Act Two The Badlands

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.

Act Two The Badlands
Mission 1 Picking up the Pieces

Activation Info: System: Hoffer’s Wake Prerequisites: + None

Overview: This mission is set in the aftermath of the destruction of Haven Station; you must help the League salvage what they can from the wreckage under sustained Marauder attack.

1) Your first task is to keep the Marauders away from the LOR platform while the six League craft, which are docked to it, undock and join the fray.

2) After all six have undocked, the League will bring 2 tugs through the nearest L-point. These craft will dock with those sections of station wreckage that still contain survivors and bring them to safety. At least one of these tugs must survive in order for you to successfully complete the mission.

3) You will be requested to escort the freighter to safety. Activate formate with the LOR platform and wait.

4) After a short while the platform will make a run for the L-point, escorted by whatever remains of the defence forces. You must escort them and ensure their safety against the Marauders.

5) The LOR platform and rescue tugs successfully making it through the L-point will trigger the end of the mission, and you will be given a ‘thank you; now run for it’ message.

 

Mission 2 Meet the Oman

Activation Info: System: Kompira Prerequisites: + This mission is available after you have read the e-mail asking for you to find help around the cluster. + You must make contact with an Oman representative. This is achieved by coming near to a Station owned by the Oman in Kompira and following it when prompted, to the Oman HQ; Daru-el-Salam. This is a station around the planet Jahim.

Overview: This is the initiation mission given to you in order to gain the respect of the Oman and ultimately to get them to offer help in the form of pilots for the final battle of Mwari. Successful completion of this mission also gives the player access to the Oman trades.

1) You must target the vessel that approaches and tells you to ‘join in formation’ and activate formate when you are prompted. You will be flown to a destination marked in the contact list as the ‘training grounds.’

2) Once there, you will be given the choice of doing each of the 3 initiation missions. When one is failed or completed, this selection will appear. The choice is Courage, Cunning and Wisdom.

COURAGE:
1) When selected, a tug will undock from the mega-freighter nearby marked as ‘training vessel’. You should remote log onto this vessel.

2) Once logged on you will see a waypoint called Courage Grounds, head towards this. On arrival the nature of the challenge will be explained and an area of mines and asteroids will be seen near by. At the centre of this area is a pod of gold; the aim of the challenge is to reclaim this and bring it back to the Courage waypoint. This must be done within a time limit, which will be seen counting down on the HUD.

3) When the player gets close to mines, they will activate and begin to fly towards the player, if they get too close, they will detonate, damaging the player. If the player flies out of range of an active mine, it will stop again and deactivate.

4) The easiest way to complete the challenge is to get close to the mines near the centre of the area (where the pod of gold is) and lure them off away from the pod of gold. Doing this a few times should produce enough room for the player to dock to the pod and head back towards the Courage waypoint to complete the task.

CUNNING:
1) When selected, a tug will undock from the mega-freighter nearby marked as ‘training vessel’. You should remote log onto this vessel.

2) Once logged on you will see a waypoint called ‘Cunning Grounds’, head towards this. On arrival the nature of the challenge will be explained and an area consisting of asteroids and gunstars will be seen near by. Near each of the asteroids will be a numbered waypoint. The aim of the challenge is to get to each of the waypoints in turn, within a time limit, without being destroyed by the gunstars.

3) Once you fly close to the next consecutively numbered waypoint, it will disappear off the contact list and the next waypoint in the series will be highlighted automatically.

4) The gunstars will fire at intervals. If a gunstar starts firing, you can avoid its fire by hiding behind an asteroid. At this it will stop firing.

5) To complete the task you must fly to each of the waypoints before the timer expires.

WISDOM:
1) When selected, a tug will undock from the mega-freighter nearby marked as ‘training vessel’. You should remote log onto this vessel.

2) Once logged on you will see a waypoint called ‘Wisdom Grounds’, head towards this. On arrival, the nature of the challenge will be explained and an area consisting of a grid of named cargo pods will be presented.

3) The aim of the task is to get the puzzle laid out in the fashion shown in the diagram below. This is achieved by shooting the cargo pods in turn. Once a pod is hit, it will change its name and cycle through from repeated fire. The rules behind the test are that no like pod is seen in a line horizontally, vertically or diagonally from each other. Once all pods are correctly marked the player will be informed.

4) To start off, four of the cargo pods will be set to the correct name these will be marked to the player as blue contacts on their list.

5) The solution is:

AP WE GO CO
CO YA AP WE
WE GO CO YA
YA AP WE GO

Key:
Key: AP – Apes WE – Weasels GO – Goats CO – Cows YA – Yaks

 

Mission 3 Trouble at the Ranch

Activation Info: System: Eureka Prerequisites: + You must have rescued the Ambassador in Act Two Mission 07. + You need to investigate the base around Lucifuge. This is hinted at in the dialogue from the STC around the L-point encountered when the player enters Eureka for the first time after rescuing the Ambassador

Overview: You must persuade the Third Way to join your cause and help alleviate the food shortages from Eureka brought about by the Marauder attacks. You can do this by acquiring the designs for a batch of hunter-seeker mines from some pirates, and then providing the third-way with a shipment of these mines to defend their settlements.

1) Fly to Lucifuge, as you get close to the base, the Third Way will hail you and tell you to get lost.

2) As you are leaving you will witness a Third Way convoy being attacked by Marauders.

3) After the attack, Cal will have the idea that now they may listen to you. So fly back to the base, upon returning to the base, you will offer help and the Thirdway will begrudgingly accept.

4) You contact Jafs who will mention that he knows of some pirates that have hunter-seeker mines, and where you can find them; a near by asteroid base called Hastur; Fly to Hastur.

5) Upon arrival at Hastur, a pirate by the name of Middeon Blackhartt will contact you and tells you to try and get past his minefield. Pick your way past the minefield protecting the pirate’s base and then dock with it. Be careful, the mines can catch-up with you quickly and, once surrounded by them, you have no chance of survival. Try and pick them off from a distance and use your turret fighters on fire at will if you have any.

6) Once you have made it though the minefield, dock to the station and a conversation with Mideon will start up. In the conversation with Middeon, the Pirate Captain, pick the first option twice to humour him and get him to give you the plans to the mines.

7) The pirates will release a cargo pod, pick this up and return it to your base.

8) Manufacture 10 hunter-seeker mines. You will do this by collecting cargo and recycling this. Then you can produce the mines by using the manufacture screen. Each pod of mines requires 150 manufacturing units.

9) Upon completion of the 10 pods of mines, Jafs will prompt you to take the first pod yourself. Equip your ship with a pod of the mines and set off to Lucifuge.

10) As you get close to Lucifuge, marauders will attack you; kill them.

11) Now give the cargo pod to the Third Way.

 

Mission 4 High Noon

Activation Info: System: Firefrost Prerequisites: + This mission is available after you have read the e-mail asking for you to find help around the system. + You must follow the directions given on where to visit upon entering the Firefrost system. This involves flying to the Blue Note Social club then going from there. You will eventually find yourself told to visit the Sheriff at the Firefrost System HQ. He will offer this mission to you, in return for which he will offer to give pilots to your cause.

Overview: A western style ‘run the bad guys out of town’ mission. You are recruited by the local ‘sheriff’ to join up with his posse and take out a group of Marauders causing trouble in the system.

1) The player must join up with the posse near Fort Brooklyn in the Firefrost system. A waypoint marked ‘Posse Meeting Point’ will indicate the location of the fleet.

2) Upon approaching the fleet, you will be greeted by Sheriff Kane, who will ask you if you mind flying wingman.

3) If you say ‘Yes’ and you’ll be assigned to a group, whose leader will ask you to form up with them. Otherwise you will be flying lead and the rest of the group will be your wing.

4) If you’re flying wing, you need only fly around with your leader until you reach a fight otherwise:
a) Fly to the indicated waypoint ‘Westley’s waypoint’. b) If the Marauders are here, try and hold out until reinforcements arrive, or if they are elsewhere fly to the relevant waypoint (Smith for Sheriff Kane, Harbuck for Deputy Garett) and join the fight there.

5) After you have slain all the Marauders, the police will look through the Marauder’s hoard and then give you an active cooler and a PBC accelerator as a reward.

 

Mission 5 Blockade Runner

Activation Info: System: Santa Romera Prerequisites: + Once you have rescued the Ambassador in Act Two The Badlands, you will receive a mail from the him informing you of someone who may be able to help who is located at a station known as the Ritz in Santa Romera. This mission is activated once you have visited ‘The Ritz’ in this system.

1) Upon returning to base after visiting the Ritz and meeting Indigo, you will find an apology email from her. She will offer you the chance to do a blockade run in return for some new hardware.

2) Upon launch from the base, Smith will create a waypoint to the location of the blockade fleet. Select this and fly there. Once there you will be briefed.

3) After the briefing, you will see that the Toadskin L-point can be selected from your contact list, fly there.

4) Once you have jumped, Marauders will attack you, kill all Marauder ships, and the mines, without letting too many of the other ships die. N.b. After approximately 2 minutes, the freighters will arrive.

5) Once you are done, the freighters will ask you to formate with them. Target one of the vessels, and select formate.

6) The following repeats approximately 3 times:

7) After a short flight in LDS, you will come under attack. Kill the Marauders.

8) Once you are done, the freighters will ask you to formate with them. Target a transport vessel, and select formate.

9) After the third of these you will arrive at the Longshot HQ.

10) Dock with the station. You will be awarded a new ship that will be available to you when you get back to the base.

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