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Komplettlösung zu I-War 2 - Edge Of Chaos (PC)

I-War 2 - Edge Of Chaos: Komplettlösung (PC)



Wichtige Anmerkung:

Dieser Walkthrough war ursprünglich als Hilfe für die Übersetzung des
Spieles gedacht. Dadurch kann es möglich sein, das sich einige Lösungs-
möglichkeiten aufgrund einer kurzfristigen Umstellung der Mission (kurz
vor dem Release), vom fertigen Spiel unterscheiden.

Ihr Gamenation Team
Infogrames Deutschland





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.


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Mission 20 - Battle of Mwari
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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.

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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,
 

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