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Super Nintendo stuff
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Wing Commander SNS-WC-USA WING COMMANDER INSTRUCTION BOOKLET________________________________________________________Wing Commander is a registered Trademark of Origin Systems, Inc.(C)1991-1992 Origin Systems, Inc. (C)1992 Mindscape, Inc. All Rights Reserved.Mindscape and its logo are registered Trademarks of Mindscape, Inc.________________________________________________________Table of ContentsIntroduction....................................................2Object of the Game..............................................3Starting the Game...............................................3Game Controls...................................................4Onboard the Tiger's Claw........................................6In the Cockpit..................................................9Fighter-Craft..................................................15Basic Tactics..................................................15Pilot Profiles.................................................19Know the Enemy.................................................22Technical Support..............................................24Credits........................................................26 1______________________________________________________ In The Distant Future, Mankind Is Locked In A Deadly War...2629 A.D.Terran Confederation exploration ship, Iason, penetrates the Vega Sector andencounters a spacecraft of unknown origin. Iason Commander, JedoraAndropolous, beams the greeting designed by Earth's Committee for Interactionwith Alien Intelligences. The alien vessel opens up with all guns, destroyingthe Iason and all hands.2634 A.D.The Terran Confederation declares war on the Empire of Kilrah in the VegaSector. The Kilrathi, a vicious catlike race, retaliate with a punitivestrike against the human colony on McAuliffe. After days of intense combat,the Kilrathi spearhead is momentarily broken.2639 A.D.Kilrathi forces occupy and enslave the human world of Enyo. In Phase I ofthe Enyo Engagement, a small human attack force drops space mines and engagesenemy ships. As the Kilrathi escape the mined region, they belatedly realizethat it is the jump point for Phase II of the attack. The Enyo Engagementends with the Kilrathi forced into retreat.2649 A.D.Terran ground forces launch an attack on a Kilrathi colonial fortification,but are routed by unexpected Kilrathi fighter-craft support. TCS Tiger's Clawfights a delaying action to give the Terran fleet time to reach safety. TheTiger's Claw is able to jump back into Terran space with most of its enginesdestroyed and half its pilots listed as casualties. The carrier spends sixmonths in space dock, being repaired and refitted.TodayYou are a rookie pilot on the refurbished Tiger's Claw. You will learn yourmission objectives for attacking and fighting the Kilrathi in secret briefingsonboard the mother ship. 2________________________________________________________Object of the GameThe game begins on your mother ship, the TCS Tiger's Claw. Onboard, you movefrom room to room to learn about your comrades-in-arms and your combatmission. Once you know your flight mission, you're off to fight the Kilrathi.If you fail, the dreaded Kilrathi will prevail as overlords on all humanworlds. So get out there and kick some tail!Starting the GameTo start the game:1. Put Wing Commander in your Super Nintendo Entertainment System (Super NES).2. Turn on the Super NES.3. At the title screen, press Start.4. Press arrows to select START or CONTINUE, then press the Start button again.Note: If you select CONTINUE, the passwords for higher missions are linked toyour handle. You must continue to use that handle for the passwords to work. 3_____________________________________________________Game Controls Left Button Right Button X Button / \ / / \ / A Button _____======_________________________________======_/__ / / / / \ / _ ( ) / \Control / | | / \ Pad -------- == == / / / / ( ) ( ) | | |_| / / / / | | \ | \ | ( ) / \ ___|___________\________ | \ / \ / | \ \ | \ / \______________/ | \ \___|_____\___/ | \ | \ | \ | \ Select Start Y Button B Button Button ButtonAboard the Tiger's ClawStart......................Skip to the next part of the game.Control Pad................Move the onscreen pointer right, left, up, and down to select various characters and objects.A/B/X/Y....................Activate the selected object or interact with the selected character. Press again to skip to the next line of dialog.Flight ControlsStart......................Pause; press again to resume play.Control Pad................Steer your spaceship right, left, up, or down.Right......................Increase speed.Left.......................Decrease speed.[Left+Right................Instantly reduces your speed to 0.] 4______________________________________________________Left+Select+Start+Right....Eject.Select+A...................Cycle to the next available weapon.A..........................Fire selected weapon.Select+Y...................Engage Autopilot.Y..........................Afterburner.Select+B...................Cycle to the next available gun type.B..........................Fire selected weapon.Select+Left................Select between the weapons display or the damage display in the left VDU.Select+Right...............Select one right VDU function: NAVIGATION, TARGETING, or COMMUNICATIONS. To use a selected function, see below and also "In the Cockpit."NAVIGATION.................Press X to view the Navigation Map; press A to select an available Nav point; press Start to confirm the new objective and resume play. The Nav point appears as white crosshairs on the radar display.TARGETING..................Press Select+X to select a target; press X to lock onto the current target.COMMUNICATIONS.............If there is one recipient, press Select+X to select a message from the list; press X to send it. If multiple recipients are available, press Select+X to select a person; press X to confirm the choice. Then send the message as shown above. 5______________________________________________________Onboard the Tiger's ClawOnboard the Tiger's Claw, you move from room to room, talking to people andlearning about your flight mission. There are three interactive areas: theOfficer's Club, the Barracks, and the Briefing Room.In the Officer's ClubHere's where you relax, meet the crew, and brush up on your basic flyingskills.Use the control pad to move the onscreen pointer to a character or object,then press A. Each character likes to tell you about him/herself. Of course,people brag, so the Pilot's Chalkboard displays each pilot's record. If youneed training, select the Trainsim, which let's you simulate a fight with anytype of enemy ship. To enter the Barracks, select the right door.BarracksIn the Barracks select the left door to return to the Officer's Club or theright door to go to the Mission Hanger. Select the lockers to view yourmedals, ribbons, and rank. 6___________________________________________________Briefing RoomMission briefings take place here. You learn where you're supposed to flyand what you're supposed to do. See "Flight Missions."Flying Your ShipAfter leaving the briefing room, you get into your first fighter ship. To geta feel for your ship's controls, try these steps:1. Get familiar with your cockpit, including: Left VDU (Video Display Unit) - weapons and ship status. Armor and Shield indicators (next to Left VDU) - shields regenerate; armor doesn't! Radar Display (middle) - a white diamond is your Nav beacon destination. Fuel Gauge (to right of radar) - don't let this run out! Right VDU - press Select+Right to see the right VDU functions and select NAVIGATION.2. Press X to see the Navigation Map. You can press X again to select any destination. Press Start to resume play.3. Press the control pad arrows to get a feel for the ship. Maneuver until the white diamond (Nav beacon destination) is in the middle of the radar.4. Press Select+Y to put your ship on Autopilot (as long as no asteroids or enemies are in the way) or you can continue to fly manually.For more details about each fighter's controls, see "In the Cockpit." 7______________________________________________________Fighting Your First BattleWhen you come out of Autopilot, red ships appear on the radar. Those areenemy fighters! To fight the enemy, try these steps:1. Press control pad arrows until you center the red dots in the radar.2. Press Y to ignite your Afterburners and bring enemy ships within range.3. Press Select+Right to select COMMUNICATIONS in your Right VDU. The cursor should be pointing to Spirit, your Wingman.4. Press X to open a channel to Spirit. Press X again to tell her to "Break and Attack." (You can also press Select+X to select another message or person, if available.)5. Pick an enemy ship and fly toward it.6. Press Y to use your Afterburner and try to maneuver behind or beside the enemy ship.7. Press B to open fire. (Press A to fire a missile. This works best when enemy shields are down.)8. After destroying all enemies on radar, press Select+Left to select and monitor Damage systems in your Left VDU.9. Continue toward your current Nav point. If you hit an asteroid field, dodge rocks coming at you. If you meet more enemies, repeat the steps above. After you visit all three Nav points, your destination changes to the Tiger's Claw.10. When you get close to your mother ship, press Select+Right to engage COMMUNICATIONS, then press Select+X again to select the Tiger's Claw. Press X to open a channel. The cursor should be on "Request Landing;" press X again to send the message.11. Fly toward the Tiger's Claw, landing is automatic when you are in range.For more details, see "Weapons and Basic Tactics." 8______________________________________________________In the CockpitThe cockpits of the Terran ships are slightly different, so be sure to studythe illustrated diagram of each cockpit. Basically, all four cockpits includethe same basic equipment, which is explained in this section.ViewscreenThe viewscreen and Heads-up Display provide a clear view of outer spacedirectly ahead of you. A circle with crosshairs shows where your ship'sguns are aimed. 9______________________________________________________Radar DisplayThe circular screen in every cockpit is the radar display, which shows how faryou need to rotate to bring targets into your front viewscreen (rather thanhow far away they are.) The radar display has six sections: Outer ring: Space behind you. /-----------\ Center ring: Space ahead of you. / Behind \ Middle quadrants: / /-----------\ \ Front: Space above your ship. / / \ Above / \ \ Rear: Space below your ship. / / \ _ / \ \ Right: Space right of your ship. ( ( Left (*) Right ) ) Left: Space left of your ship. \ \ / ~ \ / / \ \ / Below \ / /Contacts appear as colored dots: \ \___________/ / \ Behind / Blue = Terran Fighters \-----------/ Red = Kilrathi Fighters * = Ahead White Diamond = Nav Beacon White Square = Friendly and enemy Capitol ShipsYour current target appears as a flashing dot.Tactical Tip: To head toward a target, select its dot on the radar displayand maneuver your ship until that dot is in the center ring of the display,which means it is directly in front of you.Armor and Shields IndicatorSmall bars on this screen indicate the status of your ship's armor andshields. These bars disappear as armor and shields sustain damage. Shieldsgradually regenerate, unless the shield generator is destroyed. Once damagegets through the shields, armor begins sustaining damage. Unlike shields,armor doesn't regenerate. 10______________________________________________________Fuel IndicatorThis bar shows how much fuel you have left. The bar becomes shorter as youuse up fuel. Afterburners boost your speed dramatically, but use up fuel ata ferocious rate, so use them sparingly. If you run out of fuel, you willonly be able to coast on reserves at a speed of 50 KPS.Tactical Tip: To conserve fuel while using Afterburners, tap Y every fewseconds instead of holding the button down.Speed IndicatorThis may be one or two gauges, depending on your cockpit type. SET SPEEDshows the speed your fighter tries to maintain on its own, similar to a car'scruise control. KPS shows your ship's current speed in klicks per second.A klick is equal to a kilometer.Blaster IndicatorThis gauge shows the power level of your ship's active gun. Use of the gunruns down your blaster power. Your guns will not fire if you have no blasterpower. Guns recover power gradually, but recovery is slowed if your shieldsare also regenerating.Eject WarningThis light flashes if your ship sustains significant damage. When the ejectwarning starts flashing, you must decide how serious the situation is andwhether to eject. If you eject, the Confederation loses a starfighter, butyou may live to fight another day! 11____________________________________________________Left VDUThe Left VDU is the Ship's Status Display, which shows your weapons anddamage. Press Select+Left to switch between weapon and damage displays.# Ship Damage Report: # Active Gun: # Active Missile: Ion Drive Laser Cannon Dart DF Power Plant Mass Driver Javelin HS Shield Generator Neutron Gun Pilum FF Computer System Spiculum IR Intercom Link Porcupine Target Track Acceleration Absorbers Note: These are all possibilities for guns Ejector Systems and missiles. Each ship carries different Repair Systems combinations. For details, see "Weapons."Right VDUThe Right VDU has three major functions: NAVIGATION, TARGETING, andCOMMUNICATIONS. To select a specific function, press Select+Right until itappears in the Right VDU. To cycle through the options for a function, followthe instructions below.# NAVIGATION: Press X to pause the game and look at the full-screen NavigationMap safely. There press A to cycle through and select any Nav point in yourcurrent mission. Press Start to confirm the selected objective. When youactivate Navigation, crosshairs appear on your radar display. The crosshairsrepresent the location of the current selected Nav point relative to yourstarfighter. You can manually fly to that destination by maneuvering tocenter the crosshairs or you can use Autopilot. To engage the Autopilot,press Select+Y.# TARGETING: Press Select+X to cycle through and select an available target.Press X to lock onto the target. The ship's targeting display shows theoutline, current damage, and weapons of your targeted ship by color:Green = Undamaged, shield full.Yellow = Light shield damage.Red = Armor damage. 12____________________________________________________# COMMUNICATIONS: Press Select+X to cycle through a list of available messagerecipients. (This list changes with the situation.) Press X to select arecipient. Press Select+X again to cycle through a list of availablemessages. Press X to send a selected message."Break and Attack" - A command to leave formation and engage enemy shipswithin 12,000 meters."Keep Formation" - Denies a Wingman's request to break and attack on his/herown initiative."Form on My Wing" - Return to formation and follow your vessel."Return to Base" - A command instructing your Wingman to return to the Tiger'sClaw immediately. Note: If obeyed, your Wingman will not be available to youfor the duration of this mission."Help Me Out Here" - A command to your Wingman to attack the enemy attackingyou."Attack My Target" - A command to your Wingman to engage the enemy you havecurrently targeted. This is the only way your Wingman will attack an enemycapital ship."Radio Silence" - Prevents your Wingman from talking to you until "BroadcastFreely" is sent."Broadcast Freely" - Let's your Wingman talk to you; negates "Keep RadioSilence.""Never Mind" - Disregard communication.Tactical Tip: You can also communicate with enemy ships and taunt them. Thisoften provokes an attack that draws fire away from a ship you're protecting. 13_____________________________________________________LandingWhen landing, approach the front of the Tiger's Claw and use theCommunications system to signal, "Request Landing." If you have traveled toany Nav point, achieved a mission objective, or destroyed at least one enemyship, you will be cleared for landing. If your ship is heavily damaged, youwill be granted emergency landing clearance, unless active enemy vessels arein the same area. In that case, you cannot land until the enemy is destroyedor routed.Landing takes you back to the hanger, where you can see your ship's damage, ifany. From the hanger, you go to debriefing, where your performance isevaluated by Colonel Halcyon. Afterwards, you may be in line forcongratulations or a chewing out!Flight MissionsThere are five types of flight missions:# Defend: Guard a stationary position, such as a capital ship, base, or jump point, by orbiting it at a distance of 2,500 meters. Do not break to engage oncoming enemies until they reach 5,000 meters from the position you are protecting. That's not 5,000 meters from you!# Escort: Guard a larger ship on rendezvous assignments. Fly parallel to that ship at a maximum distance of 2,500 meters and keep your eyes open. Do not break formation to attack an enemy until the Kilrathi are within 5,000 meters of the ship you are protecting.# Intercept: Seek out and engage enemy vessels in a particular area, such as an anticipated Kilrathi jump point or a halfway point between oncoming enemies and anything you are protecting.# Patrol: Fly through unsecured territory and decide whether to engage enemies or return to base. Consider your options before making a lethal error!# Strike: Destroy an enemy target, usually a capital ship. The idea is to get in quick, launch missiles, blow the thing up, and get out quicker! Here, the Wingleader/Wingman team is critical. The Wingleader must place the missiles and the Wingman must take out the oncoming enemies before they get to the Wingleader. 14_____________________________________________________Fighter-CraftTCS Tiger's Claw is a space carrier with four different type of fighter-craft,the Hornet Light Fighter, Scimitar Medium Fighter, Raptor Heavy Fighter, andRapier Medium Fighter.The Kilrathi pilots fly the Salthi-Class Light Fighter, Krant-Class MediumFighter, Dralthi-Class Medium Fighter, and Gratha-Class Heavy Fighter.Basic TacticsWhen you first encounter a flight of enemy fighter-craft, they are almostalways flying in formation. After contact, they break formation in pairs atroughly four-second intervals. Generally, you should also break formation tomatch and engage them. Over twenty years of fighting the Kilrathi haveresulted in the development of some basic maneuvering tactics to improve yourchances of survival. 15______________________________________________________Standard ManeuversAlthough you learned these basics in flight training, a little review neverhurts. In addition to standard turns, dives, and climbs, you should rememberthe following tactics.Burnout: Hit the afterburners and increase speed until your pursuer is nolonger gaining on you or until the afterburners finish their burn. Do astight a 180ø turn as possible. If your target is within your cone of fire,open up on them.Fishhook: Calculate the heading you want. Turn to a heading that is a 180øangle off, then almost immediately make a 180ø turn to your course of choice.For instance, if you are on a 0ø course and want to makes a 90ø left turn,first make a 90ø right turn, then follow up immediately with a 180ø turn.Hard Brake: Reduce forward velocity as quickly as you can. If you brakesooner, harder, and better than your pursuer, he will overshoot you and enteryour cone of fire. Open up on him.Kickstop: Make a hard 90ø turn in any direction and hold your new course fora moment. If your pursuer overshoots and doesn't turn in your wake, do a 180øspin back and open fire.Shake: Also called Zig-Zag. Do back-and-forth 45ø evasive maneuvers whileclosing on a target.Sit-'n'-Kick: An evasive maneuver especially useful against large ships.Make a 90ø turn in any direction. Shut off engines and spin to face yourtarget; open fire. Then, make another random 90ø turn and hit yourafterburners.Sit-'n'-Spin: Kill your engines and do a 360ø spin, firing on any targets thatenter your cone of fire. Once you've spun to your original course, re-engageengines and continue.Tail: Every pilot knows how to tail a target ship. But don't forget--untilyou're sure of your most effective tailing range try to maintain a range of1,000 meters.Tight Loop: Do a minimum-radius turn in any direction until you resume thecourse you held at the beginning of the maneuver. Properly done, this putsyou behind your pursuer, or at least shakes him off your tail for a moment.Turn-'n'-Spin: Similar to the Kickstop, except that you also kill enginepower. 16_____________________________________________________Weapons of the Terran and Kilrathi FleetsThe following excerpt from Borger's "All the Sector's Weapons Systems" ispresented as a crash course for those new to the fighting front.Dumb-Fire Missile - The Dumb-Fire missile is a point-and-shoot weapon--justaim it at the target and hope the target can't get out of the way. With nohoming capability, the Dumb-Fire is most effective in the hands of a pilot whocan anticipate the target's reactions. When possible, it should be reservedfor use in close quarters or against slow-moving targets.Heat-Seeking Missile - The engines of a modern space fighter or capital shipgenerate a lot of heat, a fact the heat-seeking missile uses to greatadvantage. All a pilot has to do is park himself on an enemy's tail, wait forthe heat-seeker to lock, and then fire. (NOTE: If the target shakes a heat-seeker, the missile locks onto the nearest heat source, perhaps even the shipthat originally fired it!)Image Recognition Missile - To fire an image recognition missile, the pilotmust keep the target in view for several seconds, after which the missilememorizes the ship type in the pilot's sights. Once the image recognitionmissile locks it doesn't let go--it tracks the targeted ship like a verylethal bloodhound.Friend or Foe Missile - The friend or foe missile locks onto the nearest enemyship. Capable of identifying the distinctive signal broadcast by all Terranships, the friend or foe makes a beeline for the nearest ship that isn'tbroadcasting. (NOTE: This weapon will target friendly ships whosecommunications systems are damaged. Even the firing ship is not safe!) 17______________________________________________________Porcupine Mines - These deadly devices have limited homing capability andbuilt-in proximity sensors--detonation doesn't require contact. If there'sa Kilrathi on your tail, just open your rear doors and drop a Porcupine in hispath. He'll be off your tail in no time. Or he'll be dead. If you ever seeone of these irregular spheres tumbling your way, punch the throttle and steerclear.Laser Cannon - Lasers don't do a lot of damage. Still, nearly all pilots haveat least one story in which the long range of the laser allowed them to getfirst strike on a foe. Despite their low damage potential, lasers arereliable, versatile, and effective--they have probably accounted for moreenemy kills than any other weapon.Neutron Guns - Neutron guns do heavy damage, but only at close range. Noother projectile weapon provides an equivalent level of destructivecapability. The down side is that neutron guns heat up rapidly and eat uppower at an alarming rate. Also, the neutron gun's lack of range has led manyfool-hardy or underskilled pilots into close-quarter combat for which theywere ill-prepared. Some of those pilots never made it home.Mass Driver Cannon - The basic fighter weapon--medium range, medium damage,nothing special. The mass driver cannon is reliable and accurate. Heatbuild-up and power drain are minimal. Though lasers and neutron guns are moreeffective in certain situations, no pilot even went wrong activating a massdriver.Flak Guns - Fighters provide the bulk of a capital ship's defense, but thelargest ships in the Terran and Kilrathi fleets lay down heavy flak barrageswhich can bring down any ship in space.Turreted Lasers - Terran and Kilrathi destroyers, cruisers, dreadnaughts,carriers, and bases are equipped with heavy, turreted lasers linked toadvanced targeting systems. Only the most maneuverable ships have any chanceof surviving concentrated fire from these formidable weapons. 18_____________________________________________________Pilot ProfilesIn the course of the game, you get to fly with a variety of other pilots.The Unstoppable Force1st Lt. Tanaka Mariko goes by the tag Spirit. In the cockpit, Spirit is knownfor her deceptive, defensive piloting, her ability to sense and avoid incomingfire, and the habit of creeping in as close as possible to a target beforefiring. A native of Sapporo, Japan, Tanaka is a third generation militarypilot. Her father, Major Tanaka Shun, died twenty years ago in the brutalMcAuliffe Ambush of '34.Loose Cannon on DeckCaptain Ian St. John, or Hunter to the crew, is one of the best pilots in theservice. He has racked up an impressive number of kills in his years on theTiger's Claw. Hunter's known as a seat-of-the-pants flier, and Kilrathiopponents tend to be baffled by his unpredictable flying style. The 27-year-old native of Brisbane, Australia is sometimes accused of excessiveindependence and a casual attitude toward regulations.Leader by ExampleMajor Chen Kien is known as Bossman to the space crews. After replacementcrews kept getting blown out of space, he decided to set an example for howto survive. The 39-year-old native of Kaohsiung, Taiwan, has a degree isaeronautical engineering from the Confederation Net university system. He ismarried to ergonomics engineer Chen Mingxing and, last March, became thefather of a baby girl. 19______________________________________________________Ace of AcesMajor Michael Casey, or Iceman to the crews, has racked up more confirmedkills while serving of the Tiger's Claw than any other pilot in the carrier'shistory. In the cockpit, he is known for calm under fire, letter-perfectflying technique, and deadly aim with ship's weapons. Iceman is 31, a nativeof Vancouver, British Columbia.By the Book--Or Else"I can't stand rebels or hot-doggers or any of these so-called intuitive know-it-alls," explains Captain Jeanette Devereaux, who goes by the cockpit monikerof Angel. "We have nearly eight centuries of combat flying experience todefine, refine, and perfect the rules by which we fly. These rules aredesigned to keep us alive, keep our Wingman alive, and win our wars."The 28-year-old Devereaux is a native of Brussels, Belgium.New Kid on the BlockFresh from the Academy is 2nd Lt. Todd Marshall, known as Maniac by hisgraduating class. Marshall, 23, tries to live up to his moniker. "Ploddingalong with a copy of the navel regs is not going to impress the Kilrathi," hesays. "They know our regs. We have to outfly them and outfight them...we'vegot to want it more." Marshall was one of the highest-rated Academy graduatesof the '54 class and is from the homeworld of Leto, Proxima Centauri IV. 20______________________________________________________A Professional's ProfessionalMajor James Taggart is known as Paladin to the space crews. Taggart, 45, isa native of Aries, the self-sufficient space station built in permanent orbitaround the planet Venus; his parents were terraforming engineers from Wick,Scotland. Though an effective Wingleader, Taggart is especially appreciatedfor his Wingman skills.Reliability Under FireCaptain Joseph Khumalo, known to the crews as Knight, is a Wingman with areputation of utter reliability in combat. He received his handle during theEnyo Engagement by saving Wingleader Maria Alvarez, who dubbed him "My Knightin Shining Armor." Khumalo, 36, hails from Lubango, Angola. 21____________________________________________________Know the EnemyKeen CompetitorBest known among the Kilrathi aces is Bhurak Starkiller. He is the bestliving pilot among the Kilrathi in this sector. He files a Salthi-ClassLight Fighter.Strengths: Bhurak's an excellent pilot and shot. He has optimal reflexes andno serious weaknesses in his flying style.Weaknesses: Psych profiles indicate that Bhurak is addicted to speed, thrills,and sport. He can be panicked into retreat by a sufficient number ofopponents or a sudden turn in fortune.Tactics: Bhurak likes the dogfight. He almost always uses his laser cannon,reserving missiles for stationary targets.Recommendations: Put several pilots on him at once. Deny him a fair fight oranything he would consider fun. Don't try to outfly him in single combat.Try going stationary and spinning to keep him in your sight. He doesn'tappear to consider that fun and may choose another target.Cold as a VacuumKhajja the Fang is the most efficient, mission-oriented pilot the Kilrathihave. He pilots a Krant-Class Medium Fighter.Strengths: Khajja's greatest asset is his clear thinking. He never panics orfalters and appears to have utter confidence in the Wingmen. He isinvulnerable to taunts, goads, or insults.Weaknesses: Khajja's faith in the Wingmen may be misplaced. Some Kilrathipilots may be afraid of him. He will single-mindedly ignore incoming shipsto concentrate on a strike objective, meaning that he might ignore you.Tactics: Khajja prefers straight-in, straight-out strafing approaches. Heuses his laser cannon for most encounters, saves his heat-seekers for missionobjectives or enemies, and saves missiles for emergencies.Recommendations: If he's approaching a mission objective, you might get a freeshot by eluding his Wingmen. If he's moving on you, use classic dogfighttactics--try to outfly and outshoot him or lead him toward unengaged fliersin your squadron. He doesn't like bad odds. 22_____________________________________________________Extreme PrejudiceDakhath, whose name translates literally as Deathstroke, is one of the mostdangerous pilots alive. He has 55+ confirmed kills on file and pilots aDralthi-Class Medium Fighter.Strengths: Dakhath appears to be utterly without fear. He never retreats froman engagement until every enemy within 1,000 klicks is destroyed. His courageand lack of self-preservation instincts make him particularly dangerous.Weaknesses: Dakhath lives only to kill and will not retreat or change targetsuntil he destroys his first target. If possible, use his single-mindednessagainst him...if only by leading him away from strategically important targetsso he concentrates on you.Tactics: Dakhath launches missiles at maximum range, then closes for the killon one target. He will cling to that target until he destroys it, then chooseanother.Recommendations: Lead him into the path of fire friendly to you and it ispossible he won't notice new pursuit until it's too late. Do not eject ifyou're in his vicinity. His hobby is target practice against ejecting pilots.Danger and DisdainBakhtosh Redclaw is best-known for sarcastic gloating during combatengagements. Apparently from an aristocratic Kilrathi family, he trained inthe politics of superiority from birth. He files a Gratha-Class HeavyFighter.Strengths: Bakhtosh is the best Kilrathi shot in Vega Sector, bar none. Hisaccuracy with ship's guns is legendary among Terran pilots. He is also amaster of the crowning insult, the patronizing remark, and the racial slur.Weaknesses: Bakhtosh's piloting is nothing special. He is an excellentmarksman but a mediocre flier. Plus, his insults are not a pose; he believeshimself superior to everyone, Kilrathi and human.Tactics: Bakhtosh prefers to fire at a distance. He gets to the maximum rangefor his weapons and chews his target to pieces. The extra distance gives himtime to cope with superior fliers. If forced to close with a foe, he launchesa missile.Recommendations: Try getting close, firing continuously, then try to outflyhim. Do not be daunted by his reputation. 23____________________________________________________Technical SupportFor technical supportin the USA, contact: Mindscape Inc. A Software Toolworks Company 60 Leveroni Court Novato, CA 94949 Telephone: (415) 883-5157For technical supportin Europe, contact: Mindscape International PO Box 51, Burgess Hill RH159FH, West Sussex, England, United Kingdom Telephone: (0) 444 239-600 FAX: (0) 444 248-996For technical support inAustralia and New Zealand, contact: Mindscape International 5/6 Gladstone Road Castle Hill, New South Wales Australia 2154 Telephone: (02) 899-2277 FAX: (02) 899-2348 24______________________________________________________[Skip Warranty information since it would hardly apply now...] 25______________________________________________________CreditsProject Manager: Henrik MarkarianProgramming: Andrew Iverson, David R. Sullivan, Allen Anderson, Michael E. Duffy, Donald W. LaabsGraphic Artists: Peter and Caitlin Mitchell-DaytonMusic and Sound Effects: Sam PowellQuality Assurance Director: Jim MolitorQ A Coordinators: Ken George, Jim GleavesQ A Technicians: Joel Brisgel, Lee Mekelis, Wi Kian TangTechnical Support: Lawrence Coffey, Kevin P. Costello, Stephen Feaster, Milton Hodges, Christopher R. Kosel, Dave Locke, Douglas J. ValenteTechnical Support Manager: Dave BuoncristianiSenior V P/C T O: David P. GrenewetzkiBusiness Group Senior VP: Mark BeaumontMarketing Producers: Ian McGee, Linda C. NortonMarketing Project Manager: Julie A. LippoldManual Adaptation: Anne SchwimerGraphic Design: Myrna Peskin, Leanna YorkIllustration: Michael C. MillerTrafficking: Mary H. Eaves, Shannon Van ScotterCreative Director: Lyaz Swearingen Latham 26_______________________________________________________ Mindscape A Software Toolworks Company 60 Leveroni Court * Novato, CA 94949 (415) 883-3000 PRINTED IN JAPAN
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