Wing commander 3 manual

Continue Want more? Advanced embedding details, examples and help! Download... - 11 hidden pages wedge009.net version 2.6.5Mankind's epic fight against Kilrati comes to an end in Wing Commander III with the Terrans of the Confederacy turning to desperate measures to survive. Wing Commander III combined high-resolution graphics with the RealSpace engine, producing a massive leap in graphics later than its predecessor, Wing Commander II, and presented a (FMV) featuring a cast of high-caliber actors including Malcolm McDowell, Tom Wilson, John Rhys-Davies, and as the player character, Colonel Christopher Blair. Wing Commander III is currently available from gog.com (from September 13, 2011) and EA Origin (from June 12, 2014). Extensive background information for Wing III Commander is available at CIC. When Wing Commander III was released, CD-ROM discs capable of using 74-minute CDs were still relatively new in the home PC. Fearing that they would alienate much of the already small market if they used larger-capacity drives, Origin published WC III for PCs on four 64-minute CDs, resulting in a series of FMV sequences being cut out of the game. Most of them were trivial, however perhaps one of the most important scenes, Hobbs' explanation was also shortened. Various versions of these missing FMV can be found on CIC, as well as various behind-the-scenes clips and even a full-length fan movie. On March 22, 2012, wing Commander Saga released its main campaign, The Darkest Dawn. Based on the Freespace 2 engine, The Darkest Dawn recreates the growing tension of war between the Terran Confederacy and the Kilrati Empire as it inexorably heads towards its dramatic conclusion, as presented in Wing Commander III, but in terms of a relatively inexperienced pilot aboard the aircraft carrier, TCS Hermes. Hermes and her companions are involved in actions closely related to the events of The Commander of Wing III, but on a much larger, grand scale fleet unlike the personal war of the Heart of the Tiger from Victory TCS. Wing Commander Saga: The Darkest Dawn is a free download designed by fans for fans. Users of Mario HCl Brito Wing Commander Movie Player can find the TRE Index compiled by Wedge to have some use in sorting movies. In addition, CIC has another guide to movies. Commander Wing III: Heart of the Tiger Unofficial Guide to Strategy and Frequently Asked Questions by Casey Chang (email protected) is released December 9, 2001 0 Introduction 0.1 WORD from AUTHOR This is a frequently asked question, not a guide. You won't learn how to play the game with this document, and I'm not going to add it to make life easier for software pirates. This USG only covers the PC version because the only version I have. Some of you may recognize my name as an XCOM editor and and TFTD frequently asked questions, among others. This version replaces any earlier versions previously released. 0.2 TERMS OF DISTRIBUTION This document is copyrighted by Kuo-Sheng Casey Chang (c) 2000-2001, all rights reserved except as noted above in the waiver section. This document is available FREE free of charge under the following terms: 1) This notice and the author's name must accompany all copies of this document: Commander of The Wing III: Heart of the Tiger Unofficial Strategy Guide and the frequently asked questions are copyrighted (c) 2000-2001 by Casey C.S. Chang, all rights reserved except as mentioned in the waiver. 2) This document should not be changed in any form or order without the author's prior permission with the following exception: if you want to convert this document into a different file format or archive format, without any change in content, no permission is required. 2a) In case you can't read, it means TXT only. No banners, no HTML boundaries, no cutting into a few pages so you have more banner hits, and ESP. not adding the name of the site to the site list. 3) No fee, other than reasonable compensation, should be charged for its distribution. (Free preferred) The sale of this information is expressly prohibited. If you see anyone selling this guide, trust me to line up. 4) If you have used the material from this, please REALLY source, otherwise it is plagiarism. 5) The author gives all game-related websites the right to archive and link to this document to share between the game's fandom, provided that all of the above restrictions are met. Note: The above conditions are known as a contract provided by law. If you meet them, you are entitled to the rights that I give you in 5), i.e. the archive and display of this document on your website. If you do not follow them, you do not comply with the statutory terms of the contract, you have no right to show this document. If you're still doing this, you're infringing my copyright. This section has been added to any websites that don't seem to understand this. For gamers: You don't have to send me any compensation. However, I ask VOLUNTARY to contribute one (1) U.S. dollar if you live in the United States and if you believe this guide has helped your game. If you decide to do so, please make your US$1.00 check or $1.00 stamp on Kuo-Sheng Chang, and send it to 2220 Turk Blvd. #6, San Francisco, CA 94118 USA. If you don't live in the U.S., please send me some local stamps. I collect stamps, too. 0.3 DISTRIBUTION This USG should be available on Gamefaqs ( ) and other major PC gaming websites (such as gamesdomain.com, gamespot.com, gamecenter.com, etc.). For wanting to archive this frequently asked questions on their website, please read the terms of distribution in section 0.2. That's pretty clear. In case you can't understand it, he says no change. This means you can't change any about it! Read this carefully. He says exactly what he says. 0.4 OTHER NOTES There is no guarantee for this informal strategy guide. After all, it's up to you player. All I can do is give some advice. PLEASE let me know if there is a confusing or missing comment... If you find a question about this game that is not covered by USG, by emailing me by email protected I will try to answer it and include it in the next update. 0.5 AUTHOR I'm just a player who decides to write their own frequently asked questions when the ones I find don't cover what I want to see. A lot of people like what I did, so I kept doing it. Previously, I wrote unofficial strategy guides (USGs) for XCOM, XCOM2:TFTD, Wing Commander 3, Wing Commander 4, Fade to Black, Spycraft, 688 (I) Hunter/Killer. Mechwarrior 3, MW3 Expansion Pack, and The Need for Speed: Porsche Unleashed. Most of them should be on gamefaqs.com, the biggest site of frequently asked questions around. You can also find some of them on my website KC Games Nexus on . If you need to write to me, send an email to an email protected (Any spam will be reported to the relevant authorities). 0.6 DISCLAIMER/ COPYRIGHT INFORMATION Origin, Wing Commander, distinctive wing commander logo, secret missions, special operations, Kilrati Revenge, Heart of the Tiger, Privateer, and Wing Commander: Armada are trademarks of , Inc. Origin Systems is a subsidiary of . This USG is not approved or sanctioned by Origin or Electronic Arts. While some information may be verified through a published source (e.g., the official WC3 strategy guide and/or the WC3 authorised combat manual published ///BradyGames), no copyrighted information is contained in this USG from these published sources, except for those obtained from the game itself. Spoiler Alert 0.7 REVISION HISTORY 15-JUL-1995 Original release 09-DEC-2001 Updated format, more details in walkthru 0.8 THE MOST FREQUENTLY ASKED QUESTIONS: Can you send me a wing of Commander III (or parts of it)? A: No. The question is: Can you send me a manual (or parts of it)? A: No. The question is: Can you tell me how to play the game? A: Read the guide. The question is: What do you know about the 3DO WC3 version? A: Absolutely nothing. Why are your frequently asked questions shorter than other such frequently asked questions? A: I do not repeat what is already in the manual. You can read it yourself. In: What is the latest version? A: That's before the games get patches. 1 Game 1.1 INFORMATION IN THE WORLD... There was a wing commander As a young lieutenant recently graduated from the Naval Academy, joining a 20-year war that only got worse, you were assigned to TCS TIGER'S CLAW, the pride of the Confederate Fleet. WC1 chronicles the Confederation's attempt to bring back the Vega sector, with you leading the way. FOR WC1 followed by two supplement supplements Secret missions. Secret Mission 1 chronicles TIGER's CLAW in pursuit of a new kilrati secret weapon behind enemy lines in an attempt to destroy it, while the secret mission 2 chronicles TIGER's CLAW trying to protect a new ally from the onslaught of Kilrati. THE SM2 also introduces two new leaders, Jazz and Doomsday, both of which will make their appearance in WC2. 1.2 ELSEWHERE IN THE CONFEDERACY... Wing Commander: Privateer takes place in the other corner of the Condeferation/Kilrathi border with a completely different character... Where pirates and retro (religious anti-tech fanatics) roam the space tracks, attacking innocent people, and the only way to survive is to fight them with more firepower. You have inherited a small scout and you can upgrade your ship by accepting contracts for shipping cargo or targets. Eventually you will find the abandoned in space, take the working gun out of it, and destroy the ancient probe of marauding space routes. Privateer followed The Righteous Fire in which your super gun was stolen, and chronicles your quest to get it back as you take missions across all sectors trying to find clues. You ended up destroying Retro's base in the sector. 1.3 OTHER WING COMMANDER GAMES 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. There is also Privateer 2, a sequel to Privateer, but it's a notable departure from the storylines. 1.4 IN THE PREVIOUS EPISODE... Wing Commander 2: Kilrati's Revenge opens with BANG. Your old ship, TIGER'S CLAW, was destroyed by three camouflaged Kilrati fighters. You were implicated in its destruction, and you were at the military tribunal of Admiral Tolwin. With insufficient evidence, you were convicted only for negligence, but there was no doubt that everyone believed that you betrayed the Claw, just as you know that you are innocent and will prove it one day. You were sent to a winding station, and you spent the next ten years there... Through a series of events (coincidences?) you find yourself at TCS CONCORDIA, the flagship of ConFleet, and the commander of the task force is none other than Admiral Tolvin, who still believes in your betrayal. WC2 then chronicles your struggle to destroy Kilrati's main base in the Enigma sector, defeating Prince Traquat Kilra in a one-on-one dogfight, finding the saboteur who framed you ten years ago and finally rebuilding your career. WC2 was followed by two special operations expansions. Special Operations 1 introduces Bear, who is the main character in the last two WC novels, as you put a mutiny, fly a new bomber, and protect the defective colony of Kilrati from the Kilrati fleets. In SO2, Jazz, the traitor who framed you ten years ago, escaped right under your nose, and SO2 chronicles your attempt to find and destroy it once and for You get to fly a new fighter as well, and ends the final dogfight with jazz. Origin also released the WC2 Deluxe CD-ROM, which contains the entire WC2 set, including the speech package, for one low price. 1.5 AND A NEW CHAPTER BEGINS... And the war is not going too well for the Confederacy ... 1.6 AND THEN... Commander of Wing IV: The Price of Freedom, chronicles the lives of Blair and Tolvin as the Confederacy dealing with the aftermath of war, and strained relations with border worlds. (Little Things: WC4 also holds the record of being the most expensive computer game ever) After that, there is a wing commander: Prophecy, and its expansion companion, Secret Ops. They were also released as a set of Prophecy Gold. A new alien threat encroaches on the Confed space. Even Kilrati doesn't match him. It seems that Kilrati's ancient prophecy is coming true... 1.7 INTERESTING WC3 FACTS All kits are computer-generated. They are blue-screened with actual actors and combined later. There was a CD Making WC3 included in the Deluxe packages. You can also buy a CD separately or with an official strategy guide. 2 Beginning of the end... The rest of this unofficial strategy guide is written in the first-person narrative of Colonel Christopher Blair, the protagonist in the WC series. Some scenes are taken from the cinematography itself, all cinematography is copyrighted by Origin Systems. I stood on the coast of the Mistrals of Vespus and looked at the deserted sky, now blood orange, as if stained with the blood of all those who died aboard TCS CONCORDIA. The lifeless carcasses of my second carrier lie in deep water not too far from where I stood. Let them rest in peace, Paladin said. Peace, I said bitterly, have we ever known anything like this, Paladin? Not for long, man. I sighed. The first tiger claw, now it's. Stop it! Paladin boasts: It's not your fault either. I turned away. Some will disagree. Before Paladin could object, I raised the communicator to my lips. This is Colonel Christopher Blair, report to Admiral Tolwyn. The wreckage of Concordia was found on Vespus off the coast of the Mistrals. Evaluation... Total loss. I turned off the communicator and wondered if I didn't CONCORDIA... Paladin commented, You can't live your life for the approval of one person. I thought that for a moment, and then looked back at Paladin. Any word from An Angel? No. Was it my imagination or did this answer come too quickly? Too easy? Is that the official line? I looked at Paladin, daring him. I know how much she means to you, man. He turned away. I looked at Paladin and decided he didn't know. I've known Paladin for over a decade, and he won't lie to me, especially about Angel. I sighed and headed back to the shuttle. A trip back to the Destroyer takes us back to ConFedH quiet, though I could not get images of the shattered CONCORDIA and Angel from my mind. Sorry sir. You said... Victory? I don't believe it! Tolwyn appoints me WHERE? Admiral Tolwyn looked up from the terminal and fixed his eyes on me. Is there anything wrong with your hearing, Colonel? No, sir, it's just that I... TCS VICTORY is an excellent carrier with a long history of Confederate service. Tolwyn spoke with his typical British stretch, and there was a gleam in his eyes, as if he were enjoying it. Yes, sir, a very long story, sir. And I wasn't trying to be sarcastic either. VICTORY was almost as old as I was! I was going to add something when Tolvin's gaze stopped me. The ship's destination is not open for discussion, Colonel. Of course, I understand that accommodation may not be what you are quite used to... No, sir, I don't want to suggest that... Tolwyn cut me off with a wave of his hand. Winning will benefit greatly from being commanding your height and experience. Thank you sir. But can't we at least discuss... Now that we have Kilrathi on the run in both The Gardel and Morpheus Systems, I can afford to move you to THE WINNER in the Orsini system. Tolvin smiled slightly: What I'm trying to tell you, Colonel, is that things are looking up. The Confederacy has made very positive progress. Fired! Tolvin turned to his monitors. I was too surprised to move. I know the war isn't going as well as the admiral said, but who am I to argue with the admiral? I was still trying to formulate my request when Tolvin realized I had not moved. He looked back. I tried again: sir, of my request... Tolvin frowned, and it was not a very beautiful look. Yes, it came as a bit of a surprise to me. As you know, Colonel Devereux's status is based on the need to know. It didn't add the obvious and you should know the best to ask. And I don't have to know? Hell, Tolvin! I was going to verbalize that when Tolvin interrupted my thought, as he always knew how to do. Your shuttle is waiting, Colonel. Yes sir! I threw him a sloppy salute, and left before I did something I might really regret. So I went to VICTORIA... 3 Wingmen wingmen are very important. Each of the pilots under my command has his own specialties and his fighting spirit. Maintaining their morale highly allows them to perform better. Remembering now, I realized that I could have made some decisions differently, but first, let me introduce the various pilots aboard VICTORY. Note: Comments that are unrelated to the plot are bracketed like this. Some wingmen can't be killed, they'll just be released. On the other hand, some wingman become vulnerable after a certain mission, and may be killed after that during 3.1 COLONEL RALGHA HOBBES NAL HALLAS I've known Hobbs for over a decade and he's the best wingman I've ever flown with and I didn't exaggerate. He is completely obedient, and as perfect a pilot as you can find anywhere. What just makes him hurt that much more is when he turns out to be a traitor... Hobbs is never vulnerable until he returns to Kilrati. If you decide to go after Hobbs right after he killed Cobra and stole Thunderbolt, you can kill him there, but Vaquero will be dead when you get back, and you get a big tongue lashing out at Captain Eisen. However, the morale of the ship will grow. If you decide not to leave, or you let him go, he will reappear on the last mission next to Prince Trakat, and the morale of the ship drops. That's your call... 3.2 MAJOR TODD MANIAC MARSHALL Well, I know a maniac from flight school and I'm surprised that he's still around and someone (including our side) hasn't blown it yet, which just shows his skills as a pilot. As a pilot, he is great but too boastful, and almost never follow orders. He is also the first to complain that the situation is too hot and can/leave you if he deems it appropriate. In combat, I send him to IMMEDIATELY and I never bother assigning him a goal. Just a break and an attack will do. If you need a specific target attacked, do it yourself or choose someone else. 3.3 LT. LAUREL COBRA BUCKLEY Cobra lives to kill Kilrati and she holds a large knife which she sharpens all the time if she sees one face to face. As you would expect, she refused to be in the same room as Hobbs, except during the briefing, and then they were kept on opposite sides of the room. As a pilot, Cobra stands for a direct and brute force approach, and if you fly with it you should send her in as soon as possible. She also hates being pulled back. If her morale is low, she flies erratically. Cobra cannot be killed until Hobbs kills her in Alcor, somehow she always throws away3.4 LT. ROBIN FLINT PETERS Flint came from a long family of military and fighter pilots, and really wanted to prove myself. It can get a little hot headed sometimes, so watch out for it. As a pilot, Flint is one of the most loyal, usually obeying your orders. She begins to ignore orders when morale drops. Flint is also one of Blair's two love interests, and since she is also a pilot, be careful in your choice... 3.5 LT. WINSTON VAGABOND CHANG (Note: No Relationship with the Author) Vagabond is a pilot with a mysterious past. Very little of his personal files were classified, even to me. He's a very good pilot though, but you may have to repeat the order a few times. 3.6 1ST LT. JACE FLASH DILLON Flash great ego. He was a test pilot for Excalibur, and it made him think he was better than anyone else. I had to hand him his head on a platter to wake him up by beating him in As a pilot, Flash is pretty good, though when its morale gets low, it can be as erratic as a Cobra. 3.7 LT. MITCHELL VACUERO Lopez Vaquero means Cowboy, but Lieutenant Lopez acts nothing like his call sign suggests. He is a no-nonsense solid pilot who wants the war to end soon so he can open his cantina for us fighter jocks. He hasn't been swayed by a lot of rumors and he's a really steady guy. If you go after Hobbes, Vaquero will die when you come back. 3.8 CHIEF RACHEL CORIOLIS No, she is not a pilot, but a mechanic of the head ship on board VICTORY, and very beautiful... Chief Coriolis is your other possible love interest besides Flint. Her moral rating doesn't affect the game much, but sure makes things interesting! 3.9 SPECIAL NOTE ON ATTACK ON KILRAH I had to pick three wingmen to go with me to Kilra for the final series. Turns out no one survived. I'm glad I didn't choose Flint... The 4 Confed Crafts of The Confederation of Crafts are one for better than Kilrati Crafts. However, you are always in the minority, and to a large extent. Here are some comments I had for our fighters. 4.1 ARROW Arrow is lightly armed, but carries up to 8 missiles, which is extremely large for such a light fighter. It also carries enough bait to avoid most incoming missiles, and manueverable enough to avoid rockets with out bait. It is also one of two fighters able to make an afterburner slide (the other is Excalibur), so it is a good multi-russian fighter. Its main drawback is the lack of remaining strength, or the ability to take damage and keep ticking. Take this fighter when you expect enemy light and medium fighters with no capital ships (including Corvettes). 4.2 HELLCAT The Hellcat is a general purpose fighter. Its weapons are about the same as the Arrow, although a little heavier and shorter range, and it carries only 6 missiles, not 8 as Arrow, but it carries more bait. This is the fighter you have to take for general purpose missions when you expect heavy fighter jets and small capital ships like corvettes. 4.3 THE main offensive force of THUNDERBOLT VII Thunderbolt is its single torpedo. In addition, manueverable enough to fight other heavy fighters, and his six forward cannons can chew a lot of shields and armor. Of course, its energy leakage is phenomenal, so try not to deplete the entire capacitor of the gun. Its rear gun isn't really worth mentioning, except for some despondency from rear attacks. I never beat to kill him. In general, if you only need one torpedo, choose Thunderbolt. If you need more torpedoes, choose Longbow. 4.4 LONGBOW Finally, a real bomber with an afterburner! Only heavy bomber before Longbow was Broadsword, and that one has no afterburner! It takes AGES to get into the range of the attack, launch the torpedo and then turn away from Broadsword. I always prefer Sabre when I can get them over Broadswords. Longbow also has a reduced front/back area, which makes it difficult to hit attacking runs, which improves survivability. And with four torpedoes, you can take over a few ships. You don't always have the agility to keep up with enemy fighters, but you have to try since your rear guns are only strong enough to drive them away so as not to hold them if you take manual control. Use your big rocket kit to keep enemy fighters dodging while you line up to kill. With four heavy guns in front, you can shoot most of the fighters that come right at you. This is a bomber to take over ship-busting missions. If you expect to take down cruisers and carriers, or you need to take down a few ships quickly, take this one. 4.5 EXCALIBUR It is every pilot's dream. With guns strong enough to actually how much BIG capital ships, and enough missiles to shame the bombers. It is a pity that Excalibur does not carry torpedoes, so it will take some time to pull out the big ship, but it is possible and I did it. It is also the only ship equipped with a jump disk (sometimes), a camouflage device (only on the last mission), and an altimeter (for ground missions). And finally, it's the only ship with semi-automatic guns. Within, the computer can set fire for you to the ITTS cursor, but you'd better turn it off during strafing attacks. This ship has a huge cannon capacitor capable of powering full guns for nearly ten seconds, but once exhausted, it takes almost as long to fill it back, so try to shoot five round bursts. Take this ship if it is available, if you don't need to pull out big capital ships like cruiser. Then you need Longbow. 5 Kilrathi Crafts 5.1 DARKET Is a lightweight fighter, but its double meson blasters can easily chew the rear of most fighters, including Excalibur, if you leave it behind you. It's also manueverable enough that both Longbow and Thunderbolt may have trouble keeping up with it. They also work in pairs. If you go after one, the other bounces off you from behind. ALWAYS keep it in front of you. If his buddy chews you, switch the target and go after something else immediately to get him off your back. Use the rocket to keep him dancing. 5.2 DRALTHI Dralthi is probably Kilrathi's coldest fighter. With guns only a little more powerful than Darket, Dralthi is a much bigger target. His tendency to pull up after a strafing run makes it very easy to gun down, especially if you can take frontal damage he deals and maintain the track. Thunderbolt and Longbow have enough front guns to take one on the first pass. (Not to mention Excalibur, which may probably take 5.3 VAKTOTH Vaktoth is probably Kilratha's deadliest fighter next to Prince Trakat in Bloodwing. His front arsenal is impressive (1 tahion cannon, 2 plasma guns and 2 ion cannons), and he is also armed with a rear tower as well as eight It also has a respectable speed and being a heavy fighter, good armor and shields. When fighting Vaktoth, keep your finger on the bait button. The act is known for rocket launches of salvo fire. Otherwise there is really no trick to it, just better flying. You have to use flank shots on it, since that rear tower is dangerous! 5.4 STRAKHA Stealth Fighter has a bloated reputation. Their weapons and armor are weak. I do the occasional 90 to 180 degree turns to catch one disappearing, then I just shoot like any ordinary enemy fighter. If I didn't have time, I would have fired a couple of FF missiles that would have to pick up any untimely fears around. Trick in Strakha hunting they will only disappear into BEHIND you, and disappear into the FRONT of you. Do sudden course changes every two to three seconds, so you can catch them disappearing and then blow them up. If Fear and other fighters are nearby, first sniffing out the other fighters and then hunting the Strakhovs. Strakhas takes too long to track down, and doesn't cause that much damage. 5.5 PAKTAHN Probably the best armored fighter, this thing is BIG, and packs a lot of weapons, including a good rear tower. This is the killer of Kilrati's ship, and he needs to be dealt with immediately. I play chicken with it: point right at it, fire and then turn away to avoid shots. Excalibur is ideal for this, as about three bursts will destroy Paktahn, even from the front. Shoot and skut. 5.6 EKAPSHI This ground fighter is small and manoeuvrable, and its weapons are pretty good, although shields and armor are weak. However, their maneuverability in the atmosphere gives them a hard edge as they can trick you into following them into the dive, then POOF. Instead, I made them play my game. I'm the afterburner from them and then hit them as they come hedon. (Another variation of chicken) 5.7 ASTEROID FIGHTER The first time I saw them I was surprised by the mine it spews from behind as I chased it. I avoided the first one, but I got caught the second. To fight asteroid fighter jets, chase it, but not right behind. Slide left, slide to the right, slip low... Not right behind. Take a few shots, slip elsewhere for recharging, repeat. 5.8 SORTHAK This thing is halfway between a heavy fighter and a Corvette, but it's actually not that dangerous. It has independent targets capable of towers of meson blasters, but it doesn't match Excaliburs, especially if you take them from a distance. Because of their shape, they maneuver like Dralthis, making them vulnerable. 5.9 SKIPPER MISSILE Is not a fighter jet, but it is an important goal. It's a masked rocket, and cloaks every three seconds, so it's not always visible on scanners. One of them will pull out the whole ship (transport, or even VICTORY), so you have to destroy them. Usually Kilrati Corvettes carry them. I am speed up to launch the corvette, keep hitting T to see if launched or not. Usually the Corvette will run just as I pass it. I turn around, aim at it, get into the range, and spray this area with all the guns, with extra force highlighted, of course. If I miss, I'll be a wakeburner closer, and try again. Missiles are useless, so you have to use weapons. 6 General Tactics from Colonel Blair 6.1 Not CHASE CURSOR I gave this advice before and I will give it again. I've looked at a lot of shoulder beginners in simulators, and one of the most common mistakes for beginners to make is relying too much on the ITTS cursor. They wave their ship all over the space, trying to keep up with the cursor, spraying shots into the vacuum. Keep in mind that while ITTS doesn't lie, but this is an estimate where the enemy will be. Let's give an example. Let's say an enemy ship (bogey) flies from left to right in front of you. B-Gods, Cursor C'ITTS B----'C If Dralthi pull up 45 degrees, the cursor will move up. C2 / / / / B----'C1 you have to pull your ship just to keep up with the cursor. What if the scarecrow was also accelerating or slowing down? The cursor will fly all over HUD! The solution is pretty simple. The enemy should point to you to shoot at you (if you approach their rear tower, which is discussed later), so during that time, the ITTS cursor is right on target. If you shoot at a time, you are virtually guaranteed a hit. You can design this feature using afterburners to open the range to 4000K or more and then turn back and aim for the enemy. As soon as the cursor overlaps the enemy ship, shoot away and then turn to dodge enemy fire. If you follow my advice correctly, even four small guns in Banshee can be quite effective since you won't miss out. 6.2 MATCH SPEED You need to match the speed with the goal you are tracking to prevent sudden overtaking (ram!) or the target of zooming out of range. Use the match speed command, and use the afterburner to get closer. Against a faster goal, it would mean constant afterburner taps. Mix this with a sudden and accidental change, of course, should clear the tail of most enemies. 6.3 ANTI-CLOAK TACTICS The decaling vessel is usually accompanied by a declaration of sound. Since enemy ships always decloak behind you, whenever you hear a sound, immediately make 180 turn and lock and then fire away. 6.4 HEATSEEKER AND DUMBFIRE MISSILES NOT USELESS Yes, I know Javelins (HS) are virtually useless against fighter jets, since it is almost impossible to get an enemy fighter's head off you for two whole seconds for HS to block. However, HS and DF missiles are quite useful against capships if you don't wear torpedoes. Think of DF as torpedo that doesn't need a lock, and HS is like looking for a small torpedo. 6.5 TORPEDO TACTICS Torpedoes take 12 seconds to block, so how to survive that twelve seconds? A few ways are best combined. 1) Pre-lock the torpedoes. Arm a torpedo torpedo The torpedo can save a few seconds once you find the target before approaching the navigation point. 2) Send a wingman to distract enemy fighters. This can work against several enemy fighters, but won't work if there are more than 4 fighters. Light fighter jets may also be too fast for your wingman. This tactic can work better if combined with 4) 3) destroy all enemy fighters covering first. This is perhaps the most reliable way, since the ship cover doesn't jump away while you take the fighter cover. Of course, it also takes longer and some capships launch replacement fighter jets as you destroy its escort. 4) Beat them with FF rockets (and maybe your rear tower). This is best done in Longbow, since its rear guns are more powerful. The Avenger isn't that bad though. 5) Double launch of torpedoes on ships that need two. To arm the PAIR torpedoes (or missiles), click M to select the torpedo hardpoint, then click I to choose the next one without picking first, and then click I to arm the second as well. Both will be launched when you start. 6) Running CLOSE. The closer you shoot the torpedo, the less time the ship has to shoot down the zenith, so hold the torpedo until 2000 or even 1500. Shoot, pull up and hit the post-burned. 6.6 GO AFTER WEAK POINTS All ships have weaknesses. The engine nozzles are not armored. On an aircraft carrier or cruiser, fighter jets are not armored or protected. On large ships, the bridge is also unarmed if you can see it (find this another matter). Pressing these spots will cause more damage than going after the common areas of the ship. 6.7 CAPITAL SHIP BUSTING Capital ships have many towers, but usually if you hide right behind the engines and match the speed, you can hide in a blind spot where the turrets can't hit you while you can continue to hit the ship with weapons in a weak spot. This is very useful if you took out the fighter cover but did not have enough torpedoes to take off the big ship. As for the carriers, inside the hangar the bay is a safe place until the carrier starts to move, that is. Use only afterburners to maneuver around the capships. Leave the speed to zero or match the speed of the ship you follow. Some towers are vulnerable from blind spots. 6.8 ADJUST YOUR ENERGY The first thing you should do after you've entered your fighter jet, even before takeoff, is adjust your energy distribution. Engines should never get more than 25% since it no longer helps you in speed. Use lock to block it by 25%. Then shift to damage management and reduce it to zero, then increase it to 5%, so you need to have more energy for the weapons and shields. If you got a no-laugh damage, you can adjust the ratio later. Some pilots also lock shields by 25% and devote all additional energy to weapons. 7 Mission Notes, which are not related to the story itself, are marked in brackets. For example: I am I my craft after maniac You don't have to choose a maniac, Flash works too. A spacecraft and a heavy cruiser, DD and destroyer. 7.1 MISSION TREE Missions are grouped into rows that occur in one system or nearby systems. The mission tree is similar to WC2. There are some cases in which you can go back to the winning track, but other series are not so forgiving. Losing 3/4 means you lose mission 3 or 4 in the series. Note: The chart below only builds up if you use a monospace font, as a Courier ORSINI -- V - Lose 3/4 - TAMAYO/L - Lose 2 ------'V /- Win 2 LOCANDA -- V - Loss 2 - V BLACKMANE -- BLACKMANE/L -- Lose Any - PROXIMA/Losing V /- Win All You Lose V - First Loss - CALIBAN -- DELHI/L - Lose 2 or 3 ------If you chased Trahata ------you are stuck in the space of V ALCOR --- Lose 4 ----- V V VIA -- Lose 3 ----- v ---PROXIMA / Lose HYPERION - First loss - // V/KILRAH -- First loss - V- V- You win! Kilra gave up! 7.2 ORSINI SECTOR Despite what Tolvin said, I know how bad the Confederacy is doing. Fortunately, Orsini is relatively quiet, so I can train my fellow pilots up to speed, but since I put Hobbs back on the flight list, only Hobbs will fly with me for the first mission. 7.2.1 Orsini 1 Before The Flight Magazine: Found Rollins in the elevator, trying to score a conversation and score points with the new colonel. He was a little alarmed, but I played with him. Found by Vagabond in the Rec Room. I asked him about his blank spots in his personnel file, and decided he had a point about the Confederate decision. Also saw Cobra in the barracks sharpening that big knife of her. Mission: Fighter sweep, clear three Nav points Kilrati fighters. Wingmen: Hobbes Craft: Hellcat Flight Log: I adjusted the energy distribution for more power for guns and shields, and then took off. Found two Darks in Nawa 1. Hobbs and I killed one. Nav 2 was clear, and Nav 3 each killed another Darket. Landed without incident. 7.2.2 Orsini 2 Pre-Flight Magazine: Found Vaquero in the rec room, strumming along on the guitar. It's pretty good too, and sounds good to me, I said. He also saw Hobbs in flight control and a maniac in the barracks. Mission: Fighter Sweep, Clear Three Nav Points Kilrati Wingmen: Cobra, Hobbs, Maniac, Vagabond, and Vaquero Available, I chose Cobra. Craft: Arrow, Hellcat, Thunderbolt available, I chose Hellcat. Flight magazine: As usual, I adjusted the power and took off. Nothing in Nav 1, 2 Darkets on Nav 2. Ordering a break and an attack, and Cobra quickly took out both, to my surprise. Found a kilrati transport on Nav 3 along with 2 Darkets as an escort. I sent Cobra after the Darkets while I eliminated the turrets on the transport, it's steady pounding until Blowing. Landed without incident. 7.2.3 Orsini 3 Pre-Flight Magazine: Magazine: Very interesting mission: Escort transport Nav 3 and watch it jump Wingmen: Cobra, Hobbs, Maniac, Vagabond, Vaquero available, I chose Vaquero. Craft: Arrow, Hellcat, Thunderbolt. I chose Hellcat again. Flight Log: Adjusted Power and Took off. He flew close to the transport, made contact with the autopilot and flew towards Nav 1. Between Nav 1 and Nav 2 we were jumped on two Darkets and then Dralthi, we took care of them without problems. In Nav 2, we found the Kilrati corvette, and this thing is disgusting! I'm glad I chose the Hellcat over the lighter arrow, since I took a bit of damage by choosing that big back tower, two Darkets also showed up and Vaquero sent them. Two more Darkzas appeared on Nav 3. We destroyed them, then there were two more. There's no problem with them. We saw the transport jump out and we went back to VICTORIA. 7.2.4 Orsini 4 Flight Magazine: Flint wants to fly, and wanted to convince me. I decided she had a point and put her on the flight registry. Mission: Accompanying the transport to jump points, with one major catch: There's an enemy corvette with SKIPPER MISSILE there. One missile and POOF goes transport, so get that rocket, otherwise ... Wings: Cobra, Flint, Hobbs, Maniac, Vagabond, Vaquero. I chose Maniac and I hope he doesn't make me regret it, but I need his skills in quick kills out there. Craft: Arrow, Hellcat, and Thunderbolt are available, I chose Arrow, since I need speed to catch the rocket skipper. I replaced all HS missiles with infrak rockets. Flight Log: Adjusted Power and Took Off, found 4'2 Darkets attack transport. Fortunately, the transport towers are doing well and we quickly toast all cats, with the maniac constantly on the comme saying: More kitten litter, I'm hot today! Corvette and its fighters jumped us between Nav1 and Nav2. I told maniac to break down and attack, and I went for the corvette. As I was almost on it, the skipper's rocket was launched. I locked myself on him and went after him, sprayed about a dozen shots at him, but missed. I knocked the afterburners to keep in range, and as he got back into view I got closer and tried again (it's heading straight for the transport!), and got it this time. By the time the maniac destroyed both The Dralthi escort and damages the Corvette, and with me attacking as well, it didn't last very long. Nav 2 was clear. On Nav 3 2'2 tried to jump us, but the maniac and I took care of them easily, and the transport popped out. The rest of the flight passed without incident. Note: if you failed to protect the transport, two Corvettes and two Dralthis will jump you on the way back from Nav 3. If you survive this, VICTORY's morale will be dealt a serious blow. 7.3 The Tamayo SECTOR Sector Tamayo isn't really worth Kilratha's attention, but they came for it anyway. VICTORY was sent here to stop them. Jace Flash on board with the Prototype Excalibur, and he had typical hair on fire pilot, so cheeky that even the maniac looked at him twice. 7.3.1 Tamayo 1 Pre-Flight Magazine: The arrival of Flash on board caused a minor furore, and his marginal disobedience allowed me to decide that this guy smartass. Back in the artillery, Flint and Maniac were saying something, or to be precise, Maniac was saying something about me. I interrupted it: I wouldn't finish that if I was on yours, MAJOR. Of course they expressed their attitude to Flash, and they are right. I'll have to deal with Flash later. That's when the red siren turned on as we jumped on the waves of Kilrati fighters. This is the launch of magnum. Mission: Destroy all enemy fighters attacking VICTORY Wingmen: no, all pilots are launched during the Craft fight: I didn't get to pick either, I got the arrow. Flight magazine: As we took off, 2 Darkets and 2 Paktahns jumped us. As we dealt with them two more waves like that came, and after that, 2 Dralthis and 2 Paktahn, a total of 16 fighters. The rear towers of Paktun are dangerous. I used my HS missiles on them as they go on one of their attacks running on VICTORY and then add an IR to go through the down shield. My wingmen took care of their escort. As things calmed down, I realized that I had not seen Excalibur's planting pattern. When I landed, I saw it still sitting there pretty in the hangar. The flash never took off and I was fuming mad. 7.3.2 Tamayo 2 Pre-Flight Magazine: I broke into the barracks and KICKED Flash woke up, (Flash was still in his crib to take a nap) and then proceed to chew it for not caring about his ship because if THE WINNER goes up, so will his and his shiny new ship. Then I headed to the bar, Rachel was there. She suggested that Excalibur might be available for test flight for your submissive truth. I would like to fly that ship I said ... Nothing else is said, but I know which ship will be ready for me... Mission: Kilrati was going after the planet TAMAYO II and there are many incoming transports. You have to toast them through a lot of enemy fighters, then VICTORY can sweep the rest of them. Wingmen: Hobbs and Flint are automatically nominated by Eisen Kraft: As promised, Excalibur is available for collection! I took it if I just get on my nerves with Flash. Arrow, Hellcat, Thunderbolt, and Longbow are available too, but why? Flight magazine: took off without problems. One Corvette and four Vaktoths waited on Nav 1, that four Darkets, that another four Dralthis then. Vaktoth along with Corvette are the most dangerous, but I toast them easily with my Excalibur. Nav 2 has four Kilrati vehicles easily destroyed. Landed without incident. 7.3.3 Tamayo 3 (optional) Pre-flight magazine: 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 lesson, I thought, as I do I and I made him bet he'd move to VICTORY if he lost. Eisen wasn't too happy about it, because the morale of the ship would suffer if I lose, but he told me to hit the butt of a little twerp. You can give up this mission, but the morale of the ship will drop, so you better take the challenge Mission: Fly vs. Flash in The Wingmen Simulator: None Craft: Arrow Flight Magazine: Flash is pretty good, but not good enough! He tried to volley the rocket against me, but I deciphered them away, then I volleyed it, PLUS full cannon. It's not going to last long after my constant missile barrage. Flash honored his bet and moved to VICTORY (otherwise!). 7.4 LOCANDA SYSTEM Kilrati beating the party by the Recon Task Force in force. VICTORY will trap them here and destroy them. 7.4.1 Lockand 1 Pre-Flight Magazine: Flint is in artillery control and I was a little surprised that this is her home system. She wants a chance to fly, so I decided to give her a shot. I also found Cobra in the barracks, and she seems to know something about Kilrati, which we don't know, since she predicted the use of biological weapons. I thought she knew something. Mission: Fighter sweep through four Nav points. Wingmen: All wingmen available, I chose Flash as I teased it to watch and learn. Craft: Arrow, Hellcat, and Thunderbolt are available. Since I expect a small capital ship, I chose Thunderbolt. Since I don't know which fighteres I'm going to encounter, I chose the IR/FF missiles. Flight log: Took off without incident. Nav 1 is clear, but between Nav 1 and Nav 2 two Vaktoths, then 4 Dralthis jumped us. Vaktoths can be troublesome, but I was able to put my amazing frontal weapons to use. On Nav 2, 3 Darkets and then 4 Strahkas jumped us. In Nav 3 it was the destroyer Kilrati and 4 Drlathis. I sent Flash to get Draltis while I was torpedoing the Destroyer. In Nav 4, there are six darkets when ace Fireclaw teased me. I sent all my FF and Flash after the others as I went after Fireclaw myself. He's history in our time. Landed without incident. 7.4.2 Locanda 2 Before Flight magazine: Vagabond was in the rec room and he seems to know something too, and he may be right. Mission: The destroyer Kilrati is about to unleash a biological weapon tipped missiles on Locanda 2. Wingmen: All wingmen except Flint are available. I chose Cobra. Craft: Arrow, Hellcat, and Thunderbolt are available. I chose Thunderbolt because I need to take off that destroyer quickly. Flight Log: Took off without incident after standard power adjustments, I pre-arm my torpedo, do not want to waste time. He got out of the autopilot just behind the destroyer, and the torpedo immediately locked. I launched, ordered a break and attack and then went after the rocket it started with the afterburners lit. The destroyer exploded behind me. Found this missile and then sprayed the shots in its direction. me two attempts to hit him. At the same time, the time busy toast Strakhas. We counted six waves in total 4 and 2. Note: you have to pull this destroyer on the first pass, since it has a total of three missiles that it can launch. Any rocket hit the planet and you LOSE. When I autopiloted back to VICTORY and entered the landing circuit, Eisen came out on the screen. It looks like Flint took Longbow and went after Kilrathis himself. I decided to go after her and told Eisen that I would take a risk. I told Cobra to land as I turned around. Note: come to a dead stop as you approach the landing. If you approach too fast or hit the autopilot for landing you will not be able to turn around and go after Flint. If you decide not to follow Flint at the end of Locanda 2, she will survive, but the morale of the ship will suffer. 7.4.3 Locanda 3 (optional) Pre- flight magazine: see the end of Locanda 2 Mission: Bring Flint back to one part of The Wingmen: No until I find Flint Craft: All I Took Last Time, Thunderbolt Flight Log: I turned around and hit the autopilot. There are four navigation points on the map. I headed to Nav 1, and took out 4 Darkets and 4 Dralthis. Nothing in Nav 2 and Nav 3. As I headed to Nav 4, I found Flint attacking an enemy light cruiser with 4 Darkets around it. I was busy dark when Flint took out the cruiser. After that we took out 4 more Darkets, then 2 Vaktoths, then we made it back without problems. 7.5 BlackMANE SYSTEM VICTORY Task Force has been assigned to the Blackman sector to protect Blackman's base and local jump point. 7.5.1 Blackmane 1 Pre-Flight Magazine: I landed along Flint as the ship jumped shortly thereafter. I went up to her craft, wait until she came down, and gave her tongue to lash out, but in the end, I gave her a break and didn't land her. I'm a good pilot. I broke in, 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: Basic Defense. Sniffing out the fighters attacking Blackman's base. Wingmen: All the leads are available, I chose the Cobra. Craft: Arrow, Hellcat, and Thunderbolt available, I chose Hellcat. It was a good choice as we went against some Paktahns and needed agility. Flight magazine: We took and adjusted power. Four (4) Dralthis attacking Blackman base, we took them easily. Four (4) Darkz followed, followed by 4 Darkza and 4 Paktan. Kilrati Ace Bloody Pilot is one of the Paktahns. I sent Cobra on a break and attack until I went for Bloodmist. As long as you avoid the front and straight rear, the Paktahns are not as dangerous, although Bloodmist tends to volley rockets, and I have had to use my bait quite a few times and still took a hit. 7.5.2 Blackmane 2 Pre-Flight Magazine: Maniac was in the barracks when I stopped by. He said something about me putting moves on Rachel. I thought he was jealous and rag him. Mission: Escort in some transports after clearing Kilrathis. Wingmen: All available, I chose Vaquero. Craft: Since it's an escort, I chose Arrow for its speed. Flight log: Took off after power adjustment. Found 4 Dralthis attacking two transports on Nav 1, took out Dralthis, and lead the transports back to Blackman's base. Went out to Nav 3, two transports sitting there. I tried to communicate with them, but they didn't answer. I decided something was wrong and came up very slowly. Just as I approached as BLEW UP! And immediately 4 Strakhas uncloaked. I immediately after that got out of range and ordered a break and assault. Turns out there are 4 more Strakhas after this bunch, but we took them, no problem. Landed without incident. 7.5.3 Blackman 3 If you grounded Flint back to Blackman 1, you can choose whether to return it now. If you are not Captain Eisen will, but then you will drop the morale of the ship to transfer the buck. Mission: Escort in a special convoy of weapons for Blackmane Base Wingmen: All wingmen available, I chose Flash Craft: Arrow, Hellcat, and Thunderbolt available. Since I expect heavy opposition, but no enemy ships cap, I chose Hellcat. Flight Log: Took off after the power adjustment associated with transport. Found 2'2 Sorta in Nav 1. Four Strakhas waited on Nav 2 and then another 4, but we took them without problems. The challenge came on Nav 3 when 2'2 Vaktoths fell in. Fortunately, we pulled them out without further incident. Dropped off the vehicle at Nav 4, the base, and AP'ed back to VICTORY. 7.6 ARIEL SYSTEM WINNER was appointed by Ariel as part of the Recon-and-Force group to ensure the security of the sector. There are rumors that Tolvin is planning something. 7.6.1 Ariel 1 Pre-Flight Magazine: Cobra is in flight control and she has something to say about Kilrati. As usual, she's right, though I wonder why. Found Vagabonda in the River Room, and he whines about why confedss is so lightning lips about certain situations as if they cover things up. He's not worried about anything, I thought, and I said so. He doesn't seem to be very sure. Rollins's on the bridge, and he's got something to say, too. Mission: Clean sweep, rid Nav points of all Kilrati presence. If any ship escapes from this sector, the entire operation is destroyed. Wingmen: All wingmen are available, I chose Hobbs, since I need someone who will follow orders. Craft: I chose Longbow, since I expect Kilrathi cover ships Flight Magazine: Took off after power adjustments. Nav 1 had two Kilrathi vehicles, 1 corvette and two Fears. Used guns to take down all of them, decided the Corvette was not worth the torpedo. Two more Fears appeared after the first two. Four Strakhas on Nav 2 were found, and the back tower helped some. An enemy aircraft carrier was found on Nav 3. I sent Hobbs to the sweep as I raced with the torpedoes. I nailed that carrier two torpedoes torpedoes It has launched more fighter jets besides 4 Darkets to fly. Landed without further incident. Note: the carrier can run 4 Dralthis after 4 Darkets are gone, then 4 Vaktoths when the Dralthis are gone, so torpedo it as soon as possible. 7.6.2 Ariel 2 Before Flight magazine: Was it me or does everyone get worried? Even Vaquero fell a little, and I have to tell him, Stop worrying, Vaquero. Mission: VICTORY and escorts hide in a nearby nebula, ambushing Kilrati convoys passing through Blackman Base sensors. Destroy every Kilrati we encounter or they follow us. Wingmen: All wingmen are available, I chose Flint Craft: Thunderbolt and Longbow, I chose Longbow, since I expect more ships to cover and I was right. Flight Log: Soared and adjusted power. Nav 1 was quite busy, with one transport, one DDH (heavy destroyer), and 4 Vaktoths, followed by 4 more Vaktoths and then 4 Darkets. I took out the DDH with torpedoes and pounded the fighters with my guns and missiles and then strafed the remaining transport. Found a Kilrati corvette and transport on Nav 2 along with 4 Darkets, no problem there. On Nav 3 we found ANOTHER DDH along with transport and 4 Vaktoths, the same routine as I took out the DDH with the torpedoes while Flint kept the Vaktoths busy. Then I turned around and missed the Actots. Another four Vaktoths joined the party and then 4 Darkets, but they easily mop, then we toasted the transport and headed back to the ground. 7.6.3 Ariel 3 Pre-Flight magazine: Nothing Interesting Mission: Looks like we missed some Kilrathi and they came back with the rocket skipper. Take them all while VICTORY find a jump point to leave this place. Wingmen: All available, I chose maniac for craft kills: Arrow, Hellcat, Thunderbolt, Longbow available. I need speed, but I also need torpedoes, so I chose Thunderbolt. Flight log: Took off after power adjustment. Before reaching Nav 1 we were jumped on 4 Darkets and 2 Paktahns, but they didn't last long between me and the maniac. On Nav 2 we found the carrier Kilrati with 2 Strakhas. I decided to pull the media out from the inside and save the torpedo for later. I flew into the hangar and put all my guns to work and I followed it up just as it exploded. Note: carrier can run 2'22 Darkets, if you destroy Strahkas There was a Corvette on Nav 2, I took it off my torpedo, but it launched the skipper's rocket, which I destroyed. Note: if you pre-arm the torpedo, you can kill the corvette before it launches the skipper's missile. Note: This mission is semi-random. The new jump point can be either on Nav 1 or 2, in which case you won't see enemies on Nav 2, and you need to land before VICTORY goes away. Hell, Kilrathi somehow CLOSED the jump point! He's not there anymore! Gotta go somewhere else... and VICTORY jumping out ... 7.7 CALIBAN NEBULA somehow shut down the jump jump we want in the Ariel system, but we found a jump point that leads here, and now we need to get rid of those mottled Kilrathis from our tail, and find the jump point that leads from here. 7.7.1 Caliban 1 Pre-Flight Magazine: Found Cobra and Hobbs arguing on the flight deck. I got stuck behind Hobbs, and Cobra was miserable. Now I realized that it was a mistake since I had to play along with Cobra. Found a maniac in artillery control and decided to rag him a few more. Is it me or does it actually make it better? Mission: Destroyers separated from VICTORIA to lure Kilrati. We have to pull the cats after each so they don't get their word back. Wingmen: All the wingmen are available, I chose Flash. Craft: All but Excalibur available, I chose Thunderbolt, since I expect enemy ships to cover. Flight log: Took off after power adjustment. Found DD Sheffield on Nav 1 duking it with the destroyer Kilrathi, and 4 Vaktoths makes it a difficult day. We got the Actots when Sheffield pulled out Kilrati's tin. Found DD Coventry on Nav 2 doing the same thing, so we did the same. Note: if you feel like it, you can hide behind a destroyer and let them do all the work, you can't lose that mission if you don't die. Landed without incident. 7.7.2 Caliban 2 Pre- Flight Magazine: Found Flint in flight control, lamenting his father's flying table. It's hard to age, I commented. Mission: Kilrati has found us, but they have to fly out to get the word out. We have to catch them before they dare it. Wingmen: all available, I chose Hobbes Craft: Everything except Excalibur available, I took Thunderbolt again flight magazine: Took off normally. Only 4 Darkets waiting on Nav 1, but 6 Dralthis waited on Nav 2 and then 4 Vaktoths. It was a tough fight and I have to use a few of my missiles. The real prize was the Nav 3: 2 corvette, destroyer and scout. I sent Hobbs for the Corvettes while I went after the Destroyer with my torpedo. Then I nailed the scout ship only with a weapon. The rest was easy and we landed without further incident. . 7.7.3 Caliban 3 Pre-Flight Magazine: Found Hobbs commenting on the war on the flight deck. Mission: The task force is back together, and we're leaving, but Kilrati has other ideas. You have to destroy most of the pursuit power. Wingmen: all available, I chose Vagabond. Craft: Only Arrow and Hellcat available, I chose Hellcat for staying in power. Flight magazine: Just as we took off Victory came under attack 4 Darkets and 1 corvette. Took them all. Another 4 Darkets and 1 corvette was waiting on Nav 1, but BIG Surprise was on 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 dirty and I had to order Vagabond back to base because of its damage, but I killed all of them. I don't think I lasted so long in Arrow. Arrow. TORGO SYSTEM Tolwyn and took over the personal command of the Task Force. It doesn't look good... 7.8.1 Vergo 1 Pre-Flight Magazine: Tolvin arrived aboard and tried to honor me. I told him we were all equal here. Found Flint in Artillery Control, and she can see Tolwyn jerk too. I decided to release a little bit of my past relationship with Tolvin, just to take it off my chest. Mission: Tolvin wants to launch a Magnum (all fighters) to protect the Hippopotamus, under attack nearby. Wingmen: No, although Flint came along Craft: It's a fight launch, so arrow it. Flight log: Took off after power adjustment and found 2 Paktahns on Nav 1, with 2 Strakhas. No problem there. Nav 2 was a surprise with 4 waves of 2 vactot and 2 Paktan each. Fortunately, Arrow was not so easy to hit even with missiles. I was the first to go after the Vaktots, as they are more dangerous. End up using all my missiles here. On Nav 3, we found 2 Strakhas and 2 Paktahns, no problems there. Finally saw the Hippopotamus on Nav 4, and DANG! This thing is huge! It's a lot more than VICTORY or even my old ship, CONCORDIA... 7.8.2 Torgo 2 Pre-Flight Magazine: Rollins was in the elevator with a lot of hearing, and Tolvin on the bridge about The Hippopotamus of his child. Mission: The hippo needs minor adjustments, so you have to go out and land a few mines to protect it, 2 mines at each Nav point to be exact. Beware of enemies dropping as you deploy your mines. Wingmen: all available, I chose Flint Craft: Longbow it should be for all these mines. Flight Log: We found in each of the 4 Nav points 2 Vaktoths and 2 Paktahns waiting for us. We destroyed them and dropped two mines on all four points of The New York Post. It's no big deal. 7.8.3 Torgo 3 Pre-Flight Magazine: Nothing Interesting Mission: Hippopotamus Ready to Jump, With One Catch: No Fuel. Tolwyn saw this Kilrati convoy and wants us to shut off all of them and seize the fuel. Brilliant idea... Wingmen: all available, I chose Cobra Craft: I chose Hellcat over the arrow flight log: Found 2 asteroid fighters along with 3 tankers on Nav 1, and these rocks ARE TOUGH! Their mines can be unpleasant too if you run in them. We took out a total of 8 of them, and lost quite eight of them, and lost enough armor and shields for their mines. The rest depends on the Marines. 7.9 LOKI VI (OPERATION BEHEMOTH) Hippopotamus is complete and ready to go, and we are entering the offensive into the Kilrati space. The first stop is the Loki system, where there is a quasar blocking the connection. We'llut the enemies around us and then test the weapons at the planetary base... 7.9.1 Loki 1 Pre-Flight Magazine: Vaquero happily strung guitars in barracks, and Rachel is on the flight deck, all clean and spiffy on the orders of Admiral Tolvin. Gee, of course, looks different! Mission: Cleaning up the Kilrati area Wingmen: All available, I took Flint again again I chose Hellcat, my favorite flight log: Took off after power adjustment. On Nava 1 found a corvette and 4 Darkza. When we destroyed 4 Darkza, we found another corvette and 4 Vaktot. It was a bad fight, and Flint was damaged. Nav 2 has 6 Dralthis, which we cared about easily. In Nav 3, we found six actots. Flint took two rockets and had to be catapulted, and I took out the rest of them. After them came 4 Darkets and 4 Strakhas, but it is easy. Found the Hippopotamus in Nav 4. 7.9.2 Loki 2 Pre-Flight Magazine: Lots of people to meet... Tolwyn on the bridge. Cobra in the barracks. Eisen's Gunnery Control starring on the stars lamenting on his team. Mission: Your job is to make sure the Hippopotamus is safe as Tolvin orders the Hippo Test at the planetary base. Wingmen: all available, I chose Hobbs Kraft: call me stupid, but I chose Hellcat over the arrow again. Flight Log: As we took off we hit 4 Paktahns charging in. After that two corvettes fell, and then 4 Strakhas, and finally 2 Paktahns. I had to use all my missiles to keep the fighters away, as these corvettes are nasty. Landed without further incident. 7.9.3 Loki 3 Hippopotamus is one jump from Kilra, and Kilrati knows it too. They attack with irresistible force... Mission: I had to protect the Hippopotamus, but it was impossible... So my main mission was survival. Wingmen: Choose Hobbs, though it doesn't matter. Craft: It doesn't matter though I chose Hellcat over Arrow again flying log: took off and autopiloted after power adjustment. Before I can get close enough to nail the Paktahns, even with the afterburners, the Hippopotamus blew up. It's like cats knew exactly where to hit her! Then Prince Trakat appeared in his Bloodwing and beamed the video of Angel's death to us... Truckkat offered me a chance for a singles fight, but Rollins cut through and told me that VICTORY jumps in 90 seconds. I know I can fight Truckcat the other day... But it was hard to find a clear channel with Truckcat and Rollins on the radio so I could request permission to land. I landed with 5 seconds to spare. Warning: if you go into a bay with a gap to land, you are left behind! 7.10 ALCOR SYSTEM I couldn't eat or sleep for a few days... I spent hours... Days of the week... in the rec room, hoping not to remember... All... 7.10.1 Alcor 1 Pre-Flight Magazine: Rachel sat down next to me and talked me into. She's fine... She understands. I stopped drinking. Note: if you continue to drink, your flight control during the mission may become unstable. Mission: Kilrati goes after THE WINNER. Destroyers are separated again to provide bait again, while VICTORY hides somewhere to make repairs. All fighters will take off and defend themselves. Wingmen: it's a struggle, though Hobbs is waiting. Craft: Arrow Flight Magazine: I am I glad I didn't toss that extra drink. This mission is HARD! Removed after adjusting the power. In Nav 1, DD Sheffield has a field day with three Corvettes. Then another corvette and 4 Vaktota jumped, then 8 Darkets. What a mess! Hobbs and I pulled out the fighter jets and let Sheffield take care of the corvettes. On Nav 2 we found 2 vactot and 4 Paktan, then 6'6 Dralthis, then 4 Paktahns. Nav 3 is relatively quiet, and only 4 Strakhas. Nav 4 quiet with 4 Vaktoths, and Nav 5, 2 Sorthaks shoot at VICTORIA and then 2 more Sorthaks. Overall, Hobbs and I have withdrawn 46 fighters (some of whom may be enrolled in Sheffield) and a partial loan for four Corvettes from Sheffield. 7.10.2 Alcor 2 If you flew drunk on the last mission and survived, Flint will chew you up and you get to talk to her in this segment. She's right though. Pre-flight magazine: Cobra and Rollins in the Rec room say, and as usual, Cobra has a good comment or two, and she got the point. Found Paladin in Artillery Control. When asked, Paladin admitted that he knew Angel was dead when we were both on Westus. The red haze clouded my eyes. I think I trusted him for 10 years!!! I slugged that SOB... It turns out Angel did send a message before meeting the claws of Traquata... Mission: You scout forward, with orders not to let any Kilrati escape. Cap ships are expected. We're going to save Dr. Severin from Alcor V, and with it we can build a Temblor Bomb that can divide the planets. It's Angel's legacy ... Wingmen: all available, I chose Vagabond Craft: Arrow, Thunderbolt, and Longbow available, I chose Longbow, since I expect Cap ships. Flight log: took off without problems, adjusted power. Found Kilrathi DD and 3 corvettes on Nav 1, nailed DD with a torpedo, played tags with the other 3 corvettes, got tired and used another torpedo on one. After battling them, another corvette and 6 Darkets jumped in. Used several missiles to keep them away for guns. Corvette is easy once you eliminate its fighter coating. Found 4 asteroid fighters on Nav 2, avoiding mines wasn't so hard if you turn away periodically to avoid mines. After these 4 are gone, 4 Strakhas fell in, then 4 Darkets. On Nav 3, we found another Kilrathi DD with 4 Paktahns. I nailed the DD with my remaining torpedoes. After the Covenants disappeared, we found six Darkets, then four Dhaltis. 7.10.3 Mission Alcor 3 (optional: Cobra was found mortally wounded on the flight deck, wounded by Kilraty's claws. But alcor's mission almost on the and Eisen says don't go... I'm going anyway! Revenge was all that was on my mind ... You can stay, but the morale of the ship will suffer. Wingmen: No craft: There was only one Hellcat available, I took it. Flight magazine: DAMN! Hobbs is as good as he flew with me as he is now against me. We both fired volleys of missiles at each other, and neither of us got hit. We zoomed back and forth from each back and forth under the afterburner when I realized it wasn't getting anywhere. I decided to save my fuel afterburner and use only my afterburners sparingly. Sooner or later it will end, as he needs an afterglow to eight lack of agility his Thunderbolt. After a few more gears, from which we both got a few hits, he was not after the shelling, but his back tower kept me from effective firing positions. It took me a while before I got in enough shots toasting his engines and it exploded without an outlier for it. I headed back to VICTORY, and found it under attack 4 Strakhas (including ace stalker) and then 4 Paktahn. Caring for them easily. 7.10.4 Alcor 4 Pre-Flight magazine: I landed and even Rachel wasn't happy to see so much damage on the Hellcat I took out. Eisen wasn't in a good mood since he informed me that after I left, VICTORY was ambushed and Vaquero bought it, and it's all my fault. He cleans Vaquero's locker, so I volunteered to write a letter to the next relative. I'm a wing commander after all... Found by Vagabond in the Rec Room. It turns out that Vagabond was one of Severin's assistants, and blames himself for what happened in the colony, where Severin conducted several illegal studies that would eventually destroy the colony. The feds covered it up as an accident, but he knows better. I told him he shouldn't blame himself. Mission: VICTORY has arrived at Alcor V and we have to cover up the Marines going down to get Dr. Severin. First clean the space, then get off and clean the ground forces. Wings: Flint, Vagabond, Flash, Maniac (Vaquero, if you didn't fly Alcor 3). I chose Flint. Craft: Excalibur, the only ship that can fly ground flight log missions: Takeoff is a simple, adjusted power. Found 6 Darkets in orbit, blasted them easily with excalibur firepower. Then I headed down to the planet. Along the way, the power system reset, forcing me to install them again. Ekapshis on Nav 2 is dirty. They like to dive, I don't. I'm the afterburner from them, then turn back to and let them enjoy a couple of blasts from my tahoes cannons out there coming on. Works every time. Did the same for 4'2 Ekapshis on Nav 3. Strafed tanks on the ground and then hit the speed of 0 and toasted the prison complex. Nav 4 was clear, while the Nav 5 has 4'2 Ekapshis, 6 tanks, and more buildings. Did the same that and Nav 3. Actually, it wasn't that hard. Strafing isn't fun, it's not hard either. Don't forget to turn off the auto-target and then slow down to 300, point your nose directly at the target, and start shooting when in range. I only strafe with the tahion cannon, since the Reaper gun doesn't seem to do that much. When I landed, I saw a live video feed of marines rescuing Dr. Severin. I saw Hellcat land next to them, and the pilot jumped out. I was going to say, hey, it's Vagabond! when Vagabond came up to Severin and hit him. The Marines captured Vagabond immediately, of course. 7.11 Freya's FREYA System has a jump point straight to the Kilra system. It's a secret, and a poorly kept one too. We need to clean up this sector in preparation for moving towards Kilra. 7.11.1 Freya 1 Pre-Flight Magazine: Maniac was in the Rec-Room and he handed me some cheap shots about the corner. You're asking for it, man. And he answered. Rollins was in the elevator and commented on Vagabond in the brig for the slugging Dr.Severin. I noticed that Vagabond has its reasons. Mission: Sweep, clear Kilrati in all Nav points Wingmen: Flint, Flash, Maniac, (Vaquero, if survived earlier). I chose Flint. Craft: All available, I chose Longbow, as I expect Cap ships. Flight Log: Took off after power adjustment. Nav 1 showed 1 DDH (Heavy Destroyer) and 2'4 Darkets. Pulled the Darkets first and then nailed the HDD with a single torpedo. Nav 2 shows 2 corvettes and 4'4 Dralthis. The two corvettes are pretty close together, and they cover each other. It took some time to get them out, sent the wingmen behind the same corvette. The Nav 3 found Kilrathi CV (Carrier), with 4 Dralthi as escorts (after 4 Darket and 4 Dralthi), use torpedoes to pull the carrier to avoid playing with other fighters and then took out other fighters with missiles. 7.11.2 Freya 2 Pre-Flight magazine: I try hard to sell on Eisen and he agreed to release Vagabond as we need his skills. Mission: We found the jump point, but it's protected. We found a shield generator though. Fly Excalibur and take it. Wingmen: No Craft: Excalibur Flight Magazine: Took off after power adjustment. Found 4 Dralthis in Nav 1, no problem. Autopilot on the ground. Found 4 Ekapshi on Nav 2 (land), another 4 Ekapshi on Nav 3. Ekapshis is easy if you are an afterburner from them, then go back to them and meet them in head-on. The generator building is on Nav 4, with a large power arc on top. I nailed him with a gun, and I went back into orbit. Found 2 Dralthis waiting for me, on Nav 5, and another 2 Dralthis on Nav 6. 7.11.3 Freya 3 Pre-Flight Magazine: Found by Vagabond in the Rec Room, he has a few choice words to say... Mission: Kilrati wants this system and they go all the way! PROTECTING VICTORY or more ... Lose a big time. Wingmen: Flint, Vagabond, Flash, Maniac (Vaquero, if survived) It looks like Vagabond could die now... If he's still here. Craft: All available, chosen by Excalibur Flight Magazine: Long Enemies! 3 Dralthis, 1 Corvette and 2 Darkets, 3 Darkets, 2 Darkets, 3 Vaktoths, 3 3 and finally 3 Darkets. Fortunately, light fighters are nothing under the tahion cannon. Actots can be trouble, so I used rockets. The corvettes are a problem, but the slide took care of them. 7.12 HYPERION SYSTEM We have a Temblor bomb for testing and we will test it in the Hyperion sector before heading to Kilra. 7.12.1 Hyperion 1 Pre-Flight Magazine: I knew it was a problem when I saw both Flint and Rachel in the Rec Room bar... And I have to make a choice. (I could give up both, but why?) You can't choose both. If you choose one, the other will be torn apart. Crazy will have nothing to do with you. Flint won't fly, and Rachel won't adjust your load. To be completely cold-blooded, AVOID the whole scene, don't choose either. If you go through and refute any of them their morale drops. Mission: Test the Temple bomb on the planet Kilrati, it must be relatively unrecoated. Wingmen: No craft: Excalibur it! Flight log: Took off after power adjustment. 4 Dralthis jumped me up to Nav 1. Fell to the ground in Nav 1, found 2 Ekapshis on Nav 2, another 2 on Nav 3. The standard tactic is used on them (separation). Two Okapshi tried to prevent my explosion, but took care of them. Tried to fire a few missiles and almost dropped the Temblor bomb no matter what! Finally dropped the temblor bomb on the land of wine, and POOF! 4 Dralthis were in Nav 5, no problem there. 7.12.2 Hyperion 2 Pre-Flight Magazine: Flash was in the barracks and he's showing off again, but I have to admit - he's a damn good pilot. He found Vagabond in Gunnery Control, complaining that he had nowhere to go. He really deserves a home, I thought. You have to jump into Freya and help them. Wingmen: (I chose Rachel previously, so Flint is not available) Flash, Maniac, Vagabond, Vaquero. I chose Flash. Craft: Arrow, Hellcat, Excalibur, I chose the latter. Flight magazine: Dang, a lot of enemies around ehre! It's quiet to fly up. Found in Nav 1, 2 Darkets and 1 DD, followed by 2 Darkets, 2 Dralthis, and 2 Dralthis. In Nav 2 found 1 resume, 2 Dralthis, 2 Dralthis, 2 Paktahns. On Nav 3 found one of our CA (heavy cruiser) goes against Kilrati CA with 2 Paktahns. Pulled the Paktahns and helped blow up Kilrathi CA. 7.12.3 Hyperion 3 If you've chosen Flint at the bar before and still haven't flown a mission with it, you'll find it in the Rec room where you have to decide whether to fly with it or not. Mission: Kilrati is still pressing Freya. VICTORY BG jumps back into Freya to protect the jump point and you have to go out on a search and destroy the mission to keep the road to Kilra open. Wingman: (Flint), Flash, Maniac, Vagabond, (Vaquero), I chose a maniac. Craft: All available, but Excalibur is the only way! Flight Magazine: Still a lot of enemies. Nav 1 has HDD and 4'4 Darkets, and 2 Dralthis. Nav 2 has four Darkets. Nav 3 was 6 and cruiser, plus 5'6 Darkets. The cruiser isn't that hard, if you can stay away from its firepower, and one way is to match the speed at 8000m, then post-fire your way until you're just behind the engines where no tower can hit you and then just set aside a lot of energy for the guns and keep shooting. If you feel macho, took out all the towers first with the slip. The flash can buy it by snatching a cruiser with Excalibur. If that happens, take Longbow instead and torpedo the cruiser first. 7.13 KILRAH HOME SYSTEM Here it is, guys. Do it or die. Nail Kilra or the Confederacy are doomed. It looks like Kilrati is preparing a fleet of final invasions. The Confederacy is preparing the last stand in the Proxima sector, but everything does not look very good... So I think we are the last hope of confeds. 7.13.1 Kilra 1 Pre-Flight Magazine: I have to pick the best 3 wingmen I have. Since I only have three, I chose Flash, Maniac, and Vagabond. If Flint is available, try not to choose it. She won't survive this series if something incredible doesn't happen... In fact, everyone is most likely to die/extract in this series except you. Mission: Make your way into the Kilr system and land at the first hidden asteroid depot. Wingmen: See above Craft: Excalibur it! Choose half FF and half IR. Flight log: Take off is not a problem. Nav 1, the point of the jump, guarded 2 Sortaki. We quickly removed them. We jumped into Nav 2 where we found 2 corvettes and 4'4 Darkets. I send all the wingmen after one corvette to take it off faster. On Nav 3 we found 2 corvettes, 6 Dralthis and 6 Strakhas. Vagabond bought it when one of the corvettes washed away. On Nav 4 we found 3 Darkets, 1 DD, then 1'6 Darkets. We left DD alone, found the asteroid depot and landed. 7.13.2 Mission Kilra 2: Reach the second/final warehouse where the bomb is located, destroy all enemies. Winged People: The One Who Survived Kilra 1. For me, it's Flash and Maniac. Craft: Excalibur it should be. (Use the loading terminal to set up the loading of missiles) Flight Log: Soared and adjusted power. 4 Darkets and 2 Corvettes waited on Nav 1 and then 4 Dralthis. On Nav 2 4 Vaktota and 2 corvettes waited, followed by 6 Strakhas. The outbreak was badly damaged by this time. I ordered him to come back, but he refused. Three Sorta, 1 Fear and 1 DD infected Nav 3. Fear shrugged off the Lightning and fried it with a rocket volley. I certainly pulled out this Fear, but it was too late. One Sortak then 6 Darket followed the fighters. Took them all and made his way to the final hidden base. 7.13.3 Mission Kilra 3: Go through Truckcat and escort and bomb Kielra... Winged People: The One Who Survived Kilra 2. For me, it's a maniac craft: Excalibur Flight Magazine: 1 DD and 4 Paktahns on Nav 1, followed by 4 Dralthis. On Nav 2 we found another DD with 4 Dralthis followed by 6 On Nav 3, we found ANOTHER DD with 3'6 Darkets (some (some The maniac bought it at that point and I took up the cloak to get away from DD. In Nav 4, found 2 Paktahn, and Prince Tratat in his Bloodwing. If Hobbs is still alive, he's here in his Flash. I used a cloak to sneak up on Trayat, and rammed it once (under the cloak). All I have is damage to my frontal armor. I then went up behind him and matched the speed. Then I decloaked and started to volley the rockets, and that toasted it. The pacten dissipated, and I came down to the surface. Note: as soon as Trachat dies, you go down, you can't even see it blow up! You can take out Tralat in several ways, but they all involve sneaking behind him and uncloak behind him with full guns and a volley of missiles. I ended up flying through the fault. I was engaged in a cloak, and was looking for wine ... It was interesting to fly through this giant trench. I found a place, but it was guarded by 2 Okaps. I made up my mind to do it. I climbed to maximum height, then stopped, and then turned my nose down straight to the wine. I decloaked, and headed down. Before Egapsi could get to me, I took the blame. With a few short bursts of afterburner I avoided Ekapshi before the lock, then I drop the bomb, pulled up, and hit the afterburner! I held my finger on the afterburner button as I sped out of the atmosphere. I see a halo of total bomb destruction behind me growing all over the planet. I can only imagine what's going on on the surface... Then Kilra exploded. All the shipyards in orbit and its moon also disintegrated. The explosion created a shock front spreading throughout the space, overtaking my Excalibur at full post-0D. The joystick was ripped out of my hands, and my head hit the front console, naked me. I must have fainted for a while. I can only guess that the automatic stabilization system somehow started and threw me out of the energy wave... And suddenly the ship stopped. I turned around and looked: I was caught in a tractor beam, from Dreadnought Kilrathi. I checked my energy reserves and hoping to escape, no. The tractor beam dragged me into the hangar and dropped me on the deck. I was able to activate the chassis. The Kilrati Marines surrounded my fighter with a painted weapon. I slowly opened the canopy and went downstairs, holding my hands in plain sight. They did not take any other threatening steps. Four of them escorted me to the flag bridge. I recognized Melek, the second Trataat. The heart of the tiger, Melek remarked: In my heart, I want to kill you. Do it then. It won't bring back your home world. I was sure I was dead then. Could also go down nicely. And a race without a home world? Melek shakes his head. Kilrati is a battered race, and killing one warrior, enough to get them over, wouldn't do me any credit. I'm going to live?!?! I was too surprised to say anything. The new millennium lies We have become too corrupt, and too many slaves of our lust blood. And we paid a high price... Melek looked at me. I see that he shapes his words with difficulty ... We surrender to you, The Heart of the Tiger... Melek fell to his knees, as did the guards. This action is unlike any we've ever taken, but it's time for Kilrati to find new ways. Kilrati should not die out as a race.... The war is finally over. 7.14 TAMAYO LOSS Loss of missions only minimally marked... 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, unless you lose, you go to Proxima/Losing. If you win 2 and 3 you can make your way back to the Locanda series. 7.15 BLACKMANE/LOSS Confederation loses blackmane sector. VICTORY is here to cover the evacuation. 7.15.1 Mission Blackmane/L 1: Contact 3 evacuation vehicles and take them to a safe wingman place: All available crafts: Arrow, Hellcat, Thunderbolt. Choose a Hellcat or heavier ... Flight log: Tie up autopilot with three carriages on takeoff. You will meet Kilrati Carrier (CV) on Nav 1, with 2 Dralthis (up to 6 more one at a time, on reinforcement). You have to lose no more than one... If you lose, you go to Proxima/Losing 7.15.2 Blackmane/L 2 Mission: Link with 3 evacuation vehicles and take them to safety. Oh, and stay in the pulsar shadows. Wingman: All available Crafts: Arrow, Hellcat, Thunderbolt. I choose Hellcat Flight magazine: Link with 3 transports on Nav 1. Nav 2 is 4 Fear. In Nav 3, you have to stay in Pulsar's shadow, otherwise you'll do damage. Then destroy the dralthis before they destroy more than 1 of your transports and then watch them jump out. If you lose, you will go to Proxima/Losing 7.15.3 Blackmane/L 3 Mission: We have lost the base, and there is another convoy that must run after it. Contact him and return them. Wingman: All available Crafts: Arrow, Hellcat, Thunderbolt. Doesn't matter. Flight of the magazine: 4 Strahkhas between takeoff and Nav 1. Nav 1 found 2 transports, although it was bait and exploded as I approached. Then 4'4 Strakhas uncloaked and ambushed me. If you win this one you go to Ariel System. 7.16 DELIUS ASTEROID BELT / LOSING VICTORY ordered to attack Kilrati's hidden asteroid base in the sector. 7.16.1 Delius 1 Mission: Search and Destruction in the Wingmen Asteroid Field: All Available Craft: Arrow, Hellcat, Thunderbolt, Longbow. Doesn't matter. Flight Log: Asteroid Base on Nav 1 with 4'2 Vaktoths. 3'3 Dralthis in 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 as VICTORY and its destroyer escort will take it later. However, it may be If you destroy the asteroid base, you go in the Torgo series. 7.16.2 Mission Delius 2: 2: Nav's approach points to a reinforcement trap. Wingmen: All available crafts: Thunderbolt, Longbow. You need Longbow. Log flight: Nav 1 has 1 corvette, 4 Dralthis. Nav 2 has four Darkets. Drop the mines and let them come after you. Nav 3 discovered the asteroid base, the destroyer, 2 Dralthi, 1 corvette and 2 Vaktoth, 2 Vaototh and 1 Sorthak, and finally 4 Dralthi. If the asteroid base is destroyed, you will jump into the Torgo series. 7.16.3 Delius 3 (only if you haven't destroyed the base) Mission: It's still there! Nail that asteroid field once and for all! Wingmen: All available Craft: Arrow, Hellcat Flight Magazine: Take Off, 2 Darkets, 2 More Darkets, Then Asteroid Base with 2 Dralthi. Once you have cleared them, watch VICTORY and the destroyers pull out the base. When you destroy an asteroid base, you go to the Torgo series. 7.17 PROXIMA / LOSING The Last Stand, folks. The Confederacy loses on all fronts. Proxima is one point of jumping from Earth, and you'll stay there as long as you can until Eisen refuses us to go. 7.17.1 Mission Proxima 1: Live until Eisen re-offends you. Wingmen: All survivors available, choose the best (maniac?) craft: everything is available, select Excalibur. Flight Magazine: Endless waves of random fighters. Earth is when Eisen says so, or die while WINNER returns to the Sol system. 7.17.2 Mission Proxima 2: It's a good day to die... Wingmen: All survivors available, choose the best (maniac?) craft: everything is available, select Excalibur. Flight magazine: Endless waves of random Kilrati fighters. Eisen will take out the dreadnought by ramming it with VICTORY, but there is no way out... Die fighting, or be a tractor to die on the Tratat carrier. Watch Earth fall and then choose how you want to die... 8 Winning and losing 8.1 WINNER ENDGAME There is only one winning endgame, destroying Kielra. There are three options on it, depending on who you have chosen as a companion previously. Are you going to be with Flint, Rachel, or neither? 8.2 LOSY ENDGAMES There are several ways to lose... Death - If you have died, you can REPLAY or CONTINUE. If you CONTINUE, you will see EISEN presiding over your funeral. Judgment-Martial -- If you kill one of your wings, Eisen will meet you on the flight deck with the Marines and throw you in the brig. Haunted Tralat in Loki 3 -- You have 90 seconds to land, or you'll be there to suck the vacuum forever. Victory dies on Hyperion 2 - Most of your fighters made it back to Proxima, but you lose there as well... Last Earth Stand (Proxima / Loss) - You may die in Proxima/ L 1 or 2, no matter. If you throw away, you will be captured by Tralat, then you get to choose how to die but dead dead. 8.3 CUTE THINGS TO TRY Try to see each of the alternate endings Try to kill one dreadnought that will be on Proxima 2. (It can be done) 9 Misc. Information 9.1 OTHER WING COMMANDER 3 REFERENCES Authorized Wing Wing Guide III, ///BradyGames. ISBN 1-56686-238-8, $19.99 U.S. - Not much behind the scenes to watch, but includes information about the 3D0 version. These are all common tactics plus mission specifics. Its best feature? Color photos of key cinematic scenes. Origin's official Guide to Wing III Commander III,//BradyGames. ISBN 1- 56686-287-6, $24.95 U.S. -- This book costs a lot more than the extra $5 dollars you pay. It comes with CD Behind The Wing Screens Commander 3 (only available in the Premier Edition WC3), as well as behind the scenes numbers on things like numbers for all pilots and Kilrati pilots and aces, actual numbers for all ships, including capital ships, dialogue for all characters, and interviews with key members of the WC3 team. --THE END -- Spoiler Center wing commander 3 psx manual. wing commander 3 3do manual

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