WING COMMANDER IV : THE PRICE OF FREEDOM - Part 2 (V1.1 Hints by P.A. Hardy, 1998) @~Continued from last issue MISSION 9: Navigating the "Dead Zone" This mission can prove to be quite tricky - and time consuming because your instrument panels will not always be working and you will keep losing your lock on enemy ships. Perseverance is the key, however. Upon leaving the Intrepid, destroy two Exaliburs, auto twice, and then destroy two Bearcats. Auto twice again, and attack two more Bearcat ships. Auto twice once more, and you will be drawn into battle with two Excaliburs. Destroy these and the second pilot will eject - collect his Ejectpod with your Tractor Beam and return to the Intrepid, to complete the mission successfully. The enemy pilot turns out to be the man you gave money to in the bar at the beginning of the game, and remembering your act of kindness he will tell you what he knows. You will, in turn, make sure he is well treated and given passage back home. Go now to the C.I.C & Chart Room to conduct a new briefing, using the information you have been given by the pilot to your advantage. (If you chose not to help the man out at the beginning of the game, he will have nothing but contempt for you, and will not yield any Information. You will have to search for the enemy Capital Ship in the next mission by leaving the Intrepid, destroying four Bearcats, autopiloting, destroying two more Bearcats, autopiloting, destroying yet two more Bearcats, autopiloting again, and then find the Capital Ship and its four Bearcat escorts. Destroy all four escorts, and then take out the Capital Ship, before returning to the Intrepid to TALK TO MANIAC in the Control Bay, as outlined below. I bet you wish now you'd given the guy your loose change eh?) MISSION 10: Destroying the Capital Ship Using the captured Pilot's information, you will know exactly where the Capital Ship may be found. Auto from the Intrepid and blow away the three Bearcats which meet you. Auto again to find the Transport and its two Bearcat escort ships. Destroy both escorts and then attack the Transport, completing the mission successfully when it is destroyed. Dekker will see someone leaving the exploding enemy ship in a shuttle, and arrange to have the escapee captured. Upon returning to the Intrepid, go to the Control Bay and TALK TO MANIAC. Follow his advice and go to the Storage Hold to find... Admiral Geoffrey Tolwyn! When he's said his piece, remember that I OWE HIM, and you will allow the Admiral to leave the Intrepid. Go to the Control Bay now and TALK TO DEKKER, who will not be very pleased you have let the Admiral go. (Alternatively, if you decide to say I OWE HIM NOTHING when you talk to Tolwyn, you will opt to keep him as a Prisoner of War. However, when you go into the Control Bay, you will need to TALK TO DEKKER AND MANIAC to find out that Maniac has let the Admiral go!) Now that Admiral Tolwyn has gone, go into the C.I.C & Chart Room and TALK TO CROWD. The ship will make another hyperspace jump. Go to the Galley, TALK TO DEKKER AND MANIAC and - when things get ugly between them - decide MANIAC'S GOING TO GET CREAMED and intervene to stop a fight. Now head to the Control Bay and TALK TO PLIERS; ask him WHO NEEDS WINGMEN? before you go back into the C.I.C & Chart Room to conduct a mission briefing. This time, you are allowed to choose a mission from a set of three. You will be able to do any two of the following missions through the course of the game: (a) Steal Enemy Fighters (b) Attack the Manufacturing Plant or (c) Attack the Enemy Carrier. MISSION 11/12: Steal Enemy Fighters Cloak up and then auto to the target. Destroy the Radio Buoy and all the Turret Mines first, in that order, before you concentrate on blowing away all the attacking Hellcats. 0nce this is done, use auto again. When the Bearcats arrive, hit them all with Leech missiles (only) and - when they're all disabled - wait for the Transport to arrive, to collect them. Now your mission is complete, so you may return to the Intrepid for another mission. MISSION 11/12: Attack the Manufacturing Plant Do not use your Cloaking Device for this mission, but select a Wingman instead. Use auto to fly to the Weapons Depot and shoot all the defending Hellcats. When all of them are destroyed, Dekker and his team will dock with the Depot. Shoot all the Hellcats which arrive to attack you, and wait for Dekker's men to secure all the weapons, before you return to the Intrepid. (Remembering how you stood up for Maniac a short while ago, Dekker will be in no hurry to complete his mission, so you will have to spend longer fighting off the attacking Hellcats). Once back on the Intrepid, the mission is completed successfully. MISSION 11/12: Attacking the Carrier Auto and then destroy the attacking Arrows, before you use auto again. Now destroy all the enemy ships defending the Carrier and, when they have all been dealt with, approach the Carrier from behind and shoot one of its engines to allow the Border Worlds salvage team to arrive. When they do, your mission is over and you may return to the Intrepid. Upon completing any two of these three missions, go to the Galley and TALK TO CATSCRATCH AND MANIAC, before you go back to the C.I.C & Chart Room to conduct another mission briefing. You are given an urgent new mission now, from Vice-Admiral Wolford. MISSION 13: Attacking the Confed Convoy When you hear that Catscratch has gotten himself into trouble, say AFFIRMATIVE, you will abandon the mission and go to his aid. Destroy both Longbows quickly, and wait for Catscratch to eject. When he does, pick his Eject Pod up with your Tractor Beam and return to the Intrepid. (If you reply NEGATORY, you will leave Catscratch to fend for himself and go on with the mission. Shoot both attacking Hellcats and then fire two Leech missiles at the Cruiser. When it is put out of action, fire all four MiPs at it too. Wait for Dekker and his team to finish their task and jettison their MiPs back into space. Collect them all with your Tractor Beam and return to the Intrepid, to successfully complete the mission . However, Catscratch will not be so lucky - he has self-destructed himself with his craft, and you will return to the Intrepid only to attend his funeral. From this point onwards, you will have to go on without Catscratch to help you. Back on the Intrepid, go to the C.I.C & Chart Room to TALK TO PANTHER AND HAWK, telling them WE DIE TRYING. Now CONDUCT BRIEFING for your next assignment details. You have a further choice of tasks now: to) Collect Weapons or (b) Collect Fighters. You will only be allowed to do one of these two missions. MISSION 14 (A) : Collect Weapons Approach the Cruiser and blast the two approaching Hellcats. Leech the Cruiser twice, and launch all four MiPs at it, when the Cruiser is disabled. More Hellcats will arrive when Dekker and his men have docked, so destroy these also. Finally, when Dekker and his troops jettison, beam all four MiPs back onboard your ship, and you will receive some new, important orders. To carry these new orders out, auto to the Transport and shoot down both Dragon ships. (These have Cloaking Devices and keep cloaking in and out - you can only target them when they are phased in and you can actually see them! When the two Dragons have been destroyed though, you are free to Leech the Transport twice, and then fire all four MiPs toward it. When Dekker and his troops have docked (again) you will find two more Dragons have appeared; shoot both of these to pieces. When Dekker and his team have secured the Transport, you can return to the Intrepid immediately - you don't even have to wait for the MiPs to jettison - to complete the mission successfully! MISSION 14 (B): Collect Fighters Destroy all four Bearcat fighters, and the defecting Confed pilots will join you. The mission is an instant success, but you will now receive some new orders. To carry these new orders out, auto to the Transport and shoot down both Dragon ships. (These have Cloaking Devices and keep cloaking in and out - you can only target them when they are phased in and you can actually see them!) When the two Dragons have been destroyed though, Dekker and his team will arrive in a shuttle, and dock with the Transport. Two more cloaked Dragons will arrive and you will be forced into battle with these, too. When both ships are destroyed, however, Dekker will soon complete his mission and you may return to the Intrepid to do the same - with complete success! Back on the Intrepid again, after completing one of the two missions above, you should go to the Hanger Bay and TALK TO PLIERS. When he asks if you want to pilot one of the new Fighters, tell him LET ME AT THOSE BABIES, to get one. Go now to the C.I.C & Chart Room and TALK TO SOSA. The Intrepid will now jump to the Telamon System, and you should conduct your next mission briefing. MISSION 15: Exploring Planet FT857 Auto twice, and then destroy the two Banshees waiting for you. Now auto twice more, and shoot down two Dragons. Auto again, to destroy two more Banshees followed by two Vndicators. Auto once more and you will land on the planet, to find out how the war against them has been waged. You will now automatically return to the Intrepid. Go into the C.I.C & Chart Room and TALK TO MANIAC. The Intrepid will jump again at this point, this time into the Callimachus System, where you should immediately conduct another mission briefing. MISSION 16: Gathering Information on the Axius System To complete this mission, you should select Leech missiles. Then leave the Intrepid and auto away, to engage and destroy two enemy Dragon ships. Send your Wingmen back home at this point, cloak up, and then auto a second time. The Jump Buoy - a green blip on your scanner - should be somewhere ahead of you, and you should fly full throttle towards it, with afterburners. When the enemy Dragons draw near, turn away from the buoy to face then, and quickly Leech them both with your missiles, before they can make the jump through hyperspace. Once they are Leeched, destroy them both with your laser fire. (If you fail to stop one or both of the Dragons from reaching the Jump Buoy, they will go through hyperspace and signal reinforcements. These reinforcements will head straight for the Intrepid, you will receive a distress call, and you will auto back to the ship in time to see it burst into flames and explode. There is nothing you can do to prevent this - short of stopping both Dragons reaching the Jump Buoy - and the game will effectively end for you here. When the second Dragon is destroyed, you will find yourself sucked through hyperspace and right into the middle of a fleet of four enemy Dragons! Auto straight away and you will leave them behind; you will now find yourself near an enemy Space Station! When asked for the Entry Code, say DELTA CH1.9.729 and dock with the station, to find out what is going on, and who is the real criminal of the skies. When you leave the Space Station, destroy the two Dragons waiting for you, and then auto. Straight back into the group of four Dragon ships you autopiloted away from earlier! You're not trying to be secretive any more, and so you should shoot and destroy all four Dragons, after which you will get sucked through hyperspace again. A Transport will follow you through hyperspace, this time, and you should torpedo it and destroy it, before turning to attack the defending Dragon. Once these ships are destroyed, auto and you will return to the Intrepid to dock. Once onboard, go straight to the Control Bay and TALK TO DEKKER, to tell him who you have seen. Now go to the C.I.C & Chart Room to TALK TO PANTHER AHD HAWK. You may decide either HAWK'S RIGHT. THIS IS WAR (to use the Flashpak on the Ella Space Station) or instead say PANTHER'S RIGHT. WE CAN'T KILL CIVILIANS (to save the Flashpak for later). Whichever option you go for, the Intrepid will nevertheless jump now to the Ella System. If you sided with Hawk a couple of minutes ago, conduct a briefing in the Control Bay and then go to your ship for your mission to use the Flashpak. Fly toward the Ella Station and fire the Flashpak from long range. Now take out some of the defending Hellcats until your mission is complete and you may auto back to the Intrepid. If, on the other hand; you sided with Panther a couple of minutes ago, you will simply have to avoid the Ella Station. Three Frigates will follow you and you will have to auto, to destroy the first Frigate and its defending Hellcats; auto again to destroy the second Frigate and Hellcats and then auto a third time, to destroy the third and final Frigate and all the Hellcats defending it. You may now return to the Intrepid. Whether you used the Flashpak or not, the Intrepid will now catch up with Tolwyn's ship, and all fighter pilots are put on emergency scramble against the Confederation Supercarrier, the Vesuvius. Head out in your ship and destroy as many of the Hellcats as you can, until you receive a signal recalling you to the Intrepid, when you will be forced to dock with the ship. The Intrepid is taking a severe beating, and so the ship will make a run for the Jump Point with the Vesuvius right behind it, exchanging fire. As you near the Jump Point though, the sister ship of the Vesuvius will appear through it, and surprisingly come to your aid to shoot at the Vesuvius! This is the St. Helens, and is commanded by your old friend Captain William Eisen! After his holographic communication with you, it is time for you to man your ships again, for another mission. MISSION 17: Attacking the Vesuvius Fighters You cannot destroy the Vesuvius itself here, but you should destroy instead as many of the enemy Hellcats as you can. The odds are against Tolwyn winning this battle and so he will have the Vesuvius escape through the Jump Point, with the St. Helens and Intrepid hot on his heels. (If you still have the Flashpak available to you at this point, Pliers will tell you this is the perfect opportunity to put it into action - against the Vesuvius. Tell him IT'S NOW OR NEVER, so Pliers will get to work). Conduct a mission briefing now, and then fly out to the Vesuvius in your ship, to try and destroy this menace. Help your Wingmen destroy the Hellcats and then zero in on the Vesuvius itself. Without the Flashpak you will simply have to get close to the ship and blast it with torpedoes and laser fire, aiming for its Launch Bays, for best results. Keep blasting until the Vesuvius is destroyed. (If you still have the Flashpak though, things are much easier here. After your mission briefing, fly out to the Vesuvius and, as your Wingman destroys the Hellcats, ignore them and target the Vesuvius itself with the Flashpak. Fire the Flashpak at the Vesuvius to destroy it, and then help mop up some of the surviving Hellcats). Once the Vesuvius is destroyed, one way or the other, you may return to the Intrepid. Admiral Tolwyn has pulled his good old escaping routine again in a shuttle, and now heads to the Assembly to collect a promotion and have the Council declare war against the Border Worlds. It is up to you, Colonel Blair, to stop him! MISSION 18: Exposing Tolwyn's treachery to the Assembly You will have to fly this final mission alone. Auto away from the Intrepid and you will find Seether waiting to block your path. This is the moment you have been waiting for from the outset though, your chance to take out Seether! Blow him away - he has a Dragon and will keep fading in and out - and, although he is a good pilot, you should finally destroy him. Smile as you do so, and then auto to continue your mission. You will arrive in space near a Starbase. Four enemy Arrows are protecting it, and you will need to destroy all four of these and then the Starbase itself, before you auto one final time to arrive at the Assembly - which is in session! After hearing Tolwyn's speech to the Council, SEIZE THE MOMENT and decide that TWO CAN PLAY THAT GAME. When he's said his piece, CONFRONT HIM and decide HE'LL TRIP HIMSELF UP. Then, when he mentions weaponry, ask him LIKE BIOWEAPONS? and you will hear the Council's disapproval. Finally, TELL THEM MORE, and Tolwyn will end up digging his own grave. Now simply sit back and enjoy the spectacular end sequence. Well done, Wing Commander, you have completed the game! - o -