Independence War II: The Edge of Chaos Walkthrough Posted By: Nathan Reese (Rage2565@aol.com) 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,
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