Freelancer how many levels




















I've heard people say this game is hard, but it's actually easy as pie. With the exception of the later levels where the enemies get real tough. But aside from that you shouldn't have any trouble beating down foes. Because they generally aren't as strong as you and for the most part, they're dumb.

A lot of your foes will travel straight at you. Sometimes they'll get smart and have one of their own act as a decoy so the other can fire at you. But you have to wonder what they're doing because for someone who is being followed by two fighters, they should take a lot more hits than they do. Freelancer suffers from having too many NPCs to voice.

Much like Oblivion and Fallout 3. Who doesn't really do a good job, but he was OK some of the time. But outside of these people you'll start to hear the same voices over and over again. You can even get the sense that this was suppose to have different accents because you hear words like "mate" and "Oi".

And every one of these people are boring. They don't even try to have emotion. They just say the lines and that's it. And this is where Ian isn't at his best.

He sounds so much better when his character is talking to Jennifer Hale's character Juni but coming up to some dude in a bar and they sound like robots. Hell, the robots sound better than these people. Least they have a reason to be like that. Story was kinda intriguing. If it wasn't for the overall bad voice acting and the tons of destroy missions I have to sit through, it'd be even better.

Story basically goes like this. You are a survivor of an ambushed space station which was destroyed. Which brings me to another problem with Freelancer. Kinda limits the options doesn't it? Anyway, you come across this artifact and suddenly your being hunted by Liberty and later Rheinland forces.

As it turns out. Aliens were slowly taking control over the space colony governments to thin the human population so they can wipe humans out. The graphics were OK too. Framerate was excellent even when their was heavy fighting going on. There was at times looked like 20 or more ships fighting all at once and the framerate kept up nicely. The effects of the lasers were nice and the view of space was good. The best part about this that I can think of is just exploring space.

Take a break from the killing and going to all the corners of space you can. You'd have to be a die-hard to do it. But if you want something else to do. It's something. And it'd be neat since you don't go to every system during the single player campaign. Unless of course you did that in the middle of it. But like I said enjoy the view because it's pretty good.

A large chunk of this games faults has to do with Microsofts buying Digital Anvil and firing the lead guy leaving the number two man at DA to run things. Apparently Microsoft wanted it done in a certain time frame and it was hurried which lead to a lot of stuff being left out. But it is what is. New and improved with Super Marrionation!

KNathrak 28 November I've long been a fanatical Wingnut Wing Commander fan even to the point of actually enjoying the WC movie, a characteristic that will probably get me flogged by other Wingnuts:. Because of this rabid love of all things WC I was anxiously awaiting Freelancer, and planning to upgrade my computer solely for that reason, since this was the last game that Chris Roberts initiated before leaving Digital Anvil and it was touted, at least in the Wing Commander community to be the new incarnation of WC Privateer.

Anyway the fateful day arrived when the game was released and I quickly snatched up a copy. My reaction was: Not too bad.

When you start a new game you do have to sit through the opening cinematic that brings you up to speed on events. You are Edison Trent one of the survivors of a surprise attack on Freeport 7. Unfortunately, your ship was destroyed with the station and you wound up riding with the other survivors to the New York system. So you are short on money, clothes, and transportation.

Because of this you are forced directly into the storyline, whereas in Privateer you could cruise around to your heart's content before actually starting on the story track. This is perfectly fine since between story driven missions you can take on any combat or cargo running mission you like.

Once, you progress to a certain experience level it will activate the next set of missions in the story. The story itself is pretty standard Sci Fi fair, but still enjoyable.

The only problem I found with it was that the CGI actors' lips almost never moved. This was only an issue for about the first two or three conversations and then my attention was no longer drawn to their lips. This is pretty acceptable though considering there are a lot of cookie cutter conversation scenes for when you pick up jobs, gossip, or an improved reputation from people in the bars. So the CG actors come off like the old Thunderbirds series but it's not much of a detractor.

The graphics are spectacular as is the environments you can fly through. There are trade lanes available in the "settled" systems that speed up travel between planets and stations in the system but you can also explore the system just using your cruise engine, although the trade lanes do propel you faster.

After the storyline is finished you can continue exploring. There are several unsettled and fringe systems to map and quite a few easter egg ship's and systems, on one planet I found myself quoting a particular Charlton Heston film. There are derelict ships in just about every system, providing a free source for spare parts and commodities. Some of these derelicts are the only place you can get the most powerful guns in the game, although you'll probably be well past the storyline before you can afford a ship that can mount such powerful weapons.

Even if you are a die hard space shooter fan it will get a little old fairly quick, although I still find myself going back to it for a little relaxation. But the game is surprisingly easy to modify so it's just a matter of jumping on the Net and downloading one of the many Mods out there if you want to liven up. I my personal opinion, it's perfect just the way it is. The stunning visuals of the nebulae and planets is worth the price.

Solid performance from this title Savant 15 January While there certainly are aspects that can be improved on in Freelancer, that can be said about any game. Make lvl 40 your 2 billion and drop down to 0. Originally posted by X-Ray and with maximum level in single player i cant buy containers for train i was post this ages ago. If your playing a MP game in Open SP or SP you will need to edit the levels that things are sold to under 40, but then if you play online you most likely will get banned for cheating unless you change it back.

So if you do make a copy of the files you change then when you are ready to play online just change the name of the sp modded files to xxxSP. I choose this number to match Skyrims level cap. What I'm trying to do is find the f x , in the vanilla leveling, and extend on that to match the leveling.

Dear visitor, welcome! Create an account or sign in to comment You need to be a member in order to leave a comment Already have an account? Sign in here. Sign In Now. Sign up for a new account in our community. Finally, you'll find a second exit from the shipyard, which leads to relative safety. A Rheinland battlecruiser will decloak in front of you, but have no fear! Fortunately, a friendly battlecruiser, the Osiris, decloaks as well, and you can land safely onboard. For the first time, you now get to meet the head of the Order, Orillian.

Orillian proceeds to give you his history and explains more of how the Order came to be--not quite the evil organization that was once thought. The Osiris in all her glory. With you on board, the Osiris flies back to Texas, in the Liberty system. The journey is uneventful, except for a small battle once you come through the New York jump gate.

After the small encounter, you proceed safely to Buffalo. Your next mission is to take out a satellite in the New York system that can detect cloaked ships. Naturally, since the Osiris is a cloaked vessel, the helpfulness of such a mission is obvious--you'll be able to roam free throughout the New York system. You'll use a jump gate that takes you close to the satellite. At first glance, the satellite appears unguarded, but it is in actuality guarded not only by weapons platforms, but also by a wing of Liberty fighters.

Normally Liberty fighters wouldn't be much of a problem, but in this case, the fighters have been armed with alien weapons. The satellite fight can be tricky if you don't take out the fighters first.

Be very careful about the first pass the fighters make, as their first run in tight formation can easily destroy you. All the fighters are light, but they do have better shields and weapons. Other than trying to avoid fire, there aren't any special tricks to beating them. Once you take out the fighters, you can ignore the weapons platforms, because they only fire missiles. Use plenty of countermeasures and focus on the satellite, which you can destroy quickly and easily.

Soon you'll find out that the president of Liberty has been apprehended. It's your task to go rescue her from Zone 21, better known as the fabled Alaska system. Along the way, you'll meet back up with Walker and his battleship.

With the two battleships, Juni, King, and a couple of squads of fighters, you continue toward Alaska. The escape from the prison is an entirely different story from the approach.

Right before you enter the jump gate to Alaska, you'll encounter a squad of enemy fighters. Now you get to show your enemies how they made you feel earlier on. With all the firepower, you will dispatch them quickly. The next problem is that Juni has to unlock the jump gate. In the meantime, another squad of fighters will fly up, but they won't pose much of a problem.

You'll encounter no resistance as you make your way toward the prison. Docking at the prison will be no problem. Once you arrive, you'll be filled in on numerous story details and will successfully rescue the president. The Osiris decloaks to save the day. But when you leave, you encounter the fleet you were expecting to see earlier, and a massive battle ensues.

Use evasive tactics--try to run from them and head to the jump gate out of Alaska as fast as possible. When you arrive at the jump gate, two battleships block your path. But Walker arrives and opens a way out for you. After the jump gate, you'll hit yet another blockade. This time, you'll engage them, albeit momentarily. Since the Osiris will promptly decloak, saving you from a having to continue the battle, it's worth conserving your energy and munitions, since the battle will be over quicker than you'd think.

The battle begins in the Omicron Beta sector. The Osiris arrives in Omicron Beta, where your mission is to pick up a power cell from an alien structure to complete the puzzle of the artifact you've been holding. If you're suspecting a trap, you're right. When you arrive, you'll meet an enormous number of alien ships.

Much like at Takagi's Arch, you'll have to destroy three power generators so you can enter the alien structure and take the power cell. Unlike at Takagi's Arch, you have only nine minutes to get out, get the artifact, and get back. The main tactics: Get within point-blank range of the generators and use them as cover. You do not need to heavily engage the enemy fighters on the way--your best bet is to evade them and take out the generators as promptly as possible. The alien power cell.

If you happen to have torpedoes, it can be helpful to take out the enemy gunboats along the way. But you simply won't be able to survive long in the heat of battle, so just focus on completing the objective. Once you get to the generators, use mines, which are attracted to the generator, and missiles. Give them everything you have, and then fly inside the base. Before you leave the center of the alien structure, charge your cruise engines.

Make sure you do this before you leave, as it is very difficult to charge your engines once you're clear of the structure, due to the massive number of incoming missiles fired from enemy ships outside.

On the way back, your top priority again is evasion. If you run out of shield batteries, head for the asteroid field until your shields recharge. More ships decloak. Once you complete your objective, and just when you think you're clear, you'll be jumped by alien gunboats on the way back. It'll only be you, Juni, and King for a while against four alien gunboats and at least a dozen fighters.

Fortunately, Von Klausen will arrive with a few support units to assist, but you'll likely already be drained. At this point, you'll be running on fumes, and there's no easy way past. Since you're no longer on the timer, you can head into the asteroid field until your shield charge returns. After this battle, you finally get to head back to the Osiris. Once you arrive on Toledo, the planetary base of the Order, you'll finally be able to activate the alien artifact.

The scientists decode the artifact and determine that, at a certain location, the artifact can be used to destroy or at least slow down the aliens. The plan is to open a galactic-sized jump gate to pull the aliens out of the galaxy. Your job is to buy scientists time to get the artifact ready. The alien jump gate. Just as you figure out how the artifact works, the aliens find you and attack Toledo.

You head into space to take the aliens on, but joining them are familiar vessels--the experimental ships from earlier are actually alien ships. Your first order of business is to destroy the main alien battleship.

If you're in a light fighter, focus on the alien interceptors and stay away from the battleship, letting the others deal with it. You simply won't have the firepower to do much.

If you're in a heavy fighter, use missiles and torpedoes to take on the battleship. If you decide to attack the battleship, keep this in mind: There is a small area on the underbelly of the battleship, near the rear, where its guns cannot hit you. Once you've found this position, you'll be able to attack the battleship without fear of retaliation.

The barrier is a massive, massive sight. Just as you destroy the first battleship, a second will decloak. But before you engage the second, Orillian thankfully calls you back to the planet to mount the artifact, and then you depart and make for the alien jump gate. Right before you enter the jump gate, an alien capital ship decloaks with a number of fighters, but your own heavy fighter escorts will help a lot. Do what you can, but make for the jump gate.

Once through the jump gate, you'll see a massive barrier in front of you, and you'll be in for the epic finale. The alien city--the fight is not easy at all. At the barrier, you'll need to destroy four generators to get through the shield blocking your path. You'll be met with 30 to 40 alien fighters, but you should once again concentrate on taking out the four green generators rather than fully engaging the oncoming fleet.

Possibly the hardest part of this battle will be dealing with your computer system slowing down as it tries to render all the ships. If you head for the power generators, try constantly facing them and strafe to avoid fire. Once you destroy the four generators, a passageway through the barrier opens. On the other side, you'll find a massive city built on a large asteroid. Surrounding the city are six huge diamond-shaped generators surrounded by smaller weapons platforms.

You must destroy two of the diamond-shaped rocks to drop the shields of the alien city. If you head below the generators, using the them as cover, you'll be able to position yourself so the weapon platforms will be unable to hit you. Use thrusters to strafe as needed to protect yourself from the interceptors, and destroy the generators as quickly as possible.

And it all comes to an end. Once done, you've beaten the game, and you're are in for the final, epic cutscene. After this, it's on to freelancing for as long as you'd like. Keep in mind that there's plenty left to explore, and the following sections of the guide will help illuminate some of the intricacies of freelancing. If you haven't had a chance to do so yet, this is a good time to play with a freighter and explore the trade routes, border worlds, and outer colonies.

If you find freelancing to your liking, you'll enjoy the game's multiplayer component, which consists entirely freelance missions. For each location you visit, that location's set of trade prices is added to your commodity list. Over time, you'll get a substantially larger list of available prices and commodity sellers. When selecting a freelance mission, if a sector is noted, open your map and see how far away it is.

You'll save a lot of time if you take missions at locations close to where you are. For example, if you're in 5D on the map, and the mission is in 4E, you'll be pretty well off. When you dock at a base, always check for new equipment and always restock on expendables like ammo, shield batteries, and nanobots. When taking long flights, remember to stop at stations or planets along the way to save.

You never know when a trade lane might be disrupted, forcing you to fight. Generally, missions to take captives or chase particular criminals will be close to where you'll learn about the mission.

Hence, selecting these missions can save flying time. Missiles cost a lot, and you can often make do without them, especially on freelancing missions. Ditto for mines. Conserve them when you can, and if you feel you're at an easy moment in the game, try replacing missile hardware with extra guns.

In combat, don't forget to strafe and use the afterburner. These two tools drastically improve your maneuverability and your ability to quickly dispatch enemies.

It's difficult to find profitable ways to mine. Theoretically, you fly to a mining area marked on the area map that has a commodity you want to find. Once in the mining area, you shoot floating rocks.

As you destroy the rocks, there is a chance that a commodity will be left behind. Once this happens, you tractor in the commodity. Repeat until your cargo hold is full, and then head to a base where you can sell the commodity for a good price. But finding good mining areas is harder than it sounds.

Here are two helpful tips to consider when mining:. Pick a mining area with a fairly high-value commodity. Mining a cheap commodity like scrap metal is not very profitable, even at the beginning of the game. Look for fields that contain higher-value commodities like beryllium, gold, diamonds, artifacts, alien organisms, niobium, silver, and cobalt. Verify your reputation with the field's random population before venturing too far from the shelter of a friendly base. If the dominant criminals in the area are neutral or friendly, it makes a huge difference, since you don't have to constantly fight off attacks.

If you are hostile to many of the criminal factions most often present in the asteroid field, it's best to find an area where there is a commercial mining base very close to or within the zone, rather than some distance outside of it. First rule of mining: Get on good terms or at least neutral with whoever you're going to encounter most in the mining zone--this lessens the amount of trouble you'll encounter considerably.

An example of this is in the Silverton and Copperton fields in the Colorado system. Ideally, if you make enemies with the Bounty Hunters, you'd be at least neutral with the Xenos and other criminal factions as well as not crossing the true-blue Liberty honchos. If you're just starting out, a nice, easy mining run between Copperton and Pueblo is your best bet. The money is good c , and it's easily repeatable.

Another good run is from Silverton to Los Angeles c. Again, the money is good for just starting out without going as far as New Tokyo , and it allows you to trade up in ships fairly quickly. The only real trouble then is avoiding the Bounty Hunters, but there are fewer of them on patrol and at least you'll have a lot of support out there. Under these circumstances, you'll be able to spend the ample time necessary to mine those asteroid fields with as few interruptions as possible.

There are three types of ships available in Freelancer, and at first they might seem similar. Your options are light fighter, heavy fighter and special very heavy fighters , and freighter. All ships fly at the same speed, and even upgrading your thrusters won't change that. But the chief difference between light and heavy fighters is that light fighters have more maneuverability, while heavy fighters allow for more weapons and the use of torpedoes.

Freighters are used for cargo runs rather than combat, and they have a unique defensive playing style. Keep in mind that, for whichever class you like, each higher level of ship has more available energy, allowing for the powering of more-deadly weapons, so it's wise to have the best ship you can afford.

Below is a complete list of the ships to be found in Freelancer. Use the key to understand the charts. Name : The name of the ship. Price : The base price of the ship. This can vary depending on your faction alignments. Armor : The amount of armor the ship has.

Keep in mind that armor is separate from shields. Shields can be upgraded see Shields , but your hull armor is set. It's important to get the best ship you can so your armor is at its maximum. Location : The location where the ship can be purchased.

When a designation like "Liberty Planets" is given, it is available at all planets that sell regular ships in Liberty. Light fighters pack less firepower, but they're highly maneuverable.

You might want to choose the light fighter if you're coming to a point in the story where evasion is key. Since light fighters are often cheaper than their heavy counterparts, if you can learn to effectively use light fighters, you can save credits for more necessary purchases.

Though heavy fighters can hold more weapons, that doesn't mean they're any easier to play. The problem with heavy fighters is that while you'll inflict more damage, you'll also sustain more damage. Since you're less maneuverable, enemies will hit you far more frequently, and if you come to points in the story where you must flee or escape, you will be at a disadvantage. However, since you can inflict more damage faster, the heavy fighter allows you to kill enemies more quickly. If you can learn to use the heavy fighter efficiently, you can sustain less damage by killing enemies before they can get to you.

Also, you get more armor for the price with heavy fighters. Possibly the most challenging ship to use in the story missions is the freighter. With a freighter, your chief goal will be trade, thanks to the improved cargo storage offered. Rather than taking on freelance missions, you simply traverse the galaxy on trade runs. When in between story missions, if you feel you have the potential to make lots of money from an trade route in your area, it can be worth it to buy a freighter instead of taking on random freelance missions.

The freighter is a unique experience. In combat, the freighter still packs a punch, as it allows for more weapons hard points and turrets than a light fighter. But since your maneuverability is low, your effective use of the turret view is crucial to effective defense.

Turrets pivot, allowing you to shoot at passing targets without having to turn your ship which is difficult with freighters. Refer to the Trade Routes section of this guide to find information about the best trade lanes in the single-player game and beyond.

Finding a rewarding route that meshes with your unique circumstances available cargo space, reputation, cash resources, and access to the known universe , which are constantly in flux, is something that tends to be complicated. Just on the dynamic nature of your reputation alone, some routes will emerge as being more profitable, while others that have been profitable in the past may recede. The routes themselves are not changing, but your ever-changing orientation has an impact on what routes are better and the prices of all goods.

There are some routes that are intrinsically more profitable than others. Here is a snapshot of good trade runs, assuming you follow the plot and the allegiances as they shift through the single-player game.

H fuel from Ft. Bush to all other bases within the system. Pharmaceuticals from Ft. Bush to Pittsburgh and Missouri. Side arms from Detroit to military and police bases in Texas, California, and Colorado. Engine components from Houston to Los Angeles. Silver from Houston to California Minor.

Diamonds from Houston to Manhattan. H-fuel from Ft. Bush to California and Texas bases. Boron from Manhattan to Stokes Leeds system.



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