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- The Missions of Wing Commander
-
- There are a total of seventy-four missions in Wing Commander, grouped
- together in twenty-nine series and three campaigns. These missions vary
- from the incredibly simple to the practically impossible. In this essay,
- I shall describe each mission, including: what you'll encounter, what you
- must do to win, and what you must do to win a medal.
-
- The most important grouping of missions is the series - a group of
- missions with the same wingmate. The path you take for a campaign will be
- based on how you do in each series, which is turn depends on how well you
- do within the missions of each series. Once you progress from one series
- to another, your successes and failures in individual missions are no
- longer relevant - your path would only be determined on what you do in the
- present series.
-
- For each mission, I will list the following information: your orders,
- encounters, victory points you can earn, victory criteria, and medals. I
- will also include a paragraph that would describe any special features of
- the mission, as well as any recommendations I have for flying the
- mission. Take the recommendations with a grain of salt, as a strategy
- that works fine for one pilot may prove fatal to another. Don't argue the
- mission designations with me, as I got them from the briefing screen.
- Some of them do sound rather strange, don't they?
-
- I will often refer to victory conditions. In here, victory will refer
- to reaching a certain number of victory points in a mission or a series.
- You'll know whether or not you won a mission by the music being played
- during the debriefing, and whether or not you won a series by the path you
- are sent on (if there is a midgame update, the music and actions will
- tell you if you won or lost). Note that any victory points for aces are
- earned if the ace is dead at the end of the mission, whether the ace died
- during that mission or during a previous mission.
-
- The victory points I list for each mission assume that you don't
- eject. If you eject, you will automatically earn zero points for the
- mission. Generally this will guarantee a trip down the losing path, but
- if you look carefully, there are actually a few missions where you can
- get a zero and still take the winning path (Gateway 1 is an example). The
- bottom line is: don't eject unless you really have to.
-
- In some missions, I refer to a "Halcyon Victory." Here I am referring
- to a condition you must meet make the colonel happy. This will sometimes
- be easier than winning (e.g., McAuliffe 3) and other times be more
- difficult than winning (e.g., Enyo 1), depending on the colonel's mood.
-
-
- Many missions also include medals. For each mission that I know has
- an medal, I list the medal and the criteria for earning it. Medals
- require you to gain a given number of kill points. The number of kill
- points required for a medal are those earned personally by you for killing
- Kilrathi ships, and those earned for surviving friendly ships (Kilrathi
- aces are not a factor in awarding medals). Note that I list the minimum
- requirements in which I have actually won the medal, so it may be possible
- that you can win the medal with fewer points than I list. If I have
- determined that there is no way to win a medal in the mission, then I will
- specify "No medal" in the decoration section. If I don't say anything at
- all, it means that I never won a medal there, but that I haven't proven it
- to be impossible. I will not include the Tiger's Claw in any of the medal
- kill points counts, even if your primary mission is to protect the Claw.
- While this might not always be what's happening within the program, losing
- the Claw makes the medal question a moot point. The value listed for
- Confederation ships includes those that are captured by the Kilrathi.
-
-
-
- Kill Point Table
-
- Salthi 7
- Dralthi/Krant 10
- Gratha/Jalthi/Hhriss 15
- Dorkir 15
- Ralari 25
- Fralthi 50
- Snakeir 70
- Star Post 75
- Confederation Ship -1
- Friendly ship saved 25
-
-
- I list each encounter you will find if you take the path as ordered by
- Halcyon. I use an asterisk (*) to represent enemy ships attacking
- friendly ships. I use a comma (,) to separate different waves of enemy
- craft. I use an ampersand (&) to separate different ships that appear
- together. I use a P to represent the ship you are supposed to protect.
- Any Kilrathi Ace I list is included in the count of enemy craft (remember
- that a regular pilot will replace any dead ace). I list a ship that jumps
- into the encounter as being part of the first group that it is possible
- for the ship to be part of.
-
- Missions also award promotion points. Promotion points are earned for
- reaching the maximum number of victory points possible in a mission,
- reaching or passing a number of total kills that is divisible by five, and
- for killing a Kilrathi Ace or Drakhia. In some missions, you LOSE one
- promotion point if your wingmate dies during the mission.
-
- Promotion points accumulate from mission to mission until they exceed
- a random number generated at the end of each mission. If you pass this
- number and are eligible for promotion, you will receive the next rank.
- Whether or not you are eligible for promotion, the promotion point total
- will also be set to zero. Note that you cannot become a Lieutenant
- Colonel in the Vega campaign.
-
-
- The TrainSim
-
- The TrainSim is a good place to practice outside the context of a
- mission. If your main trouble is shooting accurately, this is a good
- place to improve your skills. It's also a good place to see how you are
- progressing, if you're willing to keep a record of your highest scores.
-
- Anyone reading this has probably figured out that there are ten
- fighters of each type (Salthi, Dralthi, Krant, and Gratha), divided into
- four waves (first one fighter, then two, then three, then four). If you
- complete the fourth wave, you proceed on to the next fighter. If you
- manage to complete all four sets (has anyone done this in Hornet?), you
- will get the victory screen, complete with fireworks.
-
- You are in a Hornet, so victory is not an easy matter (I'm presently
- working on four Gratha). For variety, I create different EXE files, each
- with a different ship in the Hornet slot. While I don't use these for
- missions, they are good for use in the TrainSim to get practice with other
- types of ships. If you'd like to try the same, use WCVIEW to copy the
- fighter you want into the Hornet position. The game is a cakewalk with a
- Raptor or Rapier, so I base those versions on SM2.EXE and replace the
- Krant with Hhriss.
-
-
- Points:
-
- For each time unit your survive 10
- Completing Salthi wave 1 10,000 + 20 * Time
- Completing Salthi wave 2 20,000 + 20 * Time
- Completing Salthi wave 3 30,000 + 20 * Time
- Completing Salthi wave 4 40,000 + 20 * Time
- Completing Dralthi wave 1 10,500 + 40 * Time
- Completing Dralthi wave 2 21,000 + 40 * Time
- Completing Dralthi wave 3 31,500 + 40 * Time
- Completing Dralthi wave 4 42,000 + 40 * Time
- Completing Krant wave 1 11,000 + 60 * Time
- Completing Krant wave 2 22,000 + 60 * Time
- Completing Krant wave 3 33,000 + 60 * Time
- Completing Krant wave 4 44,000 + 60 * Time
- Completing Gratha wave 1 11,500 + 80 * Time
- Completing Gratha wave 2 23,000 + 80 * Time
- Completing Gratha wave 3 34,500 + 80 * Time
- Completing Gratha wave 4 36,000 + 80 * Time
-
-
- You have 2400 time units for the first two waves, 2800 for the third
- wave, and 3200 for the final wave of each set. This means that the
- theoretical maximum score is 2,580,000. Of course, such a score is
- totally impossible. I have reached 2,000,000 in a Raptor (before I did
- the Hhriss substitution), but I doubt that score is possible in a Hornet.
- I'd say that if you make it to 1,500,000 in a Hornet, you did extremely
- well.
-
-
- Vega
-
-
- Series 1: Enyo Fighter: Hornet Wingmate: Spirit
- Series VP: 10 Win: 2 Lose: 3
-
- This series is a warm up to what follows. You are a rookie pilot
- entering into the Vega campaign, not knowing how much a difference you'll
- be making in the war effort. These two missions will teach you all the
- basics for Wing Commander, so that you'll be ready for the more difficult
- missions that follow.
-
- You are paired with Spirit in a Hornet - an ideal match for a new
- pilot. Most pilots seem to have an easier time getting into trouble than
- killing the enemy, but you won't have to worry about that much in this
- series. This is the only series where I ever have to worry about
- outscoring my wingmate. The Hornet is a light recon fighter, which
- explains why you fly it less often than any other Confederation fighter (a
- total of 13 missions in all three campaigns).
-
- The patrol is the usual fare that a Hornet pilot should expect--check
- out the Nav points and report what you find. The asteroids are there just
- to give you headaches, and I'd love to hear the astrophysical explanation
- of how they are able to exist. Anyway, don't bother advancing to the next
- mission until you can get through this mission without getting into too
- much trouble.
-
- Personally, I think that Hornets and escort missions don't mix. But
- if there are more sports to be escorted than other fighter wings
- available, then there is little choice in the matter. Fortunately, you
- don't meet enough to give you too much trouble, as this mission is mainly
- here to get you used to protecting friendly vessels. As for the
- asteroids, you can easily bypass them by returning via Nav 1, though you
- may decide that you need the practice in navigating through rocks.
-
-
- 1 - Patrol: 3 Nav Points
- N1: 3 Dralthi; N3: 2 Salthi
- VP: Nav 1 (2), Nav 2 (1), Nav 3 (2), Landing (1)
- Total VP: 6, Winning VP: 5
- No medal
- Halcyon Victory if you touch all three Nav Points
-
- 2 - Escort a Drayman to Nav 2 via Nav 1
- TC: Drayman (P); N1: 2 Salthi; N2: 3 Dralthi
- VP: Nav 1 (2), Nav 2 (2), Save Drayman (5)
- Total VP: 9, Winning VP: 5
- Bronze Star for 52 kill points (Drayman+, 2 Dralthi-, 1 Salthi-)
-
- Series 2: McAuliffe Fighter: Scimitar Wingmate: Paladin
- Series VP: 32 Win: 4 Lose: 5
-
- Now that you've warmed up, it's time to start the real war. The
- missions here are the first ones I found to be a challenge, and and it
- took me a long time to solve everything in it (fortunately, you don't need
- to solve everything to progress on the winning track).
-
- You are paired with Paladin in a Scimitar. Opinions on the Scimitar
- are generally negative, most likely because the ship is obsolete (why else
- do you think it gets replaced by the Rapier as the war goes on?). Despite
- that, the Scimitar has the dsitinction of being used in more missions than
- any other (a total of 21 missions in the first two campaigns).
-
- There is no fighter less suitable for a patrol than a Scimitar, but
- that does not exempt the Scim fron that duty. In this case, the
- assignment is reasonable, as a Scimitar is more suitable for penetrating a
- minefield than a Hornet (I presume that the Raptors are otherwise
- engaged). As for handling the minefield, I suggest an approach and exit
- via Nav 4 (not Nav 2) at a speed of 250 kps, which makes the minefield the
- most neglibible of nuisances.
-
- The trouble with strike missions is that the Confederation didn't have
- a really good strike fighter until the Rapier went into service. The
- Hornet was a bit small for the role, the Scimitar was a bit slow, and the
- Raptor lacked range. While the Raptor was the best of the lot for the
- role, the Scimitar often found itself with the honors. Well, here's your
- change to prove what you can do with a Scim.
-
- Ah, an escort mission--finally something where the Scimitar's weapon
- heavy/slow speed design works to its advantage. The only trouble is
- Bhurak Starkiller, who eluded me for a long time before I figured out how
- to do him in. Chase him using the TAB key, as you'll need the buttons for
- shooting. Oh, when you are about to meet something that's expected to
- jump in, you can delay its entrance by avoiding the Nav point as nuch as
- possible.
-
- 1 - Patrol: 4 Nav Points
- N1: 3 Dralthi; N4: 3 Salthi
- VP: Nav 1 (2), Nav 2 (2), Nav 3 (2), Nav 4 (2), Landing (2)
- Total VP: 10, Winning VP: 8
- Halcyon Victory if you touch all four Nav points
- No medal
-
- 2 - Strike against an unidentified bogie
- TC-N1: 4 Dralthi; N1: 2 Krant & Ralari
- VP: Nav 1 (1), Kill Ralari (10), Landing (1)
- Total VP: 12, Winning VP: 11
- Bronze Star for 65 kill points (Ralari-, 4 Fighters)
-
- 3 - Rendevous with a Drayman and escort it to the TC
- N1: 4 Krant * Drayman (P); N1-TC: 3 Salthi (Bhurak)
- VP: Save Drayman (10), Bhurak (5), Nav 1 (1), Landing (1)
- Total VP: 17, Winning VP: 16
- Halcyon Victory if you save the Drayman
- Silver Star for 86 kill points (Drayman+, All Fighters-)
-
-
- Series 3: Gateway Fighter: Hornet Wingmate: Paladin
- Series VP: 35 Win: 5 Lose: 6
-
- It's not really easy getting to this series, but mistakes do happen,
- especially with new players. This series is essentially the same as the
- McAuliffe series, except that you are more on the defensive here.
-
- You are assigned with Paladin in a Hornet. This is more from the
- Colonel's decision that you aren't ready for a more powerful fighter than
- any appropriateness of the Hornet for the missions.
-
- The first mission is straightforward: a patrol in a Hornet. You will
- have your first encounter with Gratha, but if you use your speed to your
- advantage, you should do well enough. This is the time to learn just how
- to use the Afterburners to your advantage without wasting fuel.
-
- In McAuliffe you strike against an enemy target--here the enemy strike
- against the Tiger's Claw. This is the primary difference between the
- winning path missions and the losing path missions: the winning path
- missions tend to lean towards the offensive, while the losing path
- missions lean towards the defensive. Well, not much else to say here,
- since saving the Claw is paramount.
-
- This is the same escort mission that's in McAuliffe 3, except now you
- are in a Hornet. The encounters are a little tougher in this version, but
- the victory conditions are more lenient. Again, I recommend use of the
- TAB key to get Bhurak Starkiller.
-
-
- 1 - Patrol: 3 Nav Points
- N2: 4 Salthi; N3: 2 Gratha
- VP: Nav 1 (2), Nav 2 (2), Nav 3 (2), Landing (2)
- Total VP: 8, Winning VP: 6
- No medal
- Halcyon Victory of you touch all three Nav Points
-
- 2 - Defend the Tiger's Claw against Dralthi
- TC: 4 Dralthi * TC, 4 Dralthi
- VP: Save TC (20)
- Total VP: 20, Winning VP: 20
- Silver Star for 50 kill points (5 Dralthi-)
-
- 3 - Rendevous with a Drayman and escort it to the TC
- N1: 2 Gratha * Drayman (P); N1-TC: 4 Salthi (Bhurak)
- VP: Save Drayman (15), Bhurak (1)
- Total VP: 16, Winning VP: 15
- Silver Star for 62 kill points (Drayman+, 2 Gratha-, 1 Salthi-)
-
- Series 4: Gimle Fighter: Raptor Wingmate: Angel
- Series VP: 25 Win: 7 Lose: 5
-
- For the first time in the campaign, you are entering enemy territory,
- which means that things heat up very quickly. Two of the missions in this
- series give you little time to relax, while the third is a walk through
- the park.
-
- You are paired with Angel in a Raptor. The Raptor is a powerful ship,
- and is definitely needed for the first mission. The Raptor has the second
- highest mission total in the game (a total of 19 missions in the three
- campaigns).
-
- The first mission is to defend an Exeter that is being attacked by
- three Jalthi. You must act quickly here, as those big guns will reduce an
- Exeter to slag if you give them half a chance. Fortunately, the Jalthi
- has a weak backside and the Raptor has a powerful punch, so the task is
- not as difficult as it seems. I tend to have more success if I go after
- the lone one first, then go for the other pair. The gold star requires
- that you either get all the Salthi or all the Jalthi - Angel has cost me a
- lot of medals in this one.
-
- The second mission is practically a milkrun, as the main purpose of
- the mission is to test the Rapier. You don't test a new ship on a tough
- mission, right? In fact, this mission is practically the same as the one
- in Gateway 1, which is fought in a HORNET. An easy ten points that may
- salvage the series in case you lose the Exeter (but it'll be close). Oh,
- for some reason, the debriefing links getting through the asteroids with
- touching Nav 2. On player has reported 4 Gratha in the asteroid field,
- but I've never see any.
-
- The final mission is a battle against a mass of Dralthi. While a
- couple Dralthi are little trouble, nine of them can be troublesome if you
- are lax. If you lost the Exeter or had to eject from the Rapier, then you
- must kill ALL the Dralthi to win the series. It's most fortunate that
- Dakhath is much easier to kill than Bhurak Starkiller. While the -1 for
- activating the second wave seems strage, I can only figure that they
- wanted to punish you if you saw the second wave and then simply fled.
-
-
- 1 - Defend an Exeter
- TC: 2 Salthi * TC, 2 Salthi; N1: 3 Jalthi * Exeter (P)
- VP: Save Exeter (10), Landing (2)
- Total VP: 12, Winning VP: 12
- Gold Star for 83 kill points (Exeter+, 4 Salthi-, 2 Jalthi-)
-
- 2 - Patrol: 3 Nav Points, Test fly a RAPIER
- N2: 4 Dralthi; N3: 2 Gratha
- VP: Nav 1 (1), Nav 2 (3), Nav 3 (3), At least one Gratha (3)
- Total VP: 10, Winning VP: 9
- No medal
-
- 3 - Patrol: Check out bogies at Nav 1 (Dralthi)
- N1: 5 Dralthi; 4 Dralthi (Dakhath)
- VP: 9 Dralthi (1 each), Dakhath (5), Activating wave 2 (-1)
- Total VP: 13, Winning VP: 9
- Bronze Star for 80 kill points (8 Dralthi-)
-
- Series 5: Brimstone Fighter: Scimitar Wingmate: Maniac
- Series VP: 25 Win: 7 Lose: 8
-
-
- The war is in the balance, and you must lead your fellow pilots to
- victory. There are three middle path missions (Enyo, Brimstone, and
- Rostov), and when you play either of these, you must play well or find
- your way to the losing path. These are the only three series where you
- can move between the winning and losing paths, so they are important if
- you ever reach them.
-
- You are paired with Maniac in a Scimitar. You will soom find out that
- that is far from a pleasant experience. The second thing you'll find out
- is that finishing this with Maniac alive is quite an effort in its own
- right.
-
- The first mission is a routine patrol. Things are rather quiet,
- except for the ambush attempt at Nav 1. If you aren't up to facing three
- Gratha in a Scimitar, try your best to rout the Salthi. Unfortunately,
- Maniac is quite efficient in destroying a lone Salthi, and it's tough to
- damage a Salthi just enough to force it to flee (except when you want to
- destroy one, in which case they seem to run more often than you'd like).
-
- In your next mission, you have to rendevous with an Exeter and escort
- it back to the Claw. Actually, it'd be pathetically easy if it weren't
- for the battle in the asteroids with the Salthi. If there's a ship that
- shouldn't fight in asteroids, it's the Scimitar, so you're at a bit of a
- disadvantage. If you don't like that prospect, ignore orders and head for
- the Exeter via Nav 2, which sets the Salthi encounter in the clear.
-
- The final mission is an strike against a missile freighter. My best
- advice here is to stay near the freighter and attack it if Khajja decides
- it's time to dance. He's a tough one to kill, but he won't flee and
- occasionally gives you time to get about your business. Whatever you do,
- don't allow the Dorkir to get out of sensor range, or you have lost.
-
-
- 1 - Patrol: 3 Nav Points
- N1: 1 Salthi, 3 Gratha; N2: 2 Krant
- VP: Nav 1 (3), Nav 2 (3), Nav 3 (1), Landing (1)
- Total VP: 8, Winning VP: 8
- No medal
-
- 2 - Rendevous with an Exeter and return to the TC via Nav 2
- Ast: 4 Salthi; N1: 4 Dralthi; N2: Surviving Salthi from Ast
- VP: Save Exeter (10), Landing (2)
- Total VP: 12, Winning VP: 12
- No medal
-
- 3 - Strike against an enemy freighter
- TC-N1: 2 Jalthi; N1: 4 Krant (Khajja) & Dorkir, 2 Krant
- VP: Kill Dorkir (10)
- Total VP: 10, Winning VP: 10
- Bronze Star for 90 kill points (Dorkir-, 1 Jalthi-, 6 Krant-)
- Recommend not letting Khajja lead you away from Dorkir
- Challenge is getting through all this with Maniac alive
-
- Series 6: Chengdu Fighter: Hornet Wingmate: Angel
- Series VP: 35 Win: 5 Lose: 8
-
-
- Things aren't going too well for the home team. Here's your change to
- aquit yourself before things get really rough. Unlike Gateway, where the
- missions were an analog to their opposite (McAuliffe), these missions are
- very different from those in Gimle.
-
- You are paired with Angel in a Hornet. Personally, I don't think the
- Hornet is her best ship. The Hornet requires a pilot who does well as
- both flier and gunner. While Angel certainly qualifies as the latter, she
- is a bit lacking in the former. If the regulation position will force her
- to crash into something, she'll crash into it, so be careful where you fly
- when she's flying on your wing.
-
- The first mission is one of the gems of the Vega campaign--too bad its
- on the losing path, and thus played so rarely. On the surface, it appears
- to be a simple rendevous and escort, but it goes deeper than that. If you
- can elimiate all four Krant before you reach the Tiger's Claw defense zone
- (you'll know you reached it if the enemy craft self destruct), then you'll
- find the Ralari and a pair of escorts. You can only truly win the mission
- by both saving the Hornet AND taking out the Ralari. Good luck.
-
- The second mission requires you to traverse an asteroid field as you
- protect an Exeter. Apparently the scenario designer decided that was
- tough enough, so he only required that you reach Nav 1 and the Dralthi in
- order to win, whether or not the Exeter actually survives (and you really
- have to try hard to lose it).
-
- The final mission requires you to fight off six Gratha that are
- attacking the Tiger's Claw. Not much else to say about it.
-
-
- 1 - Rendevous with a Hornet (Valkyrie) and escort it to the TC
- N1: 4 Krant * Hornet (P), 2 Krant & Ralari
- VP: Save Valkyrie (5), Kill Ralari (5), Landing (1)
- Total VP: 11, Winning VP: 11
- Gold Star for 110 kill points (Valkyrie+, Ralari-, 6 Krant-)
-
- 2 - Escort an Exeter to Nav 1 via an asteroid field
- TC: Exeter (P); N1: 6 Dralthi (Dakhath); N1-TC: 4 Salthi
- VP: Encounter Dralthi while escorting Exeter (10), Landing (2)
- Total VP: 12, Winning VP: 12
- Bronze Star for 83 kill points (Exeter+, 3 Dralthi-, 4 Salthi-)
-
- 3 - Defend the Tiger's Claw against Gratha
- TC: 2 Gratha * TC, 4 Gratha
- VP: Save the Tiger's Claw (15), Landing (3)
- Total VP: 18, Winning VP: 18
- Silver Star for 75 kill points (5 Gratha-)
-
- Series 7: Dakota Fighter: Raptor Wingmate: Knight
- Series VP: 50 Win: 9 Lose: 10
-
-
- The campaign is going pretty well, but Kilrathi is not the only thing
- you must fight against. If there's anything worse to compound a plague
- than a war, I don't know what it is. Here on Dakota, you have a plague on
- your hands, and it's your job to protect the beleaguered citizens and
- supplies that may save them from their affliction.
-
- You are paired with Knight in a Raptor. Frankly, I'm not too
- impressed with Knight. Some tell me that he runs away too quickly, while
- I say he dies too often - either way, he's not with you throughout the
- mission.
-
- Your first mission is to escort a hospital ship and a vaccine ship.
- While it's possible to win the series without them, the moral victory of
- saving the people of Dakota is too important to allow the ships to perish.
- Fortunately, the vaccine ship itself isn't all that difficult to defend.
- As for the debriefing, there's a bit of a bug that says you lose the
- vaccine ship if you lose the hospital ship.
-
- The second mission is a typical sweep patrol. With all the hospital
- traffic, you have to make sure that there are no Kilrathi is the area, so
- the patrols are being conducted in the heavy Raptors. Oh, it seems you
- report that you saw nothing if you fail to touch Nav 1, even if you follow
- that report with a report on the fate of the Ralari.
-
- The final mission is a strike against a Kilrathi tanker and several
- transports. It appears that the Kilrathi are immune to Watson's Disease
- and are planning a little invasion, but it's your job to keep the troop
- transports from arriving at their destination. Note that this is the
- critical mission, as it is impossible to win the series without taking out
- at least one troop transport.
-
-
- 1 - Escort hospital ship to Nav 1, Escort vaccine ship to TC
- TC: Drayman (P); TC-N1: 5 Salthi; N1: 3 Krant;
- N2: 3 Jalthi * Drayman (P)
- VP: Save Hospital Ship (5), Save Vaccine Ship (10), Landing (2)
- Total VP: 17, Winning VP: 17
- Silver Star for 150 kill points
- (2 Draymen+, 5 Salthi-, 2 Krant-, 3 Jalthi-)
-
- 2 - Patrol: 3 Nav Points
- N1: 2 Gratha; N2: 4 Krant, 2 Krant & Ralari
- VP: Nav 1 (2), Nav 2 (2), Nav 3 (2), Ralari (15), Landing (2)
- Total VP: 23, Winning VP: 17
- Silver Star for 105 kill points (Ralari-, 5 Krant-, 2 Gratha-)
-
- 3 - Strike against a tanker and two troop transports
- N1: 5 Krant & Dorkir;
- N2: 2 Jalthi (Bakhtosh) & Dorkir, 2 Jalthi & Dorkir
- VP: Tanker (5), 2 Transports (10 each), Landing (2)
- Total VP: 27 VP, Winning VP: 17
- Gold Star for 135 kill points (3 Dorkir-, 3 Krant-, 4 Jalthi-)
-
-
- Series 8: Port Hedland Fighter: Scimitar Wingmate: Knight
- Series VP: 50 Win: 10 Lose: 11
-
-
- Hmmm, this war isn't going too well. It's time to turn things around
- if you want any hope of winning. You'll also run into a new class of
- Kilrathi ship here, and killing at least one is imperative to this series.
- These missions are analogues to those in Dakota, except that these tend to
- be defensive versions of the Dakota missions.
-
- You are paired with Knight in a Scimitar. Well, I can think of worse
- combinations, but this one's bad enough to give you trouble.
-
- The first mission requires you to rendevous with a Drayman for the
- TCSO show. While I don't know whether or not the Drayman really contains
- the dancing girls for the show, losing it would be a blow to morale
- (though you can still salvage the series by scoring perfectly on the last
- two missions). Since Jalthi and Draymen don't mix, avoid Nav 1 as long as
- possible during the Jalthi battle to delay the Drayman's arrival.
-
- The second mission is a patrol. As there is a minefield here, the
- Scimitar was chosen over the Hornet for this mission. During this
- mission, you'll have your first encounter with a Fralthi. Can you take it
- out? Can you take it out without losing Knight? Just remember that if you
- don't get this Fralthi, you'll have to get the one in the next mission.
-
- Okay, the Claw and and Exeter are under attack. Can you save them?
- If you manage that, try for the Fralthi. Act quickly against the Fralthi,
- and perhaps ever try an insult or two, as you must destroy it before it
- makes the jump out of system.
-
-
- 1 - Rendevous with a Drayman at Nav 1 and escort it to the TC
- N1: 4 Jalthi * Drayman (P); N1-TC: 3 Gratha
- VP: Save Drayman (10), Making contact (3), Landing (2)
- Total VP: 15 VP, Winning VP: 15 VP
- Bronze Star for 130 kill points (Drayman+, 4 Jalthi-, 3 Gratha-)
-
- 2 - Patrol: 4 Nav Points, Keep an eye out for a Fralthi
- N1: 3 Dralthi; N3: 4 Gratha & Fralthi
- VP: 4 Nav Points (2 each), Fralthi (10), Land (2)
- Total VP: 20, Winning VP: 20
- Silver Star for 130 kill points (Fralthi-, 2 Dralthi-, 4 Gratha-)
-
- 3 - Defend Tiger's Claw and an Exeter, Attack a Fralthi
- TC: 4 Jalthi (Baktosh) * TC; N1: 4 Gratha * Exeter;
- N2: 4 Krant & Fralthi
- VP: Save Exeter (15), Kill Fralthi (15)
- Total VP: 30, Winning VP: 30
- Gold Star for 165 kill points
- (Exeter+, 4 Jalthi-, 4 Gratha-, 2 Krant-) or
- (Fralthi-, 4 Jalthi-, 2 Gratha-, 3 Krant-)
-
- Series 9: Kurasawa Fighter: Rapier Wingmate: Bossman
- Series VP: 40 Win: 12 Lose: 10
-
-
- With the win in Dakota, you are pressing deep into Kilrathi territory.
- Can you keep the pressure on and drive the Kilrathi out of the Vega
- sector?
-
- You are paired with Bossman in a Rapier. Yep, those new Rapiers are
- finally ready for action, and you are one of the first to be assigned to
- one. The trouble I have with this fighter is that it's just TOO
- maneuverable. I also have trouble with its rather pathetic missile array
- (I like HS missiles). The Rapier is a strike fighter (hence the DF's),
- with 2 FF and an IR for dogfigting.
-
- You start with the Rapier's specialty: a strike against freighters.
- It's not really all that tough a mission, though don't count on taking out
- all three of the Dorkir personally.
-
- The second mission is the toughest one on the winning track--the
- infamous Ralari defense mission. Some people have stayed here a long time
- before either giving up or finally ekeing out a victory. I recommend that
- if you have trouble, go one and continue the campaign through Rostov.
- There's so much advice given on this one, I better just say that you'd best
- be served to use the FF against the Salthi (as the FF will treat the
- Ralari as an enemy target) and to act as quickly as possible when dealing
- with the Gratha. I've yet to win this one. According to Origin, this one
- was made especially tough to shake up those who think the Vega campaign is
- and easy glide to Venice.
-
- The final mission is a cinche compared to the previous one. As far as
- I can tell, the minefield does not exist, so follow the route as ordered.
- I occasionally have trouble with navigation after fighting the Krant, so
- make sure where you and the Exeter are going prefore hitting the
- autopilot.
-
-
- 1 - Strike against several enemy freighters
- N1A: 6 Dralthi & Dorkir; N2: 3 Krant & Dorkir;
- N1B: 2 Jalthi & Dorkir
- VP: Dorkir at 1a (10), Dorkir at 2 (5), Dorkir at 1b (5)
- Total VP: 20, Winning VP: 15
- No medal
-
- 2 - Defend a captured Ralari and escort it to the TC
- Ast: 4 Salthi; N1: 4 Gratha * Ralari (P)
- VP: Save Ralari (15)
- Total VP: 15, Winning VP: 15
- Silver Star for 98 kill points (Ralari+, 3 Gratha-, 4 Salthi-)
-
- 3 - Rendevous with an Exeter and escort it to the TC via Nav 2
- N1: 6 Dralthi * Exeter (P); N2: 4 Krant
- VP: Save Exeter (15)
- Total VP: 15, Winning VP: 15
- No medal
-
-
- Series 10: Rostov Fighter: Raptor Wingmate: Iceman
- Series VP: 40 Win: 12 Lose: 13
-
-
- The most common way to get here is to fail to save the Ralari at
- Kurasawa. No matter, you have a second chance here. There is one problem
- with this series: asteroids. No matter where you turn, you will find
- more chucks of rock than and astrophysicist could ever explain.
- Fortunately, most of the fileds are reasonably navigable.
-
- You are paired with Iceman in a Raptor. Yeah, I know that two patrols
- and a strike cries out for a Rapier, but they are still evaluating those
- after the Rapier's failure to help us win at Kurasawa.
-
- The first mission is a straight patrol with Dakhath and a Dorkir
- thrown in. Of course, the odds of Dakhath still being alive at this
- posint are slim, but there is always a change.
-
- The second mission is a strike against a Ralari, sort of an analog to
- the saving of a Ralari at Kurasawa. Except for a battle in the asteroids,
- this is fairly straightforward.
-
- The final mission is to check out a large bogie at Nav 2. I have no
- idea how they detected the Fralthi before it jumped into the system, but
- they managed it somehow. Oh, if you want a chance at the medal, follow
- the course on the Nav Computer, as you must eget some of the Dralthi to
- get the medal.
-
-
- 1 - Patrol: 4 Nav Points, Asteroids all over the place
- N2: 2 Dralthi (Dakhath); N3: 2 Gratha, 4 Gratha & Dorkir
- VP: 4 Nav Points (1 each), Dorkir (10), Landing (1)
- Total VP: 15, Winning VP: 12
- Bronze Star for 135 kill points (All Kilrathi-)
-
- 2 - Strike against a Ralari
- TC-N1: 2 Salthi, 3 Salthi; 4 Jalthi & Ralari
- VP: Kill Ralari (15)
- Total VP: 15, Winning VP: 15
- Silver Star for 113 kill points (Ralari-, 4 Salthi-, 4 Jalthi-)
-
- 3 - Patrol: Check out large bogie at Nav 2
- N2: 4 Krant (Khajja) & Fralthi; N2-TC: 4 Dralthi
- VP: Identify Fralthi (15), Destroy Fralthi (10)
- Total VP: 25, Winning VP: 25
- Gold Star for 120 kill points (Fralthi-, 4 Krant, 3 Drathi-)
-
-
- Series 11: Hubble's Star Fighter: Scimitar Wingmate: Bossman
- Series VP: 65 Win: 10 Lose: 13
-
-
- Here's your last chance to turn the war about. If you can't do it
- here, then you can forget about keeping a toe hold in the Vega sector,
- much less gaining full control. Can you do it? The missions here are
- analogous to those in Kurasawa, except that these are in a much more
- desperate vain.
-
- You are paired with Bossman in a Scimitar. If you are here, you are
- probably sick of Scimitars by now. If you want a chance to upgrade,
- here's your last chance.
-
- The patrol is such in name only, as it really is a strike mission
- against capital ships that you don't know are there. If you look
- carefully at the series victory conditions, this is the mission where you
- can't afford to mess up. If Dakhath is still alive, you will have to kill
- him to have a good chance of winning the series.
-
- The second mission is a losing analog of the Ralari save, and it's at
- least as tough. While you can still win after blowing this mission, it'll
- be a great moral victory to save at least one of those tankers. I suggest
- you concentrate on saving one and don't worry about the other, because you
- can't afford to allow both to take heavy damage.
-
- The final mission is basically a Tiger's Claw defense. Can you save
- your carrier from destruction? The ten points for Baktosh are very
- important if you lost both tankers in the second mission, so if he's
- alive, make sure he doesn't escape. Fortunately, if he's already dead,
- you automatically earn the points.
-
-
- 1 - Patrol: 3 Nav Points
- N1: 4 Krant & Ralari; N2: 4 Dralthi (Dakhath) & 2 Dorkir
- VP: Ralari (15), Dakhath (15), 2 Dorkir (10 each)
- Total VP: 50, Winning VP: 50
- Silver Star for 135 kill points (All Kilrathi ships-)
-
- 2 - Rendevous with two fuel tankers and escort them to the TC
- TC-N1: 4 Dralthi (near minefield); N1: 4 Gratha * 2 Draymen (P)
- VP: Drayman Alpha (10), Drayman Beta (10)
- Total VP: 20, Winning VP: 20
- Bronze Star for 120 kill points (1 Dralthi-, 4 Gratha-, 2 Draymen+)
-
- 3 - Patrol: Check out bogies hiding in asteroids
- N1: 3 Krant; TC: 4 Gratha * TC, 2 Jalthi (Baktosh)
- VP: Save TC (10), Baktosh (10)
- Total VP: 20, Winning VP: 20
- Silver Star for 110 kill points (2 Krant-, 4 Gratha-, 2 Jalthi-)
-
- Series 12: Venice Fighter: Rapier Wingmate: Hunter
- Series VP: 0 Win: VICTORY Lose: N/A
-
-
- You're at the end of the wire, and heading for victory. You can't
- lose once you get here, so it's all for glory.
-
- You are paired with Hunter in a Rapier. Frankly, I don't like flying
- with Hunter, but he seems halfway decent in a Rapier.
-
- The first mission is a simple patrol to get you warmed up.
-
- The second mission is the only joint assault in Wing Commander.
- Frankly, I'm not impressed by the pilots at Wing Foxtrot. Sheesh, these
- guys make Maniac and Hunter look good. The real goal here is to get close
- enough to determine the location of the statbase, though I suppose someone
- else will manage the task if you fail.
-
- The third mission is listed as a patrol, but is more accurately
- described as a sweep. If you want to be screamed at hard enough to make
- the paper curl off your walls, then touch only Nav 1 and return to base.
-
- The final mission is the big one: the assault on the starbase. While
- the base will eventually fall no matter what you do, it's best to be the
- one to do it. That Pewter Planet's a tough medal to get, but it gives you
- a nice feeling when they pin it on (too bad you can't save the game).
-
-
- 1 - Patrol: 4 Nav Points
- N2: 2 Jalthi in mines; N4: 4 Krant (Khajja) & Ralari, 4 Gratha
- VP: Nav 1 (1)
- Total VP: 1, Winning VP: 1
- Silver Star for 155 kill points
- (Ralari-, 2 Jalthi-, 4 Krant-, 4 Gratha-)
-
- 2 - Strike against a Fralthi in conjunction with wing Foxtrot
- Rap: 2 Rapiers (F); N1: 2 Gratha, 2 Gratha;
- N2: 4 Salthi & Fralthi, 4 Krant
- VP: Get within range of Fralthi (1)
- Total VP: 1, Winning VP: 1
- No medal
-
- 3 - Patrol: 3 Nav Points
- N2: 2 Jalthi in mines; N3: 2 Dralthi (Dakhath) & Ralari;
- TC: 4 Gratha * TC
- VP: Nav 1 (1)
- Total VP: 1, Winning VP: 1
- Halcyon Victory if you touch all three Nav Points
- Bronze Star for 125 kill points
- (Ralari-, 2 Jalthi-, 1 Dralthi-, 4 Gratha-)
-
- 4 - Strike against Kilrathi Starpost
- N1: 4 Krant & Fralthi; N2: 4 Gratha & Starpost, 4 Salthi, 4 Jalthi
- VP: Nav 1 (1)
- Total VP: 1, Winning VP: 1
- Medal of Valor for 243 kill points
- (Starpost-, 2 Krant-, 4 Gratha-, 4 Salthi-, 4 Jalthi-)
-
- Series 13: Hell's Kitchen Fighter: Scimitar Wingmate: Hunter
- Series VP: Impossible Win: N/A Lose: Retreat
-
- Boy are things going badly! It's time to cut your losses and bug out
- of the sector. Perhaps you'll be able to regain the place at a later
- time, but for now you must save the colonists and the Claw from the
- clutches of the Kilrathi.
-
- You are paired with Hunter in a Scimitar. Well, I suppose that
- compared to the fate of those fleeing the Vega sector, yours is relatively
- tame. At least he's not Maniac.
-
- The first mission is a simple escort. The simple part is that you
- don't have to worry about saving the ship, as it is literally impossible.
- This mission includes a couple strange features, such as the multiply
- appearing Drayman and a reference to Khajja, whether or not he's alive.
-
- The second mission is a strike against a Fralthi. If you're good
- enough to win this one, what are you doing in this series? For some extra
- fun, how about fighting Bhurak Starkiller in a minefield?
-
- The third mission is to defend an Exeter. Fortunately, the Gratha
- arrive after you do, so its not a 'watch it blow' mission, like Kurasawa
- 2. Actually, I find this one rather easy, assuming you don't do something
- silly like fighting the Salthi in the minefield.
-
- We conclude with the only suicide mission in the game. While you do
- have some hope of living, you may very well find yourself stranded in
- Kilrathi territory for the rest of your probably short life. Here's your
- last chance to kill all those aces you missed earlier in the game.
-
- 1 - Rendevous with a passenger ship and escort it to the TC
- TC-N1: 4 Salthi; N1: 3 Krant * Drayman (P), 2 Krant (Khajja);
- N1-TC: 3 Gratha
- VP: Nav 1 (1)
- Total VP: 1, Winning VP: 1
- No medal
-
- 2 - Strike against unidentified bogies at Nav 1
- Mines: 3 Salthi (Bhurak); N1: 4 Gratha & Fralthi, 2 Gratha
- VP: Identify Fralthi (1)
- Total VP: 1, Winning VP: 1
- Gold Star for 161 kill points (All Kilrathi-)
-
- 3 - Defend an Exeter at Nav 1
- Mines: 5 Salthi; N1: 4 Dralthi (Dakhath) * Exeter, 4 Gratha
- VP: Nav 1 (1)
- Total VP: 1, Winning VP: 1
- No medal
-
- 4 - Patrol: Detain a Ralari as the TC heads for the jump point
- N1: 2 Gratha & Ralari; Ast: 4 Salthi (Bhurak);
- Mines: 5 Dralthi (Dakhath); Mines 2: 3 Jalthi (Bakhtosh);
- TC: 4 Krant (Khajja) * TC
- VP: Nav 1 (1)
- Total VP: 1, Winning VP: 1
- No medal
-
- Secret Missions
-
-
- Series 1: Goddard Fighter: Hornet Wingmate: Hunter
- Series VP: Impossible Win: N/A Lose: 2
-
- The purpose of this series is to set the stage for the campaign
- proper. As you are not called to the site until Goddard is under attack,
- and you have no way of arriving at Goddard until it is destroyed, the
- series itself is impossible to win (if you won, there'd be no campaign).
- Therefore, just fly your missions and do the best you can, but don't worry
- if anything goes wrong.
-
- You are paired with Hunter in a Hornet. Despite the alliteration, the
- combination is far from harmonious. Then again, I don't get along too
- well with Hunter no matter what ship I'm assigned to. As for Hornets:
- here we are in a very dangerous situation in what everyone believes is a
- Code Red situation, and Halcyon links his best pilots with Hornets. What
- a way to conduct a war when so many lives are at stake!
-
- The first mission is very busy: Patrol the area, defend a ship about
- to jump out, and escort another ship that's jumping in. All you really
- have to do is touch the Nav Points, but I don't feel right unless I wipe
- out the Lumbari, and save both Confederation ships. BTW, if you want to
- take out the Lumbari, I suggest you act quickly, as it has a nasty habit
- of jumping away if you spend too much time with the Salthi. Your ship
- assignment, the Hornet, tells you that the most important part of the
- mission is the patrol aspect, no matter what the official designation is.
- During the debriefing, the survival of the Terran ships is based on
- touching the associated Nav points, not with their actual fates.
-
- The second mission holds the record for the mission where I've lost my
- wingmate most often. I almost always go after the transports on my own,
- as Hunter just can't handle the confrontation with the Gratha (assuming he
- gets that far). How I'm supposed to defend both Hunter and the Claw is
- beyond my ken. At least once you've taken care of the Gratha, the rest is
- easy (four Salthi alone, easy?). Oh, head for Nav 2 via the Claw if you
- don't like asteroids. Now what I want to know is why Halcyon is using
- Hornets to defend his carrier?
-
-
- 1 - Escort: Patrol 3 Nav Points and protect two ships
- N1: 4 Salthi & Lumbari; Ast: 2 Salthi; N2: 3 Krant * Diligent (P);
- N3: 3 Krant * Venture (P); N3-TC: 3 Salthi
- VP: Nav 2 (5), Nav 3 (5)
- Total VP: 10, Winning VP: 10
- No medal
-
- 2 - Strike against a freighter and troop transport
- TC: 3 Krant, 2 Gratha; N1: 4 Salthi & Lumbari; N2: 2 Krant & Dorkir
- VP: Lumbari (5), Dorkir (5)
- Total VP: 10, Winning VP: 10
- Silver Star for 117 kill points
- (Lumbari-, Dorkir-, 5 Krant-, 2 Gratha-, 1 Salthi-)
-
-
- Series 2: Border Zone Fighter: Raptor Wingmate: Angel
- Series VP: 25 Win: 3 Lose: 8
-
-
- You are now heading into Kilrathi space, and the Kilrathi don't like
- the idea that you're going there. First you must get across the border.
- I suppose that this is really a star system in which the Confederation
- holds one jump point and the Kilrathi hold the other jump point. I have
- no idea how the Kilrathi have managed to mine so much of this region (I
- don't want to see the mine allocation in their annual budget), but perhaps
- they only seeded the most convenient routes.
-
- You are paired with Angel in a Raptor. Since she tends to be a better
- gunner than pilot, I prefer to stay out of her way and let her take care
- of herself. Since Angel is more likely to die from a collision than enemy
- fire, such an approach works well.
-
- Your first mission in Kilrathi space is to take out a Fralthi. Let's
- forget about this warm-up stuff and get right down to business, shall we?
- You may question my listing of five Dralthi on your return to the Claw.
- Believe me, there are really five, as long as you approach along the left
- side of the map and Angel is alive. Even then those two generally flee,
- making them very difficult to take out (I've done it, but it's not one of
- life's great achievements). As for the minefield, its one of the tougher
- ones in Wing Commander, so I won't blame anyone that simply bypasses it.
-
- The second mission demonstrates how much the power of the Jalthi is
- exaggerated. Here you are, arriving to see three Jalthi attacking a pair
- of Draymen, and you wipe out all three Jalthi before they can do
- significant damage to the transports. The next strange thing about this
- mission is that the Draymen often choose a rather strange path to Nav 2
- after you get out of the Auto Pilot mode. As for victory conditions: I
- thought I once saved one Drayman and lost the series, but my more recent
- findings make that an unlikely event. I think all victory conditions in
- this series are designed to give people like me and Angel headaches.
- Speaking of Angel, I suggest you pull a little ahead of the Draymen as you
- approach Nav 2, so that Angel won't feel obliged to run into the
- transports. Who else would stay at the regulation position even if it
- kills her?
-
-
- 1 - Strike against a Fralthi
- TC: 4 Krant * TC; N1: 4 Gratha & Fralthi, 3 Krant; TC: 5 Dralthi * TC
- VP: Fralthi (5), 5 Dralthi (1 each), 4 Gratha (2 each)
- Total VP: 18, Winning VP: 16
- No medal
-
- 2 - Escort two transports from Nav 1 to Nav 2
- Mines: 2 Krant; N1: 3 Jalthi * 2 Draymen; N2-TC: 3 Gratha, 2 Krant
- VP: Save one Drayman (25)
- Total VP: 25, Winning VP: 25
- No medal
-
- Series 3: Midgard Fighter: Scimitar Wingmate: Bossman
- Series VP: 35 Win: 4 Lose: 8
-
- This series has the word 'turnabout' written all over it. In one
- mission you attack a Drayman, and the next you defend a Dralthi. Wierd
- things happen when you penetrate Kilrathi space, don't they?
-
- You are paired with Bossman in a Scimitar. The result is generally a
- dead wingmate, resulting in this series having the largest number of
- wingmate deaths in the winning path (Goddard is before the winning path is
- started, and Retreat is on the losing path). Just when you thought you'd
- never have to see another Scimitar in your career, they pull out a few to
- use during a fighter shortage. This is the unfortunate result of going on
- a dangerous mission without a supply line home. All you can do is fight
- your best and live to see a better fighter.
-
- The first mission has several peculiarities. First off, it's the
- first mission where you can earn a negative kill point (you receive -1
- kill points for destroying the Drayman). Despite that, you must destroy
- the Drayman to win (it's worth 20 VP), and do so quickly, as it will jump
- out of the system if you spend too much time playing with the Krant.
-
- The Dralthi is a fast and maneuverable fighter, but reminds me of a
- flying bullseye. The bad news is that you have to keep the Kilrathi from
- destroying one of these; the good news is that they are seding Dralthi to
- intercept it. This is one of those scenarios where you have to be quickly
- knock out the enemy fighters if you expect to win. As for victory points,
- there are several ways to get those ten points, the most satisfying being
- to save the Dralthi. The Jalthi and Fralthi are a bit tough, and I've
- never managed to knock them out, but they are required if you plan to
- listen to victory music. There's probably also a medal for knocking out
- everything and saving the Dralthi, but I don't expect to prove that in the
- near future. If you have trouble saving the Dralthi, approach Nav 2 via
- Nav 3 to clear the return path (1-TC-3-2-3-TC hits everything except the
- Jalthi group and makes the mission much easier to win). If you want to
- take out all the Fralthi without endangering the Dralthi, try
- 1-TC-3-TC-1-2-3-TC. Good luck.
-
-
- 1 - Strike against a captured Drayman and a Ralari
- TC-N1: 2 Jalthi; N1: 4 Krant & Drayman; N2: 2 Salthi & Ralari
- VP: Drayman (20), Ralari (5)
- Total VP: 25, Winning VP: 20
- No medal
-
- 2 - Defend a captured Dralthi and return it to the TC
- N1: 2 Gratha & Ralari; N2: 3 Dralthi * Dralthi (P);
- N3: 4 Dralthi & Fralthi; N3-TC: 5 Dralthi
- N4: 4 Jalthi & 2 Fralthi (Nav 1 again after touching another Nav)
- VP: Save Dralthi (10), Ralari (5), Nav 3 (5), Both Nav 4 Fralthi (5)
- Total VP: 25, Winning VP: 25
-
-
- Series 4: Jotunhein Fighter: Raptor Wingmate: Spirit
- Series VP: 25 Win: 5 Lose: 8
-
-
- All right, you've had enough time playing, now it's time to make
- things a little tougher.
-
- You are paired with Spirit in a Raptor. If Spirit is missing somehow,
- then you are a victim of the Series List Overflow bug. I recommend that
- you run WCSAV on your save game file before flying these missions again.
-
- The first mission starts with a battle against a Fralthi. I'm always
- suspicious about missions that start that way, as you have to wonder what
- they do for an encore. In this case, you must protect a Drayman from
- several Krant. Actually not that tough a mission, assuming that you have
- Spirit along with you.
-
- The strike against the ambush pits you against another Fralthi. In
- this case, you have to stick close to the Fralthi, as it tends to slip
- away if you allow the Gratha to lead you astray. If you saved the Drayman
- in the previous mission, you don't have to get the Fralthi, but you'll be
- skimming by the edge of your teeth.
-
- The final mission is a curious one, to say the least. First of all,
- the mission is worth zero points, which means that you get the same amount
- of points whether you destroy the Gwenhyvar or not. Second, this is the
- only mission where you can earn a medal for making no kills. The only way
- NOT to get a medal is to destroy only the captured ships, which are worth
- -1 kill point each. Finally, the mission briefing has nothing to do with
- what actually happens, as the entire emergency situation is a hoax
- prepared by the Kilrathi. Anyway, don't kill yourself trying to kill the
- Gwenhyvar if you're playing through the campaign, as it won't help you in
- the slightest (but the glory of doing it is quite nice). Some players
- have reported seeing the Rapiers being misidentified in their screens. No
- matter what the screen says, they are Rapiers.
-
-
- 1 - Escort a Drayman to TC after a 3 point patrol
- N1: 6 Salthi & Fralthi; N2: 4 Gratha;
- N3: 4 Krant * Drayman (P), 3 Krant
- VP: Fralthi (5), N2 (2), Save Drayman (5)
- Total VP: 12, Winning VP: 12
-
- 2 - Strike against an ambush at Nav 3
- N1: 4 Salthi & Dorkir; N2: 3 Krant; N3: 5 Gratha & Fralthi
- VP: Dorkir(5), Fralthi(5), 3 Krant (1 each), 5 Gratha (2 each)
- Total VP: 23, Winning VP: 23
-
- 3 - Patrol: Search for damaged Exeter and protect it
- TC-N1: 4 Gratha; N1: 4 Jalthi; N2: 4 Rapiers & Exeter (captured);
- N2-TC: 4 Krant, 3 Gratha
- Total VP: 0, Winning VP: 0
- Bronze Star for 0 kill points
-
-
- Series 5: Bifrost Fighter: Raptor Wingmate: Paladin
- Series VP: 25 Win: 6 Lose: 8
-
-
- Oh, you thought the last series was easy? Well, you'll lose all
- illusions of simplicity when you hit Bifrost. It's time to find an enemy
- fuel depot, and you can be sure it's well defended.
-
- You are paired with Paladin in a Raptor. Well, officially, at least.
- Unfortunately, the second mission is in a Scimitar.
-
- The first mission is a strike against an unknown enemy ship. Well,
- there is a Ralari you can take out, but the Sivar will jump before you
- even get near it. I am not sure what criteria is used for identifying the
- thing, but getting close to it before it jumps does improve your chances.
- As for victory, I don't know what makes that possible. The Jalthi at Nav
- 3 aren't worth any points, and taking out the Sivar is impossible, so
- either there is a hidden victory point somewhere, or victory is
- impossible. As for a challenge, try to take out all those Jalthi at Nav
- 3. No medal or victory music for it, but it's still quite an achievement.
-
- The second mission is the most ill assigned mission in all Wing
- Commander. A strike against a priority target requires either a Raptor or
- a Rapier, but here you are in a Scimitar. Surely not all the better ships
- are damaged in the previous mission. Okay, the designers are using a
- Scimitar to make it a challenge, but at least make the circumstances
- realistic. My best advice here is to be conservative on your AB fuel
- during the first two encoutners, as you cannot face those Jalthi and
- Gratha on low fuel. Second, if you leave anything alive or routed at the
- first two Nav Points, then return via the minefield if you expect to be
- too weak to face any opposition. Third, if you can rout the last Jalthi,
- by all means do it (but I get the impression that the Jalthi prefer to
- fight to the death). As I final note, I should add that this is the only
- mission I know of where the VP total exceeds the VP total of its series,
- as the Star Post alone decides the issue of the series. One more thing, I
- cannot believe that such an important mission that's in such difficult
- circumstances has no medal associated with it. I think a Gold Star for
- 225 kill points would have been quite fair.
-
-
- 1 - Strike against an unknown capital ship
- N1: 3 Jalthi; N2: 4 Krant & Ralari; N3: 6 Jalthi & Sivar
- VP: 3 Nav 1 Jalthi (2 each), Nav 2 (2), Nav 3 (2), Nav Sivar (2)
- Total VP: 10, Winning VP: 11
- No medal
-
- 2 - Strike against a Fuel Depot in a SCIMITAR
- N1: 3 Salthi; N2: 4 Krant and Lumbari; N3: 4 Jalthi & Depot, 5 Gratha
- VP: Ralari (5), Star Post (25)
- Total VP: 30, Winning VP: 25
- No medal
-
- Series 6: Valgard Fighter: Rapier Wingmate: Iceman
- Series VP: 35 Win: 7 Lose: 8
-
-
- With the fuel depot destroyed, the Kilrathi will be finding a rude
- surprise when they arrive to refuel. As such, you sit and wait, as the
- Kilrathi come and find that sonething's not quite right.
-
- You are paired with Iceman in a Rapier. It's one of the better
- combinations you can get, so smile while it lasts.
-
- The first two missions are variations of the same theme: search and
- destroy. This is the ideal mission type for the Rapier, so don't blame
- your ship if you blow this one. The first is the easier of the two, as
- the second has stiffer opposition and a Lumbari that likes to jump out.
- Unless you are really badly off, hit all the Nav points as destroy all the
- capital ships you can. Actually, you need only bag seven of the nine, but
- since the pair of Fralthi at Nav 2 make up your entire margin of error,
- you must either bag both or make no other errors.
-
- The final mission requires you to defend your mother ship. Since you
- can't continue if you lose, it's quite logical that this mission counts
- for no victory points. As for the medal, I think you can win it with a
- minimal number of kills, but I haven't gotten around to proving this yet.
-
-
- 1 - Strike against all Kilrath you can find
- N1: 3 Krant & 2 Lumbari; N2: 3 Gratha & Ralari;
- N3: 4 Jalthi & Fralthi; N3-TC: 3 Krant
- VP: 4 capital ships (5 each)
- Total VP: 20, Winning VP: 15
-
- 2 - Strike against all Kilrathi at the Nav Points
- N1A: 4 Krant & Lumbari; N2: 3 Jalthi & Dorkir;
- N3: 4 Krant & 2 Fralthi, 4 Gratha, 2 Jalthi; N1B 3 Gratha & Ralari
- VP: 5 capital ships (5 each)
- Total VP: 25, Winning VP: 25
- Debrief error says that there were Dralthi at Nav 1
- Recommend following orders and returning via Nav 1
-
- 3 - Defend the Tiger's Claw against desperate enemy fighters
- TC: 4 Krant * TC, 3 Jalthi, 3 Gratha, 3 Krant
- Total VP: 0, Winning VP: 0
- Victory if the Tiger's Claw remains intact
- Bronze Star for 170 kill points (probably for even much less)
- Recommend routing last enemy if not up to another wave of fighters
-
-
- Series 7: Vigrid Fighter: Rapier Wingmate: Knight
- Series VP: 10 Win: VICTORY Lose: Retreat
-
- Time to close in for the kill. There's a Sivar out there, and it's
- your duty to wipe it from the face of the galaxy.
-
- You are paired with Knight in a Rapier. There are two versions as to
- what generally happens with Knight: he always runs, or he always gets
- killed (I'm one of those who often watches his funeral). In either case,
- it means that he's little help in these missions. If he's still alive
- after the Sivar is taken out, then you've accomplished more than I ever
- did.
-
- The first mission is basically a "let's prevent the enemy from
- attacking the Claw but they manage to get to it anyway" scenario. No
- victory points for this one, but the importance of saving the TC makes VP
- redundant anyway. Here I often find an intersting anomaly--the Ralari
- often fails to show up on my target screen (it's shields do, though).
-
- The final mission is the big one: can you take out the Sivar? The
- Sivar means everthing here, and you'll win or lose the campaign based on
- whether or not you can take it out. My best advice is to attempt to rout
- the last ship in any wave whenever possible, since reinforcements will not
- come after the last ship was routed. As for the medal, 220 is the minimum
- in which I counted the total and won, a count I made when I didn't nail
- the Sivar. I presume that the Sivar is itself worth at least 75 points,
- so nailing it pretty much guarantees you'll get the medal. The Sivar is
- quite tough to take out, but it can be done. It's weakest in the front,
- but easiest to hit in the rear--it's your choice.
-
-
- 1 - Patrol: Check out Nav 1 and take out whatever is there
- N1: 3 Jalthi & Ralari, 5 Krant;
- TC: 4 Gratha * TC, 3 Gratha, 3 Gratha
- Total VP: 0, Winning VP: 0
-
- 2 - Strike against a Sivar
- N1: 2 Krant & Fralthi, 2 Krant;
- N2: 6 Krant & Sivar, 6 Jalthi, 6 Gratha; TC: 4 Krant * TC
- VP: Sivar (10)
- Total VP: 10, Winning VP: 10
- Gold Star for 220 kill points (11 Krant-, Fralthi-, 4 Jalthi-)
-
-
-
- Series 8: Retreat Fighter: Scimitar Wingmate: Maniac
- Series VP: N/A Win: Impossible Lose: Retreat
-
-
- If you reach this series, youv'e lost. Well, you can try again later,
- but meanwhile you should try these two missions, if not for any better
- reason to prove that your dislike for Maniac is well founded.
-
- You are paired with Maniac in a Scimitar. Need I say more?
-
- First you are assigned to a search and destroy mission. Unfortunately,
- this time you are in a Scimitar, not a Rapier, so it's quite a task. The
- real challenge in this one is getting through it with Maniac still alive.
- As for the Dralthi, once Maniac dies, you'll encounter three in each wave
- instead of five.
-
- The final mission is to protect the Claw as it prepares to cross the
- border. Of course, why bother? Saving the Claw only delays the
- inevitable as the Kilrathi enslave all of humanity. The cult of Sivar has
- gained another slave race to its list. But if you are an optimist and
- hope that humanity would have some chance if the Claw does escape, then
- fight on and make sure you rout the last Dralthi if you really don't feel
- like facing five Gratha.
-
-
- 1 - Strike against any Kilrathi in the area
- N1: 4 Krant & Fralthi; N2: 5 Drathi, 5 Dralthi, 5 Dralthi;
- N3: 3 Gratha & 2 Ralari
- VP: 3 Capital ships (5 each)
- Total VP: 15, Winning VP: 15
-
- 2 - Defend the Tiger's Claw against a Kilrathi attack
- TC: 5 Dralthi, 5 Gratha
- Total VP: 0, Winning VP: 0
-
-
- Crusade
-
-
- Series 1: Firekka Fighter: Hornet Wingmate: Iceman
- Series VP: N/A Win: 2 Lose: N/A
-
-
- As with Secret Missions, we start with a warm-up series that has only
- one path, but this time the path leads to high hopes, not to despair. Ah,
- but alas this would be short lived, as a mighty Kilrathi fleet arrives to
- ruin the party.
-
- You are paired with Iceman in a Hornet. The assignment of the Hornet
- is quite logical here, as there is no way a significant Kilrathi presence
- could be found so far from their turf. Right? As for the Scimitar, I'm
- sure that Iceman isn't the only one cheering when they announce its
- retirement at the start of the second mission.
-
- The first mission is a simple escort, with orders to check out a
- possible Kilrathi presence. What you get is the first taste of what's to
- follow: deadlier Dralthi and the Imperial Guard. Apparently the designer
- decided that the original version of this mission was too difficult, as
- the debriefing keeps calling the diplomatic ships 'Venture' class, while
- they are clearly Exeters. The challenge in this mission is that Ralari.
- If you are able to wipe out the Gratha (a tough assignment as it is), then
- you better act quickly before the Ralari jumps out.
-
- The second mission is a typical patrol looking for a Kilrathi convoy.
- I have a feeling that tactical is getting suspicious at this point, as
- three Fralthi never have made up a convoy in any meaning of the term (a
- task force, yes; but a convoy, no).
-
-
- 1 - Escort Exeter from TC to Nav 2 via Nav 1
- TC: Exeter (P); N1: 4 Dralthi; N2: 4 Salthi;
- N2-TC: 3 Gratha (Drakhai) & Ralari
- VP: Save Eceter (1)
- Total VP: 1, Winning VP: 1
- Bronze Star for 120 kill points
- (Exeter+, 4 Dralthi-, 2 Salthi-, 3 Gratha-)
-
- 2 - Patrol: 2 Nav Points, don't engage the convoy
- TC-N1: 3 Dralthi (Drakhai); N1: 4 Krant;
- N2: 5 Jalthi (Drakhai) & 3 Fralthi
- Total VP: 1, Winning VP: 1
- Victory if you touch both Nav Points
- Recommend not engaging fleet at Nav 2
-
-
- Series 2: Firekka Fighter: Rapier Wingmate: Knight
- Series VP: 50 Win: 3 Lose: 8
-
-
- All right, now that we know that there is something more here than a
- stray convoy, it's time to find out what's really going on. Just how
- strong is the Kilrathi presence and what can we do about it?
-
- You are paired with Knight in a Rapier. Not very promising, if you
- recall my previous comment on Knight and Rapiers. Fortunately, he seems
- to be a little better in SM2, at least from the point of view of
- constantly getting killed.
-
- In the first mission, you encoutner a new class of fighter: the
- Hhriss. These things are highly maneuverable, which make them tough to
- take out (especially for someone like me, who gets outmaneuvered by
- Fralthi). If you think that's bad, you should see their charge--a rather
- impressive looking carrier that must have sent the rest of its fighters
- elsewhere (probably figured a CAP of three Hhriss was more than adequate).
-
- The second mission is the start of the evacuation effort, since the
- diplomats cannot be left here if there's real trouble brewing. As in the
- first mission with Hunter, your charge is misidentified as a Venture. The
- victory point bonus for getting both seems rather strange to me, but its
- the only explanation I can see for what happens. In any case, you must
- completely win both missions to advance to the next series. As for the
- medal, you might be able to win it if one or two of the fighters get by,
- but that would be at most 3 Salthi, 2 Dralthi/Krant, or 1 Jalthi.
-
-
- 1 - Patrol: 3 Nav Points
- N1: 3 Krant (Drakhai); N2: 3 Hhriss & Snakeir;
- N3: 3 Gratha, 3 Krant (Drakhai)
- VP: Nav 1 (5), Nav 2 (5), Nav 3 (5), Fralthi (10)
- Total VP: 25, Winning VP: 25
-
- 2 - Defend two Exeters preparing to jump
- N1: 3 Jalthi; N2: 4 Krant * Exeter; N3: 4 Dralthi * Exeter, 4 Salthi
- VP: Nav 2 Exeter (12), Nav 3 Exeter (13)
- Total VP: 25, Winning VP: 25
- Bronze Star for 200 kill points (kill all Kilrathi, save all Terran)
-
-
- Series 3: Firekka Fighter: Raptor Wingmate: Spirit
- Series VP: 50 Win: 4 Lose: 8
-
-
- Things are getting curiouser and curiouser. A defecting Kilrathi?
- This brings up a point that I always wondered about, as we know so little
- about the Kilrathi in general. Perhaps it's possible that the main part of
- the population are decent people who we could get along with if we had a
- chance. Our defecting Kilrathi captain has decided that the ways of the
- Kilrathi military are wrong, and that someone should stand up for decent
- Kilrathi kind. Okay, so why this war if Kilrahti are really decent folk?
- Well, I'll discuss that in the next series.
-
- You are paired with Spirit in a Raptor. The only thing that scares me
- about flying with Spirit is that the missions I get with her seem always
- to be tough ones (excepting those introductory missions in Enyo). Ah, it
- is nice that she knows you well enough to speak with you as a friend,
- instead of as some mythical god.
-
- The first mission is to save a defecting Fralthi. Just to make sure
- that you are paying attention, they also throw in a Frathi you are
- supposed to destroy at the same Nav point. In this mission, ignore the
- first Krant you encoutner and go for the ones attacking the Fralthi. Also,
- after you save the Fralthi, you'll probably be set for Nav 1. Remember to
- reset the Nav computer to the Tiger's Claw before activating the
- autopilot, or else you'll lose the Fralthi as it heads for the Claw and
- you head in the opposite direction.
-
- The second mission requires you to help a couple ships get out of the
- system safely. You don't have to worry much about the Exeter, as hitting
- the Nav point practically guarantees that it'll get away safely. The
- Drayman is another matter. As in the previous mission, ignore the first
- Krant you encoutner and take out the ones nearest the Drayman. Also, act
- quickly against the Dralthi (better yet, rout the last Krant to avoid the
- Dralthi). Oh, if you lose the Drayman early, you only encounter 2 Salthi.
-
-
- 1 - Escort a defecting Fralthi to the TC
- TC-N1: 2 Hhriss; N1: 5 Krant (Drakhai) & Fralthi * Fralthi (P);
- N1-TC: 5 Dralthi (Drakhai)
- VP: Save defector (15), Kill enemy Frathi (10)
- Total VP: 25, Winning VP: 25
- Gold Star for 200 kill points (Fralthi+, Fralthi-, All Fighters-)
-
- 2 - Escort an evacuation transport from Nav 2 to Nav 3
- N1: 2 Jalthi (Drakhai); N2: 3 Krant * Drayman, 4 Dralthi;
- N3: 4 Salthi; N4: 4 Gratha * Exeter
- VP: Save Drayman (15), Save Exeter (10)
- Total VP: 25, Winning VP: 25
-
-
- Series 4: Corsair Fighter: Dralthi Wingmate: Jazz
- Series VP: 50 Win: 5 Lose: 8
-
-
- Well, we're still trying to figure out what's going on, so it's
- time to go undercover and see if the Kilrathi would tell us themselves.
-
- You are paired with Jazz in a Dralthi--the flying bullseye you've been
- laughing at since your third mission. With a little luck, you can
- accomplish your mission without being detected and not worry about the low
- visibility and large target size of the Dralthi. What do you mean
- nothing's ever as simple as it seems? One more thing--don't start these
- missions unless you intend to complete them, as you cannot eject.
-
- The first mission is a recon to check out a pair of Snakeir. Your
- best bet is to touch Nav 1 and return home, especially if you are in no
- need for a promotion (there are more promotion points in this mission
- than any other, due to its superabundance of Drakhai). If you are really
- up to fighting off all those Drakhai, be my guest, but bug out when you're
- in trouble.
-
- The second mission is another undercover patrol. The most intesting
- feature of this mission is the mixed battle at Nav 1. This is the only
- battle in Wing Commander that has the enemy flying more than one fighter
- at a single encounter, which they manage to do only because some of those
- fighters are the same type you are flying. In other words, make sure you
- only fire at a targeted Dralthi, as you don't want to kill Jazz.
-
- Okay, why are we fighting this war if I think the Kilrathi may be
- decent folk? Simple, the real enemy is the Sivar cult. Since they
- presently conttol the military and the Imperial family, it is no wonder
- that we are figthing this bloody war. Of course, WC II will most likely
- throw this theory down the drain, but it's worth a shot.
-
-
- 1 - Patrol: Get information from Kilrathi ships at Nav 1
- TC-N1: 5 Hhriss (4 Drakhai);
- N1: 4 Jalthi (4 Drakhai) & 2 Snakeir, 4 Krant (4 Drakhai);
- N1-TC: 4 Jalthi (Drakhai)
- VP: Nav 1 (30), 2 Snakeir (5 each)
- Total VP: 40, Winning VP: 40
-
- 2 - Patrol: Pick up communications data at Nav 1
- TC-N1: 3 Jalthi (3 Drakhai); N1: 3 Dralthi & 2 Rapiers;
- N2: 2 Jalthi
- VP: Nav 1 (10), Nav 2 (10)
- Total VP: 20, Winning VP: 20
-
-
- Series 5: Firekka Fighter: Hornet Wingmate: Doomsday
- Series VP: 50 Win: 6 Lose: 8
-
-
- We just can't sit here while the Kilrathi forcibly convert our new
- friends, can we? It's time to send in some troops and disrupt this
- ceremony. Are you up to a little blasphemy?
-
- You are paired with Doomsday in a Hornet. Don't even ask who's idea
- that is. Doomsday is such a pessimist that he'd call Candide's adventures
- happy events.
-
- Your first mission is to escort a pair of transports. The first one
- is easy and the second one is a bit of a challenge. My main suggestion is
- that if one of the Gratha tries to run away--let it. While the Salthi are
- not all that dangerous when they are the only opponent, they have a habit
- of turning the balance against you whenever they show up. Stay close and
- defend the transport, especially during the Dralthi battle. Note that if
- you lose Doomsday at Nav 1, there'll only be two Dralthi at Nav 2.
-
- The second mission is in a Dralthi. Here you should keep quiet until
- you are nearing the second Nav point. At that time, position yourself
- just behind the Jalthi as they start firing, then blast away. How well
- you do here usually makes the difference is winning and losing the
- mission. Note that there is only one Drayman in this mission, and that it
- mini-jumps from Nav 1 to Nav 2 during the mission.
-
-
- 1 - Escort any marine transports that you find on your route
- TC-N1: 4 Salthi (Drakhai); N1: 2 Gratha * 2 Draymen, 4 Salthi;
- N2: 5 Dralthi
- VP: Save Drayman 1 (13), Save Drayman 2 (12)
- Total VP: 25, Winning VP: 25
-
- 2 - Escort a lost Drayman to the Tiger's Claw in a DRALTHI
- TC-N1: 4 Gratha (4 Drakhai); N1: 5 Hhriss (Drakhai) * Drayman;
- N2: 3 Jalthi * Drayman; N2-TC: 3 Krant
- VP: Nav 1 (5), Nav 2 (5), Save Drayman (15)
- Total VP: 25, Winning VP: 25
-
-
- Series 6: Corsair Fighter: Raptor Wingmate: Hunter
-
-
- As the marines prepare their attack, you must wreak havoc on Kilrathi
- ships to reduce the Kilrathi strength.
-
- You are paired with Hunter in a Raptor. With me, that usually means a
- dead wingmate before this is over, as Hunter is one of three pilots that
- has a high death rate with me.
-
- The first mission is to defend the Claw and then seek out any enemy
- ships in the area. First I should note that Nav 1 is worth nothing in
- this mission, so you can skip the silly asteroid navigation if you want
- to. Second, the Tiger's Claw is the first Nav Point, and I suggest you
- get close enough to get an Objective Reached message if you don't want to
- have to reset your Nav computer after touching each Nav Point (in which
- case you'll have to brave the asteroids to keep from resetting the Nav
- computer anyway). Third, you can often get away with fighting only a pair
- of the Jalthi at a time - don't head for the idle pair until you have
- finished off the active pair.
-
- The second mission is to take out troop transports that are heading to
- Firekka. These are important, as these are the troops that will be
- fighting the marines you escorted to the planet earlier. As these
- transports are prone to jumping away if you dally too long, try to take
- them out as quickly as possible. Also, you don't really need to touch Nav
- 2 and fight the Hhriss, so if you're in trouble after taking out the
- transports, your best bet is to return to base.
-
-
- 1 - Defend the Tiger's Claw and attack enemy ships at Nav Points
- TC: 5 Dralthi (Drakhai), 5 Salthi;
- N2: 3 Gratha & Ralari, 4 Dralthi (Drakhai);
- N3: 4 Jalthi (2 Drakhai) & Snakeir
- VP: Ralari (10), Snakeir (15)
- Total VP: 25, Winning VP: 25
- Gold Star for 270 kill points
- (Ralari-, Fralthi-, 4 Jalthi-, 3 Gratha-, 7 Dralthi-)
-
- 2 - Strike against enemy troop transports
- N1: 5 Salthi (Drakhai), 5 Salthi;
- N1-N2: 5 Dralthi (2 Drakhai) & 2 Dorkir; N2: 2 Hhriss
- VP: Dorkir 1 (13), Dorkir 2 (12)
- Total VP: 25, Winning VP: 25
-
- Series 7: Corsair Fighter: Dralthi Wingmate: Angel
- Series VP: 0 Win: 9 Lose: N/A
-
-
- With the ceremony disrupted, it is time to leave the system as quickly
- as possible. Yet we cannot abandon our new friends, can we? The only
- thing we can do it try to inflict so much damage on the Kilrathi before
- they leave that they'd be unable to hold Firekka.
-
- You are paired with Angel in a Dralthi. I have no idea why this
- mission is in a Dralthi, as there is no attempt at secrecy.
-
- The first mission is to find any of the escaping marine transports
- and escort it back to the Claw. Actually, the transport means nothing
- from the point of view of victory, but it is a good morale boost to bring
- the transports home safely.
-
- The second mission is an attempt to get rid of as much enemy hardware
- as possible. At least this time you are in a Rapier, which is quite
- suitable for the task. In this mission, you will meet each type of enemy
- fighter in the game, assuming you invoke all subsequent waves. This is
- essentially a final opportunutiy to boost up your kill total. Since you
- cannot lose this mission, it's up to you whether you want to go down
- fighting or survive to see Vega once again. Note that the SM2CHA file
- posted by Orion incorrectly lists Maniac as your wingmate - gee, don't
- scare us that way!
-
-
- 1 - Escort a Drayman to the Tiger's Claw
- TC-N1: 4 Gratha & Ralari; N1: 4 Krant (Drakhai) * Drayman;
- N1-TC: 4 Salthi (Drakhai)
- VP: Ralari (1)
- Total VP: 1, Winning VP: 1
- Victory if you destroy the Ralari
- Halcyon Victory if Ralari destroyed and Drayman survives
-
- 2 - Defend Firekka by attacking Kilrathi in area in RAPIER
- N1: 1 Salthi (Drakhai), 3 Hhriss; N1-N2: 4 Gratha;
- N2: 2 Krant (Drakhai), 2 Jalthi; N2-N3: 4 Salthi (Drakhai) & Dorkir;
- N3: 3 Jalthi (Drakhai) & Fralthi;
- TC: 4 Dralthi (Drakhai) * TC, 4 Krant
- Total VP: 0, Winning VP: 0
-
-
- Series 8/9: Charon Fighter: Raptor Wingmate: Maniac
- Series 8 VP: N/A Win: N/A Lose: Retreat
- Series 9 VP: 1 Win: VICTORY Lose: Retreat
-
-
- Well, the party's over and it's time to leave. Please let the cat
- outside before you jump out of the system. This series is numbered both 8
- and 9, with 8 being the number for the losing path and 9 being the number
- for the winning path. The principal difference between the two is that it
- is possible to win the campaign from series 9.
-
- You are paired with Manaic in a Raptor, and then a Rapier. Doesn't
- matter, of course, since Maniac is mostly trouble no matter what fighter
- you're in.
-
- The first mission is a strike against any enemy ships you find. I've
- never managed to get the Snakeir, so I must consider that to be the great
- challenge of this mission. Since winning is absurdly simple, I suggest
- you go for the Medal of Valor.
-
- The second mission is a simple Tiger's Claw defense. Just fly well
- and knock out or rout whatever enemy you can.
-
- 1 - Strike against enemy ships at 3 Nav Points
- N1: 2 Jalthi; N2: 4 Gratha & 2 Ralari;
- N3: 5 Krant (Drakhai) & Snakeir
- VP: Nav 1 (1)
- Total VP: 1, Winning VP: 1
- Medal of Valor for 165 kill points
-
- 2 - Defend the Tiger's Claw with a RAPIER
- TC: 6 Dralthi * TC, 5 Salthi (2 Drakhai), 2 Hhriss
- VP: Save TC (1)
- Total VP: 1, Winning VP: 1
-
-
-
- - David S. "Center" Raley
- 53 Sorties, 500 kills
- 7 BS, 4 SS, 3 GS, 1 PP
- [+44 kills/+1 GS from terminal missions]
-