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- UN-OFFICIAL STRATEGY GUIDE FOR
-
- WING COMMANDER 3: HEART OF THE TIGER
-
- ALSO HAS ANSWERS TO FREQUENTLY ASKED QUESTIONS
-
- UPDATED JULY 15, 1995
-
- MAINTAINED BY KUO-SHENG (KASEY) CHANG
-
- 1. PREFACE...........................................................3
-
- 1.1 A WORD FROM THE AUTHOR...........................................3
- 1.2 TERMS OF DISTRIBUTION............................................4
- 1.3 DISTRIBUTION.....................................................4
- 1.4 OTHER NOTES......................................................5
- 1.5 THE AUTHOR.......................................................5
- 1.6 COPYRIGHT/TRADEMARK INFORMATION..................................5
- 1.7 SPOILER WARNING..................................................6
-
- 2. WING COMMANDER 3 BACKGROUND.......................................6
-
- 2.1 IN THE BEGINNING.................................................6
- 2.2 THEN THERE WAS...................................................6
- 2.3 AND THEN THERE IS................................................7
-
- 3. AND NOW THERE IS... WING COMMANDER III............................7
-
- 3.1 BEGINNING OF THE END.............................................7
- 3.2 WINGMEN.........................................................10
- 3.2.1 Colonel Ralgha "Hobbes" nal Hallas ..........................10
- 3.2.2 Major Todd "Maniac" Marshall ................................10
- 3.2.3 Lt. Laurel "Cobra" Buckley ..................................11
- 3.2.4 Lt. Robin "Flint" Peters ....................................11
- 3.2.5 Lt. Winston "Vagabond" Chang ................................11
- 3.2.6 1st Lt. Jace "Flash" Dillon .................................11
- 3.2.7 Lt. Mitchell "Vaquero" Lopez ................................11
- 3.2.8 Chief Rachel Coriolis .......................................12
- 3.2.9 Attack on Kilrah ............................................12
-
- 4. GENERAL TACTICS..................................................12
-
- 4.1 TACHYON GUN IS KING!............................................12
- 4.2 DON'T CHASE THE CURSOR..........................................13
- 4.3 HEATSEEKER AND DUMBFIRE MISSILES ARE NOT USELESS................13
- 4.4 TORPEDO TACTICS.................................................14
- 4.5 GO AFTER WEAK POINTS............................................14
- 4.6 CAPITAL SHIP BLIND SPOTS........................................14
- 4.7 ADJUST YOUR ENERGY..............................................14
- 4.8 AVOIDING REAR TURRETS...........................................15
-
- 5. CONFEDERATION CRAFTS.............................................15
-
- 5.1 ARROW...........................................................15
-
- Page 1
-
-
-
- 5.2 HELLCAT.........................................................15
- 5.3 THUNDERBOLT VII.................................................15
- 5.4 LONGBOW.........................................................16
- 5.5 EXCALIBUR.......................................................16
-
- 6. KILRATHI CRAFTS..................................................17
-
- 6.1 DARKET..........................................................17
- 6.2 DRALTHI.........................................................17
- 6.3 VAKTOTH.........................................................17
- 6.4 STRAKHA.........................................................17
- 6.5 PAKTAHN.........................................................18
- 6.6 EKAPSHI.........................................................18
- 6.7 ASTEROID FIGHTER................................................18
- 6.8 SORTHAK.........................................................18
- 6.9 SKIPPER MISSILE.................................................18
-
- 7. MISSIONS.........................................................18
-
- 7.1 MISSION TREE....................................................20
- 7.2 ORSINI SECTOR...................................................20
- 7.2.1 Orsini 1 ....................................................20
- 7.2.2 Orsini 2 ....................................................21
- 7.2.3 Orsini 3 ....................................................21
- 7.2.4 Orsini 4 ....................................................22
- 7.3 TAMAYO SECTOR...................................................23
- 7.3.1 Tamayo 1 ....................................................23
- 7.3.2 Tamayo 2 ....................................................23
- 7.3.3 Tamayo 3 (optional) .........................................24
- 7.4 LOCANDA.........................................................24
- 7.4.1 Locanda 1 ...................................................24
- 7.4.2 Locanda 2 ...................................................25
- 7.4.3 Locanda 3 (optional) ........................................26
- 7.5 BLACKMANE.......................................................26
- 7.5.1 Blackmane 1 .................................................26
- 7.5.2 Blackmane 2 .................................................27
- 7.5.3 Blackmane 3 .................................................27
- 7.6 ARIEL...........................................................28
- 7.6.1 Ariel 1 .....................................................28
- 7.6.2 Ariel 2 .....................................................28
- 7.6.3 Ariel 3 .....................................................29
- 7.7 CALIBAN NEBULA..................................................29
- 7.7.1 Caliban 1 ...................................................30
- 7.7.2 Caliban 2 ...................................................30
- 7.7.3 Caliban 3 ...................................................30
- 7.8 TORGO...........................................................31
- 7.8.1 Torgo 1 .....................................................31
- 7.8.2 Torgo 2 .....................................................31
- 7.8.3 Torgo 3 .....................................................32
- 7.9 LOKI VI (OPERATION BEHEMOTH)....................................32
- 7.9.1 Loki 1 ......................................................32
- 7.9.2 Loki 2 ......................................................33
- 7.9.3 Loki 3 ......................................................33
- 7.10 ALCOR..........................................................34
-
-
- Page 2
-
-
- 7.10.1 Alcor 1 ....................................................34
- 7.10.2 Alcor 2 ....................................................34
- 7.10.3 Alcor 3 (optional) .........................................35
- 7.10.4 Alcor 4 ....................................................35
- 7.11 FREYA..........................................................36
- 7.11.1 Freya 1 ....................................................37
- 7.11.2 Freya 2 ....................................................37
- 7.11.3 Freya 3 ....................................................37
- 7.12 HYPERION.......................................................38
- 7.12.1 Hyperion 1 .................................................38
- 7.12.2 Hyperion 2 .................................................38
- 7.12.3 Hyperion 3 .................................................39
- 7.13 KILRAH.........................................................39
- 7.13.1 Kilrah 1 ...................................................40
- 7.13.2 Kilrah 2 ...................................................40
- 7.13.3 Kilrah 3 ...................................................40
- 7.14 TAMAYO/LOSING..................................................42
- 7.14.1 Tamayo/L 1 .................................................42
- 7.14.2 Tamayo/L 2 .................................................42
- 7.14.3 Tamayo/L 3 .................................................42
- 7.15 BLACKMANE/LOSING...............................................42
- 7.15.1 Blackmane/L 1 ..............................................43
- 7.15.2 Blackmane/L 2 ..............................................43
- 7.15.3 Blackmane/L 3 ..............................................43
- 7.16 DELIUS ASTEROID BELT/LOSING....................................43
- 7.16.1 Delius 1 ...................................................44
- 7.16.2 Delius 2 ...................................................44
- 7.16.3 Delius 3 ...................................................44
- 7.17 PROXIMA/LOSING.................................................44
- 7.17.1 Proxima/L 1 ................................................44
- 7.17.2 Proxima/L 2 ................................................45
-
- 8. WINNING AND LOSING...............................................45
-
- 8.1 WINNING ENDGAME.................................................45
- 8.2 LOSING ENDGAMES.................................................45
- 8.2.1 You died... .................................................45
- 8.2.2 Court-Martial ...............................................45
- 8.2.3 If you chased Thrakhath at Loki 3... ........................46
- 8.2.4 Victory Dies at Hyperion 2 ..................................46
- 8.2.5 Earth's Last stand (Proxima/Losing) .........................46
-
- 9. OTHER WING COMMANDER 3 REFERENCES................................46
-
-
-
- 1. PREFACE
-
-
- 1.1 A word from the author
-
- Well folks, after checking through the archives of Games Domain for a
- strategy guide on Wing Commander 3, I was very surprised that there is
-
-
- Page 3
-
-
- NONE! The only FAQ on WC3 was James Hogan's WC3 Preview FAQ, which
- was based exclusively on preview information and thus does not cover
- the game itself. No strategy, no tactics, no mission lists, nothing.
-
- So here I am again! You may have read some of my XCOM Unofficial
- Strategy Guides (several revisions, both XCOM and XCOM2:TFTD), and I
- decided to apply my "skills" to Wing Commander 3! :-)
-
- THIS USG DOES *NOT* COVER the 3DO VERSION. (Mainly because I don't
- have a 3DO)
-
-
- 1.2 Terms of Distribution
-
- This document is available FREE of charge. You are under NO
- obligation to send me ANY compensation. However, I do ask for a
- PURELY VOLUNTARY contribution of five (5) US Dollars if you live in
- the United States, if you believe this guide helped your game. If you
- choose to do so, please make your check to "Kuo-Sheng Kasey Chang".
-
- If you don't live in the US, please send me some of your nice local
- stamps.
-
-
- 1.3 Distribution
-
- The WC3USG should be available at the Game Domain WWW
-
- WWW : http://wcl-rs.bham.ac.uk/GamesDomain
-
- FTP : ftp://wcl-l.bham.ac.uk/pub/~djh/faqs
-
- Any quick updates can be found on my own homepage
-
- http://userwww.sfsu.edu/~kschang
-
- Which is up "most of the time". If it cannot be found, try at a
- different time of the day...
-
- If you are on America On-Line, look in the PC Games Forum (keyword:
- PCGAMES). Go into the file library, and search under WC3.
-
- If you REALLY can't find it, don't have FTP or WWW, not on AOL, can't
- read news, etc., (i.e. there is ABSOLUTELY NO WAY you can get to it)
- (how did you know about this in the first place? ) then send me e-mail
- (see below) and I'll try to get back to you.
-
- Please don't just mail me and ask "it's nice and do you have an update
- and if so please send it to me". If I have an update I can release I
- would have released it already.
-
- I maintain this at home on my PC and I only have a UNIX shell account
- which this won't fit with other stuff I need. So don't expect too fast
-
-
- Page 4
-
-
- of an answer if you request this by e-mail, and I will try to refer
- you to other sources first.
-
-
- 1.4 Other Notes
-
- Obviously, there is no warranty for this strategy guide. After all, it
- depends on YOU the player. All I can do is offer some advice.
-
- All readers, PLEASE let me know if there's a confusing or missing
- remark... If you find an question about this game that is not covered
- in the USG, e-mail it to me. I'll try to answer it and include it in
- the next update.
-
-
- 1.5 The Author
-
- I? I am just a game player who didn't like the existing FAQ's and
- strategy tactics collection available out there, and decided to write
- my own. Lots of people like what I did, so I kept doing it.
-
- You can contact me at:
-
- Internet1 kschang@sfsu.edu (preferred)
-
- WWW Homepage http://userwww.sfsu.edu/~kschang
-
- Internet2 ksc1@aol.com (only if you must, see below)
-
- America On-Line Ksc1 (that's a "one", not "L" as in Lima)
-
- US Mail Kasey Chang, 2220 Turk Blvd. Apt. 6
- San Francisco, CA 94118, USA
-
- If you contact me via Internet e-mail I usually reply within two
- working days. I cannot guarantee reply via regular mail though I do
- try. :-) Please use the preferred e-mail address if possible, not
- BOTH. I only sign onto America On-Line (second address) twice a week
- so you won't get a prompt reply if you contact me there.
-
-
-
-
- 1.6 Copyright/Trademark Information
-
- Origin, Wing Commander, the distinctive Wing Commander logo, Secret
- Missions, Special Operations, Vengeance of the Kilrathi, Heart of the
- Tiger, Privateer, Wing Commander Academy, and Wing Commander Armada
- are trademarks of Origin Systems, Inc. Origin Systems is a wholly
- owned subsidiary of Electronic Arts.
-
- This USG is not endorsed or even authorized by Origin Systems.
-
-
- Page 5
-
-
- While some information may be verified via a published source (such as
- the Official WC3 Strategy Guide and/or the Authorized WC3 Combat
- Guide, both published by ////BradyGames), no copyrighted information
- is contained within this USG from those published sources except those
- obtained from the game itself.
-
-
- 1.7 Spoiler Warning
-
- The USG contains spoilers about all WC3 missions. If you only need
- help on certain sections, PLEASE look at ONLY the mission you need
- help on as not to really spoil the fun.
-
-
-
-
- 2. WING COMMANDER 3 BACKGROUND
-
-
- 2.1 In the Beginning...
-
- ...There was Wing Commander (I). As a young lieutenant recently
- graduated from Naval Academy joining a 20-year old war that was only
- getting worse, you were assigned to TCS TIGER'S CLAW, pride of the
- Confederation Navy. WC1 chronicles the attempt by the Confederation
- to retake the Vega sector, with you leading the way.
-
- WC1 was followed by two add-on scenarios, the Secret Missions. Secret
- Mission 1 chronicles TIGER'S CLAW in pursuit of a new Kilrathi secret
- weapons behind enemy lines in attempt to destroy it, while Secret
- Mission 2 chronicles TIGER'S CLAW attempting to protect a new ally
- against Kilrathi onslaught. SM2 also introduces two new Wingman, Jazz
- and Doomsday, who will both make their appearance in WC2.
-
-
- 2.2 Then there was...
-
- ...Wing Commander 2: Vengeance of the Kilrathi opens with a BANG.
- Your old ship, TIGER'S CLAW, was destroyed by three cloaked Kilrathi
- fighters. You were implicated in in its destruction, and you were
- court-martialed by Admiral Tolwyn. With insufficient evidence, you
- were only convicted of negligence, but there was no doubt that
- everyone believed that you had betrayed "The Claw", just as you know
- that you are innocent and will prove so one day. You were assigned to
- a backwater station, and spent the next ten years there...
-
- Through a series of events (coincidences?) you ended up on the TCS
- CONCORDIA, again the flagship of the ConFleet, and the task force
- commander is none other than Admiral Tolwyn, who still believes in
- your "treachery". WC2 then chronicles your struggle in destroying the
- main Kilrathi base in the Enigma sector, defeating Prince Thrakkath of
- Kilrah in a one-on-one dogfight, finding the saboteur who framed you
- ten years ago and finally restoring your career.
-
-
- Page 6
-
-
- WC2 was followed by two Special Operations scenarios. Special
- Operations 1 introduces "Bear", who is the main character in the
- second two WC novels, as you put down a mutiny, fly a new bomber, and
- protect a defected Kilrathi colony from Kilrathi fleets. In SO2,
- Jazz, the traitor who framed you ten years ago, escaped right under
- your nose, and SO2 chronicles your attempt in finding and destroying
- him once and for all. You get to fly a new fighter as well, and ends
- with a final dogfight with Jazz.
-
- Origin has also issued a WC1 and WC2 CD-ROM containing the entire set
- of both series, including the WC2 speech pack, for one low price.
-
-
- 2.3 And then there is...
-
- "Wing Commander: Privateer" takes place at a different corner of
- Condeferation/Kilrathi border... Where pirates and Retros (religious
- fanatics) roam the spaceways, attacking innocents, and the only way to
- survive is play their game: more firepower. You've inherited a small
- scoutship and you can upgrade your ship by taking contracts to
- deliever cargo or taking out targets. Eventually you will find a
- derelict in space, take a working cannon from it, and destroy an
- ancient probe marauding the spaceways.
-
- Privateer was followed by "Righteous Fire", in which your super cannon
- was stolen, and chronicles your quest to get it back, as you take
- missions all over the sectors trying to find clues. You ended up
- destroying the Retro's base in the sector.
-
- There are two other games: Wing Commander Academy and Wing Commander
- Armada, but those don't have a "plot", so they are not counted here.
-
-
-
-
- 3. AND NOW THERE IS... WING COMMANDER III
-
- The rest of this unofficial strategy guide is written as a first-
- person narrative by Colonel Christopher Blair, the main character in
- WC series. Some of the scenes are taken from the cinematics itself,
- all cinematics are copyrighted by Origin Systems. (However, I have yet
- to read the novelization...)
-
-
- 3.1 Beginning of the End
-
- I stood on the Mistral coast of Vespus, and looked up to the desolate
- sky, now a bloody orange, as if dyed by the blood of all those who
- died aboard the TCS CONCORDIA. The lifeless hulk of my second carrier
- lie in deep water not too far from where I stood.
-
- "May they rest in peace," Paladin said.
-
-
- Page 7
-
-
- "Peace," I said bitterly, "Have we ever known anything like that,
- Paladin?"
-
- "Not for a long time, laddie."
-
- I sighed. "First Tiger's Claw, now this."
-
- "Enough! You are not to blame for either."
-
- I looked away. "Some would disagree."
-
- Before Paladin can object, I raised the communicator to my lips.
-
- "This is Colonel Christopher Blair, report to Admiral Tolwyn. The
- wreckage of Concordia has been found on Vespus off the Mistral Coast.
- Evaluation... Total loss."
-
- I switched the communicator off, and wondered if I failed CONCORDIA...
-
- Paladin commented, "You can't live your life for the approval of one
- man."
-
- I considered that for a moment, then looked back to Paladin.
-
- "Any word from Angel?"
-
- "None." Was it my imagination or did that answer came too fast? Too
- readily?
-
- "Is that the 'official' line?" I looked at Paladin, daring him.
-
- "I know how much she means to you, laddie." He looked away.
-
- I looked at Paladin, and decided that he did not know. I've known
- Paladin for well over ten years, and he would not lie to me,
- especially about Angel. I sighed, and headed back to the shuttle.
-
- The trip back to the Destroyer taking us back to ConFedHQ was quiet,
- though I could not get images of the wrecked CONCORDIA and Angel out
- of my mind.
-
- * * * * * * * * * * * *
-
- "Excuse me, sir. Did you say... the VICTORY?" I don't believe this!
- Tolwyn is assigning me WHERE?
-
- Admiral Tolwyn looked up from his terminal and fixed his stare on me.
-
- "Is there something wrong with your hearing, Colonel?"
-
- "No, sir, it's just that I..."
-
-
- Page 8
-
-
- "The TCS VICTORY is a fine carrier with a long history of service to
- the Confederation." Tolwyn spoke with his typical British drawl, and
- there was a gleam in his eyes, as if he was enjoying this.
-
- "Yes, sir, a VERY long history, sir." And I wasn't joking. VICTORY
- was almost as old as I was!
-
- I was about to add something when Tolwyn's look stopped me.
-
- "Ship assignments are not open to debate, Colonel. Of course, I
- realize that the 'accomodations' may not be what you're quite used
- to..."
-
- "No, sir, I don't mean to suggest that..."
-
- Tolwyn cut me off with a wave of his hand.
-
- "The Victory will benefit greatly from having a commander of your
- stature and experience."
-
- "Thank you, sir. But can't we at least discuss..."
-
- "Now that we have the Kilrathi on the run in both the Gardel and the
- Morpheus systems, I can afford to shift you to the VICTORY in the
- Orsini system." Tolwyn smiled slightly, "What I'm trying to tell you,
- Colonel, is that things are looking up. Confederation has been making
- some very positive strides. DISMISSED!"
-
- Tolwyn turned back to his monitors.
-
- I was too surprised to move. I know that the war is not going as well
- as the Admiral said, but who am I to argue with an Admiral? I was
- still trying to formulate my request when Tolwyn realized I had not
- moved. He looked back up.
-
- I tried one more time, "Uh, sir, about my request..."
-
- Tolwyn frowned, and it was not a pretty look.
-
- "Yes, that came as a bit of surprise to me. As you know, Colonel
- Devereaux's status is on a need-to-know-basis." He didn't add the
- obvious, 'and you should know better to ask'.
-
- And I do NOT have a need to know? Damn you, Tolwyn! I was about to
- verbalize that when Tolwyn interrupted my thought, as he always had a
- knack of doing.
-
- "Your shuttle is waiting, Colonel."
-
- "Yes, sir!" I threw him a sloppy salute, and left before I do
- something I might really regret.
-
- * * * * * * * * * * * *
-
-
- Page 9
-
-
- Thus I headed for the VICTORY...
-
-
- 3.2 Wingmen
-
- Wingmen are very important. Each of the pilots under my command have
- their specialties and their own morale. Keeping their morale high
- allows them to perform better. Thinking back now, I realized I could
- have made some decisions a different way, but first, let me introduce
- the various pilots onboard the VICTORY.
-
- [Note: comments that does not have to do with the plot are introduced
- in brackets like this.]
-
- [Some wingman cannot be "killed", they'll just eject. On the other
- hand, some wingman become vulnerable after a certain mission, and CAN
- be killed after that during spaceflight...]
-
-
- 3.2.1 Colonel Ralgha "Hobbes" nal Hallas
-
- I've known Hobbes for more than ten years, and he is "the best wingman
- I've ever flown with", and I was NOT exaggerating. He is perfectly
- obediant, and as perfect a pilot as you can find anywhere. Which just
- makes it hurt that much more when he turns out to be a traitor...
-
- [Hobbes is never "vulnerable" until he "defects" back to Kilrathi.]
-
- [If you choose to go after Hobbes immediately after he killed Cobra
- and stole the Thunderbolt, you can kill him there, but Vaquero will be
- dead when you come back, and you get a major tongue-lashing from
- Captain Eisen, but ship morale rises.]
-
- [If you choose not to go, or you let him get away, he will reappear at
- the final mission next to Prince Thrakkath, and ship morale goes
- down.]
-
- [It's your call...]
-
-
- 3.2.2 Major Todd "Maniac" Marshall
-
- Well, I've known Maniac for more than ten years too, and I'm surprised
- he's still around and someone (including OUR side) haven't blown him
- away yet, which just attests to his skills as a pilot.
-
- As a pilot, he's a GREAT one, but too boastful, and virtually NEVER
- follow orders. He's also the first one to complain about situation
- being "too hot" and can/will abandone you if he deems it appropriate.
-
- So in a fight, I send him in IMMEDIATELY, and I never bother assigning
- him a target. Just "Break and attack" will do. If you need a specific
- target attacked, do it yourself or pick someone else.
-
-
- Page 10
-
-
- 3.2.3 Lt. Laurel "Cobra" Buckley
-
- Cobra lives to kill Kilrathi, and she keeps a big knife that she
- sharpens all the time should she see one face to face. As you can
- expect, she refused to be in the same room with Hobbes except during
- briefing, and then they keep to opposite sides of the room.
-
- As a pilot, Cobra favors the direct and brute force approach, and if
- you fly with her you should sent her in ASAP. She also hates being
- pulled back. If her morale's low, she flies erratically.
-
- [Cobra cannot be killed until Hobbes killed her at Alcor, somehow she
- always ejects]
-
-
- 3.2.4 Lt. Robin "Flint" Peters
-
- Flint came from a long family of military service and fighter pilots,
- and was eager to prove herself. She can get a bit hot-headed
- sometimes, so watch for it.
-
- As a pilot, Flint is one of the more loyal ones, usually obeys your
- orders. She starts ignoring orders when morale drops.
-
- [Flint is also one of the two love interests for Blair, and since
- she's also a pilot, be careful in your choices...]
-
-
- 3.2.5 Lt. Winston "Vagabond" Chang
-
- [Note: no relations to the author]
-
- Vagabond is a pilot with a mysterious past. Quite a bit of his
- personnel file were classified, even to me. He's a pretty good flier
- though, but you may have to repeat an order a few times.
-
-
- 3.2.6 1st Lt. Jace "Flash" Dillon
-
- Flash has a big ego. He was the test pilot for the Excalibur, and that
- made him think he's better than anybody else. I had to hand his head
- to him on a platter to wake him up by beating him in the simulator.
-
- As a pilot, Flash is pretty good, though when his morale gets low, he
- can be just as erratic as Cobra.
-
-
- 3.2.7 Lt. Mitchell "Vaquero" Lopez
-
- Vaquero means "Cowboy", but Lt. Lopez acts nothing like his call sign
- suggests. He's a no-nonsense solid pilot who wants the war to be over
- soon so he can open his cantina for us fighter jocks. He was not
- swayed much by rumors, and is a really steady guy.
-
-
- Page 11
-
-
- [If you go after Hobbes, Vaquero will be dead when you come back.]
-
-
- 3.2.8 Chief Rachel Coriolis
-
- No, she's not a pilot, but the head craft mechanic onboard VICTORY,
- and a very pretty one...
-
- [Chief Coriolis is your other possible love interest besides Flint.
- Her morale rating doesn't affect the game much but sure makes things
- interesting!]
-
-
- 3.2.9 Attack on Kilrah
-
- I had to pick three wingmen to go with me to Kilrah for the final
- series. At it turns out, NONE survived. I am glad I did not pick
- Flint...
-
-
-
-
- 4. GENERAL TACTICS
-
- Guns and missiles (including torpedoes) are the offensive weapons
- onboard the fighters and the bombers. I won't bother listing the
- actual ranges and power of the guns since you can look it up in any
- reference book [including the manual], so I'll skip over the general
- stuff and get to the tactics you can use.
-
-
- 4.1 Tachyon Gun is KING!
-
- Tachyon gun is the best weapon available to the Confederation fleet,
- and Excalibur carries FOUR of them. No other Confed craft carries
- this weapon. On the Kilrathi side, VAKTOTH carries one, and I believe
- Prince Thrakkath's BLOODFANG carry two of them.
-
- Why? Because it is the hardest hitting weapon available, and it has a
- short refire delay when compared to its closest rival, the plasma
- cannon. Dump more power to guns and you can fire that thing forever.
-
- On the other hand, the most energy efficient is the meson blaster, no
- wonder Kilrathi loves this weapon, since it was carried on most of
- their crafts.
-
- You can easily take down corvettes and destroyers with Tachyon guns.
- I've taken out cruisers with Tachyon guns before, though that took a
- long time and I wouldn't recommend it.
-
-
- Page 12
-
-
- 4.2 Don't chase the cursor
-
- I looked over plenty of rookies' shoulders in simulators, and one of
- the most common mistakes for rookies to make is rely too much on the
- ITTS cursor. They wave their ship all over space trying to keep up
- with the cursor, spraying shots into vacuum.
-
- Keep in mind that while ITTS does not lie, but it is still an ESTIMATE
- of where the enemy will be.
-
- Let's give an example. Let's say a Dralthi is flying left to right in
- front of you. D=Dralthi, C=ITTS Cursor
-
- D---->C
-
- If the Dralthi pull up 45 degrees, the cursor would move up.
-
- C2
- /
- /
- /
- D---->C1
-
- So you have to pull your ship up just to keep up with the cursor.
- What if the Kilrathi was also speeding up or slowing down? The cursor
- would be flying all over the HUD!
-
- The solution is quite simple. Enemy must point toward you to shoot at
- you (unless you're approaching their rear turret, which is discussed
- later) so during that time, the ITTS cursor is RIGHT ON the target.
- If you shoot at that time, you are virtually guaranteed a hit. You
- can engineer this opportunity by using afterburners to open the range
- up to 4000K or more, then turn back, and aim toward the enemy. As
- soon as the cursor overlaps the enemy craft, fire away, then turn to
- dodge the enemy fire.
-
- If you follow my advice correctly, even the four little guns in the
- ARROW can be quite effective, since you don't miss.
-
-
- 4.3 Heatseeker and Dumbfire missiles are not useless
-
- Yes, I know Javelins (HS) are virtually useless against fighters,
- since it's almost impossible to get an enemy fighter to head away from
- you for two whole seconds for the HS to lock on.
-
- However, HS, and DF missiles are QUITE useful against corvettes and
- small capital ships if you don't carry torpedoes. Think of DF as a
- small torpedo that needs no lock, and HS as a seeking torpedo.
-
- The best way to take out that big rear turret of a Kilrathi Corvette
- on the first pass is to arm a DF, dodge its fire, afterburner to close
- range, and release the DF on the turret at point-blank range.
-
-
- Page 13
-
-
- 4.4 Torpedo Tactics
-
- Torpedoes takes 12 seconds to lock, so how do you survive that twelve
- seconds? Several ways.
-
- 1) Send your wingman out to distract enemy fighters. This may work
- against few enemy fighters, but won't work if there's more than 4. May
- work better if combined with 3)
-
- 2) Destroy all enemy fighter cover first. This is probably the most
- reliable way, since cap ships do not jump away while you take out the
- fighter cover. Of course, it also take the longest amount of time.
-
- 3) Fend them off with FF missiles and your rear turret. This is better
- done in a Longbow since its rear guns are more powerful, and has more
- missile capacity.
-
- Once the torpedo amd you launched, you can launch another one
- immediately without having to wait another 12 seconds if you still
- ahve the target locked. Against a large ship like carrier and
- cruiser, you may want to launch two torpedoes together.
-
-
- 4.5 Go after WEAK POINTS
-
- Each enemy ship have weak points. Engine nozzles are not armored. On
- a carrier or cruiser the fighter bays are not armored nor shielded. On
- larger ships, the bridge is also unarmored if you can see it (finding
- it is a different matter). Hitting those spots will cause MORE damage
- than going after general areas of the ship.
-
- This also means that you can go INTO a Kilrathi carrier's fighter bay,
- take out all the fighters parked inside, then blow it up from the
- INSIDE too. Just don't be there when the whole thing goes up.
-
-
- 4.6 Capital ship blind spots
-
- Capital ships have lots of turrets, but usually if you hide directly
- behind the engines and match speed, you can hide in the blind spot,
- where the turrets cannot hit you, while you can keep hitting the ship
- with guns in the weak spot. This is very useful if you have taken out
- the fighter cover but lacks the torpedoes to take down a big ship.
-
-
- 4.7 Adjust your energy
-
- The FIRST thing you should do after getting into your fighter, even
- BEFORE taking off, is adjust your energy distribution. Engines should
- never get more than 25%, since more doesn't help you in speed. Use
- the LOCK feature to lock it at 25%. Then, move down to damage control
- and decrease that to zero, then increase it back to 5%, so you should
- have more energy to weapons and shields. If you received non-fatal
- damage, you can adjust the ratios later.
-
-
- Page 14
-
-
- 4.8 Avoiding rear turrets
-
- Kilrathi heavy fighters have rear turrets that can chew you up if you
- get too close, so don't. Remember that rear turrets are mounted on
- the rear of the craft, so if you approach it from the sides, you can
- avoid BOTH the front and rear weapons.
-
- So how do you do that? If you are in the Arrow or Excalibur, use the
- Shelton (Afterburner) Slide tactic. If you are in other fighters, you
- need to play chicken with the enemy.
-
-
-
-
- 5. CONFEDERATION CRAFTS
-
- Confederation crafts are one for one better than Kilrathi crafts.
- However, you are ALWAYS outnumbered, and heavily. Here are some
- comments I had for our fighters.
-
-
- 5.1 Arrow
-
- The Arrow is lightly armed, but carries up to 8 missiles, which is
- EXTREMELY large for such a light fighter. It also carries enough
- decoys to avoid most incoming missiles, and is manueverable enough to
- avoid missiles withOUT decoys. It is also one of the only two
- fighters able to do the afterburner slide (the other one is the
- Excalibur), so this is a GOOD all-around fighter.
-
- Its main deficiency is its lack of "staying power", or ability to take
- damage and keep on ticking.
-
- Take this fighter when you expect enemy light and medium fighters, no
- capital ships (including Corvettes).
-
-
- 5.2 Hellcat
-
- The Hellcat is the general purpose fighter. Its armaments are about
- the same as Arrow's though a little heavier and shorter ranged, and it
- carries only 6 missiles, not 8 like Arrow, but it carries more decoys.
-
- This is the fighter you should take for general purpose missions, when
- you expect heavy fighters and small capital ships like corvettes.
-
-
- 5.3 Thunderbolt VII
-
- Thunderbolt's main offesnive power is its single torpedo. It is also
- manueverable enough to fight other heavy fighters, and its six forward
- guns can chew up a lot of shields and armor. Of course, its energy
- drain is phenomenal, so try not to drain the whole gun capacitor.
-
-
- Page 15
-
-
- Its rear gun is not really worth mentioning except some discouragement
- from rear attacks. I have never scored a kill with it.
-
- Overall, if you only need ONE torpedo, pick the Thunderbolt. If you
- need more torpedoes, pick the Longbow.
-
-
- 5.4 Longbow
-
- Finally, a REAL bomber with afterburner! The only true heavy bomber
- before the Longbow was the Broadsword, and that one has no
- afterburner! It takes AGES to get into attack range, launch the
- torpedo, then turn away with Broadsword. I always prefer the Sabre
- when I can get them over Broadswords.
-
- Longbow also has a significantly reduced front/rear area, making it
- harder to hit on attack runs, which improved survivability. And with
- four torpedoes, you can take on multiple ships.
-
- You don't QUITE have the manueverability to keep up with enemy
- fighters, but you have to try, since your rear guns is only strong
- enough to drive them off, not to keep them off, unless you take manual
- control. Use your large complement of missiles to keep enemy fighters
- dodging while you line up the kill. With four heavy guns up front,
- you can take down most fighters that come straight at you.
-
- This is THE bomber to take on ship-busting missions. If you expect to
- take down cruisers and carriers, or you need to take down multiple
- ships quickly, take this one.
-
-
- 5.5 Excalibur
-
- This is every pilot's dream. With guns strong enough to actually take
- out BIG capital ships, and enough missiles to to shame bombers. Too
- bad Excalibur doesn't carry torpedoes, so it will take a while to take
- out a large ship, but it is possible, and I've done it.
-
- It is also the only ship equipped with jump drive (sometimes),
- cloaking device (only on the last mission), and altimeter (for ground
- missions).
-
- And finally, it is the only ship with semi-auto-aimming guns. Within
- limits, the computer can adjust fire for you toward the ITTS cursor,
- but you better turn it off during strafing attacks.
-
- This ship has a HUGE gun capacitor, capable of powering full guns for
- almost ten seconds, but once depleted, it takes almost as long to fill
- it back up, so try to fire in five round bursts.
-
- Take this ship if it is available unless you need to take out large
- capital ships like a cruiser. Then you need the Longbow.
-
-
- Page 16
-
-
- 6. KILRATHI CRAFTS
-
-
- 6.1 Darket
-
- This is a light fighter, but its twin meson blasters can easily chew
- up the rear of most fighters, including the Excalibur, if you leave it
- behind you. It is also manueverable enough that both the Longbow and
- the Thunderbolt may have problems keeping up with it. They also oerate
- in pairs. If you go after one, the other bounce you from the rear.
-
- ALWAYS keep it in front of you. If you are getting chewed up by its
- buddy, switch targets and go after something else immediately to get
- it off your back. Use missiles to keep it dancing.
-
-
- 6.2 Dralthi
-
- Dralthi is probably the sorriest fighter the Kilrathi has. With guns
- only slightly more powerful than the Darket, Dralthi is a much bigger
- target.
-
- Its tendency to pull UP after a strafing run makes it VERY easy to gun
- down, especially if you can take the frontal damage it deals out and
- maintain track. Thunderbolt and Longbow have enough front guns to take
- one out on the first pass. (Not to mention the Excalibur, which can
- probably take TWO)
-
-
- 6.3 Vaktoth
-
- Vaktoth is probably the deadliest Kilrathi fighter next to Prince
- Thrakkath's Bloodwing. Its frontal arsenal is impressive (1 tachyon
- gun, 2 plasma gun, and 2 ion cannons), and it is ALSO armed with a
- rear turret, as well as eight missiles. It also has respectable speed
- and being a heavy fighter, good armor and shields.
-
- When fighting a Vaktoth, keep a finger on the decoy button. Vaktoth
- is known for volley missile launches. Otherwise there's really no
- trick to it, just better flying. You have to use flanking shots on it
- since that rear turret is dangerous!
-
-
- 6.4 Strakha
-
- The "stealth" fighter has an overblown reputation. Their weapons and
- armor are weak. I make random 90 to 180 degree turns to catch one
- fading in, then I just shoot it like any regular enemy fighter. If I
- was short on time I launch a couple FF missiles, which should pick up
- any uncloaked Strakhas around.
-
- The trick to Strakha hunting is they will only fade in BEHIND you, and
- will fade out IN FRONT of you. Do sudden course changes every two to
- three seconds so you can catch them fading in, then blast them.
-
-
- Page 17
-
-
- If Strakha and other fighters are around, take out "other" fighters
- first, then hunt the Strakhas. The Strakhas takes too long to hunt
- down, and doesn't cause that much damage.
-
-
- 6.5 Paktahn
-
- Probably the best armored fighter, this thing is BIG, and packs lots
- of weapons, including a good rear turret. This is the ship killer of
- the Kilrathi, and should be dealt with immediately.
-
- I play chicken with it: point straight at it, fire, then turn away to
- avoid the shots. Excalibur is perfect for this, since about three
- bursts will destroy a Paktahn, even from the front. Shoot and scoot.
-
-
- 6.6 Ekapshi
-
- This ground-based fighter is small and maneuverable, and its weaposn
- are pretty good, though shields and armor are weak. Still, their
- maneuverability in the atmosphere gives them a hard edge as they can
- trick you into following them into a dive, then POOF.
-
- Instead, I made them play my game. I afterburner away from them, then
- hit them as they come headon. (Another variation of Chicken)
-
-
- 6.7 Asteroid Fighter
-
- First time I saw these I was surprised by the mines it spew out out
- the rear as I chased it. I avoided the first one, but the second one
- hit me, and POOF, down went my sheild and armor. Fortunately I
- destroyed it before I was hit a third time or it would have been
- ejection time. Those things sure are hard to kill!
-
- To deal with Asteroid Fighters, never follow it for more than five
- seconds. Take a shot, then turn some other way and try again. It'll
- take a while since these fighters are armored quite nicely by all that
- rock.
-
-
- 6.8 Sorthak
-
- This thing is half-way between a heavy fighter and a Corvette, but
- it's actually not THAT dangerous. It has independent targettable
- turrets of meson blasters, but its no match against Excaliburs,
- especially if you engage them from a distance. Due to their shape,
- they manuever like Dralthis, making them vulnerable.
-
-
- 6.9 Skipper Missile
-
- This is not a fighter, but it is an important target. It is a
- cloakable missile, and cloaks every three seconds so it is not always
-
-
- Page 18
-
-
- visible on the scanners. One of these will take out a whole ship
- (transport, or even the VICTORY) so you must destroy them. Usually
- Kilrathi Corvettes carry them.
-
- I usually accelerate toward the launching corvette, keep hitting T to
- see if the missile launched or not. Usually Corvette will launch just
- as I pass it. I turn around, target it, get in range, and spray that
- area with all guns, with extra power allocated of course. If I miss,
- I afterburner closer, and try again. Missiles are useless, so you must
- use guns.
-
-
-
- Page 19
-
-
-
-
- 7. MISSIONS
-
-
- 7.1 Mission Tree
-
- The mission tree is similar to WC2. There are some cases in which you
- can come back to the winning track, but other series are not as
- forgiving. Lose 3/4 means you lose mission 3 or 4 in the series.
-
- ORSINI --
- V \- Lose 3/4 >-\
- TAMAYO +- TAMAYO/L -> Lose 2 ---------\
- V /- Win 2 <-/ |
- LOCANDA -- |
- V \- Lose 2 >-\ V
- BLACKMANE +- BLACKMANE/L -> Lose any -> PROXIMA/Losing
- V /- Win all <-/ ^ V
- ARIEL -- | You Lose
- V \- First loss-\ |
- CALIBAN +- DELIUS/L -> Lose 2 or 3 ----/
- V /- Win 2/3 <-/
- TORGO --
- V
- LOKI --> If you chased Thrakhath --> You are stranded in space
- V
- ALCOR --> Lose 4 ----->\
- V \
- FREYA --> Lose 3 -----> \\
- V ---PROXIMA/Losing-> You lose
- HYPERION -> First Loss -> //
- V /
- KILRAH --> First Loss ->/
- V
- You've won!
- Kilrah Surrendered!
-
-
- 7.2 Orsini Sector
-
- Despite what Tolwyn said, I know how badly the Confederation is doing.
- Fortunately, Orsini is relatively quiet so I can train my fellow
- pilots up to speed, but since I put Hobbes back on the flight roster,
- only Hobbes will fly with me for the first mission.
-
-
- 7.2.1 Orsini 1
-
- Pre-flight log: Found Rollins in the elevator, trying to strike up a
- conversation and score points with the new colonel. He was a bit
- uptight, but I "played along with him". Found Vagabond in Rec Room. I
- asked him about his blank spots in his personnel file, and decided
-
-
- Page 20
-
-
- that "he's got a point" about Confederation's decision. Also saw Cobra
- in the barracks sharpening that big knife of hers.
-
- Mission: Fighter sweep, clear three Nav points of Kilrathi fighters.
-
- Wingmen: Hobbes
-
- Craft: Hellcat
-
- Flight Log: I adjusted power distribution for more power to guns and
- shields, then took off. Found two Darkets at Nav 1. Hobbes and I
- each killed one. Nav 2 was clear, and Nav 3 we each killed one more
- Darket.
-
-
- 7.2.2 Orsini 2
-
- Pre-flight log: Found Vaquero in the rec room, strumming along on his
- guitar. He's pretty good too, and "Sounds good to me" I said. Also saw
- Hobbes in Flight Control, and Maniac in Barracks.
-
- Mission: Fighter sweep, clear three Nav points of Kilrathi
-
- Wingmen: Cobra, Hobbes, Maniac, Vagabond, and Vaquero are available, I
- picked Cobra.
-
- Craft: Arrow, Hellcat, Thunderbolt available, I picked Hellcat.
-
- Flight log: As usualy, I adjusted power and took off. Nothing at Nav
- 1, 2 Darkets at Nav 2. Order break and attack, and Cobra quickly took
- out both, much to my surprise. Found a Kilrathi transport at Nav 3
- along with 2 Darkets as escort. I sent Cobra after the Darkets while
- I eliminated the turrets on the transport, then it's steady pounding
- until the transport blows.
-
-
- 7.2.3 Orsini 3
-
- Pre-flight Log: nothing very interesting
-
- Mission: Escort transport to Nav 3 and watch it jump
-
- Wingmen: Cobra, Hobbes, Maniac, Vagabond, Vaquero available, I picked
- Vaquero.
-
- Craft: Arrow, Hellcat, Thunderbolt. I picked Hellcat again.
-
- Flight log: Adjusted power and took off. Flew close to transport,
- established autopilot link, and took off toward Nav 1. Between Nav 1
- and Nav 2 we were jumped by two Darkets and then a Dralthi, we took
- care of them with no problems.
-
- At Nav 2 we found a Kilrathi Corvette, and that thing is nasty! I'm
- glad I picked Hellcat over the lighter Arrow since I took a bit of
-
-
- Page 21
-
-
- damage taking out that big rear turret, two Darkets also appeared and
- Vaquero dispatched them.
-
- At Nav 3 two more Darkets came along. We destroyed them, then two
- more came along. No problems. We saw the transport jump, and we
- autopiloted back to VICTORY.
-
-
- 7.2.4 Orsini 4
-
- Pre-flight Log: Flint wants to fly, and wanted to convince me. I
- decided that "She has a point", and placed her on the flight roster.
-
- Mission: Escort transport to jump point, with one MAJOR catch: There's
- an enemy corvette with the SKIPPER MISSILE out there. One missile and
- POOF goes the transport, so get that missile or else...
-
- Wingmen: Cobra, Flint, Hobbes, Maniac, Vagabond, Vaquero. I picked
- Maniac, and I hope he doesn't make me regret it, but I need his skills
- at quick kills out there.
-
- Craft: Arrow, Hellcat, and Thunderbolt available, I picked Arrow since
- I need the speed to catch the skipper missile. I replaced all HS
- missiles with IR missiles.
-
- Flight log: Adjusted power and took off, found 4+2 Darkets attacking
- the transport. Fortunately the transport's turrets are doing okay,
- and we quickly toasted all the cats, with Maniac constantly on the
- comm saying "More kitty litter, I'm hot today!"
-
- We were jumped by the Corvette and its fighters between Nav1 and Nav2.
- I told Maniac to break and attack, and I went after the corvette. As
- I was almost on it, the skipper missile was launched. I locked on to
- it and went after it, sprayed about a dozen shots at it, but missed.
- I tapped afterburners to keep in range, and as it came back into view
- I got closer and tried again (it's heading straight for the
- transport!), and got it this time. By that time, Maniac had destroyed
- both Dralthi escorts and is inflicting damage on the Corvette, and
- with me attacking as well, it didn't last very long.
-
- Nav 2 was clear. At Nav 3 2+2 Darkets tried to jump us but I and
- Maniac took care of them easily, and the transport jumped out. The
- rest of the flight went without an incident.
-
- [Note: if you failed to protect the transport, you'll be jumped by two
- Corvettes and two Dralthis on the way back from Nav 3. The VICTORY's
- morale will take a major blow also.]
-
-
- Page 22
-
-
- 7.3 Tamayo Sector
-
- Tamayo sector is not really worth Kilrathi's attention, but they came
- after it any way. VICTORY was sent here to stop them.
-
- Jace "Flash" Dillon arrived onboard with a prototype Excalibur, and
- he's a typical hair-on-fire pilot, so brash that even Maniac looked at
- him twice.
-
-
- 7.3.1 Tamayo 1
-
- Pre-flight log: Flash's arrival onboard caused a minor furor, and his
- marginal insubordination allowed me to decide that "This kid's a
- smartass". Back in gunnery control, Flint and Maniac was saying
- something, or to be exact, Maniac was saying something about me. I
- interrupted him with "I wouldn't finish that if I were you, MAJOR." Of
- course, they expressed their attitude about Flash, and "They're
- right". I'll have to deal with Flash later.
-
- Just then the red-alert siren came on, as we're jumped by waves of
- Kilrathi fighters. This is a scramble launch.
-
- Mission: Destroy all enemy fighters attacking VICTORY
-
- Wingmen: none, all pilots are launched during scramble
-
- Craft: I didn't get to pick either, I got an Arrow.
-
- Flight Log: As we took off, 2 Darkets and 2 Paktahns jumped us. As we
- dealt with them two more waves like that came in, and after that, 2
- Dralthis and 2 Paktahn, for a total of 16 fighters.
-
- Paktahn's rear turrets are dangerous. I used my HS missiles on them
- as they go on one of their attack runs on VICTORY, then add an IR to
- go through the down shield. My wingmen took care of their escorts.
-
- As things quieted down, I realized I did not see the Excalibur in the
- landing pattern. As I landed, I saw it still sitting there pretty in
- the hangar. Flash never took off, and I was steaming mad.
-
-
- 7.3.2 Tamayo 2
-
- Pre-flight log: I stormed into the Barracks and KICKED Flash awake,
- (Flash was still in his cot taking a nap) then proceed to chew him out
- for not caring about his own ship since if the VICTORY goes up, so
- will him and his shiny new ship. I then headed for the bar, Rachel was
- there. She "suggested" that the Excalibur may be available for a test
- flight for yours truly. "I'd love to fly that ship" I said... Nothing
- else is said, but I know which ship will be ready for me...
-
-
- Page 23
-
-
- Mission: Kilrathi was going after the planet TAMAYO II and there's
- lots of incoming transports. You must toast them through plenty of
- enemy fighters, then VICTORY can sweep up the rest of them.
-
- Wingmen: Hobbes and Flint are automatically assigned by Eisen
-
- Craft: As promised, Excalibur is available for the picking! I took
- it, if just to get on Flash's nerves. Arrow, Hellcat, Thunderbolt,
- and Longbow are available too, but why?
-
- Flight Log: Took off with no problems. One Corvette and 4 Vaktoths
- waiting at Nav 1, then 4 Darkets, then 4 more Dralthis after that. The
- Vaktoth along WITH the Corvette are the most dangerous, but I toasted
- them easily with my Excalibur. At Nav 2 are four Kilrathi transports,
- easily destroyed.
-
-
- 7.3.3 Tamayo 3 (optional)
-
- Pre-flight log: Flash was waiting for me on the flight deck as I
- landed "his" Excalibur, then he challenged me to a duel. "Time to
- teach this punk a lesson," I thought, as I accepted, and I made him
- bet that he will transfer to VICTORY should he lose. Eisen wasn't too
- happy about this since ship morale would suffer if I lose, but he told
- me to "kick the little twerp's butt."
-
- [You can refuse this mission, but ship morale would drop, so you
- better take the challenge]
-
- Mission: Fly against Flash in the simulator
-
- Wingmen: None
-
- Craft : Arrow (expected)
-
- Flight log: Flash is pretty good, but not good enough! He tried a
- salvo missile launch against me, but I decoyed them away, then I
- saloved him, PLUS full guns. He didn't last very long after my
- constant missile barrages.
-
-
- 7.4 Locanda
-
- Kilrathi is bashing the party with a "Recon in Force" task group.
- VICTORY will trap them here and destroy them.
-
-
- 7.4.1 Locanda 1
-
- Pre-flight log: Flint is in Gunnery Control, and I was slightly
- surprised that this is her home system. She wants a chance to fly, and
- I decided to "Give her a shot". I also found Cobra in the barracks,
- and she appears to know something about Kilrathi that we don't, as she
-
-
- Page 24
-
-
- predicted the use of biological weapons. I decided that "She knows
- something".
-
- Mission: Fighter sweep through four Nav points.
-
- Wingmen: All wingmen available, I picked Flash, as I teased him "Watch
- and learn".
-
- Craft : Arrow, Hellcat, and Thunderbolt available. Since I am
- expecting a small capital ship, I picked the Thunderbolt. Since I
- don't know what fighters I'll be facing, I picked IR/FF missiles.
-
- Flight log: Took off without incidents. Nav 1 is clear, but between
- Nav 1 and Nav 2 we were jumped by 2 Vaktoths, then 4 Dralthis.
- Vaktoths can be troublesome, but I was able to put my awesome frontal
- weaponry to use. At Nav 2, we were jumped by 3 Darkets and then 4
- Strahkas, no problems there. At Nav 3, was a Kilrathi destroyer and 4
- Drlathis. I sent Flash after the Dralthis while I torpedoed the
- Destroyer. At Nav 4, there's six Darkets, when the ace Fireclaw
- taunted me. I sent all my FF's and Flash after the others as I went
- after Fireclaw myself. He's history in no time.
-
-
- 7.4.2 Locanda 2
-
- Pre-flight log: Vagabond was in the Rec Room, and he seems to know
- something too, and "He might be right."
-
- Mission: Kilrathi destroyer is about to unleash biological weapon
- tipped missiles on Locanda 2.
-
- Wingmen: All wingmen except Flint is available. I picked Cobra.
-
- Craft : Arrow, Hellcat, and Thunderbolt available. I picked the
- Thunderbolt since I need to take down that Destroyer FAST.
-
- Flight log: Took off with no incident after standard power
- adjustments, I pre-armed my torpedo, don't want to waste time. Came
- out of auto-pilot right behind that destroyer, and torpedo locked on
- right away. I launched, ordered "Break and Attack", then went after
- the missile it launched with afterburners lit. The destroyer blew up
- behind me. Found that missile, then sprayed shots in its direction.
- Took me two tries to hit it. In the meanwhile, Cobra is busy toasting
- Strakhas. We counted six total in waves of 4 and 2.
-
- [Note: you have to take out that destroyer on the first pass since it
- has a total of THREE missiles it can launch. ANY missile hit the
- planet and YOU LOSE.]
-
- As I auto-piloted back to VICTORY and entered the landing pattern,
- Eisen came on the screen. It appears that Flint took a Longbow and
- went after Kilrathis herself.
-
-
- Page 25
-
-
- I decided to go after her, and told Eisen that I'll "Take the risk". I
- told Cobra to land as I turned around.
-
- [Note: come to a dead stop as you approach for landing. If you land
- too fast or hit autopilot for landing you will not be able to turn
- around and go after Flint.]
-
-
- 7.4.3 Locanda 3 (optional)
-
- [If you decided not to go after Flint in Locanda 2, she'll survive,
- but ship morale will suffer.]
-
- Pre-flight log: see end of Locanda 2
-
- Mission: bring Flint back in one piece
-
- Wingmen: none, until I find Flint
-
- Craft : whatever I took last time, a Thunderbolt
-
- Flight Log: I turned around and hit autopilot. There's four nav points
- on the map. I headed to Nav 1, and took out 4 Darkets and 4 Dralthis.
- Nothing at Nav 2 and Nav 3. As I headed toward Nav 4, I found Flint
- attacking an enemy light cruiser with 4 Darkets around her. I was busy
- taking out the the Darkets when Flint took out the cruiser. After that
- we took out 4 more Darkets, then 2 Vaktoths, then we made it back with
- no problems.
-
-
- 7.5 Blackmane
-
- VICTORY's task group was assigned to Blackmane sector to help defend
- Blackmane Base and the local jumppoint.
-
-
- 7.5.1 Blackmane 1
-
- Pre-flight log: I landed along Flint, as the ship jumped not long
- after. I walked up to her craft, wait until her climbed down, and gave
- her a tongue-lashing, but in the end, I "gave her a break", and did
- not ground her. I can use a good pilot. I stormed off, and Rachel
- caught up with me, "she understands". Rollins was in flight control
- and had some opinion to share, Eisen was on the bridge and glad I
- brought Flint back.
-
- Mission: Base defense. Take out fighters attacking Blackmane base.
-
- Wingmen: All wingmen available, I picked Cobra.
-
- Craft : Arrow, Hellcat, and Thunderbolt available, I picked Hellcat.
- It was a good choice since we went up against some Paktahns.
-
-
- page 26
-
-
- Flight log: We took and adjusted power. Four (4) Dralthis was
- attacking Blackmane base, we took them out easily. Four (4) Darkets
- followed, then 4 Darkets and 4 Paktahns. One of the Paktahns carries
- the ace Bloodmist. I sent Cobra on break and attack while I went after
- Bloodmist. As long as you avoid the front and direct rear, Paktahns
- aren't that dangerous, though Bloodmist has a tendency to salvo
- missiles, and I had to use my decoys quite a few times, and still took
- a hit.
-
-
- 7.5.2 Blackmane 2
-
- Pre-flight log: Maniac was in the barracks when I dropped by. He said
- something about me "putting the moves on" Rachel. I decided that "He's
- jealous" and decided to rag him.
-
- Mission: Escort in some transports after clearing out Kilrathis.
-
- Wingmen: All available, I picked Vaquero.
-
- Craft : Since this is escort, I picked Arrow for its speed.
-
- Flight log: Took off after adjusting power. Found 4 Dralthis attacking
- two transports at Nav 1, took out the Dralthis, and lead the
- transports back to Blackmane base. Went out to Nav 3, two transports
- sitting there. I tried to communicate with them but they didn't
- answer. I decided something's wrong and approached VERY slowly. Just
- as I approached, BOTH BLEW UP! And immediately 4 Strakhas uncloaked. I
- immediately afterburnered out of range and ordered break and attack.
- Turns out there's 4 more Strakhas after this bunch, but we took them
- out, no problems. Went back to Victory.
-
-
- 7.5.3 Blackmane 3
-
- [If you've grounded Flint back at Blackmane 1, you'll get to choose
- whether to put her back now. If you don't Captain Eisen will, but then
- you will drop ship's morale for "passing the buck".]
-
- Mission: Escort in a special weapons convoy for Blackmane base
-
- Wingmen: All wingmen available, I picked Flash
-
- Craft : Arrow, Hellcat, Thunderbolt available. Since I expect heavy
- opposition but no enemy cap ships, I picked Hellcat.
-
- Flight log: Took off after adjusting power, linked up with transports.
- Found 2+2 Sorthaks at Nav 1. Four Strakhas were waiting at Nav 2,
- followed by 4 more, but we took them out with no problems. The
- challenge came at Nav 3, when 2+2 Vaktoths dropped in. Those missiles
- are dangerous! Fortunately we took them out without further incidents.
- Dropped off transports at Nav 4, the base, and AP'ed back to VICTORY.
-
-
-
- Page 27
-
- 7.6 Ariel
-
- VICTORY was assigned to Ariel as a part of Recon-In-Force group to
- secure this sector. Rumors are Tolwyn is planning something.
-
-
- 7.6.1 Ariel 1
-
- Pre-flight log: Cobra is in Flight Control and she has something to
- say about the Kilrathi. As usual, "she's right", though I wonder why.
- Found Vagabond in the Rec Room, and he's bitching about why the
- Confeds are so zip-lip about certain situations, as if they're
- covering things up. "He's worried about nothing", I thought, and I
- said so. He does not appear to be very assured. Rollins on the bridge
- and he has something to say too.
-
- Mission: Clean sweep, rid Nav points of ALL Kilrathi presence. If any
- ship escapes this sector the whole ops is ruined.
-
- Wingmen: All wingmen available, I picked Hobbes since I need someone
- who will follow orders.
-
- Craft : I picked Longbow, since I'm expecting Kilrathi cap ships
-
- Flight log: Took off after power adjustments. Nav 1 had 2 Kilrathi
- transports, 1 Corvette, and 2 Strakhas. Used guns to take down all of
- them, decided Corvette not worth torpedo. Two more Strakhas appeared
- after the first two. Found 4 Strakhas at Nav 2, and rear turret helped
- some. Found enemy carrier at Nav 3. I sent Hobbes on sweep as I raced
- in with torpedoes. I nailed that carrier with two torpedoes before it
- launched any more fighters besides the 4 Darkets flying around.
-
- [Note: the carrier can launch 4 Dralthis after 4 Darkets are gone,
- then 4 Vaktoths when Dralthis are gone, so torpedo it ASAP.]
-
-
- 7.6.2 Ariel 2
-
- Pre-flight log: Was it me or is every one getting worried? Even
- Vaquero is a little down, and I have to tell him "Stop worrying,
- Vaquero".
-
- Mission: VICTORY and escorts are hiding in a nearby nebula ambushing
- Kilrathi convoys passing through beyond Blackmane base's sensors.
- Destroy EVERY Kilrathi we encounter or they're coming after us.
-
- Wingmen: All wingmen available, I picked Flint
-
- Craft : Thunderbolt and Longbow, I picked Longbow since I expect more
- cap ships, and I was right.
-
- Flight log: Took off and adjusted power. Nav 1 was quite busy, with 1
- transport, one DDH (heavy destroyer), and 4 Vaktoths, whom was
- followed by 4 more Vaktoths and then 4 Darkets. I took out the DDH
-
-
- Page 28
-
-
- with torpedoes and pounded the fighters with my guns and missiles,
- then strafed the remaining transport. Found a Kilrathi corvette and a
- transport at Nav 2 along with 4 Darkets, no problem there. At Nav 3 we
- found ANOTHER DDH along with transport and 4 Vaktoths, same routine,
- as I took out the DHH with torpedoes while Flint kept the Vaktoths
- busy. Then I turned around and missiled the Vaktoths. Four more
- Vaktoths joined the party, followed by 4 Darkets, but they're easy to
- mopp up, then we toasted the transport and headed back.
-
-
- 7.6.3 Ariel 3
-
- Pre-flight log: nothing interesting
-
- Mission: Looks like we missed some Kilrahti, and they're back with
- skipper missiles. Take them all out while VICTORY find the jump point
- to leave this place.
-
- Wingmen: All available, I picked Maniac for the kills
-
- Craft : Arrow, Hellcat, Thunderbolt, Longbow available. I need speed
- but I also need torpedoes, so I picked Thunderbolt.
-
- Flight log: Took off after adjusting power. Before reaching Nav 1 we
- were jumped by 4 Darkets and 2 Paktahns, but they didn't last long
- between me and Maniac. At Nav 2, we found Kilrathi carrier with 2
- Strakhas. I decided to take out the carrier from the inside and save
- the torpedo for later. I flew into its hangar bay and put my full guns
- to work, and I afterburnered out just as it blew up.
-
- [Note: carrier can launched 2+2+2 Darkets if you destroy the Strahkas]
-
- There was a Corvette at Nav 2, I took it out with my torpedo but it
- launched a skipper missile, which I destroyed.
-
- [Note: if you pre-arm the torpedo you can kill the corvette before it
- launches the skipper missile.]
-
- [Note: this mission is semi-random. The new jump point can be at
- either Nav 1 or 2, in which case you won't see enemies at Nav 2, and
- you need to land before VICTORY leaves.]
-
- Darn, Kilrathi have somehow CLOSED a jump point! It's not there any
- more! Gotta go somewhere else... and VICTORY is jumping...
-
-
- 7.7 Caliban Nebula
-
- Kilrathi have somehow closed off the jump point we want in the Ariel
- system, but we found a jump point which leads here, and now we need to
- shake off those pesty Kilrathis off our tail, and find the jump point
- that leads out of here.
-
-
-
- Page 29
-
- 7.7.1 Caliban 1
-
- Pre-flight log: Found Cobra and Hobbes arguing on flight deck. I
- "stuck up for Hobbes", and Cobra left unhappy. Now I realized it was a
- mistake, since I should have "played along with Cobra". Found Maniac
- in Gunnery Control and decided to "rag him" some more. Is it me or
- does it actually make him better?
-
- Mission: The destroyers have separated from VICTORY to decoy the
- Kilrathi. We need to take out the Cats following each so they don't
- get their word back.
-
- Wingmen: All wingmen available, I picked Flash.
-
- Craft : All except Excalibur available, I picked Tunderbolt since I
- expect enemy cap ships.
-
- Flight log: Took off after adjusting power. Found DD Sheffield at Nav
- 1 duking it out with a Kilrathi destroyer, and 4 Vaktoths making her
- day difficult. We took out the Vaktoths as Sheffield took out the
- Kilrathi tin can. Found DD Coventry at Nav 2 doing the same thing, so
- we did the same thing.
-
- [Note: if you feel like it, you can "hide" behind your destroyer and
- let them do all the work, you can't lose this mission unless you die.]
-
-
- 7.7.2 Caliban 2
-
- Pre-flight log: Found Flint in flight control, lamenting about her
- father, flying a desk. "It's tough getting old", I commented.
-
- Mission: Kilrathi found us, but they have to fly out to get the word
- out. We have to catch them before they can do so.
-
- Wingmen: all available, I picked Hobbes
-
- Craft : All except Excalibur available, I picked Thunderbolt again
-
- Flight log: Took off normally. Only 4 Darkets waiting at Nav 1, but 6
- Dralthis were waiting at Nav 2, followed by 4 Vaktoths. That was a
- tough fight, and I have to use a few of my missiles. The real prize
- was a Nav 3: 2 corvettes, a destroyer, AND a scout. I sent Hobbes
- after the Corvettes while I went after the Destroyer with my torpedo,
- then I nailed the scout ship with guns only. The rest was easy.
-
-
- 7.7.3 Caliban 3
-
- Pre-flight log: Found Hobbes commenting about the war on Flight Deck.
-
- Mission: The task force has gathered again and we're leaving, but
- Kilrathi has other ideas. You are to destroy most of the pursuit
- force.
-
-
- Page 30
-
-
- Wingmen: all available, I picked Vagabond.
-
- Craft : only arrow and Hellcat available, I picked Hellcat for
- staying power.
-
- Flight log: Just as we took off Victory came under attack by 4 Darkets
- and 1 corvette. Took them all out. Another 4 Darkets and 1 corvette
- was waiting at Nav 1, but the BIG surprise was at Nav 2. We found 4
- Dralthis, 1 Corvette and 2 Dralthis, 4 Vaktoths, 2 Darkets and 2
- Vaktoths, and 4 Darkets, in that order. It was REALLY messy and I had
- to order Vagabond back to base due to his damage, but I killed all of
- them. I don't think I would have lasted as long in an Arrow.
-
-
- 7.8 Torgo
-
- Tolwyn arrived and assumed personal command of the Task Force. This
- doesn't look good...
-
-
- 7.8.1 Torgo 1
-
- Pre-flight log: Tolwyn arrived onboard, and tried to "honor" me. I
- told him that "We're all equals here". Found Flint in Gunnery Control,
- and "she can see Tolwyn's a jerk" too. I decided to let out a little
- of my past dealings with Tolwyn, just to get it off my chest.
-
- Mission: Tolwyn wants a Magnum launch (all fighters) to protect the
- Behemoth, under attack nearby.
-
- Wingmen: None, though Flint came along
-
- Craft : It's a scramble launch, so Arrow it is.
-
- Flight log: Took off after adjusting power and found 2 Paktahns at Nav
- 1, with 2 Strakhas. No problem there. Nav 2 was a surprise with 4
- waves of 2 Vaktoths and 2 Paktahns each. Fortunately Arrow wasn't so
- easy to hit even with missiles. I went after Vaktoths first since
- they're more dangerous. Ended up using ALL of my missiles here. At Nav
- 3, we found 2 Strakhas and 2 Paktahns, no problems there. Finally saw
- the Behemoth at Nav 4, and DANG! That thing is HUGE! It's MUCH larger
- than the VICTORY or even my old ship, the CONCORDIA...
-
-
- 7.8.2 Torgo 2
-
- Pre-flight log: Rollins was in the lift with more rumors, and Tolwyn
- is on the bridge about Behemoth is "his baby".
-
- Mission: Behemoth needs minor "adjustments", so you must go out and
- plant some mines to protect her, 2 mines at each Nav point to be
- precise. Beware enemies dropping in as you deploy your mines.
-
- Wingmen: all available, I picked Flint
-
-
-
- Page 31
-
- Craft : Longbow it must be for all those mines.
-
- Flight log: We found at each of 4 Nav point 2 Vaktoths and 2 Paktahns
- waiting for us. We destroyed them and dropped two mines, no big deal.
-
-
- 7.8.3 Torgo 3
-
- Pre-flight log: nothing interesting
-
- Mission: Behemoth is ready to jump, with one catch: no fuel. Tolwyn
- saw this Kilrathi convoy and want us to disable all of them and
- capture the fuel. (what?)
-
- Wingmen: all available, I picked Cobra
-
- Craft : I picked Hellcat over Arrow
-
- Flight log: Found 2 Asteroid fighters along with 3 tankers at Nav 1,
- and those rocks are TOUGH! Their mines can be nasty too if you run
- into them. We took out a total of 8 of them, and lost quite a armor
- and shields to their mines. Then we carefully took out the turrets on
- each transports and took out the engines. The rest is up to the
- marines.
-
-
- 7.9 Loki VI (Operation Behemoth)
-
- Behemoth is complete and ready to go, and we're taking the offensive
- into Kilrathi space. First stop, Loki system, where there's a quasar
- blocking communications. We will take out the enemies around us, then
- test the weapons on the planetary base...
-
-
- 7.9.1 Loki 1
-
- Pre-flight log: Vaquero is happily string his guitar in the barracks,
- and Rachel is on the Flight Deck, all "clean and spiffy" on Admiral
- Tolwyn's order. Gee, sure looks different!
-
- Mission: Clean up the area of Kilrathi presence
-
- Wingmen: All available, I picked Flint again
-
- Craft : I picked Hellcat, my favorite
-
- Flight log: Took off after adjusting power. At Nav 1 found corvette
- and 4 Darkets. As we destroyed 4 Darkets we found another corvette and
- 4 Vaktoths coming in. It was a bad fight and Flint was damaged. Nav 2
- has 6 Dralthis, which we took care of easily. At Nav 3 We found 6
- Vaktoths. Flint took two missiles and had to eject, and I took out the
- rest of them. After them came 4 Darkets and 4 Strakhas, but those are
- easy. Found Behemoth at Nav 4.
-
-
- Page 32
-
-
- 7.9.2 Loki 2
-
- Pre-flight log: Lots of people to meet... Tolwyn's on the bridge.
- Cobra is in the barracks. Eisen is in Gunnery Control starring at the
- stars lamenting his command.
-
- Mission: Your job is to make sure the Behemoth is safe as Tolwyn
- orders the test of the Behemoth on the planetary base.
-
- Wingmen: all available, I picked Hobbes
-
- Craft : call me silly, but I picked Hellcat over Arrow again.
-
- Flight log: as we took off we hit 4 Paktahns charging in. I and Hobbes
- destroyed one as the Behemoth fired, reducing the planet to ashes.
- After that 2 corvettes dropped in, and after that 4 Strakhas, and
- finally 2 Paktahns. Had to use all my missiles to keep the fighters
- away since those corvettes are nasty.
-
-
- 7.9.3 Loki 3
-
- Behemoth is one jump from Kilrah, and Kilrathi knows it too. They are
- attacking with overwhelming force...
-
- Mission: I was supposed to defend the Behemoth, but it was
- impossible... So my primary mission was survival.
-
- Wingmen: Pick Hobbes, though it doesn't matter.
-
- Craft : Doesn't matter, though I picked Hellcat over Arrow again
-
- Flight log: Took off and autopiloted after adjusting power. Before I
- can get close enough to nail the Paktahns, even with afterburners,
- Behemoth blew up. It was as if the Cats knew EXACTLY where to hit her!
- Then prince Thrakkath appeared in his Bloodwing and beamed the video
- of Angel's demise to us...
-
- Thrakkath offered me a chance at single-combat, but Rollins cut
- through and told me that VICTORY is jumping in 90 seconds. I know I
- can fight Thrakkath another day... But it was hard finding a clear
- channel with both Thrakkath and Rollins on the radio so I can request
- landing clearance. I landed with 5 seconds to spare.
-
- [Warning: if you go into the bay withOUT landing clearance, you'll be
- left behind!]
-
-
- Page 33
-
-
- 7.10 Alcor
-
-
- 7.10.1 Alcor 1
-
- Pre-flight log: I was devastated. For a long time I had held out hope
- that Angel was still alive out there... But I saw the life gushed out
- of her, and I can't deal with her killer... I went to the Rec Room and
- tossed down several stiff drinks, hoping to numb myself. Rachel sat
- down beside me and talked me out. "She's OK... She understands." I
- stopped drinking.
-
- [Note: if you keep drinking, your flight controls during the mission
- may become erratic.]
-
- Mission: Kilrathi is coming after the VICTORY. The destroyers are
- separating to provide decoys again, while VICTORY hides somewhere to
- make repairs. All fighters will take off and defend.
-
- Wingmen: None, it's a scramble, though Hobbes is waiting.
-
- Craft : Arrow
-
- Flight log: I'm sure glad I didn't toss down that extra drink. This
- mission is HARD! Took off after adjusting power. At Nav 1, DD
- Sheffield is having a field day with THREE Corvettes. Then another
- corvette and 4 Vaktoths jumped in, then 8 Darkets. What a mess! I and
- Hobbes took out the fighters and let Sheffield take care of the
- corvettes. At Nav 2 We found 2 Vaktoths and 4 Paktahns, then 6+6
- Dralthis, then 4 Paktahns. Nav 3 is relatively quiet, with only 4
- Strakhas. Nav 4 is quiet with 4 Vaktoths, and Nav 5, 2 Sorthaks are
- firing on VICTORY, followed by 2 more Sorthaks. All in all, I and
- Hobbes took down 46 fighters (a few may be credited to Sheffield) and
- partial credit on the four Corvettes with Sheffield.
-
-
- 7.10.2 Alcor 2
-
- [If you flew drunk on last mission and survived, Flint chew you out,
- and you get to talk to her in this segment. "She's right" though.]
-
- Pre-flight log: Cobra and Rollins in the Rec Room are talking, and as
- usual, Cobra has a good comment or two, and "She's got a point". Found
- Paladin in Gunnery Control. When questioned, Paladin revealed that he
- knew Angel's dead back when we're both on Vestus. A red haze clouded
- my eyes. To think I trusted him for 10 years!!! I slugged that SOB...
-
- Turns out Angel did send a message out before meeting Thrakkath's
- claws...
-
- Mission: You're scouting ahead, with orders not to let any Kilrathi
- escape. Cap ships are expected. We are going to rescue a "Dr.Severin"
- from Alcor V, and with his help we can build a "Temblor Bomb", capable
- of spliting planets apart. That's Angel's legacy...
-
-
- Page 34
-
-
- Wingmen: all available, I picked Vagabond
-
- Craft : Arrow, Thunderbolt, and Longbow available, I picked Longbow
- since I expect Cap Ships.
-
- Flight log: Took off with no problems, adjusted power. Found Kilrathi
- DD and 3 corvettes at Nav 1, nailed DD with torpedo, played tag with
- the other 3 corvettes, got bored and used another torpedo on one.
- After dealing with them, another corvette and 6 Darkets jumped in.
- Darkets are messy since Longbow don't have enough manueverability to
- keep up with them. Used a few missiles to keep them far away for the
- guns. Corvette is easy after you elminate its fighter cover. Found 4
- Asteroid fighters at Nav 2, avoiding mines wasn't that hard if you
- turn away periodically. Have also found that RAMMING them really
- helps, if you can catch them. After those 4 are gone, 4 Strakhas
- dropped in, then 4 Darkets. At Nav 3, we found another Kilrathi DD
- with 4 Paktahns. Nailed the DD with my remaining torpedoes. After the
- Paktahns are gone, we found 6 Darkets, then 4 Dralthis.
-
-
- 7.10.3 Alcor 3 (optional)
-
- Mission: Cobra was found on the flight deck, mortally wounded by
- Kilrathi claws. She caught Hobbes trying to transmit information about
- the Temblor Bomb. Hobbes had escaped in a Thunderbolt. Either I go
- after Hobbes now, or let Hobbes get away scot-free... But the mission
- to Alcor V is almost upon us, and Eisen says not to go... I am going
- any way! Revenge! was all that's on my mind...
-
- Wingmen: None
-
- Craft : There was only one Hellcat available, I took it.
-
- Flight log: DAMN! Hobbes is every bit as good as he was flying WITH me
- as he is now AGAINST me. We both launched salvoes of missiles against
- each other and neither of us got a hit. We zoomed by each other back
- and forth under afterburner when I realized that this isn't getting
- anywhere. I decided to save my afterburner fuel and only use my
- afterburners sparingly. Sooner or later he's going to run out, since
- he needs afterburners to make up for his Thunderbolt's lack of
- manueverability. After a few more passes, from which we both got some
- hits, he's not afterburning any more, but his rear turret kept me from
- effective firing positions. It took me a while before I got in enough
- shots to toast his engines, and he exploded, no ejection for him.
-
- I headed back to VICTORY, and found it under attack by 4 Strakhas
- (including ace Stalker) and then 4 Paktahn. Took care of them easily.
-
-
- 7.10.4 Alcor 4
-
- Pre-flight log: I landed, and even Rachel was not pleased in seeing so
- much damage on the Hellcat I took out. Eisen was not in a good mood,
- as he informed me that after I left, VICTORY was ambushed and Vaquero
-
-
- Page 35
-
-
- bought it, and it's all my fault. He's cleaning up Vaquero's locker,
- so I volunteered to write the "next-of-kin" letter. I am the Wing
- Commander after all...
-
- Found Vagabond in the Rec Room. Turns out Vagabond was one of
- Severin's assistants, and blames himself for what happened at a colony
- where Severin conducted some illegal research that ended up wiping out
- the colony. Feds covered it up as accident, but he knows better. I
- told him that "he shouldn't blame himself."
-
- Mission: VICTORY arrived at Alcor V, and we need to cover the marines
- going down to get Dr.Severin. First clear the space, then go down and
- clean out the ground forces.
-
- Wingmen: Flint, Vagabond, Flash, Maniac (Vaquero if you didn't fly
- Alcor 3). I picked Flint.
-
- Craft : Excalibur, the only ship that can fly ground missions
-
- Flight log: Take off is simple, adjusted power. Found 6 Darkets in
- orbit, blasted them easily with Excalibur's firepower. Then I headed
- down to the planet. On the way, the power system resetted, forcing me
- to set them again.
-
- The Ekapshis at Nav 2 are messy. They LOVE to dive, I don't. I
- afterburner away from them then turn back toward and and let them
- enjoy a couple blasts from my tachyon cannons headon. Works every
- time. Did the same thing for the 4+2 Ekapshis at Nav 3. Strafed the
- tanks on the ground, then hit speed 0 and toasted the prison complex.
-
- Nav 4 was clear, while Nav 5 has 4+2 Ekapshis, 6 tanks, and more
- buildings. Did the same thing as Nav 3. Wasn't that hard, actually.
-
- Strafing is not fun, it's not hard either. Remember to turn off the
- auto-aim, then slow down to about 300, point your nose directly onto
- the target, and start shooting when in range. I only strafe with
- tachyon cannons, since reaper cannons don't seem to do that much.
-
- As I landed, I saw a live video feed of marines rescuing Dr.Severin. I
- saw a Hellcat landing next to them, and pilot jumped out. I was about
- to say, "Hey, that's Vagabond!" when Vagabond went up to Severin and
- slugged him. The marines grabbed Vagabond immediately of course.
-
-
- 7.11 Freya
-
- Freya sector has a jump point direct to Kilrah system. It's a secret,
- and a badly kept one too. We need to clean out this sector in
- preparations for advance to Kilrah.
-
-
- Page 36
-
-
- 7.11.1 Freya 1
-
- Pre-flight log: Maniac was in the Rec-Room and he handed me some cheap
- shots about Angle. "You're asking for it, man." and retaliated.
- Rollins was in the lift and was commenting about Vagabond in the brig
- for slugging Dr.Severin. I commented that "Vagabond has his reasons".
-
- Mission: Sweep, clear out Kilrathi at all Nav points
-
- Wingmen: Flint, Flash, Maniac, (Vaquero if survived earlier). I picked
- Flint.
-
- Craft : All available, I picked Longbow since I expect Cap Ships.
-
- Flight Log: Took off after adjusting power. Nav 1 showed 1 DDH (Heavy
- Destroyer) and 2+4 Darkets. Took out the Darkets first, then nailed
- the HDD with one torpedo. Nav 2 shows 2 corvettes and 4+4 Dralthis.
- The two corvettes are pretty close together and they cover each other.
- Took a while to take them out, sent wingmen after same corvette. At
- nav 3 found a Kilrathi CV (Carrier), with 4 Dralthi as escort
- (followed by 4 Darket and 4 Dralthi), use torpedoes to take out the
- carrier first as not to play with other fighters, then took out the
- other fighters with missiles.
-
-
- 7.11.2 Freya 2
-
- Pre-flight log: I "try the hard sell" on Eisen and he agreed to let
- Vagabond out, as we need his skills.
-
- Mission: We found the jump point, but it's shielded. We found the
- shield generator though. Fly an Excalibur and take it out.
-
- Wingmen: None
-
- Craft : Excalibur
-
- Flight Log: Took off after adjusting power. Found 4 Dralthis at Nav 1,
- no problem. Autopilot to ground. Found 4 Ekapshi at Nav 2 (ground),
- another 4 Ekapshi at Nav 3. Ekapshis are easy if you afterburner away
- from them, then turn back into them and meet them head-on. The
- generator building is at Nav 4, with a big energy arc on top. I nailed
- it with guns, and went back into orbit. Found 2 Dralthis waiting for
- me, at Nav 5, and another 2 Dralthis at Nav 6.
-
-
- 7.11.3 Freya 3
-
- Pre-flight log: Found Vagabond in Rec Room, he has a few choice words
- to say...
-
- Mission: Kilrathi wants this system and they're coming through! Defend
- VICTORY or else... Lose big-time.
-
-
- Page 37
-
-
- Wingmen: Flint, Vagabond, Flash, Maniac (Vaquero if survived)
-
- [It appears that Vagabond can "die" now...]
-
- Craft : All available, picked Excalibur
-
- Flight Log: Long list of enemies! 3 Dralthis, 1 Corvette and 2
- Darkets, 3 Darkets, 2 Darkets, 3 Vaktoths, 3 Vaktoths, and finally 3
- Darkets. Fortunately, the lighter fighters are nothing under the
- tachyon cannons. The Vaktoths may be trouble, so I used missiles. The
- corvettes are trouble but the slide took care of them.
-
-
- 7.12 Hyperion
-
- We have a Temblor Bomb for testing, and we'll test it in Hyperion
- sector before sending one into Kilrah.
-
-
- 7.12.1 Hyperion 1
-
- Pre-flight log: I knew it was trouble when I spotted BOTH Flint and
- Rachel at the Rec Room bar... And I have to make a choice. (I could
- refuse BOTH, but why?)
-
- [You can't pick both. If you pick one, the other one gets mad. The mad
- one won't have anything to do with you. Flint won't fly, and Rachel
- won't configure your loadouts.]
-
- [To be totally cold blooded, AVOID the entire scene, don't pick EITHER
- one. If you go through and refute either one their morale drops.]
-
- Mission: Test the Temblor bomb on the Kilrathi planet, it should be
- relatively undefended.
-
- Wingmen: None
-
- Craft : Excalibur it is!
-
- Flight log: Took off after adjusting power. 4 Dralthis jumped me
- before Nav 1. Dropped to ground at Nav 1, found 2 Ekapshis at Nav 2,
- another 2 at Nav 3. Used standard tactics on them (separation). Two
- Ekapshi tried to interfere with my bombing run, but took care of them.
- Tried to fire off some missiles and almost dropped the Temblor Bomb
- nowhere! Finally dropped temblor bomb on ground fault, and POOF! 4
- Dralthis were at Nav 5, no problem there.
-
-
- 7.12.2 Hyperion 2
-
- Pre-flight log: Flash was in the barracks, and he's boasting again,
- but I "have to admit-- he's a damn good pilot". Found Vagabond at
- Gunnery Control, lamenting that he has nowhere to go. "He really
- deserves a home", I thought.
-
-
- Page 38
-
-
- Mission: Friendly cap ships are taking back Freya. You are to jump
- into Freya and help them out.
-
- Wingmen: (I picked Rachel earlier, so Flint's not available) Flash,
- maniac, Vagabond, Vaquero. I picked Flash.
-
- Craft : Arrow, Hellcat, Excalibur, I picked the last one.
-
- Flight log: Dang, lots of enemies around ehre! Take off is quiet.
- Found at Nav 1, 2 Darkets and 1 DD, then 2 Darkets, 2 Dralthis, and 2
- Dralthis. At Nav 2 found 1 CV, 2 Dralthis, 2 Dralthis, 2 Paktahns. At
- Nav 3 found one of our CA (heavy cruiser) going up against a Kilrathi
- CA with 2 Paktahns. Took out the Paktahns and helped blowing up the
- Kilrathi CA.
-
-
- 7.12.3 Hyperion 3
-
- [If you picked Flint before and have yet to fly a mission with her,
- you'll find her in Rec Room where you have to decide to fly with her
- or not.]
-
- Mission: Kilrathi is still pushing hard at Freya. VICTORY BG is
- jumping back into Freya to defend the jump point, and you must go out
- on Search and Destroy missions to keep the road to Kilrah open.
-
- Wingman: (Flint), Flash, Maniac, Vagabond, (Vaquero), I picked Maniac.
-
- Craft : All available, but Excalibur is the only way to go!
-
- Flight log: Still lots of enemies. Nav 1 has a HDD and 4+4 Darkets,
- and 2 Dralthis. Nav 2 has 4 Darkets. Nav 3 had 6 Darkets, 4
- transports, and a cruiser, plus 5+6 Darkets.
-
- Cruiser is not that hard if you can stay away from its firepower, and
- one way is match speed at 8000 kms, then afterburner your way in until
- you're JUST behind the engines, where no turret can hit you, then just
- allocate lots of power to guns and keep firing. If you feel macho,
- take out all the turrets first with sliding.
-
- [Flash may buy it taking out the cruiser with Excalibur. If that
- happens, take a Longbow and torpedo the cruiser first.]
-
-
- 7.13 Kilrah
-
- This is it, folks. Do or die. Nail Kilrah or Confederation is doomed.
- It appears that the Kilrathi are preparing the FINAL invasion fleet.
- Confederation is preparing a last stand at Proxima sector, but things
- doesn't look good... So I guess we are the last hope of the Confeds.
-
-
- Page 39
-
-
- 7.13.1 Kilrah 1
-
- Pre-flight log: I have to pick the best 3 wingmen I have. Since I have
- only three, I picked Flash, Maniac, and Vagabond.
-
- [If Flint is available, try not to pick her. She will not survive this
- series unless something unbelievable happens...]
-
- Mission: Make your way into the Kilrah system and land on the first
- hidden asteroid depot.
-
- Wingmen: See above
-
- Craft : Excalibur it is! Pick half FF and half IR.
-
- Flight log: Take off is no problem. Nav 1, the jump point, was guarded
- by 2 Sorthaks. We cleaned them out quickly. We jumped to Nav 2, where
- we found 2 corvettes and 4+4 Darkets. I send all wingmen after a
- single corvette to take it down faster. At Nav 3, we found 2
- corvettes, 6 Dralthis, and 6 Strakhas. Vagabond bought it when taking
- down one of the corvettes. At Nav 4 we found 3 Darkets, 1 DD, then 1+6
- Darkets. We left the DD alone, found the asteroid depot, and landed.
-
-
- 7.13.2 Kilrah 2
-
- Mission: Make it to the second/final depot, where the bomb is, take
- out all enemies.
-
- Wingmen: whoever survived Kilrah 1. For me, it's Flash and Maniac.
-
- Craft : Excalibur it must be. (Use loadout terminal to customize
- missile loadout)
-
- Flight log: Took off and adjusted power. 4 Darkets and 2 Corvettes was
- waiting at Nav 1, followed by 4 Dralthis. At Nav 2 4 Vaktoths and 2
- corvettes were waiting, followed by 6 Strakhas. Flash was heavily
- damanged by this time. I ordered him back, but he refused. Nav 3 was
- infested by 3 Sorthaks, 1 Strakha, and 1 DD. The Strakha uncloaked
- right behind Flash and toasted him with a missile salvo. I took out
- that Strakha of course, but it was too late. The fighters were
- followed by 1 Sorthak then 6 Darkets.
-
-
- 7.13.3 Kilrah 3
-
- Mission: make it through Thrakkath and escorts and bomb Kilrah...
-
- Wingmen: whoever surrived Kilrah 2. For me, it's Maniac
-
- Craft : Excalibur
-
- Flight log: 1 DD and 4 Paktahns at Nav 1, followed by 4 Dralthis. At
- Nav 2 we found another DD with 4 Dralthis followed by 6 Strakhas. At
-
-
- Page 40
-
-
- Nav 3, we found ANOTHER DD with 3+6 Darkets (some veterans). Maniac
- bought it at this point, and I engaged cloak to get away from the DD.
-
- At Nav 4, found 2 Paktahn, and Prince Thrakhath in his Bloodwing.
-
- [If Hobbes is still alive, he's here in his Thunderbolt.]
-
- I used the cloak to sneak you to Thrakhath, and rammed him once. I got
- only frontal armor damage. I then came up behind him and matched
- speed. I then decloaked and launched a salvo of missiles, and that
- toasted him. The Paktahn scattered and I went down to the surface.
-
- [Note: as soon as Thrakhath dies, you go down, you don't even get to
- see him blow up! You can take out Thrakhath several ways, but they all
- involve sneaking up behind him and uncloak behind him with full guns
- and salvo of missiles.]
-
- I ended up flying on the fault. I engaged cloak, and looked for the
- fault... It was interesting flying through that gigantic trench. I
- found the spot, but it was guarded by 2 Ekapshis. I decided on a
- subterfuge. I climbed to max altitude, then stopped, then I turned
- nose down straight toward the fault. I decloaked, and headed down.
- Before the Ekapshi can get to me, I have targetted the fault. With a
- few short bursts of afterburner I avoided the Ekapshi until lockon,
- then I drop the bomb, turn up, and hit afterburner!
-
- I held my finger on the afterburner button as I accelerated out of the
- atmosphere. I can see the halo of the temblor bomb's destruction
- behind me, growing across the planet. I can only imagine what's
- happening on the surface...
-
- Then Kilrah exploded. All shipyards in orbit and its moon
- disintegrated as well. The explosion created a shock front spreading
- across space, overtaking my Excalibur on afterburner. The controller
- was wrenched out of my hands and my head hit the front console,
- stunning me. I must have passed out for a while. I can only guess that
- the auto-stabilization system somehow engaged and threw me out of the
- energy wave...
-
- Then suddenly the craft stopped. I turned around and looked: I was
- caught in a tractor beam, from a Kilrathi dreadnaught. I checked my
- energy reserves and hoping for escape, there is none.
-
- The tractor beam pulled me into their hangar and dropped me on the
- deck. I was able to activate landing gear. Kilrathi marines surrounded
- my fighter with drawn weapons. I slowly opened the canopy and climbed
- down, keeping my hands in plain view. They made no other threatening
- moves.
-
- Four of them escorted me to the flag bridge. I recognized Melek,
- Thrakhath's second.
-
- "Heart of the Tiger", Melek observed, "In my heart, I wish to kill
- you."
-
-
- Page 41
-
-
- "Do it then. It won't bring back your homeworld." I was sure I am dead
- then. Might as well go down gloriously.
-
- "And a race without a homeworld?" Melek shakes his head. "The Kilrathi
- are a beaten race, and to kill the one warrior great enough to bring
- about their end would bring me no honor."
-
- I am going to live?!?! I was too surprised to say anything.
-
- "A new millenium lies ahead. We have became too corrupt, and too much
- slaves to our blood lust. And we have paid a heavy price..." Melek
- looked at me. I can see that he is forming his words with
- difficulty...
-
- "We are surrendering to you, Heart of the Tiger..."
-
- Melek dropped to his knees, as did the guards.
-
- "It is an action unlike any we have ever taken, but it is time the
- Kilrathi find new ways. The Kilrathi must not die out as a race..."
-
- The war is finally over.
-
-
- 7.14 Tamayo/Losing
-
- [The losing missions are noted minimally...]
-
-
- 7.14.1 Tamayo/L 1
-
- This mission is identical to Tamayo 1.
-
-
- 7.14.2 Tamayo/L 2
-
- This mission is identical to Tamayo 2, and if you lose you go to
- Proxima/Losing.
-
-
- 7.14.3 Tamayo/L 3
-
- This mission is identical to Tamayo 3, except if you lose you go to
- Proxima/Losing. If you win 2 and 3 you can make your way back to
- Locanda series.
-
-
- 7.15 Blackmane/Losing
-
- Confederation is losing Blackmane sector. VICTORY is here to cover the
- evacuation.
-
-
- Page 42
-
-
- 7.15.1 Blackmane/L 1
-
- Mission: Link with 3 evacuation transports and take them to safety
-
- Wingman: All available
-
- Craft : Arrow, Hellcat, Thunderbolt. Pick a Hellcat or heavier...
-
- Flight log: Link up autopilot with 3 transports upon takeoff. You'll
- meet Kilrathi CV at Nav 1, with 2 Dralthis (up to 6 more one at a time
- at reinforcements). You MUST lose no more than one...
-
- [If you lose you go to Proxima/Losing]
-
-
- 7.15.2 Blackmane/L 2
-
- Mission: Link with 3 evacuation transports and take them to safety.
- Oh, and stay in the pulsar shadows.
-
- Wingman: all available
-
- Craft: Arrow, Hellcat, Thunderbolt. I pick Hellcat
-
- Flight log: Link with 3 transports at Nav 1. Nav 2 are 4 Strakhas. At
- Nav 3 you must stay in the Pulsar shadow or you will take damage. Then
- destroy 3+3+3+3 Dralthis before they destroy more than 1 of your
- transports, then watch them jump out.
-
- [If you lose you go to Proxima/Losing]
-
-
- 7.15.3 Blackmane/L 3
-
- Mission: We've lost the base, and there's one more convoy that need to
- break for it. Link up with it and bring them back.
-
- Wingman: all available
-
- Craft: Arrow, Hellcat, Thunderbolt. Doesn't matter.
-
- Flight log: 4 Strahkhas between takeoff and Nav 1. Nav 1 found 2
- transports, though those are decoys and exploded as I got near. Then
- 4+4 Strakhas uncloaked and ambushed me.
-
-
- 7.16 Delius Asteroid Belt/Losing
-
- VICTORY is ordered to attack the Kilrathi hidden asteroid base in the
- sector.
-
-
- Page 44
-
-
- 7.16.1 Delius 1
-
- Mission: Search and destroy in asteroid field
-
- Wingmen: all available
-
- Craft: Arrow, Hellcat, Thunderbolt, Longbow. Doesn't matter.
-
- Flight log: Asteroid base at Nav 1 with 4+2 Vaktoths. 3+3 Dralthis at
- Nav 2. Nav 3 has 2 Dralthis and 2 Darkets, and Nav 4 has 4 Vaktoths.
- You don't need to hit the asteroid base yourself, VICTORY and her
- destroyer escorts will take it out later.
-
-
- 7.16.2 Delius 2
-
- Mission: Mine the approach Nav points to trap the reinforcements.
-
- Wingmen: all available
-
- Craft: Thunderbolt, Longbow. You need the Longbow.
-
- Flight log: Nav 1 has 1 corvette, 4 Dralthis. Nav 2 has 4 Darkets.
- Drop mines and let them come after you. Nav 3 found asteroid base,
- destroyer, 2 Dralthi, 1 corvette and 2 Vaktoth, 2 Vaototh and 1
- Sorthak, and finally 4 Dralthi.
-
- If the asteroid base is destroyed, you'll jump to Torgo series.
-
-
- 7.16.3 Delius 3
-
- Mission: It's still there! Nail that asteroid field once and for all!
-
- Wingmen: all available
-
- Craft: Arrow, Hellcat
-
- Flight log: Take off, 2 Darkets, another 2 Darkets, then asteroid base
- with 2 Dralthi. After you cleared them out, watch VICTORY and
- destroyers take out the base.
-
-
- 7.17 Proxima/Losing
-
- The final stand, folks. Confederation is losing on all fronts. Proxima
- is one jump point away from Earth, and you are to hold there as long
- as you can, until Eisen says we're going.
-
-
- 7.17.1 Proxima/L 1
-
- Mission: Survive until Eisen calls you back.
-
-
- Page 45
-
-
- Wingmen: all who survived are available, pick the best (Maniac?)
-
- Craft : all available, pick the Excalibur.
-
- Flight log: Endless waves of randomly picked fighters. Land when Eisen
- says so, or die while VICTORY jumps back to Sol system.
-
-
- 7.17.2 Proxima/L 2
-
- Mission: It is a good day to die...
-
- Wingmen: all who survived are available, pick the best (Maniac?)
-
- Craft : all available, pick the Excalibur.
-
- Flight log: Endless waves of random Kilrathi fighters. Eisen takes out
- a dreadnaught by ramming it with VICTORY, but there is no way out...
-
- [Die fighting, or be tractor to die on Thrakhath's carrier. Watch fall
- of Earth, then pick how do you wish to die...]
-
-
-
-
- 8. WINNING AND LOSING
-
-
- 8.1 Winning Endgame
-
- There is only one "winning endgame", destruction of Kilrah. There's
- slight variations on it, depending on who did you pick as companion
- earlier. Will you be with Flint, Rachel, or neither?
-
-
- 8.2 Losing Endgames
-
- There's several ways to "lose"...
-
-
- 8.2.1 You died...
-
- If you died, you can REPLAY or CONTINUE. If you CONTINUE, you'll see
- EISEN giving your funeral.
-
-
- 8.2.2 Court-Martial
-
- If you killed one of your wingmen, Eisen meets you on the Flight Deck
- with marines and dump you in the brig.
-
-
- Page 46
-
-
- 8.2.3 If you chased Thrakhath at Loki 3...
-
- Do you chase Thrakhath at Loki 3 after he shown you the gruesome end
- of Angel? You have 90 seconds to land or you'll be there sucking
- vacuum forever.
-
-
- 8.2.4 Victory Dies at Hyperion 2
-
- Most of your fighters made it back to Proxima, but you will lose there
- also...
-
-
- 8.2.5 Earth's Last stand (Proxima/Losing)
-
- You can die at Proxima/L 1 or 2, doesn't matter. If you eject, you
- will be captured by Thrakhath, where you get to pick how to die, but
- dead is dead.
-
-
-
-
- 9. OTHER WING COMMANDER 3 REFERENCES
-
- Authorized Combat Guide to Wing Commander III, ////BradyGames. ISBN 1-
- 56686-238-8, $19.99 USA. -- Not much on behind the scenes look, but
- includes information on the 3D0 version. It's all generic tactics plus
- mission specifics. Its best feature? Color pictures of key cinematic
- scenes.
-
- Origin's Official Guide to Wing Commander III, ////BradyGames. ISBN 1-
- 56686-287-6, $24.95 USA. -- This book is worth far more than the extra
- $5 dollars you pay. It comes with the CD "Behind the Screens of Wing
- Commander 3" (only available in Premier edition of WC3), as well as
- the "behind the scenes" numbers on things such as numbers for all the
- pilots and Kilrathi pilots and aces, actual numbers for all crafts,
- including capitals ships,dialogue for all characters, and interview
- with key members of the WC3 team.
-
- THE END
-