1. GENERAL INFORMATION
1.1 Guide Information
1.2 Introduction
1.3 Update Information
1.4 Freespace 2 System requirements
3. GENERAL TACTICS
3.1 Preparations
3.2 Know the Controls
3.3 Flying
3.4 Favorite Ship
4. MISSION OVERVIEW (Single Player)
4.1 Information
4.2 Mission 1 - Training 1
4.3 Mission 2 - Training 2
4.4 Mission 3 - Training 3
4.5 Mission 4 - Surrender Belisarius!
4.6 Mission 5 - The Place of Chariots
4.7 Mission 6 - The Romans Blunder
4.8 Mission 7 - Training 4
4.9 Mission 8 - Training 5
4.10 Mission 9 - A Lion at the Door
4.11 Mission 10 - Mystery of the Trinity
4.12 Mission 11 - The Great Hunt
4.13 Mission 12 - Slaying Ravana
4.14 Mission 13 - Training 6
4.15 Mission 14 - The Sixth Wonder
4.16 Mission 15 - Into the Maelstrom
4.17 Mission 16 - Feint! Parry! Riposte!
4.18 Mission 17 - Rebels & Renegades
4.19 Mission 18 - Love the Treason ...
4.20 Mission 19 - ... But Hate the Traitor
4.21 Mission 20 - Battle of the Wilderness
4.22 Mission 21 - A game of TAG
4.23 Mission 22 - Proving Grounds
4.24 Mission 23 - The King's Gambit
4.25 Mission 24 - The Sicilian defense
4.26 Mission 25 - Endgame
4.27 Mission 26 - The Fog of War
4.28 Mission 27 - A Monster in the Mist
4.29 Mission 28 - Speaking in Tongues
4.30 Mission 29 - A Flaming Sword
4.31 Mission 30 - Bearbaiting
4.32 Mission 31 - High Noon
4.33 Mission 32 - Return to Babel
4.34 Mission 33 - Straight, No Chaser
4.35 Mission 34 - Argonautica
4.36 Mission 35 - As Lightning Fall
4.37 Mission 36 - Into the Lion's Den
4.38 Mission 37 - Exodus
4.39 Mission 38 - Dunkerque
4.40 Mission 39 - Their Finest Hour
4.41 Mission 40 A - Clash of the Titans II
4.42 Mission 40 B - Incoming Transmission
5. THE WEAPONS
5.1 Information
5.2 Guns
5.3 Missiles
6. THE SHIPS
6.1 Information
6.2 Shivan Ships
6.3 Terran Ships
6.4 Vasudan Ships
7. OTHER GAME RELATED INFORMATION
7.1 Information
7.2 Ranks
=========================
1. GENERAL INFORMATION
=========================
1.1 Guide Information
______________________
This is the text version of the the Freespace 2 HTML guide - also made
by Tim Wuyts. Please keep in mind that the HTML guide is the primary
guide: all updates will first be made in the HTML guide, it has some
pictures of the spacecraft and weapons and it does contain some extra
information here and there.
The author is the webmaster of The Cheat Empire (URL see top of
document), where you can find the latest cheats & walkthroughs for PC
Games. Including the latest version of this guide.
I wrote this guide because I like to help people. I don't pretend to
know everything there is to know about the game and I'm certainly not
the best pilot out there. I would like to label myself an "average"
pilot, who has tons of single player experience, but with minor
multiplayer experience. I also believe a guide is never complete, so
you can always help me by sending tips to me (don't add them
yourself).
1.2 Introduction
_________________
I've been playing space sims since I was a small boy. When I think
about space sims, I think about the legendary series like Wing
Commander (Including Privateer) and X-Wing. No space sim could rival
these titles ... up till now.
Although the first Freespace couldn't appeal me, Freespace 2 turned out
to be a magnificent piece of art. The story is dragging you to the
finish line and has a lot of (unsuspected) plots. The sound creates
just the right atmosphere: music, voices and effects are all high
quality. But probably the most stunning feature are the graphics ...
that is, if you have a "mean machine". I was able to run Freespace 2
at a very high detail level in 1024x768. Words cannot describe the
magic Volition created.
On top of the superb single player campaign, you also have a lot of
multiplayer options. Team vs. Team, Dogfight and co-operative. On top
of that we have the squad wars, which sounds very attractive to me. I
say sounds, since I have never tried the on-line multiplayer
capabilities (yet). I hope to test them out at my friends house, who
has cable connection with the internet.
1.3 Update Information
_______________________
Version 1.0 - (25/12/1999 - 17/01/2000) - The original works
Version 1.5 - (18/01/2000 - 19/01/2000) - Added loadout specifications
for all ships
1.4 Freespace 2 System Requirements
____________________________________
Required:
---------
* Pentium 200Mhz
* Windows® 95/98/NT with DirectX 6.0
* 32 MB RAM
* 400MB Hard drive space
* 8x CD-ROM
* DirectSound certified sound card
* Hardware accelerated card (with newest drivers); G200, G400, Banshee,
Voodoo 1, Voodoo 2, Voodoo 3, Savage 4, TNT, TNT2, ATI Rage Fury, ATI
Rage 128 or ATI Rage
Recommended:
------------
* Pentium 266Mhz
* 64 MB RAM
* Harware accelerated card with 8MB VRAM (see chipsets above)
* Joystick
* 3D Sound Card (A3D or EAX)
=====================
3. GENERAL TACTICS
=====================
3.1 Preparations
_________________
Before you start doing some fancy dogfighting, it's necessary to make
the proper preparations. This includes ship, gun and missile
selection. This seems obvious, but I know quite a lot of friends who
make a selection based on the name of the ship/weapon or whether it
looks cool or not.
It's important to know what kind of weapons work best in certain
situations. The Prometheus S for example is an extraordinary weapon,
but because of it's slow refire rate, I'm not able to use it properly.
This makes the weapon useless for me, since I prefer guns with a high
refire rate which may lack the punch of the bigger brother.
It's also important to pick a ship where you are comfortable with. The
GVF Serapis is an excellent interceptor with high speeds, but it's
light armor do not fit the profile of my 'ideal' ship. Although not an
interceptor, I prefer to take a ship with less maneuverability and
more armor like the myrmidon.
If you know what you are going into, try to pick your most favorable
ships, guns and missiles for that situation! The default selection of
the computer is not bad, but don't be afraid to change it.
3.2 Know the Controls
______________________
Also obvious and simple. Just keep in mind that you don't need to know
every key to be a good pilot. I know the keys which allow me to play
comfortably and relaxed, e.g.: I never use the M key (auto adjust
speed to target). Why? Because I think it's annoying. I want to go
full speed ahead and I'll adjust my speed with the A/Z temporary speed
adjust keys.
When I see a friend goofing up because he can't find the gun/missile
selection key while flying, I have an urge put my head in the toilet
and flush. Things like that shouldn't happen, they can mean the
difference between life and death.
Most of you will be flying this space sim with a joystick (you have to
be nuts if you don't). Well, don't forget to adjust the sensitivity of
the joystick to your liking. Maximum sensitivity is not always the
best option, since it has a big influence on your aim. To those who
want to use the rudder but can't: you can install the rudder in your
key assignment screen. Select absolute positioning if you install your
rudder.
3.3 Flying
___________
There are lots of different flying styles, but I'm going to explain
mine. This might help newbies a bit in developing their own style.
First of all adjust your weapon settings. I always tend to set my guns
in dual fire mode (this already explains why I can't use 2 guns which
drain power very fast). This gives me max. damage with the least
effort. Once my gun energy is running low I switch back to single fire
mode (but that almost never happens). For the missiles it depends on
the type of missile and the type of target. Against fighters I use
single/dual launch mode, depending on the rocket. Trebuchets shouldn't
be launched to a fighter in dual launch mode ... it has sufficient
power to knock a fighter down by itself. Dumbfires, on the other hand,
are always launched in dual fire mode ... they lack punch against both
fighters as capital ships. Against capital ships I always fire
missiles in dual mode. There are only 2 exceptions: the Cyclops and
the helios missile.
An important aspect of flying is being capable of dodging incoming fire
(guns or missiles). Gunfire can easily be evaded by a simple maneuver.
However, if the attacker is flying on your tail, you'll need to shake
some fancy flying out of your sleeve in order to dodge the incoming
fire. The best thing to do in such a situation is to stop focusing on
your current target and trying to evade the hostile fighter
completely, preferably in a position which allows you to take him out!
Evading missiles might seem easy ... you have the countermeasures for
something right?! Wrong! In single player missions, you usually have
enough countermeasures to finish a mission, but in the few multiplayer
missions I have flown, you'll notice that they are depleted pretty
fast. You need to learn how to evade missiles without countermeasures.
If you are flying a fast agile fighter you have 2 possibilities. If
you are flying a bomber, only 1. The first possibility for the fighter
is to let the missiles get real close to you (mind the beeping noise).
Once the missile is extremely close, you have to pull up (or any other
direction) fiercely, in combination with a speed boost with the
afterburners. This can't be applied by bombers, since they lack
maneuverability and the speed to evade the missile. The second
possibility works for both the fighter and the bomber. You should fly
head on with the missile and just before impact you should pull up (or
down). The missile will fly right past you ... This can be used bythe
bombers too, since the missile has less time to correct it's path once
the evasive maneuver starts. The second way of evading missiles is
more efficient (if you follow the same path as the missile, it has
more time to adjust it's flying path), but also harder (since the
missile is closing in on you at a very high speed (missile speed +
your own velocity). Nonetheless, both methods require extensive
training, since timing is an extremely important factor.
The easiest way to take out a target it to fly behind it and follow it,
preferably from close range. Head-to-head situations are not healthy
for your own fighter, so don't do it too often. Attacking a fighter
from the side is also a possibility. This means that the target is no
threat to you, but the target is much harder to hit, since small
changes in speed result in a miss (this isn't the case when you tail
your target). Also, don't be afraid to use your missiles ... if the
banks get depleted, so what?! You can rearm yourself in most missions
and by not using missiles you're making everything more difficult for
yourself. This often results in finished missions with almost all
missiles in the banks, that's not why they are there! Furthermore you
should make a difference between the ships you are attacking:
Bombers
-------
Bombers aren't a real threat to a fighter, unless you are heavily
outnumbered (this means that you get a rocket behind your tail every 5
seconds). Bombers lack maneuverability, which usually make them easy
targets for your guns. If the need is high, you should fire missiles
to speed up the job, otherwise your guns will be sufficient.
Remember however that taking a bomber out with your guns might take a
while, because of their heavy hull and shielding. Therefore it's not
wise (certainly in multiplayer) to hover behind a bomber for a longer
period of time. This makes you the sitting duck, since your fighter
isn't heavily armored and you are flying at slower speeds.
Fighters
--------
Fighters can be annoying from time to time. With their excellent
maneuverability and often high speeds, they tend to be a more
difficult target. I thought the SF Dragon was the hardest target to
destroy: it outmaneuvered and outran you easily, but once you were
able to hit it a few times they were spacedust. This is also the
biggest drawback of the fighter, lack of shielding and hull plating.
It doesn't take much to take out an enemy fighter (there are some
exceptions like the SF Mara), but also remember that you are flying a
similar craft and also are lightly armored. That's why I like the GTF
Erinyes most. It has good speed, maneuverability and plating, combined
with a large number of gun mounts and missile banks.
Warships
--------
It's not recommended to attack warships with a regular fighter. It's
not fit for the job and usually does minor damage because of it's
unadapted payload. If you want to take out multiple capital ships,
make sure you pick a bomber.
While attacking a warship, always try to hit one of it's weapons or
subsystems. This does damage and if you destroy a laser turret, that's
one less thing to worry about. What should you target first? This
depends on the urgency of the matter. If you notice one of your
capital ships is being torn apart, head for the beam turrets.
Otherwise I recommend to take out laser turrets or missile launchers
first. You might also target one of the subsystems: engines if you
don't want the target to get in close range of a certain ship, sensors
or weapons - can't remember exactly - if you want to make the
targeting system less accurate.
3.4 Favorite Ship
__________________
SHIP: GTF Erinyes
GUNS: GTW Subach HL-7
GTW UD-8 Kayser
MISSILES: GTM-19 Harpoon (2x)
Why is this my favorite ship and weapon loadout? Simple, the Erinyes is
an excellent ship: it's sturdy, has an average flying speed and
average maneuverability. Combine this with the high number of gun
mounts and 2 missile banks and you have the perfect dogfighter. Some
will say, what's the difference with the Myrmidon ... I don't know! I
tend to perform better with the Erinyes than with any other ship.
Why do you put a Subach HL-7 gun on the ship? There's this thing called
energy management ... I don't like to toy around with the
engine/shield/gun recharge levels and this solves my problem. If you
want to pack a good punch, dual fire mode gives you the solution. I
tend to fly with only the Kayser on-line ... once my energy levels
become critically low, I switch to the Subach. This allows me to
continue firing at the enemy, while the energy level has the
opportunity to recharge (the Subach hardly drains any power).
The Harpoons are also an obvious choice, since this is my favorite
dogfighting ship. No need for heavy trebuchets, cyclops or helios
missiles. If you are fighting against the odds, speed is of the
essence. The harpoon with his fast lock gives me the speed. Cripple
the shields with the guns, fire the harpoon for the kill. The great
thing of it is ... it works!
This is merely an overview of the single player missions, since I
haven't played much multiplayer missions yet. Single player missions
are also easier to write about, since you have total control over the
success/failure of a mission.
I divided the missions just by numbers, not by category (SOC, Vasudan,
Terran, ...). I suggest you read the general tactics section before
going over the different missions. I was able to complete these
missions with the tactics explained there!
The first missions are all very easy, but from level 20 and higher, you
can notice a gradual climb in difficulty (some missions are more
difficult than others). Strangely enough, the first missions weren't a
high success (statistical wise - I didn't have a lot of kills), while
in the latter missions I tend to be flying through enemy debris. Maybe
it took some time to get used to the controls, or maybe I just had to
get into berserk mode ... I don't know. When I replayed the missions,
I did get a lot of extra kills.
This mission overview includes all training and SOC missions. If you
decide to skip one of them, you should recalculate the missions
numbers.
The missions themselves contain the following information:
* Primary objectives
* Secondary objectives
* Default ship and loadout
* Possible ships and loadouts
* Overview of the mission
Keep in mind that the primary and secondary objectives given in the
mission overview are the ones at the beginning of the the mission.
During the mission, extra objectives may be added. You can view them
by pressing the F4 key!
If some of the information mentioned here is incorrect or incomplete,
please contact me. I'm only human and bound to make a mistake here or
there!
4.2 Mission 1 - Training 1
___________________________
* Escort IOTA
* Destroy Leo
* Destroy Cancer
* Destroy Gemini
* Destroy Aquarius
* Destroy Aries
Escorting IOTA isn't that hard. The only opposition you'll get in this
mission are some GTF Hercules (usually in pairs). Once all fighters
have been taken out a friendly warship will arrive ... a few moments
later the NTF Corvette Belarius. You can engage it, but it'll get
blown away by the friendly warship, so why bother.
4.6 Mission 5 - The Place of Chariots
______________________________________
Objectives
----------
Primary objectives: Destroy all NTF Fighters
Secondary Objectives: Destroy all freighters and sentry guns
You'll be dealing with a few GTF Hercules' here, but you'll encounter
more GTF Loki's.
Once you start the mission, take out the fighters first, followed by
the sentry guns. Once that's done, wait for more fighters to jump into
your system.
After a while command will give you the order to investigate the
asteroid (blinking red dot on radar). Do it and take out the turrets
as you move closer to the asteroid. Once it has been ID'ed, you should
destroy it. The ICENI goes into hyperjump though, and you won't be
able to destroy it in time. While attacking the
asteroid/installation/ICENI, some new fighters will appear. Take them
out when you see fit (when they annoy you).
4.7 Mission 6 - The Romans Blunder
___________________________________
Objectives
----------
Primary objectives: Destroy the NTF ICENI
Secondary Objectives: None
* Destroy the ICENI
* Destroy Freighters
* Destroy Gemini
* Destroy Leo
* Destroy Aquarius
* Destroy Scorpio
You'll never reach the ICENI in time, so don't bother. You'll be
reassigned to stop any enemy ship that comes through the system.
First 2 freighters will enter the system, together with a fighter
escort. Needless to say, take out the fighters (GTF Loki I believe)
first followed by the freighters (which are an easy target).
Once this job is done a few warships jump in ... also with a fighter
escort. Concentrate on the fighters first, once they are blown out of
the sky, concentrate on the warships. They should have sustained quite
a bit of damage by now (because of the Psamtik), so finishing them off
should be easy by now.
4.8 Mission 7 - Training 4
___________________________
There's a lot to be done in this mission. Quite a lot of Shivan
fighters and smaller warships have to be destroyed. Basically you have
to take it as it comes. Take out the fighters first, but if you notice
that a fighter is a few 1000m away and you're flying past a warship,
try to take out the warship first.
Since the warships aren't that big, your hornets (if these are the
missiles you picked) do quite a bit of damage (dual fire mode = 8
missiles). Combined with a good old fashioned energy weapon, it will
be creamed in no time.
You'll meet 2 Shivan fighters: SF Mara and SF Astaroth. The Mara has
good plating and speed but only a reasonable maneuverability. It's
also quite big and therefore easy to hit. The Astaroth is more
maneuverable and also has a higher speed, but it's fragile. You might
miss it a few times, but once you hit it ... it'll be out of the sky
in no time.
4.11 Mission 10 - Mystery of the Trinity
_________________________________________
Objectives
----------
Primary objectives: Patrol nebula with Zeta wing
Secondary Objectives: None
At first everything is very quiet in this mission. All you have to do
is follow Zeta 1 until you notice some enemies on your radar. Once
that happens, move in to destroy them. You'll encounter some SF
Manticores. A little bit later, you'll notice another wing of
Manticores. Once they are taken out, continue your patrol.
You'll encounter the NTF Trinity, protect it and the repair team they
send to recover it. Once the repair team has jumped in, more Shivan
fighters will appear, including: SF Manticores, SF Basilisks and SF
Dragons. Fight them off at your best ability, but once the Dragons
jump in, the mission is over. The Trinity and the Discovery will be
destroyed (they went from 96% health to 0% in a matter of seconds ...
don't ask me how). GTVA command will announce that you have to return
to base. Do so, or you'll have to deal with 2 wings of enemy Dragons
and that usually isn't too healthy.
4.12 Mission 11 - The Great Hunt
_________________________________
Since protecting the Corvette is you primary objective, always make
sure that you return to it once you've taken out the fighters. That
way you are always on time to intercept the next wing of enemy
fighters.
First you'll get a wing of Astaroths and Maras to hold off. This
shouldn't be too hard.
The next time the Asuras an 2 fighter escorts will jump in. First take
out the fighters (Astaroths and Basilisks), since they pose the
biggest threat to you (although I wouldn't call a Basilisk a big
threat). The Asuras isn't a big to the Corvettes in the beginning
(unless it takes you 1 hour to take out the fighters). Once the
fighters are goners, fire some hornets at the Asuras, taking it down
shouldn't take too long.
The next wings contain of Maras and SB Seraphims, needless to say that
the Seraphims, should be engaged first. They are extremely dangerous
for the Corvettes, so try to take them out before they can launch
their bombs. Proceed with the Maras.
Now the Iblis will jump in, together with a Mara wing. Same procedure
as with the Asuras.
Suddenly an unknown ship will appear on radar. Upon investigation you
come to the conclusion that it's a destroyer and it will cream the
Corvettes no matter what you do. Jump out of the system, once you are
told to do so.
I didn't fly this mission with the Boanerges, but with the Medusa.
Mainly because of the maneuverability (the boanerges can't even follow
a ship if it flew past him at 1 mps - making it a terrible ship for
dogfights).
Although your job is to take out the Ravana, don't forget about the
fighters either. If you let them alive too long, all of your wingmates
will be dead and they will all come after you - so this is a definite
no, no. Before heading for the Ravana take out the Basilisks (they are
closer than the Ravana).
Now head for the Ravana and launch your Cyclops missiles at a range of
1 km (it takes a while to acquire a lock. If you launch from too far,
the Cyclops can be destroyed before impact. If you launch too close,
you'll get hit by the blast radius.) I tend to target the sensors or
weapons systems, first (whatever the bombs can hit from my current fly
path).
Once the cyclops' have been launched (dual fire mode) occupy yourself
with the fighters again. It's wise to engage the fighters away from
the Ravana (if it starts shooting it's flak guns, your shields and
hull might get creamed), but this isn't always possible. Once you've
taken out a few fighters head back for the Ravana. This will avoid
getting a bunch of fighters behind your tail while paying enough
attention to crippling the Ravana.
Repeat until the mission is finished.
PS. If you want to fire the Cyclops 2x you have to keep in mind that it
needs a reload time of 20 seconds. If you have 2 banks with Cyclops
missiles, just change the bank you are firing from to speed things up.
4.14 Mission 13 - Training 6
_____________________________
First take out the GTF Hercules', followed by the Cato. Once the
bombers jump (GTB Zeus) in redirect yourself to these and let the Cato
alone for a while. Since you have to protect the station, you have to
act swiftly. Intercept the bombers as fast as you can, if they are
able to launch missiles take them out first and afterwards the
bombers. Once the first wing of bombers is destroyed, go back and
finish off the Cato.
By that time a second wing of bombers will fly in, followed shortly by
the Hawkwood. Concentrate on the bombers (and bombs) for now, only if
there are no more bombers left, go back to take on the Hawkwood. Don't
just fire to do damage, try to destroy weaponry or subsystems. The
same rule applies here, once more bombers fly in, divert your
attention. Eventually the GTVA Colossus will jump in to finish the
Hawkwood (that's why it's important to take on it's weapons and
subsystems - so it can only do minimal damage to the
station/transports - the Colossus will destroy it for you)
4.16 Mission 15 - Into the Maelstrom
_____________________________________
Objectives
----------
Primary objectives: Protect the PARACOMBE, JOOYUN and AVILA
Secondary Objectives: None
Head for the flashing red dots in the radar and take out a few sentry
guns. Don't keep on destroying sentry guns, since there are bombers
flying towards the convoy. It's more important to intercept them. Once
the bombers (and bombs) are destroyed, take on the fighters and then
concentrate your fire on the remaining sentry guns.
Nothing will happen for quite a long time now. Suddenly some fighters
and the Maelstrom will jump in ... first try to take out the beam
weapon of the Maelstrom, it does a lot of damage to the convoy if you
don't take it out. This is one of the crucial factors to complete the
primary objective. Once that's done, kill the fighters (if any are
left) and make scrap out of the Maelstrom.
You'll be confronted with a few Hercs and 2 GTC's (Majestic and
Refute). These can be destroyed quite easily. Afterwards, multiple GTF
Loki's will jump in. They are fast and agile, but can't take a
beating. Just concentrate on all new fighter wings that jump in.
If the destroyer jumps it, leave it be. The Colossus will jump in to
help you, but they will collide with each other. You can't stop it, so
why bother attacking the GTD (unless you want to improve your stats)
This is definitely the most difficult mission up till now. First go and
scan the Iceni (600m) and then go and scan the Hinton (200m - bonus
objective). Now some bombers and fighters will enter the system.
Forget about the fighters, head straight for the bombers and deal with
them swiftly. Speed of execution is very important ... a little screw
up here or there usually results in failure.
Like I already said, bombers are a priority, no matter which wings jump
in. Let the Taurets toy a bit and destroy them once you have the time.
There will also be 2 warships: a GVC and a GVCv. The first is pretty
easy to destroy, the second is a nightmare (esp. to the Iceni). Once
it flies in, try to destroy all the beam turrets first. At
approximately the same time, you'll get orders to intercept any
incoming asteroids, do this once the turrets have been taken out. The
asteroids have a higher priority than fighters which might harass you.
If a lot of them impact the Iceni, it's history too. Only engage
fighters if you have a short break!
If you want to know the damage the asteroids do in combination with the
GVCv, I suggest you stand down and watch the Iceni health indicator
diminish rapidly.
4.19 Mission 18 - Love the Treason ...
_______________________________________
Objectives
----------
Primary objectives: Escort the SUNDER
Secondary Objectives: None
Ship and loadout
----------------
Default:
Ship: GTF Hercules Mark II
Guns: GTW-5a Prometheus (R) Cannon
GTW Subach HL-7
Missiles: GTM MX-6 Tempest Missile
GTM-19 Harpoon
Suddenly, the rest of the fighter escort discovers that you are a
traitor. Take them out with the help of the lieutenant. They are all
Hercs Mark II, but they are pretty easy to defeat.
Then additional NTF Fighters will jump in, but they won't attack you.
Once the GTVA Fighters jump in, the NTF's will become hostile. So kill
them too.
A little while later the Mylae will jump in with a Herc Fighter escort.
First take out the fighters, the Mylae doesn't do a lot of damage. The
Hercs shouldn't take too long with the help of the other GTVA
fighters. Then take out the Mylae ... also pretty easy.
Then the Hellespont will jump in, together with a fighter escort which
consists of Hercs and Hercs Mark II. I suggest you leave the Hercs
alone for the moment and concentrate on the Hellespont, it does a lot
of damage to the Sunder if you intercept it too late. Prioritize the
beam turrets, once they are take care of ... go for the kill. A
friendly Corvette will jump in to assist you. If there are any
fighters left after the destruction of the Hellespont, engage them
too.
Once all friendly ships have jumped out of the area, wait for the NTC
rendezvous ships and then return to base.
4.20 Mission 19 - ... But Hate the Traitor
___________________________________________
Objectives
----------
Primary objectives: Destroy targets of opportunity
Secondary Objectives: None
* Destroy Alastor
* Destroy Beta
* Destroy Alpha
* Destroy Gemini
* Destroy Cancer
* Destroy SAHARAN
Start by taking out the sentry guns. Once that's done a transport
(Elysium) will jump in. Don't engage it! After a few warnings the NTF
Fighters will turn hostile. This is the most difficult part of this
mission. Take out the Myrmidons as soon as possible ... don't be
afraid to use missiles to take out the first targets in a few seconds.
Otherwise you'll get a bunch of fighters behind you and that's not
recommendable.
Once they are taken care of, a little while later, more Myrmidons will
appear. Luckily additional fighter wings will jump in to help you.
First take out the cruiser then concentrate on the fighters. Once they
all are destroyed, return to the GTVA base ... Your undercover SOC
missions are over.
4.21 Mission 20 - Battle of the Wilderness
___________________________________________
Objectives
----------
Primary objectives: Escort the VAUBAN to the WARSPITE
Escort the ERINPURA to the WARSPITE
Secondary Objectives: Protect the LUCIDITY
Wait until the ships you need to escort to jump in. Once they do, just
wait for the first enemy wing to jump in. Once they do, take them (SF
Manticores) out. Later on, you'll get some Maras on your back, but
they shouldn't pose a problem either.
Once the cruiser jumps in, call in Zeta wing. They are more fit to take
out cruisers, I wouldn't worry to much about the cruiser if you called
in Zeta. They can take care of it pretty fast. You keep your eye on
new incoming wings of fighters and bombers. Once the bombers (SB
Nephelims) arrive, make sure you take them out first. The freighters
and the Lucidity have a real lowthresholdd for damage so ...
Overall, this mission was pretty easy to complete. There are lots of
dead moments in between the different wings, giving you plenty of time
to recover.
4.22 Mission 21 - A game of TAG
________________________________
Objectives
----------
Primary objectives: Test the TAG missile system
Destroy all Shivan fighters
Protect the WARSPITE
Protect the LUCIDITY
Secondary Objectives: None
* TAG Cancer
* TAG Scorpio
* Destroy Leo
* Destroy Virgo
* Destroy Libra
At first you'll encounter some Basilisks. You can either tag them or
destroy them, it doesn't really matter, as long as they get destroyed.
But, as expected, something goes wrong: an (unexpected) wing of Shivan
fighters jump in ... including bombers!
Once this happens, TAG as many different targets as possible ... once
this is done, you can easily finish them off with your guns. Remember
that the TAG-A is a dumbfire missile, so try to get in close before
you fire it. You'll notice that your target is tagged by the yellow
(instead of red) brackets around them. The tag will wear off after a
few seconds. Also keep in mind that the target should be within 3000m
of the capital ship ... otherwise it's useless.
Just make sure you intercept the bombers in time. Once they are gone,
you'll surely be able to finish the mission without any further
complications.
You'll have to test the stealth abilities of the Pegasus
(unfortunately, you are not allowed to fly it in this mission). They
call in the Oberon, an old cruise, which you have to defend. You'll
notice that it's pretty hard to fly without a lock on your target. But
once you have visual contact, you won't lose track of the Pegasus
easily. I think you have to keep the Oberon for at least 20% healthy
in order to protect it successfully. I really don't see the point of
this, because you can fire as much as you want (and hit the target of
course), the Pegasus will continue it's standard attack/retreat
routines. It doesn't matter one bit if you hit it or miss it. Don't
waste your missiles on them!
Once the second part of the test is about to begin, a group of Shivan
fighters (Mara) will jump in ... time for some real action. A bit
later the Taurus group will jump in. These are bombers, so intercept
them and their bombs first! They pose a serious threat to the
Aquitaine. By the time you have taken them out a corvette will jump in
(Tiamat) ... destroy it first! Target the beam turrets, so it doesn't
inflict much damage to the Aquitaine. Then go for whichever weapon
system you want ... I usually go for the flaks or missile launchers
first, but tend to pick off a laser here and there as the opportunity
arises. Remember that you have to keep close to the Tiamat in order to
get help from the Aquitaine. Your sensors allow the Aquitaine to open
fire. Once the Tiamat is destroyed (or jumped out) take care off the
remaining fighters.
4.24 Mission 23 - The King's Gambit
____________________________________
Objectives
----------
Primary objectives: Intercept and destroy all NTF Warships
Secondary Objectives: None
Since you are flying a bomber and your primary mission is to take out
warships. However, you should not neglect the fighter wings. There are
4 sentry guns (GTSG Mjolnir) who have beam turrets. They help a great
deal with the destruction of the warships. All fighters launched want
to take out these sentry guns ... so deal with them too.
For the first warships, I wouldn't use too many cyclops'. Your
wingmates fire enough missiles to destroy the target for you. Remember
that if you engage the first warships, you'll probably need to rearm,
to take out targets that arrive later. Rearming is always a risky
business! This is a perfect time to spent some time on the enemy
fighters!
Once the Liberty and the Undaunted jumped in ... I started to engage
warships too. Your wingmates seem to have depleted their cyclops'
missiles by that time. Also communicate with your wings to optimize
destruction. Let another wing engage the target that you are not
engaging. The Perseverance (the last warship to jump in) is also the
most difficult to destroy ... if you have to rearm yourself at the
time it jumps in, you can forget about it. You have such a short time
span and practically no help from your wingmates. It's not a disaster
if it jumps out of the system (happened to me too a few times), but
it's more satisfying to see it explode.
4.25 Mission 24 - The Sicilian defense
_______________________________________
Objectives
----------
Primary objectives: Destroy the NTF ICENI
Secondary Objectives: None
Once you jump in the Vindicator and the Venture are already in the
system, no Iceni though. Once you launched your cyclops (2x) divert
your attention to the Hercules fighters. It takes 20 seconds before
you can fire another missile. The Hercules fighters shouldn't be hard
to destroy, once they have been destroyed you should concentrate on
destroying the warship and the transport (don't use cyclops' on the
transport, it's not worth it).
From now on, keep on concentrating on taking out bigger ships. There's
a wing of Myrmidons to assist you with the destruction of the
fighters. You might want to rearm, but like I said before, watch out
... you're a sitting duck if any enemy wing is in the vicinity.
The beginning of this mission is quite hectic, but things will slow
down eventually. The first part is also the most important part.
Protect the Monitor from the bombers and fighters. Taking the bombers
out shouldn't take too long. Once you have successfully repelled the
first wave, the Colossus will jump in to relieve the Monitor of duty.
From then on, do the thing you are supposed to do: take out all
hostiles. The Colossus will help taking out the bigger ships, so don't
worry too much about those.
Once the Iceni jumps in the Colossus malfunctions (figures!). Don't try
to take it out, you won't get the time. Keep concentrated on the
fighters.
4.27 Mission 26 - The Fog of War
_________________________________
Objectives
----------
Primary objectives: Destroy all Shivan gas miners
Secondary Objectives: Destroy all Shivan sentry guns
You have to find a good balance between picking off fighters/sentries
and destroying miners. If you're having troubles, you're probably
concentrating too much of your fire on the miners, who do minimal
damage to your fighter. The only thing you should keep in mind when
you are flying this mission is: don't fly too close to the miners when
they explode. Your hull will be crippled severely if a miner explodes
in your vicinity.
Once all miners, sentries, fighters, ... have been taken out, the
Shivans will launch an attack on the Tatenen. Target the bombers
first, then take care of the remaining fighters. Once that's done, you
have to investigate an unknown ship. Once you discover what it is (a
juggernaut class warship - let's just call it a big warship), it's
already too late. The Tatenen will be blown into a thousand pieces.
4.28 Mission 27 - A Monster in the Mist
________________________________________
This is an easy mission. Target the different subsystems and do a scan
(a few seconds from close range). Make sure you target the subsystem
closest to you, this reduces the flight time. You might get some
missiles fired at you, but they shouldn't be that hard to dodge.
Once the systems are all scanned you get 2 option: return to base or
take out as many turrets as you can. Just take out the turrets, they
are easy to destroy and there's little opposition. Do this until the
Sathanas jumps out of the system.
4.29 Mission 28 - Speaking in Tongues
______________________________________
Objectives
----------
Primary objectives: Destroy all Shivan warships
Secondary Objectives: None
This is a strange mission: you have to destroy all warships, but they
are never mentioned in your objectives screen in the HUD. If you are
flying the Serapis, I wouldn't engage too many warships, just occupy
yourself with the fighters. Delta wing (needs to be called in) in
combination with the friendly capital ships are more than enough to
take out warships.
Later in the mission you'll be confronted with the supreme Shivan
fighter (in my opinion) the SF Dragon. They are agile, fast and can do
a lot of damage ... luckily they have a light hull. But in overall,
this mission should be nothing to worry about!
4.30 Mission 29 - A Flaming Sword
__________________________________
Objectives
----------
Primary objectives: Monitor the Knossos demolition
Secondary Objectives: Engage and destroy all hostile ships
Keep Shivans away from the Meson bomb
Protect the RENENET
In the beginning some astaroth's are patrolling the Knossos device.
Just engage them, more will jump in while you are fighting. You could
lure them closer to the Renenet, this makes things easier for you.
It's also mentioned in the objectives screen in your HUD, but I
wouldn't bother too much if you know you can handle them.
The main advantage of fighting close to the Renenet is that you don't
have to fly away from the meson bomb to clear the area. They just
begin countdown and they don't bug you that much. At the time the
countdown begins, some SF Dragons will jump in. Just let them be, they
will all be wiped away by the meson bomb.
Once the first bomb exploded (but wasn't successfull) a wing of SF
Mara's will jump in. In other words: nothing to worry about. Once they
have been wiped out, the second meson bomb will be deployed. Just wait
until lambda jumps out and the bomb will explode. But suddenly the
Sathanas jumps in without the use of the Knossos device (surprise,
surprise!). It's time to head back to base.
This is a not so difficult mission if you know how to fly it ...
however, I never managed to destroy all 4 beam turrets so far (3 is
the max. - but hell, I only played the mission 3 times thus far. I'll
try to take out all 4 turrets, but first I got to finish this guide).
The success of the mission depends on the way you deploy the helios
missiles. You should launch them from close range and at maximum speed
(with afterburners). If you do this correctly, launching 2 helios
missiles (dual fire mode) will be enough to take down one beam turret.
The next question a lot of players might ask ... I only have 4 helios
missiles. How am I supposed to take out more than 2 beam turrets?
Easy, rearm yourself. I tend to call for the rearming ship once I
start the mission. You can rearm yourself while the new helios
missiles are loaded into your missile banks (30 seconds) ... this is
also a perfect time to start taking out the flak guns. You can easily
rearm and shoot at the flak guns at the same time!
Once this is done, do it again ... and again (you don't need to rearm
every time).
Once the Sathanas jumps out, don't head back to base. You have to take
out another ship (you can rearm while you are waiting, the helios
missiles will make things just a bit easier). You have to take out the
Beleth's beam turrets. First target the engines to stop the warship
(unless you can do it in time). Then start taking out the beam turrets
and then finish it off. It's not advisable to destroy it immediately
(before you take out the turrets), since the objectives for taking out
the beam turrets will be incomplete (It's strange, I know - I've
notified Volition about this).
Now it's time to destroy Gemini wing and head out of there!
4.32 Mission 31 - High Noon
____________________________
Objectives
----------
Primary objectives: Help the Colossus neutralize the SATHANAS
Secondary Objectives: None
The number of beams you have to destroy in this mission, depends on how
many beams you destroyed in the previous. If you did a bad job, you'll
have to sweat it out in this mission. If you want to know how to take
out the beams, check the previous mission.
Once the beams are taken out, concentrate on taking out Cancer wing.
This shouldn't be very hard. Once the fighters are taken out, take out
the remaining weapons on the Sathanas: beam turrets, flak guns, laser
guns, missile launchers ... Once the Sathanas is destroyed, jump back
to base.
4.33 Mission 32 - Return to Babel
__________________________________
Objectives
----------
Primary objectives: Capture the ETAK technology
Secondary Objectives: Destroy the SAMMAEL
Destroy the AZMEDAJ
First take out the SF Mara's that are in the system, then head for one
of the cruisers and take it out with the help of beta wing. By the
time it's destroyed, a wing of bombers will have jumped in. You
intercept the bombers and their bombs, while you can let Beta wing
take care of the remaining cruiser.
Once the transport jumps in, different wings of enemy fighters and
bombers will jump in. Just remember that bombers are always a
priority! No transport/Iceni, means a failed mission objective and the
bombers are the only threat. Just watch your radar closely and once
you see a new wave of fighters jumping in, head to intercept. If you
take most of them out before they become a threat you should have no
trouble completing this mission.
4.34 Mission 33 - Straight, No Chaser
______________________________________
Objectives
----------
Primary objectives: Intercept and capture the AZRAEL transport
Secondary Objectives: None
This mission has nothing to do with the recovery of the Azrael. During
the mission you'll be given a complete set of new instructions, so
listen carefully (or watch them in the F4 objectives screen).
Fly toward the red blinking dots in your radar. You'll find a second
subspace portal. You'll be engaging a dogfight with multiple SF
Dragons and a few Mara's. Like I already said, they are hard to
destroy because of their speed and maneuverability. Don't call in the
reinforcements, since this triggers the arrival of a cruiser ... and
that's one more thing to worry about. First take out all dragons and
the Dahaka, then call in Delta wing. It'll be easy to take out the
Sephiroth.
The Psamtik will jump in (about 9000m away from the device), assign
your wings to defend it. There will be a few wings, but they are not
so hard to destroy. Once this is done a new Juggernaut will jump in
and destroy the Psamtik. You'll get the order to return to base.
First intercept the Mara's attacking the Aquitaine - you should have
some time left to help the Aquitaine with the Abaddon if you're fast
enough. However, once the fighters jump in, concentrate on them. The
Aquitane can take care of the Abaddon itself.
Some bombers and Mara's will jump in by the time you have taken out the
Astaroth's. First take out the bombers (and their bombs), since they
can do the most damage to the Aquitaine, then go for the fighters.
Some additional Basilisks and SB Taurvi will jump in. Again, you
should first concentrate on the bombers, then on the fighters!
Now you'll have to wait a while until the transport has docked with the
Aquitaine. Once this operation is complete more bombers (and only
bombers from now on) will jump in. SB Taurvi's, but mostly SB Nahema's
... hold them off until the Aquitaine has jumped.
4.36 Mission 35 - As Lightning Fall
____________________________________
Objectives
----------
Primary objectives: Rescue Lt. Commander Snipes
Secondary Objectives: Locate and recover the GRALL
* Follow Nav Buoys
* Find GRALL
* Call in LAMBDA 1
* Protect LAMBDA 1
This SOC mission is not so difficult, but it can get quite annoying.
Your HUD doesn't function properly because of the interference caused
by the nebula. The trick is to keep an eye on your radar. It may not
function properly, but in between the glitches you can use it to
navigate through the nebula. Just fly to the next nav buoy and once
you fly past it, a new buoy (grey dot) will appear on radar. So all
you have to do, is watch where the new dot appears on the radar and
fly towards it.
There will be a wing (or two) of Basilisks around each buoy, but they
are easy to destroy. The hardest part is to get back on track after
the engagement (I once flew all the way back to NB 1 - Aaaaaaaaargh!).
After 7 buoys you'll finally reach the Grall, but it's under attack by
Nahema bombers. Needless to say that you have to take them out. Watch
out though, they might send quite a few missiles behind your tail.
Sometimes it's better to do evasive maneuvers than it is to stick to
your target!
Once the bombers have been taken out, call in Lambda 1. Some enemy
wings will jump in, but they shouldn't give you too much trouble.
4.37 Mission 36 - Into the Lion's Den
______________________________________
Once the mission starts, immediately dive with your fighter and hit the
afterburners to evade the Juggernaut who goes into hyperspace. Then
start heading for the Shivan device. Once you get to close, the
Shivans will be alerted and engage you!
The most efficient way to take out the device is by destroying the
subspace crystal in the center of the device (the red center). You
just need a couple of missiles (if you hit it correctly). Once you've
destroyed it (the red center doesn't burst or anything), the device
will self destruct. The best way to hit it is by flying close to the
center, into the device ... between the rotating arms. However, the
explosion of the device is very powerful and it can do some serious
damage to your hull. So you have to get out of that position as fast
as you can, once you destroyed it!
For the other 2 devices, you can always rely on your wingmates ...
should your hull be critically damaged. You can hold off the Shivan
fighters / bombers. Since the distance between the different devices
is so big, it's wise to divert power to your engines ... so your
afterburners can recharge faster, enabling you to reach the devices
faster (this buys you some minutes).
Once the devices are destroyed, head back to the jump node and wait
until 15:00 have passed (take out any hostiles that bother you). Once
the 15 mins are over, your jump drives will be enabled and you can
jump out of there!
Primary objectives: Escort LAMBDA 1 and LAMBDA 2 to the Epsilon
Pegasi Node Protect the medical ship VESALIUS
Secondary Objectives: Destroy all hostile targets
Protect the cargo ship SULLA
If you have troubles completing this mission successfully, don't be too
shy to call in Theta wing. They don't solve a lot of problems, but
they do take some of the pressure away. Personally, I found this
mission pretty hard ... you can easily stay alive, but it's hard to
keep whole convoy in one piece. You have to be extremely fast or
you're bound to lose a few ships in the convoy.
Bombers and bombs should be intercepted immediately. If there are
multiple bomber wings, assign Theta specifically to a certain wing.
This allows you to occupy yourself with the other, while you know the
others are taken care of too.
Try to keep the Nebtuu alive as long as possible, it helps a great deal
destroying the warship that was already in the system. Don't make the
mistake of attacking the SC too fast! Don't head straight for it once
it enters the system (I believe it's 6.5km away). First occupy
yourself with the bombers and go after the SC Cain once it becomes a
threat.
Assign Delta wing to defend Lambda wing 1 and 2 (once they are in the
system). This should provide enough cover for the transports, while
you have the time to engage enemies all over the playing field.
Again the same story while escorting capital ships ... concentrate on
bombers and the bombs they launch. Fighters are of a lesser priority
(but should also be taken out). If you abide this rule, you'll finish
the mission in no time!
4.40 Mission 39 - Their Finest Hour
____________________________________
Objectives
----------
Primary objectives: Neutralize all enemy fighters that enter the
field of engagement Secondary Objectives: Destroy targets of
opportunity
There don't seem to be that many fighters in this mission, so you
shouldn't have any troubles taking them all out of commission. This
means you also have plenty of time to attack some warships (make sure
you adjust your missile loadout to deal with capital ships (dumbfires
work just fine)). Don't get cocky though, once you notice that your
hull integrity has dropped to a critical level, don't bother about the
warships any more (if this happens it will be near the end of the
mission)
Once the bomber squadron becomes available to you, let them take out
all capital ships while you let one of the fighter wings protect it.
Whatever you do, the GTVA Colossus will always be destroyed. So don't
bother about it!
4.41 Mission 40 A - Clash of the Titans II
___________________________________________
Objectives
----------
Primary objectives: Escort the BASTION to the Epsilon Pegasi node
Secondary Objectives: None
Ship and loadout
----------------
Default:
Ship: GTF Hercules Mark II
Guns: GTW UD-8 Kayser
GTW Akheton SDG
Missiles: GTM-55 Trebuchet
GTM-11 Infyrno
* Protect the BASTION
* Destroy Cancer
* Destroy Scorpio
* Destroy Libra
* Destroy Aquarius
* Destroy Leo
* Destroy Taurus
* Destroy Virgo
Intercept all bombers and fighters ... but you should especially focus
on the bombers and the missiles they fire. Make sure you are able to
intercept them in time. Fighters tend to do some damage to capital
ships, but they don't carry Cyclops missiles, ... When you are
intercepting the bombs, make sure you don't destroy them from close
range. An exploding Cyclops at close range can seriously damage your
shields.
Trebuchets are a good choice for this mission, mainly because of their
range and power. But don't load them in both your missile banks. You
have to make sure that you have enough missiles (you can't carry 400
trebuchets) to last this mission and the next one (you don't get time
to reload or choose another ship).
Once the Bastion is safe, you are treated with a little FMV.
4.42 Mission 40 B - Incoming Transmission
__________________________________________
Objectives
----------
Primary objectives: Protect Convoys
Secondary Objectives: Prevent Shivan warships to enter the Vega node
Ship and loadout
----------------
Default:
Not applicable: you are flying with the same ship as in mission 34
and with the same (depleted) loadout.
Possibilities:
Not applicable: you are flying with the same ship as in mission 34
and with the same (depleted) loadout.
This mission is easy to say the least. If you wait for 12 minutes
inside the jump node and then jump out of the system, the game is
over.
However, it's more fun to do some dogfighting for 12 minutes, than just
sitting there and wait. Take on every fighter wing that comes into the
system, but keep a special eye out to the bombers and the heavy
payload missiles they fire.
At first you'll encounter bombers - followed by a wing of Dragons - and
again nothing but bombers.
Make sure that, when the 12 minute deadline is coming closer, prepare
to head back for the jump node. If you don't make it on time, you'll
be fried by the supernova (only a small difference in the ending
movie). Once they announce the supernova you have 50 seconds to reach
the node and jump out of there. The first time, I didn't expect the
supernova, but was able to reach the node in time (I was 7500 m away
from the node). Unfortunately I didn't have any time left to do the
jump.
=================
5. THE WEAPONS
=================
5.1 Information
________________
This gives you a nice overview of all the weapons you can use. There
isn't any extensive information though, mainly because it's not
available.
I've divided the weapons into guns and missiles. Just click any weapons
to view some detailed specs. I've tried to verify the range of all
weapons (which is not easy on flying targets in singe player). If I'm
wrong, just mail me and I'll correct the error. If someone has
information about other weapon specs like damage, refire rate, ...
please contact me.
5.2 Guns
_________
Guns should be chosen carefully, since they'll be your main weapon of
attack. Some weapons have incredible power, but usually have a slow
recharge rate or do a specific kind of damage.
GTW-19 Circe
------------
SPECS: Tactical Weapon
Level 6 Shield Damage
RANGE: 1350 m
PROS: Extreme shield damage
CONS: No hull damage
Refire rate
GTW-5 Prometheus (S) Cannon
---------------------------
SPECS: Medium Energy Usage
Level 5 Hull Damage
Level 4 Shield Damage
RANGE: 1500 m
PROS: Good hull and shield damage
CONS: Refire rate
Power drain
PROS: Very powerful
High refire rate for heavy weapon
CONS: Power drain
5.3 Missiles
_____________
With missiles you only have to check 2 things:
The type of missile (dumbfire, heat- or aspect-seeking)
The kind of damage they inflict (area, EMP, ...).
Also keep in mind that heavier missiles need longer reload times, are
slow (and therefore should be dropped at max speed) and take a long
time to lock on to a target.
GTI TAG-A Missile
-----------------
ISSUE: Special Issue
TYPE: Electronic Warfare
RANGE: 2000 m
PROS: Effective in singleplayer
CONS: In range of a capital ship (3000m)
Dumbfire missile
GTI TAG-B Missile
-----------------
ISSUE: Special Issue
TYPE: Electronic Warfare
RANGE: 1500 m
PROS: Effective in single player
CONS: In range of a capital ship (3000m)
GTM-10 Piranha
--------------
ISSUE: Standard Issue
TYPE: Area Effect
Fighter Suppression Weapon
RANGE: 350 m
PROS: Can do damage to multiple fighters
CONS: Not useable in dogfights
Range
GTM-11 Infyrno
--------------
ISSUE: Standard Issue
TYPE: Area Effect
Fighter Suppression Weapon
RANGE: 800 m
PROS: Can do damage to multiple fighters
CONS: Not useable in dogfights
GTM-12 Cyclops
--------------
ISSUE: Special Issue
TYPE: Anti-Cruiser Bomb
Non-Conventional Warhead
RANGE: 2000 m
PROS: High payload
CONS: Slow speed
Slow aspect lock
20 Seconds reload time
GTM-13 Helios
-------------
ISSUE: Special Issue
TYPE: Anti-Capital Ship Weapon
Anti-Matter Torpedo
RANGE: 1950 m
PROS: Extremely high payload
CONS: Extremely slow
Extremely slow aspect lock
Launch method is critical to success
30 Seconds reload time
GTM-14 EMP Adv.
---------------
ISSUE: Advanced Missile
TYPE: Electromagnetic Pulse Weapon
General Purpose Suppression
RANGE: 1350 m
PROS: Disrupts electronic of target
CONS: No physical damage
GTM-19 Harpoon
--------------
ISSUE: Standard Issue
TYPE: Fast Target Lock
RANGE: 1200 m
PROS: Fast lock
Good against fighters
CONS: Lacks 'punch'
This ship guide is far from complete, mainly because of the lack of
info Volition provides. Therefore I have only selected ships that
you'll be flying. This means that only fighter and bomber class ships
have been mentioned ... no destroyers, cruisers, .... This also means
that no Shivan fighters are mentioned (except for the modified Terran
one). You'll encounter them in a few mission, but you never get the
opportunity to fly it. I also haven't included the blablabla texts
Volition has provided in the encyclopaedia.
You can find every ship listed per race and alphabetically. Just click
the ship you want to watch and you'll get an overview of the ship,
including a little snapshot of it.
There are abbreviations in front of the name of the ship, which contain
some vital information. The abbreviation usually contains 2
components: a race component and a ship class component. If you
combine both together you get the full abbreviation:
RACE SHIP CLASS
==== ==========
GT Galactic Terran AC Armored Container
GTVA Galactic Terran-Vasudan Alliance B Bomber
GV Galactic Vasudan C Cruiser / Container
NTF Neo Terran Front Cv Corvette
S Shivan D Destroyer
T Terran (containers only) Dr Drone
V Vasudan (containers only) EP Escape Pod
F Fighter
Fr Freighter
G Gasminer
I Installation
J Juggernaut
M Medical Ship
S Support Ship
SC Lightly Armored
Container / Research Ship
SG Sentry Gun T
Transport TC Heavily
Armored Container
Legend for gun and missiles loadout on ships:
X = Can load
- = Can't load
? = Don't know
y* = Special, see comment below tables
N¦ = Number of missiles you can load in the specified slot
6.2 Shivan ships
_________________
SF Mara (Terrans)
=================
TYPE: Advanced Space Superiority
LENGTH: 16 meters
MAX VELOCITY: 75 m/s
MANEUVERABILITY: Excellent
ARMOR: Very Heavy
Y* = I know you can load Helios missiles (bearbaiting, high noon
missions), but I believe you get a modified Ptah for these missions.
You get 4 Helios and 10 Trebuchet missiles ... you should only be able
to carry 1 or 3 trebuchets per slot. So I must conclude that this is
a modified ship and the numbers given shouldn't be interpreted as a
standard.
GVF Serapis
===========
TYPE: Advanced Interceptor
LENGTH: 14 meters
MAX VELOCITY: 75 m/s
MANEUVERABILITY: Excellent
ARMOR: Light
GUN MOUNTS: 2
MISSILE BANKS: 2
MANUFACTURER: Akheton Corporation
GUNS | USEABLE |
--------------------------+---------|
GTW-19 Circe .............| X |
GTW-5 Prometheus (S) .....| X |
GTW-5a Prometheus (R) ....| X |
GTW-66 Maxim Cannon ......| X |
GTW-83 Lamprey ...........| X |
GTW Akheton SDG ..........| X |
GTW Mekhu HL-7 ...........| X |
GTW ML-70 Morning Star ...| X |
GTW Subach HL-7 ..........| - |
GTW UD-8 Kayser ..........| ? |
====================================
7. OTHER GAME RELATED INFORMATION
====================================
7.1 Information
________________
In this section you'll find stuff that doesn't really fit in the other
sections. If you have anything to add, which fits in this section ...
let me know!
7.2 Ranks
__________
Here's a table with the different ranks and the points required to
reach that rank.
This document is Copyright to Tim "Phoenix-T" Wuyts. If you are unsure
as to whether or not you may distribute this document, contact the
author.
Terms of Use
_____________
It may be printed or copied for PERSONAL, PRIVATE use only, and it may
not be placed on a CD, typed up in a magazine, included in a cheat
database, ...
Webmasters
___________
You can put this guide on your website without explicit permission
under the following conditions:
* The guide is not to be altered
* No fee is to be charged for viewing this document
* Proper credit has to be given
I've given permission to a few sites, which can put the guide up in the
HTML Guide (not zipped). No sites are going to be added to this list
(so don't ask for permission)!
So basically, you get permission to post the guide. Either the zipped
HTML Guide or the text file and only sites with permission can
incorporate the HTML guide directly into their site.
There's one exception to this: CNET is NOT ALLOWED to post this FAQ