Wing Commander II: Vengeance of the Kilrathi Unofficial Strategy Guide and FAQ by Kasey Chang (ksc1@aol.com) released April 21, 2002 ================= 0 Introduction 0.1 A word from the author A quick browse through the gamefaq.com shows that there despite the age of Wing Commander 2, there is no FAQ for it. So here's my version. This is a FAQ, NOT a manual. You won't learn how to play the game with this document, and I'm NOT about to add it to ease the life of software pirates. This USG only covers the PC version since that's the only version that I have. Some of you may recognize my name as the editor for the XCOM and XCOM2: TFTD FAQ's, among others. Should you like this guide, please donate $1.00 to my Paypal account ksc1@aol.com. If you don't want to read the standard legalese, skip to [1.0] now. 0.2 Terms of Distribution This document is copyrighted by Kuo-Sheng "Kasey" Chang (c) 2002, all rights reserved excepted as noted above in the disclaimer section. This document is available FREE of charge subjected to the following conditions: 1) This notice and author's name must accompany all copies of this document: "Wing Commander 2: Unofficial Strategy Guide" is copyrighted (c) 2002 by Kasey K.S. Chang, all rights reserved except as noted in the disclaimer." 2) This document must NOT be modified in any form or manner with one exception: if you wish to convert this document to a different file format or archive format, with no change to the content, that is permitted. 3) No charge other than "reasonable" compensation should charged for its distribution. (Free is preferred) Sale of this information is expressly prohibited. If you see any one selling this guide, drop me a line. 4) If you used material from this, PLEASE ACKNOWLEDGE the source, else it is plagiarism. 5) The author hereby grants all games-related web sites the right to archive and link to this document to share among the game fandom, provided that above restrictions are followed. You are under NO obligation to send me ANY compensation. However, I do ask for a VOLUNTARY contribution of one (1) US Dollar if you live in the United States, and if you believe this guide helped your game. If you choose to do so, please make your US$1.00 check or $1.00 worth of stamp to "Kuo-Sheng Chang", and send it to "2220 Turk Blvd. #6, San Francisco, CA 94118 USA". Or if you prefer Paypal, please donate $1.00 to Kasey Chang at ksc1@aol.com. If you don't live in the US, please send me some local stamps. I collect stamps too. 0.3 Distribution This USG should be available at Gamefaqs (http://www.gamefaqs.com) and other major PC game websites (such as gamesdomain.com, gamespot.com, gamecenter.com, etc.). I personally only release it to Gamefaqs.com so if you find it anywhere else, they got it from gamefaqs.com. To webmasters who wish to archive this FAQ on their website, please read the terms of distribution in section 0.2. It is quite clear. In case you can't understand it, it says "no modifications". This means you may NOT modify any bits of it! Read that carefully. It says exactly what it says. 0.4 Other Notes There is no warranty for this unofficial strategy guide. After all, it depends on YOU the player. All I can do is offer some advice. PLEASE let me know if there's a confusing or missing remark... If you find a question about this game that is not covered in the USG, e-mail it to me at ksc1@aol.com. I'll try to answer it and include it in the next update. 0.5 The Author I am just a game player who decided to write my own FAQs when the ones I find don't cover what I want to see. Lots of people like what I did, so I kept doing it. Previously, I've written Unofficial Strategy Guides (USGs) for XCOM, XCOM2:TFTD, Wing Commander 3, Wing Commander 4, Spycraft, 688(I) Hunter/Killer. Mechwarrior 3, MW3 Expansion Pack, Need for Speed: Porsche Unleashed, Mechwarrior 4 and MW4: Black Knight, DS9: The Fallen, Rally Masters, and more. If you need to write me, send e-mail to ksc1@aol.com. (Any spam will be reported to respective authorities). 0.6 Disclaimer/ Copyright Information Origin, Wing Commander, the distinctive Wing Commander logo, Secret Missions, Special Operations, Vengeance of the Kilrathi, Heart of the Tiger, Privateer, Wing Commander Academy, and Wing Commander: Armada are trademarks of Origin Systems, Inc. Origin Systems is a wholly owned subsidiary of Electronic Arts. This USG is not endorsed or authorized by Origin or Electronic Arts. 0.7 Revision History 21-APR-2002 Initial release 0.8 The Most Frequently Asked Questions Q: Can you send me Wing Commander II (or portions thereof)? A: No. Q: Can you send me the manual (or portions thereof)? A: No. Q: Can you tell me how to play the game? A: Read the manual. Q: What's the latest version? A: This game is before games get patches. Though you can get the Kilrathi Saga version. Q: The game runs too fast! A: Use a slowdown program like mo'slo, or buy the Kilrathi Saga (which contains code to be speed independent). Q: How do I get Kilrathi Saga? A: Try eBay.com's auctions, expect to pay well over $100. Q: How many expansion packs? A: Just two: Special Operations 1, and Special Operations 2. There are three sequels (WC3, 4, and WC: Prophecy). Q: How do I run the DOS version under Windows? A: Use a boot disk. Visit Bootdisk.com for some help. Q: How do I land? A: Request landing permission, then fly close enough to the carrier. Q: How do I win medals? A: You don't. You spent the game trying to redeem your honor. Q: How do I get promoted to higher rank? A: You don't. At the end of the main WC2 campaign, if you win, you'll be promoted to Colonel. Q: Is there a particular taunt that is more effective than others? A: No. Q: Where are the cheat codes? A: See last section ===================== 1 Game Information 1.1 Before it all... There was Wing Commander (I). As a young lieutenant recently graduated from Naval Academy joining a 20-year old war that was only getting worse, you were assigned to TCS TIGER'S CLAW, pride of the Confederation Navy. WC1 chronicles the attempt by the Confederation to retake the Vega sector, with you leading the way. WC1 was followed by two add-on scenarios, the Secret Missions. Secret Mission 1 chronicles TIGER'S CLAW in pursuit of a new Kilrathi secret weapons behind enemy lines in attempt to destroy it, while Secret Mission 2 chronicles TIGER'S CLAW attempting to protect a new ally against Kilrathi onslaught. SM2 also introduces two new Wingman, Jazz and Doomsday, both of whom will make their appearance in WC2. 1.2 As this chapter starts... Tiger's Claw was ordered to Enigma sector as part of the force assaulting K'tithrak Mang, the major Kilrathi starbase in the sector. While you and most of the fighters were sent out on patrol, a wave of Kilrathi fighters swooped in and destroyed the Claw. The fighters came from a sector on YOUR patrol route. You had noticed some ships, but they DISAPPEARED right in front of you. You weren't able to convince any one of the sighting after your flight data recorder tape mysteriously disappeared. Admiral Tolwyn was convinced that you are the traitor that let those Kilrathi fighters through and destroyed the Claw, and cooked up the "cloaked fighters" excuse. With insufficient evidence, you can't be convicted of treason or even negligence. Instead, you were send to Caenarvon Station, out in the quietest corner of Enigma sector, where you will be out of the way, unable to "further betray" the Confederation. You know you are innocent, but you were not able to prove it. Suffice to say that you spent TEN YEARS on the station, just flying patrols without ever running into any one except a few Free Traders, until one day fate provided you with another chance at redemption... 1.3 Hardware Requirement Wing Commander 2 was designed for early 386's (33-40 MHz or so), with VGA graphics card and optional SoundBlaster or Roland MIDI card. The Kilrathi Saga, which includes WC, SM1, SM2, WC2, SO1, SO2, and WC3, was released after WC3. The older games get speed- compensation so it will run correctly on any computer speed, though it is still fundamentally a DOS game. 1.4 Changes from WC1 to WC2 1.4.1 Torpedoes Torpedoes changed the way capital ships are attacked forever. With phase shields, conventional weapons are nearly useless against capships. Only an anti-matter torpedo, with an appropriate phase disruptor, has a chance to punch through the phase shield and kill the ship within. However, it takes time for the torpedo to acquire the phase shield harmonics. Only the heavier fighters can carry torpedoes with the electronics to guide them. If you fire from too far away, the flak from the capships can destroy the torpedoes. 1.4.2 Bombers and turrets Bombers need to survive those seconds needed to ensure torpedo lock-on, even against enemy fighter cover. The answer is defensive turrets. Armed with a variety of guns, the defensive turrets make attacking bombers a dangerous job, but hardly impossible. Bombers without escorts are relatively harmless as you chase them all over the sky without giving them a chance to lock-on. 1.4.3 Tractor Beams The bombers carry tractor beams that can be used to pick up objects from space. While this is usually used to retrieve ejected pilots, this can also be used to retrieve certain objects from space, such as data recorders from a destroyed ship. The best way to employ tractor beam is to aim your craft at just above the object. As you fly past it, come to full stop, and use the rear turret to look for the object. Remember to switch to tractor beam, then reel it in! 1.4.4 Flak All capital ships (capships) are armed with flak cannons, which are much more effective against fighters, than the simpler weapons in WC1. The flak cannons also work against torpedoes. So watch your shields when you approach capships. And watch out Fralthra's anti-matter guns... They use those against bombers too... And if one of those hit you, you'll be heavily damaged. Two of those hit you... You'll be toast. 1.4.5 Recorder WC2 includes a VERY LIMITED flight recorder that records everything up to the last time you dropped out of autopilot, SUBJECT to amount of EMS memory available. You canNOT save the reply. You can view it ONCE. 1.4.6 Dynamic Artificial Intelligence WC2 features a dynamic AI engine that adjusts enemy AI to fit your level of expertise in dogfighting. If you fight really well, next mission will be harder. If you failed several times, enemies will be easier to kill. [See final section for info on manual adjustments of AI level.] 1.4.7 More Cinematic Angles Instead of all talking heads, WC2 introduced different camera angles and more refined graphics for the cinematics. ================= 2 Combat Tips 2.1 Wait for shields to recharge Your shields do NOT recharge while you are in autopilot, so wait until the shields recharge BEFORE you trigger autopilot, or you may enter the next fight with LESS than full shields, which is NOT good for your health. 2.2 Route the last in the wave If the enemy comes in two waves, you can route the last fighter in the first wave by damaging it heavily, but NOT destroying it. It will run away, and the second wave will NOT show up, saving you a lot of shooting. 2.3 Anti-Stealth Tactics To avoid stealth fighters, never flight straight for more than 3 seconds. They try to uncloak behind you, so if don't fly straight they usually don't decloak near you. Use that to recharge your shields, then fly slower so you can sudden turn around and blast any that decloaks. 2.4 Lure out of range Lure the escort fighters away from the enemy capships, usually with taunts. Lure one at a time, kill it, lure another, until you take out all fighter cover. 2.5 Bypass nav points You don't HAVE to follow all the nav points. If you want to bypass a nav point, or fly them in a different order, then open the nav map and choose a new destination. This is a way to bypass certain enemies or asteroid fields/mine fields. 2.6 Switch between front and rear fighting when using bombers Bombers have rear armaments, and you should use them. Fight with front armaments for a while, then turn around, let the enemy chase you, while you hose them with rear guns. That way both of your shields will share the load and get time to regenerate. 2.7 Torpedo Tactics You can lock on to ships BEFORE you get into range of flak. After you took out all the fighter cover, get out to about 11000 m and stop, turn in, and lock on with torpedo without fear of being hit by flak. Then charge in and release at 2-3000m. 2.8 Defending Capships You will be called upon defending capships on many occasions, and most of those are quite difficult. Your objective is to defend, not to rack up kills. Some ships are invincible. Bonnie Heather and its cousin, the Gamal Gan, are invincible. Concordia has decent shields and will take a while to die. Confed transports, on the other hand, are easily killed, as are fellow Confed fighters and bombers. You should divide up the enemy fighters with your wingmen. You take on one, while he takes on another. Consider ramming the enemy fighters, esp. if you are in a heavy fighter and enemy is a light fighter. However, ramming also damages your nose, where your targeting computer is. If you damage that, you can't achieve a lock-on, thus cannot shoot lock- on missiles and torpedoes. You should break apart the initial attack wave by using missiles on the leading craft. Fire missiles as soon as you lock-on, then follow up with full guns while head-on and it should die. Then take on another. Pay attention on which crafts are making attack runs on the ships. Use taunts to draw them away from the ship and attack you instead. If that doesn't work, shoot them to force them to attack you. As long as they are not attacking your ship, they are not fulfilling their mission. 2.9 Afterburner Slide Point your craft's nose OFF to one side of the enemy, the hit afterburners. Then turn the nose toward the enemy, and you'll slide sideways until your velocity drops to "normal". During that time, you are very hard to hit and you can hit the enemy. 2.10 Friendly fire is anything but So called "friendly fire", or "fratricide", is anything but "friendly". In WC, it means your wingmen are trying to shoot their target THROUGH you, and that is BAD for you. Some wingmen (Hobbes, Maniac, etc.) are very dangerous that way. When there's one or two enemies left, STAY AWAY from the remaining fighter! 2.11 Saving Afterburner Fuel If an enemy ship is getting away, don't waste afterburner fuel. Instead, just let it go. Select and autopilot to the PREVIOUS nav point, then head back. You should run into that ship that got away. It'll be "fresh" (no damage) and waiting for you. 2.12 Use those chaff pods! It's better than being hit by the missile! Drop one, then afterburner away from the impact area! ================== 3 Confed Crafts Confed crafts usually emphasize shields and armor over firepower. However, they are in general INFERIOR to Kilrathi crafts except in a few instances. Roughly in the order of introduction... 3.1 Ferret A light fighter similar to the old Hornet, Ferret is armed with 2 mass drivers giving it a decent punch. UNFORTUNATELY, it carries NO MISSILES. It's a little light on the shields and armor, so stay away from the heavy fighting. Use up your afterburner fuel and you'll be dead meat, but if you don't use them you'll be dead meat too. 3.2 Broadsword Uhh... Worst craft in the game. It's large, it's bulky, it's got horrendous maneuverability, and it's got NO AFTERBURNER. Don't expect to get away from anything except a capship. At least it has ITTS to help you aim. Stay away from furballs, kill fighters first, THEN go after the capships. If you go after capships while the fighters are still around you'll be nibbled to death while the torpedo locks. Stay as far away as possible from enemy fighters. Your main guns are VERY powerful. The problem is keeping it trained on enemy fighters. 3.3 Rapier Rapier haven't changed much in the 10 years except up-rated armor and shields. 3.4 Epee What the heck is Epee? It's light like Ferret (and FASTER). But it has LOUSY shields. It can even carry some torpedoes... It's almost like kamikaze craft! However, the particle guns has ITTS to help you aim. Epee is extremely fast, and that makes it dangerous to yourself, as you often get into places you should not be. SLOW DOWN and shoot at long range. Use your speed to keep the range open. 3.5 Sabre Best craft in the game, bar none. Light enough to carry afterburners, heavy enough to carry torpedoes and turrets. Manueverable enough to kill fighters. Armor and shields heavy enough to withstand damage. Guns heavy enough to kill things... This is an all-around killer. 3.6 Crossbow [Only appears in Secret Operations I expansion disk] Who designed this piece of junk? The Crossbow bomber is like a slightly smaller Broadsword that kept ALL of Broadsword's shortcomings. It still has no afterburner, flies as bad as Broadsword or worse, and a SEVERELY CONSTRICTED FRONT VIEW. It also lost the side turrets. What a joke! And to think you need to dogfight in this thing... 3.7 Morningstar [Only appears in Secret Operations II expansion disk.] Nice fighter. Manueverable, good shields, good armor, good guns and missiles... And the Mace missile. No rear turret, but it's no big loss. Too bad you don't get to fly it more often. The afterburner fuel is the same as jump drive fuel. If you do a jump, your afterburner fuel will be seriously low. 3.8 Clydesdale [Capship] Clydesdale is a military transport that requires a lot of escorts. It does NOT have phase shields, so regular fighters can kill it. 3.9 Waterloo [Capship] Waterloo is a strike cruiser that has its own fighter complement along with anti-ship weaponry. It has phase shields. 3.10 Gilgamesh [Capship] Gilgamesh is a Confed destroyer, essentially a smaller Waterloo. It has phase shields. Watch out for those anti-ship guns... They can hit you too. 3.11 Free Trader [Capship] A VERY LIGHT capship, these traders are smaller than transports, and has LOUSY shields. Escorting them can be difficult. No phase shields. 3.12 Concordia [Capship] Your carrier, it's longer, slower, and EXTREMELY well-armed. Its primary cannon can kill enemy ships in ONE SHOT... If it's working. It's relatively hard to destroy, so don't panic when called upon to protect it. However, you can't dawdle either. 3.13 Starbase [Capship] Technically not a ship because it doesn't move, a starbase is nonetheless a friendly you need to protect. It has some flak guns, and some fighters, that's about it. ==================== 4 Kilrathi Crafts Kilrathi crafts in general emphasize firepower over protection. However, they are better crafts than Confed fighters overall. 4.1 Sartha Sartha is Salthi designed right. The neutron guns do a lot more than sting. They are DEADLY in groups. Fortunately, they are not well armored or shielded. Watch out for occasional kamikazes. 4.2 Drakhri A supposedly better Dralthi, it is not [better]. Dralthi Mk. II is a better craft. With 3 laser cannons, they don't do that much damage. Their shields and armor are almost as bad as Sarthas. However, in groups they can be dangerous. 4.3 Jalkehi A relative of the old Jalthi, this heavy fighter has a rear turret and that makes it somewhat dangerous. Good thing they don't carry torpedoes. Try to attack from the sides and top/bottom to avoid the guns. 4.4 Grikath This is Kilrathi version of the Sabre... Fast, manueverable, heavily shielded, and carries torpedoes. EXTREMELY dangerous, second only to Gothri. 4.5 Strakha These are the Kilrathi "stealth fighters"... It's amazing that after 10 years, they haven't changed a bit. It has only average performance, and lousy shields and armor. If you can catch one, you can kill one. Don't waste missiles on them. Use full guns a couple times and it's toast. In general, they only uncloak behind you. So when they do, turn around and shoot it out of the sky. 4.6 Gothri [Gothri only appears in Special Operations I and Special Operations II expansion disks] Gothri is the BEST Kilrathi fighter EVER. It's fast, it's got incredible shields, it's got good maneuverability, and it is heavily armed. It's also a real PAIN to kill if you got a lousy fighter in your hands. 4.7 Dorkathi [Capship] Dorkathi is basically an upgraded Dorkir from WC1. A simple transport now armed with flak cannons, and relatively easy to kill even without torpedoes. No phase shields. 4.8 Kamekh [Capship] Kilrathi corvette does NOT have phase shields, despite that the manual says. They CAN be killed with regular guns, so don't waste torpedoes on them unless you need to kill one in a big hurry. They have heavy conventional shields, so it'll take some time to kill one. Their flak cannons can do you harm in presence of escorts, so lure away the escorts and kill them, THEN deal with the corvette. 4.9 Ralatha [Capship] This destroyer is a relative of the Ralari in WC1, and has phase shields. It is also relatively fast for a capship. One torpedo can kill one, though sometimes it may take two. They MAY use their anti-matter guns in point-defense role (i.e. shoot at you). Careful! When you get the Morningstar, try your Mace missile against a Ralatha. 4.10 Fralthra [Capship] Kilrathi cruiser is nicely armed and will require TWO torpedo hits to destroy due to heavy phase shields. Fralthra will also use their antimatter anti-ship guns in point-defense role (i.e. shoot at you), so be careful! 4.11 Kilrathi Supply Depot [Capship] Just a Kilrathi base... Yes, I know, not a ship, but it's bigger than a fighter, okay? Flak guns only, no REALLY serious shields. 4.12 Kilrathi Starbase [Capship] A really big supply depot, with really heavy shields. ============ 5 Weapons 5.1 Laser cannon Laser has the longest range of any fighter weapon you have, but also the weakest. 5.2 Mass Driver A decent medium range weapon, it is quite hard-hitting at closer ranges. 5.3 Neutron Gun Close-range heavy-hitting weapon, get close and let them have it! 5.4 Particle Cannon A new invention that combined laser's range with firepower of mass-driver. 5.5 Dumb-Fire Missile (DF) Straight-shooter, it could be used against fighters if it's heading straight toward you or away from you, but best used on cap ships, which can't get out of the way. 5.6 Heat-Seeking Missile (HS) Heat-seeking missiles need a "rear aspect" lock-on, so you have to get behind a fighter and stay there until the lock-on. Best used on slow and heavy fighters. 5.7 Image Recognition Missile (IR) IR missiles can be locked on from any angle, so they are much more useful than HS missiles. Reserve them for really manueverable enemies. 5.8 Friend-or-Foe Missile (FF) True fire-and-forget missile, its warhead strength and range is less than other missiles, but you can fire them blind in a dogfight to keep enemies off your back. 5.9 Torpedoes Only "bombers" carry torpedoes. These are heavy anti-matter containers with a special phase shield penetrator. They need to "lock-on" to the target's shield harmonics, and that will take time, during which the torpedo must remain pointed at the target. See section 2 for torpedo tactics. 5.10 Mace Tactical Nuke Mace is a special weapon for the Morningstar fighter (Special Operations 2). Basically it is a nuke that works best fired into a middle of a group of fighters. It also works against small capships quite well. It will self-detonate in 10 seconds, or you can shoot it to detonate it. =============================== 6 Wing Commander II Campaign The WC2 campaign is not as complex as the WC1. Most WC1 players do NOT play the "losing branch" missions, thus Origin felt that their efforts had been wasted designing the losing branch missions. There's still a losing branch, but mostly they are the same as the winning side missions, only harder. There are a total of 12 series for a total of 47 missions. L=Losing track, W=Winning track L=Losing track X=doesn't matter /Lose /Lose /Lose /Lose L Ghorah KharA Novaya KievA TeslaA GwyneddB / \ / \ / \ / \ L W L W L W L W GwyneddA Ghorah KharB Heaven's Gate Enigma Win Game W X W X W X W W \ / \ / \ / \ / W Niven Novaya KievB TeslaB K'tithrak Mang \Lose 6.1 Gwenydd A (4 missions) You're in Gwenydd, Enigma sector, on Caenavron station, running stupid patrols and never saw any enemy for the last ten years. But things will change... Ship: Ferret Wingman: Shadow Must do to win: The Fralthra in mission 3 MUST be destroyed Win: Go to Niven Lose: Go to Ghorah Khar A 6.1.1 Gwenydd A 1 Patrol mission. Just run the waypoints as you've always done. Nav 1 has 3 Sarthas. Nav 2 has an asteroid field and 3 Drakhri. Nav 3 is empty. Land and you're done. Easy start for you. Where did those Kilrathi come from? They haven't been here for TEN YEARS! And suddenly those show up? What's going on here? 6.1.2 Gwenydd A 2 Defend mission. You received a SOS from the USS Concordia, which is nearby and under attack by Kilrathi fighters. Their launch bays were damaged and require fighter cover. Launch and head toward the waypoint. When you come out of autopilot, you'll find 6 Sarthas swarming the Concordia. Just take them all out, and you get to land on the Concordia. All the old shipmates that survived the Claw were on the Concordia. Angel is the "CAG" (flight group commander), in charge of all the pilots on the carrier. Shadow was really shaken up... [Trivia: CAG = Commander Air Group, a term left from the naval carrier days.] 6.1.3 Gwenydd A 3 Escort mission. Escort 2 Broadswords on an attack run against a Kilrathi cruiser. NOTE: The Fralthra MUST be destroyed to win the series. Launch and meet up with the Broadswords. When they acknowledge, hit autopilot. You'll come out near the Fralthra and 5 Sarthas will attack (one may be an ace). Kill them quickly as they CAN take out one of the Broadswords. Once the Fralthra is gone, autopilot back, and you'll run into 3 Jalkehis. These guys are pretty deadly against light fighters and you need to be careful. Once you defeat them, get back to Concordia and land. Sparks and Angel are the only friendly faces on the Concordia. Everybody else is netural or downright hostile. Angel wonders if you'll transfer to the Concordia... Tolwyn is onboard, and he understands loyalty... And besides, the carrier DOES need pilots. You can decide later. 6.1.4 Gwenydd A 4 Defend mission. Protect Concordia from another Kilrathi cruiser and its fighter escorts. You launch from Concordia, heading home to the station. Autopilot away. As you come out of autopilot, you get another SOS from Concordia... A saboteur has bombed the launch bay controls... Just as a Fralthra attacks. You have to turn back immediately. You autopilot back, and found 5 Sarthas and 4 Drakhris in a furball around the two capships. The two capships will trade anti- ship antimatter gun shots, and those will kill you dead if they hit you, so don't get between them! Instead, take out the fighters. Shadow will die in this mission. This is scripted and there's nothing you can do about it. Just kill the remaining Kilrathi fighters and land on the Concordia. You are now officially transferred to Concordia, and Tolwyn is still not happy with you. However, you will be tolerated. 6.2 Niven (4 missions) It is impossible to "lose" the Niven series unless you die. You will head to Ghorah Khar B series. Ship: Ferret / Broadsword Wingman: None (no one will fly with you) Must do to win: nothing, you ALWAYS win the series Win: Go to Ghorah Khar B 6.2.1 Niven 1 Patrol mission. You fly a Broadsword as you use a "jump tracer" to look for enemy ship presence. Fly the waypoints. Nav 1 is empty. You'll find 3 Jalkehi at Nav 2, and 2 Grikath at Nav 3. Remember Broadsword has ITTS so use that to help you aim. Make sure you wait until your shields are completely recharged before you autopilot to the next waypoint. Use both front and rear guns. 6.2.2 Niven 2 Courier mission. Take your Ferret and deliver something over to Niven. [Technically you don't land, but you'll see cinematics of you landing.] There is only one waypoint between you and Niven... and 5 Sarthas. Take care of them and you're done. 6.2.3 Niven 3 Escort mission. You fly your Ferret back. Escort two Free Traders to the jump point, then get back to Concordia. 4 Sarthas jump you half way to the jump point. Kill them quickly to protect the two ships (though they don't affect your mission). At the jump point, keep the 3 Drakhris busy and the two ships will jump out. Kill the Drakhri and you can go home. When you come back, you found that there's a murder onboard. As you've been away, it's not you for sure... There's a traitor onboard... But who is it? 6.2.4 Niven 4 Patrol mission... Just fly your Ferret. See any enemies around? Launch... Nav 1 is empty. There are 3 Strakhas at nav 2 (yes, stealth fighters). There are 3 more Strakhas between you and the Concordia. Fighting Strakhas is relatively simple... Get one in your sights and kill it before it cloaks again. As you land... You found that your flight recorder is busted... There will be no record of your fight against the cloaked fighters... Angel explains that the Enigma sector contains some long-range jump points... Very strategic. 6.3 Ghorah Khar B (4 missions) Ghorah Khar is a Kilrathi planet, and they had rebelled against the Empire and join the Confeds almost 10 years ago. If you watched the opening cinematics, you'll also realize that this is where the Strakhas were built... That would explain why the Kilrathi haven't improved them much since then... No factory! Any way, Olympus station is the Confed Starbase in orbit. Kilrathi want the planet back (more like kill all those rebels). Hobbes is a decent pilot, but don't get between him and his target. Ship: Rapier Wingman: Hobbes Must do to win: Kamekh in Mission 3 MUST be destroyed Win: Go to Novaya Kiev B Lose: Go to Novaya Kiev A 6.3.1 Ghorah Khar B 1 Patrol mission. Your wingman is Hobbes, the Kilrathi defector. Yes, he can fit into the cockpit just fine. If no one will fly with you, he will. No one will fly with him either. And he's actually a pretty good pilot. Any way, patrol the waypoints. Launch. You'll find 4 Jalkehi at nav 1. They aren't so tough with you in a Rapier. The 4 Grikath at nav 2, with 1 ace, are a much bigger problem. Kill the ace first, let Hobbes worry about the others. Use your missiles on the ace. Nav 3 is empty, and you can go home. Downtown tells you the "Society of Mandarins", a group of humans who sees war with Kilrathi as impossible to win. The Society will secretly help the Kilrathi win the war, and try to absorb the Kilrathi culture like the way the Mandarins did against the Manchu (the Ch'in Dynasty) in ancient China. They are considered traitors. 6.3.2 Ghorah Khar B 2 Escort mission. Patrol, then escort Bonnie Heather back to the Concordia. You'll find 3 Drakhri at nav 1 and 4 Jalkehi at nav 2. Bonnie Heather is at nav 2 also. She's piloted by Paladin. Just make sure you don't kill yourself. Bonnie Heather is INVINCIBLE (really) so you can take your time killing the Jalkehis. Paladin is actually in special ops and reports directly to Tolwyn... And Paladin believes you are innocent. Maniac is in the news... He somehow got two Kilrathi ships to collide, thus saving the Deneb sector. He's either crazy or good... Or both. 6.3.3 Ghorah Khar B 3 Escort mission. Escort the Broadswords as they take out the Kamekh attacking Olympus station. As you take off, 5 Sarthas will attack. There will be some friendly Rapiers as well. Kill Sarthas until there's only one or two left, then get AWAY or the friendlies will likely shoot THROUGH you to get to that last Sartha. After that, you have two options. You can forget about the Broadswords at nav 1 and take on the attackers with just you and Hobbes, or you can pick up the Broadswords and make a combined attack. In any case, take out the Grikaths first, then go after the Kamekh with the Broadswords. Land on the station. 6.3.4 Ghorah Khar B 4 Defend mission. Another wave of fighters is attacking Olympus station. Launch and kill the 5 Drakhris. 4 Jalkehi will follow when you destroy the Drakhris (so try to route the last Drakhri if you can). Then you can head back to Concordia. 6.4 Novaya Kiev B Khasra has been given the task of destroying the Concordia... And he's setting a trap. The withdrawal of Kilrathi from Ghorah Khar was too fast, too simple... And Paladin is suspicious. Ship: Broadsword Wingman: Doomsday Must do to win: nothing, you WILL win no matter what unless you die Win: Go to Heaven's Gate series 6.4.1 Novaya Kiev B 1 Strike Mission... Destroy the depot and the transports one jump point away. When you get to the depot, you'll find 2+1 Dorkathis, 4 Drakhri, 3 Jalkehi, and the supply depot itself. Destroy all of them, Drakhri first, the Jalkehi. Save the torpedoes for the depot. You can request refuel from the tanker Valdez on your way back. 6.4.2 Novaya Kiev B 2 Rescue. Stingray ejected in the middle of the enemy force he's attacking. It's too risky for a rescue, but you're going any way. There are 4 Jalkehis between you and the waypoint. When you get there, you find 4 Drakhris and 2 Kamekhs. Destroy all of them, then pick up Stingray (if you are REALLY good with tractor beam you can pick up Stingray without killing everybody). Tolwyn is not happy about you disobeying orders. Stingray gave you an ambiguous thanks that you refuse to accept. Spirit is still wondering about her fianc'e Philip, who was captured by the Kilrathi over 10 years ago... 6.4.3 Novaya Kiev B 3 Strike mission. Escort Hector (Gilgamesh-class destroyer) on a strike against a Fralthra. Not much to this... Launch, rendevous with Hector, then follow it to the Fralthra. Take out the 4 Jalkehis flying CAP, then torpedo the Fralthra (or let Doomsday do it). When you fly back, you'll run into 4 Grikaths. Take them out too and land. Heaven's Gate has a Kilrathi starbase, and it'll be your target. Spirit claims she got some e-mail from the traitor supposedly about Philip. 6.4.4 Novaya Kiev B 4 Escort mission, escort a Free Trader carrying a data pod back to Concordia. No Wingman. Launch normally. Before you get there, a Kilrathi fighter group and a Ralatha destroyed the Free Trader. Your mission is changed to retrieve the data pod from the wreckage. There are 2 Drakhris trying to stop you at the jump point. Take them out, let shields recharge, then jump through and take out the 3 Sarthas buzzing the area. Then torpedo the Ralatha (make sure you don't get fried) and take the data pod. Land and see Concordia jump to Heaven's Gate. 6.5 Heaven's Gate (4 missions) Epee is a lousy ship to fight close-in. Stay way back. Ship: Epee/Sabre Wingman: Spirit Must do to win: The Kamekh in mission 1 MUST be destroyed Win: Go to Tesla B Lose: Go to Tesla A 6.5.1 Heaven's Gate 1 Patrol mission. Just fly the waypoints with your Epee. Launch and fly the waypoints. You'll find 4 Drakhri covering a Kamekh. Take out the Drakhri and join Spirit in strafing runs against the Kamekh. It should blow up soon. 4 Sarthas block your way home through nav 2, and that's all the enemies. Angel said they intercepted an unauthorized message, possibly from the traitor, that says Spirit will NOT cooperate. Tolwyn thinks Spirit sent that as a decoy. Angel and you are somewhat more trusting. 6.5.2 Heaven's Gate 2 Escort mission. Shepherd the two Clydesdales to the jump point and come back with your Epee. Nothing much to this mission... Nothing happens at nav 1 where the 2 transports jump out. On your way back you run into 4 Jalkhi and 4 Drakri. Epee is NOT a good dogfighter. Use your speed advantage to stay away and shoot them at long range. Angel need to talk with Spirit alone... You'll fly next mission solo. 6.5.3 Heaven's Gate 3 Escort mission. Bring back the transport in one piece. This is another "anti-stealth" mission... Except you get to do this in an Epee. At nav 1 you will find 3 Strakhas, and 5 more at nav 2. Then find the transport and bring it back. Again, your flight recorder is busted (definitely NOT a coincidence...) 6.5.4 Heaven's Gate 4 Strike mission... Take out the enemy Starbase. You get a Sabre this time. Note: You canNOT eject in this mission. You will be captured and you will DIE if you eject. Launch and kill 4 Sarthas at nav 1 (including ace Rakti). Continue to enemy base and kill 3 Jalkehi and 5 Drakhri. When you're nearly done, Spirit will be crippled and she kamikazes her Sabre into the Starbase. After landing, Angel was sorry about what happened, and you two hugged... And the relationship... just went from there to more. 6.6 Tesla B series (4 missions) Tesla is not a bad series to fly... Lots of things to kill. Ship: Rapier Wingman: Stingray Must do to win: nothing, you can't lose this series except by death. Win: Go to Enigma 6.6.1 Tesla B 1 Patrol mission... Nothing to it. Nav 1 has 3 Jalkehi inside an asteroid field. You find the Bonnie Heather at nav 2, under attack by 3 Grikath. Take out the Kilrathi and take the Bonnie back. Remember, Bonnie Heather is invincible. 6.6.2 Tesla B 2 Strike mission... Sensors show 2 Kilrathi transports separated from the main fleet... Take them out. Take off, 4 Sarthas in your way, then 4 Jalkehis, then finally you see the Dorkathi. Don't worry if you only see one. As you try to kill the first, the other one jumps in. Destroy both and go home. Khasra, Thrakath's cousin, will be attacking... But the Emperor have better plans for Thrakkath... 6.6.3 Tesla B 3 Escort mission: take Bonnie Heather out to the jump point. 4 Drakhri at nav 1. Bonnie Heater jumps out at the jump point. As you come back, you saw Frlathra, with 4 Jalkehi (one is piloted by Khasra). Lure the fighters away from the flak guns so you can fight one at a time. You can't destroy the Fralthra yourself so don't try. After destroying the fighters, go home. 6.6.4 Tesla B 4 Strike/Escort mission, protect a Gilgamesh-class destroyer to blast a nearby Ralatha. As you launch, 4 Grikaths will attack. Take them out. As you approach the enemy destroyer, you'll see 4 Jalkehis. Take them out, and watch your destroyer take out the enemy destroyer. 6.7 Enigma Series (3 missions) William Tell is gone. Downtown was ambushed and killed. Angel will fly your wing. Ship: Broadsword Wingman: Angel Must do to win: The Ralatha in mission 4 must survive to jump out, THEN destroyed Win: Go to K'tithrak Mang Lose: Go to Gwynedd 6.7.1 Enigma 1 Recon/Strike mission. Recon the jump point before Concordia come through, kill anything in the way. The unknown nav point has 3 Drakhris. When you reach the jump point, there's a Kamekh with 4 Sarthas. Destroy all of them. Concordia will jump in and you can land. Jazz said the comm room is under "shoot to kill" orders against unauthorized access. 6.7.2 Enigma 2 Strike mission. To ensure the Concordia's safety in the asteroid field, you'll take out the Kilrathi listening post Korah Pokh. Take off and fly through the asteroid field to Nav 2, then Nav 2. You'll find 3 Drakhri and 4 Jalkehi at the listening post. Take out the fighters, then torpedo the listening post. 6.7.3 Enigma 3 Recon/Strike mission. You have to CHASE the Ralatha away so they run to K'tithrak Mang, then you will TRAIL them to determine the jump point... Fly through the asteroid fields through nav 1. When you get to Ralatha, kill the Jalkehis, and Ralatha will jump out. At Angel's message, jump through the way point, then kill the Ralatha, and Concordia will follow, and you can land. 6.8 K'tithrak Mang (final series, 4 missions) You are NOT guaranteed a win in this series, unlike WC1. Jazz don't believe your stories... And everyone knows that there is spy onboard too. No one has idea who yet though... You have your suspects... Ship: Sabre Wingman: Jazz Must do to win: destroy K'tithrak Mang Win: Win the campaign Lose: Lose the campaign 6.8.1 K'Tithrak Mang 1 Strike mission... Take out a Ralatha in the way. Four Jalkehi (piloted by Drakhai elite guards) will be guarding the Ralatha. Take out the Drakhai first, THEN the Ralatha (if Jazz haven't killed it already). Three Grikath will attack the Concordia when you come back. Just kill them. 6.8.2 K'Tithrak Mang 2 Patrol mission, fly the waypoints. Fly the 4 nav points. Asteroids at nav 1, 5 Strakhas at nav 2, asteroids at nav 3, and 5 Strakhas at nav 4. Take them all out. This time, your flight recorder works fine... And you have evidence of the stealth fighters. The logical conclusion: Jazz is the traitor. He confessed to Angel upon interrogation, then escaped in a Sabre... 6.8.3 K'Tithrak Mang 3 Capture the traitor! If you follow autopilot you'll fly through an asteroid field. Past that there's Jazz and his Sabre near the jump point. Just shoot him out of the sky, and watch Angel rescue Jazz for a court- martial. You've officially been exonerated of any treason charges... 6.8.4 K'Tithrak Mang 4 (final mission) Strike (sort of). Kill K'tithrak Mang There are 3 Strakhas in the asteroid field midway to the base. Then you get to kill 6 Sarthas (Drakhai guards) and Thrakhath's personal heavy fighter (better than a Grikath). Kill all of them, then wipe out the base. Yahoo! You've won the Enigma sector and even Tolwyn seem to like you! 6.9 Ghorah Khar A (4 missions) Losing path mission, nothing too interesting except the increased difficulty level. Very similar to Niven series. Ship: Ferret/Broadsword Wingman: None Must do to win: Must destroy Dorkathi in mission 1, and Kamekh in mission 3. Win: Go to Ghorah Khar B Lose: You get reassigned back to the station (and thus, lose the game) 6.9.1 Ghorah Khar A 1 Patrol/Strike mission. Patrol and kill anything in your Broadsword. The main problem is the Dorkathi minelayer... It is escorted by 3 Jalkehis, and it will jump out if you don't hurry. Use your missiles and guns and make repeated passes quickly. You have to kill it before it gets out. THEN get outside the minefield and kill the Jalkehis outside. 6.9.2 Ghorah Khar A 2 Patrol/Rescue mission. Patrol nav points, kill enemies in a Ferret. You'll find a transport "Sable Star" under attack by 4 Drkahri. Kill them and fly home. 6.9.3 Ghorah Khar 3 Patrol/Strike mission. Sweep the area with Broadsword. Fly out to nav 1, and you'll see a Kamekh with 4 Drakhri. Kill them all. 4 Jalkehi is at nav 3. 6.9.4 Ghorah Khar 4 Patrol mission. Sweep area with Broadsword. You run into 2 Strakhas at nav 1, asteroid field at nav 2, and 5 Strakhas at nav 3. As expected, your flight recorder is damaged. 6.10 Novaya Kiev A (4 missions) Losing version of Novaya Kiev B, it's not that different. Doomsday is not a bad flier, but his pessimism is giving me a depression. Ship: Broadsword Wingman: Doomsday Must do to win: Must destroy Fralthra in mission 1 and data pod in mission 3. Win: Go to Heaven's Gate Lose: Lose the game 6.10.1 Novaya Kiev A 1 Escort Strike. You've been tasked with 2 other Broadswords to take out a Kilrathi capship via a flanking nav point. Get there, through 5 Drakhri and 3 Jalkehis, blow the capship out of space, return. Nothing to it. Take out those Drakhri quickly though... They CAN take out one of your wingmen. 6.10.2 Novaya Kiev A 2 Patrol mission. Boring... Asteroids at nav 1. 4 Drakhri at nav 2. 3 Jalkehi at nav 3. Then home. 6.10.3 Novaya Kiev A 3 Patrol mission. This can get hairy. Nav 1 only has two Sarthas, and they can be nasty customers. Split them with Doomsday and kill them with guns only. You need your missiles later. Nav 2 is empty. Nav 3 has 4 Jalkehi and 4 Grikath, and they can do you serious damage. Pick one and kill it. 6.10.4 Novaya Kiev A 4 This mission is IDENTICAL to Novaya Kiev B 4. It's repeated here: Escort mission, escort a Free Trader carrying a data pod back to Concordia. No Wingman. Launch normally. Before you get there, a Kilrathi fighter group and a Ralatha destroyed the Free Trader. Your mission is changed to retrieve the data pod from the wreckage. There are 2 Drakhris trying to stop you at the jump point. Take them out, let shields recharge, then jump through and take out the 3 Sarthas buzzing the area. Then torpedo the Ralatha (make sure you don't get fried) and take the data pod. Land and see Concordia jump to Heaven's Gate. 6.11 Tesla A (4 missions) This series is very similar to Tesla B series. Ship: Rapier Wingman: Stingray Must do to win: must destroy Ralatha in mission 2, must defend Concordia in mission 3 Win: Go to Enigma Lose: Lose the game 6.11.1 Tesla A 1 Patrol/Escort mission. 4 Drakhri intercept you on the way to nav 1. At nav 2 you find 3 Jalkehi menacing Bonnie Heather. Take care of them and escort the Bonnie home to Concordia. 6.11.2 Tesla A 2 Escort/Strike mission. Get William Tell to attack the 2 Ralathas. On the way, you run into 4 Sarthas, then 5 Jalkehis. Get the Sarthas first, individually. William Tell is INVINCIBLE. Just stay out of its way as it destroys both Kilrathi destroyers. 6.11.3 Tesla A 3 Defense mission. 4 Jalkehi and 6 Grikath attack the Concordia. 6.11.4 Tesla A 4 Escort mission, get Bonnie to the jump point after defeating nearby Kilrathi fighters. Take off and take out the 4 Grikath that are attacking. 4 Jalkehi awaits at the jump point. 6.12 Gwenydd B (4 missions) As you did NOT locate the location to K'tithrak Mang, your location has become untenable and you're forced to fall back to Gwenydd, where you started. However, there is still a chance... If you can take out the attacking task force in the final mission, you can still win... Ship: Sabre Wingman: Jazz Must do to win: Destroy Fralthras in first mission, then all attackers in the last mission Win: You win the game Lose: You lose the game 6.12.1 Gwynedd B 1 Strike mission. Take out 2 Fralthras that have penetrated. As you launch, 4 Grikaths attack. 4 Drakhris wait for you at nav 1. Then 3 Jalkehis are escorting the 2 Fralthras. It is not impossible, but it is quite difficult. 6.12.2 Gwynedd B 2 [This mission is identical to K'Tithrak Mang 2. The mission summary is repeated here] Patrol mission, fly the waypoints. Fly the 4 nav points. Asteroids at nav 1, 5 Strakhas at nav 2, asteroids at nav 3, and 5 Strakhas at nav 4. Take them all out. This time, your flight recorder works fine... And you have evidence of the stealth fighters. The logical conclusion: Jazz is the traitor. He confessed to Angel upon interrogation, then escaped in a Sabre... 6.12.3 Gwynedd B 3 [This mission is identical to K'Tithrak Mang 3. The mission summary is repeated here] Capture the traitor! If you follow autopilot you'll fly through an asteroid field. Past that there's Jazz and his Sabre near the jump point. Just shoot him out of the sky, and watch Angel rescue Jazz for a court- martial. You've officially been exonerated of any treason charges... 6.12.4 Gwynedd B 4 The grand finale... You must destroy ALL enemy crafts, esp. Thrakkath in his special Grikath, to win the game. Fly out to nav point, and combat 4 Sarthas. Continue to projected inbounds, and you'll find Thrakkath (in his special Grikath), Ralatha, 2 Jalkehi, and Fralthra. Take out Thrakkath first away from the others, then the 2 Jalkehi. Then ration your torpedoes CAREFULLY and take out both capships, and you've won the campaign! ================================= 7 Secret Operations 1 Campaign Spec Ops 1 mission tree is essentially "double elimination". In each series, you have an overall objective. If you failed that, you're sent to a "second chance mission". If you fail that too, you lose the game. If you win that, you're sent back to the next series as if you won the preceding series. There are a total of 20 missions in 5 series. The improved Ferret now carries 2 HS missiles. -W-> Winning track -L-> Losing Track Pembroke -W-> Rigel -W-> Ghorah KharA -W-> Gohrah KharB -W-> WIN L / L / L ______/ L V W V W V W V SecCha1 SecCha2 SecCha3 SecCha4 L L L L V V V V LOSE LOSE LOSE LOSE 7.1 Pembroke Series (4 missions) Thrakkath is having problem keeping Khasra in line. Tolwyn informs you you're back to rank of Colonel, and have been assigned to special ops. Ship: Ferret (improved) / Broadsword Wingman: Stingray Must do to win: Patrol all nav points in mission 4 Win: You go to Rigel Lose: You go to Second Chance 1 7.1.1 Pembroke 1 Patrol/sweep mission. Kill anything unfriendly. Nav 1 you'll find 3 Sartha (Drakhai pilots). At Nav 2, you see 2 normal Sarthas. There are 4 Strakhas and a Kamekh corvette are at nav 3. Some asteroids are between nav 3 and home. You don't need to kill everything here. Feel free to run if you need to. 7.1.2 Pembroke 2 Patrol Mission. Kill anything unfriendly, again. Nav 1 has 2 Drakhri. Nav 2 has 2 Fralthra cruisers and 6 Grikath. You can wipe out the fighters, but you can't kill the 2 cruisers. Just get away. Some asteroids are between nav 2 and 3. Then head home. 7.1.3 Pembroke 3 Defend mission. Protect Concordia and Pembroke Station. As you launch, 4 Gothris attack along with 2 Fralthras. Those Gothris are incredible... Very difficult to kill. After that, go through minefield and emerge close to Pemborke Station. Take out the 3 Grikath (piloted by Drakhai) and head home. You'll get your "R&R" at Rigel... which just went off the air after reporting "under attack". 7.1.4 Pembroke 4 [You MUST hit ALL nav points to win this series] Patrol mission. Clear the way to the jump point. This time... No wingman, and you fly a Broadsword. Eeek. On your way to nav 1, you run into a minefield, with 3 Jalkehis inside. Messy. At nav 1, you jump, and you are under attack by 4 Confed Ferrets! Take them out. Hit all the nav points, and make your way back. Tolwyn tell you that TCS Gettysburg have mutinied. Those Ferrets are probably from it. 7.2 Rigel (4 missions) Ship: Epee / Sabre / Crossbow Wingman: None Must do to win: Reach Gettysburg in mission 3 and destroy pirate base in mission 4 Win: You go to Ghorah Khar A Lose: If you fail mission 3, you got to second chance 2. If you fail mission 4, you lose the game. 7.2.1 Rigel 1 Patrol/Rescue mission... Patrol the place for the Gettysburg and the pirate base. Take off. You get 2 wingmen. Fly to nav 1, destroy 3 pirate Ferrets. You get distress call from a Kilrathi Kamekh. You fly out to the distress call... You find the Kamekh under attack by 6 pirate Epees. Kamekh is destroyed before you get there. Destroy all of the Ferrets. At nav 2 you find 2 pirate Epees near asteroid field. Then you can go home. 7.2.2 Rigel 2 Rendezvous mission. Fly around and look for "Bear" Bondarevsky, leader of the mutineers. Nav 1 has 2 pirate Epees. Nav 2 has 4 pirate Ferrets. At the Rendezvous point, there are 2 Gettysburg Epees including Bondarevsky. Finally, at nav 4 there are 4 pirate Epees that want to take out "Bear", so protect him. "Bear" reveals that Gettysburg is guarding the supply depot. You think there's a way to get to the Gettysburg, convince them that the fleet believes them and there will be no charges... 7.2.3 Rigel 3 Patrol/Rendezvous mission. You go out and look for the Gettysburg. You fly a Sabre on this mission, no wingman. Nav 1 has 2+3 Ferrets, and nav 2 has 2+2 Epees. Kill them all. Nav 3 you'll meet up with Gettysburg. Just hang around and eventually you'll be invited onboard. While onboard, you told them that there's a convoy coming in that doesn't know the depot is now in hands of pirates. The mutineers agree to join your little crusade... You'll fly Crossbow bombers with the mutineers to destroy the pirate base. [If you cannot reach Gettysburg, you'll go to Second Chances 2.] 7.2.4 Rigel 4 Strike mission, take out the pirate base/depot. You will fly the Crossbow with 2 wingmen. [See craft section for notes on Crossbow.] You intercept the Clydesdales at nav 1 and convinced them they're heading into danger. At the jump point, you see 2 pirate Epees. The FF missiles are useless against these pirates, so you have to rely on your guns. When you jump to the depot, there are 6 more Epees. Take them all out, then kill the pirate base. You CAN kill the base without torpedoes... And you better do or you lose the game! You've successfully resolved the Gettysburg incident. Nice job! 7.3 Ghorah Khar A (4 missions) Now you finally get to your spec ops job... And you're defending Ghorah Khar again. Hobbes will be on your wing. Ship: Crossbow Wingman: Hobbes Must do to win: MUST get data pod in mission 4 Win: Go to Ghorah Khar B Lose: You go to Second Chance 3 7.3.1 Ghorah Khar A 1 Escort mission. Escort Paladin (in Bonnie Heather) to Olympus station. Take off normally, and you find loads of Drakhai (Kilrathi Elite Guard) in various crafts. Nav 1 has 3 Drakhri, then you jump. You will then run into 4 Strakhas, then a Dorkahti, and 3 Sarthas at Olympus station. And yes, they are ALL Drakhai. Bonnie Heather is invincible, so don't kill yourself protecting her. 7.3.2 Ghorah Khar A 2 Rendezvous mission... Escort a transport to meet with a Kilrathi Rebel destroyer. Take off and autopilot out... Then you run into 3 Jalkehi, kill them quickly to protect the transport. Continue to the destroyer. Two more Drakhai Grikaths will attack, and 2 Kamekhs will be at the jump point. Kill them before the transport moves in. Take out 5 Drakhri at nav 2, and you can go home. (Or you can bypass nav 2 after the transport jumps out.) 7.3.3 Ghorah Khar A 3 Patrol/Training mission with Sabre. Fly the way points, while "training" 3 rookies. (Huh? We're spec ops, not babysitters!) Nav 1 is empty. Nav 2 has 4 Sarthas and a Kamekh. Nav 3 has 5 Jalkehi. Kill them all. 7.3.4 Ghorah Khar A 4 Patrol/Retrieval. Supposedly Kilrathi has dropped a data pod for their forces in the outer rim of the system. If you can retrieve the pod, and substitute a fake plan, you can mess the Kilrathi up. Nav 1 has asteroids and 4 Drakhri. Nav 2 has 2 Grikath and the data pod. Nav 3 has 4 Drakhri. You MUST get the data pod or you go to Second Chance 3. You can bypass nav 1 and 3, just go directly to nav 2 for the data pod. 7.4 Ghorah Khar B (4 missions) Trap is set, but something's not quite right, according to Paladin. Ship: Crossbow / Sabre Wingman: Hobbes Must do to win: Must destroy Fralthra in mission 4 Win: You win the game Lose: You go to Second Chance 4 7.4.1 Ghorah Khar B 1 Strike mission. Incoming fleet detected on the fake plan's vector, but it's smaller than expected. You get two wingmen, Hobbes and Landis. Get out to task force, kill 1+4 Drakhri, then torpedo the Fralthra QUICKLY (it'll jump out)... Then you got news... Kilrathi carrier groups incoming! When you get back, take out 3 more Drakhri. 7.4.2 Ghorah Khar B 2 Defend/Escort mission... Olympus is under attack, then help Bonnie Heather get back. Take out 3 Grikath and a Fralthra attacking Olympus station. Go out to jump point and take out 4 more Jalkehis. Then jump out to help Bonnie Heather. Paladin reports that another group of Kilrathi jumped in and they're shooting at each other! When you get over there, kill any remaining Jalkehis and pick up the ejected Kilrathi pilot, and land on the Bonnie. The guy you picked is none other than Prince Thrakkath, heir to the Kilrathi throne... And apparently, his cousin Khasra was the one that sent fighters that did him in. Khasra knows that Thrakkath survived and is on the Bonnie... Khasra will let Bonnie (and you) live if you'll turn over Thrakkath... Thrakkath want a fighter so he can die fighting. You said forget it. You drove one of the Crossbows out to patrol... Then Thrakkath escaped in the remaining Crossbow. 7.4.3 Ghorah Khar B 3 Pursuit mission. You are trying to chase down Thrakhath alone. You turn around and chase Thrakhath. Once you get there, Khasra (Gothri Ace) and 5 other Gothris block your exit. Thrakhath jumps out. You need to survive... Kill all the Gothris in the clumsy Crossbow is going to be quite difficult. When you do, land back on the Bonnie. When you finally made it to Olympus, you're just in time to beat off the next Kilrathi attack. 7.4.4 Ghorah Khar B 4 Strike mission... Take out the attacking Kilrathi task force before they get close enough. You change to Sabres with Hobbes and start attacking. Midway to the taskforce, you found Bear and Buell dueling 2 Sarthas. Help them. They'll join you. Take on the 2 Fralthras and 3 Gothris at the task force. If you take them all out, you win the game. You thought you won, but actually you've been tricked. While forces concentrated on preventing the loss of Ghorah Khar, the Kilrathi had conquered Deneb sector. Khasra is gone, but Thrakhath is glad... and he will be ready for Tiger's Claw... 7.5 Second Chance (4 Missions) You don't fly the Second Chance series together, but rather individually as a result of losing one of the regular series. If you win, you go onto the next series. If you lose, you lose the game. In Second Chance 4, you will lose either way. 7.5.1 Second Chance 1 You fly this mission if you mess up Pembroke Series. You fly Sabre with Doomsday. Take off, and defend Concordia from 5 Gothri and 2 Kamekh. 7.5.2 Second Chance 2 You fly this mission if you mess up Rigel 3. You fly Broadsword with Hobbes. Take off and take out the pirate base. There are 5 enemy Crossbows at the pirate base. 7.5.3 Second Chance 3 You fly this mission if you fail Ghorah Khar A series. You fly Sabre with Hobbes. At Nav 1, you find the two Sabres you need to rescue, under attack by 4 Gothris. There are also 4 Grikaths at nav 2. Take them back to Olympus. You can ignore nav 2 and go directly back to Olympus Station. 7.5.4 Second Chance 4 You fly this if you mess up the Fralthra Strike. You fly Sabre with Hobbes again. Take off from Concordia, and take on 5+4 Gothri, then the Fralthra. You lose any way, so don't hold back. ================================= 8 Secret Operations 2 Campaign Spec Ops 2 mission tree is identical to Spec Ops 1. In each series, you have an overall objective. If you failed, you're sent to a "second chance mission". If you fail that too, you lose the game. If you win that, you're sent back to the next series as if you won the preceding series. There are a total of 20 missions in 5 series. Rapier-G has slightly different gun arrangement, with particle beams replacing lasers. Otherwise, it's still the same Rapier... Good shields, lousy armor. -W-> Winning track -L-> Losing Track CanewdonA -W-> CanewdonB -W-> CanewdonC -W-> Ayer'sRock -W-> WIN L / L / L ______/ L V / V / V / V SecCha1 SecCha2 SecCha3 SecCha4 L L L L V V V V LOSE LOSE LOSE LOSE 8.1 Canewdon A (4 missions) Tolwyn will chair the court martial of Jazz, and no one doubts the eventual outcome: death. However, another traitor is apparently onboard the TCS Centurion, informing the Kilrathi about the "Morningstar" project... Ship: Rapier-G / Sabre Wingman: Stingray Must do to win: Rescue Minx in mission 3 Win: Go to Canewdon B Lose: Go to Second Chance 1 8.1.1 Canewdon A 1 Escort mission... Escort Jazz's prison transport. Launch and rendezvous. On the way, other transports were attacked. You went off to their defense (4 Jalkehi), only to find Mandarin traitors took over the prison transport and jumped out... With Jazz. Kilrathi has some plans for the "Morningstar" project... And Jazz will play a part. 8.1.2 Canewdon A 2 Patrol mission. Recon the standard route. Launch and fly the nav points. There are 3 Gothri at nav 1, 4 Sartha with a Dorkathi at nav 2, and asteroid field with 4 Gothris at nav 3. Not a pretty sight. Sparks finally tell you about Morningstar... Apparently it's a new experiment fighter. Maniac, your old nemesis (besides Jazz), leader of the Wild Eagles, is the test squadron. And they are coming to the Concordia. 8.1.3 Canewdon A 3 Rescue mission. You fly a Sabre. There's an asteroid field with 4 Grikath between you and nav 1. When you get there, Minx's Morningstar is disabled. Take out 5 attacking Drakhris, and Minx will auto-destruct the fighter. You can then tractor her onboard and take her back. You MUST rescue Minx or you go to Second Chances 1. Apparently Minx likes you, and no, you can't fly the Morningstar yet. 8.1.4 Canewdon A 4 Escort mission. You will escort Maniac out for another test run of the Morningstar in a Sabre. Go out to nav 1 and rendezvous with Maniac. When you get to nav 2, a Kilrathi transport will hail you. Just keep flying and ignore the transport. There are 5 Jalkehi at nav 3. The Kilrathi transport has a Mandarin onboard. After interrogation, he revealed that they are carrying supplies to a Mandarin base called "Ayer's Rock". However, he doesn't know the location. 8.2 Canewdon B (4 missions) Ship: Broadsword / Sabre Wingman: Maniac / Stingray Must do to win: Must destroy Kamekh in mission 4 Win: Go to Canewdon C Lose: Go to Second Chances 2 8.2.1 Canewdon B 1 Patrol/Escort. You will accompany 3 Morningstars in a Broadsword to make sure they are alright on a patrol. Nav 1 is empty. Nav 2 has 4 Strakhas. Nav 3 has a Gothri. Nav 4 has 4 Jalkehi. They should be no match for all that firepower in your group. You get to meet more of the weirdos in Maniac's squadron. 8.2.2 Canewdon B 2 Strike/Defend mission. Defend Concordia against 6 Gothris and a Kamekh. You'll fly Sabres with Stingray. Get out the hangar and get out of range of the flak, then turn back and take on the Gothris. THEN worry about the Kamekh, though Concordia should destroy it without your help. Don't get between them! Wild Eagles makes a couple digs about you. 8.2.3 Canewdon B 3 Patrol/retrieval mission. Look for and grab a data pod. You get a wingman in Broadswords. Nav 1 has asteroids and 3 Drakhri. Nav 2 has 3 Jalkehi. Nav 3 is a minefield with 4 Sarthas. When you've gotten close enough to the nav point, you were informed that it's a trap... The pod is actually a bomb! You better get out of range (just fly directly away from it) before the bomb explodes. If you destroy the last Sartha the bomb will go off too. Then just make your way back. Jazz hasn't been sitting still. He's turn pirate with the Mandarins. Talon thinks you let Jazz get away, while Minx is more sympathetic. 8.2.4 Canewdon B 4 Rescue mission. Minx returned early from patrol, leaving her wingman at the nav point agianst enemy fleet. You better go out there... You fly out there, and you find Angel, in a Sabre, against 5 Gothris. A Kamekh join the party later. Shoot them all down. You MUST destroy the Kamekh to win the series. Paladin said you'll find Jazz soon. Beyond that, he can't comment on it. 8.3 Canewdon C (4 missions) Search for Ayer's Rock continues, while Mandarins get bolder... Ship: Morningstar Wingman: Maniac Must do to win: hit all nav points in mission 3 and destroy the capships Win: Go to Ayer's Rock Lose: Go to Second Chance 3 8.3.1 Canewdon C 1 Rendevous mission. Mandarins want a prisoner swap, so you escort one transport out and escort another transport back. Take off, get the transport out, then the other jump in. Get close enough so they acknowledge you, then autopilot. As you get to nav 2, 5 Drakhri and a Ralatha crash the party. Take out the Drakhri quickly, then wipe out the Ralatha, and you're done. 8.3.2 Canewdon C 2 Maniac tells Talon and Crossbones to get ready. They get to the flight deck, they find Minx ready to launch... Unauthorized! She's the traitor! Then the bomb explodes... Crossbones is dead, others are in sickbay. You and Maniac will take the remaining Morningstars to chase down Minx. Maniac finally tells you about the "Mace" tactical nuke. Pursuit mission. Chase down Minx. Nav 1 has nothing. You see a minefield between nav 1 and nav 2. There are 3 Sarthas at nav 2, then 2 Jalkehi at nav 3. 4 Gothris are at nav 4. Finally, 2 Dorkathis and a Kamekh are at nav 5. Take them all out, but no sign of Minx. She had gotten away. Mace Tactics: best group is probably to launch it straight at the Kamekh or between the two transports. Another possibility is launch it into a group of enemy fighters, like that gaggle of Gothri at nav 4. Paladin informs you that his agent is on Ayer's Rock, and you all are going there later. 8.3.3 Canewdon C 3 Rendevous and escort mission. You will rendezvous with Paladin in that Kilrathi transport you captured earlier and escort it back. Head off the nav 1, and take out 3 Dorkathi with 2 Gothri as escorts. Nav 2 has asteroid field and 5 Drakhri. You find Gamal Gan, the transport, at nav 3. Dock with it. The ship has EM shielding that will prevent the Morningstars from showing up. 8.3.4 Canewdon C 4 Sweep mission. Clear the waypoints of Kilrathi presence. Nav 1 has 2 Strakhas near a minefield. Nav 2 has 4 Jalkehi. Nav 3 has 2 Gothri. You can shoot them all, or you can take out the Strakhas and dock, and slip by the other enemies. Watch the cinematics as you jump into Ayer's Rock system... And you were able to get by the password. You are in. 8.4 Ayer's Rock (4 missions) Ship: Morningstar Wingman: Maniac Must do to win: Must destroy Jazz Win: You win the game Lose: You go to Second Chance 4 8.4.1 Ayer's Rock 1 Sweep mission. Mandarins detected the EM shielding. Your cover's blown. Kill enemy fighters. Launch and take out 5 Gothris, then go to nav 1 and take out 5 Sarthas. Scorpion, Paladin's agent, revealed that Ayer's Rock is THE Mandarin base, and most of the Mandarin leadership is at the base. Unfortunately, Concordia is busy repelling enemy attack. It's time to run... 8.4.2 Ayer's Rock 2 Flank sweep mission. You have to protect the flank as Gamal Gan runs for the jump point. Nav 1 has 4 Sarthas. Nav 2 has 3 Sabres (however, their tail gun doesn't seem to work) and 2 Fralthras. Take them all out. Scorpion revealed that Ayer's Rock is being evacuated before he was caught and executed. 8.4.3 Ayer's Rock 3 Strike mission. Concordia is busy, so it's up to you to blast the rock. Launch, kill two Kamekhs in your way, save your torpedoes. There will be SIX Sabres covering Ayer's Rock. Destroy all of them, then torpedo the base. If you torpedo the base... No sign of Minx, Jazz, or the Morningstar... While Concordia is still in a hot fight. Minx called from escape pod... Jazz apparently left her out to die. If you failed to destroy the base, Minx calls to gloat. 8.4.4 Ayer's Rock 4 Sweep mission. This is the final showdown... Jazz is out there. Launch and ready for jump. Unfortunately, Maniac's jump drive failed, so you're alone. Kill the 3 Sabres, and Jazz will show up. Kill him, and you're done. Tolwyn liked what you did. Mandarin base is now useless. [Bonus feature... Watch the cinematics AND the credits ALL THE WAY to the end. You'll see Maniac, STILL out there in space, waiting to be rescued!] 8.5 Second Chance (4 missions) You don't fly the Second Chance series together, but rather individually as a result of losing one of the regular series. If you win, you go onto the next series. If you lose, you lose the game. In Second Chance 4, you will lose either way. 8.5.1 Second Chance 1 Sweep mission. You must destroy ALL Kilrathi before they reveal Concordia's position. You fly Sabre with a wingman. Destroy EVERY enemy ship you see. Nav 1 has 3 Grikath. Nav 2 has 4 Kamekh with 3 Gothri (Drakhai). Nav 3 has 3 Sarthas. 8.5.2 Second Chance 2 Patrol mission. You fly Broadsword with Crossbones as wingman. Nav 1 has asteroids with 2 Jalkehi. Nav 2 has 5 Sartha and a Fralthra. Nav 3 has a Gothri. 8.5.3 Second Chance 3 Sweep mission. Destroy ALL enemy fighters to prevent them from revealing your location. You fly Morningstar with Maniac. Launch. Destroy 5 Sabres at nav 1,and 2 Broadswords at nav 2. 8.5.4 Second Chance 4 You really messed up the strike, didn't you? Concordia is retreating, and you volunteered for sweep to let Concordia out of the system. You will fly with Maniac. Nav 1 has 2 Jalkehi. Nav 2 has 4 Drakhri. Nav 3 has 3 Broadswords (Mandarins). On the way back from nav 3 is a minefield. ================== 9 Miscellaneous 9.1 Cheat Can't get by a mission? You CAN cheat a little... First, enable the cheat. Start the game by Origin Yes, you need spell Origin correct, WITH capital O. In place of , put WC2 for Wing Commander 2 SO1 for Spec Ops 1, and SO2 for Spec Ops 2. If you want to make yourself invulnerable as well, add -k after Origin, so the line looks like WC2 Origin -k Here's a list of "debug mode" keystrokes Alt-Delete Destroy targeted ship Alt-Insert Destroy all enemy fighters and bombers, not capships Alt-i Increase enemy AI level Ctrl-i Decrease enemy AI level Alt-z Self-Destruct (destroy own ship) Alt-m Show memory status Alt-o Show cockpit damage Ctrl-v Show version info Ctrl-o Toggle "Eject" warning light Ctrl-p Pause without the "Game Paused" message (great for taking screenshots) Alt-Delete may not work immediately on Drakhai (Kilrathi Elite Guard) and Aces. You may need to Alt-Delete them several times. --THE END--