetorian ships
    
    Syndicate Slayer - Kill Syndicate ships
    
    Military Enforcer - Kill Dominion or Order ships
    
    Legion Bane - Kill Dark Legion ships
    Description - Webweave and Legion Raid missions seem like the obvious choice
    here but the best way to rack up the Legion kill count is by engaging the
    Splitters in the Ark Raid mission since it counts as a kill each time a Splitter
    splits.
    
    Asteroid Clearer - Destroy asteroids
    
    Critter Killer - Kill critters
    Description - Critters, also known as space mites, are the little dots you can
    see flying around aimlessly in certain regions like Asteria's Icy Wastes. They
    have the same appearance as the Vanid which can be found in areas like the
    Erebus zone's Hive region but are not the same behavior wise or in challenge
    criteria fulfillment. Critters are not hostile towards you and that's how you
    can tell the difference, so squash the bugs every chance you get because there
    are no missions where you can engage them inadvertently.
    
    Pincushion - Take Damage
    
    Unstoppable - Die many times
    
    &******************************************************************************8
    
                             - Weapon Challenges [CLW] -
    
    &******************************************************************************8
    
    Sentient attacks (and presumably autoguns) count toward both the damage and kill
    challenges listed here as well.
    
    Beamer - Cause damage with beam weapons
    
    Missiler - Cause damage with missile weapons
    
    Pulser - Cause damage with pulse weapons
    
    Torpedoer - Cause damage with torpedo weapons
    
    Mine-iac - Cause damage with mine weapons
    
    Beam Kill - Kills obtained with beam weapons
    
    Missile kill - Kills obtained with missile weapons
    
    Pulser kill - Kills obtained with pulse weapons
    
    Torpedo kill - Kills obtained with torpedo weapons
    
    Mine Kill - Kills obtained with mine weapons
    
    &******************************************************************************8
    
                             - Acquisition Challenges [CLA] -
    
    &******************************************************************************8
    
    Shopaholic - Buy as many ships or pieces of equipment as possible.
    Description - Contrary to its description, Shopaholic is based on the amount of
    credits spent not number of items purchased.
    
    Improver - Get as many upgrades as possible.
    Description - upgrades can be acquired by looting them off some destroyed ships,
    occasionally mined out of asteroids, or completing standard side missions.
    
    Desynther - Desynth as many upgrades as possible.
    Description - Upgrades cannot be sold but they can be broken down into crystals
    to "feed" to sentients. Desynthesize enough unwanted upgrades by selecting the
    option in the upgrades section of the Quickview menu and you'll complete this
    challenge eventually.
    
    Temper - Earn as many temporary power-ups as possible
    
    Reddy - Mine as many red crystals as possible.
    
    Yellower - Mine as many yellow crystals as possible.
    
    Bluey - Mine as many blue crystals as possible
    
    Greener - Mine as many green crystals as possible.
    
    Mixer - Create as many black crystals as possible.
    Description - See the (QSE) section of the Quickview guide for more information
    on the creation and function of black crystals.
    
    Rainbow Chaser - Earn as many prismatic crystals as possible.
    Description - See the (QSE) section of the Quickview guide for more information
    on the acquisition methods and function of prismatic crystals.
    
    &******************************************************************************8
    
                             - Consortium Challenges [CLC] -
    
    &******************************************************************************8
    
    Trader - Sell as many trade goods as possible.
    Description - Sell items from your cargo hold, not weapons/sentients. This
    appears to only advance when using the analogous shared sentient ability.
    
    Miner - Mine as many pieces of ore as possible.
    
    Roller - Evade as many beam attacks as possible.
    Description - It's not clear if the roll glitch outlined in the Mad Skillz
    section as it might not register with this challenge unless it's functioning
    normally.
    
    Feigner - Fool as many enemies as possible into stopping their attacks. (Using
    the Feign Death ability if that wasn't apparent) It's not clear if tricking
    missiles counts toward the completion of this challenge. If it does, the most
    convenient place to do so would likely be the Path of the Dead battleship as
    when it's not near the escort target, it fires four missiles at a time and
    nothing else.
    
    &******************************************************************************8
    
                             - Praetorian Challenges [CLP] -
    
    &******************************************************************************8
    
    Scanner - Scan as many targets as possible.
    Description - You must be actively in the Praetorian faction, and the scan
    targets must be Consortium ships.
    
    Star Employee - Earn as many credits from a wage as possible.
    Description - This one's a little odd, as there doesn't seem to be any way of
    determining what is necessary to fulfill the criteria for this challenge. It
    seems like a given that you have to be in the Praetorian faction, but as for
    what you need to do, that's not so obvious. I think that patrolling zones helps,
    but your best bet will probably be completing standard side missions and
    destroying Syndicate ships.
    
    Revealer - Unmask as many criminals transporting illegal goods as possible.
    
    Description - Again you must actively be in the Praetorian faction, and again
    the scan targets must be Consortium ships. You also need at least one point in
    the scan skill because you won't be able to detect illegal goods otherwise. When
    a Consortium ship turns hostile after scanning it, it means you've exposed its
    illegal cargo.
    
    Judge - Stop as many criminals transporting illegal goods as possible.
    Description - Surprisingly you can actually advance this challenge without
    actually being in the Praetorian faction. You can earn points this challenge,
    by scanning and destroying Syndicate ships while apart of the Order, Dominion,
    or Consortium, if you have at least one point in this skill. But not while a
    member of the Praetorian faction, and obviously not the Syndicate. Otherwise,
    you need to destroy the Consortium ships that become hostile after scanning and
    revealing their illegal cargo.
    
    Undercover - Use the undercover ability to observe as many enemies as possible.
    
    Description - You do not need to be in visual range of enemies or be moving for
    this challenge to register, you can even advance it while docked at a station.
    
    Shielder - Absorb as much damage as possible using Supershield.
    Description - Having DPS sentients with high level Energy Regeneration skills
    and/or an analogous ability upgrade will make this challenge easier.
    
    Repairer - Repair as many Spynet satellites as possible.
    Description - I'll provide the locations of the various satellites below. You do
    not have to be out of combat to repair spynet satellites.
    
    Asteria Zone: Ghost Zone and Icy Wastes regions
    
    Erebus Zone: Habitation, Power Generation, and Pit regions.
    
    Leviathan Zone: Left/West half of the ship's Solar Collectors, Power Core, and
    Control Regions
    
    The Graveyard Zone: Radzone and Breaker's Yard regions.
    
    The Tempest Zone: North edge of the Research Outpost and Gauntlet (just above
    the halfway point)
    
    Solaria Zone: Cauldron and Glassica regions.
    
    Tartarus Zone: Northern edge of Dimensional Gate and Chrona Farm (next to the
    little plus sign that's 1 of 7 and furthest to the East).
    
    The Crucible Zone: Mintek Headquarters (southernmost portion of the buildings),
    and Nexus regions.
    
    Shadowrift Zone: City Ruins and Catacombs regions.
    
    Spynet satellites will reset their status, i.e. you can repair them again,
    whenever you use a SHIFT platform, but NOT after dying, completing missions,
    docking at stations, etc.
    
    &******************************************************************************8
    
                             - Syndicate Challenges [CLS] -
    
    &******************************************************************************8
    
    Hijacker - Hijack as many enemy ships as possible.
    Description - The best way to do this is to get a strong beam weapon upgrade to
    give yourself an offensive advantage, have the flares skill to counter missiles,
    and hijack Consortium cargo ships while using the roll glitch. Since the hijack
    skill isn't interrupted when avoiding beam attacks your enemies will be
    helpless.
    
    Looter - Steal as much loot from destroyed enemies as possible.
    Description - You must be actively apart of the Syndicate in order for this
    challenge to be completed, but it will register even if your cargo hold is full
    upon looting items enemies drop.
    
    Cloaker - Travel as far as possible while cloaked.
    Description - Just like with the Undercover skill, you don't have to be moving
    in order to advance this challenge, and can even do so while docked.
    
    Scavenger - Scavenge as many temporary power-ups as possible.
    Description - Not only do you have to actively be in the faction in order to
    advance the challenge, but you also have to have at least 1 point put into the
    ability of the same name.
    
    Hacker - Hack as many Spynet satellites as possible.
    Description - I'll provide the locations of the various satellites below. You do
    not have to be out of combat to hack spynet satellites.
    
    Asteria Zone: Clearing Area and Prospector Field regions.
    
    Erebus Zone: Processing Plant and Core regions
    
    Leviathan Zone: Control and the trench dividing the Communications Array and
    Solar Collectors regions.
    
    The Graveyard Zone: Wraithmist and between Cemetery and Monument of the Fallen,
    just before reaching the Sentinal Gate region.
    
    The Tempest Zone: Just to the West of the Ruined Biosphere region (on the edge
    of No Man's Land), and the Wilderness region East of Fort Bravo.
    
    Solaria Zone: Sea of Fire and between the Ventrica and Eden regions.
    
    Tartarus: SE corner of the Recycler region and Brink Science Outpost, near Theta
    Station.
    
    The Crucible Zone: Cold Storage and Metropolis regions.
    
    Shadowrift Zone: Western edge of Infection Island and Impact Site regions.
    
    Spynet satellites will reset their status (i.e. you can hack them again)
    whenever you use a SHIFT platform but NOT after dying, completing missions,
    docking at stations, etc.
    
    &******************************************************************************8
    
                             - Military Challenges [CLM] -
    
    &******************************************************************************8
    
    Warlord - Win as many warzones as possible.
    
    Resupplier - Capture as many resupply points as possible.
    Description - Like the faction military mission, this challenge is advanced when
    capturing carrier spawn points, not just supply points.
    
    Carrier Bane - Destroy as many enemy carriers as possible.
    Description - You'll have to allow the enemy to do their own thing if you want
    them to capture a carrier spawn point. I recommend, going off and mining for
    crystals you wait.
    
    Battle Bane - Destroy as many enemy battleships as possible.
    
    Legioneer - Win as many Dark Legion Raids as possible
    Description - You have to play until all waves of attack have concluded, you
    can't complete a few waves and quit.
    
    Dazzler - Use the Flares ability as many times as possible.
    
    &******************************************************************************8
    
                             - Sentient Challenges [CLSE] -
    
    &******************************************************************************8
    
    Damager - Deal as much damage with the sentient as possible.
    
    Leveler - Gain as many sentient levels as possible
    
    Healer - Heal as much damage with a sentient as possible.
    Description - The Healer sentient's recharge skill most certainly counts toward
    this challenge's completion, and it's likely that the Repair ability's hull
    restoration function counts as well. What's not clear is whether the shield
    reboot part of Repair and the passive Hull Regeneration abilities count too.
    
    Tractorer - Tractor as many enemies as possible.
    Description - You can use either the Tractor Beam OR Knockback abilities, and
    you can use them on the same target multiple times.
    
    Disabler - Disable as many enemies as possible.
    
    Debuffer - Debuff the shields of as many enemies as possible.
    Description - This is referring to the Shield Short ability.
    
    Enhancer - Enhance the energy, armor, or damage for as many friends as possible.
    Description - This counts when using the abilities on yourself, though things
    will obviously go faster when using it on multiple other allies. The best
    opportunity to do this is during warzone missions when several allied ships
    eventually migrate to the enemy battleship.
    
    
                           ____      ___ ____      ___ ____ ____
                           `MM(      )M' `MM(      )M' `MM' `MM'
                            `MM.     d'   `MM.     d'   MM   MM
                             `MM.   d'     `MM.   d'    MM   MM
                              `MM. d'       `MM. d'     MM   MM
                               `MMd          `MMd       MM   MM
                                dMM.          dMM.      MM   MM
                               d'`MM.        d'`MM.     MM   MM
                              d'  `MM.      d'  `MM.    MM   MM
                             d'    `MM.    d'    `MM.   MM   MM
                           _M(_    _)MM_ _M(_    _)MM_ _MM_ _MM_
    
    
                              - Sentient Information Guide -
                                          [XXII]
    
    
    Sentients are a big part of the game, after all they're featured in the story
    and have their own game in the form of Fusion: Sentient. You can have a maximum
    of 5 sentients, even though the weapon/sentient total is 15. Having the right
    knowledge regarding sentient abilities can make a big difference in battle,
    which is why I'm going to list and evaluate them here. I'll also provide a quick
    look at sentient rarity, but that will be all. If you want to know more about
    how to use or upgrade a sentient, see section (QSE) of the Quickview guide.
    Keep in mind that a cargo ship can use sentient skills at nauseam without using
    energy, so go nuts. This is particularly useful for sentient-based challenges
    dependent upon using their abilities to harm enemies/heal allies. Also, Armor
    Increase, Damage Increase, Energize, and Recharge apply to you as well, not just
    friendly ships. Lastly, s sentient's offensive weapon(s) strength is tied to
    your ship's tier level, the higher the the tier, the more powerful its weapon.
    Although you may not notice it, the healer sentient DOES have an offensive
    weapon. It fires missiles that are not as conspicuous as the tank and DPS
    sentient's beams and pulse blasts, so don't neglect leveling up its offensive
    attributes.
    
    The weapons that sentients use are capable of being purchased from the
    Consortium and include the following:
    Tank sentient - A/B/C/G Beams
    DPS sentient - Dirge Rail Gun Mk. 1/2/3/4 (primary weapon, the secondary weapon
    doesn't appear to have an analog).
    Healer sentient - C1/2/3/4-Hawkeye missiles
    
    
    &******************************************************************************8
    
                               - Sentient Rarity [SIR] -
    
    &******************************************************************************8
    
    Sentients come in 5 different rarities. Going from least to greatest, there's
    Common, Uncommon, Rare, Epic, and Legendary. Common and Uncommon variants can
    be purchased in nearly any station store in the galaxy, with the Common ones
    costing 1,000 credits, and the Uncommon ones costing 10,000 credits. The other
    versions of the sentients can be acquired in one of three ways: 1) By being
    transferred through the tie-in game Fusion Sentient. 2) By purchasing them
    through the in-game online auction store (which I have heard is glitch and
    should be avoided at all costs for reasons I do not know). or 3) By having it
    dropped by the Librarian sub-boss in the Ark Raid mission (this is not a common
    occurrence, and you must have 14 or less total weapons/sentients AND 4 or less
    total sentients).
    
    The characteristics of the sentient rarities are as follows:
    
    - Common Sentients are "Gun-Metal" grey, cost 1,000 credits and sell for 900
    credits, and have 32 levels.
    - Uncommon Sentients are green, cost 10,000 credits and sell for 9,000 credits,
    and have 40 levels.
    - Rare Sentients are Dark Blue, sell for 45,000 credits, and have 48 levels.
    - Epic Sentients are Pink, Sell for 90,000 credits, and have 56 levels.
    - Legendary Sentients are Orange, sell for 450,000 credits, and have 64 levels.
    
    (Sale prices are based off of in-game station stores, not the average online
    auction prices, it also does not change regardless of level or point
    distribution)
    
    &******************************************************************************8
    
                       - Tank Sentient, and Ability Evaluation [SIT] -
    
    &******************************************************************************8
    
    The first sentient you gain access to, the Tank Sentient, is in the middle when
    it comes to offensive strength and ability usefulness in my opinion. Recommended
    number of sentients of this type - 1
    
    The Following information is based upon the MAXIMUM possible statistical ratings
    that are boosting by assigning attribute points, which are gained by "feeding"
    sentients Black Crystals. Again, see (QSE) of the Quickview guide for more
    information.
    
    Shield Short - Nullifies part of enemy shields for 10 seconds.
    Evaluation - Cutting off an enemy's shields to strike at the Hull underneath is
    great and all that, but you'll want to use tractor beam to keep the ship from
    turning the unaffected half of the shield to face you. In case you didn't deduce
    this from the previous statement, Shield Short only effects either the fore or
    aft section of shields. It will also be next to useless in PVP matches against
    opponents with high Abation skills. But this ability IS useful when used in
    conjunction with the Hijack ability.
    
    Taunt - Taunts an enemy into attacking the sentient for 50 seconds.
    Evaluation - Hands down the most useless ability of the lot, taunt makes your
    enemies target the Tank sentient instead of you. But how that's supposed to be
    any kind of an advantage when you still take damage is beyond me. Your rear
    shields are still harmed, there's no visual indication that that the ability
    has taken effect, and it's also pretty fickle, probably requiring you to
    manually target specific enemies for it to work properly. I'm not sure if you
    can avoid hull damage damage, but again, it's not very reliable so I'd hardly
    count on it in an emergency anyway.
    
    Tractor Beam - Slows down the movement off the targeted enemy for 10 seconds.
    Evaluation - This ability slows down enemies to a crawl, allowing you pin down
    particularly slippery enemies that would otherwise be too difficult to hijack or
    hit with missiles. While it's again useless against PVP opponents with high
    Abation skills, and hardly a game-changing tide-turner, it's a decent enough
    ability to consider.
    
    Armor Increase - Ionizes friendly ships, absorbing 40% of any damage inflicted
    for 30 seconds.
    Evaluation - This ability absorbs a portion of damage rather than marginally
    boosting hull/shields, which is important to note, because if it did it wouldn't
    be useful at all for high tier cruisers with the maximum amount of shields/hull.
    Although it can't match/exceed 50% at its maximum level it's still a pretty
    potent form of protection that makes you and your allies that much stronger for
    a time. (Note: This ability CANNOT stack with the Undercover ability and absorb
    110% of damage so don't even bother trying it).
    
    Shield Regeneration - Increases the ship's shield regeneration rate by 200%.
    Evaluation - Passive abilities are always good to have and you'll most certainly
    want to have this one, as Shield Regeneration greatly increases the rate at
    which shields are recovered. Although you still have to deal with the delay
    beforehand, which can be circumvented with the Healer sentient's Repair ability,
    it's still a must-have.
    
    &******************************************************************************8
    
                       - DPS Sentient, and Ability Evaluation [SID] -
    
    &******************************************************************************8
    
    DPS sentients are pretty lackluster, in fact were it not for its passive ability
    I probably wouldn't bother with them at all. Recommended number of sentients of
    this type - 2
    
    The Following information is based upon the MAXIMUM possible statistical ratings
    that are boosting by assigning attribute points, which are gained by "feeding"
    sentients Black Crystals. Again, see (QSE) of the Quickview guide for more
    information.
    
    Primary Weapon - Increases the power of the pirmary weapon that the sentient
    uses.
    Evaluation - You know that expression, "you can polish a turd but it's still a
    turd"? Well the same principle pretty much applies here, you can increase the
    Dirge Rail Gun's power, but it's still a Dirge Rail Gun. (Note that the DPS
    sentient is the only type affected by changing sentient mood to aggressive
    (noted in the (QSE) section of the guide), and will make it more likely to hit
    its targets. This will also potentially make it more difficult to activate its
    abilities since it won't be close to you most of the time).
    
    Power Weapon - Increases the power of the secondary weapon that the sentient
    uses.
    Evaluation - You may have asked yourself, "a stronger weapon for the sentient to
    use, and a more accurate beam weapon no less, why WOULDN'T I want that?!?" Five
    words: Energy cost and default status. The title of "Power Weapon" refers to
    more than just strength, it also drains energy, even with Energy Regeneration
    set as high as possible. And while you might want to have the ability on
    SOMEtimes but not others, the ability is on by default when equipped, so you
    have to tinker in the menus to assign the skill, exit out and use it, and then
    go back in the menus to assign the skill you really want. If you don't use power
    weapons or abilities that would otherwise detract from your energy pool then I
    guess it's not a bad option to have on all the time for added firepower.
    Personally though, I like to not put any points in the skill at all.
    
    Disable - Stops the target from using special abilities for 20 seconds.
    Evaluation - While it's not as useful against NPC enemies as shield short or
    tractor beam are, PVP opponents have to wait twice as long as the aforementioned
    abilities before they recover. Use it at the right time and your opponent will
    be utterly helpless.
    
    Damage Increase - Increases the damage of nearby friendly units by 40% for 30
    seconds.
    Evaluation - The DPS sentient's answer to the Tank sentient's Armor Increase,
    this ability increases weapon damage by a solid amount. However, it's more
    useful to you than to allies in Warzone or Legion Raid missions since their
    damage values are lower than yours, so your better off using Armor Increase in
    those missions to keep them alive as target fodder while you do most of the
    work. Though that's not to say that you can't boost the ships with BOTH
    abilities, just that I prefer the other skill if forced to choose between the
    two.
    
    Energy Regeneration - Increases the ship's shield regeneration rate by 200%.
    Evaluation - This is where it's at baby, this is the ability that makes a DPS
    sentient worth having!  A single DPS sentient with this skill maxed out can
    completely negate the energy drain of an Afterburner skill that's leveled high
    enough, make a KL-088's energy drain practically non-existent, or let you use
    the Afterburner skill while Undercover for longer. Plus, since passive abilities
    stack, that means multiple DPS sentients can compensate completely for weapons
    like torpedoes, or even skills like Supershield.
    
    &******************************************************************************8
    
                       - Healer Sentient, and Ability Evaluation [SIH] -
    
    &******************************************************************************8
    
    The Healer sentients are the best on average in my book, striking a good balance
    of weapon strength and ability usefulness. Recommended number of sentients of
    this type - 1
    
    The Following information is based upon the MAXIMUM possible statistical ratings
    that are boosting by assigning attribute points, which are gained by "feeding"
    sentients Black Crystals. Again, see (QSE) of the Quickview guide for more
    information.
    
    Repair - Constantly repairs 50 units of hull and reboots the shields.
    Evaluation - Probably its most useful ability, using it in conjunction with
    a Tank sentient's passive ability will can bring your shields from non-existent,
    to completely full in a matter of seconds. You still have to avoid enemy fire,
    but for far less time. It also repairs hull damage at the cost of energy, but
    will do so whether you're taking damage or not.
    
    Recharge - Restores 200 units of shield energy to all nearby friendly units.
    Evaluation - This ability doesn't boost your shields/allied shields by that
    much, but when used continuously in conjunction with a cargo ship you can be a
    VERY difficult target to take down. This ability is also good to have on hand
    for the Ark Raid Path of the Dead section.
    
    Knockback - Knocks back up to 20 nearby enemies.
    Evaluation - A minor nuisance in PVP, and completely worthless against NPC
    enemies, this ability is a complete dud because it doesn't push enemies that
    far back, doesn't increase in range as the number of affected enemies increases,
    and can't even be used often enough to be a novelty. It's at least worth noting
    that it can advance the Tractor Sentient Challenge, but you're better off
    advancing that with the Tractor Beam.
    
    Energize - Increases the energy capacity of friendly ships by 40% for 30
    seconds.
    Evaluation - A potential 80 pt. increase to energy reserves sounds nice, but
    with no boost to regeneration rate, a 30 second duration, energy cost of its
    own, and NPCs possessing an infinite amount of energy, this ability is another
    dud.
    
    Hull Regeneration - Increases the hull regeneration rate of the ship by 200%.
    Evaluation - Potentially the weakest of the 3 passive abilities, it's still
    worth investing in. Hull Regeneration will, in spite of its high percentage
    total, slowly but surely repair hull damage at all times. Note that although
    this applies during temporary invincibility, you will not be able to re-enter
    the state immediately after recovering a small amount of health, you still have
    to wait until the set amount of time has passed.
    
    Also worth noting is the unique nature of the ability. Hull Regeneration, like
    Shield Regeneration's performance, is dependent upon the ship it's being applied
    to. Since some ships have stronger/weaker shields/hull, the number of points
    restored differs from ship to ship because the rate of regeneration is a fixed
    percentage. That means that ships with higher shields/hull will have more points
    per second restored whenever the ability is active. But since Hull Regeneration
    is active at all times, and passive abilities stack, you can probably see where
    this is going. A ship with a strong Hull like a tier 4 cruiser, (ideally a
    Dominion cruiser), coupled with a Healer sentient or two with high Hull
    Regeneration stats can potentially recover hull damage faster than it can be
    depleted!
    
    &******************************************************************************8
    
                       - Shared Sentient Ability Evaluation [SIS] -
    
    &******************************************************************************8
    
    The Following information is based upon the MAXIMUM possible statistical ratings
    that are boosting by assigning attribute points, which are gained by "feeding"
    sentients Black Crystals. However, said attribute points actually makes 2 skills
    in this category LESS effective if you just look at the listed times, when in
    actuality, they do not change from their values prior to "feeding" the
    sentient. Therefore, I'm going to list BOTH values so that you understand the
    contrast. Again, see (QSE) of the Quickview guide for more information.
    
    Mining - Allows the ship to mine nearby asteroids with a mining time of 14
    seconds (listed statistic post-attribute point assignment), AKA 7 seconds (the
    actual statistic observed post-attribute point assignment, and listed statistic
    pre-attribute point assignment).
    Evaluation - Considering sentients can mine faster than you (though not when the
    Harvest skill is leveled up), and you can have up to 4 out at a time, this skill
    is pretty useful. You'll want to pair it with the looter skill and a cargo ship
    with nothing but sentients to get the most out of this ability.
    
    Looting - Allows the sentient to loot any items that can be picked up with a
    range of 10
    Evaluation - This ability is both a blessing and a curse. It enables sentients
    to detect, and fly to, salvage, power-ups, crystals, etc. and pick them up for
    you so that you don't have to line up your ship and do it yourself (which is
    particularly irritating while in slower ships). But unfortunately, sentients
    cannot venture farther than the edges of the screen, but will continue to try
    and get something that's out of their reach. In combat, this results in the
    sentients being too far to use their abilities or attack most enemies. Sentient
    pickup range can be as restricted as practically right next to it, or the
    entirety of the area being viewed. I advise taking it slow and finding a range
    that works for you, ideally one that's really close to the edges of the screen
    without going beyond them.
    
    Trading - Allows the sentient to travel to a station to sell items with a travel
    time of 40 seconds (listed statistic post-attribute point assignment), AKA 20
    seconds (the actual statistic observed post-attribute point assignment, and
    listed statistic pre-attribute point assignment).
    Evaluation - Trading is a minor convenience, but a convenience nonetheless. You
    won't need more than 1 sentient with this skill, but said sentient must be
    visibly equipped if you want to use it.
    
    
                        ____      ___ ____      ___ ____ ____ ____
                        `MM(      )M' `MM(      )M' `MM' `MM' `MM'
                         `MM.     d'   `MM.     d'   MM   MM   MM
                          `MM.   d'     `MM.   d'    MM   MM   MM
                           `MM. d'       `MM. d'     MM   MM   MM
                            `MMd          `MMd       MM   MM   MM
                             dMM.          dMM.      MM   MM   MM
                            d'`MM.        d'`MM.     MM   MM   MM
                           d'  `MM.      d'  `MM.    MM   MM   MM
                          d'    `MM.    d'    `MM.   MM   MM   MM
                        _M(_    _)MM_ _M(_    _)MM_ _MM_ _MM_ _MM_
    
    
                       - Weapons: Statistics and Recommendations - 
                                         [XXIII]
    
    
    &******************************************************************************8
    
                            - Weapon Type Analysis [WTA] -
    
    &******************************************************************************8
    
    There are many different types of weapons in the game, and they have different
    strengths and weaknesses which I'll be listing here to give you an idea of what
    to expect. There are three basic weapon types that are represented in every
    faction's ships and purchase options: Pulse, Beam, and Missile weapons. The
    other weapon types are torpedoes, mines, and autoguns and can only be acquired
    by spending reward points or being dropped by certain major enemies.
    
    - Pulse weapons fire manually aimed rapid-fire projectiles at targets that were
    presumably meant to be countered with the Supershield ability before being
    changed to prevent all weapons fire. Pulse weapons have no specific counter but
    have a handicap in the form of a reduced rate of fire if used for to long
    without pause. However, tier 1 pulse weapons (and pulse weapons scaled down on
    tier 1 ships) don't overheat and slow down, with the exception of the Battlegun.
    The Pulse weapon's handicap can also be compensated for by equipping them to
    Consortium Heavy Fighters or any faction's cruisers.
    
    - Beam weapons fire long blasts of energy and fire for longer periods of time
    and do more damage the longer the weapon is locked on for. Beam weapons are
    accurate, tend to have long range, and most will jump to another locked on
    target after the last one has been destroyed. The beam weapon's handicap
    involves the fact that many fighters will roll and avoid most of the first
    shot's damage, forcing you to lock on and fire again.
    
    - Missile weapons fire warheads that track down and detonate on targets, flying
    faster the longer the weapon is locked on for (though not farther). Missile
    weapons are quite strong but are limited to their speed and turning arc, making
    them less effective against small and nimble targets like Vanid. Missiles also
    must be aimed at a enemies with a certain degree of precision, as you can easily
    lock on to the wrong target when there are large clusters of enemies. Missiles
    can also be wasted if they collide with asteroids, meteors, or other ships en
    route to the intended target. Lastly, the countermeasure used against missiles
    is the Flares ability, which draws the missile away by making it chase a new
    cluster of heat signatures.
    
    - Torpedo weapons fire very powerful energy projectiles rather than warheads
    like you might have been expecting. Torpedoes can be devastating when used
    against cargo ships, cruisers, and other large-scale ships, but diminish in
    effectiveness when used against fighters because of the enemy's maneuverability
    and small size. Torpedo weapons also drain energy with every shot, necessitating
    precise shots with time to recharge, and/or the pairing with a DPS sentient's
    Energy Regeneration boost.
    
    - Mines are powerful explosive weapons that are set with the right
    bumper/shoulder button and detonate on contact with enemy ships. Mines are only
    really useful during Legion Raid missions and some missions where they're
    supplied for faction story missions. Since the enemy ships have to actually come
    in contact with the mine to be damaged you need to either place them in choke
    points or use maneuverable fighters to get right on top of your enemy to
    deploy the mine. In spite of their many handicaps, mines tend to do much more
    damage at a time than other weapons.
    
    - Autoguns are turrets that are another point-defense weapon set with the right
    bumper/shoulder button that's most useful in certain preset missions and Legion
    Raid missions. Again the weapons are immobile, but with one exception (the
    Thumper Autogun) they doesn't need to be. Each of the three autogun types uses
    either missiles, beams, or pulse weapons to engage enemies. The handicap for
    autoguns is the need to be near the weapon to ensure enemies coming for you will
    be engaged by it, and its lengthy period of time before being able to be
    deployed again.
    
    &******************************************************************************8
    
                               - Statistics Intro [WSI] -
    
    &******************************************************************************8
    
    I'm going to list various weapons and statistics so you can be informed of their
    ups and downs through and through BEFORE spending you hard earned
    credits/points. First however, a reminder: I have not played PVP matches so I
    won't be listing much that you can't find out yourself. That said, I WILL point
    you in the right direction to judge for yourself by listing missions that
    feature them as presets so you won't be completely blind.
    
    You can only have a maximum of 15 weapons/sentients, and while you can only have
    5 sentients, there is no limit to consider outside of the 15 with regards to
    weapons. Though it wouldn't be wise to have nothing but weapons in your
    inventory When purchasing weapons, red text means that you cannot afford the
    weapon, yellow means that you can afford it but it will have to be scaled down,
    and green means that you can both afford it and it will work at full power. When
    a weapon is scaled down, its attributes reflect that of one who's level is the
    same as your ship's tier. This does NOT mean however, that a level 4 weapon
    equipped to say a tier 1 ship will reduce the strength of the weapon
    indefinitely, it just changes depending on the ship it's equipped to. Speaking
    of weapon attributes, unlike ships, the menus do not take into account damage
    or rate of fire augments from stats, sentient boosts, or upgrades.
    
    Weapon classification, RoF (rate of fire), range, and energy costs (for beam
    weapons it's based on the cost at maximum lock on) are consistent from weapon to
    weapon of the same basic name but different tier, therefore I will only list
    them for the tier 1 weapon rather than repeat the same information 3 more times.
    Likewise, weapon tier level advances the same way every time, starting from
    lowest and ending in highest, and always 4 in total, so I won't be listing the
    tier level of the weapons at all. (FYI, DPS means damage per second in case you
    didn't already know.) Range refers to the weapon's effectiveness based upon
    distance. Close range weapons do more damage when you're near the enemy, long
    range weapons do more damage when you're farther away, and medium range weapons
    appear to do well at any distance.
    
    The rate of fire statistic sadly isn't consistent from weapon to weapon.
    Sometimes weapons with higher RoF fire incredibly slow, while others are pretty
    damn fast. For example, many pulse weapons have an RoF of 8, but fire
    projectiles faster than Deathshrike Legion mines which have an RoF of 3.
    Conversely, the Deathshrike Legion mines have an RoF of 3, but the Deathshrike
    mine V has an RoF of 1.5 yet fires twice as fast. Most pulse weapons have an RoF
    of 8, the Praetorian pulse weapon fires much faster and has an RoF of 15, but
    the Battlegun has an RoF of 1 in spite of firing about as fast as the Praetorian
    weapon. In short, in spite of copying the RoF as seen in the game it's nigh
    impossible to know what it means.
    
    &******************************************************************************8
    
                               - Consortium Weapons [WC] - 
    
    &******************************************************************************8
    
    Spike A - Beam, Classification - Beam, DPS - 39, RoF - 0, Cost - 2,000 credits,
    Range - Medium, Description - A high-energy gravity-wave weapon. Popular for
    its cost and reliability, but surpassed by other beam weapons.
    
    Slash B - Beam, DPS - 77, Cost - 3,000 credits, Description - Upgrade of the
    Spike A - Beam, this gravity-wave weapon is effective at long range and against
    armored targets.
    
    Crusher C - Beam, DPS - 154, Cost - 10,125 credits, Description - Improved
    version of the Slash B - Beam, highly effective with sustained bursts of
    particle energy.
    
    Rupture G - Beam, DPS - 553, Cost - 22,781 credits, Description - The pinnacle
    of Consortium tech, the Rupture is coveted among free traders and operatives
    alike for its sheer destructive power.
    
    
    Dirge Rail Gun Mk. I, Classification - Pulse, Cost - 2,285 credits, DPS - 36,
    Rof - 8, Range - Medium, Description - Of Maris design, with huge slugs of metal
    magnetically accelerated to high velocity to the target. Crude but effective.
    
    Dirge Rail Gun Mk. II, Cost - 3,428 credits, DPS - 71, Description - Uses
    improved magnetic channels and aluminum rounds coated in a synthetic alloy
    specifically to punch through targets.
    
    Dirge Rail Gun Mk. III, Cost - 11,571 credits, DPS - 145, Description - using a
    secret Maris technique, the magnetic couplers have been coated in an unknown
    substance that accelerates the round at deadly speed.
    
    Dirge Rail Gun Mk. IV, Cost - 26,035 credits, DPS - 289, Description -
    Custom-made on Maris Prime and coveted by fighter jocks of any faction.
    Fast-reloading and hard-hitting, the Dirge Mk. IV is the ultimate in rail-gun
    technology.
    
    
    C1-Hawkeye, Classification - Missile, Cost - 2,666 credits, DPS - 97, RoF - 1,
    Range - medium, Description - A tried and tested missile, possessing a good
    balance of turn rate and speed.
    
    C2-Hawkeye, Cost - 4,000, credits, DPS - 178, Description - Upgraded version of
    the C1 - Hawkeye, boasting improved damage potential.
    
    C3-Hawkeye, Cost - 13,500 credits, DPS - 372, Description - Upgraded version of
    the Hawkeye missile, boasting significantly improved damage potential.
    
    C4-Hawkeye, Cost - 30,374 credits, DPS - 744, Description - Top-of-the-line
    version of the Hawkeye missile, boasting devastating damage potential.
    
    &******************************************************************************8
    
                               - Syndicate Weapons [WS] -
    
    &******************************************************************************8
    
    Reaver Antimatter Cannon Mk. I, Classification - Pulse, Cost - 3,426 credits,
    DPS - 60, Rof - 4, Range - Long, Description - Slow-firing, highly damaging
    bolts of antimatter that are harmless until they come in contact with matter.
    Most effective at range.
    
    Reaver Antimatter Cannon Mk. II, Cost - 5,142 credits, DPS - 121, Description -
    Launches devastating bolts of antimatter at the target with an improved firing
    rate.
    
    Reaver Antimatter Cannon Mk. III, Cost - 17,357 credits, DPS - 242, Description
    - Modified to more quickly assemble antimatter particles for a faster firing
    rate.
    
    Reaver Antimatter Cannon Mk. IV, Cost - 39,053 credits, DPS - 434, Description -
    Delivers slow-firing, highly damaging bolts of antimatter that are harmless
    until they com in contact with matter. Most effective at range.
    
    
    Incinerator Plasma-Thrower, Classification - Beam, Cost - 2,500 credits, DPS -
    55, RoF - 0, Range - Close, Description - High-damaging short-range plasma
    stream popular with Syndicate mercenaries. Deadly in close quarters but
    inaccurate at long range.
    
    Incinerator II Plasma-Thrower, Cost - 4,100 credits, DPS - 111, Description -
    Deadly close quarters upgrade of the original that discharges a powerful stream
    of superheated plasma. Requires recharging.
    
    Incinerator III Plasma-Thrower, Cost - 12,656 credits, DPS - 266, Description -
    Developed by Warlord Cinnefato effectively throw a longer and more sustained
    burst of plasma.
    
    Incinerator IV Plasma Cannon, Cost - 28,476 credits, DPS - 444, Description -
    The height of plasma technology pirated from Convocation research; the deadliest
    close-combat weapon in known space.
    
    
    Piledriver I, Classification - Missile, Cost - 4,000 credits, DPS - 101, RoF -
    2, Range - Medium, Description - A Syndicate-hacked version of Order technology.
    All navigation has been sacrificed to produce a super-fast missile that starts
    off slow and is capable of high damage.
    
    Piledriver II, Cost - 6,000 credits, DPS - 184, Description - Upgraded version
    of the Piledriver missile, boasting improved damage potential.
    
    Piledriver III, Cost - 20,250 credits, DPS - 404, Description - Upgraded version
    of the Piledriver missile, boasting significantly improved damage potential.
    
    Piledriver IV, Cost - 45,562 credits, DPS - 775, Description - Top-of-the-line
    version of the Piledriver missile, boasting devastating damage potential.
    
    &******************************************************************************8
    
                              - Praetorian Weapons [WP] -
    
    &******************************************************************************8
    
    Like their ships, Praetorian weapons cost 50% less than the average price of
    weapons in the same category and tier but are no less effective.
    
    Crackshot LR, Classification - Beam, Cost - 1,250 credits, DPS - 64, RoF - 0,
    Range - Long, Description - Accurate long-range energy weapon used by the
    Praetoriate. Valued for its accuracy, which guarantees a hit on enemy ships.
    
    Crackshot LR II, Cost - 2,050 credits, DPS - 128, Description - Upgrade of the
    Cracshot LR, this long-range weapon fires penetrating guided rounds with
    destructive results
    
    Crackshot LR III, Cost - 6,328 credits, DPS - 255, Description - Next-Generation
    long-range precision weapon that fires solid-slug rounds with internal guidance
    systems.
    
    Crackshot LR IV, Cost - 14,238 credits, DPS - 510, Description -
    High-performance ordinance that puts a solid-slug round on target from distance
    with improved tracking.
    
    
    Pulse Hi-EX I, Classification - Pulse, Cost - 1,714 credits, DPS - 44, RoF - 15,
    Range - Close, Description - Fast-firing Praetorian-issue. Fires high energy
    projectiles toward the target using Qui pulse technology.
    
    Pulse Hi-Ex II, Cost - 2,571 credits, DPS - 90, Description - With its improved
    cyclical rate, this weapon fires a constant stream of energy at the target.
    
    Pulse Hi-Ex III, Cost - 8,678 credits, DPS - 179, Description - Thanks to
    proprietary Qui technology, the pulses are more rapidly energized and released
    for destructive effect.
    
    Pulse Hi-Ex IV, Cost - 19,526 credits, DPS - 350, Description - This Convocation
    mainstay was converted from anti-fighter ordinance to anti-armor for tactical
    missions requiring sustained firepower.
    
    
    Packhound v1, Classification - Missile, Cost - 2,000 credits, DPS - 101, RoF -
    1, Range - Medium, Description - The standard issue missile on almost all
    Praetorian ships. can be fired multiple times in a short span of time, although
    damage is sacrificed.
    
    Packhount v2, Cost - 3,000 credits, DPS - 198, Description - Upgraded version of
    the Packhound missile, boasting improved damage potential.
    
    Packhound v3, Cost - 10,125, DPS - 423, Description - Upgraded version of the
    Packhound missile, boasting significantly improved damage potential.
    
    Packhound v4, Cost - 22,781 credits, DPS - 808, Description - Top-of-the-line
    version of the Packhound missile, boasting devastating damage potential.
    
    &******************************************************************************8
    
                               - Dominion Weapons [WD] -
    
    &******************************************************************************8
    
    
    Phalanx Plasma Cannon Mk. I, Classification - Pulse, Cost - 2557 credits, DPS -
    37, RoF - 8, Range - Close, Description - Charged shots of superheated balls of
    plasma are fired at the target with devastating anti-armor effects. Best at
    short range.
    
    Phalanx Plasma Cannon Mk. II, Cost - 4,285 credits, DPS - 74, Description - This
    upgraded version of the Phalanx has better range from improved long-barrel
    cooling technology.
    
    Phalanx Plasma Cannon Mk. III, Cost - 14,464 credits, DPS - 150, Description -
    The latest in plasma delivery technology, this model of the Phalanx delivers a
    more destructive round at range that gathers strength while in transit.
    
    Phalanx Plasma Cannon Mk. IV, Cost - 32,544 credits, DPS - 300, Description -
    The very latest in plasma cannon tech, the Phalanx delivers a large destructive
    bolt of pure plasma on target with devastating effects.
    
    
    Dominion Minigun, Classification - Beam, Cost - 3,000 credits, DPS - 55, RoF -
    0, Range - Long, Description - A kinetic weapon introduced during the Colony
    Wars 50 years ago. Fires high-velocity shells at long range with fast lock time.
    
    Vanquisher Minigun, Cost - 4,000 credits, DPS - 111, Description - Enhanced
    version of the Decimator minigun that fires self-propelled shells at high rates
    of speed.
    
    Annihilator Minigun, Cost - 15,187 credits, DPS - 222, Description - Modified
    version used exclusively by the Basilisks, with improved kinetic stabilization
    to keep sustained fire on target.
    
    Reaper Minigun, Cost - 34,171 credits, DPS - 444, Description - Using applied
    gyro-stabilizers and solid-shell detonating warheads, the Reaper is more
    accurately characterized as a "mini-cannon".
    
    
    Creeping Death Mk. I, Classification - Missile, Cost - 3,333 credits, DPS - 105,
     RoF - 1, Range - Medium, Description - A slow Dominion-made missile with an
    excellent turning arc. Capable of high damage.
    
    Creeping Death Mk. II, Cost - 5,000 credits, DPS - 210, Description - Upgraded
    version of the Creeping Death missile, boasting improved damage potential.
    
    Creeping Death Mk. III, Cost - 16,875, DPS - 420, Description - Upgraded version
    of the Creeping Death missile, boasting significantly improved damage potential.
    
    Creeping Death Mk. IV, Cost - 37,968 credits, DPS - 879, Description -
    Top-of-the-line version of the Creeping Death missile, boasting devastating
    damage potential.
    
    &******************************************************************************8
    
                                - Order Weapons [WO] -
    
    &******************************************************************************8
    
    Devastator ES I, Classification - Pulse, Cost - 2,857 credits, DPS - 56, RoF -
    8, Range - Long, Description - A ball of electrons glued together by Order
    nanotechnology. Critical mass is not achieved until high velocity so best used
    at long range.
    
    Devastator ES II, Cost - 4,285 credits, DPS - 114, Description - Improved range
    and magnetic clouds increase the speed of the projectile without compromising
    weapon's strength.
    
    Devastator ES III, Cost - 14,464 credits, DPS - 226, Description - A ball of
    electrons glued together by Order nanotechnology. Critical mass is not achieved
    until high velocity so best used at long range.
    
    Devastator ES IV, Cost - 32,544 credits, DPS - 449, Description - The cutting
    edge of electronic shunt technology, the Devastator creates a massive ball of
    pure fusion energy held together by nano-tethers.
    
    
    Purifier Light Laser, Classification - Beam, Cost - 3,000 credits, DPS - 55,
    RoF - 0, Range - Close, Description - Short-range high-damage beam of energy.
    While effective, the weapon does require recharging before use.
    
    Absolution Laser Assembly, Cost - 4,500 credits, DPS - 111, Description -
    Enhanced version of the Purifier Light Laser that fires a sustained beam of
    high-damage energy.
    
    Deliverance Custom Laser, Cost - 15,187 credits, DPS - 222, Description -
    Developed by Order scientists, the D - laser is a veritable torrent of fusion
    energy harnessed into a beam of incandescent weapons fire.
    
    Domination Laser, Cost - 34,171, DPS - 444, The highest level of Order beam
    technology, the Domination Laser is coveted by any who witness its deadly
    effects in combat.
    
    
    Piranha-A, Classification - Missile, Cost - 3,333 credits, DPS - 112, RoF - 1,
    Range - Medium, Description - A fast-moving missile from the Order's Evangelist
    Fleet technical laboratories. Hampered by low turning arc and low damage.
    
    Piranha-B, Cost - 5,000 credits, DPS - 216, Description - Upgraded version of
    the Piranha missile, boasting improved damage potential.
    
    Piranha-C, Cost - 16,875, DPS - 431, Description - Upgraded version of the
    Piranha missile, boasting significantly improved damage potential.
    
    Piranha-D, Cost - 37,968 credits, DPS - 899, Description - Top-of-the-line
    version of the Piranha missile, boasting devastating damage potential.
    
    &******************************************************************************8
    
                                  - PVP Weapons [WP] -
    
    &******************************************************************************8
    
    As I said in the introduction I do not have access to PVP weapons so I can't
    provide intimate statistical details, but I'll do all I can to give you an idea
    of what to expect.
    
    Viper Proximity Mine - Presumably the same as the Deathshike Legion Mine, just
    weaker and incapable of cloaking. This weapon can be tested in the Syndicate
    story mission "Skin of Your Teeth", Dominion preset mission "Waste Management",
    and the Order preset mission "Restoration of Order"
    
    Mongoose Proto Trap - A mobile mine that homes in on enemies that get close
    enough, the problem being that far more mines than necessary can end up chasing
    a target. This weapon can be seen in The Graveyard's Minefield region, tested in
    the Order story mission "Apostate", and the Order preset mission "Enemy Hands".
    
    Thumper Autogun - An autogun that fires pulse weapons if I'm not mistaken. Pulse
    weapons aren't as accurate as beams and will slow down after awhile so unless it
    could fire Battlegun rounds this probably wouldn't be a weapon you'd want. This
    weapon can be tested in the Consortium preset missions "Waste Management",
    "Enemy Hands", and the Order preset mission "Restoration of Order".
    
    KL-088 - Here's where the money is, this is an energy-based pulse weapon in the
    same rank as the Battlegun and Excruciator. Although it's meant to be a close
    range weapon it's not bad at medium range, and larger targets you use it against
    aren't maneuverable enough to avoid its fire. The KL - 088's energy drain is
    present but not overly ridiculous and can be countered with a well-leveled
    energy regeneration from a DPS sentient.
    
    This weapon can be tested in multiple preset missions including the Consortium's
    "Eye of the Needle", Syndicate's "Prototype Escort", "Mind the Minefield",
    "Cage Match", "Close to the Edge", "Quickbuck Crossing", "Information Shredder",
    and "Waste Management", Praetorian's "Information Shredder", and Dominion's
    "Eye of the Needle".
    
    Corona - The only other energy-based pulse weapon, and not that spectacular at
    that. It fires several pulse projectiles in a circular blast that looks like a
    firework going off. While certainly conducive to the "Shmup" genre, and not
    particularly weak per projectile, the energy drain is too significant to be
    worth using seriously in my opinion, but it's a nice novelty weapon.
    
    This weapon is always used against you in some capacity in the preset missions
    "Enemy Hands", "Catastrophe in the Catacombs", and by the cruisers in the
    "Fallen on Hard Times" missions. The only time you get to wield it is during the
    Syndicate preset mission "Frozen".
    
    Multi Missile - The only energy-based missile weapon in the game, the Multi
    Missile is quite the spectacle, firing several missiles in a swarm that
    violently arc and destroy the target. It's a solid weapon from what I've seen
    but despite firing multiple missiles, they won't divert to other targets after
    the first one has been destroyed like most beam weapons.
    
    This weapon can be tested in preset missions including the Consortium's
    "Defending the Icy Wastes", "Enemy Hands", Praetorian's "Wrath Unleashed", and
    "Space Mites", Dominion's "Defending the Icy Wastes", "Close to the Edge", and
    "Fire for Effect", Order's "Defending the Icy Wastes", "Fallen on Hard Times",
    and "Space Madness".
    
    &******************************************************************************8
    
                               - Warzone Weapons [WW] -
    
    &******************************************************************************8
    
    WZN pt(s), means Warzone point(s), the points awarded to the player at the
    conclusion of a warzone mission. Although all of the torpedo weapons on this
    list have the same statistics, they vary in speed and projectile size, though
    the Legion Raid Corsair outclasses the lot of them in my book so you'll probably
    only care about the Battleguns.
    
    Silkworm I, Classification - Torpedo, Cost - 1 WZN pt., DPS - 120, RoF - 1,
    Range - Medium, Energy Cost - 20 points, Description - Highly damaging
    projectile with a good balance between speed and damage.
    
    Silkworm II, Cost - 10 WZN pts., DPS - 240, Description - Enhanced version of
    the Silkworm; a highly damaging projectile with a good balance between speed and
    damage.
    
    Silkworm III, Cost - 30 WZN pts., DPS - 479, Significantly enhanced version of
    the Silkworm; a highly damaging projectile with a good balance between speed and
    damage.
    
    Silkworm IV, Cost - 80 WZN pts., DPS - 959, Top-of-the-line version of the
    Silkworm; a highly damaging projectile with a good balance between speed and
    damage.
    
    
    Marauder I, Classification - Torpedo, Cost - 2 WZN pts., DPS - 120, RoF - 1,
    Range - Medium, Energy Cost - 20 points, Description - Torpedo with an enhanced
    fuel supply that allows for extra speed at the cost of damage.
    
    Marauder II, Cost - 12 WZN pts., DPS - 240, Description - Enhanced version of
    the Marauder; a torpedo with an enhanced fuel supply that allows for extra speed
    at the cost of damage.
    
    Marauder III, Cost - 33 WZN pts., DPS - 479, Description - Significantly
    enhanced version of the Marauder; a torpedo with an enhanced fuel supply that
    allows for extra speed at the cost of damage.
    
    Marauder IV, Cost - 84 WZN pts., DPS - 959, Description - Top-of-the-line
    version of the Marauder; a torpedo with an enhanced fuel supply that allows for
    extra speed at the cost of damage.
    
    
    Adjudicator, Classification - Torpedo, Cost - 2 WZN pts., DPS - 120, RoF - 1,
    Range - Medium, Energy Cost - 20 points, Description - Antimatter orb that is
    very slow but capable of causing devestating damage to a target.
    
    Adjudicator Mk. II, Cost - 12 WZN pts., DPS - 240, Description - Enhanced
    version of the Adjudicator; an antimatter orb that is very slow but capable of
    causing devastating damage to a target.
    
    Adjudicator Mk. III, Cost - 33 WZN pts., DPS - 479, Description - Significantly
    enhanced version of the Adjudicator; an antimatter orb that is very slow but
    capable of causing devastating damage to a target.
    
    Adjudicator Mk. IV, Cost - 84 WZN pts., DPS 959, Description - Top-of-the-line
    version of the Adjudicator; an antimatter orb that is very slow but capable of
    causing devastating damage to a target.
    
    
    Tornado-CS1, Classification - Torpedo, Cost - 3 WZN pts., DPS - 120, RoF - 1,
    Range - Medium, Energy Cost - 20 points, Description - Its slow-launching
    mechanism means that the Tornado takes a while to get to top speed, but when it
    does, it takes some stopping.
    
    Tornado-CS2, Cost - 14 WZN pts., DPS - 240, Description - Enhanced version of
    the Tornado, slow-launching but difficult to stop at top speed.
    
    Tornado-CS3, Cost - 36 WZN pts., DPS - 479, Description - Significantly enhanced
    version of the Tornado, slow-launching but difficult to stop at top speed.
    
    Tornado-CS4, Cost - 88 WZN pts., DPS - 959, Description - Top-of-the-line
    version of the Tornado, slow-launching, but difficult to stop at top speed.
    
    
    Sunfire Bomb v1, Classification - Torpedo, Cost - 3 WZN pts., DPS - 120, RoF -
    1, Range - Medium, Energy Cost - 20 points, Description - huge ball of deadly
    plasma, the benefit being the quick refire rate.
    
    Sunfire Bomb v2, Cost - 14 WZN pts., DPS - 240, Description - Enhanced version
    of the Sunfire bomb; a huge ball of deadly plasma, the benefit being the quick
    refire rate.
    
    Sunfire Bomb v3, Cost - 36 WZN pts., DPS - 479, Description - Significantly
    enhanced version of the Sunfire Bomb; a huge ball of deadly plasma, the benefit
    being the quick refire rate.
    
    Sunfire Bomb v4, Cost - 88 WZN pts., DPS - 959, Description - Top-of-the-line
    version of the Sunfire Bomb; a huge ball of deadly plasma, the benefit being the
    quick refire rate.
    
    
    Battlegun 1, Classification - Pulse, Cost - 4 WZN pts., DPS - 140, RoF - 1,
    Range - Medium, Description - A tried and tested missile, possessing a good
    balance between turn rate and speed.
    
    Battlegun 2, Cost - 16 WZN pts., DPS - 278, Description - A tried and tested
    missile, possessing a good balance between turn rate and speed.
    
    Battlegun 3, Cost - 39 WZN pts., DPS - 556, Description - A tried and tested
    missile, possessing a good balance between turn rate and speed.
    
    Battlegun 4, Cost - 92 WZN pts., DPS - 1115, Description - A tried and tested
    missile, possessing a good balance between turn rate and speed.
    
    &******************************************************************************8
    
                            - Legion Raid Weapons [WL] -
    
    &******************************************************************************8
    
    LR pt(s), means Warzone point(s), the points awarded to the player at the
    conclusion of a Legion Raid wave/mission. This is the only time that one of the
    statistics that usually applies to all the weapons of the same basic namesake
    changes. The Excruciator's rate of fire (RoF) stat changes after the level 1
    tier, though follows the second tier's statistic from that point onward. Pay
    attention to the Excruciator Iv's description because although all the weapons
    bypass shields, it's only for fighters. The Hellfire beams do not jump to other
    locked on targets after the first one has been destroyed like most beam weapons.
    It is utilized by Legion Tanks in the Webweave region of Shadowrift and is a
    defense mechanism in the Ark's Path of Darkness region.
    
    
    Excruciator I, Classification - Pulse, Cost - 1 LR pt., DPS - 40, RoF - 2, Range
    - Medium, Description - Legion pulse technology that hurls bolts of formed
    plasma that bypasses shielding to strike the armor underneath.
    
    Excruciator II, Cost - 20 LR pts., DPS - 80, RoF - 0, Description - Enhanced
    accuracy and performance create a deadlier salvo of munitions.
    
    Excruciator III, Cost - 60 LR pts., DPS - 150, Description - Plasma bolts shaped
    with an outer and inner core, which allows for the plasma to penetrate the
    target and then detonate.
    
    Excruciator IV, Cost - 120 LR pts., DPS - 318, Description - A fighter-killer,
    the Excruciator IV fires a single destructive piercing plasma warhead that
    easily bypasses most shields to destroy a ship in minutes.
    
    
    Deathbloom Autogun, Classification - Autogun, Cost - 2 LR pts., DPS - 40, RoF -
    50, Range - Medium, Description - Autogun that fires guided missiles.
    
    Deathbloom Autogun 2, Cost - 24 LR pts., DPS - 80, Autogun that fires improved
    guided missiles.
    
    Deathbloom Autogun 3, Cost - 66 LR pts., DPS - 160, Autogun that fires
    significantly improved guided missiles.
    
    Deathbloom Autogun 4, Cost - 96 LR pts., DPS - 320, Top-of-the-line autogun
    that fires devastating guided missiles.
    
    
    Praetorian Autogun, Classification - Autogun, Cost - 2 LR pts., DPS - 40, RoF -
    50, Range - Medium, Description - Autogun that fires beams.
    
    Praetorian Autogun 2, Cost - 24 LR pts., DPS - 80, Autogun that fires improved
    beams.
    
    Praetorian Autogun 3, Cost - 66 LR pts., DPS - 160, Autogun that fires
    significantly improved beams.
    
    Praetorian Autogun 4, Cost - 96 LR pts., DPS - 320, Top-of-the-line autogun that
    fires devestating beams.
    
    
    Corsair I, Classification - Torpedo, Cost - 4 LR pts., DPS - 132, RoF - 1, Range
    - Medium, Energy Cost - 20 pts. Description - Formidable anti-cruiser weapon
    with an improved warhead payload that sacrifices speed for maximum damage.
    
    Corsair II, Cost - 28 LR pts., DPS - 204, Description - Enhanced version of the
    Corsair, slow-launching but difficult to stop at top speed.
    
    Corsair III, Cost - 72 LR pts., DPS - 527, Description - Significantly enhanced
    version of the Corsair, slow-launching but difficult to stop at top speed.
    
    Corsair IV, Cost - 136 LR pts., DPS - 1055, Description - Top-of-the-line
    version of the Corsair, slow-launching but difficult to stop at top speed.
    
    
    Coffin Nail I, Classification - Missile, Cost - 6 LR pts., DPS - 117, RoF - 3,
    Range - Medium, Description - Nicknamed the "Coffin Nail" by Convocation forces,
    this Legion missile sacrifices warhead strength for speed.
    
    Coffin Nail II, Cost - 32 LR pts., DPS - 322, Description - Upgraded version of
    the Coffin Nail missile, boasting improved damage potential.
    
    Coffin Nail III, Cost - 78 LR pts., DPS - 644, Description - Significantly
    improved version of the Coffin Nail missile, boasting improved damage potential.
    
    Coffin Nail IV, Cost - 144 LR pts., DPS - 1,288, Description - Top-of-the-line
    upgrade of the Coffin Nail missile, boasting improved damage potential.
    
    Hellfire Beam, Classification - Beam, Cost - 8 LR pts., DPS - 115, RoF - 0,
    Range - Medium, Energy Cost - 75 pts., Description - Large gravitic beam that
    fires a concentrated burst of fusion energy.
    
    Hellfire Beam II, Cost - 36 LR pts., DPS - 233, Description - Upgrade of the
    large gravitic beam that fires a concentrated burst of fusion energy.
    
    Hellfire Beam III, Cost - 84 LR pts., DPS - 506, Description - Significant
    upgrade of the large gravitic beam that fires a concentrated burst of fusion
    energy.
    
    Hellfire Beam IV, Cost - 152 LR pts., DPS - 970, Description - Top-of-the-line
    upgrade of the large gravitic beam that fires a concentrated burst of fusion
    energy.
    
    &******************************************************************************8
    
                              - Ark Raid Weapons [WA] -
    
    &******************************************************************************8
    
    AR pts, means Ark Raid points, the point(s) awarded to the player as a reward
    for beating the various sub-bosses. The Lightning Beams in this section are one
    of only three beam weapons that do not jump to the next locked on target after
    the first has been destroyed like most beam weapons so keep that in mind.
    
    Deathshrike Legion Mine I, Classification - Mine, Cost - 5 AR pts., DPS - 400,
    RoF - 3, Range - Medium, Description - Highly damaging version of a proximity
    mine with the ability to remain cloaked.
    
    Deathshrike Legion Mine II, Cost - 20 AR pts., DPS - 800, Description - Upgraded
    version of the hugely damaging version of a proximity mine with the ability to
    remain cloaked.
    
    Deathshrike Legion Mine III, Cost - 50 AR pts., DPS - 1,600, Description -
    Significantly upgraded version of the hugely damaging version of a proximity
    mine with the ability to remain cloaked.
    
    Deathshrike Legion Mine IV, Cost - 80 AR pts., DPS - 3,200, Description -
    Top-of-the-line version of the hugely damaging version of a proximity mine with
    the ability to remain cloaked.
    
    
    Lightning Beam Mk. I, Classification - Beam, Cost - 10 AR pts., DPS - 128, RoF -
    0, Range - Medium, Energy Cost - 75 pts., Description - Weapon that fires
    strands of crackling supercharged plasma.
    
    Lightning Beam Mk. II, Cost - 30 AR pts., DPS - 247, Description - Significant
    upgrade of the weapon that fires strands of crackling supercharged plasma.
    
    Lightning Beam Mk. III, Cost - 60 AR pts., DPS - 491, Description - Significant
    upgrade of the weapon that fires strands of crackling supercharged plasma.
    
    Lightning Beam Mk. IV, Cost - 90 AR pts., DPS - 979, Description -
    Top-of-the-line upgrade of the weapon that fires strands of crackling
    supercharged plasma.
    
    
    Big Green Power I, Classification - Beam, Cost - 15 AR pts., DPS - 119, RoF - 0,
    Range - Medium, Energy Cost - 75 pts., Description - Big, green, and powerful
    weapon.
    
    Big Green Power II, Cost - 40 AR pts., DPS - 235, Description - Upgrade of the
    big, green, and powerful weapon.
    
    Big Green Power III, Cost - 70 AR pts., DPS - 470, Description - Significant
    upgrade of the big, green, and powerful weapon.
    
    Big Green Power IV, Cost - 100 AR pts., DPS - 942, Description - Top-of-the-line
    version of the big, green, and powerful weapon.
    
    &******************************************************************************8
    
                              - Bonus Weapons [WB] -
    
    &******************************************************************************8
    
    Bonus weapons are dropped by specific enemies, they CANNOT be purchased in the
    game's docking stations. It's not clear to me exactly how many there are but
    I'll list everything I've encountered (and some that I have yet to acquire but
    know exist). I think that some of the weapons are dropped by Ark sub-bosses and
    some by PVP battleships, the latter I obviously do not have access to. Keep in
    mind that you must have 14 or fewer weapons/sentients in order for a bonus
    weapon to be dropped. Also, your upgrades menu will flash regardless of whether
    you pick up an upgrade or weapon. All of these weapons are listed in your basic
    weapons section when docked.
    
    Power Beam, Classification - Beam, Can be dropped by - Clay Tok, DPS - 573,
    RoF - 0, Range - Medium, Description - Beam weapon that instantly generates
    maximum damage, regardless of lock-on time. (Note that this is one of the few
    beam weapons that will not jump to the next locked target after the first has
    been destroyed like most beam weapons, and although damage is unchanged, the
    beam will not fire for as long as when you're fully locked on. This weapon is
    utilized by Legion Tanks in Legion Raid missions.)
    
    Power Missile, Classification - Missile, Can be dropped by - Elder Ones, and
    Final Ark boss, DPS - 874, RoF - 1, Range - Medium, Description - Prototype
    missile weapon that always fires at maximum velocity.
    
    Deathshrike Mine V, Classification - Mine, Can be dropped by - Clay Tok and
    Janus (Mirror boss) DPS - 3,200, RoF - (2 when viewing comparison statistics,
    which is presumably rounded up from the in-depth statistics which list it as
    1.5), Range - Medium, Description - Ultimate highly damaging proximity mine,
    equipped with the ability to remain cloaked.
    
    Power Lightning Beam, Classification - Beam, Can be dropped by - Path of the
    Dead battleship boss and Janus (Mirror boss), DPS - 1,856, RoF - 0, Range -
    Medium, Energy Cost - 37.5, Description - Prototype huge lightning beam that
    uses less energy.
    
    Power Big Green Power Beam, Classification - Beam, Can be dropped by - Elder
    Ones, DPS - 300, RoF - 0, Range - Medium, Energy Cost - 37.5, Description -
    Prototype huge Green Power that uses less energy. (No, I did not make a mistake,
    I checked the DPS and tested it in combat, it really is that weak.)
    
    The following are weapons that I have not acquired but have seen given as
    equipment in preset missions:
    
    Power Pulse - Presumably a bonus version of the Dirge Rail Gun. This weapon does
    not overheat.
    
    Deathbloom Autogun V
    
    Praetorian Autogun V - Fires beams with the same appearance as the ones used by
    the Legion Splitters in The Crucible and Ark.
    
    Viper Proximity Mine V
    
    Mongoose Proto Trap V
    
    Thumper Autogun V
    
    Power Spray - Presumably a bonus version of the KL-088  whose projectiles look
    similar to one of the Warzone torpedo weapons both in aesthetics and size.
    
    Power Multi-Missile - Missiles are orange-ish peach rather than light blue and
    presumably use less energy, do more damage, or both.
    
    &******************************************************************************8
    
                             - Weapon Recommendations [WREC] -
    
    &******************************************************************************8
    
    The Battlegun is generally considered the best weapon from what little I've seen
    online and it's most certainly high up on the list. Just make sure it's equipped
    to a Cruiser or Consortium Heavy Fighter to counteract the overheating because
    in spite of its description it's actually a pulse weapon. Most of the faction
    specific weapons aren't worth bothering with, it's the ones purchased with
    points or dropped by enemies that you'll want most of the time. In spite of how
    powerful they are in the hands of enemies, the Big Green Power and Hellfire
    beams aren't ones you should aspire to acquire (rhyme unintended), because the
    Power Lightning Beam is much stronger if the DPS statistic is to be believed.
    
    The Coffin Nail missile would probably do well with a Syndicate heavy fighter,
    but you'll want the Power Missile or Multi-Missile/Power Multi-Missile. The
    Corsair is the Torpedo to get, the Deathshrike Mine V is probably the best mine,
    or maybe the Mongoose Proto Trap V, the Deathbloom/Praetorian V's are the
    autoguns to get since the pulse weapon-firing one isn't as accurate from a
    distance, and when it comes to pulse weapons the Battlegun, Excruciator, and
    Power Spray/KL-088 are the ones to keep in mind.
    
    I typically use pulse weapons with ships that counteract their fire-rate
    handicap so I use the Battlegun, but since I don't get to spend as much quality
    time with PVP weapons, and not every build is right for every player so it
    doesn't feel right saying it's the best.
    
    
                      ____      ___ ____      ___ ____ ____     ___
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                      _M(_    _)MM_ _M(_    _)MM_ _MM_      YP
    
    
                                   - Ship Statistics - 
                                         [XXIV]
    
    
    Ships will be listed by: 1) Order of availability, 2) ship tier level, 3) then
    class (scout, interceptor, etc.) "RFL" stands for Required Faction Level, which
    is the necessary level you have to be in order to be eligible to purchase a
    given ship. "Cargo" meanwhile represents the cargo capacity of the given ships,
    and cost always refers to credits. Ships of the same class in a faction have the
    exact same descriptions across all tier levels so I'm only going to list the
    description once for each of the tier 1 ships rather than copy-paste it 3 more
    times. Ship speed and cargo capacity also repeat from tier to tier when it's the
    same class in the same faction so I'll list them once each in the tier 1 listing
    but not for the following 3. Also, the number next to each ship name refers to
    its tier level (Punisher 2 is a tier level 2 ship, Hammerhead 3 is a tier level
    3 ship, etc.) so I won't bother listing the tier levels of each ship. Another
    thing that carries across every faction is the number of weapon slots each ship
    class has. Again, for the sake of reducing repetition here's a list of the ship
    classes and the number of weapon slots each has:
    
    Scout - 2, Interceptor - 2, Heavy Fighter - 3, Cargo ship - 2, Cruiser - 4.
    
    All cargo ships and cruisers across every faction have the same innate abilities
    so I'm listing them here rather than posting them 4 times each: Cargo ships -
    Sentient ability use requires no energy with this ship. Cruiser - Capable of
    maintaining sustained weapons fire with no penalties. (Note: A cruiser's ability
    to maintain fire with no penalties refers to preventing pulse weapons from
    overheating and slowing down only, so don't expect weapons that drain energy to
    not do so when equipped to a cruiser. Lastly, I'd like to note that the
    statistics listed regarding shields and hull are based on the ORIGINAL values of
    the ships with no augments like ship upgrades, pilot skills, or sentient
    bonuses, all of which are added to the total when viewing ships. So if your
    statistics are higher than those listed here, that's why.
    
    Dominion/Order interceptors can commandeer, AKA steal/take control of ships that
    are apart of your current faction, even other interceptors, regardless of tier
    level. When you do this, your sentient's will still have their passive abilities
    active just like when hijacking even though they won't be equipped. Unlike
    hijacking however, the ship you commandeer will not be replaced when docking or
    taking part in missions (unless said missions have a preset ship for you to
    pilot/ride in). Your own weapons will also be automatically equipped when
    docking or warping to another zone, preventing you from having to rely on
    default load-outs.
    
    &******************************************************************************8
    
                               - Consortium Ships [SC] - 
    
    &******************************************************************************8
    
    All Consortium ships have twice the usual cargo capacity, with the exception of
    the cruisers which have holds equal to Syndicate and Praetorian cruiser's size,
    and half that of the Dominion and Revenant Order's.
    
    Name - Spider 1, Class - Scout, RFL - 0, Cost - 0, Hull - 100, Shields - 100,
    Speed - 120, Cargo - 10, Description - A fast advance scout used for smuggling
    small goods, recon missions, and light combat. Ability - Mining yields higher
    ore with this ship.
    
    Name - Hammerhead 1, Class - Interceptor, RFL - 0, Cost - 2,000, Hull - 200,
    Shields - 200, Speed - 100, Cargo - 10, Description - A high-defense interceptor
    made for heavy combat and running Praetorian blockades. Ability - This ship can
    maintain travel boost even while firing.
    
    Name - Scorpion 1, Class - Heavy Fighter, RFL - 1, Cost - 2,000, Hull - 150,
    Shields - 150, Speed - 80, Cargo - 10, Description - An interdiction and support
    ship created specifically for the Consortium, focusing on heavy offense. Ability
    - Pulse weapons don't overheat with this ship
    
    Name - Tugboat 1, Class - Cargo Ship, RFL - 1 Cost - 4,000, Hull- 500, Shields -
    500, Speed - 50, Cargo - 40, Description - A common sight in Convocation space,
    those ships make up the majority of the Consortium free-trader fleet.
    
    Name - Grizzly 1, Class - Cruiser, RFL - 2, Cost - 4,000 credits, Hull - 1,000,
    Shields - 1,000, Speed - 25, Cargo - 5, Description - Outfitted for combat and
    light transportation needs and built specifically for the Consortium.
    
    Spider 2, RFL - 2, Cost - 6,000, Hull - 200, Shields - 200.
    
    Hammerhead 2, RFL - 3, Cost - 9,000, Hull - 400, Shields - 400.
    
    Scorpion 2, RFL - 3, Cost - 9,000, Hull - 300, Shields - 300.
    
    Tugboat 2, RFL - 4, Cost - 13,500, Hull - 1,000, Shields - 1,000.
    
    Grizzly 2, RFL - 4, Cost - 13,500, Hull - 2,000, Shields - 2,000.
    
    Spider 3, RFL - 5, Cost - 20,250, Hull - 400, Shields - 400.
    
    Hammerhead 3, RFL - 5, Cost - 20,250, Hull - 800, Shields - 800.
    
    Scorpion 3, RFL - 6, Cost - 20,250, Hull - 600, Shields - 600.
    
    Tugboat 3, RFL - 6, Cost - 30,375, Hull - 2,000, Shields - 2,000.
    
    Grizzly 3, RFL - 7, Cost - 30,375, Hull - 4,000, Shields - 4,000.
    
    Spider 4, RFL - 7, Cost - 45,562, Hull - 800, Shields - 800.
    
    Hammerhead 4, RFL - 8, Cost - 68,343, Hull - 1,600, Shields - 1,600.
    
    Scorpion 4, RFL - 8, Cost - 68,343, Hull - 1,200, Shields - 1,200.
    
    Tugboat 4, RFL - 9, Cost - 102,515, Hull - 4,000, Shields - 4,000.
    
    Grizzly 4, RFL - 9, Cost - 102,515, Hull - 8,000, Shields - 8,000.
    
    &******************************************************************************8
    
                                - Syndicate Ships [SS] - 
    
    &******************************************************************************8
    
    All Syndicate ships are 25% faster than other ships in the same class, and
    though it may seem like an error, the cargo statistics for these ships are in
    fact correct. The Heavy fighter has the largest cargo capacity in the faction,
    and the cargo ship can't carry any more than a typical scout fighter. Also, in
    spite of the Specter's ability description implying exclusivity, the fact is
    that all ships from every faction repair ships when you hijack them, it was
    either a design error, or a gameplay decision that came too late to come up with
    a new ability unique to the craft. Lastly, are the Syndicate cargo ships
    displayed upside down? While some details are debatable, the cockpit window
    screen extends downward instead of upward like the other ships in the faction.
    Odd...
    
    
    Name - Ghost 1, Class - Scout, RFL - 0, Cost - 0, Hull - 100, Shields - 100,
    Speed - 150, Cargo - 5, Description - A combat scout fighter with a fearsome
    reputation because of it's unparalleled speed. Ability - Can fire while cloaked
    (and be fired *upon* without de-cloaking as well)
    
    Name - Specter 1, Class - Interceptor, RFL - 0, Cost - 2,000, Hull - 200,
    Shields - 200, Speed - 125, Cargo - 5, Description - Surprisingly deadly in
    combat, thanks to a lethal ship-to-ship combat fuselage providing superior
    defense. Ability - Hijacking with this ship will repair it.
    
    Name - Vampire 1, Class - Heavy Fighter, RFL - 1, Cost - 2,000, Hull - 150,
    Shields - 150 Speed - 100, Cargo - 10, Description - A heavy weapons platform
    capable of dealing out deadly salvos of missile fire, requiring minimum lock-on
    for maximum velocity. Ability - Missiles will fire at top speed regardless of
    how long you spent locking on to them.
    
    Name - Wyvern 1, Class - Cargo Ship, RFL - 1, Cost - 4,000, Hull - 500, Shields
    - 500, Speed - 62.5, Cargo - 5, Description - The Syndicate's answer to cargo
    transport and heavy support, designed specifically by Warlord Cinnefa.
    
    Name - Reaper 1, Class - Cruiser, RFL - 2, Cost - 4,000, Hull - 1,000, Shields -
    1,000, Speed - 31.25, Cargo - 5, Description - A cruiser made for destruction -
    the Syndicate's first choice for obliterating its enemies.
    
    Ghost 2, RFL - 2, Cost - 6,000, Hull - 200, Shields - 200.
    
    Specter 2, RFL - 3, Cost - 9,000, Hull - 400, Shields - 400.
    
    Vampire 2, RFL - 3, Cost - 9,000, Hull - 300, Shields - 300.
    
    Wyvern 2, RFL - 4, Cost - 13,500, Hull - 1,000, Shields - 1,000.
    
    Reaper 2, RFL - 4, Cost - 13,500, Hull - 2,000, Shields - 2,000.
    
    Ghost 3, RFL - 5, Cost - 20,250, Hull - 400, Shields - 400.
    
    Specter 3, RFL - 5, Cost - 20,250, Hull - 800, Shields - 800.
    
    Vampire 3, RFL - 6, Cost - 20,250, Hull - 600, Shields - 600.
    
    Wyvern 3, RFL - 6, Cost - 30,375, Hull - 2,000, Shields - 2,000.
    
    Reaper 3, RFL - 7, Cost - 30,375, Hull - 4,000, Shields - 4,000.
    
    Ghost 4, RFL - 7, Cost - 45,562, Hull - 800, Shields - 800.
    
    Specter 4, RFL - 8, Cost - 68,343, Hull - 1,600, Shields - 1,600.
    
    Vampire 4, RFL - 8, Cost - 68,343, Hull - 1,200, Shields - 1,200.
    
    Wyvern 4, RFL - 9, Cost - 102,515, Hull - 4,000, Shields - 4,000.
    
    Reaper 4, RFL - 9, Cost - 102,515, Hull - 8,000, Shields - 8,000.
    
    &******************************************************************************8
    
                                - Praetorian Ships [SP] - 
    
    &******************************************************************************8
    
    All Praetorian ships cost 50% less than normal with no statistical downside.
    
    Name - Peacemaker 1, Class - Scout, RFL - 0, Cost - 0, Hull - 100, Shields -
    100, Speed - 120, Cargo - 5, Description - A short-range, fast patrol fighter
    used for scouting and enforcing the Articles of Convocation. Ability - This ship
    can fire while Undercover (without disengaging the ability).
    
    Name - Judicator 1, Class - Interceptor, RFL - 0, Cost - 1,000, Hull - 200,
    Shields - 200, Speed - 100, Cargo - 5, Description - The staple of the
    Praetorian Fleet, a customizable combat-ready ship with superlative defensive
    capabilities. Ability - The most maneuverable ship in the galaxy (boasts sharper
    turns and controls, presumably intended to use in conjunction with the 
    Undercover ability).
    
    Name - Enforcer 1, Class - Heavy Fighter, RFL - 1, Cost - 1,000, Hull - 150,
    Shields - 150, Speed - 80, Cargo - 5, Description - A heavy-weapons platform,
    most commonly associated with Praetorian authority, capable of delivering
    catastrophic damage - especially with beam weapons. Ability - Either it
    increases the overall strength of beam weapons like an upgrade, or it lets beam
    weapons do full damage without completely locking on like the Power Beam, I'm
    not certain.
    
    Name - Bulldog 1, Class - Cargo Ship, RFL - 1, Cost - 2,000, Hull - 500, Shields
    - 500, Speed - 50, Cargo - 20, Description - A heavy-transport ship used for
    prisoner transfer and cargo.
    
    Name - Executor 1, Class - Cruiser, RFL - 2, Cost - 2,000, Hull - 1,000, Shields
    - 1,000, Speed - 25, Cargo - 5, Description - A heavy cruiser used for direct
    Praetorian intervention and combat needs throughout Convocation space.
    
    Peacemaker 2, RFL - 2, Cost - 3,000, Hull - 200, Shields - 200.
    
    Judicator 2, RFL - 3, Cost - 4,500, Hull - 400, Shields - 400.
    
    Enforcer 2, RFL - 3, Cost - 4,500, Hull - 300, Shields - 300.
    
    Bulldog 2, RFL - 4, Cost - 6,750, Hull - 1,000, Shields - 1,000.
    
    Executor 2, RFL - 4, Cost - 6,750, Hull - 2,000, Shields - 2,000.
    
    Peacemaker 3, RFL - 5, Cost - 10,125, Hull - 400, Shields - 400.
    
    Judicator 3, RFL - 5, Cost - 10,125, Hull - 800, Shields - 800.
    
    Enforcer 3, RFL - 6, Cost - 10,125, Hull - 600, Shields - 600.
    
    Bulldog 3, RFL - 6, Cost - 15,187, Hull - 2,000, Shields - 2,000.
    
    Executor 3, RFL - 7, Cost - 12,187, Hull - 4,000, Shields - 4,000.
    
    Peacemaker 4, RFL - 7, Cost - 22,781, Hull - 800, Shields - 800.
    
    Judicator 4, RFL - 8, Cost - 34,171, Hull - 1,600, Shields - 1,600.
    
    Enforcer 4, RFL - 8, Cost - 34,171, Hull - 1,200, Shields - 1,200.
    
    Bulldog 4, RFL - 9, Cost - 51,257, Hull - 4,000, Shields - 4,000.
    
    Executor 4, RFL - 9, Cost - 51,257, Hull - 8,000, Shields - 8,000.
    
    &******************************************************************************8
    
                                - Dominion Ships [SD] - 
    
    &******************************************************************************8
    
    All Dominion ships have stronger hulls when compared to shields, typically twice
    as much.
    
    Name - Pegasus 1, Class - Scout, RFL - 0, Cost - 0, Hull - 200, Shields - 100,
    Speed - 120, Cargo - 5, Description - A long-range scout ship for both recon and
    combat. Ability - Power weapons are much more energy efficient with this ship.
    (33.333333% etc. less energy used)
    
    Name - Phoenix 1, Class - Interceptor, RFL - 0, Cost - 2,000, Hull - 400,
    Shields - 200, Speed - 100, Cargo - 5, Description - The workhorse of the
    Dominion Fleet and a deadly space-supremacy fighter. Ability - Capable of
    commandeering friendly units.
    
    Name - Hydra 1, Class - Heavy Fighter, RFL - 1, Cost - 2,000, Hull - 285,
    Shields - 15, Speed - 80, Cargo - 5, Description - A heavy-combat support unit
    equipped for maximum offensive capability. Ability - A double thick hull
    compensates for its low shielding. (Terribly so. Even if I liked the idea of
    piloting a ship that has next to no shielding to allow for greater hull strength
    that can't be recovered without a healer sentient the math it off. Given the
    patterns of past ships the total defensive strength of the ship should be right
    between the scout and interceptor, somewhere around 425 for hull and 25 for
    shields, but as is it's no better than the Pegasus scout fighter).
    
    Name - Centaur 1, Class - Cargo Ship, RFL - 1, Cost - 4,000, Hull - 1,000,
    Shields - 500, Speed - 50, Cargo - 20, Description - A transport ship with the
    offensive elements of a light cruiser.
    
    Name - Cyclops 1, Class - Cruiser, RFL - 2, Cost - 4,000, Hull - 2,000, Shields
    - 1,000, Speed - 25, Cargo - 10, Description - A common sight in Convocation
    space and a mainstay in the Dominion Fleet strength.
    
    Pegasus 2, RFL - 2, Cost - 6,000, Hull - 400, Shields - 200.
    
    Phoenix 2, RFL - 3, Cost - 9,000, Hull - 800, Shields - 400.
    
    Hydra 2, RFL - 3, Cost - 9,000, Hull - 570, Shields - 30.
    
    Centaur 2, RFL - 4, Cost - 13,500, Hull - 2,000, Shields - 1,000.
    
    Cyclops 2, RFL - 4, Cost - 13,500, Hull - 4,000, Shields - 2,000.
    
    Pegasus 3, RFL - 5, Cost - 20,250, Hull - 800, Shields - 400.
    
    Phoenix 3, RFL - 5, Cost - 20,250, Hull - 1,600, Shields - 800.
    
    Hydra 3, RFL - 6, Cost - 20,250, Hull - 1,140, Shields - 60.
    
    Centaur 3, RFL - 6, Cost - 30,375, Hull - 4,000, Shields - 2,000.
    
    Cyclops 3, RFL - 7, Cost - 30,375, Hull - 8,000, Shields - 4,000.
    
    Pegasus 4, RFL - 7, Cost - 45,562, Hull - 1,600, Shields - 800.
    
    Phoenix 4, RFL - 8, Cost - 68,343, Hull - 3,200, Shields - 1,600.
    
    Hydra 4, RFL - 8, Cost - 68,343, Hull - 2,280, Shields - 120.
    
    Centaur 4, RFL - 9, Cost - 102,515, Hull - 8,000, Shields - 4,000.
    
    Cyclops 4, RFL - 9, Cost - 102,515, Hull - 16,000, Shields - 8,000.
    
    &******************************************************************************8
    
                                 - Order Ships [SO] - 
    
    &******************************************************************************8
    
    All Order ships have stronger shields when compared to hull, typically twice as
    much.
    
    Name - Explorer 1, Class - Scout, RFL - 0, Cost - 0, Hull - 100, Shields - 200,
    Speed - 120, Cargo - 5, Description - Renowned for its speed, ideal for recon
    and Evangelist fleet security operations. Ability - Power weapons are much more
    energy efficient with this ship. (33.333333% etc. less energy used)
    
    Name - Defender 1, Class - Interceptor, RFL - 0, Cost - 2,000, Hull - 200,
    Shields - 400, Speed - 100, Cargo - 5, Description - The most defensive fighter
    in the Evangelist fleet (and highly valued on the black market.) Ability -
    Capable of commandeering friendly units.
    
    Name - Avenger 1, Class - Heavy Fighter, RFL - 1, Cost - 2,000, Hull - 15,
    Shields - 285, Speed - 80, Cargo - 5, Description - A deadly combination of
    firepower and adaptability, used for direct fighter support and heavy weapons.
    Ability - A paper thin hull is protected by a superior strength shield. (Again,
    no stronger than the scout in terms of defense, and while it's not as bad as low
    shields, the ship is far more vulnerable when a shield short is executed on it.
    
    Name - Dragonfly 1, Class - Cargo Ship, RFL - 1, Cost - 4,000, Hull - 500,
    Shields - 1,000, Speed - 50, Cargo - 20, Description - A hybrid light cruiser
    and transport, making it the perfect amalgamation of cargo hauler and heavy
    weapons support.
    
    Name - Punisher 1, Class - Cruiser, RFL - 2, Cost - 4,000, Hull - 1,000, Shields
    - 2,000, Speed - 25, Cargo - 10, Description - Sacrifices speed for improved
    weapon arrays and shielding, making it a terrifying opponent.
    
    Explorer 2, RFL - 2, Cost - 6,000, Hull - 200, Shields - 400.
    
    Defender 2, RFL - 3, Cost - 9,000, Hull - 400, Shields - 800.
    
    Avenger 2, RFL - 3, Cost - 9,000, Hull - 30, Shields - 570.
    
    Dragonfly 2, RFL - 4, Cost - 13,500, Hull - 1,000, Shields - 2,000.
    
    Punisher 2, RFL - 4, Cost - 13,500, Hull - 2,000, Shields - 4,000.
    
    Explorer 3, RFL - 5, Cost - 20,250, Hull - 400, Shields - 800.
    
    Defender 3, RFL - 5, Cost - 20,250, Hull - 800, Shields - 1,600.
    
    Avenger 3, RFL - 6, Cost - 20,250, Hull - 60, Shields - 1140.
    
    Dragonfly 3, RFL - 6, Cost - 30,375, Hull - 2,000, Shields - 4,000.
    
    Punisher 3, RFL - 7, Cost - 30,375, Hull - 4,000, Shields - 8,000.
    
    Explorer 4, RFL - 7, Cost - 45,562, Hull - 800, Shields - 1,600.
    
    Defender 4, RFL - 8, Cost - 68,343, Hull - 1,600, Shields - 3,200.
    
    Avenger 4, RFL - 8, Cost - 68,343, Hull - 120, Shields - 2,280.
    
    Dragonfly 4, RFL - 9, Cost - 102,515, Hull - 4,000, Shields - 8,000.
    
    Punisher 4, RFL - 9, Cost - 102,515, Hull - 8,000, Shields - 16,000.
    
    
                         ____      ___ ____      ___ ____     ___
                         `MM(      )M' `MM(      )M' `Mb(     )d'
                          `MM.     d'   `MM.     d'   YM.     ,P
                           `MM.   d'     `MM.   d'    `Mb     d'
                            `MM. d'       `MM. d'      YM.   ,P
                             `MMd          `MMd        `Mb   d'
                              dMM.          dMM.        YM. ,P
                             d'`MM.        d'`MM.       `Mb d'
                            d'  `MM.      d'  `MM.       YM,P
                           d'    `MM.    d'    `MM.      `MM'
                         _M(_    _)MM_ _M(_    _)MM_      YP
    
    
               - Clarifications, Disclaimers, & Miscellaneous Info - 
                                        [XXV]
    
    &******************************************************************************8
    
                             - Miscellaneous Info [MI] - 
    
    &******************************************************************************8
    
    - Prometheus Station's aesthetics are the same as the Revenant Order's, just
    blue instead of red.
    
    - Pulling the left/right triggers will alter the orientation of ships being
    viewed while docked, while moving the right analog stick will turn the ship
    left/right.
    
    - Syndicate faction progression is listed as a "Crime Sheet" rather than a Time
    Sheet.
    
    - Cruisers appear larger when in small ships because the camera zooms in closer
    when in smaller ships so that you're not controlling what looks like a spec on
    the screen.
    
    - Dominion Battleships are actually just slightly altered Consortium Cruisers.
    
    - Occasionally when scanned by a Praetorian ship they'll say "These aren't the
    clones we're looking for", a clear Star Wars reference. Syndicate grunts are
    cloned pilots that are presumably either trained or implanted with software that
    allows a Syndicate member to control them without putting themselves at risk.
    
    - GameFAQs user "Eremyndil" theorized that the PVP weapon KL-088 might be a
    reference to Goldeneye's "Klobb" weapon (KL088 - KLOBB, post's URL address here:
    http://www.gamefaqs.com/boards/648815-fusion-genesis/62839390 ), personally I
    think it's just a coincidence but that's open to debate. (It's worth noting
    though, that some of the developers at Starfire are composed of former Halo and
    Goldeneye developers, the latter being the game that included the Klobb
    submachinegun). (Another minor note is that the KL-088 is a pulse weapon and
    resembles a submachinegun more than any of the other weapon types not only for
    being a rapid-fire projectile-launcher, but because it's range is shorter than
    the other pulse weapons. This is because the projectiles move slower, making it
    more practical to use it while closer to an enemy, and submachineguns in games
    generally are considered to be less accurate at range).
    
    - Ships and objects in Tartarus slowly drift clockwise, reflecting the pull of
    the nearby black hole. There is also a region in it called Event Horizon,
    which might be a reference to the movie of the same name. I'm pretty sure it's
    a label given in the scientific community but it could still be the case. The
    description of the area in the preset mission "Absolute Horizone" said the
    following: "The site of where something has come through the black hole, the
    construct seems to have the same capabilities as the Leviathan. It's to the
    DIR." I have no idea what DIR stands for, but the description relates to the
    story of "Event Horizon" the movie, which involved an experimental ship of the
    same name using a black hole's power to bend space and time to create wormholes
    in space for rapid transit.
    
    &******************************************************************************8
    
                            - Clarifications/Disclaimers [CD] - 
    
    &******************************************************************************8
    
    - The reason I don't get Xbox Live gold is because I refuse to pay to access
    parts of a game I own, I have no problem with charging for the other services
    similarly to Playstation Plus, but basic online play is not something I will pay
    for. If Capcom can catch flak for creating on-disc DLC we, as consumers, should
    be just as willing to take a stand, not by signing a petition or complaining
    about it, but by doing something. Microsoft has no right to hold our games
    hostage, and we cannot stand for it.
    
    - The lack of indentations for paragraphs is due to a GameFAQs guide composition
    rule that does not encourage/allow it.
    
    - During the Prometheus Station walkthrough I was not trying to imply that
    Starfire Studios ripped off/copied Bioshock, I am well aware that Prometheus is
    a Greek Mythological figure who's name has appeared in everything from Yu-Gi-Oh
    to Batman. It was a mildly humorous bit and nothing more.
    
    - The title for the Walkthrough that read "Commandeer, it's a Nautical Term", is
    a paraphrased reference to an early scene in the first Pirates of the Caribbean
    movie.
    
    - In the third preset mission walkthrough for the (PPA) section I mentioned that
    there was no pun intended when talking about interceptors dogging the escort
    target. This is both because you're armed with a "Packhound" missile, and the
    cargo ship being escorted is known as a "bulldog".
    
    - The labeling of the Undercover glitch as "Eugene" was done not out of some
    pathetic compensation factor for the deprivation of human contact, but because
    1) "Eugene" is shorter than "Undercover glitch", 2) The acronym U.G. sounds
    like 2 thirds of the name "Eugene", and 3) It's not as dry and boring a way of
    labeling it when compared to "Undercover glitch".
    
    &******************************************************************************8
    
                         - Credits and Legal Information [CI] - 
    
    &******************************************************************************8
    
    This document is written by Benjamin Wyatt Beeman 2013. All Rights Reserved.
    
    Credits:
    
    (The) "Genteel-Madman", me, Naturally, and GameFAQs user "Eremyndil" for finding
    the potential "Goldeneye" reference.
    
    All information in this guide was researched through in game interaction and
    analysis, any resemblences to existing works, published or unpublished, is
    purely coincidental.
    
    This may be not be reproduced under any circumstances except for personal,
    private use. It may not be placed on any web site or otherwise distributed
    publicly without advance written permission. Use of this guide on any other web
    site or as a part of any public display is strictly prohibited, and a violation
    of copyright.
    
    Contact information: benjamin_beeman@yahoo.com

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