Freelancer
From GameWinners
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Cheat Codes
God mode
Note: This procedure involves editing a game file; create a backup copy of the file before proceeding. Use a text editor to edit the "perfoptions.ini" file in the game folder. Change the "DIFFICULTY_SCALE = 1.00" line to "DIFFICULTY_SCALE = 0.00".
Hints
Finding secret bases and jump holes
When you are looking for hidden jump holes to other
systems, turn on your Nav Map, then select the "Show Patrols"
map. The lines that appear show popular paths that the AI ships
use. Almost any path that stretches out beyond the normal trade-lane
traffic of a star system will lead to a hidden starport or even
a hidden jump hole. Fly out to where the line leads to and turn
on the "Solars" option on your targeting computer. You
will usually find a place of interest. However, in places with
reduced sensor ranges you will probably have to rely on visually
looking for something. Also, to find all the paths, make sure
to look at the "neutral", "hostile" and "friendly"
paths in the patrol paths map. Be wary of stumbling upon an enemy's
base.
Easy battles
For slightly easier battles when attacking, select
a hostile ship as your target then ignore that ship. Focus instead
on the other hostiles but do not select them as a target. Even
though they are not selected you will still be given the blindfire
marker (the crosshair you aim with), although it will be smaller.
Sometimes an untargeted hostile will just sit there, waiting to
be shot. Other times, it will remain on a straight course and
will not maneuver too much. The AI will eventually catch on to
you and will alter its techniques or will send in more ships.
Also, you will not be able to use missiles like this.
If you are in a tight battle, with very few nanobots, use the
afterburners as much as possible as you can easily outrun the
missiles and mines. Be careful, as you can crash quite easily.
Use first-person view to avoid debris.
Easy money
Hang around in the debris fields and use turret mode,
etc. to shoot the floating canisters. Haul in the scrap metal,
and sell it at Baltimore Shipyards, if you can. You will get about
20 credits per piece of scrap metal, and you can get easy money
this way, if you do not mind waiting.
In order to get easy money, you have a good relationship with
the Rogues, Hackers, and Outcasts. Go to Mactan Base in the Magellan
system. Save the game. Exchange your ship for a Dromedary. Buy
as much Cardamine as you can. Leave Mactan and go through the
old jumpgate from Magellan to New York. Staying in the Badlands,
fly from the jump gate to Buffalo Base. One there, sell all of
the Cardamine. Leave, go back to Mactan, and repeat. By the time
you can buy a entire cargo bay full you will be making more than
100,000 credits each time.
Profitable trade routes
At the beginning of the game, while still in Liberty,
you can find a good profitable trade route between Planet Manhattan
and Planet Pittsburgh. Fill up on Pharmaceuticals at Manhattan,
then sell them at Pittsburgh. Next, fill up on Boron at Pittsburgh
and sell them at Manhattan. Keep doing this to easily get enough
money to upgrade your ship to a Rhyno. You can earn nearly 5,000
credits for the whole round trip.
If you are patient, try this trade route. Buy Gate/Lane parts
at Trenton Outpost in New York. Take this to Holman Outpost in
the Tau 31 system and sell it. Then, buy Niobium at Holman Outpost
and take this to Planet Manhattan (which is next to Trenton Outpost).
Sell it, then go back to Trenton Outpost and repeat the process.
A HumpBack freighter can earning 347,500 credits in one round
trip. If you prefer to keep a Heavy Fighter, you can still earn
97,300 credits in one round trip.
The following is a cheap and easy trade route. It only applies
to Freelancer v1.0 (v1.4 Cap ships mod is acceptable). Make a
new ship/character on a multi-player server (or if you want to
test it, try a single player game if you have completed Story
mode). This may not be the fastest method, but it does work for
when you start out with only 5,000 credits (if the server does
not edit that). Fly to the Leeds system and go to Stokes Mining
Station. Buy Ship Hull Panels for 80 credits each (1,600 credits
for 20 units with the Starflier, your starting ship). Then, fly
back to the New York system and land in the Baltimore Shipyard.
They will sell for 560 credits per unit (11,200 credits for 20
units). You can now buy at least a Rhino and sell even more at
once. Repeat this as many times as desired.
Backwards landing intermission sequence
To get an intermission sequence featuring you landing
on a planet backwards or sideways, move between the docking rings
"pincers" and stop. Turn so that you are facing away
from the planet. Dock with the docking ring. You will get an intermission
sequence with you landing backwards. Note: This only works with
planets.
Finding bases and jumps
To find the exact location of the bases/jumps, check
your patrol path map. For bases, find the location where two or
more lines intersect. Jump holes will usually either have multiple
lines intersecting, or a single line ending abruptly. Obviously,
if there is a break in a trade lane, there is most likely a base
there.
Hint Recommended weapon combination
Note: This requires v1.0 activated. It does not apply
to The Next Generation expansion. If you start on a single player
or in a multi-player server, make sure to get at least 5,000 credits
to begin. In single player, that should be no problem. In multi-player
mode, just run a few missions. When you earn the desired amount
of money because you have a Starflier, start off like this. Fly
over to Baltimore Shipyard and go to the Equipment Room. If you
do not have a new weapon for the one empty weapon slot, buy a
Stunpulse or Advanced Stunpulse (recommended). The Stunpulse is
770 credits. The Advanced Stunpulse is 1,650 credits. These will
allow you to wipe out an enemy's shields easily. Then, have two
Hull Damage Efficient weapons. If you like how this combination
works, take note. For every two Hull Dmg Efficient weapons have
one Shield Damage Efficient, such as the Stunpulse. For example,
if there are three gun slots(as seen on a Starflier) equip two
Hull Weapons and one Shield. If there are six gun slots, equip
four Hull weapons and two Shield weapons. To make this combination
much easier to manage and energy friendly, go to the options then
to "Controls". Look in the "User Interface Keys"
and go to the bottom. Assign keys to "Assign Weapon Groups
1-6" however desired. Then, separate your weapons into two
different groups; Hull Damage Group and Shield Damage Group. Make
sure to set your "Activate Weapon Group 1-6" to however
desired. By doing this, you are not wasting away energy on weapons
that will do no good during the "Timeline of Battle".
Use this combination to the advantage of every battle; Shield
first, switch to Hull, then finish them.
Jump holes
Note: Coordinates in parentheses do not work until
after you finish the story.
- Alaska
- to New York (F5)
- Bering
- to Hamburg E7
- to Hudson C4
- to Texas D2
- California
- to Cortez B4,C5
- to Magellan C6
- to New York F3
- to Texas F5
- Cambridge
- to Leeds F3
- to Omega 3 F3,G4
- to Omega 5 F6
- to New London B3,C3
- Chugoku
- to Hokkaido D5
- to Honshu E5
- to Sigma 13 E5
- to Tohoku (E5)
- Colorado
- to Galileo D3,E2
- to Kepler B4,C3
- to New York D7,E7
- Cortez
- to California F4,F5
- to Magellan E6
- to Manchester B6
- Dresden
- to Frankfurt G4
- to New Berlin D3,E2
- to Omega 11 C4
- to Stuttgart C3
- Dublin
- to Leeds E3
- to New London E3,F4
- Edinburgh
- to Leeds F3,F4
- to Tau 31 D3
- Frankfurt
- to Dresden D7
- to Hamburg D3,D4
- to New Berlin B6
- to Sigma 13 D2,E3
- Galileo
- to Colorado D6,D7
- to Kepler B3
- to Shikoku B2,E2
- Hamburg
- to Bering E2,F2
- to Frankfurt F5,G4
- to Hudson C2
- to New Berlin E7,E7
- Hokkaido
- to Chugoku C3
- to Kyushu C6
- to New Tokyo E6
- to Tohoku (E3)
- Honshu
- to Chugoku D3
- to New Tokyo B5,C4
- to Sigma 13 F6,F7
- to Sigma 19 G3,G4
- Hudson
- to Bering F6
- to Hamburg E7
- to Texas D2,D3
- Kepler
- to Colorado B4,D7
- to Galileo F4
- to Shikoku D2
- Kyushu
- to Hokkaido E2
- to New Tokyo G3,G4
- to Shikoku G4
- to Tau 23 B4
- to Tau 29 B5
- Leeds
- to Cambridge D6
- to Dublin C6
- to Edinburgh B5,C3
- to Magellan E6
- to Manchester F6
- to New London D6,E7
- to Tau 31 F3
- Magellan
- to California G4
- to Cortez C2
- to Leeds C3
- to Manchester C4,C5
- to New York D4
- Manchester
- to Cortez F2
- to Leeds D3
- to Magellan F3,G4
- to New London B4
- New Berlin
- to Dresden D6,D7
- to Frankfurt G4
- to Hamburg C3,D2
- to Sigma 13 E5
- to Stuttgart B5
- New London
- to Cambridge G5,G6
- to Dublin B6,C5
- to Leeds C3,D2
- to Manchester G3
- New Tokyo
- to Hokkaido D2
- to Honshu G4,G5
- to Kyushu B5,C6
- to Shikoku E7
- New York
- to Alaska (G5)
- to California B6
- to Colorado C3,D2
- to Magellan D7
- to New York G6,F7
- to Texas E7,F6
- Omega 3
- to Cambridge B4,B5
- to Omega 5 D7
- to Omega 7 G5
- Omega 5
- to Cambridge D5
- to Omega 3 D4
- to Omega 7 D4
- to Omega 11 F4
- to Omega 41 D6
- Omega 7
- to Omega 3 B5
- to Omega 5 C6
- to Omega 11 F6
- to Stuttgart G5
- Omega 11
- to Dresden F3
- to Omega 5 B4
- to Omega 7 C4
- to Omega 41 C5
- to Stuttgart D2,E3
- Omega 41
- to Omega 5 C5
- to Omega 11 D4
- to Omicron Gamma E5
- to Omicron Theta E4
- Omicron Alpha
- to Omicron Beta F5
- to Omicron Theta F5
- to Tau 37 C5
- to Unknown 2 F4
- Omicron Beta
- to Omicron Alpha E3
- to Omicron Major (D4)
- to Omicron Minor (D4)
- to Sigma 19 E6
- Omicron Gamma
- to Omega 41 C5
- to Omicron Theta D3
- to Unknown 1 F2
- Omicron Theta
- to Omega 41 C5
- to Omicron Alpha F4
- to Omicron Gamma E6
- to Sigma 17 E3
- Shikoku
- to Galileo E7,F7
- to Kepler D7
- to Kyushu D3
- to New Tokyo E2
- Sigma 13
- to Chugoku D4
- to Frankfurt C6,E7
- to Honshu C3,D2
- to New Berlin C5
- to Sigma 19 E3
- to Sigma 17 F5
- Sigma 17
- to Omicron Theta F6
- to Sigma 13 C4
- to Sigma 19 D3,E2
- Sigma 19
- to Honshu C3,C4
- to Omicron Beta E3
- to Sigma 13 C5
- to Sigma 17 E6,F6
- Stuttgart
- to Dresden G4
- to New Berlin G3
- to Omega 7 B4
- to Omega 11 C6,D7
- Tau 23
- to Kyushu F3
- to Tau 29 G5
- to Tau 31 C7
- to Tau 37 E2
- Tau 29
- to Kyushu F4
- to Tau 23 D3
- to Tau 31 B5,C5
- Tau 31
- to Tau 23 E2
- to Tau 29 F4,G4
- to Edinburgh A5
- to Leeds C7
- Tau 37
- to Omicron Alpha E3
- to Tau 23 D6
- Texas
- to Bering G5
- to California C4
- to Hudson D7,E7
- to New York D3,E2
- Tohoku
- to Chugoku (B5)
- to Hokkaido (B5)
- Unknown 1
- to Omicron Gamma E6
- Unknown 2
- to Omicron Alpha E6
Ships
The key is: Name Cargo Armor Guns Class
- Light Fighters
- Starflier 20 1100 3/0 1/3
- Patriot 25 1300 4/0 2/3
- Bloodhound 35 1900 3/1 2/4
- Startracker 30 1800 3/0 2/4
- Piranha 35 1800 4/0 2/4
- Dagger 35 1800 4/1 2/4
- Cavalier 30 2100 4/0 3/5
- Legionnaire 35 2400 4/0 3/5
- Drake 35 2800 4/0 4/6
- Hawk 45 3300 4/0 4/6
- Banshee 45 4500 4/0 5/7
- Heavy Fighters
- Defender 30 1600 5/1 2/4
- Crusader 35 2600 6/0 3/5
- Wolfhound 40 3600 5/1 4/6
- Dragon 40 3600 6/0 4/6
- Barracuda 45 3600 6/0 4/6
- Stiletto 45 4900 6/0 5/7
- Valkyrie 50 5800 5/1 6/8
- Falcon 60 6200 5/1 6/8
- Centurion 45 9200 6/0 7/9
- Very Heavy Fighters
- Anubis 70 4200 6/1 5/6
- Hammerhead 70 7900 6/1 7/9
- Eagle 70 9900 6/1 8/10
- Sabre 70 10800 6/1 8/10
- Titan 70 12600 6/1 8/10
- Freighters
- Rhino 80 1600 3/5 1/3
- Mule 90 2200 4/4 2/4
- Clydesdale 125 2200 3/5 2/4
- Drone 175 3600 2/6 4/6
- Dromedary 275 3600 3/5 4/6
- Humpback 250 5800 2/6 5/7
Note: The best fighters are the Titan and the Sabre. The Titan
has the most armor, but the Sabre may be better because you can
use the turret for additional fire power. The Titan's turret only
shoots backwards. The following list shows which ships are available
at each base. Refer to the Base list for base names and locations.
mbtla, pati bgtuih
- 001: None
- 002: None
- 003: Mule
- 004: Defender
- 005: Patriot
- 006: Patriot, Startracker, Rhino
- 007: None
- 008: None
- 009: Crusader
- 010: None
- 011: None
- 012: Cavalier, Clydesdale, Piranha
- 013: Hawk
- 014: Defender
- 015: None
- 016: Patriot, Startracker, Rhino
- 017: None
- 018: Wolfhound
- 019: Barracuda
- 020: None
- 021: None
- 022: None
- 023: Sabre
- 024: Wolfhound
- 025: Crusader
- 026: Cavalier
- 027: None
- 028: None
- 029: None
- 030: None
- 031: None
- 032: Stiletto
- 033: None
- 034: None
- 035: None
- 036: Humpback
- 037: None
- 038: None
- 039: None
- 040: None
- 041: Valkyrie
- 042: None
- 043: Banshee, Falcon, Humpback
- 044: None
- 045: None
- 046: Dragon
- 047: None
- 048: None
- 049: None
- 050: None
- 051: None
- 052: None
- 053: Hawk, Drake, Barracuda
- 054: None
- 055: None
- 056: None
- 057: None
- 058: None
- 059: Dragon
- 060: None
- 061: None
- 062: Hawk, Drake, Barracuda
- 063: None
- 064: Crusader
- 065: None
- 066: None
- 067: None
- 068: Cavalier, Clydesdale, Piranha
- 069: None
- 070: None
- 071: Dromedary
- 072: None
- 073: None
- 074: None
- 075: None
- 076: Piranha
- 077: None
- 078: None
- 079: None
- 080: None
- 081: None
- 082: None
- 083: Banshee, Falcon, Humpback
- 084: None
- 085: Crusader
- 086: None
- 087: None
- 088: Cavalier, Clydesdale, Piranha
- 089: None
- 090: None
- 091: Legionnaire
- 092: None
- 093: None
- 094: None
- 095: Drone, Drake, Barracuda
- 096: None
- 097: None
- 098: None
- 099: None
- 100: None
- 101: Defender
- 102: Dagger
- 103: None
- 104: None
- 105: None
- 106: None
- 107: Patriot, Startracker, Rhino
- 108: Rhino
- 109: Bloodhound
- 110: None
- 111: None
- 112: None
- 113: None
- 114: None
- 115: None
- 116: None
- 117: None
- 118: Titan
- 119: Centurion
- 120: None
- 121: None
- 122: None
- 123: Hammerhead
- 124: Sabre
- 125: None
- 126: Titan
- 127: None
- 128: Eagle
- 129: Dragon
- 130: None
- 131: None
- 132: None
- 133: Drone
- 134: None
- 135: None
- 136: None
- 137: None
- 138: Falcon
- 139: None
- 140: None
- 141: None
- 142: None
- 143: None
- 144: Falcon
- 145: Banshee, Falcon, Humpback
- 146: None
- 147: None
- 148: None
- 149: None
- 150: None
- 151: None
- 152: None
- 153: None
- 154: Humpback
- 155: None
- 156: None
- 157: Defender
- 158: None
- 159: None
- 160: None
- 161: Patriot, Startracker, Rhino
- 162: None
- 163: None
Bases And Commodities
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