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Advices, recommendations for Heart of the Tiger, platform PSX

Wing Commander III: Heart Of The Tiger Strategy Guide

 Mission table:
 The missions in WC3 are divided into groups, usually of three or four missions each.
 One mission in each group is designated as a "deciding mission," the success or
 failure of which determines whether the player will proceed among the winning path
 or the losing path in the mission tree. The names in the table below represent the
 solar systems in which a particular mission group takes place, with the
 corresponding number of the deciding mission in that series.

  System
                          Victory
                                                 Loss
  Orsini-4
                          Tamayo
                                                 Tamayo-2
  Tamayo
                          Locanda-2
                                                 Locanda-2
  Tamayo-2
                          Locanda-2
                                                 Proxima
  Locanda-2
                          Blackmane-1
                                                 Blackmane-3
  Blackmane-1
                          Blackmane-2
                                                 Ariel-1,2,3
  Blackmane-2
                          Blackmane-3
                                                 Blackmane-3
  Blackmane-3
                          Ariel-1,2,3
                                                 Proxima
  Ariel-1,2,3
                          Caliban-1
                                                 Delius-1
  Caliban-1
                          Caliban-2
                                                 Torgo
  Caliban-2
                          Caliban-3
                                                 Torgo
  Delius-1
                          Torgo
                                                 Delius-2
  Delius-2
                          Delius-3
                                                 Proxima
  Delius-3
                          Torgo
                                                 Proxima
  Torgo
                          Torgo-2
                                                 Torgo-2
  Torgo-2
                          Loki-3
                                                 Loki-3
  Loki-3
                          Alcor-4
                                                 (Stranded)
  Alcor-4
                          Freya
                                                 Proxima
  Freya
                          Freya-3
                                                 Freya-3
  Freya-3
                          Hyperion
                                                 Proxima
  Hyperion
                          Kilrah-1
                                                 Proxima
  Kilrah-1
                          Kilrah-2
                                                 Proxima
  Kilrah-2
                          Kilrah-3
                                                 (Lose 1)
  Kilrah-3
                          Kilrah-4
                                                 (Lose 1)
  Kilrah-4
                          (Win)
                                                 (Lose 2)
  Proxima
                          Sol
                                                 Sol
  Sol
                          (Lose 1)
                                                 (Lose 1)


 Key:
 (Win): Kilrathi surrenders. Fly home to Earth in shuttle.
 (Lose1): Ejection seat. Picked up by Thrakhath. Confederation defeated.
 (Lose2): Ejection seat. No pick-up by Thrakhath. Confederation defeated.
 Note: The numbers represent the deciding missions in that series.



 Plot summary:
 The year is 2669, and the Kilrathi have again gained the upper hand in the Galactic
 War. Your character's old carrier, the TCS Concordia, has been recently destroyed,
 and he has been reassigned to the decrepit TCS Victory. It is here that his adventure
 begins. The Terrans have developed a weapon of terrifyingly destructive power
 called the Behemoth, which they are hoping can tip the scales back in their favor --
 but before they can use it, a traitor on the Victory hands the plans for the weapon
 over to the Kilrathi. Another weapon, the Temblor Bomb, is the Confederacy's last
 hope, but its designer is now a Kilrathi prisoner, and before the bomb can be
 completed your character, of course, must rescue the scientist.

 Although Blair did not know at the time of transfer, Admiral Tolwyn intends to use
 the Victory to escort a Confederation super weapon into Kilrathi space. Therefore,
 he wants to make sure he has the best personnel assigned to the Victory, including
 Blair. However, Tolwyn does not want to get the crew all worked up or have rumors
 floating around, so he keeps them in the dark about the whole ordeal until they need
 to know about it.



 Mission summary:
 Key:
 Mission designation: Mission name
 Wingman; Ship (* indicates default)
 Mission content

 ORSINI A001: Simple Patrol
 Hobbes only; *Hellcat
 2 Darket at Nav 12
 Darket at Nav 3

 ORSINI A002: Simple Patrol 2
 No Flash/Flint; Arrow/*Hellcat/Thunderbolt
 2 Darket at Nav 2
 1 Transport, 2 Darket at Nav 3

 ORSINI A003: Escort Medical Cargo Transport
 No Flash/Flint; *Arrow/Hellcat/Thunderbolt
 2 Darket, 1 Dralthi en route to Nav 2
 1 Corvette, 2 Darket at Nav 2
 2 Darket + 2 Darket at Nav 3

 ORSINI A004: Escort Civilian Transport, Skipper Missile
 No Flash; *Arrow/Hellcat/Thunderbolt
 4 Darket + 2 Dralthi at Nav 1
 2 Dralthi, 1 Corvette + (1 Skipper) en route to Nav 22
 Darket + 2 Darket at Nav 3
 (2 Corvette, 2 Dralthi en route to Victory, if your ship failed to protect the transport.)

 TAMAYO B001: Defend Victory
 Maniac; *Arrow
 2 Darket, 1 Paktahn + 2 Darket, 1 Paktahn + 2 Darket, 2 Paktahn + 2 Dralthi, 2
 Paktahn at Victory (vs. Weasel, Mitchel)
 Note: Weasel dies very quickly.

 TAMAYO B002: Destroy Enemy Transports
 Hobbes and Flint; Arrow/Hellcat/*Thunderbolt/Longbow/*Excalibur
 1 Corvette, 4 Vaktoth + 4 Darket + 4 Dralthi at Nav 1
 4 Transport at Nav 2

 SIMULATOR B003: Duel Flash
 None; *Arrow
 Flash
 Note: +1 under Ace in killscore.

 TAMAYO C001
 Same as TAMAYO B001
 4 Dralthi at Nav 3.

 TAMAYO C002
 Same as TAMAYO B002
 Transport, 4 Vaktoth at Nav 4.

 TAMAYO C003
 Same as TAMAYO B003.

 LOCANDA D001: Eliminate All Enemy Presence
 All; Arrow/*Hellcat/Thunderbolt
 2 Vaktoth + 4 Dralthi en route to Nav 2
 3 Darket + 4 Strakha at Nav 2
 1 Destroyer, 4 Dralthi + 2 Dralthi + 2 Dralthi + 2 Dralthi at Nav 3
 Fireclaw, 5 Darket at Nav 4

 LOCANDA D002: Destroy Biomissiles
 No Cobra/Flint; Arrow/Hellcat/*Thunderbolt
 8 Strakha (2 at all times), 1 Destroyer, 1 Biomissile +(2 Biomissile) at Nav 1

 LOCANDA D003: Go After Flint? (optional)
 None; Ship flown in LOCANDA D002
 1 Scout, 2 Vaktoth (random)
 1 Corvette, 3 Dralthi + 4 Darket + 4 Dralthi (random)
 4 Darket + 3 Dralthi (random)
 1 Cruiser, 4 Darket + 4 Darket + 2 Vaktoth (Flint is here) (random)
 Note: The encounters are random and can appear at any Nav point and are not
 restricted to the order listed above.

 BLACKMANE E001: Defend Blackmane Base
 All; Arrow/*Hellcat/Thunderbolt
 4 Dralthi + 4 Darket + 4 Darket + Bloodmist, 3 Paktahn at Base

 BLACKMANE E002: Escort Supply Transports
 All; Arrow/Hellcat/*Thunderbolt
 4 Dralthi at Nav 1
 4 Strakha + 4 Strakha at Nav 2 (captured Terran transports)
 Note: Beware of the captured transports. If your ship get too close to them, their
 detonations will severely damage your fighters.

 BLACKMANE E003: Escort Weapons Transports
 All; Arrow/Hellcat/*Thunderbolt
 2 Sorthak + 2 Sorthak at Nav 1
 4 Strakha + 4 Strakha en route to Nav 2
 2 Vaktoth + 2 Vaktoth at Nav 2 (Asteroids)

 BLACKMANE F001: Assist Evacuation, Escort Convoy
 All; Arrow/*Hellcat/Thunderbolt
 1 Carrier, 8 Dralthi (2 at all times) at Nav 1

 BLACKMANE F002: Assist Evacuation 2, Escort Convoy (Pulsar)
 All; Arrow/Hellcat/*Thunderbolt
 4 Strakha at Nav 23 Dralthi (x3) at Nav 3

 BLACKMANE F003: Final Evacuation Assistance?
 All; Arrow/Hellcat/*Thunderbolt
 3 Strakha en route to Nav 1
 4 Strakha + 4 Strakha at Nav 1 (Asteroids, captured Terran transports)
 Note: Beware of the captured transports. If your ship get too close to them, their
 detonations will severely damage your fighters.

 ARIEL G001: Clear All Nav Points
 All; Arrow/Hellcat/Thunderbolt/*Longbow
 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

 ARIEL G002: Ambush Enemy Convoy (Nebula)
 All; *Thunderbolt/Longbow
 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

 ARIEL G003: Escort Victory to Jump Point
 All; Arrow/Hellcat/*Thunderbolt/Longbow
 2 Paktahn, 2 Darket Nav 1
 1 Carrier, 2 Strakha + 2 Darket + 2 Darket + 2 Darket at Nav 1
 1 Corvette, 4 Strakha + (1 Skipper) at Nav 2

 CALIBAN H001: Defend Destroyers
 All; Arrow/*Hellcat/Thunderbolt/Longbow
 2 Vaktoth, (vs. 1 Destroyer, Sheffield never loses the battle) at Nav 1
 1 Destroyer, 2 Vaktoth + 2 Vaktoth at Nav 2

 CALIBAN H002: Destroy Enemy Convoy (Nebula)
 All; Arrow/Hellcat/*Thunderbolt/Longbow
 4 Darket at Nav 1
 6 Dralthi + 4 Vaktoth at Nav 2
 2 Corvette, 1 Destroyer, 1 Scout at Nav 3

 CALIBAN H003: Escort Victory 2 (Nebula)
 All; Arrow/*Hellcat
 1 Corvette, 4 Darket en route to Nav 1
 1 Corvette, 4 Darket en route to Nav 1
 4 Dralthi + 1 Corvette, 2 Dralthi + 4 Vaktoth + 2 Vaktoth, 2 Darket + 4 Darket at
 Nav 1

 DELIUS I001: Search & Destroy, Eliminate Enemy Base (Asteroids)
 All; *Arrow/Hellcat/Thunderbolt/Longbow
 4 Vaktoth, 1 Asteroid Base + 2 Vaktoth (joins battle after 3rd Vaktoth is
 dispatched) at Nav 1
 3 Dralthi + 3 Dralthi at Nav 2
 2 Dralthi + 2 Darket at Nav 3
 4 Vaktoth at Nav 4

 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
 Note: Ejection leads to end credits.

 DELIUS I003: Victory vs. Enemy Base (Asteroids)
 All; *Arrow/Hellcat
 2 Darket en route to Nav 1
 2 Darket en route to Nav 1
 2 Dralthi, (1 Asteroid Base, if your ship can beat Victory's CS Missiles to it)

 TORGO J001: Clear System for Behemoth
 Flint; *Arrow
 2 Strakha, 2 Paktahn at Nav 1
 2 Vaktoth, 2 Paktahn (x5) at Nav 2 (vs. Flash, Primate)
 2 Strakha, 2 Paktahn at Nav 3 (vs. Vagabond, Styg)

 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

 TORGO J003: Disable Tankers (Asteroids)
 All; Arrow/*Hellcat
 3 Tanker (disable), 2 Asteroid + 2 Asteroid + 2 Asteroid at Nav 1

 LOKI K001: Sweep Loki VI Environ
 All; Arrow/*Hellcat
 1 Corvette, 4 Darket + 1 Corvette, 4 Vaktoth at Nav 1
 6 Dralthi + 4 Dralthi (joins battle after a certain period of time) at Nav 2
 6 Vaktoth + 4 Darket + 4 Strakha at Nav 3

 LOKI K002, KA02: Cover Behemoth
 All; Arrow/*Hellcat
 4 Paktahn at Victory
 2 Corvettes + 4 Strakha + 2 Paktahn at Victory

 LOKI K003 (Kilrah): Defend Behemoth (unwinnable)
 All; Arrow/*Hellcat
 Unlimited Paktahn at Behemoth
 Note: Killscore depends on how many Paktahns your ship can destroy in
 approximately 1 min 20 sec.

 LOKI K03A (Kilrah): Intermission (plot advancement)
 None; Ship flown in KILRAH K003
 1 Destroyer, 1 Thrakhath at Victory

 LOKI K004 (Kilrah): Accept Thrakhath's Challenge?
 None; Ship flown in KILRAH K004
 1 Destroyer, 1 Thrakhath at Victory
 Note: Fight Thrakhath, return to Victory leads to end credits. Fight Thrakhath, unable
 to return to Victory leads to stranded ending. Ignore Thrakhath, return to Victory
 leads to ALCOR L001. Cannot eject.

 ALCOR L001: Defend Victory, Clear All Nav Points
 Hobbes; *Arrow
 3 Corvette + 1 Corvette, 4 Vaktoth + 8 Darket at Nav 1 (vs. Sheffield)
 2 Vaktoth, 4 Paktahn + 6 Dralthi + 6 Dralthi + 4 Paktahn at Nav 2
 4 Strakha at Nav 34 Vaktoth at Nav 4
 2 Sorthak + 2 Sorthak at Victory (vs. Primate, Ragtop, Coventry)
 Note: Drinking excessively before flying will hinder game control.

 ALCOR L002: Clear Asteroid Field of Enemy Presence (Asteroids)
 All; *Arrow/Thunderbolt/Longbow
 3 Corvette, 1 Destroyer + 1 Corvette, 6 Darket at Nav 1
 4 Asteroid + 4 Strakha + 4 Strakha at Nav 2
 1 Destroyer, 4 Paktahn + 6 Darket + 4 Dralthi at Nav 3

 ALCOR L003: Go After Hobbes? (optional)
 None; *Hellcat
 Hobbes at Nav 1
 Stalker, 2 Strakha + 3 Paktahn ( vs. Vaquero, Primate)
 Note: Vaquero dies.

 ALCOR L004, LG04: Extract Scientist from Prison
 None; *Excalibur
 6 Darket at Nav 1

 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

 FREYA M002, MG02: Destroy Shield Generator
 None; *Excalibur
 4 Dralthi Nav 12 Dralthi at Exit Point
 2 Dralthi en route to Victory

 FREYA M003 (Loviatar): Destroy Inbounds at Jump Point
 No Hobbes/Cobra; All/*Thunderbolt
 3 Dralthi + 1 Corvette, 2 Darket + 3 Darket + 3 Darket + 3 Vaktoth + 2 Vaktoth, 1
 Darket + 3 Darket at Nav 1

 HYPERION N001: Deliver Prototype T-Bomb
 None; Excalibur
 4 Dralthi en route to Entry Point (space)
 4 Dralthi en route to Victory

 HYPERION N002: Escort Cap Ships, Destroy Enemy Fleet
 No Hobbes/Cobra; Arrow/*Hellcat/Excalibur
 1 Destroyer, 2 Darket + 2 Darket + 2 Dralthi + 2 Dralthi at Nav 1 (vs. Sheffield)
 1 Carrier, 2 Dralthi + 2 Dralthi + 2 Paktahn + 2 Vaktoth at Nav 2 (vs. Conventry)
 1 Cruiser, 2 Paktahn at Nav 3 (vs. Ajax)

 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 21 Cruiser, 4 Darket at Nav 3 (Asteroids)

 KILRAH P001: Jump Into Kilrah Home System
 No Hobbes/Cobra; *Excalibur
 2 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 one wingman dies.

 KILRAH P002: T-Bomb Base
 Survivors from KILRAH P001; *Excalibur
 2 Corvette, 4 Darket + 4 Dralthi at Nav 1
 2 Corvette, 4 Vaktoth + 6 Strakha at Nav 2
 1 Destroyer, 4 Sorthak + 6 Darket at Nav 3
 Note: At least one wingman dies.

 KILRAH P003, PG03: T-Bomb Kilrah
 Survivor from KILRAH P002; *Excalibur
 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) or Unlimited Stalker, 3
 Darket + 6 Darket (wingman)
 At Entry: Prince Thrakhath, (+ Hobbes), 2 Paktahn + 4 Darket (cloaked at Nav 3) or
 (1 Hobbes), 4 Paktahn, 4 Sorthak (not cloaked at Nav 3)
 Note: When out of Trench, cloak for your own safety.

 PROXIMA R001: Defend Jump Point (unwinnable)
 Flint; Arrow/Hellcat/Thunderbolt/Longbow/*Excalibur
 4 Darket + 4 Dralthi + 4 Vaktoth + 1 Corvette, 3 Strakha +1 Corvette, 3 Strakha + 1
 Carrier, 4 Dralthi at Victory
 Note: Victory jumps out approximately five minutes into the battle, stay close to it.
 Ejection brings you back on Victory.

 SOL-EARTH ORBIT R002: Defend Earth (unwinnable)
 None; Arrow/Hellcat/Thunderbolt/Longbow/*Excalibur
 4 Paktahn + 4 Paktahn + 4 Vaktoth + 1 Corvette, 3 Strakha + 1 Corvette, 3 Strakha +
 1 Dreadnought, 4 Dralthi, (Infinity) at Nav 1 (vs. Sheffield, Coventry)
 Note: Infinity = combinations of 4 Paktahn/1 Corvette, 3 Strakha/4 Vaktoth. The
 Sheffield and Coventry explode quickly.

 Comments
 The following are not included in killscore: missiles (Bio/Skipper), ejected pilots,
 disabled tankers, shield generators.

 The presence of the Sheffield, Coventry, and Ajax depends upon success in the
 earlier missions. If they were destroyed in the early stages of the game, they will be
 absent in the later actions.

 The number of waves of enemy fighters covering the capital ships may depend upon
 how fast the mother ships are destroyed.



 Hints:
 Before starting a mission
 Turn off the cockpit to increase the frame rate. Activate full guns. Look at the
 navmap.

 Basic dogfighting pointers
 Remember that a target that is constantly swerving is much harder to hit than a
 target that moves in a straight line. When the enemy starts to pound on the shields,
 hit the afterburners and start moving the fighter in every possible direction except
 straight ahead.

 Try not to become caught up trying to chase down an evading Kilrathi fighter. One of
 the Kilrathi's favorite tricks is to have one fighter try to draw firepower away while
 the others fly around to the rear and fire away. To turn the tables and make their trick
 work in your favor, select an enemy fighter and start pursuing it with guns. After a
 few seconds, the selected target will start swerving around while the other enemy
 fighters move to the rear of your fighter. At this time, quickly switch targets to any of
 those fighters, then spin around to face the new target. Most likely, the new target
 will be flying straight at you with guns blazing. Open fire and punch right through his
 shields. Do not worry about the enemy's firepower; in a head-to- head engagement,
 the enemy will not be able to aim as well as in other angles of engagement.

 Beware of fighters with rear turrets, like the Vaktoth or Paktahn. The Paktahn's rear
 mass driver is especially dangerous since it does not look like much until you notice
 your front armor wearing away. Ideally, you will want to engage these fighters from
 the sides, but a head-to-head pass can also work.

 Avoiding Kilrathi missiles
 Keep an eye on the lock warning light, since the sound the alarm makes is not
 attention grabbing. When you see the warning, immediately release decoys. If the
 missile is not fooled by them, start evasive maneuvers while a few more are
 released. If the scanner shows too many yellow dots (missiles), turn on the
 afterburners, and keep twisting the fighter around until the missiles give up. Do not
 drop too many decoys on one missile. Since the Kilrathi possess strength in
 numbers, they will not hesitate to launch more missiles. There are never given
 enough decoys available.

 Defeating the asteroid fighters
 The Kilrathi asteroid fighters are tough to hit on a head-to-head approach since they
 tend to veer away from your fighter earlier than usual. They are slow, but pursuing
 their tails is often difficult, since they release a large amount of mines as they evade.
 Patience is the key. Do not try to follow one on its tail because of the mines. Whittle
 away at its front shields during every head-on pass. If your shields get too low, just
 retreat and let them recharge.

 Destroying a capital ship
 Use a torpedo. The torpedo should lock on the target well before your ship enters the
 range of the capital ship's turrets. Make sure any fighter escort in the area has been
 destroyed first.

 If a torpedo is not available, engage the capital ship with guns. Focus on just one
 side of the capital ship.

 It should also be noted that the sooner a capital ship is destroyed, the better;
 sometimes, after a wing of fighters is destroyed, a nearby capital ship will launch
 more. A good approach is to attack the capital ship after killing all fighters in the area
 except one, making your attack runs much easier. Once the capital ship is destroyed,
 pick off the remaining fighter, and forget about the enemy reinforcements.

 Escort missions
 On an escort mission, after a wave of fighters is destroyed, the autopilot light may
 not activate. Fly close to the escorted ship. An acknowledgment message will be
 transmitted and the autopilot indicator will light.

 Destroying a Skipper missile
 The Skipper missile is a Kilrathi cruise missile that "skips" in and out of cloak. It is
 usually launched from a Corvette. When a Corvette appears in a wave of ships, two
 strategies may be taken:

 "The Goalie": Let the wingman take on the fighters while you remain close to the
 capital ship that is to be defended. Try not to let the enemy fighters draw attention
 away from the escortee. When the Skipper missile (yellow dot) is launched from the
 Corvette (orange dot) on the scanner, quickly target it and head towards it. If you
 remained close to the escortee, you should be close to the Skipper missile's
 trajectory. If (and when) the Skipper disappears, turn the fighter around and start
 heading back to the escortee. This way, you will be able to stay along the trajectory
 that the Skipper missile will take. Keep cycling through your available targets until
 the Skipper missile reappears and it will be targeted again. Head towards the missile
 and when in range, fire away. Use the guns; it is impossible to get a missile lock on a
 Skipper. With luck, it will be destroyed.

 "The Striker": When the Corvette appears, quickly afterburn towards it. When in
 range, fire the guns or launch a torpedo at the Corvette. (You might be lucky enough
 to destroy the Corvette before it launches the missile!) Watch the Corvette and the
 scanner so that if the Corvette launches the Skipper missile, it will not be missed.
 Once this happens, target the missile and pursue it. You should be right on the
 missile's rear. If it disappears, simply keep flying straight until the missile reappears.
 Once it is within range, fire away.

 Stopping the bio-missiles
 The best ship to use for this mission is an Arrow because of its speed. When at the
 nav point where the capital ship launches the bio-missiles, ignore the other ships for
 now. Quickly target a missile and afterburn straight towards it. Once the missile is
 within range of the guns, fire away, then target the next bio-missile. There should be
 a total of three missiles; once destroyed, you will get the "Mission objectives
 completed" message. However, the fighters and capital ship must be destroyed
 before the autopilot can be used to go home.

 Victory and the Skipper nebula mission
 In mission ARIEL G003, the Victory may be destroyed as it heads for an alternate
 jump point. One of the Corvettes launches a Skipper missile at the Victory. Use the
 same techniques used for the first Skipper missile to avoid this outcome.

 Defeating Flash
 Flash tends to "joust" -- attacking head-on and immediately turning around for
 another direct pass. His aim is excellent, so if you see him coming head-on, fire off
 one or two volleys, then immediately turn away. Other than that, try to attack from
 the sides or rear. If you wait long enough, he will run out of afterburner fuel, greatly
 decreasing his maneuverability and making him much easier to hit. Another option is
 to fire all the missiles at him, especially when he is heading straight at you.

 Losing to Flash
 If the duel to Flash is lost he, and the Excalibur he brought, will be gone from the
 game.

 Going after Flint.
 It does not matter whether Flint is rescued. If the rescue mission is accepted, you
 will have to fight more Kilrathi. If not accepted, Cobra will have successfully
 retrieved her in time for the next mission.

 Preventing the Behemoth from getting destroyed
 The destruction of the Behemoth is part of the story. As the Behemoth prepares for
 its attack run on Kilrah, it is ambushed by a fleet of Paktahns. There is nothing that
 can be done except destroy Paktahns for the kill tally before the Behemoth
 destruction scene plays.

 Thrakhath's challenge
 The choices are to return to the Victory or (prematurely) take on Prince Thrakhath. If
 you do not return to the Victory in time, you will be stranded in Kilrathi space and the
 mission will have to be replayed. If Thrakhath is defeated and you make it back, he
 will still be alive later in the game.

 Defending Earth
 This mission is part of the losing path of the story, and thus is made to be
 unwinnable.

 The traitor
 Do not go after the traitor, you will be able to face him later in the game. If you chase
 the traitor, the Victory will not be able to jump out until you return, leaving it wide
 open for a Kilrathi attack, an engagement in which Vaquero is killed.

 Keeping the wingmen from getting killed during the last missions
 The wingmen must be killed off in the course of the last mission before the surface of
 Kilrah can be approached. If you do not like the thought of your wingmen dying, start
 the mission without selecting any wingmen. You can also prevent their deaths by
 ordering them back to the Victory after launch. The wingmen will not obey the
 command if it is issued at the beginning of a mission leg. Wait until combat, and then
 issue the order.

 How to kill all of the Sorthaks at the last nav point of the final mission
 You must enter the final nav point cloaked. Throughout the mission, keep checking
 your nav map and when you see the message, "Activate cloak before approaching
 Kilrah, laddie," activate the device before you enter autopilot. If the last nav point is
 entered while cloaked, you should see only Thrakhath, the traitor, and a few other
 fighters. It is safe to de-cloak and finish off the Kilrathi.

 Romance with Flint and Rachel
 Choosing one will cause the other to hold a grudge against you. If Flint is picked,
 Rachel will not help on fighter load-outs. If Rachel is chosen, Flint will refuse to fly
 with you. The choice has an effect on which video you will see at the end of the
 winning track, as well as on wingman availability for the remaining missions, but not
 on your ability to win the game. The third option -- picking neither -- has the least
 impact on the game.

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