Walkthrough

Act 2 Mission 24 - Hide and Seek

Activation Info:

System:

Dante

Prerequisites:

+ Completion of Act 2 Mission 23.

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. The Engineer, Smith, says that he needs 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.

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.