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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 shield.
- 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 all threats before they get too close to the ship you are
defending.
- Space strike: Destroy a capital ship. You may prefer a fighter
armed 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 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 higher 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 well balanced ship, showing no strengths or
weaknesses other than the 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 combined patrol and
strike mission; since the torpedo can make short work of any capital
ship, and its six front guns and stronger 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
4)
5)
6)
7)
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 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
b)
c)
d)
e)
f)
g)
h)
i)
Its weakness lies in its paper-thin shields and armor. One full gun
blast from a Thunderbolt will kill it. Either tail it with your
afterburner or play chicken with it; you should come out the victor
every single time.
Dralthi: I think the Kilrathi should seriously consider scraping
this pointless design. Even though the Dralthi sports 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; once its shielding is down, launch a missile to finish
the sucker off.
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.
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 for a Strakha to reveal itself, then turn towards 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.
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 at 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 incapable of out-maneuvering
your missiles.
Sorthak: Basically, it is an enhanced version of a Vaktoth with more
firepower. Treat this ship as you would with a normal Vaktoth. The
Sorthak are armed with 4 HS and 4 IR missiles.
Asteroid: A turret-less Paktahn with rocks wielded on. Because of
this extra 'protection', 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.
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 Ekapshi has the ability to autoslide and carries 4 HS
missiles. Best tactic: hit-and-run.
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
opportunity 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 opposite side. Make sure you never go after more than one
turret per run or you may very well lose your ship's armor in the
process.
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.
Another good way for engaging Corvette is to autoslide sideways at
high speeds, and then fire away whenever you are in range. This
allows you to perform an offensive maneuver in a defensive
position.
- 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 are.
- 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-sized ships can do once you
get inside them. Just make sure you follow their maneuvers
carefully if they try to toss you out with tight turns. Note that
enemy fighters will not follow you into the cap ships.
- Starbase: Torpedoes are the most sensible way to go for attacking
a Kilrathi Asteroid Starbase. Due to its numerous anti-matter guns,
it is unwise for you to attempt to destroy it with just 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 their laser
turrets.
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 often
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 into charging you (same tactic for dealing
with other Darket pilots in one-on-one situations), then let your
missiles fly and guns loose and send him to kitty heaven.
- Bloodmist: One of the more accurate pilots serving in the Kilrathi
Empire. If you stay in a straight trajectory, Bloodmist will do
just as his name implies: send 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
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. This powerful move is only available on the
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) Sit-and-fire: Set your throttle to zero and just shoot at anything
that fires on you. Use the afterburner to maneuver your ship. This
can be an extremely deadly tactic if you are a good marksman.
4) 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.
5) Ramming: When you are piloting a heavier spacecraft like the
Thunderbolt and Longbow, you can safely ram your opponents without
suffering armor damage while 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.
There is a special way to deal with IRs. Turn off your engine before
dropping a decoy. This way, the missile will be unable to correctly
track your ship and will more likely to mistaken the decoy as your
ship.
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 arial 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.
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)
(Kills, Cumulative)
(4,4)
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
2 Darket at Nav 2
1 Transport, 2 Darket at Nav 3
(5,9)
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
2 Darket, 1 Dralthi --} Nav 2
1 Corvette, 2 Darket at Nav 2
2 Darket + 2 Darket at Nav 3
(10,19)
Tact: (Thunderbolt)
At --} Nav 2, engage the Dralthi first, he is the one who will be
attacking the transport.
At Nav 2, use torpedo to get rid of the Corvette before it gets within
firing range of the transport.
ORSINI A004: Escort Civilian Transport, Skipper Missile
No Flash
4 Darket + 2
2 Dralthi, 1
2 Darket + 2
(2 Corvette,
transport.)
*Arrow/Hellcat/Thunderbolt
(13,32)
Dralthi at Nav 1
Corvette + (1 Skipper) --} Nav 2
Darket at Nav 3
2 Dralthi --} Victory, if you failed to protect the
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
1 Corvette, 4 Vaktoth + 4 Darket + 4 Dralthi at Nav 1
4 Transport at Nav 2
(17,63)
Tact: (Excalibur)
Excalibur kills Kilrathi dead! Make sure you have autotracking on and
everything should be smooth sailing!
SIMULATOR B003: Duel Flash
None
*Arrow
1 Flash
Note: +1 under Ace in killscore.
(0,63)
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 tanks dry; Flash is on constant afterburner. Flashman has no
(33,135)
(16,179)
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
Corvette and blast those Destroyers away with your guns from
blind spots (right behind those big engine exhausts).
LB : Punch holes into the transports with guns and torp the other
Proper use of Leeches will send those Vaktoth fighter pilots
the arms of Sivar faster than a tachyon.
the
their
caps.
into
(18,281)
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:
All
1 Corvette,
1 Corvette,
4 Dralthi +
+ 4 Darket
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!
(28,338)
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
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
(16,354)
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
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
(34,394)
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
4 Paktahn at Victory
[Behemoth fires on Loki VI and destroys it.]
2 Corvettes + 4 Strakha + 2 Paktahn at Victory
(12,406)
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 welltimes 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
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."
(16,516)
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
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
(26,542)
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
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
(20,562)
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
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)
(14,597)
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 Victory's escorts survived up to this point, this run
should be a snap.
HYPERION N003 (Freya): Defend Jump Point to Kilrah
No Hobbes/Cobra All/*Excalibur
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)
(20,638)
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 with the aid of autoslides. Make sure you do
n'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/autoslide 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
-----------------------------------------------------------------------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.
+ denotes slight cinematics changes depending on the character/crew's
morale level.
H - "You are a cool cat, Hobbes!"--high morale response
L - "You are a dumb cat, Hobbes!"--low morale response
FD
FC
LI
RR
BE
BG
GC
BR
DE
CM
DW
DL
Flight Deck
Flight Control
Lift
Recreation Room
Berths
Bridge
Gunnery Control
Briefing
Depot
Comm, in space
Debriefing/won, in space
Debriefing/lost, in space
There are two types of morale: crew morale and character morale. Each
starts with 8 points in their field, respectively. Each conversation
route you take adds or subtracts 1 point to or from that field, with a
couple of minor expections. 6+ points = high morale, 5- points = low
morale. Depending on their morale level, various characters respond
differently in certain conversations or behaves differently when flying
on your wing.
Note that choosing a wingman to fly on your wing and winning/losing
missions generally have no effect on the morale ratings.
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
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
ORSINI A004
GC Flint
BR
DW
DL
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-togo..."
-} 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...]
BLACKMANE E001
FC Rollins
Rollins' paranoia, episode 2.
BE Angel
Flashback of a romantic moment with Angel.
BG Eisen
Compliments from the Captain.
-} changes slightly depending on how you fared against Flash in
TAMAYO B003.
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
BR
DW
DL
BLACKMANE F001
BG Eisen
BR
DW
DL
BLACKMANE F002
BR
DW
DL
BLACKMANE F003
BR
DW
DL
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
Rollins' view on the Confed offensive.
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 passing enemy
transport convoys.
"Maybe this tub should get a new name -- ...maybe
the 'Ambush.'"
Pulling out of the system.
DW
DL
ARIEL G003
RR Flint
BR
CM
DW
DL
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
H - [It's
L - [He's
BR
DW
DL
CALIBAN H003
BR
DW
DL
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
BR
DW
DL
DELIUS I003
BR
DW
DL
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
FD
LI
BG
J002
Rachel
Rollins
Tolwyn
BR
DW
DL
TORGO J003
BR
DW
DL
Behemoth's weakness.
Coded transmissions mystery, chapter 1.
The Admiral reveals his true plan with the Behemoth and
Victory.
Mine key jump points in the system to keep Kilrathi
away from the Behemoth while it undergoes minor
repairs.
"...I guess the Behemoth lives to see another day."
"You're cleared to land, sir."
Disable Kilrathi tanker convoy to quench Behemoth's
mighty thirst.
"...how come our side never thought of rock ships?"
Taking the Behemoth out for a test drive.
"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 &
Rollins
H/Crew
L/Crew
GC Paladin
L/Crew
H/Crew
BR Eisen &
Paladin
DW
DL
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
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
BE
BG
BR
DW
DL
FREYA M003:
RR Vagabond
-} if you
BR
DW
DL
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
H/Rachel,
L/Rachel,
LI Flint
BR
FC
DW
DL
HYPERION N002:
BE Flash
BG
+ GC
BR
DW
DL
HYPERION N003:
RR Flint
BR
DW
DL
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 the Terran-Kilrathi history.
E1
E2
E3
F1
F2
F3
G1
G2
G3
H1
H2
H3
I1
I2
I3
J1
J2
J3
K1
K2
K3
K4
L1
L2
L3
L4
M1
M2
M3
N1
N2
N3
P1
P2
P3
R1
R2
Rollins' paranoia
Rachel's lost love / Maniac's jealousy
Chat with Flint about flying
See E1 / Assist in evacuation
See E2 / Assist in evacuation 2 / Pulsar hazard
See E3 / Assist in evacuation 3
Char development for Cobra and Vagabond
Vaquero, recon virgin :)
Escort Victory to safety / Jump point vanished!
The Message / Cobra's argument with Hobbes
Chat with Flint about her father
Escort Victory
See H1 / Destroy Asteroid Base
See H2
See H3
The Behemoth / Tolwyn comes aboard / Talk to Flint about Angel
Coded transmissions? / Chat with Admiral and Rachel
Quench Behemoth's thirst / Rock fighters / Traitor!
Tolwyn assumes command of Victory
Behemoth terminates Loki VI / Confront Tolwyn / Cobra's past
Behemoth's doom / Angel's fate
Thrakhath's challenge
Tolwyn's departure / Rachel's sympathy / Flint's admiration
Paladin's plan / Coded transmissions mystery con't
Cobra's death / Hobbes is traitor!?!
Rescue Dr. Severin / Vagabond's revenge
Kilrathi befuddled by Alcor rescue / Vagabond grounded
Flirt with Rachel & Flint
Chat with Vagabond
Skull, tell me: Flint or Rachel? / Deliver prototype T-Bomb
Chat with Flash, Vaquero & Vagabond
Defend jump point to Kilrah
Jump into Kilrah homespace / Final showdown
Head for T-Bomb Depot
T-Bomb Kilrah
Defend Proxima jump point to Earth
Battle is lost, die defending Earth
Ending: won / Flint, Rachel, or alone in shuttle
Ending: lost
Credits
1
2
3
4
Transitions
Jump sequence
Wingman choice + standard Rachel loadout
Launch sequence
Landing sequence
Arrow scramble
Congratulations from crew after mission
Court martial for shooting down wingman
Ejection, hard chew-out
Ejection, soft chew-out
Funeral:
Blair
Hobbes
Vagabond
Vaquero
Maniac
Cobra
5
6
7
8
9
2:45
3:41
2:37
+1:12
+0:50
+0:30
3:52
2:53
1:59
7:34
1:43
0:41
+2:20
+0:30
+0:31
5:28
3:26
1:37
2:36
5:10
4:24
^
5:25
6:55
8:14
^
3:49
3:46
0:59
7:24
2:53
1:31
4:21
^
^
1:06
1:32
5:02
3:12
4:25
-----166:00
1:34
0:25
0:51
2:56
1:51
0:19
0:14
0:28
0:48
0:35
0:54
0:52
0:37
0:39
0:45
0:41
Flash
Flint
0:39
0:50
----15:58
34) Ever wondered what WC3 alpha-testers have to live through daily?
Play BLACKMANE F003 (with Flint grounded) to find out.
35) Barbara Miles is on the holovid in ARIEL G002 RR. It is unfortunate
we couldn't get a closer look.
36) Strange jump point logic: ARIEL G003, mission complete =} Caliban;
mission incomplete =} Delius.
37) In CALIBAN H003, why is the failure music played on autopilot upon
launch?
38) 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)
39) 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.
40) The holovid sent by Thrakhath looks mighty convincing... but for
those of us who truly loved Angel: is our lair-mate really dead?
Note subtle differences between the Intro and the scene broadcasted
by Thrakhath in LOKI K03A.
41) Van Earl - uh, Kilrathi ace Stalker, he is EVERYWHERE. (ALCOR L003,
KILRAH P000, KILRAH P003)
Looks like the Kilrathi have finally stumbled upon the dreaded clone
technology. Apparently, Stalker is/was the selected participant in
this highly successful experiment. (KILRAH P003, nav 3, wingman)
42) Your wingmen in KILRAH P00* may be killed by the dreaded skippers...
43) 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 odd
for success was 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. :)
44) All right, who is the guy/gal holding up Blair's feet while he is
being gutted by Thrakhath? (SOL-EARTH ORBIT R002)
45) What is the proper rank for our old friend Paladin? General (ALCOR
L004) or Major (CREDITS)?
*********************** Related Articles & Items ***********************
Check out the following articles for more information regarding WC3:
WC3 FAQ v1.11: ftp.cdrom.com /pub/dresden/games/faqs/wc3_11.zip
Games Domain Web (http://wcl-rs.bham.ac.uk/GamesDomain)
WC3 FAQ v2.01:
* The Midnight Netslave. Send e-mail to netslave@midnight.com.au
with the text "GET FAQ/WC3" (no quotes) in the body of the message,
and a copy of the FAQ will be sent to your mailbox.