- Details
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.
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.
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.
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
- Details
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.
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.
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.
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.
- Details
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.
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.
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.
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.
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.
- Details
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.
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.
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.
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.
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.
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.
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Note: 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 described.
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.
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: AP - Apes WE - Weasels GO - Goats CO - Cows YA - Yaks
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.
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.
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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.
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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.