MISSION GAMEPLAY
Act Two - The Badlands
Act 2 - How can I get the PatcCom ship?
A.
To get a new ship near the beginning of Act 2 you must perform a
mission for the MCA. To get this mission you will need to speak to
Frederick Jackson at Jackson's Yard in Coyote, and follow his
instructions to assist the Ambassador at the Brotherhood Exile Ark in
Santa Romera. After you have saved the Ambassador, he will email
thanking you and send you details to meet Indigo at the Ritz. When you
get there, Indigo will behave rudely, ignore this and go back to base.
You will receive an apology from her and a request for help. Help her
and you'll get your ship.
Act 2 - Where can I find the pilots?
A. You need to complete these missions, and perform these tasks to get the pilots:
- Trouble At the Ranch:
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
- Meet The Oman:
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
- High Noon:
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
Act 2 - Mission 1 - Picking up the Pieces
Q.
I must be missing somthing, when I try to complete the mission where
the Marauders destroy Space Haven Station and I am tasked with first
making sure the two rescue ships depart safely, then escort the LOR
platform, the mission never ends. I just played it for over forty
minutes, I personally killed 98 corvettes before getting killed myself.
What has to be done to win this mission? LOR appears to be stationary
while I am flying around killing every enemy ship in sight.
A.
Wait untill the tugs finished grabbing the survivors. Then you are told
to formate with the LOR Platform, and then you should take off.
Act 2 - Mission 2 - Meet the Oman
Q. This "Oman Wisdom Trial" is making my head hurt.
A1. [ by The Merciful].
You're not the only one. Fortunately, here's the solution to it. Note
that you'll probably have to rotate your craft in order to get the
proper perspective on how this should be. The abbreviations should be
self-explanitory.
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
A2. [by Dr Barnowl].
For those that wish to complete the challenge without resorting to the
solution, but are destroying the cargo pods before they finish, a hint.
Direct all the training vessels power towards shields or engines, and
pull back to about 3km from the pods. This lowers the damage done by
each hit from 10% to 3%, giving you 3 times as many mistakes to make.
Q. Meet the Oman: CUNNING
A1.
There are numerous ways around this the best one i.e. the one that's
worked for most, is to use your LDS drive at all times and use
Autopilot approach to waypoint (this is so you don't overshoot and
loose your way and time). You'll whiz through the asteroid belts and
pass the Gunstars. Position yourself as close to the start of the trial
position as you can. The last issue on this attempt, is that when the
approach slows down before reaching the waypoint (as it does), you're
open to Gunstar attack. You'll need at this moment to switch off
autopilot and LDS manually to the waypoint. Once there you can hit auto
approach to the next waypoint. The other option which is harder is to use the asteroids as
protection, if you play it right; a) the Gunstars won't see you and b)
the asteroids will protect you. The downside to this is time. Also, if
you can, arm yourself with disruptor missiles to confuse the Gunstars. Wait to do this series of tests until you have the
ship's self defence program, which you should get early on if you play
your cards right.
A2. [ by Celegorm]
What
happens is a brutal display of just how powerful your ship can be, and
how bad the autopilot is at fireing weapons, although with
turretfighters loaded with rockets for the cunning trial, they make
really short work of the gunstars. and its amazing how fast they dust
off the hunter seeker mines, long before you can even get close to the
starting point (rapidfire PBC's range is outside that of the starting
waypoint). Reason being is this. The way the AI is set up, as soon
as a target is hit by a target with more of a potential for destroying
it, it changes its primary target. The way the self defence program
works, is whenever you switch to a REM ship, it defends it
automatically. Release an REM fighter, and two turret fights, and you
suddenly have yourself a nice little fighting force. So, by adding those two components together you have a
sparkelingly easy ride. all you have to do is fly from point A to B.
piece a cake. The ship will blow the gunstars out of the water in the
same succession that you move down teh field, and i rarely took many
hits. I had more trouble getting from A to B inside the timeframe. By doing this the only gunstar that ever was able to land a hit on me was the very last.
The
downside to this is that when the gunstars are destroyed the asteroids
are pushed away, so you can no longer use them to turn off the
gunstars. The upside to this though, is that its a lot easier to fly
from A to B.
Q. Meet the Oman: COURAGE
A. [ by Jumbo]
- DONT go to the start waypoint!
- Dock with the pod... easy because the mine are not activated yet.
- Fly to the start waypoint and be congratulated for your courage.
- Allow yourself a cunning chuckle he he.
Act 2 - Mission 3 - Trouble at the Ranch
Q.
Ok, Im trying to get the mine blueprints from the old pirate dude, but
the mines decimate me every time I get to within 50km of his base! How
do I deal with these mines?
A1. Drop
out of LDS about 90KM from the base, and continue forward on normal
thrust until you pick up the mines. Notice how as soon as they spot you
they start coming after you (at 800m/s no less)? Let em get about 50km
from you then start backing up... just keep backing up until the
pirate's base is like 200km away, then engage LDS and head for the
base. The mines are now too far away to notice you and you can
completely ignore them .
Q. I've tried dropping off the mine blueprints to the Third Way, but they won't respond when I get there.
A.
Basically you steal the blueprints for yourself. Take them back to your
base, use the blueprints to make several pods of Seeker Mines, then,
drop off a pod of mines at Lucifuge.
Act 2 - Mission 4 High Noon
Q.
I'm trying to get the Sheriff in Firefrost to help me, but the game
keeps crashing/locking up during the mission! What's wrong?
A.
While this problem is supposedly fixed in the patch, some people just
possibly might still have it. Here's how I got through it. I went to
the Blue Note in Firefrost. Chatted with the girl. I then returned to
my base and saved, re-launched, and moved on to the Sheriff's place at
Gefjon. After getting a waypoint to the Posse meeting, I went back home
and saved AGAIN, then went to the Posse. I completed the mission
provided there, went home, and managed to successfully save. It's a lot
of trouble, I know, but if the patch didn't fix it for you, this is the
best fix I've got.
Act 2 - Mission 5 - Blockade Runner
Q.
Where you are supposed to protect the MCA convoy, after recieving the
mission briefing and the Toadskin L-point is added to your contacts
list I head there through the nearest L-point (St Georges L-Point), but
instead of jumping to Toad Skin it goes to some other L-point (usually
Pestur L-Point). I go through this L-Point and the mission either
automaticaly fails or I get blown to bits before I can get out.
A1.
Once you receive your orders from the freighter convoy. Fly to St
Georges L-Point. When you get there, manually set your jump destination
in your navigation to the Toad Skin L-Point and fly through the St
George L-Point manually i.e. do not use autopilot. You'll get one hell of a reception, but that's all down to your fighting skills.
A2. [by Krunk]The
problem is that the autopilot thinks it is quicker to get to toadskin
via the L-Point you mentioned, rather than any other route. It doesn`t
realise that going there causes mission failure. Heres the solution... Take off and engage the autopilot for the waypoint you
have been given. When you get to the first L-Point along the way, take
a look at the jump destination which scrolls by in the text area at the
bottom left of the screen. Take a look where that jump would put you.
If its taking you along part of the correct route to toadskin, all is
well. Let the autopilot do its thing. If its taking you along the path
to the wrong L-Point, disengage the autopilot. Go to the starmap and select the L-Point you are near to.
Select the "Jump Destination" option and cycle through the destinations
until you get one on the path to Toadskin. Press enter to select that
jump destination. You should have the capsule jump icon to the right of
your reticle by now, with the destination you selected printed next to
it. Fly through the L-Point to do a manual capsule jump. Now you can fire up the autopilot again. Just keep
monitoring it along the way to check that it isn`t taking you in the
wrong direction, and correct it if you need to. Usually, after one or
two manual jumps it gets the correct route, because after you`ve been
following the route for a while it becomes the quickest way to Toadskin
anyway.
Act 2 - Mission 7 - The Exile
Q Where is the Brotherhood?
A. Brotherhood Ark in the Santa Romera system near the planet Faith look out for the planet Brotherhood.
Q. I found the Ambassador, but he didn't follow me.
A. After you have docked with the Ambassador's ship move away slowly and he will give you the IFF.
Act 2 - Mission 8 Corporate Holdings
To be revised
To be revised.
Act 2 - Mission 9 - Bloodhound
No questions as yet.
Act 2 - Mission 10 - Grassy Knoll
Q. I've picked up the pod and taken it back to base but I don't see the Assualt Cannon in the inventory.
A. Get Jaffs to bring it back. Also, if you are using the Cutscene Mod, try switching it off for this mission.
Act 2 - Mission 11 - Unification
Q. I'm not getting this mission.
A. To get this mission you first need to ensure you have collected your pilots (see Where can I find the pilots?)
and completed Act 2 - Mission 7. Then fly to Greenback in Hoffers Wake
first before the Waypoint " ..... Rendesvous Point" appears in your
contact list.
Act 2 - Mission 12 - Hunter or Hunted
No questions as yet.
Act 2 - Mission 13 - The Kong Fracture
No questions as yet.
Act 2 - Mission 18 - Momma Wolf
No questions as yet.
Act 2 - Mission 20 - Battle of Mwari
No questions as yet.
Act 2 - Mission 22 - Wolf's Lair
Q. How do I find the hidden Marauder base?
A.
Remember your e-mails? Go to Firefrost system, and head for the closes
distress signal to find some Marauders to follow. Do not engage, but
formate one to follow it to a L-point. Keep it targeted while it jumps,
and you should get its destaination due your capsule space tracker.
Make sure your ship has the tracker. You get it with the advanced
patcom.
Act 2 - Mission 23 - Suicide Run
Not implemented in game.
Act 2 - Mission 24 - Hide and Seek
Q. How do I get the antenna without alerting the Marauder Base?
A. You need to use a maintenance flitter.
Q. I'm having difficulty completing this mission?
A.
There are two events that have to occur in order for "trigger flags" to
be set and the mission to be successful. The first is that when you get
to the Marauder HQ, you have to approach to within 10KM of the base.
Smith will come onscreen to say that a flitter could move the antenna
array from its current location to the comsec. Good plan except you need a flitter. Therefore you now need
to find a shipyard with some flitters lying around. If you search the
other waypoints, you will come across the shipyard. Some flitters are
parked nearby although far enough away from other activity that you can
approach and steal one without anyone coming over to investigate.
Before you can do this Smith & Clay have to "notice" these flitters
(with the "trigger" conversation or else the flitter theft won't work).
After you get the flitter and tow it back to the Marauder HQ, you have
to remote pilot it to the antenna array. I found the best thing to do
was to wait for the corvettes and interceptors to jump out and then
waste the remaining maintenance flitters with long range missiles I had
fitted to my comsec. Then you don't have to waste time "timing it right."
It's going to take a VERY long time for the flitter to move the antenna
over to the comsec anyway without worrying about the alarm being
raised. Dock the antenna and move it to the L-point. once there,
Smith will inform you that he still doesn't have enough power to
transmit the signal. A field generator would do the trick, and if you
scouted all the waypoints then you will have chanced upon the supply
depot already. That's good because you're going back there. The mission here is to indentify the pods holding the field generators.
You
want to dock with a pod containing the field generators without the
'pod inspectors' catching you. After you dock, a field generator will
be loaded onboard your ship. Undock, and get the hell out of there. Go back to the antenna array at the Faust Alpha L-point
(as it is now known) and as soon as you are in range, Smith will
transmit the signal. The rescue ship will show up and mission complete.
In each sub-mission the conversation cutscenes have to
run. IF they don't the flags won't be set, and nothing will happen when
you take the actions that would complete the objectives
Act 2 - Mission 25 - Dante's Inferno
Q. How do I destroy the disruptor accelerators on the Cruiser? And what is the best weapon?
A. Target the blue lights on the Cruiser. Best weapon for this job; either Cutting Beam or Gatling Cannon or both.
Q. Any ideas on how I can get through this mission?
A. [ by HLP-Reg-PhReAk] Set your loadout to the following:
Heavy corvette:
3 pulse-acc pbc
1 mining beam
2 neutron pbcs
1 pack of disruptors
2 packs of S-R LDSi (I only use missiles i can build)
seeker missiles
- Goto meeting waypt, get wingmen tell them to guard you and turn your active sensors and signal disruptor on, fly to maraduer HQ.
- At
the marader HQ - cut off autopilot when LDS is shutoff. fly real close
to the station and use your wingmen to guard you. Turn aim assist off
and use the pulse-acc pbc against the gunstars. they should be taken
care of in no time. Clean up and get away from the station when it
blows. Wait for wingmen to autorepair (if needed). Fly to the depot
- I
never had problems with the medusa being destroyed in LDS.. it may be
me.. Tell the wingmen to guard the destroyer and just keep going after
the maraduers. Kill some cargo pods with the mining beam once in a
while. Make sure that your wingmen don't keep protecting the medusa
after the station is destroyed, they will follow it into LDS. This was
the easiest for me. After this objective is completed, wait for repair
and goto the shipyard.
- When you reach the shipyard head
for the cruiser and select the mining beam, have your wingmen guard
you, set all power to weapons, and blast away at the connectors. They
should be destroyed when the beam energy approaches 0%. Once the
cruiser is freed, pop an LDSi in it's arse and use the neutrons on it.
It goes boom at the same time as the station does. Head back to the
rendezvous point.
- When the cutscene ends, switch power
to engines and get behind the carrier and disrupt it. Tell all wingmen
to attack it and rebalance power. You could also disrupt a cruiser to
make your job easier. Maraduer/Maas fleet goes boom you are hero.
Act Three - Edge of Chaos
Act 3 - Mission 1 - Corporates on the Run
No questions as yet.
Act 3 - Mission 2 - Clash of the Titans
No questions as yet.
Act 3 - Mission 3 - Scavenger
No questions as yet.
Act 3 - Mission 4 - Capture the Accelerator
Q.
I've cleared the area, the marines have taken over, and the fleet is
coming. I know I'm supposed to shoot the field generators inside the
station, but how exactly? I've tried with aim assist off, different
guns, etc.
A1. Try using the Cutting Beam or Twin Gattling Guns. Or better still a DeathBlow Missile.
A2.
Zoom in closely on the INSIDE of the jump accelerator. Look closely at
the center area of the blue glows. See the little objects sticking out?
Use whatever means possible to destroy them. I personally let 'em have
it with a Cutting Beam and PBC combo.. the PBC was a bit difficult to
get any confirmed hits with, but the combination was able to do the job
nicely. Once all of the blue glows are gone, you'll have completed that
objective. A3. Simple. See the blue glow thingies? Zoom in on them,
and you'll notice a bunch of little objects in the middle of them. Whip
out your biggest gun (A Cutting Beam did the trick for me) and unload
into it untill it explodes. Move on to the next one, and the next,
untill they're all gone. Of course, if you haven't figured it out
already, these are located on the INSIDE of the jump accelerator. A4. Another tactic that others have suggested/adopted
(including the infamous Stephen Robertson, who you should all bow down
to right this second) is to try using Deathblow REM missiles on the
thing if your best beam weapon is somehow proving defective and just
isn't doing the trick.
Act 3 - Mission 5 - Deep Cover
No questions as yet.
Act 3 - Mission 6 - Smokescreen
No questions as yet.
Act 3 - Mission 8 (7) - Get Hoffer
No questions as yet.
Act 3 - Mission 9 - Antimatter Cordon
Q. Save the ship, kill the enemy. How do I do both?
A. [by the Sinner]
You'll need a good weapons loadout option to do this. Load up with at
least 4 Deathblow missiles, and LSDi missles. As the first wave
attacks, launch a deathblow missile. You can destroy all but 2
corvettes in each wave with the deathblow. The LDSi missiles are used
as counter measures. Firing one at the freighter will cause any missiles in
detonation range to be destroyed. Since missile fire is the biggest
danger to the transport in this mission it works perfectly. Repeat the
procedure for each wave. Incidentally you can leave all 3 escorts docked to the
freighter for the duration of the battle. You should have no trouble
finishing off the 2 corvettes from each wave. Typically I tell my
t-fighters to engage one(pulse accl pbcs) while I engage the other.
Don't be afraid to unload 4-6 deadshot missles on each one. I also seed
the area around the freighter with 10 seeker mines in the event a
corvette gets through.
Act 3 - Mission 10 - Into Chaos
Q.
Help please I'm on the mission where you have to blow up your base with
anit-matter mines but I just can't seem to keep the stupid idiot Jaffs
alive.
A. The trick is not
to hang around Jafs as you'll get swarmed. Autopilot approach or manual
LDS to each alien as it appears. Just 2 or 3 shots from a pair of AM
PBC's does the trick just fine. In fact only AM weapons appear to do
the job.
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