Wing Commander: Secret Operations FAQ/Walkthrough Platform: PC Author: Didier "FullBurst41" Vanoverbeke E-mail: Angbandit@hotmail.com (yes, it is another address than in previous FAQs; Spam was getting the better of me. Sorry for any inconvenience, but I think you'll understand.) Having said this, I must urge you not to add me to your address book. I beg you. I am on my knees. I'm not saying that you'll attract viruses, but someone is bound to be unlucky, and if I'm in that address book, I'm bound to get it too. This is okay, I should be able to avoid it, but it slips up my account, and ultimately leads to bad things, I should know. Thanks for your time. Note on system requirements: I wouldn't worry too much about your system not being able to run this game. I run this game on a laptop without much in the way of 3D acceleration, and it runs like a dream. I play with a keyboard, no joystick as none will fit into the machine I'm running on. I should get myself one of those force feedback joysticks one day, which will go on an USB port, but they're a little pricey for me at the moment, and I can't pay them (bought WarCraft III and the MechCollection this summer which left me rather dry on cash). NOTE ON INFORMATION: A big thanks for stats and for basically giving me lots of interesting and helpful information about all the Wing Commander games and the universe itself goes to the crew of the Wing Commander Combat Information Center, located at http://www.wcnews.com. I highly recommend giving their site a look; it includes guides to all Wing Commander games. This guide is my own work though, except for "borrowing" their stats and specific info on ships (and some exact enemy numbers here and there). Thanks again guys! TABLE OF CONTENTS ----------------- 0. Version History 1. Introduction 2. Ships 2.1 Flyable Ships 2.2 Non-flyable Ships 2.2.1 Terran Confederation 2.2.2 Nephilim 3. Weaponry 3.1 Terran Confederation 3.1.1 Energy Weapons (guns) 3.1.2 Missiles 3.2 Nephilim 3.2.1 Energy Weapons 3.2.2 Missiles 4. Walkthrough 4.1 Courage System 4.2 Ella System 4.3 Talos System 4.4 Cygnus System 4.5 Leyton System 4.6 Krieger System (Success in 4.5) 4.7 Sirius System (Failure in 4.5) 4.8 Proxima System (Grand Finale) 5. Wish list 6. Final Words 0. REVISION HISTORY ------------------- Version 0.1 - Added all flyable craft. - Added all Confederation non-flyables. - Added most of the Nephilim fighters, no cap ships yet. - Completed walkthrough up to mission 3 in Courage (okay, so that's not far, heh). - More missions, Neph ships and the weapons are coming soon. Version 0.2: - Completed the Courage and Ella System walkthroughs. - Set out 3 objectives for myself, from highest to lowest priority: * Finish the walkthrough * Include stats for every ship and missile in the game * Adding game fiction * Adding cheat codes * Completing the Wishlist. Let The Battle Begin... 1. INTRODUCTION ---------------- Wing Commander: Secret Ops (SO from now on) is the add-on to Wing Commander: Prophecy (WCP), though it is standalone and therefore does not need the original game. WCP chronicled Second Lieutenant Lance "Frosty" Casey, son of the late ace Michael "Iceman" Casey, as he served aboard the TCS Midway, the first Midway-class mega carrier of its type. After the end of the Kilrathi Wars, the Terran Confederation wasn't expecting another invasion of enemy forces, but that's exactly what they got. A new alien threat, codenamed "The Nephilim" burst through an artificial wormhole in full force with an immense fleet, its sole objective: to destroy any and all races in its path. The Terrans, however, were not about to let that happen. The Midway, being in Kilrathi space where the wormhole appeared, was cut off from any reinforcements before they even realized what was happening. They had a big task on their hands: to destroy the wormhole so that no more alien vessels could push through. Through the help of such ace pilots as Lance Casey, the Midway succeeds in destroying the wormhole, giving the desperate defenders of humanity a chance. The enemy fleet is eventually destroyed, the aliens sent fleeing. The war was short but brutal, shocking the humans. The aliens were an insect-like species, with organic-looking fighters and cap ships, and even so their fighters and ships were very advanced and destructive. The ace pilots of the Midway are transferred to Confed's newest toy: the TCS Cerberus, a Hades-class Quick Strike Cruiser. This vessel was sent on a Black Operation to sweep the Sol Sector of any remaining alien forces, and so Secret Ops begins... SO is the last instalment of the Wing Commander series for the moment. It is a space sim that demands skill to play, as you are pitted against enemy fighters that often outnumber you. However, you are the best of the best, and so are your wingmen, so it's time to show the aliens what destruction is all about. A little bit on the game basics... When you start out in a mission, you launch off the TCS Cerberus. Once you're in-flight, you usually have to sweep NAV points for an objective you have to destroy/capture, or to escort the Cerberus to a new location, whatever the briefing states. To this end there is the autopilot, which will take you to one nav point, where you'll have to clear out any and all enemies before you can continue. Combat is pretty simple, though there are some basic rules. First of all, don't waste missiles. You usually don't have nearly enough of them, and so you'll have to be careful to waste as few as possible. For example, a Manta can usually absorb two missiles before it explodes. However, if you drop its shields first using guns and damage it a little, your missile will have a much better chance of destroying the Manta, and you will have used only one. also, save missiles for important targets, like bombers or clustered enemies that can pose a threat to more vulnerable wingmen or a capital ship/station you have to protect. A second thing to remember is that you have multiple gun modes. All fighters you'll be flying in SO have multiple types of guns. We'll go into the types later on. However when you want a short but heavy punch to quickly bring down enemy shield, use Full Guns (F) and fire away. This will allow you to be a lot more efficient in combat. And finally, don't forget you can play around with the power settings on your ship, to boost shields, weapons or engines, this can be handy for when you are assaulting a capship for example. One more thing. I'm a bit of a late fan of Wing Commander, as none of the games are sold in stores anymore. IF there is anyone who has somehow gotten tired of Wing Commander IV or Prophecy, and is willing to sell it to me at a reasonable price, please contact me and we'll work something out. :-) 2. SHIPS -------- 2.1 FLYABLE SHIPS ----------------- F-110S BLACK WASP *************** TYPE: Interceptor Maximum Speed: 700 KPS Max. Speed using Afterburner: 1450 KPS SHIELDS: Forwward shields: 280 cm Aft Shields: 220 cm ARMOR: 260 cm throughout WEAPONRY: Guns: 2X Dust Cannon, 2X Cloudburst Cannon Missiles: 8X Swarmer Pod, 4X Image Recognizing Missile Special Equipment: Booster. Author's opinion: You don't get to fly this baby often, which is too bad because those Swarmer Pods are just too much fun. The problem with this craft, in my opinion, is its weapons loadout. While it's okay having all these Swarmer missiles, it obviously limits the amount of ImRecs on this bird. This means that this craft doesn't have a lot of long-range capability. I liked the weapons loadout of the normal Wasp better, in both gun and missile categories. The normal Wasp gets two Atchison guns and two mass drivers, which is a very nice armament for the interceptor it is. Couple this with 2 extra ImRecs and 2 Heat-seekers, and you get quite a capable fighter, more capable than the black one I think. The advantage the black Wasp has, however, is its added speed bonus, aswell as better armor and shields. Still, I would've liked to see the weapons stay the same... F-109S VAMPIRE (aka: The Mother of All Fighters) ------------------------------------------------ Class: Space Superiority Fighter, Class A Length: 18.33 m Mass: 17 metric tonnes Max. Normal Velocity: 610 KPS Max. Velocity Using Afterburners: 1500 KPS Shields: - Forward: 330 cm - Aft: 270 Armor: 350 cm throughout craft Weapons Systems: Guns: 4 Tachyon Cannons (wheeee!), 2 Particle Cannons Missiles: 4 Tracker MIRVs, 8 FoFs, and 8 ImRecs Author's Opinion: This is the fighter killer. It's a shame you don't get to fly these babies more, they're the absolute best there is against anything smaller than a destroyer. Their gun armament is impressive, and deadly. Couple this with a whoop-ass loadout of 20 missiles, of which four are Tracker MIRVs, and you have one hell of a fighter. Trackers are discussed in the third part of the FAQ, so please consult that to see how they work. F-108S PANTHER -------------- Class: Class B Superiority Fighter Length: 15.33 m Mass: 16 metric tonnes Max Velocity: 600 KPS Min Velocity: 180 KPS Max Velocity using Afterburner: 1350 KPS Afterburner Fuel: 360 Yaw/Pitch/roll: 115/60/116 Degrees/second Weapons systems: Guns: 2 Cloudburst cannons, Chain Ion Cannon Gun Power: 500 Max Gun Recharge: 100/s Missiles: 6 FoF missiles, 6 Artemis ELRIR Missiles Bomber Loadout: 4 Artemis missiles, 4 ELRAR missiles, 2 Light Torpedoes, 36 Mosquito Rocket Pods Decoys: 36 Shield Output: 480 cm Max Shield Recharge rate: 39 cm/s Front Shields: 250 cm Rear shields: 230 cm Armor: 280 cm throughout fighter Core Strength: 200 cm Jump Capable: Yes Authors Opinion: Other than the Vampire, this is probably the best fighter killer you'll get to fly (it outclasses the Tigershark IMO.) Not only that, but this vessel could be classified as a multi-role craft, since it can be outfitted with a quite powerful bomber loadout (these are the times when you're sorry the older WC features of arming your ship are gone.) The gun loadout isn't the best out there, but it sure beats the Tigershark's weaponry, and it is quite good at taking down shields. I am a fan of the Chain Ion Cannons, for they have a good rate of fire, and are quite valuable. The cloudbursts are pretty damaging too, but they do fire at a slower pace. The Panther's shields and armor are reasonably good; they'll keep you safe for a while. However, you'll find that sometimes in heavy dogfights, you'll have to slip out and let your shields recharge some, and then get back into swing. The recharge rates on the Panther aren't fantastic, but they get the job done, and you should be able to stall the enemy for like five seconds, and then get back into the fray (that is if you have the shield's power maxed out, so that recharging goes faster). Use good wingman communication for this purpose (and hope they listen to you.) Overall, I'd say that the Panther is a good ship, and you'll be flying it around a lot. It's not something you can kill 6 fighters with head-on, but it is maneuverable enough that you can dance with the enemy, and kick them in the crotch when you get your chance. Good fighter, but give me a Vamp any day. TB-81S Shrike ------------- Class: Class B Torpedo Bomber Length: 28 m Mass: 18 metric tonnes Max Velocity: 700 KPS Max Velocity using Afterburner: 870 KPS Afterburner Fuel: 360 Yaw/Pitch/Roll: 60/75/85 Weapons Systems: Guns: 2 Dust Cannons, 3 Pulse Particle Cannons, 1 Laser Turret Gun Power: 320 Max Gun recharge rate: 65/s Missiles: 4 FoFs, 4 ELRIRs, 6 Light Torpedoes, 2 Heavy Torpedoes, 36 Mosquitoes, 36 Dragonflies. Decoys: 36 Total Shield Power: 620 cm Max Shield Recharge: 60 cm/s Front Shields: 320 cm Rear Shields: 300 cm Armor: 360 cm throughout craft Core Strength: 250 cm Jump Capable: Yes Author's Opinion: Okay, I'll admit it. I don't like flying bombers, especially not here... Okay so I hate flying bombers more in Falcon 4.0 (where one missile means you're doomed.) Let's see. A good normal speed overall, but that afterburner... it stinks. You won't get far with it, so hope that the enemy doesn't use it too much himself. Your shields are, of course, stronger than on the fighters, but when you have a lot of alien fighters boring in on you, it won't do much good. Then there is the lackluster maneuverability. It's not terrible... but I'll rather go fly in a Piranha than this one. If you do get fighters on your tail, it's hard to shake them off. To help you, you get a very convenient Tail Gun, and for crying out loud it is ridiculous. One, single laser cannon. Consider a Moray following you, it wouldn't flinch at killing you, perhaps it would have to break off once (and that is presuming your tail gunner knows what he's doing, which is often not the case.) One strange thing I've found is that when you control the lasers yourself, they fire much faster. So, in the event of an enemy sneaking up on you, just switch to the tail gun and blast away! This will get them off your tail far sooner. Couple this with all possible speed and you just might make it. On the front, the Shrike has a reasonable armament. It can force any fighters in front of it out of the way with the Dust and Pulse Particle Cannons it's got. And if they really don't move, shoot a couple of rocket pods and they're bound to haul ass. Now that we have arrived at the missile loadout... it's not very good for defending yourself against fighters. You get four Artemis missiles, so if you're lucky that's four fighters less, though you rarely get that lucky. Further more you get 4 rather useless Friend-or-Foe missiles. Unless you have Stingrays or Rays to deal with, they're pretty much last resort weapons. The Shrike does have quite a torpedo loadout. Eight in all, of which six are Light Torps. This will help, since the strike missions in this game usually aren't very easy. Though you don't have any guided anti-turret weapons, you do have 64 rocket pods... and those will come in very handy, though it will require you to take some extra risks. Still, this gives you some breathing room, so that you won't have to rely on the fighters to do everything for you. Overall? Could be worse, being a bomber pilot certainly is a nerve-wrecking affair. Devestator ---------- Class: Class A Torpedo Bomber Length: 36 m Mass: 23 metric tonnes Max Velocity: 460 KPS Max Velocity Using Afterburner: 780 KPS Afterburner Fuel: 120 Yaw/Pitch/Roll: 65/55/90 Weapons Systems: Guns: Heavy Plasma Cannon, Tachyon Cannon, Laser Turret Gun Power: 680 Max Gun Recharge Rate: 87/s Missiles: 6 FoFs, 6 ELRIRs, 8 Light Torps, 4 Heavy Torps, 90 Mosquitoes. Decoys: 48 Total Shield Power: 850 cm Max Shield Recharge: 3,5 cm/s Front Shields: 450 cm Rear Shields: 400 cm Armor: 420 cm throughout craft Core Strength: 300 cm Jump Capable: Yes Author's Opinion: Urf! Agh! Slow! Pig! One piece of advice... stay away from the fighters as much as you can, because they will bite you in the butt if you get anywhere near them. Same drill as with the Shrike. If they get behind you, switch to the Turret (F4) and blast away at them (the turret's got 5 lasers now, so that'll be chocolate cake!), if they get in front of you, unleash the Wrath that is the Plasma Cannon, and hope it hits. It probably won't, but if it does... Also, you still have a Tachyon Cannon, and those are pretty powerful too, so... If anything, the Devestator is quite well-shielded. The problem is that its recharge rate is just... slow, even on max it replenishes a bit slower than the Panther, which is not good, since you need those shields even more. If the shields fail, there's plenty of armor to eat through for the enemies, but still, I like my shields better. Again, no ELRARs on this bird, but you do get the same anti-fighter armament as the Panther, so that means 12 anti-fighter missiles in all (6 Artemis missiles and 6 FoF evil-doers.) Other than that you get 90 (!) Mosquitoes, so if anything heavy is in the way, nail it! It's also well equipped in the Torpedo department, you've got twelve in all, so that means in theory you could kill up to 6 capships on your own, not bad huh? The thing about the devastator is that it's so frickin' large. I'd feel ashamed as a fighter pilot if I missed it, and you should know this when flying the bird yourself. You do get 12 extra decoys, and that does help since sometimes enemy fighters will be ravaging you with FoFs (they're annoying, but not that dangerous.) So try to finish the mission as fast as you can, and seek cover from friendly fighters when needed, because you'll just get nailed otherwise. Also, I think that when you're en route to your target, it's better if you're flying in formation, close to your other Devastators. This way you can do some concentrated damage... and spread the damage around a bit. Oh, did I mention that the Plasma Cannon is also useful against capital ships? Well now you know, so you can kick more capship butt than ever before! Overall, this is the best bomber you could hope for, but with the respawning waves in secret Ops, it's a real pain sometimes. Just stick together and only break up when going on attack runs, and hope the friendly AI is in a good mood, too. 2.2 Non-Flyable Craft --------------------- In this section we'll go over the different craft you'll fight and protect. 2.2.1 Terran Confederation -------------------------- PIRANHA ------- Class: Light Scout Fighter Length: 12.50 meters Mass: 12 metric tonnes Max Velocity: 650 kps Max Velocity using Afterburner:: 1400 kps Afterburner Fuel: 360 Y/P/R: 90/90/135 deg/s Weapons Systems: Guns: 3 Ion Guns Gun Power 280 Max Gun Recharge 45 Missiles: 4 Heat-seekers 2 ImRec Missiles Decoys: 24 Shield Power: 420 cm Max Shield Recharge: 30 cm/sec Front Shield: 210 cm Rear Shield: 210 cm Front Armor: 250 cm Rear Armor: 200 cm Right/Left Armor: 220 cm Core Strength: 160 cm Jump Capable: Yes Author's Opinion: If you played Prophecy, you'll know that you could fly these little craft, and using the right tools/missions you will be able to do so too in Secret Ops. However, in the release version you won't be flying it. To be honest, I think this is a pretty decent fighter, though it should not be used for large engagements, don't expect them to last long. However, they are quite good, in fact I like these better than the Tigershark (sorry, but I hate the Shark profoundly... really.) Its gun loadout may seem light, but keep in mind that the Tigershark only has a couple o' lasers and a chargeable mass driver (from which its main punch comes), so I don't really think this dog is too badly armed. Its missile armament is light, too, however at least there aren't any FoFs. So, to make sure you get kills, get in behind the enemy (your maneuverability should help), weaken the shields, then jam a heat-seeker or ImRec into the enemy fighter. The problem is hat the Piranha doesn't have any ELRIRs, the ImRecs are standard versions, and they're not that great, this means you'll have to be close. As friendly ships they're not that great, since the AI doesn't seem to do so well with this one. Having less decoys than most other craft doesn't help either. F/A-105 Tigershark ------------------ Class: Multi-Role Fighter Length: 13.66 meters Mass: 14 metric tonnes Max Velocity: 552 kps Max Velocity using Afterburner: 1200 KPS Afterburner Fuel: 360 Y/P/R: 75/75/120 deg/s Weapon Systems: Guns: 4 Ion Guns Gun Power 275 Max Gun Recharge: 52.5 Missiles: 4 Heat-seekers, 2 FoFs, 2 ImRecs, 36 Dragonflies Decoys: 24 Shield Power: 460 cm Max Shield Recharge: 34.5 cm/sec Front Shield: 230 cm Rear Shield: 230 cm Front Armor: 260 cm Rear Armor: 220 cm Right/Left Armor: 230 cm Core Strength: 180 cm Jump Capable: Yes Author's Opinion: this one is a little different from the Tigershark you flew during Wing Commander: Prophecy. Gone are the Mass Drivers and Laser Cannons. Say hello to four Ion Guns. this is a welcome change, since I didn't like the gun armament of the Tigershark in Prophecy one tiny bit. Its lasers were punny, and the mass driver cannon (which needed to be charged up) was only useful at certain times. The Ion Guns certainly give you a more useful gun armament all-around. However, its missile loadout has been kept, and that is a bad thing. The Heat-seekers are good, but not as good as an ImRec, and certainly not as good as an Artemis ELRIR. The Tigershark does have a couple of ImRecs, but no Artemis missiles (miracle of not-being-able-to-load-your-fighter-yourself, anyone?), and then you have some rocket pods to play with, good thing too. Overall this means that your anti-fighter capabilities are seriously compromised, and you'll have to watch yourself very carefully. The shields aren't very heavy, though they'll take a bit of punishment, but the fact is that this craft isn't nearly as fast and as maneuverable as the Panther really hurts. What this all adds up to, is a bad fighter. In the SEAD role, it is decent (which means it is more effective than most other fighters), but its inability to take that much of a beating together with its lower top speed makes it dangerous to fly around capships, especially since those capships will be concentrating their turret fire on you. But hey, no problem! You won't be flying them... Excalibur --------- Class: Heavy Fighter Length: 32 meters Mass: 18 metric tonnes Max Velocity: 650 kps Velocity using Afterburner: 1300 kps Afterburner Fuel: 240 Y/P/R: 70/75/70 deg/s Weapon Systems: Guns: 4 Tachyon Cannons, 4 Ion Guns Gun Power: 400 Max Gun Recharge: 78 Missiles: 4 FoFs, 4 ImRecs Decoys: 36 Shield Power: 600 cm Max Shield Recharge: 30 cm/sec Front Shield: 300 cm Rear Shield: 300 cm Front Armor: 110 cm Rear Armor: 110 cm Right/Left Armor: 110 cm Core Strength: 200 cm Jump Capable: Yes This one should be printed into every old Wing Commander fan out there, and I'm not one of them... shame on me. anyway, this one has been around for a couple of games, but now you don't get to fly it. You do however, get to fly missions with friendly wings of Excals, and I can tell you right away that you'll be grateful to see them. First of all, let's go and take a look at its main disadvantage. Once you punch through the pretty good shielding of the Excalibur, there's not much left to shoot at. Its armor is pretty spiffy, and this is why Excal pilots should be very careful not to get hit by two missiles at once, or one ImRec even, since that will affect them badly. However, it does have a decent speed, faster than the Tigershark (can you believe it!) And to top it all off, it has a very good gun compliment with quite a bit of power supply. Four Tachyon and two Ion Cannons should be enough to bring down fiery death onto those alien scumbags. Its missiles aren't great, but better this than a Tigershark... I think. Its FoFs allow it to get four straight Stingray kills (98% of the time), and its ImRecs will give it a chance against other fighters, as long as they're close enough. So, the name of the game is this: When you get to fly with a bunch of these, protect them, it'll be worth it. Don't and they may or may not die rather abruptly. F-66 Thunderbolt VII -------------------- Class: Heavy Fighter Length: 34 meters Mass: 20 metric tonnes Max Velocity: 494 kps Velocity using Afterburner: 1000 kps Y/P/R: 50/50/50 deg/s Weapon systems: Rotational Acceleration 180 deg/s^2 Guns: 4 Ion Guns, 2 Tachyon Cannons Gun Power: 350 Max Gun Recharge: 79 Missiles: 3 FoFs, 3 ImRecs, 1 Light Torpedo, 24 Dragonflies Bomber Missile loadout: 3 FoFs, 3 Light torpedoes, 24 Dragonflies Decoys: 36 Shield Power: 550 cm Max Shield Recharge: 25 cm/sec Front Shield: 300 cm Rear Shield: 250 cm Front Armor: 120 cm Rear Armor: 120 cm Right/Left Armor: 100 cm Core Strength: 200 cm Jump Capable: No Wheeeee! Junk galore! this is absolute crap, in every aspect. Its speed is lackluster, though you can push something out of it using afterburners. Its shields are ... well not bad I guess. Its front shields are comparable of that on the Excalibur, but its rear shield is actually lighter. Its armor has a similar problem. On the front and rear it is slightly more powerful than on the Excal, but on the sides it's actually WEAKER! Can you believe that? Furthermore, its gun compliment is something like a reversal of what the Excal has. You get 4 Ion and 2 Tachyon Cannons, nothing more, nothing less. Then there are the missiles. Only 6 anti-fighter missiles, and if the Thunderbolt is in its bomber configuration, there are only 3. A maximum of three torpedoes, and 24 Dragonfly rocket pods round out the armament. Not very good. I think that in any case the designers should've gone for a full bomber. The fact is, you'll need a turret gunner to keep fighters off your tail, and you don't have it. So what do you do, turn around, your bird is rather sluggish, and it will take you a bit of time before you have fully turned, allowing the enemy enough time to move away. In Secret Ops, there is just no room for the Thunderbolt, but they're there anyway. Cannon fodder. Hades-class Strike Cruiser (TCS Cerberus) ----------------------------------------- Class: Quick Strike Cruiser Length: 777 meters Max Velocity: 350 kps Y/P/R: 5/5/5 deg/s Guns: 10 Dual Tachyon Cannon Turrets, 4 Laser Turrets, Mark IV Heavy Plasma Cannon Turret Strength: 800 cm Missiles: 2x2 ImRec Turrets, 6 Torpedo launchers Decoys: N/A Front Shield: Phase Shields Rear Shield Phase: Shields Bridge Armor: 2800 cm Left/Right Engine Armor: 2000 cm Launcher Armor: 2000 cm Hangar Armor: 2000 cm Crew: 150 Fighter Complement: 30 Shuttle Complement: 4 Marine LC Complement: 2 Jump Capable: Yes So here it is, the ship you'll be based on for the whole of this game. It's a good ship, pretty fast compared to the carriers you've been based on for most of Wing Commander history. It may not have as many turrets as the Midway, but it sure makes up for this by having powerful weapons. There are no less than TEN dual Tachyon Cannons, four laser turrets, and one hell of a plasma cannon. To top it all off, there are missile turrets on that thing too, that will increase its chances of survival, and also some torpedoes to keep the masses happy. You will need to protect this ship from enemy torpedoes though. I'm not a big fan of going after torpedoes themselves, so I'd rather shoot the bombers down before they get a chance to fire. This is not so hard. Basically you stay at the maximum range of the cruiser's turrets, and when the bomber comes in and starts to take fire, go after it, and try to make it move enough so that it doesn't get a solid lock. Or, just pound away at it so that it'll have to choose: 1) Be destroyed or 2) break away and have a slim chance of survival. However, in large engagements this may be hard to do, since you usually only have five other spacecraft to help you out in sticky situations. TCS Midway ---------- Class: Mega Carrier Length: 1830 meters Mass: 200,000 metric tonnes Max Velocity: 80 kps Y/P/R: 5/5/5 deg/s Guns: 25 Laser Turrets Missiles: 6 ImRec turrets, Capship Missile Launcher Turret Strength: 800 cm Decoys: N/A Front Shield: Phase Shields Rear Shield: Phase Shields Bridge Armor: 2000 cm Left/Right Engine Armor: 2000 cm Left/Right Hangar Armor: 2000 cm Left/Right Launcher Armor: 2000 cm Plasma Cannon Armor: 2000 cm Fighter Complement: 252 Jump Capable: Yes Well, what can I say, got to love this ship. :) You won't see this vessel often, but if you succeed in screwing up Leyten, then you'll most likely see her in Sirius. The Midway had an amazing compliment of fighters, an immense plasma cannon, which I haven't seen in action (reminds me, anyone have a copy of Prophecy he'd like to sell? heh), and a lot of laser turrets. I'm not a big fan of laser turrets, but I guess they'll have to do. The ship does have six missile turrets though, plus Capship missiles, so it can stand its own ground against enemy vessels. Other than that, this is one slow pig, but then again, what do you expect? You won't have to worry about protecting her this time around, so just enjoy the view! Oh, and since she has so many fighters, any missions you fly with her fighters will be a blast, since there'll be quite a few of them. Condor ------ Class: Search & Rescue/Refuel Shuttle Length: 48.00 meters S&R Mass: 60,000 metric tonnes Refuel Mass: 62,000 metric tonnes Max Velocity: 325 kps Afterburner Velocity: 600 kps Afterburner Fuel: 360 S&R Y/P/R: 35/20/25 deg/s Refuel Y/P/R: 35/25/60 deg/s Guns: N/A Missiles: N/A Decoys: N/A Shield Power: 2500 cm Default Shield Recharge: 10 cm/sec Max Shield Recharge: 15 cm/sec Min Shield Recharge: 1.0 cm/sec Front Shield: 1000 cm Rear Shield: 1500 cm Front Armor: 100 cm Rear Armor: 150 cm Right/Left Armor: 125 cm Core Strength: 300 cm Jump Capable: Yes These are the shuttles that come and pick up your ejection pod if possible. Other than that they don't play a big role in the game. As you will see from the stats above, they have quite capable shields, and they would need them too Other than that, we can't really say much about them... just hope that when you eject, they come to get you. Pelican Transport ----------------- Class: Transport Length: *???* meters Default Max Velocity: 75 kps Y/P/R: 5/5/10 deg/s Guns: 5 Laser Turrets Turret Strength: 800 cm Missiles: N/A Decoys: N/A Front Shield: Phase Shields Rear Shield: Phase Shields Bridge Armor: 500 cm Left/Right Engine Armor: 500 cm Jump Capable: Yes I think I'm not the only one when I say "I hate convoy escort missions." And hell, it should've gotten better with Prophecy and Secret Ops. The good news is that these 'sports have Phase Shields, so they can withstand normal fighter weapons fire. The bad news is that there are Stingrays in the game. If they cluster and start bombarding it with plasma fire, they won't live long. Add to this that the Stingray clusters fire quite fast and you will understand that you have to be on top of them quickly. The Pelicans do have some laser turrets, but it won't do them much good, really. Lasers are weak, they always have been so in Wing commander, and this is no exception. So, basically when escorting these vessels you'll have two main targets to hunt for: Red Mantas/Skate T clusters who might attempt a torpedo run on the 'sports, and the Stingrays. Slice 'em, dice 'em, whatever, just make sure there are no three alive to cluster up and wreak havoc on the poor transport crews. :-) 2.2.2. NEPHILIM --------------- Devil Ray --------- Class: Space Superiority Fighter Mass: 14 metric tonnes Max Velocity: 845 kps Afterburner Velocity: 1650 kps Afterburner Fuel: 900 Y/P/R: 140/120/135 deg/s Guns: 3 Heavy Gorgons, 2 Light Plasma Cannons Gun Power: 900 Max Gun Recharge: 97.5 Missile Hardpoints: 8 ImRecs, 2 Proteus MIRVs Decoys: 24 Shield Power: 500 cm Max Shield Recharge: 30.5 cm/sec Front Shield: 250 cm Rear Shield: 250 cm Front Armor: 520 cm Rear Armor: 560 cm Right/Left Armor: 560 cm Core Strength: 500 cm Jump Capable: Yes This is it, every fighter pilot's worst nightmare. This fighter has an amazing top speed, top notch maneuverability, good firepower, and is armored like a transport capship. I suppose that its missile loadout isn't all THAT powerful, but it's still a force to reckon with. In a one-on-one dogfight Vampire-Devil Ray, you stand a pretty good chance, but in SO (and having played the WCP demo... ahem... heh) you usually don't get the opportunity to fight in a fair one-on-one with the Devil Ray. The real weak point of this fighter is its shields. They aren't too hard to get through. However, once you have punched through the relatively light shields, you still have a huge amount of armor to eat through, an ELRIR missile would really help at this point. Once the armor's gone, you still have to pummel it a little until it blows. it also doesn't have that many decoys, but that rarely helps you in SO. Oh, and if you have the Cerberus or any other ship along, try luring it in the tachyon/laser fire, so that you can take some extra heat on it. The Devil Ray also has two MiRVs, similar to those found on the Vampire, so do watch your six when they're around... "If you see the flash, it's already too late." Lamprey ------- Class: Shield Killer Mass: 10 metric tonnes Default Max Velocity: 800 kps Max Velocity: 1040 kps Afterburner Velocity: N/A Afterburner Fuel: N/A Y/P/R: 360/75/125 deg/s Guns: 1 Shield Killer Cannon Gun Power: 400 Max Gun Recharge: 120 Missiles: N/A Decoys: N/A Shield Power: 200 cm Max Shield Recharge: 22.5 cm/sec Front Shield: 100 cm Rear Shield: 100 cm Front Armor: 190 cm Rear Armor: 190 cm Right/Left Armor: 190 cm Core Strength: 200 cm Jump Capable: Yes W00t! I like these fighters myself, I think they're hellacool. Apart from that though, they aren't that dangerous really. It's a very nimble little fighter, very fast, but has no afterburner, no decoys, no missiles, and nothing but a shield killer cannon, which I presume is meant to disturb the capships, haven't really seen any of them do anything useful yet. Shooting them down is far from easy, since they're very maneuverable, and you'll have to use your afterburner to stay with them. Getting a missile lock is often a bit hard, except if they're busy doing something else. An FoF missile will work, but I prefer shooting them down manually, since you can use your missiles on other targets instead. They will attack you too, and in that regard they can get a little tricky. Since they drop your shields pretty quickly, other fighters, especially Mantas, can sneak up on you and be a pain in the butt in general. Just swerve and return fire like there's no tomorrow. Manta ----- Class: Heavy Fighter Mass: 14 metric tonnes Default Max Velocity: 500 kps Max Velocity: 650 kps Afterburner Velocity: 1300 kps Afterburner Fuel: 360 Y/P/R: 65/90/120 deg/s Guns: 2 Gorgon Heavy Guns, 1 Light Plasma Cannon Gun Power: 900 Max Gun Recharge: 97.5 Missile Loadout: 3 Cerberus FoFs, 1 Medusa ImRec, 2 MIRVs Bomber Missile Loadout: 3 Cerberus FoFs, 1 Medusa ImRec, 1 Poseidon Torpedo Wild Weasel Missile Loadout: 5 ELRARs, 1 ImRec, 1 Poseidon Torpedo Decoys: 24 Shield Power: 420 cm Max Shield Recharge: 25.5 cm/sec Front Shield: 210 cm Rear Shield: 210 cm Front Armor: 390 cm Rear Armor: 320 cm Right/Left Armor: 345 cm Core Strength: 260 cm Jump Capable: Yes The all-purpose Manta is pretty bad news. Their gun armament is pretty dangerous to you, especially if you're facing two of them head-on. They have a pretty strange missile loadout though. It has three of the pretty useless FoF missiles (you can actually outrun them, that's the cool part), a single Image Recognition missile, and two of the MIRVs. No big deal really. The tricky part about the Manta is that it has three different possible purposes. First is the basic anti-fighter role, in which it is reasonably good, but not great when you're using Space e Superiority Fighters like the Panther or Vampire. The second role is a bomber role, in which case a single Poseidon torpedo replaces the MIRVs. They are actually pretty dangerous, because they are reasonably fast on 'burners, and even without them they aren't that slow either. However it is not as dangerous as in the third role, though you rarely see it. The third role in which the Manta can be used is the Wild Weasel role. Wild Weasel means that the fighter serves as a platform for anti-AA system destruction. What this means is that the fighter will be able to destroy capship gun and missile turrets and shield emitters easier. It does this by having ELRAR missiles, with which you can target these star ship components. You must ensure that these fighters are eliminated fast, because not only do they have ELRARs, but they also have a torpedo! So basically they can skin the capship with missiles, then torpedo one of its components, and then another fighter can take over. However, as I have said before, you rarely see the Mantas with Wild Weasel loadouts, strangely. The weak part of the Manta is its rear, and that's why it isn't that hart to destroy it when it's on a torpedo run. Its shields are pretty thin, and the armor is the thinnest on the aft section, so you can easily blast a missile through the armor and destroy the fighter, as long as you wear it down enough. Moray ----- Class: Medium Fighter Mass: 14 metric tonnes Default Max Velocity: 420 kps Max Velocity: 546 kps Min Velocity: 126 kps Afterburner Velocity: 1100 kps Afterburner Fuel: 360 Y/P/R: 80/60/100 deg/s Guns: 2Heavy Masers Gun Power: 300 Default Gun Recharge: 140 Max Gun Recharge: 210 Min Gun Recharge: 14 Missile Loadout: 3 Cerberus FoFs, 1 Medusa ImRec Decoys: 5 Shield Power: 275 cm Default Shield Recharge: 13 cm/sec Max Shield Recharge: 19.5 cm/sec Min Shield Recharge: 1.3 cm/sec Front Shield: 125 cm Rear Shield: 125 cm Front Armor: 260 cm Rear Armor: 300 cm Right/Left Armor: 280 cm Core Strength: 180 cm Jump Capable: Yes Oh dear, these are just pathetic fighters. If you can't take these on, say goodbye to your Secret Ops career. Their shields are very thin, and if you take 'em head-on, you'll have less armor to worry about, so that might be a better idea. The craft's speed is pathetic, its maneuverability is below par, and its weapons aren't that great either. Its armament consists of two Heavy Masers, which it can fire almost constantly. Its missile loadout is the same crappy loadout as the Manta except for the MIRVs. So basically, blast it to pieces and do a victory role! Ray/Remora ---------- Class: Interceptor Cluster Mass: 10 metric tonnes Default Max Velocity: 420 kps Max Velocity: 546 kps Min Velocity: 126 kps Afterburner Velocity: N/A Afterburner Fuel: N/A Y/P/R: 65/65/90 deg/s Guns: 2 Heavy Masers Gun Power: 600 Default Gun Recharge: 50 Max Gun Recharge: 75 Min Gun Recharge: 5.0 Missile Loadout: 3 MIRVs, 5 Mines Decoys: 24 Shield Power: 1050 cm Default Shield Recharge: 17 cm/sec Max Shield Recharge: 25.5 cm/sec Min Shield Recharge: 1.7 cm/sec Front Shield: 600 cm Rear Shield: 425 cm Front Armor: 500 cm Rear Armor: 375 cm Right/Left Armor: 450 cm Core Strength: 300 cm Jump Capable: Yes *Remora* Class: Interceptor Drone Default Max Velocity: 380 kps Max Velocity: 494 kps Min Velocity: 114 kps Afterburner Velocity: 1100 kps Afterburner Fuel: 360 Y/P/R: 100/100/130 deg/s Guns: 2 Light Burst Masers Gun Power: 100 Default Gun Recharge: 35 Max Gun Recharge: 52.5 Min Gun Recharge: 3.5 Missile Loadout: N/A Decoys: 5 Shield Power: N/A Default Shield Recharge: N/A Front Armor: 8 cm Rear Armor: 8 cm Right/Left Armor: 8 cm Core Strength: 10 cm Jump Capable: No 4. WALKTHROUGH -------------- It's time to kick ass and chew bubble gum, and as usual, we're all outta gum. But we have something else to chew on now, bugs! And I assure you, there are enough of them in this game. Let's get to it. 4.1 COURAGE SYSTEM ------------------ You won't do too much in this system, but the missions can get pretty intense, especially the third one if you failed to complete mission 1. Ready? you better be. Mission 1: The Capricious Carrier Game Briefing: The following information is classified: Your wing will provide close escort and tactical security during Cerberus' maiden voyage. Patrol this route. Cerberus will use your NAV system data to calibrate her jump detection software. Author's Notes: This is just a "standard" patrol, and it doesn't seem like command is expecting you to run into anything. You only have to hit two nav points, which is a rarity in the game, so don't get comfortable just now please. your wingmen are Zero and Maestro, and you have support from Spyder and his wing. As in a lot of the missions, Spyder gets all the women for himself, lucky SOB. You're all flying Panthers, so don't worry about taking too much punishment, it's really easy compared to what you'll have to do later. Objectives: Patrol all NAV Points. WALKTHROUGH: You'll launch from the TCS Cerberus, your home for the duration of the game, and be greeted by your fellow pilots. Time to play hero again. Autopilot to NAV 1. It will look as if nothing's happening out here, but that thought will only stay in your mind for a couple of seconds, as suddenly you're swarmed by enemy fighters. Holy shit! No sweat though, the fighters you'll be facing are only slightly outnumbering you and you outclass them. You can use a couple of missiles but try to spare them up because you're going to make some high-value kills later. Missiles destroy the light fighters too easily anyway. *grin* Oh, and don't forget to order your wingmen to break and attack (ALT+B). Once all the bugs are smashed to pieces, there'll be some chatter from your wingmen about what the heck is going on... well, what do you think? Now, let's get on with it shall we? NAV 2 coming up. Here you will encounter your first Manta Heavy fighters. I hate these... no really I do. They're pretty tough and their guns can kick some serious ass. However the good news is there are only four of them here, and heck, you're in the Panther so why should you care? The important fighters to kill, however, are the two Moray medium fighters you saw earlier in the first NAV point. They're trying to flee from battle towards wherever they came from to tell their friends we're here. I'd destroy them if I were you, even though the Mantas can really demand your attention at times. Order your wingmen to go after them if you can't do it yourself (select target and press ALT+A). Once the Morays are dead, it's time to clean up. Slam any remaining missiles you have up some enemy's tailpipe and enjoy their death cry. The Panther is great isn't she? *sarcastic smile* Aaah. Anyway, back to business. The floor should be cleaned rather quickly, so return to the Cerberus, and get a "Not too bad" comment from the ship's comm officer...what's up with that? Ah well, just land. Mission 2: Scramble/Ambush This is a scramble mission, so just launch! Just for the record, you're flying Wasps here, and you get the usual Zero-Maestro wing combination, while Spyder enjoys the women. Spyder and his Bravo wing fly Panthers... I would let them handle the capships here. Objectives: Defend Cerberus WALKTHROUGH: W00t! look at that frickin' force coming for ya. Looks like the aliens brought a few corvettes along, I like those. Just to let you know, don't worry about the Cerberus too much, she should be able to hold her own, your primary concern is keeping yourself and your wingmen in space to fight another day. The Wasps are good against those slow bombers and against the enemy fighters, but if you're swarmed, there is not a lot of hope for you. Also, don't think about going for the 'vettes too much, deal with the fighters first. There'll be two waves of enemies, and the Lampreys coming with both waves are a pretty rare thing in this game, so there. I'd go with full guns here most of the time, you're outnumbered enough as it is. If there were a fighter I'd tell you to go after first, it'd have to be the Mantas. Yeah, I know I'm a freak, but there are four of them, and at the start there aren't too many fighters yet so take the opportunity to blow them to pieces right away with help from your wing. It's very variable what the Panthers will do. Sometimes they'll go after the Corvettes, though usually they take on fighters first. Spyder is a pretty good pilot, he should keep things in line on his side of the turf. There are a few Skates here, but they're nothing compared to what... oh shit! Here they come! Here comes another wave of bugs. They brought more lampreys, Morays and lots of Skates. You better watch yourself. One thing you can do is lure them into range of the Cerberus and let it wreak havoc on the enemy fighters. It works wonders. There are quite a few Tachyon turrets on that thing, and a plasma turret, which can really eat up enemy shields and armor. Try to do this, because otherwise if you engage them alone you'll be in a lot of trouble. Now, if you want to go after the 'vettes, here's the way to go. Your ship has swarmer pods, and you're going to use them for what they're best. Get in range and launch, keep your laser on target, and BAM! That should cause some damage. You have eight pods, so don't be shy with them on the corvettes please. Add some of that Chain Ion/Dust cannon goodness and they should go down pretty easily. I'd keep the ImRecs for fighters though. Once everything is destroyed, breathe a sigh of relief and land, you ain't seen nothing yet though, but at least you're out of the Wasp. It's a good interceptor, but not good against enemies that outnumber you greatly. Mission 3: Straight on out. OR: The Long Way Out. IMPORTANT: The course of this mission depends heavily on how you performed in your first mission. If you failed, you'll face a shitload of enemy fighters against Cerberus and the six of you. If you succeeded you'll only have four fighters, but they're all under your command and there's a lot less you have to kill to succeed, and believe me it is so much easier. A. Success in mission 1: Game briefing An alien presence in this system has been confirmed. To maximize our chances of survival, we must reach the jump to Ella system. Failure will mean being trapped in this system by an unknown number of alien forces. Escort Cerberus to this point. Due to Alpha wing's quick action, we should be able to take a straight and fast path to the jump. Author's notes: See how doing some easy tasks in the past will sometimes save your sorry ass in the future, same thing with this mission. The women are left at home for this mission, so you, Maesstro, Zero and Spyder fly Panthers into the fray. The opposition won't be too heavy, as you have quite a few Tachyon cannons on Cerberus supporting you. It would've been nice if the Vampires came along, but they don't so that's it. WALKTHROUGH Alright, let's get this show on the road. This is your first real escort missions o let's start by giving you a few pointers. - Whenever fighter cover isn't too heavy, especially concerning missile carrying fighters, go straight for any bombers, they are your priority. If fighter cover is overwhelming, try using your escort ship as protection if it has guns. In this case, the Cerberus makes for a nice thing to find cover under. - To kill a bomber effectively, I like staying right on the bomber's tail, blasting its shields to nothingness, damaging their armor some, and then launching a missile to finish the job fast. This isn't that easy to do since the alien pilots are pretty aggressive, but when they're on a torpedo run they can either be destroyed or have to break off and face more of your fire aswell as turret fire... being a bomber is a tough job, isn't it? - The "bombers" you're hunting aren't really bombers, but more like fighters with a bomber loadout, the Panthers can have this aswell. This has one advantage, and that is that there's no tail gun to worry about. - Use the Cerberus' turrets to your advantage. If you can draw fighters to the plasma cannon range, you can really chew the enemy fighters up quickly, but even so the turrets are quite effective, and every now and then the Cerberus will fire an ImRec to help you out. Just make sure no bombers get a solid torpedo lock or things might turn ugly fast. Okay, now for the exact walkthrough... NAV 1 is no problem, but don't use your missiles yet, you'll be able to handle it just fine. Blast the feeble Morays and Skates to bits, and use the Cerberus for added fire support, since the fighters can't do much to damage the cruiser. NAV 2 is a lot tougher though. First you face about nine fighters, but try not to be distracted. Find and eliminate the Red Mantas, then get the other two Mantas ASAP. Then, mop up all the weak fighters, if they haven't been splashed already. Now, the next wave jumps in. Splash the new Red Mantas using missiles to get them faster, go for the other Mantas next. Now get the rest of the fighters, but try to have some remaining missiles once you're done with them. Use covering fire from Cerberus if you're taking a beating from all the fighters. Once you're done, take a moment to breathe, then move on. At NAV 3, you're facing about 6 Morays and another pair of Red Mantas. Show 'em how it's done, and unload some missiles on those Mantas then finish them off. Once they're down, it's time for a turkey shoot! Eliminate the Morays in short order and you're done. Land on Cerberus, and rejoice that you didn't fail in the first mission, for those who did were facing hell itself in their version of this mission. B. The long Way Out This version of the 3rd mission is hard, very hard. There will be fighters, bombers, and ... Devil Rays, lots of 'em. Strap in tight, because you're about to go on one of the toughest rides of the game! First of all, it is interesting to note that the fighter setup is a bit different than in the easier version of this mission. There are now two wings of fighters, the first is a wiing of Panthers, which you lead, the second one is a Vampire wing, under Zero's supervision. This will help, but there's just too much outt here to feel reassured. It starts when you take off. A strike force of 4 Stingrays and 2 Red Mantas will show up. Engage the Mantas first, but be on the look-out for clustering Stingrays. Don't worry too much though, since you're not outnumbered in this initial fight, so you should be able to win this one without a hitch. Once you're done, and Maestro is finished venting his frustration, get ready to move on! Nothing harmful for Cerberus at Nav 1. Two flights of fighters, one holds MOrays, the other Manta heavies. Use Cerberus to cover you, there's no need to lose hull integrity in this area. If any of your wingmen is in trouble, help them out, you'll need every single energy weapon and missile in this fight you can have; Do your best to use Cerberus' weaponry to your advantage, and reduce the alien fighters to pulp. At NAV 2 you'll start facing some serious opposition. Let your wingmen engage the Mantas as you enter the area, and engage the Devil Ray yourself. Feel free to weaken it with an Artemis missile, but be warned that moer is on the way. Once the Devil Ray is down (with or without help from Cerberus), finish up the Mantas, as more fighters will start entering the area. This second wave is easier in that the fighters accompanying the Devil Ray are MOrays, so your wingmen shouldn't have much trouble with them. Do your best to take out the Devil Ray, use your wingmen if you need to! The Morays won't do too much. Lots of fighters at NAV 3. Immediately go after the torpedo bombers. Break up the Skate T clusters by any means necessary, so that you can high-tail it back to Cerberus and use it as cover against the Devil Ray and all the other individual Skates and Morays. This area can be very hazardous to your wingmen, try to focus their attacks so as to keep them alive (as in, don't let them go too far away, where they might fall prey to a horde of fighters). Hopefully you will survive this one, we're not out of the woods just yet. NAV 4 is very similar to NAV 3. AGain, go after the Skate Ts and destroy them quickly! Watch out for the Devil Ray, don't le tit interfere with your bomber-hunting. Once the Skate Ts are disengaged, fall backand hold off the alien onslaught... are you feeling sad that you didn't win mission 1 yet? ;-) Quite a few fighters here, but you can't worry about that right now. Engage afterburners and splash the Stingrays ASAP! Use any remaining missiles you have on them, since they don't have any decoys if you want to make it quicker (especially handy when they have clustered). Don't fail now, you've gotten this far! Watch out for the Mantas at this point, you're likely to have sustained some damage, so use Cerberus as best you can... any remaining wingmen are to be used effectively (where's the FreeSpace 2 comm system when you need it?!) Don't worry about the Hydra in this area, I'm not exactly sure what to make of it, just leave it there. Once you're done, stretch, clean any sweat off your hands, and prepare for the next mission One final note: Be very weary of missiles. Lots of fighters means lots of missiles that may be fired at you. One alien tactic I have often encountered is the firing of all their FoF missiles right after eachother. They don't take a lot to confuse, you can even outrun them, but at close range they can be dangerous. Watch your back! Mission 3: Visit to Aunt Ella Scramble! Scrabmle! It's you, Maestro, Zero and Spynder, al in Vampires! Whoopee! Objectives: DEFEND CeRBERUS Get ready, this is another scramble, and the aliens are bringing a bunch of their best fighters to destroy you... WALKTHROUG: As you launch, you'll find yourself facing off against an advance force of alien fighters. There's a flight of Morays, a flight of Devil Rays and a wing of Skate B interceptor clusters. Go head to head with the Devil Rays, and let loose with full guns, and give them a missile close-up. Spare your Trackers for now, they'll come in handy later. Try to take out those Devil Rays quickly, it'll make life a lot easier. Chances are one of your wingmen has already splashed one of the Skate clusters, so there'll be more Skates... more for the killboard! Slice 'em, dice 'em, shoot 'em full o' holes... *cough* Right, back to the real world, alright? Really, the first wave shouldn't be very hard once you have the Devil Rays rounded up, use Cerberus' Tachyon and Missile fire for additional support if need-be. Once the advance force is on its knees, in comes the real strike package... and no, there are no torpedo bombers in it. Instead there are 6 Stingrays, which means two possible clusters if you don't act fast. The usual escort of Devil Ray and Moray flights are with them, just to keep you busy. Show them how wrong they are by lobbing some MIRVs in the direction of the Stingrays, watch the fun, then finish up any remaining fighters. Or in any case, make sure there are less than 3 of them when you disengage. Now, go after the Devil Rays, unleash everything you have against them, they deserve to die. Use your wingmen for support, the Devil Rays are the most important targets in the area, and using 4 Vampires is always handier than just one... Once the Devil Rays are out of commission, clean out the area of any stray Moray/Stingrays. With that, the Cerberus will make its way to the Ella System, which ends your mission, congratulations! 4.2 Ella System --------------- Mission 1: Fresh Start *insert klaxon sound here* SCRAMBLE! What a title... Fresh Start, yeah, right. :D There are two wings of Panthers, you lead Maestro and Zero, while Spyder takes command of his wing with Stiletto and Amazon. Objectives: Escort and Defend TCS Cerberus Don't worry, this is not "just another scramble." WALKTHROUGH: Here we go! It starts out with another little turkey shoot. Bore in and kill Morays, kill them all, and laugh at their feeble attempts to outmaneuver you. Even the fact that there are nine of them doesn't change anything, all they can do is get killed by Cerberus if they get past you and your fighters. Do not, under any circumstances, waste missiles. It's not worth it, believe me. Cerberus decides that they don't want you getting your kills so easily, so they give you new nav coordinates. AT Nav 1... guess what, another turkey shoot! And now there are even MORE Morays... and one Manta. Just take that out first, then go and enjoy yourself at the target range. If you start feeling sorry for Cerberus, feel free to give her some potshots at the Morays, so that the turret gunner son there can get some practice. Once you're done, recharge any shields that might have gotten beaten down, then move on to the next point. And yet another turkey shoot, though you'll have to splash some torp bombers first, there's a pair of Red MAntas you need to take down. Don't waste any time with them, just tail them and blow them to the 11 dimension. Then, it's time to have some more fun with Morays. Kill, kill, kill! The next Nav is a little more complex, there's a Red MAnta here that can damage Cerberus, and there are Stingrays here too. I tend to send my wingmen after the Red Manta, while I go and clean out the Stingrays. This usually goes something like this: use full guns on one of them, FoF missile another, then destroy a third. this will be suficient for now. Go and help out anyone in trouble, then clean out any pockets of resistance. The Mantas might try something stupid, as might the Stingrays, so watch your back. Nav 4 is annoying. There's a Devil Ray that will cause as much trouble as it possibly can, and you have two torpedo bombers to splash, so concentrate on them, then take on the Devil Ray. RElease every bit of fury you have left on it, missiles galore! There are also two Mantas in the area, but they shouldn't cause too much trouble as long as you be careful. That's it! Land and rejoice! Mission 2: Unfriendly Terms Navpoint patrol. Briefing: Several patrols will be launched by the Cerberus, so we can ascertain the enemy strength in this system. You will lead your Alpha wing, and patrol these points, clearing it of any enemy craft. Once your patrol is completed, you will be cleared to land. You're flying a Panther, with Zero and Maestro as wingmen. Objectives: Clear all Nav points. WALKTHROUGH: Alright, this can actually be a tricky mission, as you'll need to watch out for your wingmen. Let's get to it. Nav 1 is populated by a flight of Morays and a wing of Mantas. You're outnumbered, but the real threat is the Manta wing, so position yourself behind one of them and blast away. Try to eliminate them quickly, and keep yyour wingmen close. Concentrate your attacks so that you can finish the Mantas quickly. Once you're done, it's just regular clean-up duty for you. Splash the Morays and move on. NOTE: You can use one or two missiles here, but try to save as many as you can, you'll need them later on. Nav 2 is a fun little turkey shoot, but you have to be careful with your wingmen here. Clustered Stingrays tend to whip them good, so for their sake break them up quickly. Then it's just obliteration duty, it shouldn't be too difficult really, just be careful of the plasma cannons. At Nav 3 you'll be assisted by a flight of Excaliburs, rejoice! The Excaliburs are good company, because they have Tachyon cannons that can eat through aliens, but you'll have to cover them. As you arrive, there's quite a significant fighter presence in this area. It can be a little challenging to decide what to attack first, but I say go after the Mantas, and try to use guns only, or one or two missiles. If you do use missiles, make sure they hit, everys hot counts. Once you're through with the Mantas, race after the Stingrays. Chances are one has clustered already, except if your friends have decided to take them on themselves, in which case there might not be any left. There's a flight of MOrays here aswell, they shouldn't pose too great a problem. One note on the Excal is its weak armor. If an alien punches through the shields, it'll be very easy for him to finish the Excalibur off, so be careful. It's imperative that you have some left to go to the fourth Nav point. Nav 4. Bingo! The motherload! Well, not really, but there's a Devil Ray in here, and it'll eat up the Excals if you're not careful. Unleash your wrath upon it, use missiles at will, bring it down ASAP. Once it's down, go after the Stingrays, then the Morays, the usual. Once the aliens are dead, form up and proceed back to Cerberus. Activate autopilot landing and crack your knuckles for the next mission. Mission 3: Deep Strike One Yes! It's your first strike mission, let's whip it! Briefing: Ella starbase is within range of our coded transmissions. Patrols from her defense squad report a Destroyer-class alien vessel in this area. Follow this NAV route and eliminate any capital ships you encounter. You're flying a Shrike Torpedo Bomber, accompanied by Zero and Maestro. bravo wing consists of three Panthers, piloted by Spyder and his gang. Objectives: Eliminated Orca-class Destroyer Eliminate bombers en route to Ella Starbase Destroy Triton-class transports (secondary objective, not critical) This can be a complex one, folks, good lck. WALKTHROUGH: Saddle up, we're moving out! Remember that you can use the turret manually by pressing F4, however this means you'll lose control of the cockpit functions (like front weaponry/missiles). At Nav 1 you're intercepted by a group of Morays anda wing of Mantas. In this area, I recommend staying away from the fighters, just give fire support to the Panthers engaging the enemy. Use full guns and wear them down, but DO NOT at any circumstances use missiles, you'll need them at Nav 2, count on it. If an enemy pulls up behind you, switch to the turret and beat them off (or at least try to), cry for help if you need to. You'll be contacted by Cerberus once Nav 1 is clear. The captain will tell you that Ella Starbase is under attack. If you encounter any bomber craft, you are to engage and destroy them. Guess what will happen next. :) Here comes Nav 2, the critical point to this mission. There's a pretty large group of MOrays here, however your objective is to attack the Red Mantas. AGain, where's the Freespace 2 comm system when you need it. :) Whip out the Artemis missiles, activate burners and assign a target, preferably the Manta you probably won't get to quickest. Then engage the closest Manta. Beat it up some, finish it off with an Artemis. Rince and repeat with the second Manta, then render any assistance with the third (a third missile will hopefully do the job). Phew! Now, time for some MOray-blasting, if the others haven't cleaned them outyet. Once everyone's dead, move on. A total of FIVe capships awaits you in Nav 3, as well as two groups of fighters. However you're not alone in this, a wing of Excaliburs and a wing of Thunderbolt heavies joins you. Start by engaging the fighters, especially the Mantas. There are quite a few of them. USe up your remaining missiles (you can use rocket pods also if you feel like some neat fireworks). Once you're ready with the Mantas, it should be safe enough to start doing some capship-hunting. Start by looking at the corvettes. If one of them still lives, pull up behind it and blast away, it shouldn't last long. Once both of them are out of commission, move on to the destroyer. Chances are it's already destroyed or nearly so, so you'll probably miss out on that one. However there are also two Triton transports roaming about. The turret defenses on these ships are especially good, so strafe them with gun and rocket fire to skin them of at least some of the turrets. Then, line pu a Lance or PIke torpedo, and let loose. Destroy both components to destroy the entire ship. Do the same with the second transport (call in your wingmen if you need support, like when you've run out of torpedoes due to unsuccessful launches). Once everything is destroyed or burning, it's time to go home. Alternatively, you could just leave those Tritons, as they're not crucial to the success of your mission. This can be especially handy if you took a beating along the way, and you don't feel confident about going up against heavy turret fire. Once you're done, land on Cerberus. If you fail this mission, your gameflow will be a little different in this episode, I will cover this near the end of the section of the Ella System. Mission 4: Phase Focus It's an escort mission, brillian! Briefing: The TCS Tereshkova, a Plunkett-class cruiser, and two Murphy-class destroyers will be jumping in from the Vespus system shortly. Patrol the area between the Cerberus and this jump point eliminating all hostile forces encountered. Rendezvous with the Tereshkova at the jump point and escort her back to Cerberus. You're flying a wing of Panthers, three Nav points. Thcruiser and destroyers are atNav 3. Zero and Maestro are on your wing, as usual. Objectives: Escort and defend the cruiser and destroyers WALKTHROUGH: Right, this mission is pretty cool, since you're going to escort a group of well-armed capships. They can kick serious butt, so watch closely.:) Right, off we go to Nav1. Here we have a flight of Morays and a win gof Manta heavies. Go for the Mantas, it shouldn't be all that hard. try to save missiles, you'll be begging for them later! Nav 2 is a turkey shoot. There's a group of Skates and Morays here, about ten fighters, you shouldn't have any trouble here. Again, save your missiles, just destroy everything with guns. Nav 3 is the crucial point. Aftera little while, a strike force will jump in. There are quite a few strike fighters in it too, with a horde of Red Manta torp bombers and a flight of Stingrays. Go for the Mantas first. Beware that there are Devil Rays in the area, and they may try to sneak up on you. Right now you're main task is to bring down the torpedo-carrying birds as fast as you can. Beat down the shields of one Red Manta, damage it a little, then fire a missile up close. You've got the help of two friendly fighter groups (Excaliburs and Tigersharks), so you shouldn't have to do it all yourself. Once you have the Red Mantas rounded up, scan for any remaining Stingrays, and taike care of them. Last but not least, there might be a Devil Ray remaining, so use any remaining ordnance you have on it. It is possible that one of the ships takes some damage, just make sure they're not destroyed. Also, these ships can deliver some serious covering fire, especially the plunkett-class cruiser. If you want, you can use this to your advantage. Once you're done, form up, you're RTB. Mission 5. This is where it branches off. If you failed in "Deep StrikeOne", go to the "B" section of this mission for more info. A. Backyard Sweep Escort and defend... Briefing: Sweep this NAV route alongside Cerberus. Protect the cruiser on approach to the Cygnus jump point. Clear all NAV points of alien craft. You're flying Panthers, and Bravo wing supports you, also in Panthers. you get the usual wingman setup. Objectives: Escort and defend Cerberus WALKTROUGH: this mission can get a little tricky as the enemy will throw all sorts of enemies at you. Good thing there are six of you. Nav 1 is a cakewalk. Intercept the Red Mantas (it owuld be betterif you kept your missiles for now), concentrate fire and watch them explode, there are only two ofthem anyway. If there are any remaining Morays, add them to your kill score. Nav 2. This one isn't so hard either, and you don't need missiles for it. Ignite the burners and go after the Stingrays. Obliterate them one by one, and immediately break up any formed clusters. Try coordinating attacks with your wingmen so as to destroy more enemies at the same time, forget thekillboard will ya? :) Once all of the Stingrays are down, mop up any stray Morays, then move on. Here comes Nav 3. you'll have to make a decision here. I usually send my wingmen after the Red Manta, while I engage the group of Stingrays. Alternatively, you can pull up behind the Manta, heat it up then blast it apart with a missile, then coordinate fire with your wingmen to take out the Stingrays. You'll also get more help from Bravo, since there's only a couple of MOrays down here. Once you're done, prepare forNav 4. This one is crucial. We've got two possible clusters of Stingrays and two torpedo bombers, what to do, what to do? Overall, it's better to take out the Red Mantas first, but do it quickly! TheStingrays will be quick to act. Use missiles freely here, and remember that one missile at a Stingray is a DEFINITE hit, it CANNOT miss, unless energy weapon fire detonates it somehow. There's alsoawingof Morays here that might try something stupid, so be careful. Once you're done, you'll be cleared to land. B. The Unwelcome Up you go, defend Ella and get Cerberus near the Cygnus jump point. Briefing: Ella Starbase is under attack. You will engage anddrive off the enemy, then escort the Cerberus to a position near the Cygnus jump point. You're flying Panthers with a bomber loadout, and so is Bravo wing. This means you have torpedoes, as well as rocket pods... killing fighters will be quite a bit harder though. Objectives: Defend Ella Starbase Escort and defend Cerberus WALKTHROUGH: Oooh... painful. This mission can be tough, so watch out!. When you reach Nav 1, open our Nav map and have a looka t the situation. There's a destroyer in this area, which will haveto be taken care of, however that is not of immediate concern to you. Search out the pair of Red Mantas, and go after them immediately. There are quite a few other fighters down here, including a flight of Devil Rays, but then again, you're not alone. A group of Excalibburs and a wing of Thunderbolts are also here to help, so they'll distract the enemy long enough for you to destroy the threat to Cerberus and Ella for the moment. Now it's time to at least partially destroy the fighter opposition, especially the Devil Rays really neat some ass-whipping. Use Cerberus for supportif you can, and use thos rocket pods, they can be devestating. Some would say it is better to go for the destroyer right away, I don't agree. Usually it will be destroyed rather quickly, since there quite a few torpedo-carrying carft, and if you keep the fighters away, it will make their job so much easier. If you go at the destroyer right away, you risk being picked upon by the Devil Rays and/or a group of Skates, which is bad. Also, there are Red Mantas which can be threatening to both of your objectives. If you're paranoid about the Orca firing its Capship missile batteries, stay near it and intercept any that are launched. Speed is crucial, and when I play this mission, I try to provide that speed to my companions. Once everyone has been taken out, recharge your shields and weapons and engage autopilot. Nav 2 is pretty easy. Make sure the Stingray threat is taken down suickly, then finish off any other opposition. Moving on.. Nav 3is also pretty easy. Send your wingmen after one of the Stingrays, and engage the Red Manta. Make liberal use of your rocket pods, you'll eliminate it quickly. Once you're done, help out your wingmen and kick the aliens in the crotch, hard. Nav 4. I used the same strategy as in Nav 3 with success. Hopefully you will still have one or two Artemis missiles left, so once you're done with the Red Manta, quickly space out any remaining Stingrays, then mop up the Morays. Good work, pilot, you're getting good at this game... though you ain't seen nothing yet. Mission 6: Path to Cygnus Gotta move on... Briefing: Friendly Ships Bravo Wing (Panthers): Spyder (Wing leader), Stiletto, Amazon Briefing Cerberus will now attempt to jump into Cygnus. Alien forces are in pursuit and may over-take our position near the jump point. Escort Cerberus along this route as quickly as possible. If Cerberus can reach the jump point before the majority of the alien fleet arrives, we will be able to enter the Cygnus system undetected. We're flying Panthers again, with the normal loadout and usual wingmen setup. I'm getting sick of Maestro. :P Objectives: Escort Cerberus to the Cygnus jump point.; Eliminateall alien craft. WALKTHROUGH: Once you move into Nav 1, you'll be attacked by enemy fighters, the advance force of a strike group. It's quite a large force, but the Mantas are the only craft of concern, so take them down, worry about the MOrays later. At some point, a wing of Red Manta torp bombers will flood in, together with a large MOray escort. Seek and destroy, use missiles at will. Once the second wave hits, Cerberus will tell you that its no use, you'll have to retreat to Talos. Once all the enemies have been obliterated, it's time to move. Head over to Nav 2. Nav 2 is pretty easy, just clean out the Stingrays and Cerberus will be safe. USe covering fire from Cerberus to take down the Devil Ray, then destroy any remaining Morays who might try something. Cerberus will jump to Talos, mission accomplished! (More coming soon, please wait.) 6. Final Words -------------- My thanks go out to: - You, the reader, for checking this FAQ out. - Origin Systems for developing this great game... and I plead for a next Wing Commander instalment. - CJayC for maintaining one of the best FAQ sites on the net, if not the best, and for posting this guide of course. - Wing Commander CIC for simply being the best resource for any Wing Commander fan out there, thank you. I also thank them for posting exact stats on ships and weapons in the game. Full credit for these stats go to them. - Life, for being a nuisance in general.