jgcarp@oocities.com
HINTS And CHEATS
PAGE 1
I am adding new hints, techniques, and special info regularly. Check
back here soon for more. I'm always looking for other hints. If
you would like to, send me yours at
jgcarp@oocities.com
Your hint(s) will be acknowledged on this page.
Hint List---Go directly to:
The following hints are located on this page.
- Transporting cargo hints and info.
- Equipment hints and notes.
- CHEATS!
The following hints are located on Page 2
- Mission hints and related info.Goto Page 2
- Combat hints and tactics.Goto Page 2
- Hints from other Privateers.Goto Page 2
Transporting cargo hints and info
Tired of the time it takes to get to a planet
once you reach that planet's nav point?
TRY THIS!
Fly towards the planet (or station) with the nose of your craft
above the planet. When flying, the planet will be just below,
out of sight, in the front VDW screen.
Using this method will substantially decrease the
time it takes to reach the planet and access planetary control's
auto land feature.
Take Note:
Make sure to keep your comms VDW open when nearing the planet.
If you get to close, your ship will take damage in the planet's
atmosphere, and eventually be destroyed.
What to make some easy money in a relatively
short period of time?
TRY THIS!
Start a number of cargo runs between the planets of KARATIKUS
and JANUS.
Both planets are very close together and have only one nav point
between them.
The best cargo to transport between the two planets
are of the illegal variety. There are, however, other non-illegal
items to purchase and sell that make a profit if you have room for
them.
Red denotes Illegal goods, white denotes
Non-Illegal goods
At Janus buy:
- Firearms
- Blood
- Solar Generators
- Loaders
- Atomic Chisel
- Synthi Meat
Then sell these items at KARATIKUS.
At Karatikus buy:
- Organs
- Brain Implants
- Bex Beer
- Gemstones
- Rodents
- Plasteen
- Titan
- Biopolys
- Lumber
- Fertilite
- Livestock
Then sell these items at JANUS.
Using this method, you should average a profit of anywhere between
3,000 to 7,000 credits for a round trip (maybe more), depending
on how much cargo you buy and sell.
Avoiding the problem of the CIS/Military detecting your illegal
cargo is fairly easy. Especially in the cargo runs described in
the last hint above. Cargo ships will follow you where ever you go.
If your cargo ship falls behind you when you jump, don't worry,
they will eventually catch up (don't get too far ahead of them).
When your cargo ship (or any ship for that matter) is out of range,
the comms VDW will display the word "extreme" next to the vessel
name. If the cargo ship is out of range, the military can not
detect your cargo. However, as soon as your cargo ship jumps into
communications range, your cargo can be detected.
TRY THIS:
On the Karatikus/Janus run hint above, jump as soon as the jump
meter is full. When arriving at nav 21, jump again right away (if
possible). When you reach the destination planet's nav point, afterburn
to the planet right away. By the time you reach the planet's auto
land feature, your cargo ship will be in your comms range, and
will land with you.
TAKE NOTE:
If the CIS detects illegal cargo at your destination nav point, and
you do not wish to fight at this time, just land. Your cargo ship
will land with you no matter how far away it is, just so they are
in comms range.
To see more on goods, go to the Commodities page at this site.
BACK to Hints List
Equipment hints and notes
One of the first equipment purchases you should make for your ship
is the repair droid (the least expensive one is just fine).
Repairing a moderate to heavily damaged ship can be very costly.
Remember!If you have a repair droid and your ship is
damaged, DON'T land until the droid has repaired everything. To see
the damage control meters press "D". When the droid has finished
repairs, a message will appear saying "Auto repair droid deactivated".
An audio message will also confirm this.
Take note:
The repair droids do not repair armour.
If you use decoys and or mines, here is a hint that
is good to use. When using your decoy during combat, make sure at
least one is left loaded on your ship when you land to refit. Then
sell your decoys package back. You will receive the exact same amount
for which you paid for them. Then purchase another full package. The
new refit will be essentially free.
Many Privateers out there argue that loading Decoys is a waste of
valuable space. They may be right. I feel they are very useful,
especially in crowded ship to ship combat. Early on in the game very
few missiles are fired at you, and I would recommend not bothering with
decoys. However, when you start to progress in the game, more and
more missiles will bare down on you. Additionally, better missiles
and more precise enemy launchings will be common. Two direct Brute
missile hits will take out most ships available to you. If you decide
not to use decoys, you can target missiles and try to destroy them
with your guns.
I recommend upgrading your ships in this sequence.
- Guns and Missiles. You will get nowhere in this game without guns.
- Afterburner enhancers. The faster you can move the better.
These upgrades are generally inexpensive.
- Auto Repair Droids. You can save a lot of credits with these
machines. They can be lifesavers in combat as well.
- Gun Coolants. Unless you have Mass Ion Cannons loaded, coolants
are essential.
- Shield generators should be the last upgrades that concern you.
The differences in regeneration time for the different models is
small. This upgrade is more of a luxury than a necessity.
- If you wish, a Warp Shield is nice for the fact that when
activated will make you invincible for about 20 seconds. Note:
The Warp Shield is fairly expensive for the short time it makes you
untouchable. (25,000 credits.) This item is not available until
you read the news bulletin entitled "Energize, Captain."
- Decoys, mines, BSE units, signal filters, and the nuke 'em bombs
should be loaded at your discretion and need. Note: The nuke 'ems
are expensive bombs, but are a lot of fun to use.
Wondering what the Blindfire System and the Alvis RTS System
upgrades you get are after you converse with Hassan on Hades during the
main plot?
- BLINDFIRE SYSTEM
- This system improves your gun tracking system. Your crosshair will
turn red when your shot is lined up correctly with the target. This system
is always on, and you cannot turn it off. Also, this system cannot
be sold.
- ALVIS RTS(Return To Sender)SYSTEM
- This is a defensive system that can send missiles that are fired at
you back to the ship that originally fired them. This system has
about a 50% success rate. Like the Blindfire System, this software
package cannot be deactivated or sold.
BACK to Hints List
CHEATS!
To use these cheat codes:
- Go to your NAV MAP by pressing "ALT-N"
- Press the "F" key
- Input any of the following cheat codes
- napalm
- Adds Nuke'ems to your arsenal.
- pety pety
- Refills afterburner fuel to full capacity.
- rep me up
- Repairs your ship completely.
- chill out
- Cools your ship's guns.
- no talent
- Invincible cheat.
BACK to Hints List
Goto Page 2
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