Independence War II: The Edge of Chaos Walkthrough
Posted By: Nathan Reese ([email protected])
Posted with permission from www.I-War2.com


Act Zero - Prelude
Mission 1 Home Sweet Home
Overview: After witnessing the death of your father, you are forced to leave home
by Clay. The mission starts with you near Hoffer`s Gap.
1) The first part of the mission is a tutorial from Clay. Clay will first direct
you to the contact list and get you to approach his waypoint.
2) Upon completing this, Clay will explain about inhibit fields around stations.
This will lead to an explanation of how to use autopilots.
3) The first autopilot involves selecting a target and engaging the approach pilot.
Upon completion of this, Clay will introduce the formate autopilot and get you to
activate the formate autopilot with a vessel. The final stage is to dock to the
abandoned hulk around Hoffer`s Gap.
4) Once the autopilots have been completed, Clay will instruct you to leave Hoffer`s
Gap and approach Griffon. This must be done by bringing up the star chart and
selecting it. Then engaging approach.
5) Once you've arrived at Griffon, Clay will explain about Lucrecia`s Base and tell
you to approach the Effrit around Hoffer`s Wake Alpha.
6) Once you have reached the edge of the Effrit, Clay will tell you that in order
to find the exact location of the base, you will have to follow a sequence of
waypoints with increasing densities of asteroids around them.
7) Once you reach the base, the mission is complete.
Mission 2 Proving Grounds
Overview: Before Clay will let you out in the Storm Petrel, you must complete the
training course situated near Lucrecia's Base.
1) Fly to the Training Ground Waypoint.
2) The player will be told the rules and asked what they wish to do. Select fly
the course.
3) Clay will count the player in and, on go, the player must fly through the ring
situated around the waypoint that will appear on the contact list (the first of
these waypoints being waypoint 1.)
4) Once the player flies to this waypoint, the next will be highlighted, and so
on to the end of the course.
5) Also along the course, (at intervals of every 3rd ring) is a target. These should
be shot as you fly round the course, otherwise a penalty will be added to the time
at the end for every target missed.
6) After the last ring has been flown through, Clay will tell the player the course
is over and tell them if they have passed or failed. The course must be completed
within 3 minutes to pass with a 5 second penalty being applied for each missed target
7) If you achieve a new fastest time, this will be saved and can be viewed by flying
back to the training ground waypoint at the start of the course and selecting
hi-score.
8) This mission can be re-tried at any time by flying to the training ground waypoint
at the start of the course.
Mission 3 Grand Tour
Overview: Clay decides to show you the sights of Hoffer's Wake in your new ship.
1) Clay will prompt you to fly to the first location; Touchdown (this will come
up in the contact list.)
2) Once you get close to this location, Clay will introduce you to Touchdown.
3) You will be approached by members of the Stepsons who will introduce themselves
and welcome you.
4) After this, you will be intercepted by a group of 2 thugs who will fire upon
you. You should destroy these ships. During this time Clay will provide tactical
information relating to dog fighting.
5) Once the 2 ships have been destroyed, you will then be alerted to the fact they
called for backup and you will be set upon by a number of ships. You can choose
to dodge as much as you like or join in with the action as a number of friendly
vessels appear on the scene and start helping.
6) Once the aggressors have been destroyed, you will be introduced to the leader
of the ships that aided you; Wolfgang Spielmann. He will offer to help upgrade your
ship if they visit him at Charlesworth Freighter Dept. This leads into the next
mission.
Mission 4 Errand Boy
Overview: You visit Charlesworth and meet Wolfgang Spielman who will help you
upgrade your ship in exchange for doing some work.
1) Clay will remind you of the job offer Wolfgang gave in the tour and a waypoint
for Charlesworth Freighter Station (Wolfgang's home) will appear on your contact
list; fly to this.
2) As you get close to the station, Wolfgang will hail you and request that you
dock; dock to the station.
3) Once docked, you can initiate conversation. Ask about the job offer and then
when asked if you are interested select yes. You will be asked to pick up a package
from a ship waiting around the Alexander L-point.
4) Fly to the Alexander L-point. You will see a vessel called the 'Princeton'. When
you get close it will hail you and tell you to dock; dock to it.
5) Once docked, the ship will tell you to take the package to the Junkers at the
Junkyard. Undock and fly to the Junkyard.
6) Close to the Junkyard are two Junkers. When you get close to the vessel marked
mission critical (it appears light blue on your contact list), it will hail you
and tell you to drop the package off by docking to it. Dock to the vessel.
7) Once docked, the vessel will tell you that they have sent word back to Wolfgang.
Undock and head back to Charlesworth Freighter Depot. and dock again. Once docked,
Wolfgang will thank you and you can ask about the second job offer. Select yes when
asked if you are interested and Wolfgang will ask you to retrieve some cargo from
a vessel called the 'Belrano' and will send you a waypoint to its location. Undock
from the station and fly to the intercept waypoint.
8) At the Waypoint destroy the Belrano and its escort to get the vessel to release
its cargo. Pickup the cargo and fly back to Charlesworth Freighter Depot. Note:
Once the Belrano has dropped its cargo, the police will be summoned; either fight
them off or make a run for it.
9) Once back at Charleworth, Undock the cargo and dock back to the station. Wolfgang
will thank you and reward you. Mission complete.
Mission 5 Junkyard Challenge
Overview: From the previous mission, you will have been told (and witnessed) the
fact that a reactor required to get the base online, is present in the Junkyard.
This mission is the chance for the player to acquire it and power up the base.
1) Once you leave the base, Clay will prompt you to head for the Junkyard.
2) As you get close to the Junkyard, Clay will point out the patrols around the
yard.
3) You should be able to see the reactor placed close to the junkyard, in order
to get the required fuel rods, the player must carefully approach and dock to the
reactor to claim them.
4) To do this, you must carefully approach the reactor. The greater your thruster
usage, and the closer to the patrols you get, the brighter you will appear to the
patrols and so the more likely they will be detected. If you move into the detection
range of a ship, Clay will warn you and you will have 5 seconds to get out of range
before the alarm is sounded.
5) Once you have successfully made it through and docked to the reactor, the fuel
rods will be transferred and you can move off.
6) Once you undock from the reactor, the alert will be sounded and you will have
to make a run for it. At this point, you should have disrupters so a useful tactic
is to take out as many of the vessels as possible this way before running.
7) Once you reach the Effrit, the pursuer vessels will no longer be able to follow
and the mission will be a success.
Mission 6 Nemesis
Overview: You are charged with recovering a drone from your father's lockup to
complete repairs on the bases' shielding while Clay is making some adjustments back
at the base.
1) Upon entering space, Clay will inform you that they now have the required location
and access codes to recover the drone.
2) The first thing to be done is to select Hoffer's Gap from the star map and fly
towards it.
3) Once you get in range of Hoffer's Gap, a waypoint will be brought up indicating
the location of the lockup. Dock to the item marked 'Felix Johnston's lockup'.
4) Upon docking, you will be approached by Caleb Mass and two of his bodyguards.
After Caleb engages you in conversation, a cut scene will start up showing you being
disrupted and taken away by the police.
* This is the end of Act Zero Prelude*

Act One - Hoffer's Wake
Mission 1 The Great Escape
Overview: This mission takes place immediately following Cal and his crews escape
from prison. You must first scrub off the IFF code on your stolen tug and then locate
your grandmother's base.
1) After the initial intro cut scene, fight off the two tugs that engage you. Once
they are either destroyed or driven off, they will drop a distress beacon.
2) The beacon will bring Marshall's in pursuit if you wait too long. Smith will
suggest looking up his old mate Maurice, who lives in the vicinity of Hoffer's Gap
and will bring up a waypoint to fly to.
3) Set course for Maurice's. Upon arrival, dock to the base. Smith will be able
to reset your IFF and, upon undocking, give you a waypoint to your grandmother's
base labelled 'Lucrecia's Base'.
4) Fly to Lucrecia's base.
5) On the way the police will ambush you. The police tell you to hold still. If
you do, you should be able to talk your way out of it by saying: : You're on a tour
of the Effrit. : You're ship is named after your favourite piece of classical art.
: You're last ship got written off. If you can't talk you way out, blast your way
out!
6) Fly on to Lucrecia's Base.
Mission 1(a) Candy from a baby
Overview: You encounter a distress signal from a Corporate freighter on the edge
of the Effrit. This gives you a chance to learn the basics of space piracy in a
risk free environment.
1) Upon launch from the base, you will receive a prompt from Smith about a distress
call that you have received. A waypoint will appear on the contact list, fly to
this.
2) Once you come into range of the waypoint, you will see an un-escorted freighter
loaded with cargo ripe for the picking. You have the choice, talk the cargo out
of the freighter or shoot it up. Note: shooting up the freighter can damage the
cargo!!
3) When you have got the freighter to unload its cargo, either tag the pods manually
or call Jafs in to auto-tag the pods for pickup. Once the cargo is collected, return
to base and see what Jafs managed to get for trades.
Free form sequence Piracy
Overview: At this point in the game, it is up to you to pirate loads of goodies.
This is not only to kit out your ship, but also to get the attention of any space
pirates in the area.
1) During this time, you receive e-mails from the Stepsons. These give hints on
good piracy spots and, as you make more and more hauls of cargo, the Stepsons will
send you congratulatory e-mails.
2) General comments on doing piracy: An important tactic to take into consideration
is, when making a good haul of cargo; go back to the base and save your game. Over
enthusiastic piracy can lead to you getting destroyed and losing any cargo still
floating around or collected since the last save. When you start out pirating, pick
on ships with fewer/weaker escorts. If you start small, you'll be able to get a
few upgrades on your ship, allowing you to take on harder (and more profitable)
targets. Try not to destroy freighters entirely. This could destroy valuable cargo
docked to them. Also watch where you fire, you could inadvertently shoot off cargo
pods from the freighter that you wanted. Be selective. If you know what you want
to make a trade back at base, try going to stations that may possibly be likely
suppliers of the cargo your after. I.e. if a trade wants livestock, try hunting
around agri-orbitals for your goods. Also, don't forget you can find out what a
freighter is carrying by sub-targeting it and looking at its cargo pods.
Mission 2 The Stepsons
Overview: The Stepson gang have noticed the increasingly successful piracy
activities of your gang. They invite you to join them as a probationary member,
but first you must prove your worthiness. They set you a small task; steal a Maas
Systems cargo itinerary for them.
1) Dock to Lucrecia's Base to receive an e-mail from the Stepsons. Launch and go
to the Stepson meeting place that will appear as a waypoint on your contact list.
2) Once there, you will see 2 or 3 Stepson ships.
3) Follow the dialogue and say 'Yes' when asked if you want to join them.
4) They will explain that they want you to steal the cargo from a Maas vessel that
is going to be entering the system at Touchdown L-point and heading to Grimwald
Collection Station I. They will also warn you that it will be well guarded.
5) Go to the Touchdown L-point.
6) When you get to the Touchdown L-point, watch your contact list to see the Maas
ships arrive. There are usually about 3 of them.
7) Kill them all and a cargo pod will be dropped labelled 'shipping manifest'.
8) Once the Maas ships are dead, dock to the cargo pod. Note: if the Maas ships
escape, you will have to follow them to Grimwald, which is in the Hoffer's Belt
Asteroid Field and kill them there.
9) Fly back to the Stepson meeting point. The Stepsons will then greet you and
congratulate you on making the grade.
10) You must undock the cargo pod to finish the mission. : Following the Stepsons
Initiation mission the player becomes a member of the Stepsons. This gives the
player access to new trades. Go back and dock to the base and look at the trading
screen to see these.
Mission 3 Joint Forces
Overview: The Stepsons have been scouting the area to try and find the origin of
the Marauder attacks that have been plaguing facilities throughout the system. They
have turned up the location of what they believe to be their base of operations
and request you to lead a strike team against it.
1) Read the email from the Stepsons.
2) Fly to the Stepson Meeting waypoint and initiate conversation with the vessel
at this location.
3) Say you are ready to lead the attack. This will provide you with a number of
wingmen that will formate with you.
4) Fly towards the Marauder base location waypoint. As you near it you will be
intercepted by a number of Marauder vessels; you can engage these and destroy them.
Make sure you make good use of your wingmen and any turret fighters with you.
5) Around the base is a gunstar and near by the base is a cargo yard full of explosive
cargos. You must destroy the base. If you get too close to the base, the gunstar
and base will fire upon you.
6) There are several ways to destroy the base. Any of the cargo pods will cause
heavy damage to the base if they are docked to and 'thrown' at the base by flying
towards it and undocking the pod. Any weapons fire on the base will also cause
damage. The current remaining hit points on the station can be seen by targeting
the station and looking at its hit point gauge.
7) Once the station is destroyed you can head back to the stepson meeting place
waypoint where you will be prompted to dock with a vessel to claim your reward.
Mission 4 The Heist
Overview: You hear about some interesting information regarding some new navy
fighters from the Stepsons. They are heavily guarded so you have to obtain a false
IFF code, sneak into the base, and steal the fighters by switching them with another
cargo pod.
1) Read the email from the Stepsons (you will have to dock to read your email.)
2) Go to the "Stepson meeting place" waypoint.
3) Talk to the Stepsons (Bill) and listen to Clay.
4) The "Junkyard" waypoint will appear; go to it.
5) Talk to Doxer and ask for help.
6) Doxer will ask you to reclaim some cargo to use as a trade for the IFF you require.
You must then go and get an item of cargo with a customs value in excess of 2000
and then take this back to Doxer. He will give you the IFF and a waypoint will be
set up for you to meet with Jafs.
7) Rendezvous with Jafs at the new waypoint and dock with him.
8) Jafs transports you to the Maas facility and stops on the edge of the garbage
dump.
9) Undock from Jafs and hide in the dump.
10) Listen to Clay's advice.
11) Remote-link to the drone, dock to the cargo pod labelled 'Useful' on your contact
list and take it to the pod containing turret fighters. It is probably best to do
this bit in external view. Fly next to the fighter pod and fly slightly past it.
12) Undock from the 'useful' pod so that it slides backwards into position next
to the fighter pod. Dock to the turret fighter pod, and take it back to the garbage
dump and undock it.
13) Cancel the remote-link (SHIFT-R) again.
14) Jafs will dock to the pod and transport it away.
15) When Jafs flies out of range and the player has escaped, the mission is
completed. : When you launch from the base after this mission you will find that
you can take part in a wingman-training course. This course is not essential to
the progression of the game but is just a little diversion to allow you to get some
familiarly to using wingmen. : After the completion of this mission there is a slight
pause in the mission structure to allow the player to gather some cargo from piracy
and to give them a chance to witness some of the Marauder attacks occurring in the
area.
Mission 5 Marauder Cache
Overview: You need to talk to a miner who knows something about the Marauders, and
after defending him from a Marauder attack, you locate a Marauder supply cache and
steal the contents.
1) Read the email from E.R. Oregon.
2) Go to the "Meeting Location" waypoint and talk to the miners.
3) Defend the miners from the Marauders. Use the turret fighters for added
firepower, setting them to defend Oregon is a good method.
4) If Oregon survives, he will tell you about the cache and give you a waypoint.
5) If Oregon dies, but you kill the Marauders to avenge him, Clay will locate the
waypoint for you. If you flee, or fail to kill the Marauders, the mission is over.
6) Go to the "Beacon Location" waypoint.
7) Fight the Marauders who are defending the cache.
8) If you destroy the freighter before it escapes you can steal the LDS drive it
is carrying.
9) When all the Marauders are dead, call in Jafs to pick up the loot.
10) The mission is completed.
Act One - Hoffer's Wake
Mission 6 The Trouble With Gunstars
Overview: After the recent attacks by Marauders upon Hoffer's Gap, a call is made
for improved defences in the area around the Gap. The Stepsons managed to locate
some disused Gunstars and ask you to claim them for the cause.
1) Go back to base read the e-mail outlining the plan.
2) When you launch you will be prompted by Clay to fly to the waypoint you have
been given, do so (the waypoint is called 'Abandone Base'.)
3) When you arrive at the base, dock to it (you will be prompted to do so as you
get close).
4) Upon doing so, Smith will go aboard and accidentally activate all the gunstars.
5) Further dialogue will explain that you are safe on the station (the gunstars
are programmed not to shoot at it), and the gunstars have intermittent power
supplies. So if you can undock quickly while the power is off to a gunstar, you
could dock and capture it.
6) Dock with all six gunstars in order to deactivate them, make sure you pick the
best moment. While you are docked to the gunstars you should find you can't be shot
by any of the other ones. Watch your contact list to pick out the next gunstar to
deactivate. When the gunstars have power they will appear red on the contact list.
The easiest next target is the one without power (appears yellow on the contact
list) and that is near by.
7) After you have deactivated all six gunstars, a cut-scene will show Jafs in a
mega-freighter to pick up the gunstars.
Mission 7 Showdown
Overview: Elmo Stepson e-mails you to say you forgot to give them the arming keys
for the gunstars you retrieved in the last mission. They're setting the gunstars
up and need the keys, so they ask you to deliver them to Hoffer's Gap.
1) When you've read the e-mail fly to Hoffer's Gap.
2) You'll notice that six gunstars now surround the base, and there's a fleet of
ships flying round Hoffer's Gap.
3) Hoffer's Gap will ask you to arm the gunstars for them. To do this, dock to each
gunstar in turn. Smith will give feedback on each successive dock.
4) Once three gunstars have been activated the Marauders attack. The group of Kong
ships flying around the Gap become your wingmen.
5) Six marauder ships will approach, one to each gunstar. Their mission is to destroy
the gunstars by disrupting them. This takes time, so you have a chance to shoot
them before they destroy all the gunstars.
6) You also have a choice; shoot up all the marauders or dock to the remaining
gunstars to get them online and help with the defences.
7) Once all the gunstars are destroyed (or after a time delay) the marauder mother
ship will launch bombers that fly into Hoffer's Gap and bomb the reactor core. You
must stop these fighters. Do this by shooting each fighter, and also by destroying
the mother ship. You may have to fly into Hoffer's Gap to shoot the bombers. If
Hoffer's Gap is hit too many times by bombers it will explode in a cut-scene.
8) When all marauders have been destroyed you've won.
Mission 8 League Initiation
Overview: The League, of which the Stepsons are part, has been impressed by your
efforts against the Marauders. They send you an e-mail, asking you if you would
like to join them. Their probationary mission takes the form of spraying graffiti
on the flagship of the new Governor of Hoffer's Wake. This means you have to sneak
into the military facilities at Memnon, which will be bristling with warships.
1) You will receive an e-mail inviting you to meet the League at a pre-arranged
spot, after reading this, you will notice a League meeting waypoint in your contact
list upon launch.
2) At this location a ship called 'Wilbert' will hail you and ask you if you want
to join the League. Answer 'yes'. They explain the mission to you, saying that the
flagship is at the Memnon Military Defence Dock, near the planet of Alexander. They
will undock a small paint droid which you should pickup and take with you.
3) Go to the 'Memnon Military System Defence Dock' that you will see has been put
onto your contact list. Once you are in range of the station, Smith tells you to
head for the munitions store, do this.
4) Once close to the munitions store, undock the paint droid and remote link to
it. From here, guide the droid slowly towards the flagship, which you will be able
to see on the contact list, making sure you do not get too close to the ships
patrolling around the station. Once you get close to the side of the flagship, a
cut scene will kick in and you will see the graffiti on the side of the flagship.
5) After the cut scene you will find that you are back at your own ship. Don't forget
the droid, if you re-link to it and fly it back to your ship then dock to it, you
will be rewarded when you go back to the league.
6) At this point, you are ready to fly back to the League meeting point to let them
know you've done it. Fly back to the League meeting point and you will be rewarded
when you select 'yes' when asked if you completed the task.
Mission 9 Construction Yard
Overview: As part of the ongoing task of constructing Haven Station, the league
hit on the idea of acquiring a local low orbit recovery (LOR) platform that would
speed the construction of the station. They construct a plan, which would enable
someone to obtain it so ask you to do the job.
1) Read the e-mail from the Stepsons and launch.
2) On leaving the base, the player should fly towards the League meeting waypoint.
3) Upon arriving at the league meeting point, you will be contacted by some league
vessels, select yes when they ask you if you've come to get the platform.
4) A droid will be undocked that you must then dock to yourself.
5) Head towards the LOR Platform location waypoint.
6) As you get close to the location, a vessel will approach you and ask questions.
Say you've come to speak to the Captain and then say you're an old friend.
7) The security vessel will set off back to the base. At this point you can undock
your droid and remote pilot it towards the security station. This must be done
carefully, if your thruster usage goes too high you will be warned by Clay. You
should drop your thruster usage to prevent being spotted.
8) Once you get close head towards the habitation module, it's the huge rectangular
one and should be labelled on your contact list. When you get close it will be 'cut
off' from the station. The remote connection can then be terminated.
9) Fly the tug towards the LOR platform and dock to it. Once docked you will find
you can remote connect to the platform and fly it back towards the League meeting
point. The security forces will be alerted at this time so use your turret fighters
for cover if you come under too much fire, this should be minimal if you managed
to sever the habitation module as only one ship should attack!
10) At the League meeting point, get close to the League vessels to initiate dialogue
then terminate the remote connection to the LOR platform and undock from it to
complete the mission.
Mission 10 Lucrecia's Hoard
Overview: The League offers a reward to the finder of the fabled Lucrecia's Hoard,
which is said to contain a mysterious object that a buyer has asked the League to
recover for them. The player follows a trail of clues and finds the location of
the hoard. However, NSO Laplace has found the player base and takes the crew hostage.
The player must thwart NSO Laplace and retrieve the device.
1) You receive an e-mail from the League introducing the hunt for the alien artefact.
On leaving the base, Clay tells you about a friend who may be able to help you in
the hunt.
2) Travel to Hoffer's Heel Ship Park and dock to it, this location will be visible
on your contact list.
3) Greet (do not threaten) Old Dulley on the ship park station. He will tell you
that he gambled away the key that you need at Hoffer's Gap Entertainment Complex.
4) Go to Hoffer's Gap Entertainment Complex and dock to it. This is found in orbit
around Hoffer's Gap on the star map.
5) Tell them who you are and what you want, you will be given the key you need to
open the hoard.
6) Upon undocking, you will be told that a program Smith has written to triangulate
the position of the hoard is ready back at your base.
7) Go back to the base and Smith will ask you if you want to try and determine the
location of the device. To do this you need the exact time and date when the hoard
was hidden. This information can be found on the Will left by Lucrecia Johnston
that should be the first e-mail in your archive. Enter the time and date: 17:24
on 04/03/2331.
8) The device is near an asteroid called Zaius, but before you can act on this
information, agents from NSO Laplace invade your base and take your comrades hostage
against your delivering the alien device to them.
9) At the asteroid, you will be told to fetch the device from the hoard. As you
approach the ice asteroid that Clay points out, you use the key to both reveal the
alien artefact and activate a security system that attacks the NSO vessels. You
must snatch the alien device and damage the lead NSO Laplace ship enough to force
it to release your crew it is holding as hostages. Once docked, a cut scene will
kick in to show you returning to base and then taking the device to the League where
you sell it to them for a capsule drive. Once you've returned to base and fitted
it to your ship you will be able explore the rest of the Badland's.

Act Two The Badlands
Mission 1 Picking up the Pieces
Activation Info: System: Hoffer's Wake Prerequisites: + None
Overview: This mission is set in the aftermath of the destruction of Haven Station;
you must help the League salvage what they can from the wreckage under sustained
Marauder attack.
1) Your first task is to keep the Marauders away from the LOR platform while the
six League craft, which are docked to it, undock and join the fray.
2) After all six have undocked, the League will bring 2 tugs through the nearest
L-point. These craft will dock with those sections of station wreckage that still
contain survivors and bring them to safety. At least one of these tugs must survive
in order for you to successfully complete the mission.
3) You will be requested to escort the freighter to safety. Activate formate with
the LOR platform and wait.
4) After a short while the platform will make a run for the L-point, escorted by
whatever remains of the defence forces. You must escort them and ensure their safety
against the Marauders.
5) The LOR platform and rescue tugs successfully making it through the L-point will
trigger the end of the mission, and you will be given a 'thank you; now run for
it' message.
Mission 2 Meet the Oman
Activation Info: System: Kompira Prerequisites: + This mission is available after
you have read the e-mail asking for you to find help around the cluster. + You must
make contact with an Oman representative. This is achieved by coming near to a
Station owned by the Oman in Kompira and following it when prompted, to the Oman
HQ; Daru-el-Salam. This is a station around the planet Jahim.
Overview: This is the initiation mission given to you in order to gain the respect
of the Oman and ultimately to get them to offer help in the form of pilots for the
final battle of Mwari. Successful completion of this mission also gives the player
access to the Oman trades.
1) You must target the vessel that approaches and tells you to 'join in formation'
and activate formate when you are prompted. You will be flown to a destination marked
in the contact list as the 'training grounds.'
2) Once there, you will be given the choice of doing each of the 3 initiation
missions. When one is failed or completed, this selection will appear. The choice
is Courage, Cunning and Wisdom.
COURAGE:
1) When selected, a tug will undock from the mega-freighter nearby marked as
'training vessel'. You should remote log onto this vessel.
2) Once logged on you will see a waypoint called Courage Grounds, head towards this.
On arrival the nature of the challenge will be explained and an area of mines and
asteroids will be seen near by. At the centre of this area is a pod of gold; the
aim of the challenge is to reclaim this and bring it back to the Courage waypoint.
This must be done within a time limit, which will be seen counting down on the HUD.
3) When the player gets close to mines, they will activate and begin to fly towards
the player, if they get too close, they will detonate, damaging the player. If the
player flies out of range of an active mine, it will stop again and deactivate.
4) The easiest way to complete the challenge is to get close to the mines near the
centre of the area (where the pod of gold is) and lure them off away from the pod
of gold. Doing this a few times should produce enough room for the player to dock
to the pod and head back towards the Courage waypoint to complete the task.
CUNNING:
1) When selected, a tug will undock from the mega-freighter nearby marked as
'training vessel'. You should remote log onto this vessel.
2) Once logged on you will see a waypoint called 'Cunning Grounds', head towards
this. On arrival the nature of the challenge will be explained and an area consisting
of asteroids and gunstars will be seen near by. Near each of the asteroids will
be a numbered waypoint. The aim of the challenge is to get to each of the waypoints
in turn, within a time limit, without being destroyed by the gunstars.
3) Once you fly close to the next consecutively numbered waypoint, it will disappear
off the contact list and the next waypoint in the series will be highlighted
automatically.
4) The gunstars will fire at intervals. If a gunstar starts firing, you can avoid
its fire by hiding behind an asteroid. At this it will stop firing.
5) To complete the task you must fly to each of the waypoints before the timer
expires.
WISDOM:
1) When selected, a tug will undock from the mega-freighter nearby marked as
'training vessel'. You should remote log onto this vessel.
2) Once logged on you will see a waypoint called 'Wisdom Grounds', head towards
this. On arrival, the nature of the challenge will be explained and an area
consisting of a grid of named cargo pods will be presented.
3) The aim of the task is to get the puzzle laid out in the fashion shown in the
diagram below. This is achieved by shooting the cargo pods in turn. Once a pod is
hit, it will change its name and cycle through from repeated fire. The rules behind
the test are that no like pod is seen in a line horizontally, vertically or
diagonally from each other. Once all pods are correctly marked the player will be
informed.
4) To start off, four of the cargo pods will be set to the correct name these will
be marked to the player as blue contacts on their list.
5) The solution is:
AP
WE
GO
CO
CO
YA
AP
WE
WE
GO
CO
YA
YA
AP
WE
GO
Key:
Key: AP - Apes WE - Weasels GO - Goats CO - Cows YA - Yaks
Mission 3 Trouble at the Ranch
Activation Info: System: Eureka Prerequisites: + You must have rescued the
Ambassador in Act Two Mission 07. + You need to investigate the base around Lucifuge.
This is hinted at in the dialogue from the STC around the L-point encountered when
the player enters Eureka for the first time after rescuing the Ambassador
Overview: You must persuade the Third Way to join your cause and help alleviate
the food shortages from Eureka brought about by the Marauder attacks. You can do
this by acquiring the designs for a batch of hunter-seeker mines from some pirates,
and then providing the third-way with a shipment of these mines to defend their
settlements.
1) Fly to Lucifuge, as you get close to the base, the Third Way will hail you and
tell you to get lost.
2) As you are leaving you will witness a Third Way convoy being attacked by
Marauders.
3) After the attack, Cal will have the idea that now they may listen to you. So
fly back to the base, upon returning to the base, you will offer help and the Thirdway
will begrudgingly accept.
4) You contact Jafs who will mention that he knows of some pirates that have
hunter-seeker mines, and where you can find them; a near by asteroid base called
Hastur; Fly to Hastur.
5) Upon arrival at Hastur, a pirate by the name of Middeon Blackhartt will contact
you and tells you to try and get past his minefield. Pick your way past the minefield
protecting the pirate's base and then dock with it. Be careful, the mines can
catch-up with you quickly and, once surrounded by them, you have no chance of
survival. Try and pick them off from a distance and use your turret fighters on
fire at will if you have any.
6) Once you have made it though the minefield, dock to the station and a conversation
with Mideon will start up. In the conversation with Middeon, the Pirate Captain,
pick the first option twice to humour him and get him to give you the plans to the
mines.
7) The pirates will release a cargo pod, pick this up and return it to your base.
8) Manufacture 10 hunter-seeker mines. You will do this by collecting cargo and
recycling this. Then you can produce the mines by using the manufacture screen.
Each pod of mines requires 150 manufacturing units.
9) Upon completion of the 10 pods of mines, Jafs will prompt you to take the first
pod yourself. Equip your ship with a pod of the mines and set off to Lucifuge.
10) As you get close to Lucifuge, marauders will attack you; kill them.
11) Now give the cargo pod to the Third Way.
Mission 4 High Noon
Activation Info: System: Firefrost Prerequisites: + This mission is available after
you have read the e-mail asking for you to find help around the system. + You must
follow the directions given on where to visit upon entering the Firefrost system.
This involves flying to the Blue Note Social club then going from there. You will
eventually find yourself told to visit the Sheriff at the Firefrost System HQ. He
will offer this mission to you, in return for which he will offer to give pilots
to your cause.
Overview: A western style 'run the bad guys out of town' mission. You are recruited
by the local 'sheriff' to join up with his posse and take out a group of Marauders
causing trouble in the system.
1) The player must join up with the posse near Fort Brooklyn in the Firefrost system.
A waypoint marked 'Posse Meeting Point' will indicate the location of the fleet.
2) Upon approaching the fleet, you will be greeted by Sheriff Kane, who will ask
you if you mind flying wingman.
3) If you say 'Yes' and you'll be assigned to a group, whose leader will ask you
to form up with them. Otherwise you will be flying lead and the rest of the group
will be your wing.
4) If you're flying wing, you need only fly around with your leader until you reach
a fight otherwise:
a) Fly to the indicated waypoint 'Westley's waypoint'. b) If the Marauders are here,
try and hold out until reinforcements arrive, or if they are elsewhere fly to the
relevant waypoint (Smith for Sheriff Kane, Harbuck for Deputy Garett) and join the
fight there.
5) After you have slain all the Marauders, the police will look through the
Marauder's hoard and then give you an active cooler and a PBC accelerator as a
reward.
Mission 5 Blockade Runner
Activation Info: System: Santa Romera Prerequisites: + Once you have rescued the
Ambassador in Act Two The Badlands, you will receive a mail from the him informing
you of someone who may be able to help who is located at a station known as the
Ritz in Santa Romera. This mission is activated once you have visited 'The Ritz'
in this system.
1) Upon returning to base after visiting the Ritz and meeting Indigo, you will find
an apology email from her. She will offer you the chance to do a blockade run in
return for some new hardware.
2) Upon launch from the base, Smith will create a waypoint to the location of the
blockade fleet. Select this and fly there. Once there you will be briefed.
3) After the briefing, you will see that the Toadskin L-point can be selected from
your contact list, fly there.
4) Once you have jumped, Marauders will attack you, kill all Marauder ships, and
the mines, without letting too many of the other ships die. N.b. After approximately
2 minutes, the freighters will arrive.
5) Once you are done, the freighters will ask you to formate with them. Target one
of the vessels, and select formate.
6) The following repeats approximately 3 times:
7) After a short flight in LDS, you will come under attack. Kill the Marauders.
8) Once you are done, the freighters will ask you to formate with them. Target a
transport vessel, and select formate.
9) After the third of these you will arrive at the Longshot HQ.
10) Dock with the station. You will be awarded a new ship that will be available
to you when you get back to the base.
Act Two The Badlands
Mission 7 The Exile
Activation Info: System: Santa Romera Prerequisite: + Once you have completed Act
Two Mission 1 and read the e-mail about finding help in other systems, this mission
will be triggered upon capsule jumping into the Coyote system. A group of
independent vessels will approach and tell you about a person called Frederick
Jackson at a place called Jackson's Yard around Penacook. Once you have spoken to
Frederick Jackson, he will speak of an Ambassador near the planet Brotherhood in
the Santa Romera System. Flying to this location will trigger the mission.
Overview: You have heard that a mysterious character calling himself 'the
Ambassador' may be able to help. The Ambassador turns out to be organising a
resistance movement against the corporations, but the Corporations have a contract
out on him. You must rescue the Ambassador.
1) The mission becomes active upon being told about the Ambassador's location from
Frederick Jackson.
2) If you are not in the Santa Romera system already, fly there.
3) Once in the Santa Romera system, find the planet known as 'Brotherhood' and select
the station 'Brotherhood Exile Ark' orbiting this planet. Fly there.
4) Once you get close to the station, you should see two ships; one of these will
be displayed as the Ambassador.
5) Approach these two ships.
6) Once in range of the Ambassador, he asks you what you want.
7) Tell him that you want his help.
8) The Ambassador will explain that he is forming a resistance, but is being tailed
and needs to escape and so agrees to follow you out of distance of the station so
he can swap his IFF beacon with you.
9) You can now lead the assailants away, while he makes his escape.
10) Set off in any direction. The Ambassador's assistant, will follow you.
11) Eventually you'll get attacked by Marauders; kill them.
12) If you manage to kill them without the Ambassador's assistant dying, you'll
be given a self-defence software upgrade.) You can add this to your ship after you
return to base.
Mission 8 Corporate Holdings
Activation Info: System: Dagda Prerequisites: + You need to must complete Act Two
Mission 18 to trigger this mission.
Overview: You are tipped off to the location of an L-point opening in the Mwari
system that leads to a backdoor to the Dagda system. You are asked to help Jarvis
smuggle out indentures in exchange for the location of the backdoor location.
1) When you have read the e-mail from Jarvis and launch from the base, a waypoint
will be created pointing to the backdoor L-point. Fly to this.
2) At the backdoor, flying through takes you into the Dagda system where you will
encounter a minefield.
3) You will be prompted to shoot the mines before the indentures arrive.
4) After 60 seconds the indentures will start to arrive and head for the L-point,
they will be escorted by armed vessels.
5) As they get closer to the L-point, Jarvis will hail you and indicate that they
are being chassed by Corporates. Hostile vessels will approach and attempt to
intercept and destroy the indenture vessels, you should intervene and destroy the
hostiles while trying to allow as many of the indenture vessels to escape as
possible.
6) Once all the indenture vessels have been destroyed or have escaped, you will
be prompted to leave and jump back through the L-point.
7) At the other side of the L-point you will be rewarded based on your performance.
Mission 9 Bloodhound
Activation Info: System: Mwari Prerequisites: + The completion of Act Two Mission
08.
Overview: The MCA have had a large amount of Marauder activity in a concentrated
area of Mwari. Presuming this to indicate a near by Marauder base, they have set
up a ship equipped with a sensor capable of tracking communication signals in a
hope they will be able intercept some Marauder communications.
1) Fly to the Mwari system. Upon entering the system, you will see a waypoint to
the rendezvous location of the fleet. Fly there.
2) After meeting up with the rest of the ships, fly to waypoint one. Upon reaching
waypoint one you will pick up a distress signal. Head for the distress signal. Here
you will find a freighter being attacked by Marauders. When you attack they will
call for help kill the marauders. The sensor ship will record the signal and two
more marauders will arrive. Kill them.
3) Fly on to waypoint 2. Nothing happens at this waypoint.
4) Fly on to Waypoint 3. You happen on two more Marauders. They call for help and
the sensor ship records the signal. Kill them.
5) Fly on to Waypoint 4. Nothing happens at this waypoint.
6) Fly on to Waypoint 5. A lone Marauder ship is at this waypoint. Kill it. An ambush
force of 5 Marauder ships powers up and attacks. Kill them all.
7) Once you have completed all three encounters (at waypoints 1,3 and 5) the sensor
ship has enough data to work out the Marauder base. It will appear as a waypoint
on your contact list.
8) Manufacture 10 hunter-seeker mines. You will do this by collecting cargo and
recycling this. Then you can produce the mines by using the manufacture screen.
Each pod of mines requires 150 manufacturing units.
9) Fly to the Marauder Base location. At the base a force of MCA ships is gathering,
as are a number of Marauder vessels. Fight the Marauders and stop them destroying
the freighter before the pods can be thrown into the base, destroying it. The Mission
is completed when the base is destroyed.
Mission 10 Grassy Knoll
Activation Info: System: Hoffer's Wake Prerequisites: + Must complete Act Two
Mission 5.
Overview: Mysterious people known as 'The Third Man' offer you a reward if you'll
assassinate a Maas spy who has been gathering information on the MCA.
1) Read the e-mail sent to you from the Third Man then leave the base. Fly to the
'Meeting place' waypoint in Hoffer's Wake.
2) At the waypoint you'll meet a tug called the 'Third Man'. Get close and the tug
will hail you.
3) Talk to the tug and accept the job he offers. The tug will undock the pod its
carrying and fly off. Take the pod and return to the base to equip the Sniper cannon
it contains.
4) Refit the ship in the base with the Sniper cannon.
5) Leave the base and jump to the Santa Romera system. Upon entering the system,
fly to the waypoint labelled 'Target : Nymas Station'. As you get close cancel the
autopilot and stop. Keep at least 35 km away from station.
6) Find the nearby pod repository waypoint and fly there. As you get closer to the
Pod Repository you will see a cloud of pods. Find the Pod of Books and dock to it.
The Sniper cannon will load with 5 shots.
7) Fly towards the security station until you can target the 'meeting room window'.
The station security ships will issue a warning. Quickly, target the meeting room
window, zoom in and shoot it until it explodes.
8) Turn around and thrust away from the station. Engage LDS as soon as you can and
fly to the L-point. Jump back to Hoffer's Wake.
9) Return to the 'Meeting place' waypoint, where three tugs are waiting for you.
Kill the tugs when they try and double cross you. Call Jafs in to pick up the pods
of gold they drop.
Mission 11 Unification
Activation Info: System: Hoffer's Wake Prerequisites: + Must have complete Act Two
Mission 07.
Overview: The police, the government, the League, the Junkers, the Carva Cartel
and the Stepsons are all gathering together near Greenback in the Hoffer's Wake
system to prepare for an attack on a Marauder base. You receive an e-mail notifying
you of this and asking you to join up. Having joined up you will be led through
a series of combat situations.
1) After reading the e-mail, launch and head to the mission waypoint, called the
'Allied Force Rendezvous point'.
2) As you near the rendezvous point you will be hailed by Carla Stepson, asking
you to join the fleet.
3) When you join the fleet, she will begin briefing you on what to do next. At this
point you will be assigned four wingmen and given the opportunity to ask questions
about the mission.
4) After the briefing, fly to the Blackeye L-point.
5) On arrival at the Blackeye L-point you will be attacked by Marauders. Some of
these Marauders will attempt to drag debris in front of the L-point to prevent anyone
else jumping through.
6) After you have destroyed the Marauder forces around the Blackeye L-point,
reinforcements will be sent from the Marauder base; as these reinforcements reach
you, the allies will start pouring through the L-point to help you.
7) After you have destroyed the Marauder reinforcements, the allied fleet will
depart for the Marauder station leaving you to protect the L-point.
8) After a short while a small group of Marauders will flee from the Dog Orbital
and try and punch through you to the L-point.
9) More Marauders will arrive through the L-point.
10) Finally, a large Marauder fighter carrier, along with a fighter fleet will come
through the L-point, try to hold out against this, concentrating your fire on the
fighters, until the allied fleet can return from destroying the orbital to come
and aid you.
Mission 13 Kong Fracture
Activation Info: System: Hoffer's Wake Prerequisites: + Completion of Act Two
Mission 11.
Overview: The Kong have become upset with the rest of the League and decided to
break away from them. Unknown to the rest of the League, the Kong have been the
victims of a series of attacks organised by the Marauders which have been disguised
as police raids. In response to these attacks they have decided to destroy the police
headquarters using large quantities of anti-matter. The League, having got wind
of the plans, asks the player to stop them, through diplomatic means.
1) Travel to the Hoffer's Port Orbital in orbit around Memnon, near the Alexander
L-point in Hoffer's Wake.
2) Once there you will be fitted out with disrupters and provided with wingmen,
along with Government Special Investigations Political Officer, James Hewitt-Earl.
3) Hewitt-Earl will tell you to travel to the Alexander L-point to intercept the
Kong. The Kong will arrive shortly after you get there but, if you take too long
getting there, they will come through without you.
4) You must then disable any one of the Kong vessels to persuade them to talk to
you.
5) Having disabled a Kong ship, they will talk to you. The quickest way through
this dialogue successfully is to choose the third option 'I don't want to hurt you',
followed by the third option again, 'There has been a misunderstanding'.
6) A cut scene will follow where you will be led to Freetown.
7) You will receive a message from Chang Fi Kong, saying that it's odd that you've
met such a strong LDSI field.
8) You will receive a distress call from Freetown, saying they are under attack
from the Police. The Kong will get angry with you and then rush to the station's
aid.
9) Shortly afterwards Hewitt-Earl will ask you to get closer to the attacking ships, </pre><pre id="faqspan-2">
approach Freetown at this point.
10) As you get closer to Freetown Hewitt-Earl will inform you that they are not
police ships, and Smith will notice a big ship hanging back from the battle.
11) Identify this ship and approach it. It will appear as a ship, some distance
from Freetown, and on its own, it should be an approximately similar distance away.
12) If you begin to attack the ship, after a short amount of time it will show a
cut scene of it running off along with any remaining Marauders.
13) The Kong will thank you for your help.
Act Two The Badlands
Mission 18 Momma Wolf
Activation Info: System: Hoffer's Wake Prerequisites: + Completion of Act Two
Mission 12.
Overview: You are asked to investigate how the Marauders are ambushing convoys.
You take part as an escort charged with protecting a convoy in the hope of revealing
the Marauders ambushing tactics.
1) Read the e-mail and launch from the base. Fly to the rendezvous waypoint.
2) If you are not in the Santa Romera system already, fly there.
3) Smith suggests the LDS drives have been affected by an LDSI field and will try
to trace it.
4) You must fight off the first wave of Marauders, once this is done, Smith will
complete the LDSI field trace, and give you a waypoint to it.
5) You fly to the LDSI waypoint and encounter a large vessel and several Marauder
fighters.
6) You must first shoot and destroy all the umbilicals, connecting the smaller ships
to the main vessel. To do this its best to turn aim assist off for the most effective
fire, also cutting beams make this job easier. Once the umbilicals are destroyed,
Smith points out that the main vessels shields are down. Shoot and destroy the main
vessel and complete the mission.
Mission 20 Battle of Mwari
Activation Info: System: Santa Romera Prerequisites: + Completion of Act Two
Mission 09. + You receive an email telling you pilots and a leader are needed. This
is achieved by talking to the respective factions after you have completed a mission
for them. These missions are: : Act Two Mission 3. Once the mission has been
completed you will need to travel to the Eureka System Administration and talk to
the Third Way Elder. Upon docking to the station, select the second dialogue option
twice and the Third Way will pledge pilots to the cause. : Act Two Mission 2. Once
this mission is complete, you need to head to Daru-el-Salam, the Oman Headquarters
around the planet Jahim. Upon docking to the station, you can just ask for pilots
and the Oman will help. : Act Two Mission 4. Once this mission is complete, you
need to head to Sheriff Kane's station. the Firefrost System Administration that
is around the planet Sunflower, a moon off Gefjon, which is around the Sun Firefrost
III. Upon docking, you can request pilots. + To get a leader, you need to have been
prompted by Clay of the identity of Frederick Jackson after reading the 'request
for pilots e-mail' and the player base needs to have been moved to the Santa Romera
System. The player must then fly back to Fredrick Jackson and talk to him. He is
situated in Coyote at Jacksons Yard, a station around the planet Pennacook.
Overview: The MCA have been suffering repeated attacks from the Marauders, but
instead of breaking their spirit the attacks have simply made them dig in further.
The MCA shipbuilders have been stockpiling and hiding warships but the repeated
attacks have sapped their manpower so badly that they cannot crew all of their
moth-balled ships. The player uses their influence and contacts to gather a group
of pilots from the other factions and take them through to the MCA to crew their
ships. However, The Marauders spies find out about the plan and try to stop the
convoy of pilots and crews from reaching the MCA and reinforcing them. The Marauders
know that they have to stop the convoy at all costs. If the MCA can activate enough
ships they can drive the Marauders from Mwari.
1) The MCA send you an e-mail once you have enough pilots, telling you that the
fleet is gathering and awaits your arrival.
2) You head towards the rendezvous location at the Ritz in Santa Romera.
3) You make contact with the MCA base, and asked which L-point to jump to, either
Pestur or Toad Skin.
4) You choose one of the L-points.
5) You jump through with the convoy following. Upon entering Mwari, you are attacked
by Marauders. (You get more attackers if you come directly through the main L-point
from Santa Romera.).
6) Once you have destroyed most of the Marauder vessels, the convoy will arrive
at the L-point and ask you to escort the convoy to the MCA base.
7) En-route, the convoy is attacked several more times as it races to the MCA base.
8) Once at the MCA base the pilots are rushed to the waiting ships, which start
coming online. The Marauders realise they are done for unless they can break the
MCA now so they attack en mass. Depending on how many of the convoy vessels make
it to the base determines the amount of MCA support you have around the base.
9) After beating off the wave of Marauders, you are told to dock to the station
and are given an MCA constructed Heavy Corvette to pilot before the Marauders can
regroup for a second attack.
10) You and any surviving vessels fight off a second wave of increasingly desperate
Marauders.
11) Once the second wave is destroyed, your new ship malfunctions and you must wait
while a repair vessel comes in to inspect the problem.
12) Once the problem is sorted, a third and final wave of Marauders comes in for
the kill. At the last minute Franklin Hoffer and his battle fleet arrive to save
the day. The Marauder fleet is crushed.
Mission 22 Wolfs Lair
Activation Info: System: Firefrost Prerequisites: + Completion of Act Two Mission
18 + Completion of Act Two Mission 5 (and thus giving you the hyper-space tracker).
Overview: Equipped with the hyperspace tracker, you are now capable of trying to
uncover the location of the Marauder base and its associated facilities.
1) You need to be in the Firefrost system for the most direct route to the Marauder
base. Find a Marauder vessel, the easiest way to do this is to do this is to fly
to a distress call or follow them when they fly away from base attacks. As it runs,
target it as it goes through an L-point results in the destination of the vessel
being displayed. Following the Marauders from the area where they last jumped to
and you will find they eventually jump to Dainn II L-point. This is an uncharted
L-point and you will be prompted to investigate.
2) You should jump through the L-point to this location where you will here some
dialogue and then be informed that there are approaching contacts. At this point
you should head for the waypoint marked junk.
3) As you wait here, they will notice freighters jumping into the system and heading
off.
4) If you are quick, you should be able to fly close to the freighters without being
detected by the Marauder vessels and then follow it to its destination.
5) Once at the destination, you will find a marauder base and be prompted to
investigate. You will notice that freighters are heading to a freighter yard then
heading off again. Targeting one of these freighters and following them (using the
hyperspace tracker) will allow the you to track them to the main marauder hiding
post in the Dante system. At this point, you will be prompted to leave.
6) Escaping from the system will prompt the completion of the mission.
Mission 24 Hide and Seek
Activation Info: System: Dante Prerequisites: + Completion of Act Two Mission 23
Note: Act 23 was omitted from the game in final release and is not implemented,
so this prerequisite is not required.
Overview: Before committing their forces into a fall on attack, the League decides
to scout out the Dante System and the Marauder facilities there in. Its up to you
to pilot a scout vessel to see what your up against.
1) You, with the aid of the League, hide the command section in a cargo pod, which
is then taken through by Marauder mega-freighter to the Dante system. The small,
stealthy command section has more of a chance to successfully scout the system than
a larger ship, though it will have to be ferried out of the system by a rescue ship,
as it has no capsule drive.
2) The League are aware of at least one other jump-point in the Dante system, but
it is disused and the jump coordinates are no longer known. You must scout it out
so that the League can find a back door into the system.
3) You must also take the opportunity check out the locations of the Marauder bases
in the system, ready for the League to take them out.
4) First you must travel to the disused Faust-Alpha L-point. There is a waypoint
for it on the contact list. The Sun is kicking out a lot of EM interference so the
FTL signal can't get through. Smith says that he needs some way to boost the signal
as the command section's FTL transceiver is not powerful enough. Clay suggests
looking around the Marauder bases to search for ways to do this. He then discovers
that there are six FTL transmission sources in the system. Some of them are likely
to be close to Marauder bases. These FTL sources appear as waypoints on the contact
list.
5) Three of the waypoints are the locations of comms relays. You discover that the
remaining three are the locations of three Marauder bases.
6) The Marauder HQ is around the moon Avicenna Epsilon. The Marauders are working
on an antenna array, and a spare antenna is floating there. Smith says that he could
use the antenna, but Clay points out that you couldn't retrieve it without being
detected. Smith suggests you steal a maintenance ship from somewhere to retrieve
it.
7) Around the planet Malthus you discover the Marauder Shipyard. Worryingly the
Marauders are working on a Cruiser, which would make the assault on the system very
difficult.
8) Clay spots some maintenance flitters, and you dock to one. Smith 'hotwires' it
so that it can be remote controlled. They tow it back to the HQ, and use it to retrieve
the antenna, which you can dock to the command section.
9) You return to the L-point, only to find that the antenna is not enough. You need
to boost the power output.
10) Around the moon Valia Beta there's a the Marauder cargo yard. Smith spots some
pods of 'field generators', which he could use to boost the transmitter power
output.
11) Clay points out that some cargo ships are inspecting the cargo. You will have
to time it just right to dock to a pod of Field Generators.
12) When the field generator has been retrieved Smith wires it in and you return
to the L-point. Smith transmits the signal successfully, and a ship is sent through
to you.
Mission 25 Dante's Inferno
Activation Info: System: Dante Prerequisites: + Completion of Act Two Mission 24.
The League is assaulting the Marauder system (Dante), and they've asked you to help
them take out the three main marauder bases.
1) Jump to the Dante System, Faust-Alpha L-point.
2) Approach Hoffer's ship.
3) Hoffer says they're attacking the three main bases, and asks you to help wherever
you can. He gives you some wingmen and says you can get more by flying back to him.
You can do the next three sections in any order:
4a) Fly to the Marauder HQ. When there the League ask you to help them get the
gunstars off-line, as they're projecting a field that's protecting the station.
4b) Smith discovers that the gunstars are being controlled via the station. If you
continually target the station he can jam the signal. If the signal's jammed the
gunstars go off-line and you can destroy them.
4c) Target the station and shoot the gunstars by turning aim assist off and manually
firing at them. It's important to keep the station targeted otherwise the gunstars
will shoot you.
4d) When the gunstars are destroyed, shoot the station to destroy it.
5a) Fly to the Marauder supply base.
5b) Defend the Destroyer that's charging its beam weapon from attack.
5c) Some cargo pods will open releasing marauder ships. Destroy the pods before
the ships can launch.
5d) When the Destroyer takes out the station, you're free to go.
6a) Fly to the Marauder Shipyard.
6b) Smith notices the Cruiser you spotted from the previous mission now sports some
disrupter generators, and the ship is charging its disrupter field. If it goes off
the entire fleet will be disrupted!
6c) You need to destroy the umbilicals charging the Cruiser. Destroying the
umbilicals will cause the station to explode.
6d) When the umbilicals have been destroyed the Cruiser will launch, but it's still
charging its disruptor. Destroy it before its disruptor goes off.
7) When all three stations have been destroyed you'll be jumped via a cut scene
to the L-point where the League is planning to leave the system.
8) However, a huge fleet of Maas and Marauder ships jump in, which reveals that
Maas is in league with the Marauders. Maas makes a melodramatic speech and there's
a massive battle.
9) Destroy the Cruiser and the rest of the fleet to complete the mission.
Act 3 Edge of Choas
Act 3 Mission 1 - Corporates on the Run
Overview: Summary: If you are in the base, exit the base. The League takes advantage
of the confusion within the corporation and their inactivity. The Kompira system
is the corporations strategic point between the Badlands and the Santa Romera jump
accelerator. The League's intention is to capture the security base of Najran, this
is the centre of corporate communications and inteligence for the Kompira system.
You receive a message while out in space.

1) Return to the base to read your email.
2) Go to the waypoint situated in the Kompira system.
3) Listen to briefing.
4) Go to the waypoint of the base of security.
5) Attack the base defences without destroying too many gunstars, until the Marine
vessel docks itself at the station. After a moment, the gunstars will be
deactivated.
6) Attack each wave of ships. The Marines will convert each of the gunstars to put
them under the control of the League.
a) If the Marines die before reaching this objective, it will be necessary for you
to dock to the remaining neutral gunstars.
7) Once all the gunstars are converted, they can assist in your favour.
8) Attack the corporation ships until they are destroyed or run away. If you die,
the mission will be a failure.
9) You will receive the thanks and congratulation from the League. Watch and admire
the powerful vessels of the League as they arrive.
Act 3 Mission 2 - Clash of the Titans
Overview: Summary: Return to your base in order to see other elements of script:
The corporation is beaten in the the Badlands, thanks to your heroic actions. The
characters debate the implications of a withdrawal of the corporations. You are
invited to attack more corporation vessels again. Your friends think that the
corporation is doing a strategic withdrawal before letting the place to someone
or something else. Leave the base to trigger the following mission.
Since you are ideally placed, Franklyn Hoffer sends you farther into the Santa
Romera system in order to contact the government of the system and to make him an
offer of help. You must convince the government to give you the activation codes
of the defence fleet so that this mission can get under way.
1) The mission will begin at the Santa Romera base.
2) Choose the waypoint to the Liberty Government System Administration and go there.
3) On the way, you will be attacked by vessels of the corporation. These attacks
will continue until you approache the waypoint.
4) On your arrival, You will be advised that the security of the station has been
reinforced and that a diversion will be necessary.
5) Many enemies will appear on your list of contacts. If you don't disturb them,
they won't notice you.
6) Look for a strange object in your list of contacts.
7) Approach the strange object.
8) You will learn that this is a Police Reactor Core, which can be used in your
favour.
9) Dock to the core.
10) Clay will prepare detonation and will give you ten seconds to move away.
11) Undock from the core and move some distance away.
12) The core will explode and the various hostile vessels will move to investigate.
13) When they make their move, you make yours to the base and dock. You will then
open a dialogue.
14) Keep a constant watch for more hostiles. Return to base.
Act 3 Mission 3 - Scavenger
Overview: Summary: Return to base. The corporation have withdrawn from the Coyote
system, but have taken Santa Romera. Leave the base to trigger the following
mission.
Maas Systems have abandoned the system Coyote and are leaving trail of destruction
in their wake. Hoffer sends Call to the restricted zone of Coyote to discover what
happened there. One of the asteroids situated around Ottawa seems especially
interesting and Hoffer asks you to investigate.
1) Go to the system Coyote.
2) Head toward the asteroid of Maas research (Omega) situated around Ottawa.
3) On your approach, Smith will notice that the asteroid gives out strange
radiations.
4) Inspect each of the satcomms until Smith tells you that he has found a satellite
in working order. Wait for the cinematics and the clip audio.
5) While you study the data of the satellite, a cruiser and its escort will approach.
Smith indicates a waypoint in order to hide you and to observe the surroundings.
6) The cruiser will drop mining loads in order to destroy the station (and you,
in the process).
7) Smith will notice that the REM link of these loads is always active. Take the
control of a load and use it to destroy the cruiser. Remain a good distance away
from the load!
8) Destroy the remaining escorts.
Act 3 Mission 4 - Capture the Accelerator
Overview: Summary: You hear of an allied plan to attack the jump accelerator to
the Badlands and to suppress the restocking of the corporation. It is a dangerous
plan.
1) Return to Base and read email.
2) Dock to the mega-transporter that is close to the base of Lucrecia.
3) Wait to be transported through the jump accelerator.
4) Detach yourself from the mega-transporter. Your wing will emerge with their
cargo.
5) The Marines will announce that their ship is stuck in its container pod. Look
for thecontainer pod and pull it over until the vessel can escape it.
6) Escort the Marines to the jump accelerator until they dock to it.
NOTE: The death of the Marines means the failure of the mission.
7) The Marines will announce that the accelarator has gone into lockdown mode, You
will need to take down the field.
8) Pass through the jump accelerator to destroy the LDA fields. They are only
vulnerable when they appear as individual targets.
9) Destroying one generator can instigate the collapse of the whole field
9) The mission will end with the destruction of all LDA fields. If you don't succeed
in destroying the fields before the crossing of the fleet, the mission will be a
failure.
Act 3 Mission 5 - Deep Cover
Overview: Summary: Remain in space for your next message: Your base has moved to
the Formalhaut system. Return to the base. You will receive the following details:
The total capitulation of the last corporation vessels of the Badlands takes place.
Your team mates are delighted. Return to space to get more elements of the mission.
You are shown the effect of anti - alliance propaganda. Some skirmishes take place
with the Marines.
Rumours are abound that the fleet is amasing to attack the League. The fleets
whereabouts must be found and quickly...
1) You receive a message indicating means to locate the fleet. You are given the
waypoint to the position of a recognised group that seized a false IFF. You are
also advised to use the tug so as not to attract too much navy attention. Your mission
is to tap into navy communications.
2) Once you arrive at the waypoint, you will be asked to dock to one of the group
vessels and you will be advised to go to the Naval STC Headquarters in the Owen
system to get a clearance code. You will also find your opportunity to tap navy
communications.
3) Once you have arrived at STC HQ, you will be approached by security vessels.
They will ask you to dock at the STC for security clearance. Once docked your code
will be given and permission to go to the tranceiver station.
4) The tranceiver station has four conduits.
5) Each conduit has a coloured light; Red, Green, Blue and Yellow. A re-router has
to be attached to the data feed conduit. But which one?
6) Each transceiver has a different number of conduits. You identify the conduit
by looking at the stations broadcast lights (which changes colour periodically).
Once you re-route all transceivers you can go home.
Act 3 Edge of Chaos
Act 3 Mission 6 - Smokescreen
Overview: Summary: Now that the navy fleet has been discovered, Frankie Hoffer
decides to act before a massacre takes place. His plan is to approach the fleet
with a flag of truce and to put an end to the conflict. The goal of this mission
consists in making diversion to allow Hoffer to penetrate in the system of New
Bavaria.

1) Your base from now on is in Formalhaut. You will receive a message explaining
the situation there. Leave the base after having read it.
2) Franklyn Hoffer will wait close by for you with a fleet. When you contact him,
he will hand you the command of the fleet and all your IFFS will adopt the codes
of Maas.
3) You must then head for the Ozaki Maas Cluster Central HQ in Ishime.
4) There, you will encounter friends and enemies. Attack the enemies.
5) Once the enemies are detroyed or running, the rest of the mission will be played
as dialogue.
Act 3 Mission 8 (07) Part 1 - Rescue Hoffer
Overview: Summary: The corpration steps up its propaganda campaign. The Marines
arrives to reinforce the corpration's troops. This is very bad news. Hoffer has
been kidnapped by Maas!
While returning to the base after the previous mission, you are contacted by a
surviving vessel of Hoffers escort. He tells you that Hoffer has been kidnapped
during an ambush. You are given his last known position in the Osprey system.
1) When you arrive at the escorts given waypoint, you locate remains of the ambush.
Go there.
2) You will find the remnants of Hoffers escort as well as a survivor (the Flambe).
You are informed of a MAAS trap. Be prepared for an attack by MAAS ships
3) Dock with the Flambe, you will be told of the past events and be given the
encyption code of Hoffers vessel. When you undock, Smith will pick up a signal of
this beacon and will display a corresponding waypoint to its point of broadcast.
Go there.
4) There, you will discover that the origin of the signal is a vessel - a garbage
ship. You will be able to interrogate the ship and will be able to learn that it
came from the naval base in the New Bavaria system.
5) Once at the New Bavaria system, a waypoint indicating the site of the naval base
will appear.
Act 3 Mission 8 Part 2 - Rescue Hoffer
Overview: Summary: New revelations concerning the Corporation plan. An alien
invasion destroys the Marine fleet!
The alien device has been activated and a swarm of aliens invade the system. The
aliens destroy the marine fleet. Frankie Hoffer is prisoner and that it is necessary
to save him.
1) Choose New Bavaria and the mission will normally begin.
2) Look for Hoffer's vessel in the list of contacts and head towards it.
3) On your approach, you will see Caleb Maas's vessel, and the vessel of Hoffer
along with many escort fighters.
4) Aim your vessel towards Hoffer's vessel and dock to it. Clay will inform you,
that you have one minute to complete the task.
5) Hoffer's vessel will explode after the minute in question.
6) Leave this zone and head toward the Pepin L Point.
7) You will come into contact with a corporation vessel called the Grand Duke. The
ship is out of control.
Act 3 Mission 9 - Antimatter Cordon
Overview: Summary: As you head toward Osprey, Hoffer leaves you, but asks you before
he goes to escort some refugees. Accept this and cross the L - Point. Shortly after
have passed the L - Point, one of the refugee vessels seems to be infected by the
aliens and you witness the spectacle of the whole family succumbing to the
infection. You decide to leave in a hurry.
In the instants that follow, the aliens spread through out the Gagarin cluster.
Franklyn Hoffer decides a daring plan to save the humanity. He asks all refugees
to assemble in Formalhaut, close to the jump accelerato. During this period, space
becomes a hive of activity of refugee ships. You come across police who interrogate
you, and ships attacking the refugee vessels.
1) In a message, the League will ask you to escort a carrier which they want to
use to carry a quantity of antimatter from a base in Batatas.
2) Meet the carrier at the Formalhaut L - Point and escort, to the Batatas system.
3) Once you arrive at the station and take delivery of the antimatter. Head back
to the Formalhaut L - Point.
4) The convoy will leave under LDS but, halfway, the carrier will hit an LDSi mine
and will lose its LDS.
5) Waves of hotile Marauders will attack the convoy.
6) The captain of the carrier announces that he has energy problems. The disrupters
have affected all systems on the vessel.
7) Suddenly, the captain will ask for help, he has an emergency because of the
deactivation of his main energy feed. The antimatter confinement will collapse in
less than one minute!
8) Clay will assist you in providing energy to the vessel.
9) You should dock your vessel to the carrier, this will allow the accumulators
of the carrier to stop the deterioration of the antimatter confinement systems.
If the system of confinement falls to 0%, the carrier will be destroyed by an immense
explosion of antimatter.
10) You should also give the order to your wing to dock themselves to the vessel
to increase the field of antimatter confinement.
NOTE:
No vessel docked = slow decrease of the antimatter confinement;
one docked vessel = steady confinement (the percentage doesn't vary);
two docked vessels = slow increase of the confinement;
three docked vessels = fast increase of the confinement.
11) You will have a difficult choice to make: it is necessary to defend the carrier
but also to prevent the fall of the confinement field. You will have to balance
between stopping the antimatter confinement field from collapsing and defending
against hostiles.
12) You can expect several waves of two or three hostiles to attack. Between waves,
you should dock as many of your wing to stop the carrier from exploding.
13) After defeating the waves of hostiles, can you fully restore energy on board
the carrier continue on your way...
14) Once you have reached the L - Point. You will/may find the exit blocked by aliens,
You need to release the antimatter container casing and send it in direction of
the L - Point. When it's close to the L - point, detonate it to eliminate all aliens
close by. You can then continue through the Formalhaut L- Point.
Act 3 Mission 10 - The End
Overview: Summary: Upon your return to Batatas, you will be asked to come to the
aid of Marcus Devani (a former commander of the naval fleet) to establish defences
against an alien attack. This consists of bringing several abandoned vessels to
the perimeter of the jump accelerator in order to slow down the aliens. After having
displaced the vessels, Hoffer suggests you return to your base (this has been
brought closer of the jump accelerator). Smith gets very excited while installing
antimatter weapons on the navy ships to fight the aliens. When you leave, there
is a cinematic of finished defences.
After a moment, one of the defenders talks with you and Marcus. He asks you to go
to the Christmas L - Point to bring support.
1) Go to Christmas L - Point (close to Lucca).
2) Once there, destroy all vessels infested by aliens that cross the L - Point.
3) Continue until you are asked to withdraw. Leave immediately and as quickly as
possible. Returning to the defences.
4) You are told to dock to your base and read the final e-mail. You will receive
an email informing you of the alien situation.
5) With it there is a note from Lemuel Smith, informing you of his plan to lure
the aliens to a trap.
6) Jafs is key to Lemuel Smiths plan - no harm must come to him.
7) Launch, and protect Jafs from alien attacks as he lays antimatter bombs
8) When all 6 antimatter bombs are placed a cinematic is played and you return to
the jump accelerator
9) Before you can leave several infected Maas ships, including Caleb, arrive and
break the quarantine
10) Destroy all ships watch the final CGI