Survival Guide
-[ games ]-
 > Escape Velocity
 > Diablo 2 -
 > WarCraft 3
 > StarCraft -
 > Cheat Codes

-[ humor ]-
 > Joke Archive -
 > Junk

-[ opinions ]-
 > Rants
 > Reviews

-[ misc ]-
 > Quote Archive
 > Stories -
 > Link Archive

-[ general ]-
 > About
 > Contact Info
 > Copyrights
 > Contribute
 > Support the Lair!

-[ store ]-
 > Products -
 > Styles -
 > Store FAQ -

-[ forums ]-
 > Imperial Lounge
 > General Discussion
 > Member Lounge

-[ blog.evula.net ]-
 > The Emperor's Blog
 > Get Your Own!

-[ com / net / org / evn ]-

Federation Missions

This is a complete walkthrough for the Federation storyline in EV Nova. It does not, however, cover specific flight techniques or tactics, but only the general mission path and requirements.

Warning: Escape Velocity Nova has a very rich, very in-depth environment. The story-telling is wonderful, and you may prefer to discover each chapter on your own. If you do, don't read any further, as it may 'ruin' the game for you.


1. Federation Resupply

The Federation storyline begins with a mission, available in the outfitter of any Federation world, to take some cargo to Spacedock III in the Alphara system. This mission requires a combat rating of 'Little Ability' or higher, and a positive legal status. The next five missions are similar, and follow closely on this one. They are fairly simple, but some involve dodging Auroran blockades.

2. Reassignment to Earth

At the end of the resupply missions, you are sent to Earth to meet a 'Commander Krane'. She will assign you to bring in a terrorist from another Federation planet, and several more similar missions follow closely. Some of these missions involve dodging Rebel patrols.

3. Determining Your Loyalties

In the last of the missions to capture Federation dissidents, you are placed in a moral dilemma and must choose whether to stay with the Federation or defect to the Rebellion. If you stay with the Federation, you will be given a rank of Commander, become an employee of the Bureau of Internal Investigation, and the military will grant you access to the Federation Scout Ship. If you defect, the Rebel storyline continues from this point.

Important: If you decide to stay with the Federation, it would be highly advisable for you not to refuse any missions offered to you by the Bureau.

4. Infiltrating the Rebellion

If you stay with the Federation, Commander Krane will assign you to infiltrate the Rebellion at Rebel II in the Koria system. The Rebels send you to Merrol in the Aldebaran system and begin by assigning you food drop missions. These missions are simple, as long as you are not scanned by Federation patrols while carrying Rebel cargo. Keep doing the food drop missions available from the Mission BBS on Merrol until, in the bar, you are offered an equipment drop mission. Follow the same procedure with the equipment drops until the Rebels ask you to rescue one of their agents.

5. Betraying the Rebellion

On the first mission to rescue a Rebel agent, you see the ship 'Prodigal Son' which is Commander Krane's signal that you should return to Earth for orders after completing the mission. When you return to Earth, she will tell you to bring all further Rebel agents to New England in the Wolf 359 system. Proceed with the 'Rescue Rebel' missions, taking each agent to the Bureau to be replaced by another infiltrator. Keep an eye on the Merrol bar, as the Rebels will eventually offer you an insertion mission.

6. Reassignment to the Auroran Conflict

When you take the Rebel agent that you're supposed to be inserting to the Bureau, Commander Krane will reassign you to work on the Federation's efforts against the Auroran Empire. The first mission is to land on Moash, the home of the Empire's First House. This mission is simple enough, provided that you are fast enough to dodge Auroran patrols. The simplest route to Moash is via the Nesre Secundus system, using its hypergate if you have access to the gate system. After you return, you are sent to lead a Federation task force to a nearby Moash station, allowing the main body of the Federation military to take Moash. You are then sent once again to Moash, to negotiate with the captive Moash elders and arrange for the Bureau to take control of the Auroran Empire. The next two missions begin randomly in the systems surrounding Kania. Both are easy enough, and your goal in both is to take instructions from the Bureau to the Moash elders. During this phase, you are given access to the Viper, Anaconda, Patrol Boat, and some other Federation technology.

7. Re-infiltrating the Rebels

During the Auroran operation, the Rebels decide that it's time for them to make their move, so Commander Krane orders you back to Merrol. The Rebels send you on more back and forth missions: going to Rebel II in the Koria system, taking a message pod to New Babylon in the Nesre Primus system, and taking a reply back to Rebel II. The storyline will cutoff on New Babylon if you have not registered EV Nova. The next mission starts in the bar on Rebel II, but is only available forty percent of the time, so you may have to jump in and out of the system a few times. Once again, you're sent to New Babylon, with information highly valuable to both the Rebellion and the Bureau. After delivering the message to its recipient, you return to New England in the Wolf 359 system to tell Commander Krane about it.

8. Destroying the Rebellion

Commander Krane now sends you to lead a Carrier Group to the Koria system, destroying all the Rebel ships there. This is not an easy battle, but you do have a Federation fleet on your side. After destroying the Rebel ships, you must land on Rebel II before returning to New England. After your return, the Rebellion is destroyed by the Federation Navy, its true origins are revealed, and you are given full access to all Federation military technology.

9. Intermission

The next mission is once again to take instructions to House Moash, and is, like the previous ones, available in the systems surrounding Kania. This mission has the added wrinkle of having to avoid detection by the Auroran House of Heraan, but it is still a relatively simple courier mission. Commander Krane then sends you to meet with the President of the Federation, and tell him what the Bureau has learned about his activities. This mission is simple enough, and once you return, Krane has a new assignment.

10. Road to Polaris

The next mission begins on New England. The Polarans have learned of the Federation's activities, and Commander Krane wants you to go talk to them. This involves breaking through the perimeter that the Polaris warrior caste have fortified around their space, but to make it a bit easier, Krane has given you clearance to buy the Federation Carrier. She also has an experimental cloaking device, which can make you invisible to other ships' sensors. Once you reach the Polaris capital Kel'ar Iy, you are told to wait until the Polaris council reaches a decision on how to deal with the Federation, which has become a serious threat now that the Bureau has taken control of the Rebellion and the Auroran Empire. The next mission, which begins in the bar, requires that you take the Polaran offer back to your superiors on New England. Commander Krane decides to take advantage of one of the conditions of the offer to have you scout Polaris space.

11. Scouting Polaris Space

The next mission begins on New England. If you agree to scout Polaris space, you are named a Federation Ambassador, with a large salary and discount at Federation ports. Although you are nominally a diplomat, the Bureau is more interested in the Polaris warrior caste, and their southern border. Your mission is to find the headquarters of the warriors, and scout their shared border with the Auroran Empire. The warrior caste is not welcoming when you find them on the station Nil'a Ca, but the council requires that they allow you to continue your exploration of the southern border. You must then find the warrior's spiritual home Nil'ar Kemorya, which is located on the Auroran border. At this point, you return to New England to inform the Bureau of your discoveries.

12. Maneuvers

The leader of the Polaris has asked, as a sign of good will, to be brought to Earth by Federation transport to agree to the proposed alliance. As Ambassador, you are sent to Kel'ar Iy to fetch her. When you return, however, the signing does not go as expected - or at least as most people expected - and you are called back to the Bureau's headquarters on New England. From there, you are sent to the Auroran station Cunjo to meet with the forces who are preparing to attack the Polaris. In the bar on Cunjo, you meet Elder Kerachk, the leader of the Auroran fleet. You must lead his forces first to Nil'ar Kemorya, and then to Nil'a Ca, facing a Polaris fleet along the way. After the Aurorans have deployed their beacons, you return to Earth.

13. Battles

While you have been leading the Aurorans, the Federation has also been fighting the Polaris. An experimental ship, the RAGE Gunboat, has proven valuable to the Federation, but Commander Krane needs your help to deal with one of the powerful Polaris Raven cruisers, which has made its way to the Tichel system. Specifically, you must destroy it, with the help of three RAGE Gunboats. This is far from being an easy task, as the Polaris Raven, armed with a capacitor pulse laser, Polaron multi-torpedoes, and eight Manta fighters, is probably the most powerful ship in EV Nova. However, if you do manage to succeed, you must return to New England.

14. Politics

The President of the Federation has planned new policies which could spell the end of the Bureau's power over the elected government, the Auroran Empire, and the Polaris. However, once you take Commander Krane from New England to meet him on Earth, he is thwarted, and you can enjoy the satisfaction of having completed one of the six major storylines of EV Nova.



More information on the Federation: