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- -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
-
- The Unofficial Walkthrough for
- Wing Commander III: Heart of the Tiger
-
- Wing Commander III Walkthrough, v0.9
- Released April 20, 1994
- Compiled by Col. Aubrey "SwiftHeart" Chen <swifthrt@access.mbnet.mb.ca>,
- Col. Allen "Ninja" Kim <ak10@cornell.edu>,
- Col. Klaus "Gremlin" Weidner <klaus@snarc.greenie.muc.de>.
- Copyright (C) 1995. All rights reserved.
-
- -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
-
- *********************** WC3 General Tactics v0.9 ***********************
- by Ninja and SwiftHeart.
- ------------------------------------------------------------------------
-
- Difficulty Level Analysis:
- -------------------------
- 1) Novice: This is as easy as WC3 gets without cheating. All enemy
- ships' armament and armor are reduced; enemy AI comes from pre-WC1
- days. Your guns would even autotrack enemy ships for you as long as
- your ITTS circle is touching/close to touching your targeting
- reticle. As a general rule, Novice should be avoided unless you are
- having a lot of trouble passing certain missions on the Veteran
- level.
- 2) Veteran: If you are a newcomer to the WC games, this is the
- recommended level to start on. Enemy ships carry no bonuses/minuses
- on Veteran. While your opponents fly their ships competently, there
- are noticeable patterns to their styles which you can take advantage
- of.
- 3) Ace: WC3's default difficulty level. While there are little AI
- improvements for the Kilrathi light/medium fighters from Veteran, the
- enemy heavy fighters/bombers receive major enhancements on Ace.
- Vaktoth, Paktahn and alike now effectively use their afterburners and
- evasive tactics; and they would even fire off a missile or two on
- occasion. Note that overall, this level is more difficult than Hard.
- 4) Hard: All enemy vessels possess superior flying skill without the
- benefit of afterburners. Choose this level of play if you consider
- yourself to be an average WC pilot.
- 5) Crazy: A toughie level... superior AI/missile/afterburner. The enemy
- does make an occasional mistake you can exploit, however, like a
- fatal kickstop. This level is recommended to those who can breeze
- through WC1+2.
- 6) Nightmare: A living nightmare. Full implementation of
- afterburner/missile/AI plus shields & armor bonuses for all enemy
- ships. Note that the computer cheats with their IR missiles (no lock
- required). Fly this level if you are looking for a real challenge (or
- just some frustration).
-
- Mission Types & Ship Selection:
- ------------------------------
- Missions in WC3 generally belong to one or more of the following
- categories:
-
- - Basic patrol: The regular Wing Commander grind where you go to a nav
- point, clear it of any enemies, then proceed to the next nav point.
- These missions require a dogfighter which is well-balanced in
- agility, firepower, and shields.
-
- - Escort and interception: You're defending a capital ship or a
- planet, and you must make sure that the enemy does not destroy the
- objective. This includes shooting down any cruise missiles that the
- Kilrathi launch. You will definitely need a fast ship in order to
- catch any threat before they get too close to the ship you are
- defending.
-
- - Space strike: Destroy a capital ship. You may prefer a fighter with
- torpedoes and good shields.
-
- - Planetary strike: There is only one fighter capable of surface
- strikes, the Excalibur.
-
- Some missions are a combination of these categories. For example,
- patrols and strikes usually go hand-in-hand. Therefore, choosing the
- right ship can be tricky. (Note that most of the time, your choice of
- ships are limited to what is available on each mission.)
-
- Ninja's view:
- ------------
- Arrow: This ship is a dedicated interceptor with high maneuverability
- and speed. It may have the weakest shields of all the Confed
- fighters, but they are still stronger than a lot of the Kilrathi
- fighters, thus making the Arrow a good patrol fighter, too. However,
- the Arrow also has the weakest firepower, but at it does come with a
- load of eight missiles.
-
- Take advantage of its speed and agility so that you can avoid any
- barrage of firepower that the enemy likes to lay down. If you are
- playing on the harder difficulty levels and you find that the enemy
- constantly launches missiles at you, the Arrow will give you a better
- chance at dodging the missiles than other fighters. However, don't
- rely on your decoys too much, since you only get 16.
-
- Hellcat V: The Hellcat is a good balanced ship, showing no strengths or
- weaknesses other than lack of torpedoes. If you have a patrol
- mission, choose either the Hellcat or the Arrow, depending on your
- personal preferences. Personally, I prefer the Arrow because of its
- missile-dodging capabilities. But if missiles aren't your main
- concern, go with the Hellcat's stronger firepower and shields.
-
- Thunderbolt VII: This is a heavier version of the Hellcat, complete with
- stronger armor and shields, killer firepower, and a torpedo bay. Of
- course, it is also slower and less maneuverable than the Hellcat. You
- may want to choose this ship if you have a combination patrol and
- strike mission, since the torpedo can make short work of any capital
- ship, and its six front guns and strong shields can take on corvettes
- and fighters who dare to take you head-on. However, its rear mass
- driver turret is useless because of its poor range, since I have never
- had a Kilrathi tail me close enough for the turret to be effective. In
- comparison, I have always found myself creeping too close to the rear
- of a Pakhtahn, where its own mass driver never fails to chew up my
- front armor.
-
- I consider the Arrow, Hellcat, and Thunderbolt to be the "Basic Three,"
- since each is basically a different version of the conventional Wing
- Commander fighter. None of these fighters are truly "special" when
- compared with one another; they just have their strengths in different
- areas.
-
- In contrast, the other two Confed fighters, the Longbow and the
- Excalibur, are specialty fighters which possess specific advantages over
- the Basic Three.
-
- Longbow: When the Confederation wants a fleet of capital ships
- eliminated, they'll call on the one fighter created for that specific
- purpose, the Longbow. This bomber can be considered a heavy missile
- boat with its load of four torpedoes and 16 missiles. It also
- possesses powerful guns, heavy shields, and an effective rear turret
- with particle cannons. Its main weakness, of course, is its awful
- maneuverability and slow speed, which makes the Longbow an easy target
- for faster fighters, especially from the sides.
-
- On the other hand, you won't understand the true feeling of pleasure
- until you load your Longbow with 16 Friend-or-Foe missiles, launch a
- whole bunch of them at the same time, and then watch the fireworks. In
- this sense, the Longbow can also be used for limited interception.
-
- Excalibur: This is an experimental superfighter that will prove to be
- the decisive edge for the Confederation in their war against the
- Kilrathi. In the later missions, the Excalibur will be your only
- choice of fighter, especially during planetary missions. But if you
- ever have a choice, you should choose this ship anyway because:
-
- 1) It sports six powerful guns: four tachyon cannons, and two reaper
- cannons.
-
- 2) Auto-targeting: Combined with the huge firepower, auto-targeting
- gives me the ability to dust a whole wave of six Darkets or
- Dralthis in about ten seconds. However, a few people may opt to
- turn off auto-targeting (Ctrl-A) since they prefer to lead their
- shots manually instead of letting a computer handle it.
-
- 3) It undisputably outclasses the Arrow, Hellcat, and Thunderbolt in
- every area. It lacks torpedo capabilities, which is why I would
- chose a Longbow over an Excalibur in a certain mission that has me
- going against a ton of capital ships. However, the Excalibur's
- huge firepower compensates for the lack of torpedoes, so it is
- still well-equipped to take on capital ships.
-
- SwiftHeart's view:
- -----------------
- 1) Arrow: A small, quick, nimble fighter. This is my favorite ship for
- reconnaissance, patrol, and missions loaded with Strakha stealths.
- Glue to your target's tail and blast him blind while elegantly
- weaving through thick hostile gun-fire; do hit-and-runs against enemy
- cap ships while dodging heavy flak and turret-fire. The only downside
- to the Arrow is its limited missile selection: only IR and HS types
- are available for its eight hardpoints. Otherwise, this is just about
- as perfect as a light fighter gets.
- 2) Hellcat: While a certain CGW reviewer may think of this vessel as
- the spiritual descendent of Rapier in WC1+2, personally I view the
- Hellcat as the dog of Confed fleet, as Scimitar was in WC1 and Epee
- in WC2. This ship has little advantage over the Arrow - a better set
- of guns (neutron/ion as opposed to laser/ion), thicker shields and
- armor, and the ability to carry a wider variety of missiles. However,
- its bigger size, slower weapon power recharge rate, lower speed,
- lesser maneuverability, and six missile slots limit really put a drag
- on things in bigger and more intensive battles. Whenever Rachel
- offers me this craft, I _always_ switch to an Arrow or a Thunderbolt
- (depending on the mission). If you want to make a mission tougher,
- choose this baby.
- 3) Thunderbolt: My default fighter of choice. Great armorment, good set
- of guns and a nice combination of missile and torpedo racks. It also
- boasts a mass driver tailgun to help keep the enemy off your back.
- All in all, an excellent heavy fighter/bomber. Note: Let the computer
- handle the rear turret for you.
- 4) Longbow: The ship of choice for cap ship-busting and mining runs.
- Longbow sports powerful guns and four torpedo racks - ideal for
- downing even the toughest capital ships, all the while keeping enemy
- fighters off your six with its impressive particle rear turret and
- 16 missiles. Otherwise, stay away from this ship, it is a hog to fly.
- Note that this ship rolls while you turn (with or without alt. flight
- mode turned on). Also note the apparent decrease in enemy AI level
- when you pilot this craft. Preferred missile loadout: 16 Pilum FFs on
- missions consist mostly of Darkets; 16 Spiculum IRs on ones with a
- high number of the Dralthi medium fighters; 16 Leeches on missions
- dominated by heavy fighters/bombers; or combinations of Leeches and
- Pilum FFs/Spiculum IRs on ones with evenly mixed oppositions.
- Whenever you enter a fray with an uncomfortably high number of
- light/medium fighters, make sure you lay a few missiles in your
- oppositions' path before they get within dogfighting range. If you
- don't, they will swarm you under with their painful bee stings.
- 5) Excalibur: Take this ship whenever you have the opportunity, there is
- nothing this baby cannot do. With its potent autotracking blaster
- guns and a very generous number of missile racks, the Excalibur makes
- short works of just about anything the Kilrathi throw at you. A pure
- joy to fly. The only downside to this remarkable piece of high tech
- fighter is its relatively thin armor. Once your shields are down,
- watch out. Don't assume the Excalibur will be able to take a few more
- punches from the Kilrathi after the shields are peeled off like other
- Confed craft can, because that mistake may very well end your career.
- Lock random targeting is the best strategy for the Excalibur. Do
- random targeting until you find an enemy that is charging you, then
- fire two or three consecutive volleys of your guns (don't just hold
- down the fire button, tap the trigger in rapid successions). Switch
- to a new target. Repeat. Recommended combat speed: 320 kps.
-
- Wingman Selection:
- -----------------
- 1) Hobbes: Overall, the best pilot to have on your wing. Your faithful
- Kilrathi friend since WC2 has retained his level of excellence in all
- aspects of interstellar combat. When you are up against a mission
- with mixed oppositions, take Hobbes on your wing. You won't regret
- it.
- 2) Vagabond: First of the double-V. Vagabond is a quiet, introspective
- flyer mixed in with a casual attitude. The card shark knows his
- stuff in space as well as his poker game in the rec room aboard the
- Victory. In combat, Vagabond tends to break off without your
- permission if the Kilrathi have fired upon him. Overall, Vagabond is
- an above-average pilot; his style is best suited for simple patrols.
- 3) Vaquero: Vaquero shares a similar style of flying to Vagabond, with
- one minor difference: Vaquero sticks with you no matter what happens.
- An average pilot with an excellent attitude, Vaquero can be a
- valuable wingman if trained properly.
- 4) Maniac: Our good old unstable pal Maniac is back, and he is as hot as
- ever! Look at how he wastes kitty after kitty with his superb
- dogfighting skills in a classy Arrow. Pick Maniac when flying
- missions swarmed with Kilrathi fighters. Note, however, that Maniac's
- aggressive flying style and cocky attitude may bring about his
- untimely end relatively early in the game if the Kilrathi ever get a
- couple of good shots on him.
- 5) Cobra: Think Iceman from WC1 with enhanced AI and you will have a
- clear picture on how Cobra operates. A deadly shot and a decent
- pilot, Cobra is the one to count on in murderous dogfights and
- escort/defensive missions.
- 6) Flash: The kid who goes afterburner the instant he smells trouble.
- Despite his instabilities, Flash proves to be a solid shot and a fine
- pilot. Take him with you on simpler missions to teach him the ropes
- and hone his skills. Like Maniac; however, Flash has the tendency to
- try to outdo himself and thus endangering his own life. Watch out for
- the kid while he is flying on your wing.
- 7) Flint: Undoubtedly, the person to come to when the mission at hand
- involves cap ships. Flint is every Kilrathi cap ship captain's worst
- nightmare. Give her a ship outfitted with a torpedo and that unlucky
- bucket lying in your path will be turned into space atoms in no time
- flat. Flint is by far the most defensive flyer of the Victory bunch,
- so you may wish to take her along in missions that may prove
- detrimental to your other wingman (prior to her flag at-risk near the
- end game).
-
- Wingman "at-risk" explanation:
- Maniac and Flash are flagged earlier in the game can be attributed
- much to their extremely aggressive non-self-preserving flying styles.
- Vaquero and Vagabond take circumstantial risks and make assertive
- decisions in battles, so they may or may not be phased out in the
- middle segment of the game.
- Flint flies defensively so she doesn't get flagged until the very
- last missions.
- Hobbes and Cobra aren't flagged anywhere the game since they are
- essential to the plotline.
-
- Flying and talking (preferably with high morale choices) with your
- wingmen help to increase their skills and improve their attitude. So try
- to spread out your assignments equally. Otherwise, if you always fly
- with a specific wingman and lady luck decides to turn from him/her in a
- specific mission, you will be left alone with a bunch of rookies on your
- wing - rookies who won't follow your orders. Bad deal.
-
- Missile Loadout:
- ---------------
- 1) Dumbfire: Good for busting cap ships if you don't have torpedoes at
- your disposal, as well as killing their turrets. On higher
- difficulty levels (> Hard), this weapon will prove its worth to you
- if you can accurately deliver them to incoming enemy fighters.
- 2) Heatseeker: One of the best weapons available for lower level
- opponents. Get on your target's tail, damage its shields with guns,
- and finish it off with a heatseeker up its tailpipe. Boom! Turned him
- into kittylitter...
- 3) Leech: Without a doubt a fighter pilot's best friend. Take it out for
- a ride once and you will learn to love this baby. The Leech drains
- your target of its energy and leaves it sitting dead in space upon
- contact (your target will still be able to use afterburner); your
- target will also be unable to recharge its damaged shields. After a
- successful hit, you may wish to deal with another Kilrathi ship
- before returning to finish off the kill. Even though Leech is the
- preferred weapon against heavy fighters/bombers, it works equally
- well against other Kilrathi ships.
- 4) Mine: As impractical a fighter weapon as they come, these porcupine
- explosives are designed to serve one purpose and one purpose only: to
- act as deterrent to Kilrathi cap ships from coming through key jump
- points. Despite its uselessness, mines can be fun to play around
- with. Try setting yourself right on top of an enemy fighter and dump
- one in his face.
- 5) Pilum FF: Best weapon to have in fighter-swarm engagements. Fire off
- these missiles in salvos and watch your enemies bite cosmic dust! The
- advantage of this missile is obvious: you don't require a lock to
- fire. Its downsides are its relatively small damage potential and
- slow top speed. Pilum FF is the preferred weapon against light
- fighters.
- 6) Spiculum IR: Fire these babies off at the beginning of each
- engagement at light/medium fighters who charge you head-on (> 10 km
- away). It is the fastest and easiest way to finish off your enemy at
- mid/long range. One noted feature of this weapon is that it is
- difficult for the enemy to evade with decoys.
- 7) Torpedo: The best weapon for busting cap ships. One torp can down
- anything below a Cruiser, and two for Cruiser+ (try and launch
- torpedoes broadside on these ships). Torpedoes cannot be shot down by
- laser turrets.
-
- Enemy Ship Analysis:
- -------------------
- Novice Veteran Ace Hard Crazy Nightmare
- ------------------------------------------------------------------------
- AI AB MS | AI AB MS | AI AB MS | AI AB MS | AI AB MS | AI AB MS
- ------------------------------------------------------------------------
- Darket | 1 N N | 3 N N | 6 R N | 5 R N | 8 O O | 10 A O
- Dralthi| 1 N N | 2 N N | 5 R N | 4 R N | 8 O O | 9 A A
- Vaktoth| 1 N N | 3 R N | 7 O R | 5 R R | 8 A R | 9 A O
- Strakha| 1 N N | 3 N N | 4 R N | 4 R N | 7 O R | 8 A O
- Paktahn| 1 N N | 4 N N | 6 R N | 5 N N | 8 O R | 9 A O
- Sorthak| 1 N N | 4 N N | 7 R N | 6 N N | 8 O R | 9 A O
- Asterod| 1 N N | 4 N R | 6 O R | 5 R R | 8 A O | 9 A A
- Ekapshi| 1 N N | 4 N R | 7 R R | 6 R N | 8 O O | 9 A A
- Fireclw| 1 N N | 4 R N | 7 O R | 6 R R | 9 A A | 10 A A
- Blodmst| 1 N N | 4 R R | 7 O O | 5 R R | 8 A A | 9 A A
- Stalker| 1 N N | 4 R N | 7 O R | 5 R R | 8 O O | 9 A A
- Thrakth| 1 N N | 3 R R | 6 O O | 5 R R | 8 A O | 9 A A
-
- AI => Computer AI (1-10)
- AB => Use afterburner? (N = Never, R = Rarely, O = Often, A = Always)
- MS => Fire missiles? (same as AB)
-
- Ninja's view:
- ------------
- Compared to Confederation fighters, Kilrathi fighters generally have
- weaker shields, greater speed, and more maneuverability. They also have
- the advantage of numbers, thanks to the huge percentage of Kilrathi
- resources devoted to war production. These differences present the
- classic struggle between two conflicting ways of military strategy:
- strength of numbers vs. strength of skill and technology.
- In other words, Kilrathi fighters would be a breeze to fight if they
- didn't come in huge swarms. That being said, here are the descriptions
- of the known Kilrathi fighter models:
-
- Darket: Comparable to the Arrow, the Darket has great speed and
- maneuverability, thus making them very tough to hit, even with the
- assistance of the ITTS targeting reticle. Tailing one is next to
- impossible because of its agility. The only way to hit a Darket with
- gunfire is to wait until the Darket makes a straight attack run
- towards you, then face him and fire away. Do not worry about its
- guns, since they are relatively weak. With a little patience, you'll
- wear its front shields and armor away for the kill.
-
- Dralthi IV: The infamous Dralthi is the bread-and-butter of the Kilrathi
- fighter squadrons. Much deadlier than the "flying pancakes" of WCI
- and Privateer, the current version of the Dralthi is a well-balanced
- medium fighter. But this also means that the Dralthi shows no obvious
- strengths, so they should not present much of a problem to destroy.
-
- However, if you play on one of the higher difficulty levels, and you
- happen to run into a wing of five or six Dralthi, you will find that
- they like to launch plenty of IR missiles at you, especially if you do
- not have a wingman at the time. Dropping decoys is only a temporary
- solution, since more often than not, a decoy will fail to fool an IR
- missile. Your only hope is to turn on the afterburners (either hold
- down the TAB key or press the [~] key) and keep making tight turns.
- Don't ever straighten out for a second, and make sure you keep an eye
- on your scanner so that you can keep the missiles (the yellow dots)
- behind you.
-
- Vaktoth: The Vaktoth is a Kilrathi heavy fighter bristling with front
- guns, plus a nasty rear turret. They never seem to let up on the
- firepower, since one moment a Vaktoth will fly towards you with guns
- blaring, and the next moment that same fighter will turn away from you
- and fire its rear guns.
-
- One of the Kilrathi's favorite techniques is to have the fighter you
- are pursuing go into evasive maneuvers. Then while your attention is
- focused on trying to down that fighter, the other fighters will take
- easy pot shots at you, especially from the sides. Because of the
- Vaktoth's firepower as well as their numerosity, they are the best
- fighters to play this baiting game.
-
- To foil this plan, keep a finger on the 'T' key so that you'll be able
- to rapidly switch targets at will. Choose a Vaktoth to go after. Once
- it starts evading you, there will most likely be other fighters that
- start heading straight towards you from other directions going for
- your neck. Quickly hit the 'T' key to target one of these fighters,
- turn to catch them in the act, and fire away. If the new target isn't
- destroyed before he enters evasive maneuvers, then wait again for
- another fighter to make its attack run. Notice that this tactic also
- works for any other Kilrathi fighter as well, not just the Vaktoth.
-
- Paktahn: Like the Confed Longbow, the Paktahn is a heavy bomber
- specialized to take out capital ships like the TCS Victory. They also
- sport an impressive array of guns as well as missiles. Combine this
- with strong shields and armor and you have one of the more fearsome
- fighters in the Kilrathi fleet.
-
- As expected, the Paktahn is slow and unmaneuverable, but don't let
- that fool you into tailing and pursuing one. This is because the
- Paktahn has a rear turret with a mass driver that quickly relieves you
- of your front shields and armor. Coming at a Paktahn from the front
- is not recommended either because of its six guns. Your best bet is
- to approach the Paktahn from the sides, or at least at an angle. The
- key here is patience, since it will undoubtedly take many passes at a
- Paktahn before you even get through the shields.
-
- Strakha: The Kilrathi sure love their cloaking technology, and the
- current Strakha stealth fighters are much more dangerous than their WC
- ][ counterparts. They have the relative capabilities of a Dralthi
- when it comes down to firepower, agility, shields, and armor.
- However, their ability to cloak makes them very tough to catch with
- guns. Don't even think about launching a missile at one unless you're
- feeling lucky, since usually a targeted Strakha will cloak before a
- missile can catch him.
-
- The main problem fighting Strakhas is not that they possess
- overwhelming power, but that they never seem to stay still. As soon
- as you target an attacking Strakha and turn to face him, he will
- immediately break off. Then when you establish pursuit, he'll
- activate his cloak and slip away from you. There is no clear-cut
- solution to taking on these fighters, except to be patient and
- diligent in your hunt. Make sure you keep moving around as well so
- that attackers from the sides and rear will have a tough time catching
- you as well.
-
- Asteroid fighters: Confed doesn't know what to call these fighters, but
- I'd call them annoying and tough. They have very strong shields and
- of course, the toughest armor of all the Kilrathi fighters due to
- having a rock as its hull.
-
- These fighters are a pain because not only will they immediately break
- off their attack when you turn to face one, they will also lay a
- limitless series of mines if you try and pursue it. Luckily, the
- mines seems to detonate on contact instead of by proximity sensors,
- but they can still frustrate your attack. Like Strakhas and Paktahns,
- you will have to be patient and diligent in dealing with the asteroid
- fighter. Wait for him to come to you, then whittle away at its
- shields and armor. Do not establish pursuit once they break off an
- attack, or you may be chewing on mines.
-
- Sorthak: The Sorthak is a Kilrathi superfighter design that can be
- murder to tangle with. Because of its numerous main and rear guns,
- its strong shields, and its not-so-great agility (compared to other
- Kilrathi fighters), it is essentially a gunboat. Treat this fighter
- as you would a more aggressive Paktahn. In other words, do not
- approach a Sorthak from the front or rear, but from the sides.
-
- Ekapshi: The Ekapshi is dedicated atmospheric fighter. Consider them to
- have the combined strengths of a Darket and a Vaktoth without the rear
- turret. They are fast, agile, well-shielded, and a good match for
- even the Excalibur. Fortunately, their firepower isn't too deadly,
- and they don't seem to carry that many missiles.
-
- Like the Vaktoth, pursue one Ekapshi until another starts attacking
- you from the side or rear, then quickly change your target to the
- attacker and fire away before he can break off into evasive maneuvers.
-
- Most of your missions will also pit you against several Kilrathi
- corvettes, one or two at a time, as well as a capital ship or two.
- Normally, you'll want to eliminate the fighter cover before taking on
- corvettes and capital ships. Sometimes, however, you might want to go
- for the capital ship first. For example, a Kilrathi carrier will keep
- releasing waves of fighters until you destroy the carrier itself. Or if
- your disobedient wingman (i.e. Maniac or Flash) decides to take on a
- capital ship by himself, you may want to assist him so that you can draw
- off the capital ship's fire and hopefully keep your wingman alive
- longer. As for specific tactics against these ships:
-
- Corvettes: The Kilrathi corvette presents an interesting dilemma if you
- are flying a fighter with torpedoes. It is very tough to take on
- using guns only, but firing a torpedo at the corvette may be overkill,
- especially if you need that torpedo for a larger capital ship later
- on.
-
- If you attack one with guns, the best way is to take out the
- corvette's turrets first. The corvette will have five turrets: two
- lasers on each side of the ship, and one tachyon turret (I believe)
- right between the engines. Get the tachyon turret first, then take
- out the other four turrets. Then you can either finish the corvette
- or leave it alone for later so that you can focus on other enemies.
-
- Capital ships: Kilrathi capital ships come in several different sizes
- and models, but they all present similar challenges. The main threat
- of capital ships, of course, are the numerous turrets. If you are up
- against a Kilrathi carrier, it will also release fighters to intercept
- your attack runs. Finally, some of the capital ships have antimatter
- guns in addition to laser turrets. These antimatter guns are specific
- only to capital ships, shoot yellow shots, and causes much more damage
- per hit than even the most powerful guns on fighters. Luckily, they
- also fire at a slower rate.
-
- The best way to destroy a capital ship is by launching a torpedo. Lock
- the cap ship as your target and fly within 15,000 meters. Your
- torpedo sight should start locking on. After some time, when you
- finally achieve a lock, let the torpedo fly. You should still be well
- out of the range of the turrets by the time you achieve lock. If your
- first torpedo fails to destroy your target, make another torpedo run.
- You may also want to approach the side that was hit just to make sure.
-
- Ideally, you will want to destroy the fighter cover before making a
- torpedo run on a capital ship, but in many cases, you may have to
- destroy the cap ship first. Having a wingman with one or more
- torpedoes is a big help, since he or she always seems to destroy a
- capital ship faster than you can destroy the lead Kilrathi fighter.
-
- In some cases, you will face a capital ship without any torpedoes,
- which is when the fun begins. Thankfully, the cap ship turrets aren't
- well known for their pinpoint accuracy, but they still present a real
- danger. First of all, try configuring your power so that you have
- about 20% to engines (you don't need speed), 40% shields, and 40%
- weapons (and 0% repair, unless some of your systems are damaged.)
- Approach the ship at around 300 to 400 KPS. When you are within
- range, open fire with your guns. If your shields wear too thin, start
- swerving back and forth as you fly away from your target, then restart
- your attack run after your shields recharge.
-
- SwiftHeart's view:
- -----------------
- 1) < Crazy:
- a) Darket: An extremely fast and maneuverable Kilrathi light fighter.
- Its weakness lies in its paper-thin shields and armor. One full gun
- blast from a Thunderbolt will kill it dead. Either tail it with your
- afterburner or play chicken with it; you should come out as the
- victor very single time.
- b) Dralthi: I think the Kilrathi should seriously consider scraping
- this pointless design. Even though the Dralthi has a very unique look
- and a well-balanced set of armament, it only presents a real threat
- in large numbers. Attack from any direction and watch the flying
- pancakes fry. Best tactic: get on its tail, stay close, empty your
- guns, and once its shielding is down, launch a missile to finish the
- sucker off.
- c) Vaktoth: Tough little critter when it uses its afterburner. Leech is
- the most effective weapon against this heavy fighter. When attacking
- a Vaktoth from the rear, fire your guns at an angle instead of zero
- degree deflection to avoid its turret fire. Best tactic: fire off a
- Leech at the leading Vaktoth when it is < 10 km from you. If contact
- is made, break off and engage its wingmate(s) first before returning
- for the kill or rush in and finish your hapless victim off with a few
- quick volleys.
- d) Strakha: These babies could be tough... if only they stay cloaked for
- a longer period of time than they currently do. A couple good shots
- from any Confed fighter will stop a Strakha cold. Its arch-nemesis is
- the nimble Arrow and powerful Excalibur (of course). Best tactic:
- wait until a Strakha reveals itself, then turn toward it and waste
- the furball with several volleys of accurately delivered shots. If
- the Strakha tries to escape via cloaking, try and predict its path
- and fire off lead/random shots to tag it.
- e) Paktahn: The standard Kilrathi bomber. Watch out for those rear
- turrets! The mass driver rounds pack quite a punch! When attacking
- this deadly adversary, approach it from its unprotected sides or
- shoot it down from a safe distance from its rear. In desperate
- situations, when you wish to finish off a Paktahn quickly, launch
- your missiles in multiples from its six. The Paktahn's slow and
- ponderous movements will usually prove unable to out-maneuver
- missiles.
- f) Sorthak: Basically, it is an enhanced version of a Vaktoth with more
- firepower. Treat this ship as you would with a normal Vaktoth.
- g) Asteroid: A turret-less Paktahn with rocks wielded on. Because of
- this extra addition, these fighters possess thick armor and no
- missile hardpoints.
- Watch out for mines while pursuing an Asteroid fighter, Kilrathi
- pilots flying this ship love to launch them in your face. Note that
- each Asteroid fighter carries approx. 16 mines.
- h) Ekapshi: Kilrathi atmospheric fighter. Very tough customers if you
- don't get rid of them in a short period of time. Extremely quick and
- agile, this ship is nearly a match for the Confed Excalibur. Switch
- between Ekapshi and never stay in a straight line if you wish to
- live. Note that each Ekapshi carries 3 HS missiles. Best tactic:
- hit-and-run.
- i) Cap ships:
- - Scout, Transport: Blow these cap ships to kingdom-come with your
- guns; never waste a precious torpedo on them.
- - Corvette: Depending on how reliable your joystick/fast your system
- is, you may wish to torpedo the Corvettes whenever you have the
- chance since shooting at the turrets can prove difficult on slower
- systems.
- If you choose to blow up Corvette's turrets, start with its rear
- tachyon gun first, then either top/bottom turret sets and finally
- the other side. Make sure you never go after more than one turret
- per run.
- Approach the Corvette from a parallel position, preferably from the
- left side or the right side. If you and the Corvette are perfectly
- horizontally aligned, none of the turrets will fire on you. Then
- all you have to do is to strafe them while they sit useless.
- - Light/Heavy Destroyer, Cruiser: All these ships have a blind-spot
- weakness which you can easily exploit. Approach them from the rear,
- match speed, sit right behind their big engine exhaust nozzles and
- blast away. Here, no turret can fire on you without hitting the cap
- ship itself. Be aware of your wingman's status, however. It is
- dangerous to let your wingman stay on your wing while you perform
- this tactic since they might not be sitting in the blind-spot like
- you.
- - Carrier and Dreadnought: The best way to handle these ships is to
- fly through their hull cavities, match speed and blast them in
- the guts. There is not much these pig-size ships can do once you
- get inside them. Just make sure you follow their maneuvers
- carefully if they try to toss out you with tight turns. Note that
- enemy fighters will not follow you into the cap ships.
- - Starbase: Torpedoes is the most sensible way to go for attacking
- a Kilrathi Asteroid Starbase. Due to its numerous anti-matter
- guns defense, it is unwise for you to attempt to destroy it with
- your guns. When you do use your guns, however, make sure you hit
- the base itself and not the rock which it sits on.
-
- When approaching a cap ship, shift your course in random directions
- every now and then to reduce the chance of getting hit by turret-fire.
-
- Attacking a cap ship from the opposite direction relative to your
- wingman will help divert enemy turret-fire from you both.
-
- In engagements where there are > Corvette cap ships present, it is a
- good idea to soften up the first wave of fighter cover (leave one alive)
- and then head for the cap ship. Successive waves of enemy fighters will
- not appear if you dispose of the mothership first.
-
- j) Aces:
- - Fireclaw: Fireclaw adores his ship. This triggerhappy kitty is an
- excellent dogfighter with a full arsenal of amazing evasive
- maneuvers at his disposal. Fireclaw fires his missiles whenever you
- are on his tail. The best way to defeat this ace is to slow down
- your ship and bait him to charge you (same tactic for dealing with
- other Darket pilots in one-on-one situations), then let your
- missiles fly and guns fire and send him to kitty heaven.
- - Bloodmist: One of the more accurate pilots serving in the Kilrathi
- Empire. If you stay in a straight line, Bloodmist will do just as
- his name implies, sending a patch of mist of blood in your way.
- This enemy ace also understands the value of missiles, so he
- launches them at a very efficient pace. Unfortunately for him,
- Pilum FFs are easy to evade with decoys. The best way to tangle
- with him is to deal with him like you would with any other
- Paktahns: Bring down his side/rear shields and jam a missile or two
- up his tailpipe. No more kitty.
- - Stalker: "I will gut you human!" is Stalker's favorite line. I
- always reply, "How in world will you do that?" Stalker's Strakha
- has no enhancements to it, save for the usual nice red claw
- markings that seem to be the trademark of every Kilrathi ace's
- ship. Blow it apart like you would with any other Kilrathi
- stealths.
- - Thrakhath: Strangely, the heir to the Kilrathi throne is the
- weakest ace you will encounter in WC3. Guess all those years of
- being grounded on Kilrah/dreadnought after WC2 finally got the best
- of him; Thrakhath is totally pathetic in his flying skill. What's
- even sadder is that his supposedly state-of-the-art Kilrathi
- fighter (one that rivals the Excalibur) is a total piece of crap.
- If it weren't for the few missiles strapped to the wings of his
- ship, Thrakhath would pose no threat.
-
- 2) Crazy, Nightmare:
- a) Darket: Don't even bother trying to tail this guy - it's impossible.
- The best way to kick these little suckers is to wait for them to come
- straight at you and then let them have it. When engaging multiple
- bogies of this ship, switch between them constantly and wear them
- down. Note this tactic will also reduce the chance of a Darket
- getting a HS missile lock on your tail. Recommended speed of
- engagement (RSOE): 320 kps.
- b) Dralthi: Attack Dralthi from behind or by clipping off its wings.
- Nice and easy. Launch missiles at close range from the rear. Kill the
- Dralthi quickly because they tend to launch a lot of their IR
- missiles at you before they die, and generally that can mean the
- difference between victory and defeat for you. RSOE: 420 kps.
- c) Vaktoth: The Kilrathi heavy fighter has a couple of glaring
- weaknesses you can take advantage of. For example, its slow turning
- rate and poor acceleration rate. Follow its hesitant and hog-like
- maneuvers and drain your guns whenever it attempts to turn to face
- you. When it kicks in its afterburner to full speed, let it go and
- wait for it to start to turn again. Repeat. RSOE: 400 kps.
- d) Strakha: Again, wait until these phantom ships give themselves away,
- then pummel them with your guns. Don't bother using missiles against
- these guys since they often manage to escape via cloaking. RSOE: top
- speed.
- e) Paktahn: Trying to nail a Paktahn from its side isn't an easy thing
- to do, but your patience will be rewarded if you stay with this
- tactic and wait for it to make its mistake. The alternative method
- for attacking a Paktahn is to swivel from side to side at top speed,
- drain your guns when they are pointing at its rear, and veer off to
- the other side when its turret starts to scrape your shield. Repeat
- the process until it dies.
- f) Sorthak: See Vaktoth.
- g) Asteroid: Wait until the rock ship starts to turn towards you, then
- before it can straighten itself out and fire on you, tag it with a
- few shots on its sides. Keep on doing this until it explodes.
- h) Ekapshi: Let it have three quick volleys from your tachyon and reaper
- cannons fast if you want to avoid greeting your crewmates in the form
- of a coffin at the end of this run. Again, constantly switching
- between your targets will help you out a great deal.
- i) Cap ships: See section 1. Higher level cap ships sport more accurate
- turret crews and tougher shields and armor. Aside from that; however,
- these big ships don't do anything innovative. Attack them like you
- would with lower level cap ships.
- j) Aces: Aces on these levels employ more spontaneous tactics than the
- regulars piloting the same ship. However, their fundamental style is
- still the same. Deal with the best the Kilrathi can offer the same
- way you would with their companions at arms.
-
- Tactics:
- -------
- Before you take off:
- -------------------
- 1) Set power allocated to damage systems to zero. Select your default
- gun setting and missile.
- 2) Access your nap map and look over the mission objectives at each nav
- point.
-
- Evening up the odds:
- -------------------
- 1) Make sure you attack the enemy ships that are targeting you.
- Normally in a group of four enemy fighters, two fighters will come
- after you while the other two will deal with your wingman. Note that
- the two attacking you generally trail behind the two assigned to
- your wingman.
- 2) Watch out for collisions! When attacking enemy heavy
- fighters/bombers from the rear at extreme close range, make sure to
- match your craft's speed to that of your target beforehand. This is
- especially important when you are flying a lighter Confed fighter
- like the Arrow. Running into an enemy craft may damage your vessel
- needlessly.
- 3) Most of the time, it's good to stick to just one enemy target. But
- there are instances where engaging multiple bogies simultaneously is
- your best bet. This is especially true when you are playing at
- higher levels of difficulty, where tailing after them becomes nearly
- impossible since the enemy fighters use their flying skills and
- afterburners to full potential. Switch between your targets and wear
- them down until they die.
- 4) Lock down your guns until you are certain that your shots are going
- to hit your target. Fire in short, consecutive bursts - preferably
- when you tail them or catch them on the sides. Continuous firing is
- not recommended in most situations.
- 5) If you feel that the opposition has a high chance of overwhelming
- you with sheer number/skill, let your wingman loose at the first
- opportunity. Forcing them to sit on your wing is not only hazardous
- to your health, but to theirs as well! If you are travelling at low
- speeds in a heated engagement, there is a very good chance of your
- wingman getting fried if you keep him/her chained to your side.
- 6) If your wingman is attacking a cap ship blessed with a heavy fighter
- cover and appears to be in trouble, select an enemy fighter close to
- you and order him/her to break off and attack it instead.
- 7) This one should be fairly obvious: go after the enemy vessels who
- are threatening your mission objective in escort/defensive missions
- first. Fly ahead and engage the enemy fighters before they can get
- within firing range of your objective if there is only a single wave
- coming from one direction. Stay close to your mothership and don't
- get lured away if there are two waves coming from opposite
- directions. Alternatively, you can order your wingman to deal with
- one wave while you confront the other.
- 8) Give your radar a glance whenever you can. This and using your nav
- map to assess the situation before a battle will help you make the
- correct decisions. Trust me, it matters.
- 9) Don't just hit <E> to release decoys when the missile lock warning
- flares up unless you are totally caught unprepared. Make a rough
- assessment of where the missile is to determine which new heading
- you should partake before releasing the decoys. Also, if a missile
- doesn't appear to be taking the bait after you've released your
- third decoy, stop releasing any more and go evasive. Otherwise, you
- will just be wasting precious countermeasures.
- 10) Conserve missiles for tight situations. If you think the mission
- will get progressively more difficult, hang on to them and don't
- waste them on easy kills.
- 11) Be patient. If they are not threatening anyone, sit back and wait
- until your shields are fully recharged before making your cap
- ship/cap ship turret runs.
- 12) How to get easy cap ship kills? Send your wingman (preferably one
- without the "at-risk" flag) in to soften up the big boys. When their
- armors turn red, call off your wingman and finish the job yourself.
- Note that this tactic doesn't work if you wingman is Maniac/Flash.
- 13) Don't let your impulse take you to the grave. Know when to back off
- and head home, especially when you have already received the
- "mission objective accomplished" message. Never let your bloodlust
- cloud your judgment.
- 14) The enemy fighters attacking you are imbued with different
- abilities. Engaging the weakest opponents first is recommended since
- they are easier to kill. It is a simple task to spot the dog enemy
- pilot in a wave: they are less responsive to your approach and they
- don't fire their guns/missiles quite as actively. Normally in a wave
- of four, there are 1 Ace, 2 Veterans, and 1 Novice.
- 15) Taunting works... but only if you taunt your target at least five
- times. Use this technique to your advantage in escort/defensive
- missions, things are a whole lot easier when the enemy's guns are
- locked on you instead of that poor, defenseless transport you are so
- desperately trying to protect.
- Note that when enemy is responding to your taunt, there is a slight
- hesitation in his flying pattern, a perfect time for you or your
- wingman to do him in.
- 16) Dealing with multiple bogies can be tough on higher difficulty
- levels on your own. Always ask your wingman to help you out if
- someone is persistently shooting/launching missiles at you while you
- are concentrating on your current target. Once your wingman draws
- away your relentless pursuer's attention onto himself/herself, you
- can then safely proceed to deal with your target.
- 17) On higher levels, firing off a missile while you are tailing someone
- at long range is never a wise move. Either fire it while you are
- tailing your target several hundred meters away or wait until they
- charge you. If you must launch a missile at a medium range while
- tailing an enemy ship; however, do so while your target is at zero-
- degree deflection. This way, there is a smaller chance for the enemy
- to misguide your missile with a decoy.
- 18) Remember that banking left and right is easier to do than pitching
- up and down. So when an enemy attempts a loop, roll while you bank
- in that direction will help you out-maneuver your opponent.
- 19) A somewhat unethical way to draw enemy fire away from yourself: at
- the beginning of the mission, proceed to lightly damage your
- wingman's vessel. In combat, the enemy tends to be drawn to the more
- damaged ship in your wing; thus your wingman.
- 20) Damage control can also repair minor structural damages on your
- ship. When parts of your ship starts to glow yellow, set aside a
- couple of power points to the damage control to fix those holes.
- 21) Line up your opponents as they approach you and make them fire upon
- themselves before the fight begins.
- 22) Trick your enemy ships into collision. This is fairly easy to do in
- large engagements.
-
- Offensive maneuvers:
- -------------------
- 1) Shelton slide: Afterburner and turn on autoslide. You will travel at
- afterburner speed in a straight line without expending fuel. In the
- meantime, you can turn and fire in any direction without changing
- your ship's course. Only available on Arrow/Excalibur.
- 2) Hit-and-run: Attack an enemy fighter head on and then go afterburner.
- Wait until all enemy ships are behind you, decelerate, turn around,
- and repeat.
- 3) Random targeting: Continually switching between opponents and wearing
- them down until they all die. This is by far the most effective means
- of dealing with higher level opponents in WC3. It comes in three
- flavors:
- a) Target switching: Using <T> to change your selected target.
- b) Lock switching: Using <L> to change your selected target. This is
- the preferred method for the Excalibur.
- c) No switching: Turn your ships toward your tormenters and fire upon
- them without changing your current target. Once they turn away,
- resume attacking your locked target.
- 4) Ramming: When you are piloting a heavier spacecraft like the
- Thunderbolt and Longbow, you can safely ram your opponents without
- suffering armor damage when their shields are down. When engaging a
- multitude of opponents without your wingman, this can be a smart (if
- somewhat risky) tactic to have.
-
- Evasive maneuvers:
- -----------------
- 1) Zig-zag: A fairly standard maneuver. Create a "Z" symbol with your
- fighter craft.
- 2) Infinity (barrel roll): Move your joystick at a moderate speed to
- create an infinity symbol. This maneuver works best in alt. flight
- mode.
- 3) Incoming evasive: The best way to avoid a long range incoming is to
- turn toward it, launch a decoy, and change your heading by 45
- degrees and go afterburner. Note that you may use IFF scrambler even
- after you have exhausted your physical decoys. The scrambler does
- not work as well as the real mccoy, but it is better than nothing.
- As a general rule, decoys can help you avoid FFs 90-100% of the
- time, HS's 70-80% of the time, and IRs 5-10% of the time if launched
- correctly.
-
- Landing:
- -------
- 1) Never come to a full stop when you are being debriefed while your
- wingman is flying a different craft than you. He/she may crash into
- you from behind.
- 2) Uh oh, the chance of you performing a successful manual landing
- appears slim. Perhaps the Victory is making a tight turn without
- notifying you. Perhaps you are trying to perform an areal stunt
- never before seen in this part of the galaxy. In any case, press <A>
- and let ALS fix things out before that fatal crash.
-
-
- ********************** WC3 Mission Analysis v0.9 ***********************
- by SwiftHeart and Gremlin.
- ------------------------------------------------------------------------
-
- WC3 Mission Tree
- ----------------
-
- CD1 Orsini-4
- / \
- / \
- Tamayo Tamayo-2____
- \ / \
- \ / |
- Locanda-2 |
- / \ |
- CD2 Blackmane-1 \ |
- | \ | |
- Blackmane-2 | Blackmane-3 |
- | | | \|
- Blackmane-3 | / |
- \ |/ |
- Ariel-1,2,3 |
- / \ |
- Caliban-1 Delius-1 |
- | \ / | |
- Caliban-2 | Delius-2___ |
- | \| | \|
- Caliban-3 | Delius-3___ |
- \ |/ \|
- Torgo |
- | |
- CD3 Torgo-2 |
- | |
- Loki-3 |
- / \ |
- / (stranded) |
- | |
- Alcor-4_____________ |
- | \|
- CD4 Freya |
- | |
- Freya-3_____________ |
- | \|
- Hyperion____________ |
- | \|
- Kilrah-0 (pre-jump)_ |
- | \|
- | Proxima
- | |
- | Sol
- Kilrah-1 (post-jump) |
- | \|
- Kilrah-2____________ |
- | \|
- Kilrah-3 |
- / \ |
- / \ |
- (win) (lose2) (lose1)
-
- (win) : Kilrathi surrender. Fly home to Earth in shuttle.
- (lose1): Ejection seat picked up by Thrakhath. Confederation defeated.
- (lose2): No pick-up by Thrakhath. Confederation defeated.
-
- Note: The numbers represent the deciding missions in that series.
-
-
- WC3 Mission Analysis
- --------------------
-
- Guideline:
- ---------
- Mission designation: Mission name
- Wingman Ship (* = default) (Kills, Cumulative)
- Mission content
- Tact: (recommended ship)
- Mission-specific tactics.
- H = difficulty < Crazy
- L = difficulty > Hard
-
- Note: <Alt>-<v> in flight => mission designation.
- (Kills, Cumulative) => direct winning path only.
- (JB) => joins battle after a certain period of time/when a
- specific opponent in the previous wave is destroyed.
-
-
- ORSINI A001: Simple Patrol
- Hobbes only *Hellcat (4,4)
- 2 Darket at Nav 1
- 2 Darket at Nav 3
-
- Tact:
- None. You have to be asleep if you couldn't pass this mission on your
- own, even on the Crazy/Nightmare levels. :) The fastest way to beat this
- mission is to target the Kilrathi fighters and feed them your missiles.
-
- ORSINI A002: Simple Patrol 2
- No Flash/Flint Arrow/*Hellcat/Thunderbolt (5,9)
- 2 Darket at Nav 2
- 1 Transport, 2 Darket at Nav 3
-
- Tact: (Any)
- Peel off the transport's fighter cover first before attacking it.
- Destroying the transport's two laser turrets is recommended; it's fun
- and it helps you to practice your aim :).
-
- ORSINI A003: Escort Medical Cargo Transport
- No Flash/Flint *Arrow/Hellcat/Thunderbolt (10,19)
- 2 Darket, 1 Dralthi --> Nav 2
- 1 Corvette, 2 Darket at Nav 2
- 2 Darket + 2 Darket at Nav 3
-
- Tact: (Thunderbolt)
- At --> Nav 2, engage the Dralthi first, he is the one who will be
- attacking your transport.
- At Nav 2, use torpedo to get rid of the Corvette before it gets within
- firing range of your transport.
-
- ORSINI A004: Escort Civilian Transport, Skipper Missile
- No Flash *Arrow/Hellcat/Thunderbolt (13,32)
- 4 Darket + 2 Dralthi at Nav 1
- 2 Dralthi, 1 Corvette + (1 Skipper) --> Nav 2
- 2 Darket + 2 Darket at Nav 3
- (2 Corvette, 2 Dralthi --> Victory, if you failed to protect the
- transport.)
-
- Tact: (Arrow/Thunderbolt)
- AR : Fly straight toward the Corvette with full afterburner as soon as
- you drop out of autopilot. Watch your radar closely. When a yellow
- blip - that's the Skipper - appears in the direction of the
- Corvette, target it immediately and proceed to shoot it down. If
- it gets by you, turn around and try setting yourself up for a
- zero-degree deflection shot. Follow it in (with your afterburner,
- if necessary) and pop it. Be very careful not to run yourself into
- the missile in the process, because it is death upon contact. You
- will have a total of three chances to kill the Skipper before the
- impact fatale.
- TB : Afterburner towards the Corvette upon contact. Select torpedo in
- the process to get an early lock. As soon as you hear the ping,
- let it loose and watch the fireworks. If you do this fast enough,
- you won't have to deal with the Skipper missile. If the Skipper
- does get launched before you could torpedo the Corvette; however,
- use the tactic described for Arrow (see above) to pop the missile.
-
- TAMAYO B001: Defend Victory
- Maniac *Arrow (14,46)
- 2 Darket, 1 Paktahn + 2 Darket, 1 Paktahn + 2 Darket, 2 Paktahn
- + 2 Dralthi, 2 Paktahn at Victory (Weasel, Mitchel)
- Note: Weasel dies at the very beginning of this engagement.
-
- Tact:
- H : Go for the Paktahns, they present a tremendous risk to your
- carrier's health! Watch out for their deadly tailguns though!
- Attack the Paktahns by shooting them from the side or in a safe
- distance from the rear.
- L : Don't worry too much about the Victory, Maniac is on the top of
- things. Just make sure you get some kills before he nabs all the
- glory!
-
- TAMAYO B002: Destroy Enemy Transports
- Hobbes&Flint Arrow/Hellcat/*Thunderbolt/Longbow/*Excalibur (17,63)
- 1 Corvette, 4 Vaktoth + 4 Darket + 4 Dralthi at Nav 1
- 4 Transport at Nav 2
-
- Tact: (Excalibur)
- Excalibur kills Kilrathi dead! Make sure you have autotracking on and
- everything should be smooth sailing!
-
- SIMULATOR B003: Duel Flash
- None *Arrow (0,63)
- 1 Flash
- Note: +1 under Ace in killscore.
-
- Tact:
- Arm all your missiles and fire when Flash charges you at close range or
- is starting to turn away from you. That should take care of the little
- bugger.
- Alternatively, You can follow him at top cruising speed until he runs
- his fuel dry; Flash is on constant afterburner. Flashman has no flash
- without his rocket packs.
- Alternatively 2, you can use the Shelton slide to deal with Flash.
- Afterburn to top speed, set autoslide lock, and empty your guns at the
- pursuing Flashman.
-
- TAMAYO C001: Same as TAMAYO B001.
-
- TAMAYO C002: Same as B002, except,
- 4 Dralthi at Nav 3
- 2 Transport, 4 Vaktoth at Nav 4
-
- TAMAYO C003: Same as TAMAYO B003.
-
- LOCANDA D001: Eliminate All Enemy Presence
- All Arrow/*Hellcat/Thunderbolt (30,93)
- 2 Vaktoth + 4 Dralthi --> Nav 2
- 3 Darket + 4 Strakha at Nav 2 (Asteroids)
- 1 Destroyer, 4 Dralthi + 2 Dralthi (JB) + 2 Dralthi (JB) + 2 Dralthi
- at Nav 3
- 1 Fireclaw, 5 Darket at Nav 4
- Note: Maniac is flagged at "at risk," meaning that he can die in this
- and any following mission.
-
- Tact: (Thunderbolt)
- At Nav 3, if you don't care too much about getting extra kills, it might
- be wise for you to go for the Destroyer directly without engaging the
- fighter cover. The successive waves of fighters will not appear if you
- dispose of the mothership first.
- Unless you wish to trade taunts with Fireclaw at Nav 4, tag him as your
- highest priority target since he likes to launch a lot of missiles (he
- has more than just the normal two) at you in rapid successions on higher
- difficulty levels. Fire off your missiles in salvos at him if you have
- trouble downing him with your guns.
-
- LOCANDA D002: Destroy Biomissiles
- No Cobra/Flint Arrow/Hellcat/*Thunderbolt (9,102)
- 8 Strakha (2 at all times), 1 Destroyer, 1 Biomissile + (2 Biomissile)
- at Nav 1
- Note: Flash is flagged "at risk."
-
- Tact: (Thunderbolt)
- Going after Flint in LOCANDA D003:
- Go for the Biomissiles as soon as you drop out of autopilot with your
- afterburners lighted. Ignore the incoming Strakha unless you can
- terminate them with quick volleys without dramatically altering your
- ship's course. Chase down the Biomissiles and pop them one by one,
- three in total. Once you got them, go for the Destroyer and then the
- Strakha. Save your lone ship-buster for the next mission.
- Not going after Flint in LOCANDA D003:
- This should be a simple one. Arm, lock and fire your torpedo on the
- Destroyer as soon as you drop out of autopilot. Once the cap ship
- blows, afterburner towards the already launched Biomissile and pop it.
- Afterwards, dispose of the two Strakha with your guns. If you do it
- this way, you will only have to deal with 1 Destroyer, 2 Strakha and 1
- Biomissile in this mission.
-
- LOCANDA D003: Go After Flint? (optional)
- None Ship you flew in LOCANDA D002 (33,135)
- 1 Scout, 2 Vaktoth at (R)
- 1 Corvette, 3 Dralthi + 4 Darket + 4 Dralthi at (R)
- 4 Darket + 3 Dralthi at (R)
- 1 Cruiser, 4 Darket + 4 Darket + 2 Vaktoth (Flint is here) at (R)
- Note: (R) = random Nav point. This means that any of the encounters
- listed above may/may not appear at any of the four Nav points in
- this mission.
-
- Tact: (Thunderbolt)
- Depending on how lucky you are, you might not encounter any other groups
- of Kilrathi save for the one Flint is at. Flint is flying a Longbow in
- this mission. Let's face it, Flint is a defensive pilot and Longbow
- isn't built for that, so if you want to keep her from getting fried, do
- something to attract enemy fires. Taunting your enemies is a good idea.
- As soon as you spot Flint, order her to break off from her attack on the
- Cruiser and attack the Darket that's zooming towards you at top speed.
- Once that is taken care off, pick off the flies chasing Flint one by
- one, followed by the ones buzzing around you.
- After the fighters are taken care of, destroy the Cruiser with your
- torpedo and full guns. When the space is littered with debris of the
- enemy cap ship, access the nav map, select Victory and head home. If you
- want the maximum number of kills, go through the nav points repeatedly
- until all enemy waves appear. Note this may jeopardize your mission
- objective, however (read Flint can be killed in the process).
-
- BLACKMANE E001: Defend Blackmane Base
- All Arrow/*Hellcat/Thunderbolt (16,151)
- 4 Dralthi + 4 Darket + 4 Darket + 1 Bloodmist, 3 Paktahn at Base
-
- Tact: (Thunderbolt)
- Stay close to the base when engaging enemy fighters, their focus will be
- primarily on the base itself. Try and keep the base free of damage for
- the first three waves, since the final Paktahn wave can inflict more
- than just a scratch if you don't stop them in their tracks fast enough.
- Send your wingman off immediately and be smart with your missiles in
- this mission. Kilrathi ace Bloodmist may be a pretty good shot and a
- high-speed missile launcher, but he is only a so-so pilot, so don't
- sweat the fuzzball too much. Deal with him like you would with any other
- Paktahn pilots. In other words, tag his bomber from the side, jam a
- missile up his tailpipe, and chant, "no more kitty!" :) OK, OK, it's
- easier said than done...
-
- BLACKMANE E002: Escort Supply Transports
- All Arrow/Hellcat/*Thunderbolt (12,163)
- 4 Dralthi at Nav 1
- 4 Strakha + 4 Strakha at Nav 2 (Asteroids, captured Terran transports)
- Note: Beware of the captured transports. If you get too close to them,
- their detonations will damage your fighters severely. You cannot
- destroy the transports with your guns/missiles.
-
- Tact: (Arrow)
- A simple mission with a catch. At Nav 2, get within approx. 1 km of the
- transports to get them to detonate, but once you breach that limit,
- light your afterburner and get the hell out of there, lest you want to
- attend your wingman's or your own funeral at the end of this run. The
- puny Strakha fighters should prove no problem for your awesome Arrow.
-
- BLACKMANE E003: Escort Weapons Transports
- All Arrow/Hellcat/*Thunderbolt (16,179)
- 2 Sorthak + 2 Sorthak at Nav 1
- 4 Strakha + 4 Strakha --> Nav 2
- 2 Vaktoth + 2 Vaktoth at Nav 2 (Asteroids)
- Note: Only one of the two transports is required to reach the jump point
- for this mission to be judged as successful.
-
- Tact: (Thunderbolt)
- Rain hell on the Sorthak, they present a serious threat to your
- transports. Pound away at them with everything you've got until they
- explode.
- Try to engage the Vaktoths at Nav 2 ahead of the transports. They can be
- a real pain in the butt on higher levels. Taunt them to attract their
- attentions from the transports. Leech missiles would help out quite a
- great deal here.
-
- BLACKMANE F001: Assist Evacuation, Escort Convoy
- All Arrow/*Hellcat/Thunderbolt
- 1 Carrier, 8 Dralthi (2 at all times) at Nav 1
- Note: Two of the three transports are required to reach the jump point
- for this mission to be judged as successful.
-
- Tact: (Thunderbolt)
- Head for the carrier, avoid enemy fire, and "dock" inside it. Blast the
- enemy carrier to smitherine from the inside-out. Then exit and deal with
- the two Dralthi.
-
- BLACKMANE F002: Assist Evacuation 2, Escort Convoy (Pulsar)
- All Arrow/Hellcat/*Thunderbolt
- 4 Strakha at Nav 2
- 3 Dralthi (x3) at Nav 3
- Note: Two of the three transports are required to reach the jump point
- for this mission to be judged as successful.
-
- Tact: (Arrow)
- No real threat to the transports here. Proceed to systematically
- disassemble all enemy fighters and the convoy should get through without
- a scratch.
-
- BLACKMANE F003: Final Evacuation Assistance?
- All Arrow/Hellcat/*Thunderbolt
- 3 Strakha --> Nav 1
- 4 Strakha + 4 Strakha at Nav 1 (Asteroids, captured Terran transports)
- Note: Beware of the captured transports. If you get too close to them,
- their detonations will damage your fighters severely. You cannot
- destroy the transports with your guns/missiles.
- The only way to lose this mission is to avoid touching Nav 1 and
- eject at Nav 2.
-
- Tact: See BLACKMANE E002.
-
- ARIEL G001: Clear All Nav Points
- All Arrow/Hellcat/Thunderbolt/*Longbow (25,204)
- 1 Corvette, 2 Transport, 2 Strakha + 2 Strakha at Nav 1
- 4 Strakha at Nav 2
- 1 Carrier, 4 Darket + 4 Dralthi + 4 Darket + 1 Vaktoth at Nav 3
-
- Tact: (H-Arrow/Thunderbolt, L-Thunderbolt/Longbow)
- Flying in Nebula isn't as tough as it sounds. Go through the mission
- normally.
- AR : Since there aren't any big heavy fighters snooping around, use the
- fast, maneuverable Arrow and go Strakha/Dralthi/Darket-hunting.
- Afterwards, do strafing runs on the cap ships. Great fun!
- TB : Torpedo the Corvette and kill the transports with your guns at Nav
- 1.
- Destroy three Darket and then go for the Carrier with standard cap
- ship inside-out tactic at Nav 3.
- LB : Torpedo the Corvette and gun down the transports at Nav 1.
- Send two torpedoes into the Carrier (preferably from left/right
- side) at Nav 3 and watch it blow. Use your missiles against
- approaching enemy fighters.
-
- ARIEL G002: Ambush Enemy Convoy (Nebula)
- All *Thunderbolt/Longbow (34,238)
- 1 Destroyer, 1 Transport, 4 Vaktoth + 4 Vaktoth + 4 Darket at Nav 1
- 1 Corvette, 1 Transport, 4 Darket at Nav 2
- 1 Destroyer, 1 Transport, 4 Vaktoth + 4 Vaktoth + 4 Darket at Nav 3
-
- Tact: (Thunderbolt/Longbow)
- TB : Load up on Leeches for those pesky Vaktoth fighters. Torpedo the
- Corvette and blast those Destroyers away with your guns from their
- blind spots (right behind those big engine exhausts).
- LB : Punch holes into the transports with guns and torp the other caps.
- Proper use of Leeches will send those Vaktoth fighter pilots into
- the arms of Sivar faster than a tachyon.
-
- ARIEL G003: Escort Victory to Jump Point
- All Arrow/Hellcat/*Thunderbolt/Longbow (18,256)
- 2 Paktahn, 2 Darket --> Nav 1
- 1 Carrier, 2 Strakha + 2 Darket + 2 Darket + 2 Darket at Nav 1
- 1 Corvette, 4 Strakha + (1 Skipper) at Nav 2
- Note: You may request for a landing clearance and manually land on the
- carrier before the mission ends.
-
- Tact: (Arrow)
- No one should have too much trouble with the first two waves of Kilrathi
- if they have gotten this far without cheating. ;)
- There is no way you can prevent the Corvette from launching her Skipper
- in this mission. You must down the missile with your guns. Use the
- tactic described for Arrow from ORSINI A004 to increase your chance of
- popping the dreaded bird.
-
- CALIBAN H001: Defend Destroyers
- All Arrow/*Hellcat/Thunderbolt/Longbow (7,263)
- 2 Vaktoth, (1 Destroyer, Sheffield never loses the battle) at Nav 1
- 1 Destroyer, 2 Vaktoth + 2 Vaktoth at Nav 2
-
- Tact: (Any)
- A coffee-break mission. Taunt enemy pilots for fun while turning them
- into cosmic dusts! :)
-
- CALIBAN H002: Destroy Enemy Convoy (Nebula)
- All Arrow/Hellcat/*Thunderbolt/Longbow (18,281)
- 4 Darket at Nav 1
- 6 Dralthi + 4 Vaktoth at Nav 2
- 2 Corvette, 1 Destroyer, 1 Scout at Nav 3
-
- Tact: (Thunderbolt/Longbow)
- TB : Load up on Leeches/Pilum FFs. Use torpedo on one of the Corvettes
- and handle the rest with guns.
- LB : Chosen for the obvious reason: one torpedo for each cap ship. Load
- up with Leeches and Pilum FFs and use them against the Vaktoths
- and Dralthi, respectively.
-
- CALIBAN H003: Escort Victory to Jump Point 2 (Nebula)
- All Arrow/*Hellcat (29,310)
- 1 Corvette, 4 Darket --> Nav 1
- 1 Corvette, 4 Darket --> Nav 1
- 4 Dralthi + 1 Corvette, 2 Dralthi + 4 Vaktoth + 2 Vaktoth, 2 Darket
- + 4 Darket at Nav 1
-
- Tact: (Arrow)
- H : --> Nav 1, no problem. --> Nav 1, no problem. It's those darn
- Vaktoths at the jump point, isn't it? Guess what? My only advice
- for you is to out-fly them. :) Staying close to your carrier will
- help out somewhat, but ultimately, it's up to your dogfighting
- skills.
- L : If you have trouble passing this mission, "dock" inside the
- Victory and watch the show. Since there are no Skipper or
- torpedoes threatening you, you can let the Victory take out all
- the enemy ships for you. Those laser turrets/anti-matter guns sure
- pack quite a punch!
-
- DELIUS I001: Search & Destroy, Eliminate Enemy Base (Asteroids)
- All *Arrow/Hellcat/Thunderbolt/Longbow
- 4 Vaktoth, 1 Asteroid Base + 2 Vaktoth (JB) at Nav 1
- 3 Dralthi + 3 Dralthi at Nav 2
- 2 Dralthi + 2 Darket at Nav 3
- 4 Vaktoth at Nav 4
-
- Tact: (Thunderbolt/Longbow)
- TB : Ah... you know the correct answer to this question, don't you?
- That's right, load up with Leeches for those Vaktoths at the
- Asteroid Base (Nav 1) and use your lone torpedo on the base. Make
- sure to stay clear of the base's many anti-matter guns or you will
- be vaporized in a flash. After terminating the base, head back to
- the Victory unless you are thirsty for more Kilrathi blood.
- LB : Those extra torpedoes will come in handy if the base doesn't go
- boom after having the first torpedo for lunch. The usual for
- Vaktoth fighters: Leeches please. After destroying the base, head
- back to the Victory unless you want more kills.
-
- DELIUS I002: Destroy Inbound Enemy Ships (Asteroids)
- All Thunderbolt/*Longbow
- 1 Corvette, 4 Dralthi at Nav 1
- 4 Darket at Nav 2
- 1 Destroyer, 2 Dralthi + 1 Corvette, 2 Vaktoth + 2 Vaktoth, 1 Sorthak
- + 4 Dralthi at Nav 3
-
- Tact: (Thunderbolt/Longbow)
- No overwhelming opposition here. Customize your own way of disposing
- your opponents in this one. :)
-
- DELIUS I003: Victory vs. Enemy Base (Asteroids)
- All *Arrow/Hellcat
- 2 Darket --> Nav 1
- 2 Darket --> Nav 1
- 2 Dralthi, (1 Asteroid Base, if you could beat Victory's CS Missiles
- to it)
-
- Tact: (Any)
- Sit back and enjoy the show. Take care of the fighter cover and watch
- the Victory plummet the Asteroid Base into oblivion!
-
- TORGO J001: Clear System for Behemoth
- Flint *Arrow (28,338)
- 2 Strakha, 2 Paktahn at Nav 1
- 2 Vaktoth, 2 Paktahn (x5) at Nav 2 (Flash, Primate)
- 2 Strakha, 2 Paktahn at Nav 3 (Vagabond, Styg)
-
- Tact:
- H : Ah ha - looks like it isn't those Strakha's day, you are flying
- the indominable Arrow! Waste those kittys, man! :)
- At Nav 2, go for the Paktahns first since they are easier to kill.
- At Nav 3 - ah, you can figure out the rest.
- L : This should be categorized as another "grab as many kills as you
- can" mission. While Primate, Vagabond, and Styg can be ordered
- to return to base, there is no way Flash is going to sit the
- fight out. If only you wouldn't get court-martialed for shooting
- down your own wingman...
-
- TORGO J002: Mine Jump Points
- All Thunderbolt/*Longbow (16,354)
- 2 Vaktoth, 2 Paktahn at Nav 1 (Asteroids)
- 2 Vaktoth, 2 Paktahn at Nav 2
- 2 Vaktoth, 2 Paktahn at Nav 3
- 2 Vaktoth, 2 Paktahn at Nav 4
-
- Tact: (Longbow)
- Destroy the enemy presence and deploy two Mines (make sure you are with
- 10 km of the jump boy) at each nav point.
- Disposing of the Paktahns first before engaging the Vaktoths on higher
- difficulty levels is recommended. Let your Leeches fly against the
- Vaktoths and see who's better.
-
- TORGO J003: Disable Tankers (Asteroids)
- All Arrow/*Hellcat (6,360)
- 3 Tanker (disable), 2 Asteroid + 2 Asteroid + 2 Asteroid at Nav 1
-
- Tact: (Arrow)
- If you are a good shot, try killing all the inbounding Asteroid fighters
- first before attempting to disable the transports. The rock fighters fly
- like Paktahns without rear turrets, so they shouldn't give you too much
- trouble. Keep an eye open for Mines though, the rock fighter pilots just
- love to jam those babies in your face.
-
- LOKI K001: Sweep Loki VI Environ
- All Arrow/*Hellcat (34,394)
- 1 Corvette, 4 Darket + 1 Corvette, 4 Vaktoth at Nav 1
- 6 Dralthi + 4 Dralthi (JB) at Nav 2
- 6 Vaktoth + 4 Darket + 4 Strakha at Nav 3
-
- Tact: (Arrow)
- One of the toughest missions in WC3. The mottos to live by in this run
- are "use your wingman" and "save your missiles for the Dralthi."
- Preferred wingman for this mission is Maniac/Cobra.
- H : At Nav 2, kill those first six Dralthi as fast as you can. If you
- don't, you will be swarmed under when enemy reinforcement arrives.
- At Nav 3, get rid of the dog Vaktoth in the wave first; it should
- be relatively easy to spot him. Whenever you feel other Vaktoths
- have a good lock on you, ask your wingman to "help me out here."
- Throw your remaining missiles at these guys. It is recommended for
- you to complete Nav 2 and Nav 3 first before going to Nav 1.
- L : At Nav 2, chase down those Dralthi and tear them apart as quickly
- as you can. Share your missiles with Dralthi and Vaktoth, your
- wingman will love you for it.
-
- LOKI K002,KA02: Cover Behemoth
- All Arrow/*Hellcat (12,406)
- 4 Paktahn at Victory
- [Behemoth fires on Loki VI and destroys it.]
- 2 Corvettes + 4 Strakha + 2 Paktahn at Victory
-
- Tact: (Arrow)
- Just stay in one piece in this one. The Behemoth will never get blown up
- in this mission so there is no real hurry. Since you are flying a light
- fighter, conservative flying is the way to go.
-
- LOKI K003 (--> Kilrah): Defend Behemoth (unwinnable)
- All Arrow/*Hellcat (4,410)
- 4n Paktahn at Behemoth
- Note: Killscore depends on how many Paktahns you can dispatch in approx.
- 1 min 20 sec.
- Cannot eject.
-
- Tact: (Arrow)
- Afterburner toward a Paktahn as soon as your drop out of autopilot, arm
- all missiles and fire them off, and let your guns loose. Down as many
- opponents as you can before the Behemoth goes bye-bye.
-
- LOKI K03A (--> Kilrah): Intermission (plot advancement)
- None Ship you flew in LOKI K003 (0,410)
- 1 Destroyer, 1 Thrakhath at Victory (Terran cruiser jumps out)
- Note: Cannot eject.
-
- Tact: None.
-
- LOKI K004 (--> Kilrah): Accept Thrakhath's Challenge?
- None Ship you flew in LOKI K03A (0,410)
- 1 Destroyer, 1 Thrakhath at Victory
- Note: Fight Thrakhath, return to Victory => ALCOR L001/end credits.
- Fight Thrakhath, unable to return to Victory => stranded.
- Ignore Thrakhath, return to Victory => ALCOR L001.
- Cannot eject.
-
- Tact:
- Going after Thrakhath is not recommended.
- If you want to get Thrakhath and still wish to get back to the Victory
- in time, go to the Options menu with <Alt>-<o>, select Novice, exit, arm
- all your remaining missiles and fire them off, and head back to the
- Victory on afterburner. With a little luck, the Kilrathi Prince will
- bite it and you will still get back to your carrier in time.
-
- ALCOR L001: Defend Victory, Clear All Nav Points
- Hobbes *Arrow (52,462)
- 3 Corvette + 1 Corvette, 4 Vaktoth + 8 Darket at Nav 1 (Sheffield)
- 2 Vaktoth, 4 Paktahn + 6 Dralthi + 6 Dralthi (JB)+ 4 Paktahn at Nav 2
- 4 Strakha at Nav 3
- 4 Vaktoth (mission accomplished)/6 Vaktoth (mission not yet
- accomplished) at Nav 4
- 2 Sorthak + 2 Sorthak at Victory (Primate, Ragtop/Bacon Boy, Coventry)
- Note: Drinking excessively before flying is a crime.
-
- Tact:
- Nothing much you can do if you got drunk in RR, so don't! This is the
- toughest mission you will face in WC3, you will need all the skill and
- luck you can muster without having something silly like alcohol to
- impair your piloting skill. Fly defensively and use Hobbes effectively.
- Proceed to take out the Corvette nearest Sheffield and work your way
- out. Don't waste any of your missiles here; reserve them for the
- upcoming titanic engagements at Nav 2. Keeping Hobbes in his fighter
- here is very important, so be conservative with him. You should be able
- to handle the first wave of heavy fighters and bombers with your guns
- without too much problem, so save your missiles if you can. After you
- dispatched the first wave, the most challenging part of WC3 comes up.
- While 4 Dralthi isn't too intimidating, 8+ Dralthi is! Destroy those
- flying pancakes with extreme prejudice! Use you guns, missiles, wingman,
- the works. Constantly switching between targets is recommended on higher
- levels. OK, you survived the terrifying Dralthi assault. Disposing the
- final 4 Paktahn should be no trying task, just make sure you stay clear
- of their tailguns and don't push your probably already damaged Arrow too
- far.
- >From here, you can decide whether or not your Arrow is in any shape to
- tackle another wave of Kilrathi fighters. If not, head back to Victory.
- Nav 3's Strakha wing should be simple.
- Nav 4's Vaktoth wing is only tough in Ace/Crazy/Nightmare. On those
- levels, let Hobbes (if he is still around) lend you a hand unless you
- are very confident of your dogfighting skills. If you have any missile
- left with you, don't fire them until your target is badly damaged.
- Again, it might be wise for you to fire on multiple targets. Switch
- between them until you wear them down, then finish them off with well-
- times and well-placed missiles.
- Ah... you have completed the mission right? Not! Play it safe here, you
- didn't come this far just so the Victory could slip your grasp. There
- are several other wingmen that can help you out. While those Sorthak
- tailgunners aren't great shots, when they hit, they can inflict heavy
- damages on your hapless Arrow. Shoot them from far away or pound them
- from the sides. But if you aren't too sure, stay clear of them and let
- the Victory and other Arrows handle the Kilrathi gunboats for you.
- Congratulations, Colonel! You deserve a medal for completing this one
- - alive! Go to the bar and get a stiff drink, you have earned it. :)
-
- ALCOR L002: Clear Asteroid Field of Enemy Presence (Asteroids)
- All *Arrow/Thunderbolt/Longbow (38,500)
- 3 Corvette, 1 Destroyer + 1 Corvette, 6 Darket at Nav 1
- 4 Asteroid + 4 Strakha + 4 Darket at Nav 2
- 1 Destroyer, 4 Paktahn + 6 Darket + 4 Dralthi at Nav 3
-
- Tact: (Longbow)
- Heh heh, it's time to teach those Kilrathi a lesson. So they mock your
- ship's lack of maneuvability, huh? Feed them some of your Leeches and
- Pilum FFs and see if they still feel the same way! Well, they will
- probably still feel your ship moves like a Centurian mud pig, but while
- they are laughing their bellies off, your missiles will move in for the
- fatal blow. ;)
- As for the cap ships, when is the last time a Longbow had trouble taking
- out those lousy buckets with her four torpedoes?
-
- ALCOR L003: Go After Hobbes? (optional)
- None *Hellcat
- 1 Hobbes at Nav 1
- 1 Stalker, 2 Strakha + 3 Paktahn (Vaquero, Primate, Destroyer)
- Note: Vaquero dies. +3 under Ace in killscore for dispatching Hobbes and
- Stalker.
-
- Tact:
- Don't go after Hobbes is my recommendation. Vaquero is a fine wingman
- and a good friend. Listen to reason, si vous plait...
- If you do decide to go after him; however, Hobbes is one of the most
- annoying aces you will face in your career. Considering the fact that he
- is flying a powerful Thunderbolt and you in a Hellcat, it appears the
- battle heavily favors him. Attacking Hobbes from the rear is 100% no-no,
- the cat is a deadly shot. Head-on chicken-out tactic doesn't work too
- well either since you are flying a lighter craft. The best thing you can
- do is to catch him on the sides while he is turning. The missile-salvo
- tactic works well here the on lower difficulty levels, but is totally
- useless on levels higher than Hard. If you are lucky, you will be able
- to take him out without taking too much damage. Good luck!
-
- ALCOR L004,LG04: Extract Scientist from Prison
- None *Excalibur (16,516)
- 6 Darket at Nav 1 (space)
- 6 Ekapshi, 4 Ground Object at Landing Zone (ground)
- 4 Ekapshi, 4 Tank, 3 Ground Object + 2 Ekapshi at Nav 1
- 4 Tank, 1 Ground Object at Nav 3
- Note: Vaquero is flagged "at risk."
-
- Tact:
- At lower difficulty settings, this mission is a cake-walk.
- At higher difficulty settings, the Ekapshi are very, very, very
- annoying. ASA you drop onto the planet surface, select your guns,
- missiles, and power setting quickly (the computer resets them). Don't be
- conservative with your missiles on this one, fire them off as fast as
- you can. Watch your altimeter carefully, flying too low or too high is
- extremely hazardous. Only attack the ground objects when the Ekapshi are
- taken care of. Keep your distance when blowing up buildings, their
- explosion can damage your craft quite a bit.
-
- FREYA M001: Suppress Freya Space Defenses
- Vaquero/Maniac/Flash/Flint All/*Longbow (26,542)
- 1 Destroyer, 2 Darket + 4 Darket at Nav 1
- 2 Corvette, 4 Dralthi at Nav 2
- 1 Carrier, 4 Dralthi + 4 Darket + 4 Dralthi at Nav 3
-
- Tact: (Excalibur)
- At Nav 1, blow up one Darket, then go for the Destroyer.
- Pummel the Dralthi at Nav 2 with your missiles.
- Burn three of the four Dralthi away with your guns, then decommission
- the carrier to prevent it from launching any more fighters.
-
- FREYA M002,MG02: Destroy Shield Generator
- None *Excalibur (20,562)
- 4 Dralthi --> Nav 1 (space)
- 4 Ekapshi at Landing Zone (ground)
- 4 Ekapshi, 4 Tank, 11 Ground Object --> Shield Generator
- 4 Ekapshi, 5 Tank, 1 Shield Generator at Shield Generator
- 2 Dralthi at Exit Point (space)
- 2 Dralthi --> Victory
-
- Tact:
- Tough ground mission if you are not careful. Destroy the Ekapshi quickly
- but be patient with the ground targets. Make sure your shield is fully
- charged before you go tank-strafing.
- If for some reason you are having trouble leaving the planet, just keep
- on selecting Shield Generator nav point until the game kicks you back
- into space.
-
- FREYA M003 (Loviatar): Destroy Inbounds at Jump Point
- No Hobbes/Cobra All/*Thunderbolt (21,583)
- 3 Dralthi + 1 Corvette, 2 Darket + 3 Darket + 3 Darket + 3 Vaktoth
- + 2 Vaktoth, 1 Darket + 3 Darket at Nav 1
-
- Tact: (Excalibur)
- None of the oppositions are overwhelming in this mission, both
- number-wise and skill-wise. Just destroy whatever comes through the jump
- point and you will be done in a flash! :)
-
- HYPERION N001: Deliver Prototype T-Bomb
- None *Excalibur (14,597)
- 4 Dralthi --> Entry Point (space)
- 2 Ekapshi at Landing Zone (ground)
- 2 Ekapshi --> Fault Line
- 2 Ekapshi, 1 Fault Line at Fault Line
- 4 Dralthi --> Victory (space)
-
- Tact: A simple mission. Once you terminate the Ekapshi wing, select
- T-Bomb, wait for it to lock, and fire.
-
- HYPERION N002: Escort Cap Ships, Destroy Enemy Fleet
- No Hobbes/Cobra Arrow/*Hellcat/Excalibur (21,618)
- 1 Destroyer, 2 Darket + 2 Darket + 2 Dralthi + 2 Dralthi at Nav 1
- (Sheffield)
- 1 Carrier, 2 Dralthi + 2 Dralthi + 2 Paktahn + 2 Vaktoth at Nav 2
- (Conventry)
- 1 Cruiser, 2 Paktahn at Nav 3 (Ajax)
- Note: Vagabond and Flint are flagged "at risk."
-
- Tact: (Excalibur)
- If you choose Flint as your love interest, protect her at all costs!
- Send her home immediately if she ever requests for a strategic
- withdrawal. The same rule applies to all other wingmen.
- If all three Terran cap ships survived up to this point, this run should
- be a snap.
-
- HYPERION N003 (Freya): Defend Jump Point to Kilrah
- No Hobbes/Cobra All/*Excalibur (20,638)
- 1 Destroyer, 4 Darket + 4 Darket + 2 Dralthi at Nav 1
- 4 Darket at Nav 2 (Asteroids)
- 1 Cruiser, 4 Darket at Nav 3 (Asteroids)
-
- Tact: (Excalibur)
- The enemy seems to be obsessed with the idea of killing your wingman;
- shoot down all enemy fighters attacking him/her for easy kills. Keep
- your wingman close to you until the fighter cover is thinned before
- letting them loose on the caps, otherwise, there is a high chance of you
- seeing an unwanted funeral scene. Send your wingman home ASA they are
- hurt.
-
- KILRAH P000,P001: Jump Into Kilrah Home System
- 0-3 Wingmen from All except Hobbes/Cobra *Excalibur (35,673)
- 2 Sorthak + (1 Stalker, 3 Strakha + 3 Sorthak) at Jump Point
- 2 Corvette, 4 Darket + 4 Dralthi at Nav 1
- 2 Corvette, 4 Dralthi + 6 Strakha at Nav 2
- 1 Destroyer, 4 Darket + 6 Darket at Nav 3
- Note: At least 1st selected wingman dies. In KILRAH P00*, sending your
- wingmen back to the base in advance might help save their lives.
- Killscore is inaccessible from here on.
-
- Tact:
- You have three wingmen to play around with flying Excaliburs, so this
- mission shouldn't be too much of a problem. Just make sure you send your
- first wingman home after the jump if you want him/her to live. Note that
- if you kill the Sorthaks at the Jump Point fast enough, you won't have
- to tangle with Stalker and his friends.
-
- KILRAH P002: Load T-Bomb at Hidden Depot
- Surviving members from KILRAH P001 *Excalibur (33,706)
- 2 Corvette, 4 Darket + 4 Dralthi at Nav 1
- 2 Corvette, 4 Vaktoth + 6 Strakha at Nav 2
- 1 Destroyer, 3 Sorthak, 1 Strakha/4 Sorthak + 6 Darket at Nav 3
- Note: At least 2nd selected wingman from KILRAH P000 dies.
-
- Tact:
- Send your wingman home early. You should be able to tackle any number of
- enemies in your Excalibur solo. You may skip the cap ships if you wish.
-
- KILRAH P003,PG03: T-Bomb Kilrah
- Surviving member from KILRAH P002 *Excalibur (38,744)
- 1 Destroyer, 4 Paktahn + 4 Dralthi at Nav 1
- 1 Destroyer, 4 Dralthi + 6 Strakha at Nav 2
- At Nav 3:
- -> 1 Destroyer, 3 Darket + 6 Darket (no wingman)
- -> n Stalker, 3 Darket + 6 Darket (wingman)
- At Entry:
- -> 1 Prince Thrakhath, (1 Hobbes), 2 Paktahn + 4 Darket (cloaked at
- Nav 3)
- -> (1 Hobbes), 4 Paktahn, 4n Sorthak (not cloaked at Nav 3)
- On Kilrah surface (Kilrah-4):
- -> 3 Tank, 6 Ground Object, 1 Fault Line (in Trench)
- -> 2n Ekapshi, 3 Tank, 6 Ground Object, 1 Fault Line (out of Trench)
- Note: Kill Prince Thrakhath (and Hobbes) at Entry to descend to Kilrah.
- When flying out of the Trench on Kilrah, cloak for your own
- safety.
-
- Tact:
- Destroy fighter covers at Nav 1 and 2. Send your surviving wingman home
- at Nav 2. Destroy enemy fighter presence at Nav 3. Cloak your ship here
- (make sure nothing hits you while you are in the cloaking process).
- Proceed to Nav 4, de-cloak, and engage Hobbes and Thrakhath.
- Alternatively, you can just cloak at the beginning of this mission and
- fly through the nav points manually. Make sure you don't have a wingman
- on your wing or this will not work (send him/her home as soon as you are
- clear of the asteroid field if you do have one). De-cloak at Nav 4,
- engage and destroy Hobbes and Thrakhath.
- Once you are on the planet surface, cloak your ship again. Then fly out
- of the Trench and afterburner toward your target. Once you are at the
- Fault Line, select T-Bomb and wait for it to lock. "Ping!" De-cloak,
- launch the missile and rejoice! The end of Kilrah is at hand! :)
- Congratulations, you have finally ended the Terran-Kilrathi war! So,
- what took you so long, Heart of the Tiger? ;)
-
- PROXIMA R001: Defend Jump Point (unwinnable)
- All who survived to PROXIMA R001 All/*Excalibur
- 4 Darket + 4 Dralthi + 4 Vaktoth + 1 Corvette, 3 Strakha + 1 Corvette,
- 3 Strakha + 1 Carrier, 4 Dralthi at Victory
- Note: The Victory prepares to jump out when the enemy carrier appears,
- stay close or you will be left behind.
- Eject => SOL-EARTH ORBIT R002.
-
- Tact: (Excalibur)
- Just stay alive in this mission. The game is unwinnable at this point.
- And since you are flying an Excalibur, this shouldn't be too hard to do.
-
- SOL-EARTH ORBIT R002: Defend Earth (unwinnable)
- None All/*Excalibur
- 4 Paktahn + 4 Paktahn + 4 Vaktoth + 1 Corvette, 3 Strakha +
- 1 Corvette, 3 Strakha + 1 Dreadnought, 4 Dralthi...(infinity)
- at Nav 1 (Sheffield, Coventry)
- Note: infinity = combinations of 4 Paktahn/1 Corvette, 3 Strakha/
- 4 Vaktoth. Sheffield and Coventry explode very early in this
- mission.)
-
- Tact: (Excalibur)
- Kill Kilrathi until you get bored, then let the enemy kill you and watch
- Earth get flattened by anti-matter warheads. All in all, a pretty cool
- looking ending. :) Oh yeah, don't forget to beg for mercy when Thrakhath
- picks you up. <chuckle>
- To destroy the Dreadnought, fly into its hull, match speed, autoslide
- and fire away (setting your gun power to high will help here). Be
- patient, it will take a while for the pig to blow.
- Note that while the interior of the Dreadnought is interesting and
- intricate, it's almost impossible to navigate through while the ship is
- in motion.
-
-
- Additional notes:
- 1) The following are not included in the killscore:
- a) missiles (Bio/Skipper),
- b) cap ship turrets,
- c) fighters parked in carriers,
- d) ejected pilots,
- e) ground targets,
- f) disabled tankers,
- g) shield generator,
- h) fault lines,
- i) Kilrathi who dwelt on Kilrah.
- Note that the Victory's killboard is relatively unstable.
- 2) Later presences of Sheffield, Coventry, and Ajax depend upon your
- success in the earlier missions. If they were destroyed in the early
- stages of the game, they would remain absent from the later actions.
- 3) The number of waves of enemy fighters covering a cap ship may depend
- upon how quickly you dispose of the mothership.
- 4) When escorting transports, you must be within 1 km and get id
- confirmation before you can engage autopilot.
- 5) Destroy all ground targets in all planetary raids; otherwise, the
- missions would be deemed as failures.
- 6) You must be within 10 km of Victory/Depot before you can request for
- a landing clearance.
-
-
- ******************* WC3 Cinematics Walkthrough v0.9 ********************
- by SwiftHeart.
- ------------------------------------------------------------------------
-
- Guideline:
- ---------
- ORSINI A001--mission designation
- * FC Hobbes "Welcome aboard, old friend..."
- | | \_person(s) speaking \_cinematics description/key phrases
- | \_place
- \_denotes slight cinematics changes depending on your success or
- failure in the previous mission.
- H - "You are a cool cat, Hobbes!"--high moral response
- L - "You are a dumb cat, Hobbes!"--low moral response
-
- FD - Flight Deck
- FC - Flight Control
- LI - Lift
- RR - Recreation Room
- BE - Berths
- BG - Bridge
- GC - Gunnery Control
- BR - Briefing
- DE - Depot
- CM - Comm, in space
- DW - Debriefing/won, in space
- DL - Debriefing/lost, in space
-
-
- INTRO
- Looks like the Terran carrier Lexington made it to Kilrah.
- Unfortunately, its SO team, one of whom is Angel, are captured by the
- Kilrathi. The fate does not bode well for your lair-mate.
-
- You and Paladin gaze upon the wreckage of the Concordia on Vespus.
-
- You are reassigned to the TCS CV-100 Victory. Your request regarding
- Colonel Jeanette "Angel" Devereaux's status is denied by Admiral
- Tolwyn.
-
- En route to your new home, you watch a news broadcast on a mini-TV.
- The Terran Confederation is not faring well in the war.
-
- Eisen, Hobbes and a welcoming committee welcomes you aboard the
- Victory.
-
- ORSINI A001
- FC Hobbes "Welcome aboard, old friend..."
- LI Rollins Rollins' paranoia, episode 1.
- H/Crew - [Play along with him...]
- L/Crew - [This guy's a loon...]
- RR Cobra & Cobra's hatred towards Hobbes.
- Vagabond &
- Hobbes
- Vagabond Big gaps in Vagabond's bio.
- H - [He's got a point...]
- L - [What's he hiding?]
- BE Angel Angel's holocassette.
- BG Maniac Reunion with old pal Maniac.
- GC Flint A flimsy encounter with Flint.
- BR Run a simple patrol in the Orsini area.
- FC Rachel Meet Chief Tech Rachel.
- DW Eisen & "I can see now that your reputation is well-deserved."
- Rollins
- DL Eisen & "...I must say I wonder how you got your reputation."
- Rollins
-
- ORSINI A002
- * FC Hobbes "My gratitude in your trust in me is endless."
- RR Vaquero Vaquero's dream.
- H - [Sounds good to me...]
- L - [He's not focused...]
- * BE Cobra Cobra's intensive hatred towards all Kilrathi.
- BR Run another simple patrol in the Orsini area, expect a
- light Kilrathi cap ship en route.
- DW "Score one for our side, Colonel!"
- DL "Tough break, Colonel."
-
- ORSINI A003
- RR Rachel Rumors regarding Confederation's new superfighter, the
- Excalibur.
- BR Eisen "It appears you are under the impression that you are
- too good for my crew..."
- -> if you only flew with Hobbes/Maniac in ORSINI A001 and A002.
- Escort medical supply transport to jump point.
- DW "I guess the Colonel's on a roll."
- DL "Everywhere you turn, seems like the Kilrathi are
- there."
-
- ORSINI A004
- GC Flint "...then you know there are other pilots here aside
- from those you've flown with on other missions."
- -> if you only flew with Hobbes/Maniac in previous missions.
- "If you only fly when there are guarantees, you won't
- be flying much..."
- H - [She's got a point...]
- L - [Tough luck, I'm the boss here...]
- BR Escort civilian transport to jump point, be on lookout
- for the new Kilrathi Skipper missile.
- DW Heading to Tamayo, assist in Excalibur test flights.
- DL "Damn, those Skippers are a bitch, aren't they, sir?"
- Heading to Tamayo, assist in Excalibur test flights.
-
- TAMAYO B001
- FD Flash Excalibur's arrival. Flash's "attitude".
- H/Crew, L/Flash - [This kid's a smartass...]
- L/Crew, H/Flash - [That's true...]
- GC Maniac & Griping about Flash.
- Flint
- H/Crew - [They're right...]
- L/Crew - [Play it by the book...]
- BG Hobbes & Victory is under attack! Launch all fighters!
- Eisen
- DW "Looks like Tamayo ain't as peaceful as HQ thought."
- Gripe about Flash sitting the fight out.
-
- TAMAYO B002
- BE Flash Confront Flash about his cowardice.
- RR Rachel Joyriding with Excalibur?
- H - [I'd love to fly that ship...], fly Excalibur
- L - [Stay clear of trouble...], not fly Excalibur
- BR Defend Tamayo II, destroy enemy transports.
- FC Rachel "You'll never guess what's gassed up and ready-to-
- go..."
- -> if you chose to fly the Excalibur in RR.
- "Would have been nice to try the Excalibur this time
- around, wouldn't you say?"
- -> if you chose not to fly the Excalibur in RR.
- DW "Now we know what that machine can really do."
- -> if you flew the Excalibur.
- "Guess it didn't matter that Flash and his hot shit rig
- stayed put again."
- -> if you did not fly the Excalibur.
- DL Tamayo II lost. Victory abandoning the system.
- -> if you flew the Excalibur.
- Tamayo II lost. Victory abandoning the system.
- "Wonder if it mighta been different if Flash'd bothered
- to engage with the Excalibur."
- -> if you did not fly the Excalibur.
-
- TAMAYO B003
- FD Flash Duel with Flash in simulator?
- -> changes slightly depending on whether or not you flew the
- Excalibur in TAMAYO B002.
- L/Crew, H/Flash - [This punk's not worth it...]
- H/Crew, L/Flash - [Time to teach this punk a lesson...]
- FC Eisen "...kick the little twerp's ass..."
- -> if you chose to duel Flash in FD.
- [Go one-on-one with Flash in simulator.]
- FD Vaquero & Flash enrolls as one of your wingmen.
- Maniac
- -> if you chose to duel Flash in FD and won.
- FD Vaquero & "Well, just proves what I've said all along: You are
- Maniac overrated."
- -> if you lost to Flash in the simulator duel.
-
- TAMAYO C001-C003: Same as TAMAYO B001-B003, except,
- TAMAYO C002
- BR Run a patrol through extra nav points after destroying
- the enemy transports.
-
- LOCANDA D001
- MIDGAME: Kilrathi's plan for Locanda.
- FD Flash Flies off the Victory with his Excalibur.
- -> if you ignored Flash's challenge in B/C003 FD, or
- if you chose to duel Flash in B/C003 FD and lost.
- BE Cobra Kilrathi using bioweapons?
- H - [She knows something...]
- L - [Ah, she's full of it...]
- GC Flint I have scores to settle here...
- H - [Give her a shot...]
- L - [I can't risk it with her...]
- FC Flash Apology from humbled Flash.
- -> if you beat Flash in the simulator duel in B/C003 FD.
- BR Search and destroy all Kilrathi oppositions in the
- system.
- DW "Feels great to kick some furry butt in this system!"
- Moving to Locanda IV.
- DL "Tough break, sir. But we're all going to get another
- chance." Moving to Locanda IV.
- DW/DL "I'm getting reports that Flint was little wild out
- there. She been picking up pointers from old Maniac?"
- -> if Flint didn't fly on your wing in this mission.
-
- LOCANDA D002
- RR Vagabond More suspicion on the existence of Kilrathi bioweapons.
- L - [Ah, there is nothing to worry about...]
- H - [He might be right...]
- GC Hobbes Curiosity regarding Kilrathi's surrender of Locanda.
- BR Destroy Kilrathi biomissiles fired on Locanda IV.
- DW Locanda saved from bioweapons.
- DL Locanda bioed. Victory prepares to pull out.
-
- LOCANDA D003
- CM Eisen "Lt. Robin Peters have gone renegade... can you risk
- bringing her back?"
- H/Crew - [Going after Flint]
- L/Crew - [Not going after Flint], land on Victory.
- DW "Congratulations on roping her in, sir."
- DL "Cobra was able to reel Flint in..."
- FD Flint & Ground Flint for her irresponsible action?
- (Cobra)
- H - [Give her a break...]
- L - [Ground her...], Flint removed from flight roster.
-
- BLACKMANE E001
- FC Rollins Rollins' paranoia, episode 2.
- BE Angel Flashback of a romantic moment with Angel.
- BG Eisen Compliments from the Captain.
- BR Defend Blackmane base from Kilrathi assault.
- DW "They're having a party in your honor down on the
- Blackmane base."
- DL "The base is nuked... we're pulling out."
-
- BLACKMANE E002
- FD Rachel Rachel's lost lover.
- H - [She understands...]
- L - [It's none of her business...]
- BE Maniac Jealous of Blair + Rachel.
- H - [He's jealous...]
- L - [It's none of his business...]
- BR Escort transport convoys to Blackmane base.
- DW "Colonel or Houdini?"
- DL "...I think it was a case of being outmanned and
- outgunned."
-
- BLACKMANE E003
- GC Flint "Only pilots know that feeling..."
- Asking to be reinstated back on the flight roster if
- grounded.
- L - [Let the Captain decide...]
- H - [Put her back on the roster...], Flint back on the roster.
- BR "Good call putting Flint back on the roster. We need
- every good pilot we can get."
- -> if you reinstated Flint in GC.
- "Colonel, I've put Flint back on the roster. I'm not
- real impressed with how you passed the buck."
- -> if you did not reinstate Flint in GC. Flint back on the
- roster.
- Escort weapon transport convoy to Blackmane base.
- DW "Our next stop is downtown Kilrah, or something close
- to it..."
- DL "Tough break on the convoy, but Confed's already
- assigned us elsewhere..."
-
- BLACKMANE F001 See BLACKMANE E001.
- BG Eisen "Concerns" from Eisen regarding your poor performance.
- BR Escort evacuation convoys to jump point.
- DW "The evacuation's proceeding thanks to your cover."
- DL "We're going to try another path on the next
- evacuations."
-
- BLACKMANE F002 See BLACKMANE E002.
- BR Escort evacuation convoys to jump point via pulsar
- route.
- DW "Looking forward to see the tan you got from that
- pulsar."
- DL "If it ain't the damn cats tanning our hides, it's a
- damn pulsar."
-
- BLACKMANE F003 See BLACKMANE E003.
- BR Assist in final evacuations of Blackmane.
- DW "...we're finally going to start taking it to the
- Kilrathi for a change."
- DL Go to PROXIMA R001.
-
- ARIEL G001
- FD Rachel Too busy working to chat.
- FC Cobra Enthusiastic about the upcoming offensives.
- H - [She's right...]
- L - [She's out there...]
- RR Vagabond Military garrison or civilian target labelled as one?
- H - [He's worried about nothing...]
- L - [We're just pilots...]
- BG Rollins "For once, sir, we are taking it to the cats."
- BR Destroy all enemy patrols in the system.
- DW "You wasted every last one of 'em, sir."
- DL Pulling out of the system.
-
- ARIEL G002
- BE Vaquero "Recon virgin - first time behind enemy lines?"
- H - [Stop worrying, Vaquero...]
- L - [War is hell, buddy...]
- GC Hobbes "At last, we take the battle to the enemy."
- Lesson on Kilrathi nature.
- BR Play palsam, inside the nebula. Destroy all passing
- enemy transport convoys.
- DW "Maybe this tub should get a new name -- ...maybe
- the 'Ambush.'"
- DL Pulling out of the system.
-
- ARIEL G003
- RR Flint "...things are looking up for the good guys."
- Learn from wars of the past.
- BR Kilrathi are onto Victory's presence in Ariel.
- Escort carrier to jump point.
- CM Eisen & Kilrathi closed off jump point! Escort Victory to
- Rollins alternative jump point.
- DW "If the Kilrathi can close off jump points whenever
- they choose to... Lucky Navigation was on the ball..."
- DL "...we're going to have to heave for some repairs."
-
- CALIBAN H001
- MIDGAME: Thrakhath upset to learn of Victory's escape.
- FD Cobra & Cobra accuses Hobbes of withholding information
- Hobbes regarding the Ariel System.
- H/Cobra, L/Hobbes - [Play along with her...]
- L/Cobra, H/Hobbes - [Stick up for Hobbes...]
- BG Everyone The Message.
- -> Someone opened a bag of Tostitos and sausa.
- BE Flash Panicking over the disappearance of jump point in
- Ariel.
- BR Escort Terran destroyers, assist in attacking pursuing
- enemy fleet.
- DW "That'll teach Thrakhath to crash-vid us."
- DL "We're heading to the nearest jump point -- Confed's
- got other plans for us."
-
- CALIBAN H002
- FC Flint Chatting with Ms. Peters about her father.
- H - [It's tough getting old...]
- L - [He's better off there...]
- BR Kilrathi convoy has learned of the new jump point;
- eliminate them before they can relay the discovery to
- their main fleet command.
- DW "Guess the rest of the litter ain't gonna find out
- about our new jump point."
- DL Same as H001 DL.
-
- CALIBAN H003
- BR Escort Victory to jump point.
- DW "...we've got company coming. I sure hope it's young,
- female, and pretty."
- DL "Looks like we got brass comin' in. Probably wanna kick
- us while we're down."
-
- DELIUS I001 See CALIBAN H001.
- MIDGAME: Thrakhath boasting to the Emperor about the failure of Terran
- incursion into the Ariel System.
- BR A simple search and destroy run through an asteroid
- field. Be on lookout for a Kilrathi base.
- DW "The only good cat is a dead cat."
- DL "You're cleared to land, sir."
-
- DELIUS I002 See CALIBAN H002.
- BR Destroy all Kilrathi ships jumping into Delius.
- DW "Must seem like shootin' ducks in a barrel."
- DL Go to PROXIMA R001.
-
- DELIUS I003 See CALIBAN H003.
- BR Escort Victory to Kilrathi base.
- DW "Bull's-eye, sir: one K-base knee-deep in rubble."
- DL Go to PROXIMA R001.
-
- TORGO J001
- FD Eisen, The Welcoming.
- Rollins &
- Tolwyn
- L/Crew - [Score points with the Admiral...]
- H/Crew - [We're all equal here...]
- GC Flint Chatting with Flint about Angel and Tolwyn.
- H - [She can see Tolwyn's a jerk...]
- L - [It's none of her business...]
- BR Eisen & Revelation of the Behemoth. Defend B-machine from
- Tolwyn inbounding Kilrathi patrols.
- DW Tolwyn "Congratulations" from the Admiral.
- DL "You're cleared to land, sir."
-
- TORGO J002
- FD Rachel Behemoth's weakness.
- LI Rollins Coded transmissions mystery, chapter 1.
- BG Tolwyn The Admiral reveals his true plan with the Behemoth and
- Victory.
- BR Mine key jump points in the system to keep Kilrathi
- away from the Behemoth while it undergoes minor
- repairs.
- DW "...I guess the Behemoth lives to see another day."
- DL "You're cleared to land, sir."
-
- TORGO J003
- BR Disable Kilrathi tanker convoy to quench Behemoth's
- mighty thirst.
- DW "...how come our side never thought of rock ships?"
- Taking the Behemoth out for a test drive.
- DL "You're cleared to land, sir."
-
- LOKI K001
- MIDGAME: Traitor aboard the Victory!
- FD Rachel Tolwyn's "dress code."
- BE Vaquero Ready to celebrate the end of the war...
- BR Tolwyn Admiral assumes command of the Victory. Sweeps Loki
- VI's surrounding environ, eliminate all enemy presence.
- DW "Looks like smooth sailing for the big B."
- DL "Team effort has cleared the parameter, we're still in
- business."
-
- LOKI K002
- RR Maniac A pleasant interlude with our old pal Maniac.
- BE Cobra Cobra's past revealed.
- BG Tolwyn Confront the Admiral about his assumption of command.
- GC Eisen Comfort the Captain on his loss of Victory.
- BR Tolwyn Cover the Behemoth while it fires on Loki VI.
- MIDGAME: The Behemoth blows up Loki VI with a stupendous bang!
- DW "Wow... gives new meaning to Big Bang, don't it?"
-
- LOKI K003-K004
- GC Hobbes Chat with Hobbes about the Behemoth and the fate of the
- Kilrathi Empire.
- BR Tolwyn Protect the Behemoth at all costs while it destroys the
- Kilrathi homeworld.
- MIDGAME: The Behemoth gets blown up by an unsuspected fierce Kilrathi
- assault.
- CM Thrakhath Vicious taunts, courtesy of the Kilrathi prince.
- MIDGAME: Angel's fate.
- CM Rollins & Thrakhath's challenge.
- Thrakhath
- DW Rollins "I'm sure glad you didn't let him sucker you into that
- lose-lose dogfight."
-
- ALCOR L001:
- FD Eisen & The Aftermath...
- Tolwyn
- RR Rachel "Do you want some company?"
- H - [She's OK. She understands...]
- L - [Ah, the hell with it. Have another drink...], get drunk.
- Eisen Victory is under attack! Scramble!
- DW "We dodged a bullet that time."
- DL "We got hit pretty hard..."
- DW/DL Flint requests to see you upon landing.
- -> if you got drunk in RR.
- FD Flint Expresses her admiration for you.
- -> If you did not get drunk in RR.
- "Is this how you deal with your problems?"
- -> if you got drunk in RR.
- H - [She's right...]
- L - [Get off my back...]
-
- ALCOR L002:
- RR Cobra & Coded transmissions mystery, chapter two.
- Rollins
- H/Crew - [She's got a point...]
- L/Crew - [Doesn't much matter...]
- GC Paladin
- L/Crew - [Paladin's on my side...]
- H/Crew - [Punch the son-of-a-bitch...]
- BR Eisen & Tembler Bomb & Dr. Severin rescue plan. Clear asteroid
- Paladin field to ensure Victory's safe passage to Alcor V.
- DW "Looks like you swept out a nice path for us."
- DL "We're going to keep our fingers crossed that we can
- get away with this anyway."
-
- ALCOR L003:
- RR Vagabond Vagabond's past association with Dr. Severin.
- FD Cobra, Traitor revealed! Go after Hobbes?
- Eisen &
- Vaquero
- [Revenge!], go after Hobbes in Hellcat.
- [Listen to reason...], stay aboard the Victory.
- DW Eisen Outraged by your impulsive action.
- BE Eisen Captain cleaning out Vaquero's locker. Major chew out.
- -> if you chose to go after Hobbes.
- Captain cleaning out Cobra's locker.
- -> if you chose to stay aboard the Victory.
- FD Everyone Vaquero's funeral.
- -> if you went after Hobbes.
- Cobra's funeral.
- -> if you did not go after Hobbes.
-
- ALCOR L004:
- BR Escort Marines down to Alcor V. Destroy all Kilrathi
- resistance.
- MIDGAME: Vagabond gives Dr. Severin a personal welcome with his fist.
- DW Rollins & "We got him, sir! But you will never guess who landed
- Paladin himself in the brig!"
- DL Go to PROXIMA R001.
-
- FREYA M001:
- LI Rollins Vagabond in brig.
- H/Crew - [Well, Vagabond had his reasons...]
- L/Crew - [Vagabond went way too far...]
- RR Maniac "Too bad Cobra had to die to get her point across."
- H - [You're asking for it, man...]
- L - [I don't need this...]
- BR Clean Kilrathi out of the Freya System.
- DW "I guess it takes more than some new tin cans to phase
- you."
- DL "Looks like the Kilrathi have been busy in their
- shipyards -- which can only mean more trouble for us."
-
- FREYA M002:
- FD Rachel Flirting with Rachel. (Note: You must leave FD and come
- back to activate cine-clip.)
- BE Flint Flirting with Flint.
- BG Eisen Requesting for Vagabond's release.
- -> if you chose H/Crew in FREYA M001 LI Rollins.
- H/Crew - [Try the hard sell...], Vagabond released.
- L/Crew - [Try the soft touch...], Vagabond stays in brig.
- BR Destroy shield generator on Freya II.
- DW "Now that was a real test for those Excaliburs!"
- DL "We got lucky, Colonel -- last-minute orbital
- bombardment took out that shield generator and saved
- our sorry asses."
-
- FREYA M003:
- RR Vagabond Appreciation from Mr. card shark for his release.
- -> if you chose H/Crew in FREYA M002 BG Eisen.
- BR Eliminate all inbounding Kilrathi ships.
- DW "We've got reinforcements coming in, so at last we can
- unload this jump point on them."
- DL Go to PROXIMA R001.
-
- HYPERION N001:
- RR Flint Choose Flint as your love interest?
- -> talking to Flint first.
- H/Flint, L/Rachel - [Kiss her...]
- L/Flint, H/Rachel - [Take a pass - avoid the trouble...]
- Rachel Choose Rachel as your love interest?
- -> talking to Rachel first.
- H/Rachel, L/Flint - [Oh, boy. Kiss her...]
- L/Rachel, H/Flint - [It would never work with her...]
- Flint Choose Flint as your love interest?
- -> talked to Rachel and rejected her advances.
- H/Flint, L/Rachel - [Oh, kiss her...]
- L/Flint, H/Rachel - [I think it'd be a big mistake...]
- Rachel Choose Rachel as your love interest?
- -> talked to Flint and rejected her advances.
- H/Rachel, L/Flint - [Kiss her, for God's sakes...]
- L/Rachel, H/Flint - [Ah, I don't think it's a good idea...]
- LI Flint Upset that you picked Rachel over her. Flint
- unavailable in wingman selection from here on.
- BR "I've ordered Vagabond's early release...", Vagabond
- back on flight roster.
- -> if Vagabond was not released in FREYA M002 BG Eisen.
- Deliver prototype T-Bomb to an uninhabited planet in
- the system.
- FC Rachel Upset that you prefer Flint to her. Default loadout
- unavailable from here on.
- DW "...I do know they're going to call you the Planet
- Slayer from now on."
- DL Go to PROXIMA R001.
-
- HYPERION N002:
- BE Flash "...I'm surprised I survived all these missions.
- Surprised you too I bet, huh?"
- H - [Have to admit - he's a damn good pilot...]
- L - [Boy, is this guy full of himself...]
- BG Vaquero The end of the war is near...
- GC Vagabond Weepy nostalgia from the hardened card shark.
- H - [He really deserves a home...]
- L - [He's getting soft!]
- BR Escort cap ships through the Hyperion System.
- DW "Boy, those cap ships sure blast some fireworks, don't
- they?"
- DL Go to PROXIMA R001.
-
- HYPERION N003:
- RR Flint "...you can't freeze me out like this, I want a piece
- of the action."
- -> if you have not chosen Flint as your wingman since your fling
- with her in HYPERION N001 RR.
- H - [Give her a shot...]
- L - [I'm not going to gamble with her life...], Flint not on
- roster.
- BR Defend Freya jump point to Kilrah.
- DW "Downtown Kilrah, here we come!"
- DL Go to PROXIMA R001.
-
- KILRAH P000-P003:
- FC Eisen A few personal words from the Captain.
- BR Termination of Kilrathi homeworld via the T-Bomb. Jump
- into Kilrah system and fly to hidden depot 1.
- DE Paladin Head to hidden depot 2.
- DE Paladin T-Bomb loaded. Terminate Kilrah.
-
- ENDGAME
- Kilrah is blown to smithereens... along with the Kilrathi ship yards
- and fleet orbiting the planet.
-
- You attempt to flee the myriad of destruction... but the aftershock
- catches up to your Excalibur...
-
- You ship is tolled aboard a surviving dreadnought by its tractor beam.
-
- The Kilrathi surrenders. Aboard the Victory, Melek signs a treaty.
- This is a historical moment.
-
- In a shuttle descending to Earth...
- You breathe a sigh of relief, close your eyes, and
- smile.
- -> if you kissed Flint in FREYA N001 RR and she did not survive to
- the end, or
- if you did not kiss either woman.
- Flint sits next to you.
- "I want to lie in the sun, and watch the seagulls
- maneuver over the water."
- -> if you kissed Flint in FREYA N001 RR and she survived to the end.
- Rachel sits next to you.
- "I wanna take a long walk along the seashore, I wanna
- feel the sand between my toes -- and never see another
- bulkhead."
- -> if you kissed Rachel in FREYA N001 RR.
-
- PROXIMA R001:
- DL "I guess that's a new definition of disaster..."
- BR Defend Proxima's jump point to Earth against Kilrathi
- armada.
- CM Eisen & TCN has been unable to hold the jump point, pulling
- Rollins back to Earth for the final standoff.
-
- SOL-EARTH ORBIT R002:
- BR Fight Kilrathi to the death.
- "...for honor, for duty, for all mankind."
- MIDGAME: Victory kamikazes a Kilrathi dreadnought. You are picked up
- by Thrakhath's flagship's tractor beam.
- Thrakhath "We shall grant you the opportunity to beg for your
- miserable life..."
- [No begging for mercy from this furball...], die a warrior's
- death, ala Angel's fate.
- [I don't wanna die...], die by laser execution.
-
- Note: Unless otherwise noted, all mission briefing are conducted by
- Captain Eisen and Comm Exec Lt. Rollins, and all mission
- debriefing by Rollins.
-
-
- ******************** WC3 Cinematics Time Chart v1.1 ********************
- by SwiftHeart.
- ------------------------------------------------------------------------
-
- MD Cinematics description(s) Time
- ------------------------------------------------------------------------
- Introduction 11:52
- A1 Reunion: Hobbes & Maniac / Intro: Rollins, Vagabond & Rachel 7:49
- A2 Intro: Vaquero & Cobra 3:58
- A3 Excalibur rumors... 2:08
- A4 Intro: Flint / Skipper missile 2:33
- B1 Intro: Flash / Excalibur's arrival / Defend Victory 3:16
- B2 Confront Flash / Joyride with Excalibur 3:33
- B3 Duel Flash 2:06
- C1 See B1 -
- C2 See B2 -
- C3 See B3 -
- D1 Kilrathi's plan for Locanda / Bioweapon suspicions 6:05
- D2 Bioweapon threat / Chat with Hobbes 5:52
- D3 Save Flint ^
- E1 Rollins' paranoia 2:45
- E2 Rachel's lost love / Maniac's jealousy 3:41
- E3 Chat with Flint about flying 2:37
- F1 See E1 / Assist in evacuation +1:12
- F2 See E2 / Assist in evacuation 2 / Pulsar hazard +0:50
- F3 See E3 / Assist in evacuation 3 +0:30
- G1 Char development for Cobra and Vagabond 3:52
- G2 Vaquero, recon virgin :) 2:53
- G3 Escort Victory to safety / Jump point vanished! 1:59
- H1 The Message / Cobra's argument with Hobbes 7:34
- H2 Chat with Flint about her father 1:43
- H3 Escort Victory 0:41
- I1 See H1 / Destroy Asteroid Base +2:20
- I2 See H2 +0:30
- I3 See H3 +0:31
- J1 The Behemoth / Tolwyn comes aboard / Talk to Flint about Angel 5:28
- J2 Coded transmissions? / Chat with Admiral and Rachel 3:26
- J3 Quench Behemoth's thirst / Rock fighters / Traitor! 1:37
- K1 Tolwyn assumes command of Victory 2:36
- K2 Behemoth terminates Loki VI / Confront Tolwyn / Cobra's past 5:10
- K3 Behemoth's doom / Angel's fate 4:24
- K4 Thrakhath's challenge ^
- L1 Tolwyn's departure / Rachel's sympathy / Flint's admiration 5:25
- L2 Paladin's plan / Coded transmissions mystery con't 6:55
- L3 Cobra's death / Hobbes is traitor!?! 8:14
- L4 Rescue Dr. Severin / Vagabond's revenge ^
- M1 Kilrathi befuddled by Alcor rescue / Vagabond grounded 3:49
- M2 Flirt with Rachel & Flint 3:46
- M3 Chat with Vagabond 0:59
- N1 Skull, tell me: Flint or Rachel? / Deliver prototype T-Bomb 7:24
- N2 Chat with Flash, Vaquero & Vagabond 2:53
- N3 Defend jump point to Kilrah 1:31
- P1 Jump into Kilrah homespace / Final showdown 4:21
- P2 Head for T-Bomb Depot ^
- P3 T-Bomb Kilrah ^
- R1 Defend Proxima jump point to Earth 1:06
- R2 Battle is lost, die defending Earth 1:32
- Ending: won / Flint, Rachel, or alone in shuttle 5:02
- Ending: lost 3:12
- Credits 4:25
- ------
- 166:00
-
- 1 Transitions 1:34
- 2 Jump sequence 0:25
- 3 Wingman choice + standard Rachel loadout 0:51
- 4 Launch sequence 2:56
- Landing sequence 1:51
- 5 Arrow scramble 0:19
- 6 Congratulations from crew after mission 0:14
- 7 Court martial for shooting down wingman 0:28
- 8 Ejection, hard chew-out 0:48
- Ejection, soft chew-out 0:35
- 9 Funeral:
- Blair 0:54
- Vagabond 0:37
- Vaquero 0:39
- Maniac 0:45
- Cobra 0:41
- Flash 0:39
- Flint 0:50
- -----
- 15:06
-
- Note: Funeral: everyone alive except for the deceased.
-
-
- **************************** WC3 Fun Facts *****************************
- A list of things you may or may not care about...
- ------------------------------------------------------------------------
-
- General:
- -------
- 1) Similarities between WC3 and WC1 wingmen:
- All share similar flying style (sorta)
- Vagabond = Bossman (cards)
- Vaquero = Spirit (guitar)
- Maniac = Maniac
- Cobra = Iceman (weapon, hatred toward the Kilrathi)
- Flash = young Maniac
- Flint = Angel (by-the-book attitude, red hair)
- 2) WC3 + WC1 aces similarities:
- Najji "Fireclaw" Ragitagha = Bhurak Starkiller
- Dakhath "Deathstroke" nar Caxki = Dakhath Deathstroke
- Bhuk "Bloodmist" nar Hhallas = Khajja La Fang
- Kramm "Deathfang" nar Caxki = Bakhtosh Redclaw
- 3) Why are the specs for the neutron gun left out in the Victory
- Streak? Guess Rachel doesn't know everything after all...
- 4) Click on the stars on the TOBI Main Terminal screen in this
- sequence: top right, bottom left, bottom right, top left.
- 5) Cheat code: (NOT RECOMMENDED UNTIL YOU HAVE COMPLETED THE GAME)
- Type "wc3 -mitchell" to start the game. <Ctrl>-<w> to blow up
- current target. <Ctrl>-<Alt>-<w> to destroy all enemy ships on
- radar.
-
- Spaceflight:
- -----------
- 6) Flying through a cap ship's hull cavity... most fascinating. Wonder
- what my physics prof would say if he saw it? "Whoa, WC3's universe
- is 4th dimensional! We may be onto something ground-breaking here,
- my boy!"
- 7) Afterburner effect is so cool! Look at your ship from an external
- view while the afterburner is engaged. And the gunfire actually
- comes out of the barrels!
- Everyone must be aware of the broken glass magnifying effect?
- 8) Which Kilrathi genius invented the downright irritating "You
- pathetic descendant of monkeys!" message? And why must they always
- respond with this taunt for every odd number taunts we send them. Is
- this part of the new Kilrathi pilot training program?
- 9) Ejections may yield interesting results:
- a) In ALCOR L001, you have eliminated all incoming threat to the
- Victory, yet if you eject right in front of it, your carrier is
- assumed lost. However, if you eject at Nav 4 without
- accomplishing the mission, the Victory is assumed alive.
- b) In Escort the Victory missions, sometimes you can eject at the
- beginning of a mission and it would still be marked as a success.
- 10) Want to get rid of that annoying wingman of yours? Perhaps Flash or
- Maniac? Wait until they are flagged at risk and pulverize their
- ships with your missiles. What? A court martial team is waiting for
- you aboard the Victory? No problem, just give that ejection ring a
- nice tug and all is forgiven.
- 11) Taunt Prince Thrakhath while you are invisible:
- "Arrgh... where are you, Heart of the Tiger?" (KILRAH P003)
-
- Cinematics:
- ----------
- 12) Sometimes there are people around in the film but not in the room
- and vice versa.
- 13) We are still using paper for printouts and Playboy in the 27th
- century. Some things never change.
- 14) Both Concordia's wreckage and Blair's memorable moment with Angel
- happened on Vespus.
- 15) Is it an 18 or 21-gun salute? (FUNERAL)
- 16) Has TNC taken over CNN as the dominant holovid network in
- Confederation space? (INTRO)
- 17) Watch the position of Blair relative to the shuttle prior and post
- to his salute to Captain Eisen. Other examples of background
- misplacements abound in WC3. (INTRO)
- 18) How did Hobbes reach the RR before us without taking the elevator?
- (ORSINI A001)
- 19) Somehow the Excalibur looks much more impressive in the cinematics
- than in actual flight. It turns and rolls much faster. (TAMAYO B001)
- The same can be said about the Kilrathi Paktahns. Look at them go
- when the Behemoth goes boom! (LOKI K003)
- 20) Flint: from Earth or Locanda? (LOCANDA D001)
- (fellow netter)
- Perhaps born on Earth but immigrated to Locanda?
- 21) Sometimes a Wing Commander has to let someone else take the credit
- for rescuing a damsel in distress... for the sake of political
- correctness, you understand. (LOCANDA D003)
- 22) Sometimes, even a Wing Commander must ask the Captain to repeat his
- mission briefing twice. (BLACKMANE E003, refuse to put Flint back on
- the flight roster in GC)
- 23) Ever wondered what WC3 alpha-testers have to live through daily?
- Play BLACKMANE F003 (with Flint grounded) to find out.
- 24) Barbara Miles is on the holovid in ARIEL G002 RR. It is unfortunate
- we couldn't get a closer look.
- 25) Strange logic: ARIEL G003, mission complete => Caliban; mission
- incomplete => Delius.
- 26) In CALIBAN H003, why is the failure music played on autopilot upon
- launch?
- 27) Whoa, Toto, are we in Caliban or Delius? Does it matter? The screen
- behind Flint will say Caliban with a nice nebular background either
- way. (DELIUS I001)
- 28) How come the Behemoth is often left totally unguarded? Come on, the
- B-machine is supposedly defenseless on its own! (TORGO J001-LOKI
- K003)
- Then again, the Behemoth is actually pretty tough, considering that
- we were never able to dent it, weak spot or no weak spot.
- 29) The holovid sent by Thrakhath looks mighty convincing... but for
- those of us who truly loved Angel: is our lair-mate really dead?
- (LOKI K03A)
- 30) Van Earl - uh, Kilrathi ace Stalker, he is EVERYWHERE. (ALCOR L003,
- KILRAH P000, KILRAH P003)
- Looks like the Kilrathi have finally stumbled upon the dread clone
- technology. Apparently, Stalker is/was the selected participant in
- this highly successful experiment. (KILRAH P003, nav 3, wingman)
- 31) Your wingmen in KILRAH P00* may be killed by the dreaded skippers...
- 32) Hobbes doesn't tell Thrakhath of the T-Bomb plan... why? And why is
- he still flying the Thunderbolt at the end? (KILRAH P003)
- > Well, if Thrakhath knew about it, he surely wouldn't have placed
- > the entire Kilrathi armada around the ship yards surrounding
- > Kilrah, would he? And how about the Emperor? It seemed strange
- > that the big cheese himself would remain on a planet that could
- > very well be destroyed. My point is that the Kilrathi made no
- > attempt to prevent the destruction of Kilrah/relocate their
- > forces despite the possibility of planet's imminent destruction.
- > :)
- (James Hogan)
- They didn't know that Confed had a cloaking device, though...
- maybe Thrakhath marshalled the whole fleet around the planet just
- to be try and sure that NOTHING got through to the surface.
-
- And maybe with that in place, they figured that the Terrans odds
- for success were zero (how would one fighter get past the entire
- Kilrathi armada?), so they didn't bother to evacuate the planet or
- anything. They figured this was the humans' one last hopeless
- attempt to win the war before complete annhilation.
-
- They didn't know we had a cloak. :)
-
-
- *************************** Related Articles ***************************
-
- Check out the following articles for more information regarding WC3:
- WC3 FAQ v2.0: wc3faq2.txt?
- WC3 Technical Help: ftp.ea.com /pub/patches/wc3help.txt.
-
-
- ******************************* Credits ********************************
-
- A million thanks to my good friend James Hogan who inspired me to do this walkthrough and had faith that I would do a decent job of it. ;) Thank you.
-
- Andrew Leonard. For his cool and funky attitude, plus all those great e-mail conversations.
-
- Thomas R. Hong. For getting me even more excited about WC4 than I was previously.
-
- All of you who love WC3 as much as I do.
-
- And last but not least, Chris Roberts and the Origin WC3 team. For a totally radical game.
-
-