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-
- I-WAR Main Mission Walkthrough
-
-
- Salvage
-
- If you've already listened to the initial dialogue, you don't have to wait
- for it to finish, just press U to undock and go to the debris field
- directly.
-
- Stabilise the Dreadnaught hulk by remote linking on the CMD screen, then
- use the dock autopilot.
-
- Its best to go to the WEP screen to shoot the mines as they can come from
- any angle.
-
- Routine Patrol
-
- Pay attention to the dialogue - you must dock with the stranded ship
- (Emeric Pressburger) and rescue the crew.
-
- For maximum points, you must destroy both Indies. The second one will try
- and make a run for the Lagrange Point, if you're quick you can cut him off
- as he gets there.
-
- Gatekeeper
-
- The safe place in this mission is behind the Lagrange Point, with the
- GunStars in front of you. Always make sure after you destroy each wave of
- Indies, you return to this position.
-
- When a wave comes through, let the GunStars take as much damage as
- possible off the Indies, then unleash a wave of missiles at the remaining
- ships, taking the strongest first.
-
- A New Force
-
- Your main task here, after the fighter test is to stop any Indie spy ships
- making the jump through the Lagrange Point, other ships will try and
- distract you, but concentrate your attention on any that are near the point.
-
- Broken Contact
-
- As soon as you detect the unknown ships, make one your current target
- and use F6 approach autopilot to track them to the FTL relay.
-
- You must destroy the Indies around the relay, but be careful not to damage
- the relay itself by crossfire.
-
- To reboot the relay, launch one of the probes in your missile magazine,
- then fly it manually through the aperture in the front of the relay,
- avoiding any collision. Dock the probe with the protruding inner centre
- section of the relay, using gentle A and Z thruster commands and judicious
- use of lateral thrust mode. If the probe does not dock at once, roll the
- probe on its central axis to make sure you're lined up.
-
- The Siege
-
- There are a lot of ships in this mission so take extreme care when combat
- begins, it is all too easy to be concentrating on killing an Indie and
- plough into the side of a Cruiser.
-
- To ace the mission, track the third piece of debris - it could be vital!
-
- Evacuation
-
- Don't worry if Evac 3 gets destroyed, your primary objective is to get the
- people off the Stealth Base. Make the area safe by destroying all Indies
- before you dock with the Base.
-
- Use any wingmen wisely, if you need practice, redo WEP Tactical in the
- training missions.
-
- Morgan
-
- You need to be within 3-4 km of the pods to place a proximity mine on them,
- and also nearly stationary. You don't need to mine all the pods, just do as
- many as you can.
-
- When you meet Morgan and his merry men, you may get captured and forced to
- listen to his speech - if you've done this once and want to avoid it, just
- get within range of the rogue, then go back to the cunningly mined
- neutronium pods, and he should follow.
-
- Eric's pirates are a seperate group - don't expect them to help out Morgan,
- if you let them they might even start killing each other.
-
- Neutronium Galore
-
- When you and the Kato meet up with the Frisian Tapestry, remember you
- only have to frighten him enough to make him talk, so be careful.
-
- The easiest way to collect the Neutronium is to release the captured
- Corvettes first. Do this by carefully shooting off the "pseudo-bridge"
- attached to each Corvette, wait for the ship to turn back to Navy
- allegiance (HUD goes blue) then recruiting the ship as a wingman (key 2).
-
- Its easiest to start with the captured ships away from the main group, then
- you'll have some forces to deal with the main group.
-
- When you think you have enough, head for the Neutronium and have some
- fun!
-
- Asteroids Dellox
-
- The main tip here is to make sure to stay close to the asteroids as they
- disintegrate, use rapid fire to destroy the fragments before they get too
- far apart.
-
- Completely destroy the first asteroid before attempting the second.
- Remember time is of the essence, you can't take too long or the asteroids
- will hit the moon's surface. Or you will.
-
- Test Pilot
-
- When you get to the target system, you'll find that one of your pilots is
- incapacitated. Take control of the fighter with the REM function on the
- CMD screen and take the fighter into battle against the base.
-
- Use rapid fire on the fighter, and attack in sweeping passes, taking out
- the guns on the station first. If you switch to free-flight mode as you
- pass (; key) you can turn the fighter sideways and strafe along the length
- of the station.
-
- When in REM mode, don't forget the Dreadnaught is unprotected, so be
- aware of any Indies approaching the Corvette.
-
- The Indies will attempt to capture one of the fighters if they can. If this
- happens and one of the Indie ships is dragging it to the Lagrange Points,
- try and save him before the jump. Be careful not to kill both of them in
- the attempt.
-
- With Extreme Prejudice
-
- When the Indies ambush, remember that your top priority is to keep the
- President safe, don't get sidetracked into a seperate duel and taken away
- from the battle. With the Excalibur's course as it is, the cruiser can
- easily be disabled and crash into the asteroid Phobos.
-
- When you're fighting an Indie, take time out to periodically check on the
- Excalibur's health.
-
- A New Frontier
-
- You can't defeat the Indies at their first appearance, your guns have been
- modified and are not powerful enough to take them out.
-
- For maximum points take back both fighters from the STC base, and fly
- them in remote control to destroy the Indies.
-
- WEP Advanced II
-
- As soon as the Indie carrier appears, don't get too close, keep your
- distance until the Indie force breaks into seperate groups.
-
- Always try and keep the fighters in front of you, fly backwards and
- concentrate on one at a time.
-
- Don't stray too far from the station, they will destroy it if they can and
- come after you.
-
- Surgery
-
- Use similar tactics from WEP Advanced II. The only way to stop the EAD
- producing fighters is to take out its CPU. Try and get a breathing space in
- the battle, subtarget the correct region and carefully fire at the area.
- The CPU is right next to the antimatter store so do not fire more than
- necessary or the whole EAD will be destroyed.
-
- Finally wait for the engineers to show up and dock to the Biobomber
-
- Venturi
-
- Once you've done the mission once, you don't have to meet up with the San
- Francisco, go straight to the Lagrange Point.
-
- There are two ways of going about the business of defeating the Indie
- attack. The first way is to wade in and try and destroy the entire fleet
- single-handed. The smart way is to wait for the fuel-thirsty Indies to dock
- on to the fuel-base, then take the lot of them out with a few carefully
- placed shots to the main fuel reservoir.
-
- Under New Ownership
-
- The UNO will try to get back to its base without you following. Attach one
- of the reconnaissance probes to the UNO to extend your scanning range
- three-fold. Follow the UNO at a safe distance - if you get to close McDuff
- will get suspicious and attack you. He will also call on reinforcements to
- attack you if possible. Hints and Tips on playing the missions on CD 3 of
- I-War
-
-
-
- Metallake
-
- There's only one way out of this system once your jump drive is damaged:
-
- When the carrier is about to leave - fly into its inner bay, being careful
- not to hit the edges of the door, then deck the Dreadnaught on the carrier
- deck. It will then take you home.
-
- Stay as long as you can to collect maximum kill bonus.
-
- The Artifact
-
- When you get to the battle between the Nairn and Chaos, you must break the
- Chaos beam to free the Nairn ship. Fly across the beam with the
- Dreadnaught, then you should be able to destroy the Chaos ship in the usual
- way.
-
- To operate the stargate, shoot the lights until they are all the same
- colour. Which colour should be fairly obvious - just look at the planet in
- the centre before flying through.
-
- The Precision Factor
-
- When the antimatter pod is jettisoned, do not try and dock with it, shoot
- it or disturb it in any other way or disaster will result. Go back to the
- main station and retrieve the Container Bucket by docking to it. Fly back
- to the vicinity of the pod - be careful, the greater inertia of the Bucket
- will adversely affect your ability to change course and
- accelerate/decelerate. Using the external views (TAB/KEY ABOVE TAB) match
- velocities with the pod (Use the Match Velocity autopilot F9). Then
- approach the pod carefully until it is safely pouched. You'll get a yellow
- flash when you're successful.
-
- Power Extreme
-
- The main key here is once you get to the enemy system - conserve your shots
- on the Heavy Cannon. The shots are extremely powerful and will shoot
- through several ships at once. Use that capability to line up several big
- enemies before firing. Kill fast-moving enemies in the normal way.
-
- Rebus
-
- The hardest bit here is to find the missing relay. Use the FTL signal
- strength meter - you are trying to fly in a direction which *increases* the
- signal strength by the highest rate. Set your ship to LDS at a reasonable
- speed, then fly in a slow horizontal circle to find the direction where the
- meter increases fastest. Then pitch into a vertical circle and do the same
- thing. The relay should soon register on your contacts list.
-
- Conspiracy
-
- At the later stages of this mission, you get a decision to make - whether
- to follow a COSA or an Indie vessel.
-
- In Rebus, you are given an alien device which sits, like a spider, on the
- top right of your CMD panel (F1). If you click on this with the mouse, it
- will activate and pulse slowly. If you then follow any ship through a
- Lagrange point you will be automatically taken to their destination.
-
- Use this capability to follow either the COSA ship or the Indie ship to its
- destination.
-
- Nexus
-
- Stay close to the big freighter as it comes through the Lagrange point at
- the start of the mission. The signal from the freighter will mask yours and
- enable you to get closer to the COSA base without detection.
-
- Detach the command module from the main body of the Dreadnaught to
- perform the spy mission around the COSA base. Switch the module to
- free-flight mode to minimise the use of thrusters and keep emissions to a
- minimum.
-
- Crusade
-
- The group of freighters are marked as neutral and should be easy to find.
- Remote linking will not work due to protocol problems. Dock with one of
- them and fly it manually into collision with the COSA base. It is
- recommended to detach from the freighter just before collision if survival
- is of importance:-)
-
- Throughout this mission be aware of the need to protect the cruiser Sword
- Of Vengeance. Periodically check its damage status and join the fight if
- necessary.
-
- New wingmen will become available throughout the mission. Press key 1 to
- check if any new wingmen are around.
-
- Division
-
- The key to success here is to stay close to whichever ship you should be
- protecting - pay close attention to the dialogue here - it's important to
- consider your actions carefully.
-
- Justifiable Homicide
-
- Here you have a critical choice to make - will you stay with the Navy or join
- the New Alliance. Its up to you.
-
- The Gift
-
- When you encounter the Megatransporter, fly within its LDS field using your
- own LDS drive. Once you're there, disable the LDS drive and the
- Megatranporter's field will carry you along within it. Dodge the guns and
- destroy the field generator control unit at the rear of the massive ship.
-
- When you destroy the main body of the transporter, many cargo pods will be
- left. All the pods on the transporter carry Indie ships. If you take too
- long to destroy them, the Indies will get the ships going and outnumber you
- severely. Destroy them as fast as possible using rapid-fire PBC blasts.
-
- Wild Weasel
-
- As you go in to the first assault, clean up any Indie ships in the first
- wave, or they will harass you and the Marines later.
-
- Keep on destroying the communication relays, but once enough asteroid guns
- have been crippled by the marines, join the main battle and destroy all
- Indie ships.
-
- At all Costs
-
- The key here is to stay around the asteroid guns and destroy anything that
- is approaching them. Don't get distracted and chase ships many kilometers
- away from the base. Use wingmen to pursue them instead.
-
- If the Excalibur tries to escape let it go. You are not powerful enough to
- destroy it yet.
-
- Remember to use your remote missiles, and use them wisely. Deploy them
- against the larger ships, and from a relatively short distance to minimise
- the time that the Dreadnaught is left unprotected.
-
- Don't forget your key objective is to protect the base. If that means
- sacrificing the asteroid guns to prevent Navy ships getting within range
- then so be it.
-
- Retribution
-
- Don't destroy the Indie representative PatComs that come through the point
- first straight away. If you do, they'll put the bomb on a short fuse and
- give you no chance to escape.
-
- Be sure to destroy the PatComs after the bomb comes through, you can leave
- the tugs if you don't have enough time. Call all your wingmen to dock with
- the bomb along with you otherwise you won't have enough power to shift it
- far enough in time.
-
- Get extra points by saving your wingmen rather than abandoning them to
- their fate.
-
- Impeachment
-
- In the final battle with the Excalibur and King, the only way left to you
- to destroy the President's cruiser is ramming. This is a particularly
- tricky maneuver, given that you must attain enough speed (>1000m/s) to
- achieve destruction, yet leave enough time to detach the command module and
- get clear.
-
- Try and start the procedure before the Excalibur moves off towards the
- Lagrange point. Aim at the cruiser and crank up the engines using the space
- bar key. Don't forget to set the Dreadnaught to free-flight mode. Get ready
- to detach the command module - leave the mouse pointer on the detach icon
- and click it once so you only have to click it once more to detach. When
- you're about 2.5 km from the Excalibur, detach, pitch 90 degrees up and hit
- the space bar for maximum thrust.
-
- If all goes well you should see the final CGI movies - well done!
-
- If it doesn't, practice the maneuver in one of the training missions to get
- used to the sequence involved.