Wing commander walkthrough Small changes 6 sep 97. ----- Compiled by ÒChrisÓ Beijner. Content I. Mission specs II. Wingmen Specs III. Pliers advice IV. Musings V. WC V wishlist VI. Simple flight tactics. VII. Flight advice VIII. Where to aim ----- I. Mission specs HOW to read the specs. Film is a sequence which you did not initiate. It starts as a result of some action like a succeded mission or such. Conversation is always an initiated action, speak to xxx. & means the conversations can be taken in any order. # means optional conversation NE means you cannot eject during the mission, or you will loose the game, there is probably more missions than those marked which you cannot eject in, but I have not tried ejecting from all. NF means you must not fail the mission, usually those missions essential to the plot. Otherwise specs reads like this example: Nav 2 - 2 Pirates, 1 Pirate Ace (2 Transports)+2 Pirate This means that at the second stop, not neccessarily what the computer calls Nav 2, the enemy will consist of 2 Pirates and one Pirate Ace, friendlies are apart from any wingmen 2 transports. Reinforcements of 2 Pirates will appear, usually on destruction of enemies present. Mission specs: Film - Pirate Attack Film - Assembly Film - Bar Help him out - See J2 Straighten him out - See J2 - This pisses me off - Good Karma? (Primate will have a beard) Ain't my business - Bad Karma? (Primate will be shaved) Film - Liftoff A1 (fly to depot) Easy, but since its the first mission Hard. NE NF Nav 1 - 1 Maniac(optional)+2 Pirates Nav 2(depot) - 1 Unknown. Tips: Use your missiles on the pirates, you cannot touch Unknown anyway. Tips: Pause the game and adjust the settings. Somehow they decided you could not save before this mission. BAD! Film - Shuttle w. Maniac. Film - Meeting the admiral. Film - Maniac and Rookies. &Conversation - Eisen. Warp to Hellespont. &Conversation - Vagabond. B1 (Escort then Defend) Easy. Hellcat/Longbow Nav 1: 2 Pirates, (Transport). Kill pirates and get within 3000 of the transport and Auto will light. Nav 2: Pirate, Pirate Ace. After defeating the pirates wait for transport to Jump. Will jump when within 2000 of jumpbouy. Nav 3 (radar, Miner, Hippie): 3 Pirates, 1 Pirate Ace. Do not release your wingman. Allow some pirates to escape. Be careful with missiles! Eisen will cut in when 2 pirates are shoot down. Keep the pirates in range. When the computer tells you to proced to next waypoint, do it or the pirates will jump away. Roughly 40000 from radar. Succ: Congratulations, Colonel. You have clearance to land. Fail: Guess you are lucky to be returning. You have permission to land, if you can manage it. Conversation - Catscratch arrival What does this kid want from me. - L/Catscratch. I like this kid. - H/Catscratch B2a (Destroy pirate base) Easy Longbow Cover: Primate, Vero. Nav 1: 3 Pirate, 1 Pirate Ace. Nav 2: 3 Pirate, 1 Pirate Ace,1 Pirate Frigate+3 Pirate, 1 Pirate Ace. Second wawe won't appear if you destroy frigate before first wing. Succ: see B2b. Nav 3: (Destroyed transport) B2b (Search and destroy) Easy Longbow Cover: Primate, Vero. Nav 1: 3 Pirate, 1 Pirate Ace. Nav 2: 3 Pirate, 1 Pirate Ace. Nav 3: 3 Pirate, 1 Pirate Ace, 1 Pirate Frigate. Succ: You have done well, Colonel, but I have got more work for you. Confed Intel has reports of a seemingly aggressive border worlds probe invading Hellespont air space. Now we don't know where this wing of fighters is but the Lexington has just picked up an S.O.S. from a civilian transport carrying terraforming colonists and their families. Now I sending a contingent from here, but I want you checking it out too. Naismith has updated your nav map. Nav 4: (Destroyed transport). Succ2: You have clearance, Colonel. Conversation - Vagabond and Maniac talks about Border Worlds. Warp to Tyr. B3 (recon ground installations) Very Hard (I think all ground missions are hard) Hellcat no Wingman Number of Vindicators vary between 1 and 2 and Nav 5 is not always combat. Nav 1 (space) - 2 banshees. Nav 2 (ground) - 1 vindicator, Vindicator Ace,1 ground turret. Nav 3 (ground) - 1 vindicator, 1 ground turret. Nav 4 (ground) - 2 vindicator, 1 ground turret. Nav 5 (space) - 1 Banshee, 1 Banshee Ace. Try not to use any missiles at Nav 1. You will need them. The Vindicators and ground turret seem to have unlimited missiles. The computer will tell you when you have taken enough photos. Warning: Make sure you look on the ground complex when taking photos or you will fail in the mission. Warning: Guns reset on atmosphere entry/exit. Hint: Luring the Vindicators away wont work. Succ: Well Done, Colonel. You are clear to land. Fail: Excuse me, but did you say you were THE Colonel Christopher Blair, right? Cleared to land. Conversation - Eisens cabin. Grandchildren trans. B4a (Extract hostage) Medium NF NE Hellcat Wingman:Maniac Nav 1 (space) -2 Banshee Ace. Nav 3 (ground) - 1 Vindicator, 1 Vindicator Ac e, 1 Ground turret. Nav 5(space) - 4 Banshee Ace. Warning: Your power and gun settings are reset on atmosphere entry/exit. Hint: Save your missiles for Nav 5. So what if Maniac steals all your kills, and gloats about it, you need to make all the nav pts. Succ: Extraction successful, Colonel. We are on our way out of the system. You have clearance. Fail: Tough luck out there, you are cleared to land. But I am told some "new" orders will be awaiting you. - Dismissed. Game over. B4b (Search and extract hostage) Very Hard NF NE Hellcat Wingman:Maniac Nav 1 (space) - 2 Banshee Ace. Nav 3 (ground) - 1 Vindicator, 1 Vindicator Ace, 1 Ground turret. Nav 4(Ground) - 1 Vindicator, 1 Vindicator Ace, 1 Ground turret. Nav 5(ground) - 2 Vindicator, 1 Ground turret. Nav 7 (space) - 4 Banshee Ace. Musing: My shuttle refused to land at the second installation. Just hovered in the air. Warning: Your power and gun settings are reset on atmosphere entry/exit. Succ: Extraction successful, Colonel. We are on our way out of the system. You have clearance. Fail: See B4a.. The end. Ending3. Film - Paulsen arrival. Jump to Masa System. -- CD 2 -- &Conversation - Talk to pilots. Good quote: I seek only to instruct. The youth seeks wisdom and experience. Vagabonds excuse for cheating Catscratch out of his pay. Kid is asking to many questions - L/Catscratch? More brass, pain in the ass - H/Catscratch? C1 (Capture spacelab) NF NE Easy. Hellcat/Longbow. Nav 1 - 3 Avengers, 1 Avenger Ace, (1 Spacelab)+ 2 Avengers+ 1 Avenger, 1 Avenger Ace Succ: Captain Paulsen passes on his congratulations. You have clearance. Fail: Tough luck out there, Colonel. You are cleared to land, but I'm told "New" orders will be awaiting you. Maybe it will be something you can handle. - discharge. Ending 3. Film- Maniac makes pass at female scientist. TCN report. Conversation-Talk to Vagabond&Maniac Confed's abusing their authority - Good Karma? Confed needs to clamp down - Bad Karma? Conversation - Talk to Eisen. Moving on. C2 (enforce interdiction) Easy Longbow/Hellcat Nav 1 - 2 Cruisers, 4 Banshees+4 Banshees. The convoy will surrender if you destroy 1 cruiser. Hint: Destroy all but 1 of the escorts. Set shield power way up. Lock on a cruiser and send her a few torpedoes. Succ: Captain Paulsen is pleased with your performance, Colonel Congratulations. You have clearance. Conversation. Catscratch has mission anxiety. Who's he to question confed - Bad Karma?? Kid's got a point.- #Conversation. Eisen Leaving. Conversation. Maniac. Strange arrival on flight deck. I need to see what is going on. - Find out arriving identity. I do not feel like spending time in the brig. - - Talk to Maniac. Maniac friendly. C3a (stop Eisen, affirmative) Easy Hellcat. Wing: Vagabond, Catscratch, Miner. Nav 1 - 1 Miner. Nav 2 - Hazard, Quality, Hippie. Nav 3 (Intrepid) - 3 Hellcats. Succ: You don't have any idea what it means to me that you boys came along for this ride. We're landing on the BWS Intrepid. Now, I don't think you'll get clearance going in the other direction. Make it quick too. We're jumpin out as soon as you land. And thanks. Eject: Picked up by Lexington. Well, Colonel, you're about to find out how Confed deals with traitors. Take him away. The End(traitor). This comes back on a lot of missions when you eject. Bug: Quality was sick, but flew anyway. Bug: When ejecting, the Confeds use their normal eject-speech, which is adressed to Blair. Film - Ridiculous fire on Intrepid. (No Oscar for special effects) Go to D missions. C3b (stop Eisen, negatory) Nav 1 - 1 Vagabond. Succ: Colonel, report back to the Lexington. We know where he is know and Eisen hasnt heard the last of me. Go to F missions. Fail: Discharge Hint: You can forget about using missiles against Vagabond. D1 (Intrepid scramble) Easy (you decide how hard you wanna fight). Hellcat 4 Hellcats+4 Longbows+4 Longbows+4 Thunderbolts Succ: Hey, nice work Colonel. First lieutenant Velina Sosa. I run the "switchboard" here. And you.. are clear to land. Conversation - Pliers. Here's a guy they should have put out to pasture. Bet this old coot knows what he's doing. Conversation - Velina Sosa. *Conversation - Maniac inspects. (Isn't he to tall to be a pilot) Conversation - Panther& Hawk argues. D2 (Scout Nebula) Medium. Banshee/Avenger/Vindicator. Nav 1 (nebula) - 3 Thunderbolts. Nav 2 (nebula) - 4 Arrow+4 Arrow. Nav 3 (nebula) - 3 Excalibur. Hint: You can ram the Arrows. Do it judiciously though. Hint2: Pick your wingman with care. This mission is not easy. Hint3: Conserve your missiles for the Excaliburs at Nav 3. With a wingman and a few missiles, its a cakewalk. Bug: This mission bugged on me. I did not let my wingman retreat, he ejected, the enemies turned blue (friendly), and I was called traitor by the program. Then my keyboard died. Am I supposed to have rammed his ejection seat? Succ: Ok, great work, Colonel. But there's been a change of plans: We've discovered a "back door" jump point, that'll be easier for the Intrepid to navigate in her current condition. So, you have clearance. *Conversation - Pliers salvaging fighters. I knew this guy was trouble - ? (but obviously wrong answer) Well, he is resourceful - *Conversation - Vagabond and Catscratch checking out the quarters. D3 (Escort through jump point) Easy NE NF Avenger 3 Wingmen Nav 1 - 4 Longbow, 1 Lexington+4 Longbow, Succ: All I can say is we're lucky to have you on our side, Colonel. You are clear to land and you better make it quick, we can't wait to leave this system in our stellar dust. Hint: Release your wingmen and go for the Lexington, anything you destroy on the way is a bonus. The Intrepid should be quite safe with 3 wingmen defending it. Film - Intrepid jumps. Confed disaster. Seether actions. Conversation - Eisen and Sosa worried about data. Conversation - Panther warweary. She's dreaming - L/Panther. Yeah... You'd think - H/Panther. E1 (Defend Convoy) Medium. Avenger/Vindicator Nav 1 - 8 Hellcats, 1 Frigate, 1 Destroyer, 3 Capmissiles(1+1+1),(3 Transports) You need to save 2 out of 3 transports to succed, and destroy the enemy caps. Hint: Switch to Photon/Stormfire guns at launch. Photons against missiles, stormfire against Hellcats. Hint: You cannot ram the missiles. (Maniac in SWC "Ramming speed") Hint: DO as the mission specs says, 1) missiles. 2 ) Escorts 3) Caps. Hint: Use afterburn from start and generously when chasing missiles. Without afterburn you're about as fast as a missile, but you need AB to catch up. There is one cap-missile for each transport. Musing: Notice how the enemy Caps tells you (text only) to save your own skin. And you get thanked if you succeed, by a frigate (Text). Actually my favourite WCIV mission. Hard enough so you feel accomplishment if you make it. Not too many missiles and you can fail a little ie miss one missile. Bug: I made this mission, and suddenly exploded. Maybe I was to close to the cap ship exploding. When restarting I had around 125% power total. Succ: We owe you big time. /You're cleared, Sir. Fail: I'm sure you did your best, Colonel. May those folks on the Convoy ships rest in peace. You're clear. -- CD 3 -- #*Conversation - Vagabond loses in cards to Maniac. #*Conversation - Hawk catnapping. This guy's bloodthirsty - L/Hawk. Gotta admit. I did. - H/Hawk Conversation - Pliers's stolen manbomb. And a limited cloaking. Musing: Hows a round object gonna attach to flat surfaces. I can't trust this guy- You wont have a cloak for E2. This thing could be very useful. - limited cloaking device for E2. E2 (Infiltrate space station) NF NE Difficulty depends on cloak Avenger no wingman Cloak Medium (Should be easy with my advice, I hope) Nocloak Hard (again, Easy with my advice) Cloak - 1 Comm station, 1 Radar bouy, 5 turret mines+1 Hellcat Ace, 2 Hellcat, No cloak or blew away bouy to late -1 Comm station, 1 Radar bouy, 5 turret mines.+1 Hellcat Ace, 2 Hellcat+2 Hellcat,1 Hellcat Ace + 3 Hellcats. Succ -You're clear, Kid. Bring her in. Fail - Intrepid will be attacked and destroyed. The End Eject - Confed capture. Execution. Cloak Hint - Set to torpedoes on launch, cloak immediately after autopilot, target bouy, get close, lock, uncloak, fire missile, switch to MIP, target station, fire, dogfight. Nocloak Hint - Set missile to Mips and release them ASAP, then torpedo the bouy. Hint - Learn to use the U key (target neareast Ship) or this mission will be hard. Hint - Do not release Sosa and Vag while dogfighting, you die during their long speeches. Hint: When tractoring the MIPs, first CTRL-S to turn off smart-targeting, target the MIP, slowly get close say 200, turn left so that, the MIP is on the horizontal axis in the middle of the outer circle, switch to rear turret, the MIP should be pretty much right behind you. Switch to tractor (an oscillating cone is visible) and tractor the MIP in. To get more kills and limit annoying factors destroy all mines first. Hint: Leech the last Hellcat in a wawe and reinforcements wont appear. If it's kills you want, blow the mines away. Hint: Do not ram Sosa. Hint: Vagabonds MIP is unsalvageble, and he aint in it. Your dogfight breaks for an extremely annoying film. Film - funeral. Paladin informed. Go to ** G missions ** **** Stay Confed missions **** --- CD 3 -- Film -Jump. Paulsen congrat. *Conversation - Catscratch bothered. Mission F1 (search and destroy). Hard. Hellcat/Longbow Nav 1 - 3 Pirate, 1 Pirate Ace+4 Pirate (Arrow) Nav 2 - 2 Banshee. Nav 3 (nebula)- 4 Avenger. Succ: One of our other squadrons engaged primary target. Your immediate return is requested. We've picked up the scent again. We are going to get these bastards. Succ: Captain Paulsen again expresses his admiration for your prowess, Colonel. You are clear to land. #Talk to Paulsen. Lonely and resentful of the Border worlds. #Talk to Catscratch A friendly face. Worry about Seether. What a self-important bastard. - You may talk to Seether Everything is going to Hell. #Talk to Seether. Moral argument. F2 (search and destroy) Wingman: Seether. Longbow/Hellcat. Nav 1(nebula) - 4 Banshee. Nav 2(nebula) - 4 Avenger. Nav 3(nebula) - 4 Banshee. Note - much as you would like to kill Seether, success in this will result in loss of game. Succ: We are recalling all forces, Colonel. Its clear the border world ship isnt here. Return to the lexington at once. Succ2: You are cleared to land. Film - Seether reveals his true nature. F3 (attack and destroy Intrepid, join BWU) Medium Hellcat Wingman: Catscratch. Launch - 2 Longbows, Hellcat, Hellcat Ace, 1 Lexington, (unknown # friendlies)+4 Longbows. Succ: You're a sight for sore eyes, Colonel. You have bigtime clearance. And Catscratch too. Hey, nice work Colonel. First lieutenant Velina Sosa. I run the "switchboard" here. And you.. are clear to land. Film - Confed disaster. Seether actions. Blair arrival. Paladin informed. Go to Ga Missions Hint: Bring Dumbfires. F3 (attack and destroy Intrepid, stay Confed) Hellcat. Wingman: Catscratch. Launch - 1 Maniac, 1 Avenger, 1 Avenger Ace+ 1 Intrepid, 1 Avenger, At Lexington - 6 Avengers+Avengers.. NOTE: Unwinnable. Lexington will be destroyed. Somehow there is no "The End" However this mission is worth playing for no other reason than to engage Maniac in real combat. --- ** Ga Missions ** Conversation - Pliers. Here's a guy they should have put out to pasture. Bet this old coot knows what he's doing. Conversation - Velina Sosa. *Conversation - Maniac inspects. (Isn't he to tall to be a pilot) Conversation - Maniac&Eisen. Blair sorry. Eisen's data. ** Go to G1 ** ** G missions ** *Conversation - Maniac sad. Conversation - Sosa and Eisen analysing data. G1 (succor convoy) Medium (BTW the circle 8 is a distress signal) Banshee/Avenger Vindicator. Wingman: Maniac. Nav 1 - 3 Pirate, 1 Pirate Ace, (1 Melek, 2 Shuttle, 2 Dralthi) +4 Pirate+2 Arrow (cloakable) Note: You need to save at least 1 transport to succeed. Succ: Nice work, Colonel. Captain Eisen has already spoken to the Kilrathi Shintahr. He - or it - plans on coming aboard... You have clearance. Fail: Ahh. Tough luck out there, Colonel. But you have clearance. Oh, guess what? The Kilrathi Shintar is coming aboard. Conversation - Melek and officers discuss escorting Kilrathi. Seether background. Conversation - Panther and Catscratch bothered by Kilrathi prescence. Straighten this kid out - H/Catscratch Do I look like I have all the answers - L/Catscratch *Conversation - Melek wants absolution. *Conversation - Hawk cannot sleep. Bitter guy - L/Hawk. He's missing the point - H/Hawk. Conversation - Eisen leaving. Admiral Wilford. Film - Eisen departure. Intrepid warp. G2 Defend Pasquale. Medium. Banshee/Avenger/Vindicator. " Wingmen Nav 1 - 3 Banshee, 2 Avenger. Nav 2 - 3 Banshee, 2 Avenger. Nav 3 - 3 Banshee, 2 Avenger. Hint: Quickly shoot down or damage one Banshee, then go for the Avengers The Avengers must be destroyed within some time-limit or they will reach Pasquale. Succ: Not bad, Colonel. Hey, word is traveling fast. I hear the Kilrathi down on Pasqual X have a new terran hero. Excellent, you are clear to land. Musing: Isn't it amazing in US fiction how the hero always appears in the last minute, no matter how long he delayed on the way. -- CD 4 -- #Conversation - Sosa&Catscratch has a surprise. #Conversation - Decker and the cavalry is here. G3 (Clear Melek's starbase) Easy. Banshee/Avenger/Vindicator. Nav 1 - 2 Pirate. Nav 2 (starbase) - Nothing+3 Arrows, 1 Arrow ace (cloakable). Succ: Ah! Great work, Colonel. You're cleared. Hint: I don't matter how long you wait, they still don't strike till the shuttle arrives. Musing: Why can't I call in the shuttles, who's in command here anyway?? Film - Hacker&Bob-o-Mate&Moose has problems. Warp to Peleus. Atari? Systems down. (Moose transfered? Why wasn't I told?) Conversation - Plier's advice on mission. J1 (Search and destroy while jammed) Easy, once you learn the ropes. Avenger/Vindicator/Banshee Nav 1 - Excalibur Ace,Excalibur. Nav 3 - 2 Bearcats. Nav 5 - 2 Bearcats. Nav 6 - new orders. Nav 7 - 2 Excaliburs + 1 ejected pilot. Succ: Please to have you back out the "hole", Colonel. We're looking forward to what the ejected pilot has to say. You have clearance. Hint: Hit U as soon as your wingman sights enemies. Use the yellow circle to locate your enemies. Hint: Ramming can be hazardous to your health, but at ramming distance a dumbfire does a lot of damage. Idiotic mission, jamming my HDU, what will they think of next, flying blindfold. Pliers, just paint the targeting circles on my hood. Film - ejected pilot. ** If you helped the bum pilot in Intro go to J2a, if not J2b. ** J2a (Locate and destroy cap ship) Easy Banshee/Avenger/Vindicator. exact Nav composition can vary. Nav 1 - 2 Bearcat. Nav 2 - 2 Bearcat. Nav 3 - Excalibur, Excalibur Ace, 2 Bearcat, 1 Transport (cloakable) Kill the transport, show film, systems functional. Film - Base discovered. Succ: You have clearance, Colonel. We are fully operational again. J2b (Search and destroy cap ship) Hard Banshee/Avenger/Vindicator exact Nav composition varies, its one of these below. Nav 1 - 2 Bearcat. Nav 2 - Excalibur, Excalibur Ace, 2 Bearcat. Nav 3 - 4 Bearcats Nav 4 - Excalibur, Excalibur Ace, 2 Bearcat, 1 Transport (cloakable) Kill the transport, show film, systems functional. Film - Base discovered. Succ: You have clearance, Colonel. We are fully operational again. Conversation - Maniac has seen a ghost Conversation - Another interesting prisoner. I owe him - Release prisoner. Film - prisoner leaving. Conversation - Decker upset. I owe him nothing - Prisoner stays. Conversation - Decker and Maniac. Prisoner escaped. Conversation - Wilford gives you the choice of mission sets. Panther's right - Go to K missions. Good Karma? Hawk's right - Go to L missions. Bad Karma? ** K missions ** * You will pick two missions * Film - ground attack. Intrepid arrival. Conversation - Decker and Maniac argues. This I gotta see. - Maniac unhappy. Maniac's gonna get creamed - Decker unhappy. *Select 1 Ka-Kc mission as below * Conversation - Panther is bothered by Maniac. Tempting, but I can't let that happen. - H/Panther? Maniac's on his own.- L/Panther? *Select 1 Ka-Kc mission as below* #Conversation - Maniac boosts to Catscratch. Conversation - Sosa shows transmission. *K3 mission* Ka (stop tanks) Extremely hard. Vindicator Nav 1 - 4 Hellcats. Nav 2 (ground) - 1 Hellcat Ace, 3 Hellcats, 7 Hoover tanks, 1 missile tank. Warning: Your power and gun settings are reset on atmosphere entry/exit. Hints: Switch to Rookie, load 6 IR, set ship to invulnerable, turn jitter off , rush to take out the tanks. Yes, cheating is the best advice I got. Bug: Go low and watch em tanks fly. Bug: To booth this mission has crashed on me. Succ: We owe you big time, Colonel. Thank you./Great work, Colonel. You're clear. Fail: Ah! Better luck next time, Sir. You're clear. Kb (cover evacuation) Vindicator Nav 1 - (3 Shuttles) Nav 2 - 3 Pirate, 1 Pirate Ace. Nav 3 - (3 Shuttles) Nav 4 - 2 Pirate, 2 Pirate Ace. Nav 5 - (3 Shuttles) Nav 6 - 3 Pirate, 1 Pirate Ace. Kc (search and destroy) Banshee/Avenger/Vindicator Nav 2 - 3 Pirate, 1 Pirate Ace. Nav 3 - 2 Dragon. Nav 4 - 3 Pirate, 1 Pirate Ace. Nav 5 - 4 Excaliburs, 1 Destroyer (will launch Eccaliburs to keep total at 4) Succ: Great work, Colonel. You're clear. Fail: Ah! Better luck next time, Sir. You're clear.? K3 (Attack Convoy) Avenger/Vindicator/Banshee Nav 1 (nebula) - 2 Hellcats, 1 Thunderbolt. Nav 2 - abort? save CS. *affirmative Good Karma? Nav 3 (nebula)- 3 Thunderbolts, 2 Longbow, 1 Catscratch+ 1 ejected. ((+2 Thunderbolts, if you do not have tractorbeam)) You must destroy CS's ship to succed. Succ: You're cleared, Sir. And... thank you... thank you... from the bottom of my heart. Fail: You're clear... Sir. Hint: Get the tractoring Longbow as soon as you hear it, or Catscratch will heroically blow himself up. Stupid kid. *negatory Bad Karma? Nav 4 (nebula) - 4 Thunderbolts, 1 Cruiser, 3 Transports. Hint: You can ignore the cruiser if you like. Succ: There are lot of goodies/Let me play you a recording, Sir. He went down with his ship Sir. He gave everything. You have clearance. Fail: ? -- CD 5 -- Saved CS? - Film - Catscratch sorry. Blair angry at Maniac. BUG: CS is missing from now on. He's not listed as wingman nor killboard. Failed save CS - Film - funeral. Conversation - Sosa mourns. Conversation - Pliers has a device. I prefer a wingman - No cloak. Who needs wingmen - Cloak in next mission. No wingman. (Useful for K4a2) #Conversation - Panther & Hawk worried about Eisen. We die trying - Hawk gives you drink. There's always hope - Panther gives you drink. K4a1 (Destroy Convoy) Banshee/Avenger/Vindicator Nav 1 - 4 Hellcat, 3 Transport. Succ: Colonel, we have an urgent situation. Download IFF codes? Affirmative - You'l be treated as friendly till you fire. Negatory - Combat directly at Nav 2. Nav 2 - Transport, 2 Dragon+2 Dragon. Leech the transport. Do not destroy its turrets and engines. Succ: We're in control.../Good to have you back, Sir. We're... /Cleared, Colonel. (If Catscratch is gone) Fail: - K4b1 (attack command center) Vindicator Nav 2 - Underground base, 5 ground turrets, 3 Hellcats+2 Hellcats. Succ: Colonel, we have an urgent situation. Download IFF codes? Affirmative - You'l be treated as friendly till you fire. Negatory - Combat directly at Nav 2. Nav 2 - Transport, 2 Dragon+2 Dragon. Leech the transport. Do not destroy its turrets and engines. Then release Decker&Co. You dont need to pick them up. Succ: We're in control.../Clearance, Colonel. We're... /Cleared, Colonel. (If Catscratch is gone) Fail: - Bug: Decker didn't lock on the transport. Instead he went into a loop near the transport. 40 clicks, back to start. Cant pick him up. Warning: You must destroy the Dragons for Decker to succed, Leeching them won't work. Hint: If you got the cloak. Cloak (at Nav1), select MIPs, target the site, lock, uncloak, launch MIPs, dogfight. Warning: Gun and power settings are reset on atmosphere entry/exit. ** K missions in line with L missions. Go to join before M1 ** ** L Missions ** Film - Fighter factory. Intrepid arrival. Conversation - Decker and Maniac argues. This I gotta see. - Maniac unhappy. Maniac's gonna get creamed - Decker unhappy. Se Lb Conversation - Pliers has a device. I prefer a wingman - No cloak. Who needs wingmen - Cloak in next mission. (Good for La) *Select 1 La-Lc mission as below * Conversation - Hawk is bothered by Maniac. What a whiner - L/Hawk. Time to be a captain - H/Hawk. *Select 1 La-Lc mission as below* #Conversation - Maniac boosts to Catscratch. *Mission L3* La (Steal fighters) Banshee/Avenger/Vindicator cloaked Nav 1 - 1 Hellcat, 1 Hellcat Ace, 12 Turret mines, 1 Radar bouy. Nav 2 - 3 Bearcats, 1 Bearcat Ace. If you shoot down any fighters at Nav 2, you will fail the mission, so bring Leech missiles to quickly even the odds. Succ: Nice work, Colonel. This is BWS Tango and we're here to collect those birds. We'll take it from here/You're cleared, Colonel. OH, I hear Pliers is doing cartwheels across the launch deck, so take care not to run him over. Fail: Ah! Better luck next time, Sir. You're clear. Bug: my sound died here, twice, for no obvious reason, and came back when I died. (Didn't hear the Lock-warning) Hint: At Nav 1, immediately cloak and hurry to the bouy to help second wing. Bearcat added to ship list. Lb (Attack factory) Easy/Medium Nav 1 - Weapons depot, 3 Hellcats, 1 Hellcat Ace+2 Hellcats+2 Hellcats. The last 2 Hellcats only appears if Decker is mad since you stopped him from hitting Maniac. Succ: All the weapons etc/You're cleared, Colonel. OH, I hear Pliers is doing cartwheels across the launch deck, so take care not to run him over. Starburst added to inventory. Fail: Ah! Better luck next time, Sir. You're clear. Bug: Catscratch was sick, but flew anyway. Note: Starburst added to arsenal. Lc (Attack carrier) Hard. (If it was just the carrier it still be hard) Banshee/Avenger/Vindicator Nav 1 - 1 Arrow Ace, 3 Arrow. Nav 2 - 1 Hellcat Ace, 5 Hellcat, 1 Carrier (9 turrets, 3 engine exhaust) Succ: ...This is the BWS Hopkins../You're cleared, Colonel. OH, I hear Pliers is doing cartwheels across the launch deck, so take care not to run him over. Macemissile added to inventory. Fail: Ah! Better luck next time, Sir. You're clear. Note: Immobilize by taking out turrets and engine, not the usual Leech. Note::It seems that second wings perfomance mirrors the amount of damage your wing takes, so engage the aces, or they will deal too much damage to your wingman. Nav 2 is very missile-heavy. Its Hard just taking out the carrier. Dont use stormfire, torpedes etc. When the carrier is left your wingmans eagerness to fight compared to how much he actually engages the carrier will give new meaning to the word AI. Or is that artificial stupidity. Call radio silence. Blasting away from a distance at the turrets will do you no good, you have to - dont ask me why - do close attacks. Turn shields up, select turret , aim, fire, go in firing, swerve away. Or, turn shields way up, go in real close, turn of thrust, fire. If you're close to the carrier and it doesnt fire on you, you've cleared all turrets in that approach, so go around to another direction. Make sure your shield recharges between approaches. You do not need to have a turret targeted to destroy it, but it might help your aim. The engines are the parts on the rear of the carrier looking like wall sockets, blast all three, then give the one who is not aligned towards the center special attention. I positively loath this mission. L3 (attack convoy) Avenger/Vindicator/Banshee Nav 1 - abort? save CS. (86 means abort, stumped me first time) *affirmative Nav 3 (nebula)- 3 Thunderbolts, 2 Longbow, 1 Catscratch+ 1 ejected. ((+2 Thunderbolts, if you do not have tractorbeam)) Succ: You're cleared, Sir. And... thank you... thank you... from the bottom of my heart. Fail: You're clear... Sir. Hint: Get the tractoring Longbow as soon as you hear it, or Catscratch will heroically blow himself up. Stupid kid. *negative Nav 2 (nebula) 4 Hellcat, 2 Transport, 1 Cruiser. Leech the cruiser, destroy the others and MIP the disabled one Succ: There are lot of goodies/Let me play you a recording, Sir. He went down with his ship Sir. He gave everything. You have clearance. Fail: ? ---CD 5 -- Saved CS? - Film - Catscratch sorry. Blair angry at Maniac. BUG: CS is missing from now on. He's not listed as wingman nor killboard. (Note: This was in a campaign where I made all the wrong choices in conversations) Failed save CS - Film - funeral. Conversation - Sosa mourns. Connversation - Pliers wants to add missiles. I got a need for speed - no missiles. I could use the extra firepower - Avenger + 1 Torp Vindic + 1 Torp A very useless choice. You probablky wont have any use for it, since you'll be flying a Dragon mostly from now on. #Conversation - Panther & Hawk worried about Eisen. We die trying - Hawk gives you drink. There's always hope - Panther gives you drink. * Choose mission * Collect weapons/Collect fighter L4a (Attack Convoy) Nav 1 - 3 Hellcats, 1 Cruiser, 2 Transports+1 Hellcat Ace, 1 Hellcat. Leech the cruiser, destroy the others and MIP the disabled one Succ: There are lot of goodies.. - New orders. Fail: ? Bug: When leeched I asked the cruiser for it's status? ("We're in bad shape, Sir") Bug: Hade five MIPs. Five came back. But only four we available for pickup. Nav 2 - Dragon Ace, Dragon, Transport Leech the transport. Do not destroy its turrets and engines. + Dragon, Dragon Ace. No need to pick up Decker again. Succ: We're in control.../Good to have you back, Sir. We're... Fail: - L4b (Escort defectors) Banshee/Avenger/Vindicator Nav 1 - 3 Bearcats, 1 Shipyard, 3 Dry Dock+3 Bearcats Succ: Colonel, we have an urgent situation. Nav 2 - Transport, 2 Dragon+2 Dragon. Leech the transport. Do not destroy its turrets and engines. Succ: We're in control.../Good to have you back, Sir. We're... Fail: - ** K and L missions join here ** Film - Pliers examines flash-pack. #Conversation - Pliers new toys. These could be death-traps - Fly standard on next mission. Let me at these babies - Fly Dragon next mission. Conversation - Sosa has recceived SOS. Film - jumping to Telamon M1 (assist Telamon, Vindicator) (Maniac late for briefing) Vindicator (2 Wingmen till Nav 3). Nav 2 - 2 Arrow. (cloakable) Nav 4 - Dragon, Dragon Ace Nav 5 - (2 Banshee, 1 Vindicator, 1 Vindicator Ace) M1 (assist Telamon, Dragon) (Maniac late for briefing) Dragon (2 Wingmen till Nav 3) Nav 2 - 1 Banshee Ace, 1 Banshee Nav 4 - (Dragon, Dragon Ace) Nav 5 - 2 Banshee, 1 Vindicator, 1 Vindicator Ace. Bug: Gotta a Locked MIP as weapon on my Vindicator. Musing: Catscratch gone from killboard and wingman list? Excell gone. Film - Telamon situation. Gross. #Conversation - Sosa mourns. COnversation - Maniac messes up again. Wilford on Axius. Film - Jumping to Callimachus. Axius M2 (jump to Axius, investigate) (Maniac early for briefing) Dragon 2 Wingmen till Nav 2. Nav 1 - 2 Dragons. Nav 2 - 2 Dragons. These 2 are returning from a recon mission, and has spotted the Intrepid. If any of them jump, the Intrepid is immediately attacked by Confed forces. (Talk about Warp speed communication and movement). Afterburn and use missiles. Film - Jumping Warning: Your power/gun settings reset as you jump. Nav 3 - (3 Dragons, 1 Dragon ace) Nav 4 - (Starbase, 4 Dragons) Landing clearence code doesn't seem to matter. Film - discoveries. Warning: Your power/gun settings reset. Actually M3 starts here. Nav 5 -. Starbase, Vesuvius, 4 Dragons Nav 6 - 4 dragons. Nav 7 - 4 Dragons, 1 Transport. At Nav 5, you cannot kill the starbase nor Vesuvius. Succ: Welcome back, Colonel. I'm glad I don't have to light a candle for you. Fail: - Watch the flight escorting you as you get back, nice. -- CD 6 -- Film - Seether has bad news for his boss. Boss not worried. Conversation - Decker told about finds. Pliers has examined the Flash-Pak. Conversation - Hawk&Panther and an idea. Panther's right. - Hawk's right - Film - Jumping to Ellas system. N1a (slip past superbase) Good Karma! Avenger/Vindicator/Dragon/Banshee(/Bearcat if you did La) Nav 1 - 3 Hellcat, 1 Hellcat Ace, 1 Frigate+3 Hellcat, 1 Hellcat Ace. Nav 2 - 4 Longbow, 1 Hellcat Ace, 3 Hellcat, 1 Cruiser.. Nav 3 - 2 Longbow, 2 Bearcat, 1 Destroyer+2 Longbow, 2 Bearcat. Nav 4 - complete. Succ: You're cleared, Colonel. And hurry, we jump in less than a minute. Bug: The cap ships tells me to save my own skin. N1b (trash superbase) Bad Karma! Nav 1 - 4 Hellcats, 1 Ella. Succ: You're cleared, Sir. And hurry. We are going through than a minute. Film - Jumping gaining on Vesuvius. Vesuvius does a crazy Ivan. Film - Jumping gaining on Vesuvius. Vesuvius does a crazy Ivan. * You're not allowed to save here. Grrr. * N2 (defend against Vesuvius) Banshee At launch - 4 Hellcats, 1 Vesuvius, (1 Panther, 1 Maniac, 1 Hawk) Note: As soon as you destroy one Hellcat, Vesuvius will launch another, just stay alive and kill as many as you please. Note: Vesuvius is invulnerable. Film - Vesuvius blazing away. Sister arrival. Hey, its... N3 (even the fight) NE Banshee/Avenger/Vindicator/Dragon(/Bearcat) 3 Wingmen. Nav 1 - Vesuvius, 4 Hellcat, (St. Helens) Vesuvius will keep 4 Hellcats in the air at all times. Note: Land immediately when Sosa calls you, or you'll be stranded. Note: Vesuvius is invulnerable, except turrets. Bug: St. Helens tells me their not damaged. But its captain tells me later they have taken a lot of damage. Bug?: Excell back. (Where have you been) Succ: Great, Sir. Capt... Film - Vesuvius jump & St. Helens jump. If you did not use flashpack on Ella: Film - Use flashpack. It's now or never - Flashpack used. Too risky - no flashpack. Conversation - Sosa has trans. Vesuvius impressed, but confident. N4 (Destroy Vesuvius) NE Medium (Easy if you get it on the first try) Dragon 3 Wingmen Nav 1 - Vesuvius, 4 Hellcat. Vesuvius will keep 4 Hellcats in the air at all times. Hint: Vesuvius will be in perfect orientation at start. Select appropiate missile FP/Torp and just go through her. Stop nearly midthrough, and on lock. Past halfway it unlocks, somehow. At higher levels, extra shoots are needed. Your computer will tell you of any succes, then get the h--- utta there. O1 (Stop war) Easy. Dragon No wingman. Nav 1 - Seether. Seether is not really a good fighter, maybe he has become to used to attacking cloaked, maybe he is just to confident or maybe he has mascara in his eyers. Hint: How to kill Seether. Cloak, Afterburn, evade. Seether will pass you by. Switch to fusion, press trigger, hold it, wait. Find Seether, point in his general direction. Higher levels: Decloak, taunt (or get taunted). Seether will run straight towards you. Aim, release trigger. Boom. Seether has failed. At lower levels you can easily tail Seether, and hit him repeatedly, but a Seether can take many Laser hits, so a good fusion-dose is recommended. You can even dumbfire him. If you miss, cloak and repeat. Nav 2 - 3 Arrow, Arrow Ace. Starbase. 4 Turret mines. You do not need to engage them. Just cloak, afterburn and run. Or cloak at Nav 1 and just go by. Best qoute: I seek only to insctruct Seems like you memorised that speech. Good for you. Worst quote: Sosa: "Yes!!. We are sitting pretty!!!" In WCIII Rollins would check damage controls and say "We are sitting pretty", meaning "Why do you ask, all is OK", but out of the smart Sosa's mouth this only sounds stupid. Film - Assembly and arrival. Assembly: Good choices: (* Essential) Seize the moment* You're not sucking me in. Dance around him... He'll trip himself up. Like bioweapons. Tell them more...* Film - voting. Film - Trial. Film - Variable ending 1 or 2. Ending1: Blair instructor at the Intrepid academy. Ending2: Blair Admiral. Ending3: Dishonorable discharge. Ending4: Firing squad. What ending you get seems to depend on your actions during the fight, you get type 2 ending if you played a "justifiable action" game, ie what I'd call bad Karma. I have flagged places which I think affects this, but not sure. Trashing the superbase is the only one I'm sure affects your Karma, but you can get away with it. --- II. Wingmen Specs Wingmen Confed *Catscratch Agg: Med Cou Hi Fly: Hi Gun: Med *Fhish Agg: Hi Cou: Hi Fly: Hi Gun: Med ***Gambler Agg: Hi Cou: Low Fly: Med Gun: Med Hazard Agg: Med. Cou: Med. Fly: Med. Gun: Hi. *Hippie Agg: Med Cou: Low Fly: Med Gun: Hi Maniac Agg: Hi. Cou: Low. Fly: Hi Gun: Hi ***Miner ? Primate Agg: Med Cou: Hi Fly: Hi Gun: Hi. Quality Agg: Med Cou: Med Fly: Low Gun: Hi **Scar Agg: Hi Cou: Low Fly: Med Gun: Med ***Slash Agg: Med Cou: Med Fly: Hi Gun: Med **Steel Agg: Med Cou: Hi Fly: Med Gun: Med Vagabond Agg: Med Cou: Med Fly: Hi Gun: Hi Vero Agg: Med Cou: Hi Fly: Med Gun: Med *=Late arrivals. So what does it mean? This is part speculation. Aggressiveness=eagerness to engage enemy and use missiles. Courage=Hi courage will stay with you even if damaged. Lo courage will moan about retreat if their fenders get a dent. Fly= How hard it is for the enemy to hit them Gun: How often they hit the enemy. Wingmen BWU Blade Agg: Med. Cou: Hi. Fly: Med. Gun: Hi. Catscratch Agg: Med Cou: Hi Fly: Hi Gun: Med Excell Agg: Hi Cou: Hi Fly: Med Gun: Med Hawk: Agg: Hi Cou: Hi Fly: Med Gun: Hi Maniac Agg: Hi Cou: Low Fly: Hi Gun: Hi Moose Agg: Hi Cou: Hi Fly: Med Gun: Med Panther Agg: Low Cou: Hi Fly: Hi Gun: Med Primate Agg: Med. Cou: Hi. Fly: Hi Gun: Hi Tex Agg: Med Cou: Hi Fly: Hi Gun: Low Turbo Agg: Med Cou: Hi Fly: Hi Gun: Med Vagabond Agg: Med Cou: Med Fly: Hi Gun: Hi Yeager Agg: Low Cou: Med Fly: Hi Gun: Hi Your callsign Christopher Blair. Mark Hamill. Taunts: You wont see tomorrow. Youre goin home in a box, buddy. Lets kick some ass. Take it like a man. You call that flying? Better put in for your pension. Time for an early retirement. At least pretend you know how to fly. What are you? An academy dropout. Let see what you got. Banshee You guys ready to meet your maker? I'm gonna barbecue you chickens. Vindicator Ace Your're a waste of time, get over here. You're dead now, slime. Surrender now, or die! This day's your last. Haha. Vindicator. Die, slime. Hahahaha. Low-life. Hah. Too Easy. Eject chewouts Colonel, its one of two things. Either you lost your nerve because of your long layoff, or you're parking your brain before you take off so you load will be lighter.p Catscratch Troy Carter Mark Dacascos. Accept: Right away, Sir. Sight: Enemy spotted, Sir./Lots of Bogies here, Sir. Nosight: Damn, nobodys here. ngage: I am going for it, Colonel. Kill: Chalk one up for me, Colonel. Congrat: You are a living legend, Colonel. Nodam: This cat is scratch free. Dam: A few hits... No big deal, sir. Baddam: It's bad, Sir. I hope I can make it back. Help: Dammit, I need some help, Colonel. Retreat: This one is hairy, Colonel. FF: This is hard enough, Sir, without you firing on me. Fhish Weston Giunta Accept: Yes, Sir. Sight: Couple of wondering border worlders Nosight: Engage: Slashing my way to #1 on the killboard. Kill: Hah! One fewer border worlder in the galaxy. Congrat: Good kill, Colonel. Nodam: No damage Sir. Border worlders can't touch me. Dam: I made a couple of mistakes.. No problem. Help: I need help with these border world dogs, Colonel. Baddam: I've made some serious errors, Colonel. Major Damage. Ejecting: Ejecting. Make sure they pick me up. Retreat: Aborting, Sir. I'll do better next time. FF: Sir, Watch your fire, you just hit me. Gambler Tony Morone Accept: Negative, Colonel. Sight: Enemies approaching, Sir. Nosight: Engage: Breking off now, Sir. Kill: Hah! One less border worlder in the galaxy. Congrat: Nice work, Sir. Nodam: No problems yet, Sir. This is easier than I thought. Dam: Minor system damage, Sir. Baddam: Sorry, Colonel, my ship is pretty badly damaged. FF: Control your weapon fire, Sir. Hazard Mark Lewis Accept: Right away, Sir. Sight: I've got Bogies. Nosight: Engage: I'm hazardous to their health. Kill: Take down. Congrat: Smooth shooting. Nodam: All clean on this end. Dam: Retreat: Lets drop tail and Eject: Send out a medic. I'm bailing. FF: Hippie David Downing (Associate producer) Accept: Sure thing, Dude. Sight: Man, we got some heavy dudes coming at us now. Nosight: Engage: I could negotiate with these guys... Naagh. Kill: Low life destroyed, Sir. Congrat: Dude, you really rock. Nodam: Everythings cool here. Retreat: Request we split this scene, man.. This is way too hard. Dam: Baddam: I got space for one more hit on this patchwork. Eject: Gotta Eject. FF: Maniac Todd Marshal. Tom Wilson. Accept: No can do, Colonel. Sight: Hey, look what I see./Big time enemy prescence, Ace. Nosight: Looks like nobody's around, Ace. Engage: Gonna give them some Maniac magic. Kill: Chalk up another for the Maniac. Congrat: Pretty good shooting. For a farmer. Nodam: What are you? My mother./I'm looking fine. As usual. Dam: I took a few hits. A lesser pilot would be sweating. Retreat: We cant win this one, Ace/Im poppin the top. Eject: Im worth more than a tin can. Ejecting. FF: Hey watch your fire, oldtimer. Miner Chris Douglas/Rodney Brunet Accept: Sight: Nosight: Engage: Kill: Congrat: Nodam: Dam: FF: Primate: Dean McCall. BTW Primate appeared in WCIII. Accept: Yes, Sir. Sight: We got company./Lots of targets to practice on. Nosight: Radar's empty. Lets move on. Engage: Maybe I'll just negotiate with them today.. on 2nd thought Kill: Enemy target destroyed. Congrat: Excellent shoot, Sir! Nodam: No problem so far, Sir. Dam: I'm a little toasted. No problem. Baddam: I think my ships is about to break up. Retreat: Lets skip this mission, Sir. The odds are against us./Aborting mission Colonel. Ejecting: Damn,. this is no good. Ejecting. Help:: I I'm up to my neck in laserfire, Sir, requesting assistance. FF: Hold your fire, that would be me, Colonel. Quality Jason Yenawine Accept: Affirmative, Sir. Sight: Enemie coming our way, Sir! Nosight: Engage: Gonna get me some "quality" time" Kill: Bon Apetit, Scumbag. Congrat: Solid Jackson, Sir. Nodam: Perfect condition! Dam: FF: Clean your gunsight, Colonel. That was me. Scar Martin Galway Accept: No way, Colonel. Sight: Waiting to open fire, Colonel. Nosight: Engage: Moving in to annihilate. Kill: Yeah, got that scum. Congrat: Nodam: No damage, Colonel. Dam: Everything operational, Colonel. Retreat: Request to abort mission, Sir. This one's too tougj. Eject: This ship's had it. Ejecting Colonel. FF: Stop firing on me, Sir. Seether Accept: Negative, Colonel. Sight: Enemy in sight. Nosight: Engage: Now engaging Kill: One less border Worlder in space. Congrat: Not bad, Colonel. Nodam: Damage? You must be joking. Dam: FF: Trying to get my attention, Colonel? Slash Dan Orzulak Accept: Yes, Sir Sight: A couple of wandering border worlders. Nosight: Engage: Slashing my way to #1 on the killboard. Kill: One fewer border worlder in the galaxy. Congrat: Nodam: No damage, Sir. The Border worlders cant touch the man. Dam: Baddam: I've made some serious errors, Colonel... Major damage. Eject: Ejecting! Make sure they pick me up. FF: Steel Marc Baird Accept: Right away, Sir. Sight: Nosight: Engage: Time to show em how cold steel is. Kill: Congrat: Great work, Sir. Nodam: Dam: FF: Sir, watch your fire, you just hit me. Vagabond Winston Chang Francois Chou Accept: That's a ten-four, partner Sight: We got some incoming./We've got lots of company, partner. Nosight: Engage: Time to earn my pay. Kill: Nailed that one. Congrat: Haven't lost your touch, Colonel. Nodam: Aint got a care in the world, good buddy. Dam: FF:. Vero Madeleine Fox Accept: Anything you say, Colonel. Sight: Ooh, lots of boys to play with./Time for some fun. Nosight: Engage: Gonna give em a taste of my heat. Kill: Oh, I get such a rush from takin out bad boys. Congrat: Yeah, I love it when you do that. Nodam: I am picture perfect. Dam: Nothing I can't handle. Baddam: They hit me. But I'm still with you. Retreat It'sÊtoo hot to handle, I need to pull out. Help: Where's my hero. I need help. FF: Careful where you point that thing, Sir. --- BWU Blade George Oldziey. (Made the music) Accept: Roger. Sight: Victims in sight, Colonel. Nosight: No victims around, Colonel. Engage: Takin it to them, Colonel. Kill: Next victim. Congrat: Love to see 'em burn, Colonel, nice shoot. Nodam: I'm fine, and ready to do them damage. Dam: Nothin thats gonna stop me from getting my quota of bad guys. Baddam: It looks pretty bad, Colonel. Retreat: gettin to hot, Colonel. I need to pull out./Pulling back, Sir. Eject: She's breaking up, Ejecting. FF: Catscratch - see above Excell Pauline Saab Accept: Right away, Colonel. Sight: Bogies in sight. Nosight: My screens are scanning zip. Engage: Gonna kick me some confed butt. Kill: Choke on that, bastard. Congrat: Good work, Colonel, fry their butts. Nodam: Those fools can't touch my ass. Dam: They're gonna have to hit me a lot more than this. Baddam: Piece of garbage is breakin into pieces. Retreat: It's hairy-ass hot here! I gotta split!/I'm makin like vapor. Eject: FF: Help like that. I don't need. Hawk Jacob Manley. Chris Mulkey (Bad guy in 2Peaks) Accept: Affirmative Sight: Really gonna raise my killscore here! Nosight: Kooks like they are just to scared to show. Engage: These guys are history. Kill: Yes, Look at them burn. Congrat: Damn good move, Colonel. Nodam: Dam: Half my systems are shot, but I'll make it. Baddam: I'm in bad shape, Colonel. Retreat: Damn, I need to retreat/Heading back to base, Colonel. Eject: FF: Maniac - see above Moose: Patrick Bradshaw Accept: Affirmative, Colonel. Sight: Enemy spotted, Colonel. Nosight: No enemy prescence, Sir. Engage: Engaging enemy, Sir. Kill: Enemy engaged and destroyed. Congrat: Excellent shoot, Sir. Nodam: All systems go! Dam: Nothing bad. Just cosmetics. Baddam: Retreat: Request permission to retreat. Eject: Sorry, Colonel. Ejecting. FF: Colonel, you just hit me! Panther Tamara Farnsworth Elisabeth Barones. Accept: You got it, Colonel. Sight: Nosight: Nobody's home. Engage: Movin in. Kill: Score one for the good guys. Congrat: Great shot, Colonel. Nodam: Not a mark on me, Colonel. Dam: Baddam: Retreat: Eject: FF: Primate - see above Tex: Seann Hall Accept: Yes, Sir. Sight: Oh, there they are, Colonel. Nosight: Good, no enemy present here. Engage: Here goes nothing. Kill: Hey, I got one. Congrat: Nodam: I'm OK, Sir. Dam: I'll get by. I hope. Baddam: Retreat: Eject: My ships destroyed. I'm ejecting. FF: Turbo: Frank Roan Accept: Absolutely, Colonel. Sight: Enemy presence detected, Sir. Nosight: Enemy prescence: Zero. Engage: Firing away, Colonel. Kill: One more for the killboard, Eh, Sir. Congrat: Lookin' good. One for the books, Sir. Nodam: Tip top, Sir. Never better. Dam: Baddam: Retreat: Eject: FF: That hit me, Colonel. Vagabond - see above. Yeager: Anthony Summers. Accept: Sure thing, Sir. Sight: Time to party. Nosight: Guess they didn't get our invites. Engage: Yeehaaww. Here I come. Kill: Congrat: Nodam: Could't be better. Dam: Baddam: Retreat: Eject: FF: III. Pliers Advice GUNS Laser Laser cannons don't do much damage, but they sure do fire fast. Leech If you want to disable a ship, use Leech Cannons. Confed likes the missiles, and sure we got some, but they are a little rough around the merchandise, if you know what I mean. If you get in close, go with the cannon. I have no idea why so many people like the photon cannon. I always thought the ?heat to divergence ratio was lame. The mass driver's a great gun for scaring the shit out of your enemies. Has a gut-wrenching sound and leaves a lot of visual damage. Scatter cannon. I was tinkering with one of our Ion cannons, and I came up with this, Scatter cannon. Okay, so the name sucks. Shoots 5 bolts instead of one for just a 17% bigger hit on your energy. The prototype is goin on your next ship. See what you think. Stormfire. I was able to pull a stormfire of a junk pirate fighter we just pulled in, boy, old technology, but effectiv, fires a shitload of low density projectiles at extremely high velocity. Just paint your target and let her rip. If its range wasn't so short it would still be around today. Try it, see how you like it. Tachyon Tachyon cannon definetly wreaks major havoc on your enemy. But don't get caught leaning on the trigger, it drain your energy dry in no time. It'll suck you dry faster.. OK you get the point. - The tachyon cannon is one of my favourites, rarely fails, and it is one sleek design. Tractor beam I've pushed the limits on those old confed tractor beams you probably learned about on the academy. I doubled the axial frequency, added a nursial retractor and pretty much tweaked the hell out of them. You will be impressed on your next salvage operation. MISSILES Dumbfires... pack a big punch. But they are only good for slow-moving, cap ships. FoFs These FoFs always spoke me, one hit on your ships ? and they go for the first thing they see, ?. FoFs - sorts out who's who even in a cofusing mess. Track independently, so no waiting for a missile lock. HS, Heatseekers. Heatseakers, whatever. Best you can do on these border-worlds low budget, I guess. IR, Image-rec Image-Rec. Yeah. Confed has a shit-load of these. Locking takes its time, but tracking is real good. If you're fighting new craft, like we usually do, against the Confed, you'll want the Spiculum IR. It takes some time to lock, but once it's found its prey - watch out. Mines If you got mines on your ship, I recommend you using them. I've seen more than one bogey fighter ?, because he didn't watch out for these ?, they track, you know. Torpedo Wann kill a Cap ship, use torpedoes. FIGHTER Banshee Banshees are great allround fighters. You cant go wrong unless you try to take out cap ships. Vindicator Vindicator wont get you through battles with that light armor, but it's the only one you can use for atmospheric missions SPECIAL WEAPONS Flashpack and Dragon. Still working on what those discs are, the guns look like they can cut up whatever you're pointing them at. Flashpack is guided ?. This thing scares me. Fission The black ship's got some real ass-kicking type of fission cannon. Just hold down the trigger to charge, then release to let'em rip. Only problem is waiting for your wings to lock so the viscious kickback doesn't tear them off. Startburst We scored some prototype equipment that I'm anxious to try out, codename starburst, when you launch it, keep the trugger down until you want it to blow, and hopefully the safety will keep it from blowing up in your face. Starburst, good for hitting big something a long way of, but I think it needs some more Pliers magic. Mace missile We got some ass-kicking loot from that weapons depot, try out the mace-missile sometime. This sucker's got a proto-nuclear warhead on it that will take out more than it's fair share. Just launch and hold the trigger till the safety clicks off, then release to blow. BOOOM!! Musings: When switching to small screen film, sound got distorted. Really liked the "I get to keep flying"-End. But how does he do the roll (Q n W-keys. Can't find it in the manual). What about Vaquero's cantina??? (From WCIII). What about Flint/Rachel?? (Manual gives a small hint) (From WCIII) Pliers got a screwcork termos. Ancient! Before mission E2, when Maniac wins over Vagabond in cards, he sings "God save the Queen". Now what are the odds of England having a queen when Maniac was brought up on Earth? Assuming "There always be an England", of course. Pliers complains about the stormfires low range. The manual however has it listed as Very High range. Pliers is right! And why is the stormfire - firing mass projectiles - faster than light. No need to aim ahead of enemy, aim straight at him. Are there any Hitchkocking in WCIV (director having a short appearance in film), I heard C.Roberts appeared in a funeral scene in WCIII. In the shuttle after Lexington's demise, they have a sweep radar and so does the Dragons and the shuttle from Orlando in the intro. (Ancient!) When meeting Sosa for the first time do not select her at once, just watch her. Notice something? She never stops to look at her papers for more than a millisecond. Sure its going to take forever that way. BWU accepts your killscore as is, despite most of them being killing BWUs. When first talking to Catscratch, Maniac comes along and "Gotta ask you a question", but doesnt. Whats the question? In mission B1 if you ask the transport for their status, the spark is a man. But when thanking you for the escort it is a woman. The same woman reappears as unlikely Commando Spark in mission B4. Before mission B2x, Vero and Primate is missing from the killboard. And what about Miner. He appears in two missions, but is never available as a wingman. And I have seen two names and two faces attached to that callsign. Tolwyn really has a high-teech phone, my parents got one just like it, in the 1980s,. but then maybe Tolwyn is a collector of antiques. The wheel on the Vesuvius and the Intrepid are really silly. Leave steering of large craft to shaky human hands, when there are computers to do it. Manual steering is for docking and emergency only! If the assembly was so close to voting Aye, why are they clapping and shaking hands with Blair and each other when there is a No. Why is it that computers print text-only on screen slower than a old tele-typer (, but Video is real-time (Many Bauds). What organisation is Blair working for in the end? Confed, BWU or?? Pacman-like device. Newbie questions to Colonel Blair. What is Blair's password on the computer. All the fires on the Intrepid are in vats? So whats the problem. When trying to help aboard the Intrepid all Blair does is standing around talking. On the Intrepid at the flight deck, during the phoney fires, Panther and Hawk gets called away - to the flight deck. Soothing candles in our ship, isn't the air bad enough. Put them out, Lieutenant. What is the principal purpose of the enemy taunt? We learned this tecnique from the Kilrathi. The regs manuals tells you that it's purpose is to attract enemy attention so that they attack you instead of your escort or whatever. However, the main purpose of the taunt is to interfere with the left VDU-display, hiding information at an in-opportune moment for the enemy. The Kilrathi quickly discovered this, and many Confed pilots were lost because they did not keep their eyes on their shield displays. I recommend using the Video switch in OFF-mode. ---- V. WC V wishlist Often I have no idea why I died, and the clip showed after gives no clue at all, how about a replay from killer's cockpit. The program should never just eject the CD. Give me a change CD dialog. Quck restart if you are killed during a mission, or just want to abort. Possiblity to abort a game - restart, open etc - during flight, what to do if you blast of all your missiles by mistake. Allow games to be saved more often. Midflight. You should always be given the opportunity to save after a concluded mission before any movie rolls. Otherwise if you miss something on the movie, you need to do the mission all over. Quicktime movies so you can rewatch key parts. Allow some standard settings for power. I hate having to reset them to my favourite at the start of every single mission and sometimes 'mid-mission. It takes 18 keystrokes to get my favourite setting 25/37/37/0. Re-configurable key settings. On my keyboard Rear view is not F4, but option-F4. which took some figuring out. In fact some keys end up in strange places on an non-US keyboard. More communications. Why is communication always initiated by the wing man. In K,L missions I could hear 2nd wings transmissions, but not send to them. Allow multiple break-attack with one command. "Wing! Break and attack". Some caution with mid-dogfight films and radio transmission. Mission creator. How about a captain-like game. Assign pilots to missions, then fly one mission. Success depends not only on your mission but other wings too. Better Nav-computer, it's Reconfigurable cockpit look, in SWC and WCIII I had no problems seeing the fuel and gun indicators, in WCIV, it takes me a second to see them. (So I ignore them) ---- VI. Simple flight tactics. I can recommend the WCIII faq (try enter link name here) Here are some of my advice. Some simple maneauvers 1. Scissors. This is the simple move where you move faster than the enemy you are tailing. To compensate for you larger speed you make small corrections in you course, and moving larger distance than your enemy. DonÕt worry about performing scissors, you will do it 2. Lazy turn. Good against slow opponent, like cap ships. Do a full 360 turn while you guns and shields recharges. Could be dangerous if fighters are around. 3. Possum. Good against fast opponents like arrows. Cut your engine slightly. Taunt the enemy. Keep him in your sights. When he comes at you and the target circle is over him, aim and fire away. Best done with leech guns, if you have them. 4. Dead possum. Same as possum except cut your engine power to 0 and distribute all power between shields and guns. Never ever do a dead possum against more than one opponents. If you do this with a leech gun you might experience a zero speed pursuit, looks real funny with the enemy moving away real sloooow. 5. Tailing. When chasing a slower opponent, cut your engine or use scissors. the Y-key is real good. ---- VII Flight advice 1. Conserve your missiles. Try not to use a missile unless it is neccesary. Never launch a missile just because your have lock. Missiles should be launched from right behind the enemy, or in maybe front of the enemy at close distance. If your target is an ace, the missile should be pretty much dropped into his exhaust. 2. Use your missiles. If faced by large opposition, try to knock out one enemy quickly, using your missiles. If 4 banshees give you trouble (and they should), its better to reduced them to 3 or 2 before they start getting their shoots in than wait till half your systems are gone. 3. Do not fly straight ahead for any time. If you are tailing someone, fire, do evasive while guns reload, fire and so on. Ignore if you are tailing the only foe. ---- VIII. Where to aim The green aiming circle you get when you have a target locked, shows where you should aim if your enemy keeps his current course and speed. This means if your enemy is turning, you should aim on the inside of his turning circle. See the circle as a guide and not the answer. Special aiming Stormfire gun - Aim straight at your target. (Objects with mass move faster than laser blasts) Aiming for turrets - Again aim straight at them.