Edge of Chaos Walkthrough: ************ Act 0 Mission 1 - Home Sweet Home Overview: After witnessing the death of his father, Cal is spured on to leave his home by Clay. The mission starts with the player in Hoffer Gap. Steps: 1) The first part of the mission is a tutorial from Clay. Clay will first direct the player to the contact list and get them to approach a waypoint. 2) Upon completeing this, Clay will explain to the player about inhibit fields around stations. This will lead to an explainaition 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. 4) Once the autopilots have been completed, Clay will intruct the player to leave Hoffers Gap and approach Griffon. This must be done by bringing up the starchart and selecting it. Then engaging approach. 5) Once the player has made it to Griffon. Clay will tell the player about Lucrecia's Base and tell them to approach the Effrit around Hoffers Wake Alpha. 6) Once the player has reached the edge of the Effrit, Clay will tell the player that in order to find the exact location of the player base, they will have to follow a sequence of waypoints with increasing desities of asteroids around them. 7) Once the player reaches the base, the mission is complete. --------------------------------------------- Act 0 Mission 2 - Proving Grounds Overview: Before Clay will let the player out in the Storm Petrel, they must complete the training course situated near Lucrecia's Base. Steps: 1) Fly to the Training Fround 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 as a penelty will be added to the time at the end of the course for everyone left unshot. 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 2 minutes to pass with a 5 second penelty being added for each unshot 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 byflying to the training ground waypoint. --------------------------------------------- Act 0 Mission 3 - Tour/Big Bad World Overview: Clay decides to take the player out and show them the sights of Hoffers Wake in their new ship. 1) Clay will prompt the player to fly to their first location - Touchdown ( this will come up in the contact list. ) 2) Once the player has got close to this location, clay will make some comment refering to Touchdown. 3) The player will be approached by memebers of the Stepsons who will introduce themselves and welcome the player. 4) After this, the player will be intercepted by a group of 3 thugs who will fire upon the player. The player should destroy these ships. During this time Clay will provide tactical information relating to dogfighting. 5) Once all 3 ships have been destroyed, the player will be alerted to the fact they called for backup and the player will be set upon by a number of ships. The player can choose to doge as much as they like or join in with the action as a number of friendly vessel appear on the scene and start helping the player. 6) Once the aggressors have been destroyed, the player will be introduced to the leader of the ships that aided the player - Wolfgang Speilman, he will offer to help upgrade the players ship if they visit him at Charlesworth Freighter Dept. This leads into the next mission..... ---------------------------------------------- Act 0 Mission 4 - Errand Boy Overview: The player visits Charlesworth and is able to meet Wolfgang Speilman who will help the player upgrade their ship in exchange for them doing work. 1) Clay will remind the player of the job offer Wolfgang gave them in the tour and a waypoint for Charlesworth Freighter Station (Wolfgangs home) will appear on the players contact list - fly to this. 2) As the player gets close to the station, Wolfgang will hail the player and request that they dock - Dock to the station. 3) Once docked, the player can initiate conversation. Ask about the job offer and then when asked if 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 them, one of them will hail you and tell you to drop the package off by docking to them. Dock to the vessel which hails you. 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 dock, Wolfgang will thank you and you can ask about the second job offer. Select yes when asked if you are intereseted 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 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 summond - 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 and this is the mission complete. ---------------------------------------------- Act 0 Mission 5 - Steal the Reactor Overview: From the previous mission, the player will have been pointed at 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 the player has left the base, Clay will prompt the player to head for the Junkyard. 2) As the player gets close to the Junkyard, Clay will prompt the player and point out the patrols around the yard. 3) The player should be able to see the reactor placed close by to the junkyard in order to get the required fuel rods, the player must carefully approach and dock to the reactor to reclaim them. 4) To do this, the player must carefully approach the reactor - the more thrust the player uses, the brighter they will appear to the patrols and so the more likely they will be detected. The base detection range with no thrust applied is 5 km - this increases with thrust. If the player moves into the detection range of a ship, Clay will warn the player and they will have 5 seconds to get out of range before the alarm is sounded. 5) Once the player has successfully made it through and docked to the reactor, the fuel rods will be transfered and the player can move off. 6) Once the player undocks from the reactor, the alert will be sounded and the player has to make a run for it. At this point, the player should have disrupters so a useful tactic is to take out as many of the vessels possible this way before running. 7) Once the player reaches the Effrit, the pursuer vessels will nolonger be able to follow and the mission will be a success. ---------------------------------------------- Act 0 Mission 6 - Nemesis Overview: The player is charged with recovering a drone from his fathers lockup to complete repairs on the base's shielding while Clay is making some adjustments back at the base. 1) Upon entering space, clay will inform the player that they now have the required location and access codes to recover the drone. 2) The first thing to be done is to select Hoffers Gap from the star map and fly towards it. 3) Once the player ship gets in range of Hoffers Gap, a waypoint will be brought up indicating the location of the lockup. Switching to the ship contact list will display Felix Jonston's lockup - the player should dock to this. 4) Upon docking, the player will be approached by Caleb Mass and two of his bodyguards. After Caleb engages the player in conversation, the bodygaurds will attack the player. 5) If the player manages to destroy the vessels, the police will turn up on the scene and disrupt the player - after a brief piece of dialogue the player will be carted off to jail. End of Act 0 --------------------------------------------------------------- --------------------------------------------------------------- --------------------------------------------------------------- Act 1 Mission 1 - The Great Escape Overview: This mission takes place immediately following Cal and his mate's escape from prison. The player must first scrub off the IFF code of his stolen tug and then locate his grandmother's base. Steps: 1) Fight off the two interceptors that are following you. Once they are either destroyed or driven off, they will drop an escape beacon. 2) The beacon will bring Marshalls in pursuit if you wait too long. 3) Jafs suggests looking up his old mate Maurice, who lives in the vicinity of hoffers gap. 4) Set course for hoffers gap. 5) on the way to hoffers gap, you'll run into a bunch of pirates. 6) The Marshalls should turn up at much the same time. 7) You can fight both sides, but if you hide in the cargo depository ( found via the 'cargo area' waypoint ) they'll fight each other. 8) Once they're done fighting, Jafs will remember where his mate lives. You may have to track down and kill the survivors ( faction LAW or XXX ) yourself to trigger this point. 9) Follow the waypoint to Maurice's base. 10) dock to the base. Maurice will reset your IFF and give you a waypoint to your grandmothers base, "Lucrecia's Base" 11) Undock and fly to Lucrecias base 12) On the way the real police - a bit better than the marshalls - will ambush you. 13) The police tell you to hold still. If you do, you should be able to talk your way out of it. 14) If you can't talk you way out, blast your way out. 15) Fly on to Lucrecia's base proper. 16) Dock to Lucrecia's base and the mission will finish. --------------------------------------------------------------- If you skipped mission 1, now would be a good time to dock to lucrecia's base. Once on board, you will see the placeholders for the base introduction story elements. You also get to name your ship, with appropriate character feedback on your choice. There's then a place-holder for the introduction to piracy. Next an introduction to Jafs and his ship, the SNRV. Jafs can pick up cargo pods for you and trade behind the scenes. Once you're through with these, have a look around the base screen. You can change the weapon load-out, and even the active ship ( although going out in the command section *isn't* recommended. It's not very tough. ) When you're done, launch from the base. ------------------------------------------------------------------ Stepsons Intro: You'll be asked if you want to set your piracy rating to maximum. This isequivelent to skipping the stepsons intro, so if you want to, select skip. ------------------------------------------------------------------- Special Piracy Mission - Candy from a Baby Overview: Cal is presented with an easy piracy opportunity when a disabled Maas freighter sends a distress signal from inside the Effrit. Cal threatens the freighter into giving up its cargo and Jafs carries it back to the base. Steps: 1) Leave the base 2) Listen to Smith telling you about the signal. 3) Fly to the distress signal waypoint 4) Talk to the freighter. Shooting it will get its attention. 5) Convince the freighter to drop its cargo (or destroy it) 6) Call Jafs to collect the cargo ----------------------------------------------------------------------- If you don't autoset the piracy rating, you must engage in piracy until such time as the stepsons notice you. Your piracy rating will go up rapidly this way, but it will also go up gradualy by itself so if you don't cut it as a pirate, don't worry. Once your piracy rating has reached a sufficient level ( three or four succsesful piracy attacks on shipping should be enough ) you will be rewarded with a story-element introduction of the Stepsons. The stepsons story element is represented in stand-in. ------------------------------------------------------------------ Act 1 Mission 2 -Stepsons Inititation: The Stepson gang have noticed the increasingly successful piracy activities of Cal's gang. They invite you to join them as a probationary member, but first you must prove your worthiness. They set you a small task - to steal a Maas Systems cargo itinerary for them. 1)Dock to Lucrecia's Base to receive e-mail from Stepsons. NOTE: make a note of any information you may wish to double-check as e-mail archiving occasionally fails. Launch and go to the 'Stepson meeting place' which will appear as a waypoint on your contact list. 2)Once there, you will see 2 or 3 Stepson ships: these are easy to identify because the ships will all be named after fish, or have some connection with fish in their names. 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 which is going to be entering the system at Touchdown L-Point. They will also warn you that it will be well guarded. 5)Go to the Touchdown L-Point. NOTE: it will take you a while to get clear of the LDS inhibit field which surrounds all planets and other settlements. 6)When you get to the Touchdown L-Point, watch your Ships contact list to see the Maas ships arrive. There are usually about 4 of them. 7)Kill them. Do not blow up the cargo pod which will also appear on the Ships contact list. 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 Hoffers Belt Asteroid Field and kill them there. 9)Fly back to the Stepson meeting point - note that the Stepson ships may have moved, but look on your Ships contact list for ships with fishy names and get close to them. 10)The Stepsons will then greet you and congratulate you on making the grade. 11)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. There will be a story element message to say that these new trades have been added. ----------------------------------------------------------------- PLEASE NOTE THAT ACT 1 MISSION 3 NOW FOLLOWS MISSION 5. Act 1 Mission 4 - Steal the Turret Fighters Overview: Cal hears about some interesting fighters from the Stepsons. They are heavily guarded so he has to obtain a false IFF code, sneak into the base, and steal the fighters by switching them with another cargo pod. Steps: 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 (Wilbert) and listen to Clay 4) The "Junkyard" waypoint will appear - go to it 5) Talk to Doxer and ask for help. He will give you a Mass IFF beacon, which you plan to attach to Jafs' SnRV. 6) Rendezvous with Jafs at the new waypoint. 7) Dock with Jafs 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 (SHIFT-R) to the drone, dock to the "useful" pod, and take it to the pod containing turret fighters. 12) Undock from the "useful" pod, dock to the turret fighter pod, and take it back to the garbage dump. 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. ------------------------------------------------------ Return and dock to the base. The stepsons will shower with praise. The characters discuss the newly stolen turret fighters. The stepsons give you more trades. ( go and have a look in the trades section ) ----------------------------------------------------- Marauder generated missions: These aren't implemented, so you will be told in synopsis that the player has participated in raids agains the Marauders. This brings up the opportunity for the next mission - return to base and pick up the email for it. ------------------------------------------------------------ Act 1 Mission 5 - Marauder Cache Overview: This mission is the first opportunity to use the Turret Fighters. Cal goes to talk to a miner who knows something about the Marauders, and after defending him from a Marauder attack, locates a Marauder supply cache and steals the contents. Steps: 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! 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. -------------------------------------------------- Return to base. You'll now be told about the Marauders in a story element. You'll learn that the Marauders will attack Hoffers gap soon. Leave the base to trigger the next mission. ---------------------------------------------------- PLEASE NOTE THIS HAS BEEN MOVED FROM EARLIER IN THE ACT. Act 1 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 plagueing facilities throughout the system. They have turned up the location of what they believe to be their main base of operations and request you to lead a strike team against it. 1) Read the email from the Stepsons ( you will have to dock to read your email ) 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 ships which formate with you. NOTE: you will not be able to give them orders untill you arrive at the marauder base. 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 - by this point you can use your wingmen. 5) Around the base is a couple of gunstars 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 gunstars will fire upon you. 6) Use the cargo to heavily damage the base. Docking to a pod and flying directly at the centre of the base to within around 4000 m then releasing the pod and flying over the station, should result in the pod hitting the station and detonating. This will damage the station, a few more should destroy the station. NOTE: some of the pods cause more damage than others and the blast from the detonation of the pods will have an effect on any other vessel/station/pods in the area of the blast so getting too close will damage you! 7) Once the station is destroyed you have two routes... if you still have any wingmen one will prompt you to dock to them to claim your reward. If all your wingmen get destroyed, you can head back to the stepson meeting place waypoint to where you will be prompted to dock with a vessel there to claim your reward. --------------------------------------------------------------- Act 1 Mission 6 - Gunstar Supermarket Sweep 1) Go back to base to pick up an e-mail. 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 'Abandoned 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 accidently 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 duck through to dock with one you can capture it. 6) Dock with all six gunstars in succession to deavtivate them 7) After you have deactivated all six a cut-scene will show jafs in a megafreighter pick up the gunstars. ------------------------------------------------------ Act 1 Mission 7 - Battle of Hoffers Wake Elmo Stepson emails 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 hoffers gap. 1) When you've read the email fly to Hoffers Gap. 2) You'll notice that six gunstars now surround the base, and there's a fleet of ships flying round Hoffers Gap. 3) Hoffers Gap will ask you to arm the gunstars for them. To do this just dock to each gunstar in turn. Smith will give feedback. 4) Once three gunstars have been activated the marauders attack. The group of Kong ships 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 defenses. 7) Once all the gunstars are destroyed ( or after a time delay ) the marauder mothership will launch bombers that fly into hoffers gap and bomb the reactor core. You must stop these fighters. Do this by shooting each fighter, and also by destroying the mothership. 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. Return to base. ------------------------------------------------------ The player is contacted by the League, a resistance movement who are impressed with the way the player handled themselves in the Hoffer's wake battle. Once these are done, launch again to trigger mission 8 ------------------------------------------------------ Act 1 Mission 8 -League Initiation The League - of which the Stepsons are part - has been impressed by your efforts to battle the Marauders. They send you an e-mail, asking you if you would like to join them - but of course offering the usual 'prove yourself' mission if you do. Their probationary mission takes the form of spraying grafitti on the flag-ship 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 (check your Waypoints contact list). You may not in fact receive the e-mail, but go to the 'League meeting point' anyway. 2) There 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 flag-ship is at the Memnon Military Defence Dock, near the planet of Alexander. 4) Don't forget to dock to the paint droid before you set off. (Select the paint droid from your Ships contact list and select Dock from the HUD.) Use the F3 key to look at the external view of your ship before you leave - you should be able to see the paint droid, which is a little glowy flashy thing which sits between the 'arms' of the tug. (Well it is on my Voodoo2 card, others of you may be able to see it in more detail!) 5) Go to Alexander and once you're there, check the contacts list and go to Memnon. Once at Memnon, you will see the Memnon Military Defence Dock appear on the list. All of this can safely be done on autopilot, but once Smith tells you to head for the munitions store, it's easier to pilot the ship manually. 6) Once you're about 50m from the munitions store, undock the paint droid and press Shift-R. This takes you into remote pilot mode, which means that you can control the droid as though it were the ship (and in fact the cockpit looks just the same). Remember however that the droid has no LDS and no weapons. 7) From here, guide the droid very, very slowly towards the flag-ship, which you will be able to see on the Ships contact list. You have to get really close before there is 'pfft, fizzle' message on the screen, which means that you've achieved your grafitti (there will be a cut-scene in the final game!) and can run away. BUT! You have to run away really slowly as well, so as not to alert all the warships surrounding you. 8) When you get back to your own ship (remember what you called it so that you can find it again on the contact list :), press Shift-R again and you will be back in control of the tug. Don't forget to dock onto the paint droid again. 9) The alarms may go off at this point, but you can still make a run for it and get away (sometimes). It may be worth piloting the droid past your ship before you switch back to controlling the tug. 10) Do the waypoints in reverse order - Memnon Military Defence Dock, Memnon, Alexander, League meeting point. You may find that the League ships have moved away from the waypoint, so keep an eye on the Ships contact list for their names. Going up to them should trigger the final conversation, after which you must undock from the paint droid again. If you did the grafitti AND got the droid back safely, they will give you some goodies. Note: There is a crash in this mission. ---------------------------------------------------- Act 1 Mission 9 - LOR Platform Overview: As part of the ongoing task of constructing Haven Station, the league hit on the idea of aquiring a local low orbit recovery (LOR) platform which 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 email from the Stepsons ( you will have to dock to read your email ) 2) On Leaving the base, the player should fly towards the League meeting waypoint. 3) Upon arriving at the league meetign point, you shall 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. 6) Head towards the LOR Platform location waypoint. 7) As you get close to the location, a vessel will approach you and ask questions. Say yo've come to speak to the Captain then say your an old friend. 8) 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 to high you will be warned by clay. You should drop your thruster usage to prevent being spotted. 9) Once you get close head towards the habitation module - it's the huge rectangular one, with lots of windows. When you get close it will be 'cut off' from the station. The remote connection can then be terminated. 10) Fly the tug towards the LOR platform ( the megafreighter ) and dock to it. Once docked you will find you can remote log onto the megafreighter and fly it back towards the league meating point - the security forces will be alerted at this time so use your turret fighters for cover! 11) At the league meating 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. ------------------------------------------------------- Player is invited to Haven station - you get this message outside of the base. ------------------------------------------------------- Act 1 Mission 10 - Treasure Hunt Overview: 'Treasure Hunt' runs throughout the latter quarter of the act. The League offers a jump drive in exchange for an alien device. The player follows a trail of clues and finds the location of the device. However, the NSO Laplace have found the player base and take the crew hostage. The player must thwart the NSO Laplace and retrieve the device, which is unfortunately in the middle of the Angels' Base. Steps: 1) An email from the League introducing the hunt for the alien artefact starts the mission. On leaving the base, one of your crew 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. Note that you must dock to the 'Hoffer's Heel Ship Park' and not the 'Hoffer's Heel Ship Park (location)' entry in the 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. 4) Go to Hoffer's Gap Entertainment Complex and dock to it. 5) Tell them who you are and what you want - you will be given the key you need to find the device. 6) Smith writes a program to use the key you just received to triangulate the position of the asteroid - but you need a particular time and date to determine the exact coordinates of the alien device. You look in your cockpit and see it - the time that the clock in your grandmother's ship stopped. 7) Go back to the base and Smith will ask you if you want to try and determine the location of the device. Accept and enter the time and date: 17:24 on 04/03/2331. 8) The device is on 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, the site of the hoard, you use the key to both reveal the alien artefact and activate a security system that attacks both NSO and Angels forces. You must snatch the alien device and damage the lead NSO Laplace ship enough to force it to release its pod containing the hostages. You can then return to the base, where you will find that you have now exchanged the device for the jump drive you needed. End of Act 1 --------------------------------------------------------------- --------------------------------------------------------------- --------------------------------------------------------------- Walkthrough of Act 2 missions: Note that this act is non-linear in format. This lists the missions present. The Story-Elements are attached to the missions as needs be, so their precise order can't be prescribed. ---------------------------------------- Mission 1 - Picking up the Pieces ---------------------------------------- Activation Info: System: Hoffers Wake Prerequisits: + None Walkthrough for Act2 Mission 01 - Picking up the pieces Overview: This mission is set in the aftermath of the destruction of Haven Station; the player must help the League salvage what they can from the wreckage under sustained Marauder attack. Start: You are close in among the wreckage of Haven Station, there are five others on your side flying about in the ruins, and an LOR (Low Orbit Recovery) platform. Some of the wreckage is unstable and will explode after a random period of time. 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 four freighters 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 two of these freighters must survive in order for you to successfully complete the mission. 3) You will be requested to escort the freighters to safety - form up with them next to the LOR platform and wait. 4) After a short while the freighters 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 freighters 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. NB: The wreckage field is currently modelled by a field of SnRVs. And the freighters are, in fact, tugs. Also the code to kill you for failing to save sufficient freighters, or leaving the area is not yet in. ---------------------------------------- Mission 2 - Meet the Oman ---------------------------------------- Activation Info: System: Kompira Pre-requisits: + The player must make contact with an Oman representative. This is achieved by coming near to an Oman owned Station in Kompira and following it when prompted. Overview: This is the initiation mission given to the player in order for them to gain their respect and ultimately to get them to offer help in the form of pilots for the final battle of Mwari. 1) The player must target the vessel that approached them and formate when they are prompted. They will be flown to a destination marked in the contact list as the 'training grounds.' 2) Once there, the player 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. a. COURAGE: 1a) When selected, a ship tug will undock from the megafreighter near- by. You should remote log onto this vessel. 2a) 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. 3a) 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. 4a) 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. b. CUNNING: 1b) When selected, a ship tug will undock from the megafreighter near- by. You should remote log onto this vessel. 2b) 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. 3b) Once the player flies close to the next consecutively numbered waypoint, it will change colour on the contact list to indicate it has been visited. 4b) The gunstars will fire at intervals - if a gunstar stars firing, the player can avoid its fire by hiding behind an asteroid - at this it will stop firing. 5b) To complete the task the player must fly to each of the waypoints before the timer expires. c. WISDOM 1c) When selected, a ship tug will undock from the megafreighter near- by. You should remote log onto this vessel. 2c) 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 flitters. 3c) 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 is that no like pod is seen in a line horiz, vert or diagonally from each other. Once all pods are correctly marked the player will be informed. 4c) To start the player off 4 of the flitters will be set to the correct name these will be marked to the player. 5c) The solution is: |----|----|----|----| | GO | YA | WE | CO | |----|----|----|----| | WE | CO | AP | GO | |----|----|----|----| | AP | GO | YA | WE | |----|----|----|----| | YA | WE | CO | AP | |----|----|----|----| ---------------------------------------- Mission 3 - Trouble at the Ranch --------------------------------------- Act2 - Mission 03: Trouble at the Ranch --------------------------------------- Activation Info: System: Eureka Pre-requisits: + The player must have rescued the ambassador in Act2 Mission 07. + The player must investigate the base around Lucifuge - hinted at in the dialogue from the STC encountered when the player enters Eureka. Overview: The player must persuade the gratingly superior Third Way to join their cause. They can do this by blagging the designs for a batch of hunter-seeker mines from some pirates, and then providing the third-way with a shipment of these mines. 1) Fly to Lucifuge, and meet with the Third Way near their base. The thirdway will be snotty back. NB: The Eureka System was not functioning properly when this mission was written and so a replacement 'Lucifuge' waypoint is provided instead. 2) As you are leaving you will witness a Third Way convoy being attacked by Marauders. 3) You will be sent an rude e-mail by the Third Way, telling you to get them ten hunter-seeker mines. NB: This is currently fudged and will be effectively skipped. 4) Jafs will mention that he knows of some pirates that have hunter-seeker mines, and where you can find them. Fly to Hastur. NB: Since Eureka was not working, fly instead to Tunnel, a small rock orbiting Zari in the Hoffer's Wake system. The pirates will be located nearby (you may need to search a bit) 5) Pick your way past the minefield protected the pirate's base and then dock with it. Hint: The (currently fudged) mines have a range of 9km, you can pick them off from behind this range, thus clearing a pathway through. 6) In conversation with Middeon, the Pirate Captain, pick the first option twice. 7) The pirates will release a cargo pod, pick this up and return it to your base. 8) Manufacture 10 hunter-seeker mines NB: This is fudged at the moment, you will just receive a replacement mine when you get close to your base. 9) Fly back to the Third Way base near Lucifuge NB: Return to the waypoint you first flew to. 10) You will be attacked by marauders, kill them without jepordising the pod. 11) Now give the cargo pod to the Third Way. NB: This stage is omitted as the Eureka system is not working. 12) The Third Way will snootily grant you aid. ---------------------------------------- Mission 4 - High Noon ---------------------------------------- Walkthrough for Act 2 Mission 04 - High Noon Activation Info: System: Firefrost Pre-requisits: +The player 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. He will over this mission to you. Overview: A western style 'run the bad guys out of town' mission. Basically one big fire fight. The players are recruited by the local 'sheriff' to join up with the posse (this conversation is handled by the main mission handler, so will be missed if the mission is run in isolation). 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/ Deputy Randall , who will ask you if you mind flying wingman. 3) Say 'Yes' and you'll be assigned to a group, whose leader will ask you to form up with them, say 'no and you'll get whacked. 4) If you're flying wing, you need only fly around with your leader 'til you reach a fight. ...Otherwise a) fly to the indicated waypoint - 'Westley's waypoint' b) If the Marauders are here, try and hold out 'til 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 ---------------------------------------- Act 2 Mission 5 Walkthough Activation Info: System: Santa Romera Pre-requisits: + Once the player has visited 'The Ritz' in this system, the player will be offered this mission. This mission is introduced by the act script - so there is some content missing if you play it directly. In short: while you are in Santa Romera, you are offered a job by the MCA, to escort some supply freighters through the marauder infested home system of the MCA, Mwari. If you accept, you are given a waypoint to meet the freighters at. This is where the mission begins 1.1 Wait for clay to remind you about the mission, then select the waypoint, and fly there. 1.2 once there, you will be briefed. 1.3 use the starmap to select the nearby l-point, (St George) and proceed there 1.4 select the l-point destination 'ToadSkin' (subtarget the L-point using Joy btn 2) 1.5 Go through 2.1 kill the marauder ships, and the mines, without letting too many of the other ships & freighters die note: for the moment, the mines are dumb, and will not attack. That is a game 'feature' 2.2 once you are done, the freighters will ask you to formate with them. target a TRANS vessel, and select formate (f7) 3.x the following repeats appx 3 times 3.2 after a short flight in LDS, you will come under attack. Kill the marauders, then 3.3 once you are done, the freighters will ask you to formate with them. target a TRANS vessel, and select formate (f7) 3.4 after the third of these: 4.1 you will arrive at the longshot HQ. note: at the moment (20/07/00) LDS does not work well enough to get you there rapidly. bad luck 4.2 dock with the station. 4.3 select your reward (which will be delivered directly to your home base) the end. to check the reward, press -Q and look in the inventory section ---------------------------------------- Mission 7 - Ambassador Encounter ---------------------------------------- Activation Info: System: Santa Romera Pre-requisits: + Once the player has spoken to Frederick Jackson in Coyote at his station, he will tell the player of an ambassador near the planet Brotherhood in the Santa Romera System. Flying to this location will trigger the mission. Overview: The Player has heard that a mysterious character calling himself 'the ambassador' may be able to help him. The ambassador turns out to be organising a resistance movement against the corporations - but the corporations have a contract out on him. The Player must rescue the ambassador. 1.) As the mission opens, you will be informed of the message left by the ambassador and where to meet him. 2.) If you are not in the Santa Romera system already, fly there. You can do this by either selecting a lagrange point route, or by using the test-cheat of shift-j followed by selecting the Santa Romera system. 3.) Once in the Santa Romera system, find the planet known as 'Brotherhood' and fly there. 4.) From the planet, fly to the station 'Brotherhood Exile Ark'. 5.) Once you get close to the station, you should see two ships - the 'Frodo' and the 'Purple Rose'. 6.) Approach these two ships. 7.) Purple Rose turns out to be the ambassador and asks you what you want. 8.) Tell him that you want his help. 9.) The Ambassador will explain that he is forming a resistance, but is being tailed and needs to escape. He swaps his IFF beacon with you. 10.) You can now lead the assailants ( still not in contact range ) away while he makes his escape. 11.) Set off in LDS in any direction. The Ambassador's assistant, Frodo, will follow you. 12.) Eventually you'll get attacked by Marauders. Kill 'em. 13.) If you manage to kill them without Frodo dying, you'll get given something extra for your inventory. ( Self defense software system ). You can add this to your ship after you return to base. 14.) Either way, the ambassador escapes and all ends well. ---------------------------------------- Mission 8 - Corporate Holdings ---------------------------------------- Activation Info: System: Dagda Pre-requisits: + The player must complete act 2 mission 18 to trigger this mission. Overview: The player is tipped off to the location of an L-Point opening in the Mwari system that leads to a backdoor from the Dagda system. The player is asked to help someone smuggle out indentures in exchange for the location of the backdoor location. 1) When the location of the secret L-Point in Mwari is given to the player by Jarvis Fokker, entering into the Mwari system will result in the location of the backdoor L-Point being visible on the waypoint contact list. 2) Flying through the L-Point at this location will take the player into the Dagda system where they will jump into a mine field. 3) The player will be prompted to shoot the mines before the indentures arrive. 4) After about 30 seconds the indentures will start to arrive and head for the L-Point, they will be escorted by armed vessels. 5) As they arrive hostile vessels will approach and attempt to intercept and destroy the indenture vessels, you should intervene and try and allow as many of the indenture vessels to escape as possible. 6) Once all the indenture vessels have been destroyed or have escaped, the player will be prompted to leave - jump back through the L-Point. 7) At the other side of the L-Point the player will be rewarded based on their performance. ---------------------------------------- Mission 9 - Marauder Base ---------------------------------------- Walkthrough for Act 2 Mission 9 Marauder base Activation Info: System: Mwari Pre-requisits: + The completion of Act 2 mission 08 Once the mission is underway, go to the player base and read the mail from the MCA Leave the base and travel to the Mwari system. Once in Mwari, look for the MCA waypoint. Fly to this point and talk to the ships there Say YES to the conversation. The ships will join you and 5 patrol waypoints appear. The Sensor ship will be VITAL, so don't let it die. 1 ) 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 Two more marauders will arrive. Kill them 2) Fly on to waypoint2 Nothing happens at this waypoint 3) Fly on to Waypoint 3 You happen on two more marauders. They call for help and the signal is recorded by the sensor ship. Kill them 4) Fly on to Waypoint 4 Nothing happens at this waypoint 5) 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 6) 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. 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: Hoffers Wake Pre-requisits: + Must complete Act 2 Mission 5 Walkthrough for A2M10 Grassy Knoll Objective: Mysterious people offer the player gold and weapons if they'll assassinate a Maas spy who has information. The Mission starts with an email message. 1) Read the message, then leave the base. Fly to the 'Meeting place' waypoint in Hoffers Wake 2) At the way point you'll meet a Tug called the 'Third Man'. Get close (5km) to the tug and it'll 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. 4) Refit the ship to carry the Long-range cannon 5) Leave the base and jump to the Santa Romera system. Once in system, fly to the AAA-Nymas waypoint.As you get close cancel the autopilot and stop. Keep 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 Long range 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. 8) Turn around and thrust away from the station. Engage LDS as soon as you can and fly to the L-Point. Jump to Hoffers 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 Jaffs in to pick up the pods of gold Success ---------------------------------------- Mission 11 - Unification ---------------------------------------- Activation Info: System: Hoffers Wake Pre-requisits: + Must have complete Act 2 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. The player will receive an e-mail notifying them of this, and asking them to join up. Having joined up the player will be led through a series of combat situations. 1) Go to Greenback, in the Hoffer's Wake system. The mission will set up a waypoint nearby, called the 'Allied Force Rendezvous point', head for this. 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 (get within 500m of the the rendezvous point), 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) Fly to the Touchdown L-point (this is the nearest L-point to the rendezvous point), go through it to the Blackeye L-point. 5) On arrival at the Blackeye L-point you will be attacked by two Marauders. Two more Marauders will attempt to drag debris in front of the L-point to prevent anyone else jumping through. 6) Having slain the Marauders you need to ensure the L-point is clear of debris so the allied force can come through. 7) About two and a half minutes after you arrive at 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. 8) After you have secured the L-point, the allied fleet will depart for the Marauder station (the Dog 1 Orbital), leaving you to protect the L-point. 9) At this point the clever player will drag debris over the L-point to prevent any more Marauders jumping through. 10) 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. 11) More Marauders will arrive through the L-point. Most of these will be killed if you've dragged sufficient debris over the L-point. 12) 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. 13) Having successfully completed the mission you will be thanked by Carla, awarded two permanent wingmen, and your base will be moved to Santa Romera. ---------------------------------------- Mission 12 - Hunter or Hunted ---------------------------------------- Activation Info: System: Hoffers Wake Pre-requisits: + Completion of Act 2 mission 13 Overview: The league have been attempting to salvage the wreckage of Haven Station, however, their ships have been destroyed by a mystery marauder ship. The player must travel to Haven station and attempt to capture the marauder alive. However they will prove a tricky opponent. Walkthrough: 1) Go to the 'Greenback Orbital Transfer Station', where you will be fitted out with remote disrupter missiles and given a chance to speak with a pilot who has faced the marauder and lived to tell the tale. NB: The code for the disrupter missile loadout isn't in yet. So instead you will be given four 'pretend' missiles (actually drones) who will follow you about, and become available for remote use later in the mission. 2) Arriving at Corinthia l-point you will encounter a small minefield and defence laser. Destroy these and proceed to Haven Station. NB: Mines aren't in yet so this section has been omitted. 3) On arriving at Haven station, you must enter the debris field and attempt to locate the marauder ship (called the 'Vladimir') before it can sneak up behind you. NB: Since at the time of witting removing Haven Station causes the starmap to crash the wreckage has been placed 75km from the actual station. Also this wreckage is not in properly, so it is mocked up with Megatransporters. 4) After a brief skirmish, the Vladimir will launch explosive countermeasures that will cause your ship to momentarily lose control and allow it to slip away undetected to a hiding place in the wreckage field. 5) The Vladimir will release a number of remote controlled drones to attack you, these have limited use rocket packs and must return to the Vladimir to Re-Stock, you can locate the Vladimir by tracking one of the drones. NB: Shortly before this you will receive a message telling you you can now use the remote disrupter missiles. 6) Having located the Vladimir, retire to a safe place, and then use a remotely piloted missile to disable it. Having disabled it, dock with it to complete the capture. NB: This is mocked up at the moment, select one of the remote missiles that are following you, and press Shift-R to control it, fly it close to the Vladimir and it will trigger the disabling effect. The missiles will self-destruct if you leave them before disabling the Vladimir. 7) The mission will now be complete, you will be rewarded and discover the marauder encoding device. ---------------------------------------- Mission 13 - Kong Fracture ---------------------------------------- Activation Info: System: Hoffers Wake Pre-requisits: + Completion of Act 2 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 but disguised as police raids. In response to these attacks they have decided to explode large quantities of anti-matter by the police headquarters. The League have got wind of the plans, and the player is sent to stop them, preferably without killing them. After intercepting the Kong and persuading them to go back to freetown (with the player), they encounter a vast LDSI field around freetown and shortly afterwards discover that freetown is under attack from 'police' ships. The player is then able to convince the Kong that they aren't police ships and drive them off. This is the player's first encounter with the Marauder's support ship with LDSI capabilities - the Akela. 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 a Government Special Investigations Political Officer, James Hewitt-Earl. * The code for this is not yet in, so you are simply given a message telling you what would happen, and the wingmen are given to you. 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 several of the Kong vessels to persuade them to talk to you. * As the code for disrupters is not in yet, you will be given a message telling you that the Kong will give up after 20 seconds. After 20 seconds you will be moved to the next step. 5) Having disabled a few Kong ships, 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) You will asked to fall into formation with Jet Kong, when you do so you will be led to Freetown. Although you will be yanked out of LDS before you get there. 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. Once you have found it, approach it. 12) As you get about 20km away from it, Smith will figure out what it is (and it should get identified in your contact list as 'The Akela'), this will trigger a new round of diplomacy. 13) Choose the first option 'There's a Big Marauder ship' and then the first option again 'Think about it'. 14) You can now basically sit back and wait, the Akela will run away some time after it has been attacked (you can't kill it), and call its 'police' ships back to protect it. They will hang around 'til the Akela has got to a safe distance and then leave themselves triggering the victory speechs, and your allies to leave. ---------------------------------------- Mission 18 - Momma Wolf ---------------------------------------- Activation Info: System: Hoffers Wake Pre-requisits: + Completion of Act 2 mission 12 Overview: You are asked to investigate how the Marauders are ambushing convoys. The player takes the helm of a remote controlled fighter to escort and protect a convoy. Steps: 1) Rendezvous with the convoy (at the Freelancers Co-op Aid Centre). 2) Escort the convoy to Hoffer's Gap by issuing a Formate Command. All the ships' LDS drives cut out some way into the journey. At this point the Marauders appear. 3) Smith suggest the LDS drives have been affected by an LDSI field and will try to trace it. 4) The player 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) The player flies to the LDSI waypoint and encounters 3 large enemy ships. 6) The player must shoot both umbilical on each ship to destroy the ship and switch off the LDSI field. 7) The convoy can now escape, but the player must finish off the remaining Marauder ships to complete the mission. ---------------------------------------- Mission 20 - Battle of Mwari ---------------------------------------- Activation Info: System: Santa Romera Pre-requisits: + Completion of Act 2 mission 09 + Once you receive an email telling the player you require pilots and a leader, pilots to fly the ships for this mission are required. This is achieved by talking to the respective factions after you have completed a mission for them. These mission are: - Act 2 Mission 3 - Act 2 Mission 2 - Act 2 Mission 4 + To get a leader, the player will be prompted by clay after reading the request for pilots email, of the identity of Fredrick Jackson. The player must then fly back to Fredrick Jackson and talk to him. 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, as if the MCA can activate enough ships they can drive the marauders from Mwari. Steps: 1) The MCA sends the player asking for contacts who would fight the Marauders. The player sends the invitation on to all the various factions and people they know. 2) The player goes to the Santa Romera system and rounds up all the volunteer pilots. 3) The player makes contact with the MCA base, and is asked which L-Point to jump to, either Pestur or Toad Skin. 4) The player chooses one of the L-Points. 5) The Player jumps through with the convoy following. They are attacked by marauders as they jump in. (You get more attackers if you come directly from the Santa Romera way point) 6)The player has to fight off the marauder vessels and escort the convoy to the MCA base 7) 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 up to three Heavy Corvettes join with the player to help the player fight off the incoming wave of marauders. 9) After beating off the wave of Marauders the player is given an MCA constructed Heavy Corvette to pilot before the marauders can regroup for a second wave. 10) The Player and surviving Corvettes fight off a second wave of increasingly desperate Marauders. 11) The Players ship malfunctions as the Third and final, stronger wave of reinforced Marauders comes in for the kill. 12) At the last minute Franklin Hoffa and his battle fleet arrive to save the day. The marauder fleet is crushed. ---------------------------------------- Mission 22 - Wolfs Lair ---------------------------------------- Activation Info: System: Firefrost Pre-requisits: + Completion of Act 2 Mission 18 + Completion of Act 2 Mission 5 ( and thus giving you the hyper space tracker ) Overview: Equiped with the hyperspace tracker, the player is now armed and able to try and uncover the location of the marauder base and its associated facilities. 1) The player needs to be in the firefrost system. Targeting a marauder vessel as it runs through a l-point results in the destination of the vessel being displayed. When it jumps the location Dainn II L-point should be given - this is an uncharted l-point and the player will be prompted to investigate. 2) The player should jump through the l-point to the this location where they well here some dialogue and then be informed that there are approaching contacts. At this point they should head for the waypoint marked junk. 3) As the player waits here, they will notice freighters jumping into the system and heading off. 4) If the player is quick they 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 the player will find a marauder base and be prompted to investigate, they will be pointed to the freighters in the area. Targeting the freighters and following them (using the hyperspace tracker) will allow the player to track them to the main marauder hiding post in the Dante system. At this point the player will be prompted to leave. 6) As the player flies back to the l-point they came in at, the player will notice that it is still guarded. To fool the guards the player is pointed in the direction of an abandoned vessel in the junk. The player can remote log onto this vessel and fly it in the direction of the marauder guards, once the guards spot the vessel, they will give chase at which point you can break the remote connection and run through the l-point. ---------------------------------------- Mission 23 - Suicide Run ---------------------------------------- This mission has been removed. ---------------------------------------- Mission 24 - Hide and Seek ---------------------------------------- Activation Info: System: Dante Pre-requisits: + Completion of Act 2 Mission 23 Overview: After a disastrous first attempt to assault the Marauder system, the league decides to take a more stealthy approach. Now that their home system Dante has been discovered, the Marauders are pulling their forces back and fortifying the entry-point to the system. 1)The player, with the aid of the league, hides the command section in a cargo pod, which is then taken through by Marauder megafreighter to the Dante system, past the L-Point defenses. 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 disuse and the jump coordinates are no longer known. The player must scout it out so that the league can find a back-door into the system. 3)The player must also take the opportunity spy out the locations of the marauder bases in the system, ready for the league to take them out. 4)After jumping into the system on the Megafreighter the player discovers that the freighter and its escorts are heading for the planets Valia and Malthus there must be Marauder bases near those two locations. 5)First the player must travel to the disused Faust-Alpha L-Point, close to the sun. 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. The Engineer, Smith, says that they need some way to boost the signal - 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. 6) Three of the waypoints are the locations of comms relays. The player discovers that the remaining three are the locations of the 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 they could use the antenna, but Clay points out that they couldn't retrieve it without being detected. Smith suggests they steal a maintainance ship from somewhere to retrieve it. 7)Around the planet Malthus they 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 the player docks 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 they dock to the command section. 9)They return to the L-Point, only to find that the antenna is not enough. They need to boost the power output. 10)Around the moon Valia Beta they find 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 the cargo is being inspected by some cargo ships. The player 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 the player returns to the L-Point. They transmit the signal successfully, and a ship is sent through to retrieve them, and the player is returned to base. ---------------------------------------- Mission 25 - Marauder War ---------------------------------------- Activation Info: System: Dante Pre-requisits: + Completion of Act 2 Mission 24 The league are 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 'The Pegasus' 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. 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 destroys 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 are 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 win the mission. END OF ACT 2 --------------------------------------------------------------- --------------------------------------------------------------- --------------------------------------------------------------- Act 3 ----------------------------------- If you are in the base, exit the base. On starting the act, you will be told that the hostile corporate generator is starting. This is a stand-in message, showing where the real corporate hostile generator will go. There is also a placeholder for generic player raiding against corporate targets. Remain in space, and you will be offered mission 1. --------------------------------------------- Act 3 Mission 1 Walkthrough --------------------------- (has email) Background: The league are taking advantage of the corporates confusion / weakness to strike a telling blow. The Kompira system is the link between the Badlands and the jump accelerator link to the other cluster The league intend to capture and hold the najran security base, which is the corporate's communications & intelligence for the system corporate forces in the system are tied up in skirmishes with the oman 1) return to base to read the email. 2) Go to the waypoint in the Komipira System. 3) get briefed. 4) fly to the security base waypoint. 5) fight off the base defence without killing (too many of) the gunstars, until the marine ship docks to the station after a few moments, the gunstars will deactivate. 6) fight off the next waves of ships while the marines visit the gunstars in turn to convert them to league control. 6a) if the marines die before this is done, you must dock to the remaining neutral gunstars yourself. 7) once all of the gunstars are converted, they will come online on your side. 8) fight off corporates until you die (mission fail) or they die or run away. 9) be congratualted by the league, and watch the big league ships arrive -------------------------------------------- Return to base to view more story elements: The corporates are defeated in the Badlands cluster, thanks to the player's heroic actions. Characters discuss implications of the corporate pull-out. Player is invited to attack more corporate vessels. It dawns on the player's friends that maybe the corporates are making a strategic withdrawal to clear the way for something else ... Exit the base to enact the next mission. ---------------------------------------------- Act 3 Mission 02 - Clash of the Titans. Featured Mission Overview: Frankie Hoffa sends the player (as they will be ideally placed) deeper into the Santa Romera system to make contact with the system Government and offer aid. The player has to try and get the Government to give him the system defence fleet activation codes so that Frankie can get the fleet moving. Steps: 1) The mission should start from your base in Santa Romera. 2) Select the waypoint for the system administration and fly towards it. 3) While traveling to the destination you will be attacked by corporate vessels. These attacks will continue until you are within range of the station. 4) Upon arrival at the station, Cal will inform you that there is some really tight security around the base and that a diversion may be necessary. 5) Many hostiles will show on the contact list - if you do not disturb them they do not notice you. 6) Cycle through the ship contact list and you will find a pod of debris. 7) Approach the pod of debris and listen for the conversation. 8) You will be informed that the pod looks like the reactor core of the police station [blown up earlier]. A strong hint suggests you dock to it. 9) Dock to the pod. 10) Clay will set up the detonation and give you 10 secs to get clear. 11) UNDOCK the pod after a couple of seconds and gain distance. You can take it further but usually where you have picked it up is far enough. 12) The pod should explode (you'll probably hear it behind you) and the various hostile targets should investigate 13) Once the vessels move off to investigate dock to the base and the dialogue will continue the story. 14) The player should then return to their base. ---------------------------------------------- Return to base. The Corporates have pulled out of the nearby Coyote system. ... but they have taken Santa Romera. Exit the base to trigger the next mission. ------------------------------------------------ Act 3 Mission 03 - Scavenger Maas Systems have abandoned the Coyote System, and left the intentures to fend for themselves. Hoffer sends Cal into the Coyote restricted zone to see what Maas have been up to, and to check the area for Indentures. One of the asteroids around Ottowa is very interesting, and he wants Cal to check it out. 1. Jump to Coyote 2. Head for the Maas Research Omega asteroid around Ottowa 3. When near Smith will remark that the asteroid is giving off very unusual radiation readings. 4. Inspect each of the commsats until Smith says that he's found a working satellite. Wait for the cut-scene / audio clip to play ( Not implemented yet ). 5. While you're studying the satellite's data a cruiser and escorts has approached. When smith points out a hiding spot go there and watch. 6. The cruiser launches mining charges, which it's going to use to blow the station - and take you with it. 7. Smith notices the remlink is still active on the charges. Remote pilot a charge and use it to blow up the cruiser. Make sure you keep the charge well away from you! 8. Take out any remaining escorts. -------------------------------------------------- Return to base to receive story elements - Player hears of allied plans to assault the jump accelerator and cut of the corporate line of supply. It's a dangerous plan. -------------------------------------------------- Act 3 Mission 04 - Capture the accelerator 1. Dock to the megafreighter that's parked near Lucrecia's base. 2. Wait for the game to transport you through the jump accelerator 3. Undock from the megafreighter. Your wingmen will blast their way out of their pods. 4. The Marines Tug will radio that they're stuck in the pod. Look for the pod 'Marines Pod' and shoot it until they break free. 5. Escort the marines to the jump accelerator until they dock with it. If the marines die it's mission over. 6. When the marines say the station's gone into lockdown, fly inside the jump accelerator and shoot the 'LDA nodes'. They are only vulnerable when they show up as individual targets. 7. When all nodes are destroyed the mission is complete. If you fail to destroy the nodes before the fleet jumps in, the mission is failed. --------------------------------------------------- Remain outside. You may have to wait a while for the following message to appear: The Player base is moved to the Fomahault system. Return to the base. You'll recieve the following story elements: The total capitulation of remaining Badlands corporate vessels takes place. Player's mates get a bit on the happy side. Return to space for two more story elements - The player is shown the weight of anti-alliance propaganda. Random Naval skirmishes start. ----------------------------------------------------- Act 3 Mission 05 - Deep Cover Overview: Word has got out the the navy is gathering together the system fleet for a strike on the League. This would prove to be the end of the League so the fleet must be located quickly... 1) The player receives an e-mail tip off as to a way to find the fleet. It provides a waypoint to a scout group who have secured a disguised IFF for the player to use - also telling them to use the tug to complete the disguise. 2) Flying to the scout waypoint results in the player being prompted to dock with one of the scout vessels and then being told to head towards Fender Naval STC System HQ in the Owne's Star system to obtain a autorisation pass to the transmitter area. 3) Upon arriving at the STC the player will be approached by security vessels and told to dock to the STC. Once the player has docked to the STC they will be given the pass code. 4) The player must now fly to Fender Naval STL Transceiver. Upon arriving, the player will be approached by security asking for the pass code, telling the security the code will enable you to enter the area. 5) Around the area are 4 comms transmitters. The player must dock to each in turn and select the correct entry on each of the tranceivers to succeed. The correct selection for each of the trancievers can be found from the colour of the lights on the STL Station in the middle of the trancievers. This will change when you dock to each of the trancievers. 6) Once each of the transmitters has been visited and the right selections made, the player can return to base. ------------------------------------------------------ Act 3 Mission 06 - Smokescreen Overview: Now the naval system defence location has been discovered and the sheer size of it realised, Frankie Hoffer decides to act before any more bloodshed can occur. His plan is to approach the fleet on a peace keeping errand to try and stop any further conflict. The aim of this mission is too provide a diversion to allow Hoffer to successfully enter the New Bavaria Cluster. 1) The Player base will now be in Fomahault. The player will recieve an email explaining the situation. After reading the email the player should leave the base. 2) Outside the Base will be Frankie Hoffer waiting with a fleet of vessels. Approaching Hoffer will cause him to give you control of the fleet and for you all to set your IFFs to Maas allegiance. 3) The player should then fly to the Ishime System and head for Ozaki MAAS Cluster Central HQ (around the planet Ozaki.) 4) Once at this location the player will register a number of friendly contacts and a number of incoming hostile ones. The player should engage the hostile targets. 5) Once all the hostiles are destroyed/fled then the rest of the story behind the mission will be played out in dialogue. ------------------------------------------------------- Return to base for more story elements: E-mail of corporate propaganda The Navy are coming in to back up the corporate forces. This is bad news. Hoffer has been kidnapped by Maas! Exit to start next mission. ----------------------------------------------------------- Act 3 Mission 08 (07) part one - Kidnapped Overview: After arriving back at the base from the previous mission, the player will be approached by one of the remaining vessels from Hoffers escort patrol, they learn that Hoffer has been kidnapped and is given the last known location of Hoffer where he was ambushed in Osprey..... 1) The player will be prompted to head for the Osprey system. 2) On entering the Osprey system, they will find that a waypoint relating to Hoffers ambush will be highlighted. The player should head towards this. 3) Upon arriving at the location, the player will find the debris of Hoffers escorts as well as a remaining vessel, they will warn the player as 2 maas vessels attack the player - these should be destroyed and then the player should dock to the remaining vessels ( the flambe. ) 4) Upon docking, the player will be given the background and encryption codes to Hoffers distress beacon. Undocking from the ship will lead to Smith picking up a signal from Hoffers beacon and then placing a waypoint at the origin. The player should fly towards this. 5) Upon arriving at this point, the player will discover the origin of the signal was from a garbage truck. Getting close to the vessel will result in it being interrogated and the vessel telling the player it has just returned back from the military base in the New Bavaria system. The player should head for the New Bavaria system. 6) Upon entering the New Bavaria system, a waypoint will be brought up showing the location of the naval base. The player should head for this leading to...... Story elements: More revelations about corporate plans. An Alien swarm has destroyed the Navy fleets! Act 3 Mission 08 part two - Hoffer's Rescue. Featured mission The alien device has been activated and a swarm of aliens are entering the system. As they begin to absorb and destroy the navy vessels, it becomes obvious that Frankie Hoffer is still trapped and must be rescued. Steps: 1) In the final game you will now be in the New Bavaria system however for the moment you will need to find your way there. The easiest method is to use SHIFT-J to jump to the relevant system. Choose New Bavaria and the mission will start properly. 2) Find and target Hoffers Hostage location in the contact list and approach 3) As you approach you should see Caleb Mass, Hoffers Vessel and numerous fighter escorts. 4) Target Hoffers vessel and dock (you will have about 1 minute as indicated by Clay) 5) Hoffer will board and tell you to get out of here - do as he says 6) You should see Hoffers vessel blow up after the given minute. 7) Fly away from the area towards Peppin L-Point 8) As you get closer a corporate yacht ("The Grand Duke") will be shot and will request assistance. 9) Ideally you would remote pilot the yacht to bring it to rest and then dock however currently neither is possible. ------------------------------------------------------------ When you escape to Osprey, Frankie will leave you, but before doing so he will ask you to escort some refugees. Accept this request, and fly with the jones through the L-Point, shortly after going through the L-Point, Mrs. Jones ship will show signs of alien infection, and you will be treated to a show of the whole family succuming to the infection, and dying. After amusing yourself watching them suffer, flee. Over the next while the aliens will spread through the Gagarin cluster, until Franklyn Hoffer comes up with a cunning plan to save mankind. He will call all the refugees to gather in Fomalhaut near the jump accelerator. During this time the normal traffic will be replaced by fleeing refugees. You may encounter police ships (who may question you), ships preying on the defenceless refugees, and refugee ships in trouble (who you can help). ------------------------------------------------------------ Act 3 Mission 09 - Antimatter Cordon. 1) Via an Email the league requests that the player escorts an Antimatter Freighter to a now abandoned base in the Batatas system. 2) The player rendezvouses with the freighter at the l-point in formhault and flies through into the batatas system. 3) The convoy arrives at the station and picks up a load of antimatter and heads back towards the interstellar point. 4) The convoy heads off in LDS, however half-way to their destination the freighter hits an LDSI mine and It drops out of LDS. 5) Waves of Marauder fighters begin attacking the convoy. 6) Suddenly the freighter's captain radios that they're having some power problems, and that their engineer is attempting to fix them - the disruptors have affected every system on the ship. 7) Suddenly the captain urgently radios for assistance - the main power system has gone off line. They will lose anti-matter containment in less than a minute! A count-down timer appears on-screen. "Freighter Antimatter containment: 99%… 98%… 97%…" 8) Clay makes one of his usual cryptic suggestions "That freighter needs a power boost, and you're the only one that can do it." 9) The player must dock his vessel to the freighter, which supplies enough power to the freighter's accumulators to stop the degradation of the antimatter containment system. If at any point the containment system drops to 0% then the freighter explodes with a huge anti-matter explosion. 10) The player can also order his wingmen to dock with the ship to further boost the antimatter containment field. No ships docked = slow decrease in antimatter containment. One ship docked = stable antimatter containment (value does not decrease). Two ships docked = slow increase in antimatter containment. Three ships docked = faster increase of antimatter containment. 11) The player has a difficult choice - he has to defend the freighter, and also stop its containment field from degrading. He can only do this by undocking ships to attack the fighters, but the less ships docked to the freighter, the worse the containment field is going to get! 12) Several waves of fighter ships attack, each with two to three ships. Between each wave the player must dock himself and his surviving wingmen to the freighter to prevent it exploding. 13) After destroying all the incoming fighters, the power goes back online on the freighter and the player is free to continue.. (14) - not yet in but.. Once the player reaches the l-point out - it will be blocked by aliens - to get out the player must undock one of the antimatter pods and chuck it towards the l-point - then, once it is close, shoot it to detonate it and wipe out the aliens near by giving a clear path to escape back to the formahualt system.) ------------------------------------------------------------- On returning from Batatas, you will be asked to assist Marcus Devani (a former naval fleet commander) construct the defences for the alien attack. This will consist of you dragging several abandoned ships into perimeter positions near the jump accelerator to slow the aliens down. After you have moved the ships, Hoffer will suggest you return to base (your base will have been moved close the jump accelerator by this point), on doing so you will be greeted by an excited Smith who has developed some antimatter weapons for use against the aliens. When you launch again, there will be a montage cutscene of the defences being completed. After a short while, one of the defenders will chat to you in an unimportant fashion, and then Marcus (who has been left in charge of the defences) will ask you to go to Christmas L-Point and help out there. 1) Head for Christmas L-Point (Christmas is near Lucca). 2) After arriving, kill any infected ships and aliens coming through the L-Point 3) Continue doing so until you are told to retreat, when this happens, flee as fast as you can. 4) On returning to the jump accelerator, you will have a couple of unimportant conversations with a few of the defenders. 5) After a while, the aliens will start arriving. Kill these first incursions 6) Marcus will announce that the last refugee transport is coming in - it will be chased by several aliens 7) You must stop the aliens from catching the refugees 8) Should you fail to stop the aliens you must destroy the refugee transport to stop them spreading the infection through the jump accelerator. 9) After the last refugee escapes or is destroyed, the game will move onto mission 10. -------------------------------------------------------------- Act 3 Mission 10 - The End This mission isn't implemented yet, so the game will automatically skip it.