Pilot Archive

Thread: Guide to the Landing at Jabba's Palace mission.

PaladinX333
Sun Jul 03, 2005 8:55 am
#1

You can gain access to the tier three Smugglers Alliance trainer in Jabba's palace without doing Jabba's themepark. You need to do a mission from the Tatooine space station to get an access pass. The mission is not easy to do and you must do it before you are 2222. Most of your opponents are tier 3 with smattering of tier 2 and tier 4 ships thrown in. It is possible to do the mission solo (I have done it myself). Most people should bring along a tier 3 or higher friend to deal with the A-Wings.


How to get the mission:


After you have completed your tier one exit mission (the one where you fly to Lok) , the Tatooine space station will offer you the mission. The station will say that you are on the list to do some "special work". You do NOT have to do the mission the first time it is offered. You DO have to do the mission before you are 2222. The station will offer you the mission ever time you converse with it until you have completed it or have finished tier 2. The mission starts right after you accept it. If you fail the mission you can do it again.


The mission:


Phase 1


The first phase of the mission sends you out to a disabled type 2 Dunelizzard. The ship is a red dot on your radar and it is attackable so DON'T SHOOT IT BY MISTAKE. You need to dock with it to deliver some parts (which you pull out of thin air). After you dock with the ship you then have to escort it. Nothing happens for a few minutes. You are then attacked by 4 waves of tier 3 imperials. The waves will arrive on a timer whether you have killed the previous wave or not.


The first wave consists of 3 tier 3 Tie Fighters and 1 tier 3 Tie Bomber. The second wave consists of 3 tier 3 Tie Fighters and 1 tier 3 Tie Interceptor. Wave three is identical to wave one and wave four is identical to wave 2. The ship you are escorting will hyper out when it reaches it's destination coordinates. You do not need to kill any remaining ties to complete phase one.


Phase 2


For the rest of the mission you will be in the Yavin system. This is not as scary as it sounds. I did not encounter any non-mission hostiles while completing the mission. I did hyper to the Ferrous Aurora hyperpoint. This puts you a long way from the first waypoint, but you will need to stop and kill A-Wings along the way. There is no need to hurry to the first waypoint as this part of the mission is not time dependant.


While on the way to the first waypoint, you will be attacked by three waves of 2 tier 3 A-Wings. These ships arrive on a timer and will spawn whether or not you have killed the previous wave. They are fast and they are tough. It is easiest to kill them if you have a fast ship and can get behind them.


After you have arrived at the rendevous you will need to dock with a YT1300. A pair of tier 4 A-Wings will attack you after you initiate docking. That is not a typo, the last two A-Wings are tier 4.

Don't spend too much time on the last two A-Wings. Phase 3 starts right away and the ship you are supposed to rescue is under attack. If you have a fast ship you can run from the A-Wing temporarily. Be forewarned that they will catch up to you and continue their attack.


Phase 3


You need to help of the valarians being attacked by a few hutts. The hutts are a pushover compared to the Tie Fighters and A-Wings you have faced so far. The hutts have 2 tier 2 Scyks, 1 tier 3 Scyk and 1 tier 3 Kimoglia. Kill the Kimoglia first as they often carry missles. This part of the mission is fairly easy unless you still have one or two left over A-Wings from phase 2. Once you kill all 4 hutts the mission shifts to phase 4.


Phase 4


This is the easiest phase of the four. You need to kill the 3 hutt ships (style 2 Dunelizzards). The target ship is tier 3 and his wingmen are both tier 2. This phase is a cake walk unless those two tier 4 A-Wings are still dogging you. You collect 10,000 credits and receive your pass when the hutts are dead. MAKE SURE YOUR INVENTORY IS NOT FULL AS THE PASS IS PLACED INTO IT IMMEDIATELY.


Just for the record, the very last ship I killed on the mission was one of those damn tier 4 A-Wings. The other one I killed while saving the Valerians. I could have hypered out without killing him... but at this point I really wanted him dead.


Recommendations:


You can do the mission again if you fail, so go for it. I recommend that you wait until 1212 if you are flying the Heavy Scyk or 2212 if you want to use the Dunelizzard. Personally I think the Dunelizzard is a bit slow to tangle with those A-Wings, but you do get two guns.


I am recommending the xxx2 box because you will most likely need to use droid programs if you intend to solo it. It is definitely easier to bring a friend along who is at least 2322. It should be quite easy with their help if they have a good ship and they know what they are doing (might be a big assumption...).


Droid programs I used to solo:
Capacitor Overcharge 2
Reactor Overload 2
Capacitor To Shield Shunt 2
Engine Overload 2
Weapon Overload 3


You can pack all these into a level 3 flight computer with a little room to spare. The first three programs you can program into the FC by yourself. The last two are imperial droid programs that you will need to get from an imperial pilot or buy from a vendor. I bought my for 5K and 10K. (I was in a hurry and there is never an imperial pilot around when you need one...)


What to do with the pass:


You have to put your name on it and give it to the clueless guy standing in front of Jabba's palace. Some people have reported that this does not work for them. My suspicion is that they have -5000 Jabba faction... but no one has confirmed that to my knowledge.


After you have used the pass you should have access to Jabba's throne room and your tier 3 trainer.
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