This mission line introduces branching side missions, where one side mission unlocks another. There’s only one here but in the future, there can be two. As always, you’re free to tackle them in any order you please but this Guide will focus on each strand to its completion.
M05SML01-01
(Cass Ducar) I’m an ark hunter like you, but my “major,” if you will, is finding secrets about the Pale Wars, Arkfall, and all that shtako. Well, I want to find out what was really going on here in Tranquility, because judging from what I’ve found so far, the “inter-species harmony” is a bunch of shtako. And it’s piled high. If you scour the ruins and come across anything about this place that might be of interest to me, I’ll throw you some jaja for the haul.
15,300, 100,
Objective: Go to the Ruins of the Tranquility Department of Public Works. You’re already right next to the block of wrecked buildings that is your destination. Start on the right side of the block where you’ll find a Rifleman and soon after a whole gaggle of different Mutants.
Objective: Uncover information on Project Tranquility: 0/3. The security camera is across from a truck which will deposit more Mutants. Stay back so you can use the building for cover as enemies will come from your left as well as straight ahead. Once the coast is clear interact with security camera.
Objective: Uncover information on Project Tranquility: 1/3. If you didn’t already attract them earlier a group of Mutants will be ahead as you approach the second location. Once again you can use a building for cover. Additional enemies may come from your right here, but if you stay back far enough you can handle the half dozen or so enemies quickly. After interacting with the records, a fresh batch of Mutants will emerge from a nearby truck.
Objective: Uncover information on Project Tranquility: 2/3. Before heading to the final location take care of all the enemies in the area. If you linger too long the group you took care of near the security camera will respawn and make your final task more difficult. Interact with the recorder and EGO will say, “Let’s get these materials back.”
Objective: Deliver the information to an APS Dropbox. Jump over the ledge you’re standing on and run towards the marker to interact with the APS Dropbox. Depending on how much time you took some Mutants may come to mess with your progress, otherwise you’re done, and the next side mission will be unlocked, and waiting for you a short walk up the road.
M05SML01-02
(Cass Ducar) That shtako you found was skruggin’ awesome! The EMC was spying on the people in Tranquility for some reason. The radio guy, Weston Marx, is going to pay some decent scrip to hear some of this. That dude loves conspiracies. Right now I’m in a busted up lab. There are several computers here that have to hold all kinds of information about what went on here. Problem is there’s no power to turn these bitches on. I’ll give you some more bank if you can redirect some power from those portable lights.
20,400, 250,
Objective: Find the generators. You are looking down a tunnel that you have to pass through to get to the mission marker. In the greater scheme of things, the game wants you to deal with your first Emergency, in this case “Captured” sitting right in the middle of the road. If you’ve been following this Guide, you’re already well aware of Emergencies and what to do about them. So, feel free to drive on past if you’re not in the mood to deal with it. As you approach the compound there will be Mutants waiting both outside the fence as well as inside.
Objective: Power up the generator: 0/3. It’s best to take all enemies out before interacting with the generators as a few only arrive after some have been handled. Once the area is secure hit up the first generator on your right.
Objective: Power up the generator: 1/3. Directly behind you is the second generator. If you cleared the area no additional Mutants will arrive to interrupt you and you turn it on. Leap over the stacks of pipes to reach and interact with it.
Objective: Power up the generator: 2/3. Now run to the back of the compound and interact with the final generator.
Objective: Redirect power to the lab. Enter the building near the final generator to find a group of Cleavers guarding the next mission marker. Take them all out as you see fit. At this point you could try to interact with the console but it’s very slow and enemies will most likely arrive and shoot you before you finish. Instead face the doorway ahead of the console and prepare for the first wave. Take out the Riflemen then turn your attention to the entrance to the right of the console where more Cleavers and Riflemen will come from. With all enemies eliminated return to the console and interact with it to end the mission.
M05
(EGO) The Earth Republic needs to re-establish radio communication. Cass can do the job, but she needs your help.
51,000, 500, XAR-37 Sovereign (uncommon), SS-2 Bolt-Action (uncommon), Gray .45 (uncommon), Crash Response
Cass Ducar: Awesome! You made it. So look, don’t get mad, but I told Grant that you’d-
Captain Noah Grant: Good. You’re here. Cass says you’re going to help her get some radio communication established. If you can do that it will allow us to get a trace on the missing passengers’ rescue beacons. Including your boss Von Bach.
Cass Ducar: There’s a busted up radio station not far from here. K-TAM ninety-four F.M. Played a lot of pretty cool Votan hard rock. Not your sissy Shrillmeat stuff. Okay. If we can get in, I can upgrade it to run on post-arkfall wavelengths. You can then use the station as a relay point for your signal.
Captain Noah Grant: If I had soldiers to spare I wouldn’t be sending you. Contact me as soon as you have results.
Cass Ducar: Wait, you’re seriously going to make us do this alone? Unbelievable.
Objective: Go to the KTAM Radio Station. Cass communicates, “Meet me at the old K-Tam radio station.” It’s a bit of a haul to get to the marker but when you finally arrive, you’ll see Cass overlooking the area with a sentry gun waiting for you below.
Objective: Secure and reactivate KTAM. As soon as you drop down to head for the turret the Conflict Site header appears reading, “Raid on the Radio Station: Gain access to the radio station”. Cass says, “Here we go.” EGO says, “Those guns are going to keep firing until we shut down the generator.” Work your way toward the sentry gun straight ahead, using the broken-down vehicles as cover. Interact with the generator to turn it off. EGO says, “Generator is disabled. The gun is down.”
Head up the ramp toward the next sentry gun. Cass says, “Alright, time to move.” There will be Mutants around this time so move over near the generator to use the wall for cover and take them out. Once they’re handled interact with the generator. EGO says, “Ha! That sentry gun won’t be giving us any more trouble.”
Head around the back of the building. Cass says, “Let’s get going!” Cass will go around the front giving you the chance to sneak up on the generator without hassle. This isn’t always the case, so there may or may not be Mutants. Once the only ones in the area are distracted by Cass interact with the generator then finish them off. With the area secure Cass leads you up the ramp and unlocks the door. The header changes to read, “Go to the control room”. Cass says, “I’ve got the door open. Let’s go!” The header changes to read, “Eliminate the mutants”. Inside a few Mutants will have to be eliminated before Cass will start work. She says, “Let’s take this bitch over.” As you work your magic she says, “Now THIS is action!”
With the last of the Mutants dead the header changes to read, “Protect Cass”. Cass says, “Let’s get this station running.” A progress bar appears in the header and you now must deal with waves of Mutants including Riflemen, Cleavers and Shotgunners. Some are likely equipped with nano-effect weapons at this point. Cass says, “Alright. This is an old system, but I should be able to get her upgraded and running. Stand by and make sure I don’t get a bullet in my back.” Mutants will emerge from either of the two doors directly in front of you as well as the two ramps on either side. There are machines that can be used for cover. Take your time but don’t be so slow as to let too many in and overwhelm you.
You’re likely able to eliminate all the Mutants before the progress bar fills so head out the entrance on the right and jump down. There’s a ground hatch to the left where two Mutants will emerge during the next phase. The header changes to “Repair the circuit breakers”, and Cass say, “Wait, something’s not right.” This is when the first Mutant will emerge followed by another. She continues, “Jek! How old is this thing?!” Take out the enemies and she says, “Shtako! We need to make some repairs, so we can get this thing back up and running.” Interact with the first circuit breaker then head around to the front of the building where the second one is. EGO says, “Let’s get to the next one.”
As you head down the ramp a Minigunner will appear ahead. EGO says, “That’s a big fella. Be careful.” Use cover if needed while taking him out then interact with the second circuit breaker. The header returns to “Protect Cass” as you hear her say, “Oh, jek. Get up here, quick! I’m in deep shtako!” No matter how fast you get back to her she’s more than likely already downed by a group of Cleavers. Try to take them all at once with a grenade, and when you’re clear revive Cass if necessary.
A new progress bar appears but this one goes by much quicker. A few Cleavers and electric nano-equipped Riflemen will appear. When the progress bar fills Cass says, “Got it! New Freedom should be patched in.” The header changes to “Eliminate the mutants”. When the last is killed it will trigger a cutscene.
Cass Ducar: This is Cass Ducar reporting to you live from K-Tam where two ark hunters have just successfully completed the job of E-Rep soldiers. Do you copy?
E-Rep Soldier: We do copy. Loud and clear.
Cass Ducar: Hell yeah! In your face, Grant!
E-Rep Soldier: We have men on the perimeter moving in to hold the position.
Cass Ducar: What the jek? They send in help now? We already did everything. Thanks, bud. Much appreciated.
Emergency Transmission of Ambassador Ara Shondu
You’ve got ten seconds. I got a full scale crisis going on here.
Captain Grant, this is Ara Shondu, VC Ambassador to Paradise.
Lady, I don’t have time for any bleeding heart politics right now.
Lady? You will address me as Madam Ambassador. I want to be briefed on the crash. The Earth Republic should have contacted me before even moving a stratocarrier into our air space.
Madam Ambassador. The last time I checked, Paradise was located on Earth. Therefore, it’s E-Rep jurisdiction.
With due respect, it is my responsibility to maintain peace and order here. That will be a difficult task with a platoon of gun toting soldiers running around.
And I hear Karl Von Bach was aboard that carrier? A man called Death’s Merchant has no business within our peaceful borders.
I can’t confirm or deny… anything really. I will tell you this. I have my orders and they didn’t come from you. Sorry Ambassador, this communication ends here.