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Читы для Wing Commander 3: Heart of the Tiger

Чит-файл для Wing Commander 3: Heart of the Tiger

Wing Commander 3:
Heart of the Tiger

 За игрой пока никто не наблюдает. Первым будете?

Выдержка из Энциклопедии игр

Разработчик:Origin Systems
Издатель:Electronic Arts
Модель распространения:розничная продажа
Жанры:Simulator (Space) / 3D / Int.Movie
Multiplayer:Отсутствует

Даты выхода игры

вышла в 1994 г.

FAQ [ENG]

Информация актуальна для
                      THE UN-OFFICIAL STRATEGY GUIDE FOR
                    Wing Commander III: Heart of the Tiger

                     Maintained by Kuo-Sheng (Kasey) Chang

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=--=-=-=-=-=-=-=-=-=-=--=-






1. PREFACE

1.1 Terms of distrubution
1.2 Distribution
1.3 Other Notes
1.4 The author
1.5 Copyright/trademark information
1.6 Spoiler Warning


2.0 WINGMEN
 2.0.1 Colonel Ralgha "Hobbes" nar Hallas
 2.0.2 Major Todd "Maniac" Marshall
 2.0.3 Lt. Laurel "Cobra" Buckley
 2.0.4 Lt. Robin "Flint" Peters
 2.0.5 Lt. Winston "Vagabond" Chang
 2.0.6 1st Lt. Jace "Flash" Dillon
 2.0.7 Lt. Mitchell "Vaquero" Lopez
 2.0.8 Chief Rachel Coriolis
 2.2.9 Attack on Kilrah

3. GENERAL TACTICS

3.1 Tachyon gun is king!
3.2 Don't chase the cursor
3.3 Heatseeker and dumbfire missiles are not useless
3.4 Torpedo tactics
3.5 Go after weak points
3.6 Captial ship blind spots
3.7 Adjust your energy
3.8 Avoiding rear turrents

4. CONFEDERATION CRAFTS

4.1 Arrow
4.2 Hellcat
4.3 Thunderbolt VII
4.4 Longbow
4.5 Excalibur

5. KILRATHI CRAFTS

5.1 Darket
5.2 Dralthi
5.3 Vaktoth
5.4 Strakha
5.5 Ppaktahn
5.6 Ekapshi
5.7 Asteriod fighter
5.8 Sorthak
5.9 Skipper missile

6. Missions

6.1 Mission tree
6.2 ORSINI SECTOR
 6.2.1 Orsini 1
 6.2.2 Orsini 2
 6.2.3 Orsini 3
 6.2.4 Orsini 4
6.3 TAMAYO SECTOR
 6.3.1 Tamayo 1
 6.3.2 Tamayo 2
 6.3.3 Tamayo 3 (optional)
6.4 LOCANDA
 6.4.1 Locanda 1
 6.4.2 Locanda 2
 6.4.3 Locanda 3 (optional)
6.5 BLACKMANE
 6.5.1 Blackmane 1
 6.5.2 Blackmane 2
 6.5.3 Blackmane 3
6.6 ARIEL
 6.6.1 Ariel 1
 6.6.2 Ariel 2
 6.6.3 Ariel 3
6.7 CALIBAN NEBULA
 6.7.1 Caliban 1
 6.7.2 Caliban 2
 6.7.3 Caliban 3
6.8 TORGO
 6.8.1 Torgo 1
 6.8.2 Torgo 2
 6.8.3 Torgo 3
6.9 LOKI VI (OPERATION BEHEMOTH)
 6.9.1 Loki 1
 6.9.2 Loki 2
 6.9.3 Loki 3
6.10 ALCOR
 6.10.1 Alcor 1
 6.10.2 Alcor 2
 6.10.3 Alcor 3 (optional)
 6.10.4 Alcor 4
6.11 FREYA
 6.11.1 Freya 1
 6.11.2 Freya 2
 6.11.3 Freya 3
6.12 HYPERION
 6.12.1 Hyperion 1
 6.12.2 Hyperion 2
 6.12.3 Hyperion 3
6.13 KILRAH
 6.13.1 Kilrah 1
 6.13.2 Kilrah 2
 6.13.3 Kilrah 3
6.14 TAMAYO/LOSING
 6.14.1 Tamayo/L 1
 6.14.2 Tamayo/L 2
 6.14.3 Tamayo/L 3
6.15 BLACKMANE/LOSING
 6.15.1 Blackmane/L 1
 6.15.2 Blackmane/L 2
 6.15.3 Blackmane/L 3
6.16 DELIUS ASTEROID BELT/LOSING
 6.16.1 Delius 1
 6.16.2 Delius 2
 6.16.3 Delius 3
6.17 PROXIMA/LOSING
 6.17.1 Proxima/L 1
 6.17.2 Proxima/L 2

7. WINNING AND LOSING

7.1 Winning Endgame
7.2 Losing endgames
 7.2.1 You died
 7.2.2 Court-Martial
 7.2.3 If you chased Thrakhath at Loki 3
 7.2.4 Victory Dies at Hyperion 2
 7.2.5 Earth's Last stand (Proxima/Losing)


1. PREFACE


1.1 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.


1.2 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
of an answer if you request this by e-mail, and I will try to refer
you to other sources first.


1.3 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.


1.4 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.




1.5 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.
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.


1.6 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.




2.1 WINGMEN


Wingmen are very important. Each of the pilots 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" nar Hallas

Hobbes has been on your side for more than ten years, and he is "the best
wingman you've ever flown with". 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, you'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 abandon 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.


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 send 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.

[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 the 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.



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.


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.



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.
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.


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.

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
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.



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
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
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.]


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...

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 the 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.
The 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
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 the Victory and entered the landing pattern,
Eisen came on the screen. It appears that Flint took a Longbow and
went after the Kilrathi herself.

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

The 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.

Flight log: We took and adjusted power. Four (4) Dralthi's were
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 the Victory.


7.6 Ariel

The 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
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 the 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 the Victory leaves.]

Darn, Kilrathi have somehow CLOSED a jump point! It's not there any
more! Gotta go somewhere else... and the 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.


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 the 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.

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

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.


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 the 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!]

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...

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, the Victory was ambushed and Vaquero
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.


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 Dralthi's 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
the 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 Dralthi's, 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.

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.


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 were
waiting at Nav 1, followed by 4 Dralthi's. 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
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."

"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. The Victory is here to cover the
evacuation.


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.


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 Dralthi's 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 Dralthi's. 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.

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.


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.

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