Wing commander snes instruction manual




















If you do so, then you are infringing upon my copyright. If you don't live in the US, please send me some local stamps. I collect stamps too. To webmasters who wish to archive this FAQ on their website, please read the terms of distribution in section 0. It says exactly what it says. After all, it depends on YOU the player. All I can do is offer some advice. The latest version of the FAQ is at gamefaqs. So please look there first. If you find a question about this game that is not covered in the USG, e-mail it to me at ksc1 aol.

I'll try to answer it and include it in the next update. Lots of people like what I did, so I kept doing it. Look for them on GameFAQs. If you need to write me, send e-mail to ksc1 aol. Any spam will be reported to respective authorities. Origin Systems is a wholly owned subsidiary of Electronic Arts. As such, they will have some discrepancies. The count of fighters at a particular encounter may be wrong, etc.

The author disclaims any responsibility for such errors. A: No. Q: Can you send me the manual or portions thereof? Q: Can you tell me how to play the game? A: Read the manual. A: This game is before games get patches. Though you can get the Kilrathi Saga version. Q: How do I get Kilrathi Saga? A: Try eBay. Q: How many expansion packs? Q: Where are the cheat codes? A: See last section Q: The game runs too fast! Q: How do I win medals?

A: See 6. Q: Is there a particular taunt that is more effective than others? A: Maybe, but probably not. Try taunt 3? Q: How do I land? A: sigh. Find the carrier. Request permission to land.

Locate the BOW front of the carrier. When you see the carrier off the side window, stop. Q: Why does the game look so different from the movie? A: It is not really possible to reconcile the movie with all the games without ignoring all the obvious things. In any case, Chris Roberts claimed that the movie is the way WC should have been. The Kilrathi have been at war with the Confederation for the past 20 years, since the Iason incident.

The war is virtually at a stand-still. You are a young lieutenant recently graduated from Confed Flight Academy. You are joining a year old war that was only getting worse. The older games get speed- compensation so it will run correctly on any computer speed, though it is still fundamentally a DOS game. When Origin decided to fund the project, the title "Wingman" was chosen. The title was then changed to Wing Commander. All his previous efforts were RPG - type games.

Now it looks primitive, but at that time, it was heads and shoulders above what was available. When questioned, Chris Roberts said he wanted a race of humanoid cats as the villains, something like the Kzinti in Larry Niven novels. Cats kill rats Even N64 gets Wing Commander.

Don't forget Wing Commander the motion picture How did the ships look so real on a simple , when all the other 3D games are wireframe graphics? The answer is simple: Chris Roberts "cheated" by using bitmaps. He "pre-rendered" the ships in certain orientations, and have a software sprite draw routine that can quickly rotate the bitmaps to any angle though probably only in 15 or 30 degree increments and zoomed to any size.

The ship shapes are combined into a big file. The 3D engine then determines which of the stored bitmaps to display, and how far to zoom and rotate each one, based on the visibility and the angles involved.

May this guide assist you in your survival. You have to spend a lot of time wearing the enemy down. Shields and armor are also quite light. Its maneuverability is average to bad. Use the heavier shields to absorb the hits and use slashing attacks. Get in, shoot, get out of range, then come back. With 2 neutron guns and 2 mass drivers, the close-range firepower is unequaled. The heavy armor and shields give this fighter unequaled endurance in battles. It could use a bit more visibility out the cockpits though, and some more maneuverability would be nice too.

Protect them. Turrets and over fighters It can be killed by a lot of fighters We seem to be the only race that fought the Kilrathi to a standstill, and this has earned us some respect, though they still consider us prey animals. Expect no mercy from them, nor should you give any. With very light shields and armor, they are easy to kill.

If you need to fight one, lock on to one and stay on it until you kill it. It very under-armed and you should be glad the Kilrathi designed it that way. As long as you avoid their bow where they shoot , they are quite easy to kill, esp. Those mines can hurt a little bit, but only a little. Best used on slow and heavy fighters. Reserve them for really manueverable enemies. The way AI works is it has a set of prescribed actions for specific situations.

When a situation presents itself, it will choose the matching action set, then roll a dice and pick one of those actions depending on the assigned probability table. The Aces in WC1 have different reaction tables than the "general" Kilrathi fighters. This makes them less predictable.

It does not always work though. Some people swear by taunt number three as more effective than the other two, though that is not confirmed.

You should be able to finish most missions by yourself, as the wingman rarely if ever score kills in WC. Therefore, if you want to keep the wingman alive, send them home and do the mission all by yourself. That means they are not available for later mission series, which can be bad. If you get too close, you will collide, even though the space looks clear in front of you. Instead, stay a few thousand meters beyond the cap ship. The other enemy fighters may be killing your ship.

Instead, stay near the cap ship and just hit the attacking fighters. You may not kill all of them, but the cap ship will be safe. Take out all the fighter escort, then park yourself behind the capship and keep shooting at the engine cones until it goes boom. If your shields get low, turn around, afterburn out, wait till shields recharge, then come back and do it again. Get behind the enemy, then tap the afterburners in short bursts until you smack into the rear of the enemy fighter.

Turn around and afterburn away unless your gun is already recharged. In that case, you may as well kill that fighter right now while its shields are down. There will be a mission or two where ramming is the only way to win. The losing branch missions are a bit harder as you fly inferior crafts and face slightly more enemies. Each series can be won or lost except the final two. Series missions have "victory points", which are counted toward the series.

If you accumulate more victory points than the minimum required for the series, you win the series and continue on the winning path. Otherwise, you lose the series and follow the losing branch to another series.

You can lose some missions in the series and still win the series as long as you have the required victory points to win the series. The after-action briefing you get with Colonel Halcyon will be different depending on you win or lose the mission, but that in itself does not dictate the series win or loss.

You should NOT try to win every mission. This distracts from the fun. Most of the Wing Commander players never see the losing series or the in-between series, despite all the efforts spent by Origin to design the missions.

Just play the best you can, and "enjoy the ride". Winning medals and promotions depends on amount of "medal points" you accumulate. Killing Kilrathi ships wins medal points, so does saving Confed ships. Losing Confed ships loses medal points.

These points have nothing do with the victory points listed above. When you accumulate certain number of medal points, you gain one rank. Certain missions have a possibility of winning a medal. If you accumulate enough "medal points" in that mission you win that medal. Your rank and medals has no effect on the game. They are there only as "rewards" for your performance. Each mission is then broken down into "action zones", which are either on the nav points, or between nav points.

As there are a maximum of four nav points in a WC mission, N12, N23, and N34 will be used to denote the "in between" action zone encounters between nav 1 and nav 2, nav 2 and nav 3, or nav 3 and nav 4 respectively. You only need to play four missions. If you want maximum number of kills, then you need to lose Gimle and Kurasawa almost everybody loses Kurasawa any way to play Brimstone and Rostov for two extra series.

Note about the mission listing: The series is listed with name of the system, and the points needed to win next to points available. She listens to your orders just humoring you, really. The missions are easy. No medals possible. Simple patrol. N01 has 3 Dralthi. Asteroids at N2. Some asteroids at N You can bypass most of the asteroids at nav 2 by going N1, N3, N2, then N0. Your first escort mission have your wing escorting Drayman out to the jump point.

N01 has 2 Salthi, and N12 has 3 Dralthi. There are a few asteroids at Nav 2. Wait until the Drayman jumps out before returning to the Claw. But it handles like a pig. No medal possible. Simple patrol again. With mass drivers, you outgun all of the enemy crafts. With Scimitar you can actually play "chicken" with a Dralthi. Bronze Star for 65 medal points. Just take out the escorts, then park yourself behind the Ralari and fire away. N1 1 , Escort Drayman 10 , kill Bhurak 5 , land 1.

Silver Star for 86 medal points. Escort freighter, N01 has 4 Krants, while 3 Salthis including Bhurak Starkiller attack you at N10 after you come back with the Drayman. Your first serious escort mission requires you to go out, meet a freighter, and escort it back to the Claw. The Salthis on the way back really move around, and Bhurak will try to draw you away from the freighter so the other two Salthis can kill it. Taunt the other two Salthis to attack you and thus ignoring the freighter , then take out the Salthis.

Unfortunately, you fly the Hornet, which are way too weak to be an effective escort. Asteroids at N01, N1 is clear. N12 has 4 Salthis. N23 has 2 Grathas. N3 is clear, N30 is clear. Your first encounter with Gratha is not a pleasant one. Your first scramble mission features a LOT of enemies attacking your home base.

Kill them all, and you win this mission. If you kill five out of six, you get the medal too. Escort Drayman 15 , kill Bhurak 1 , Silver Star for 62 medal points. Taking out the Krants with a Hornet requires a lot of patience. Keep the DFs for the Salthis.

Again, escorting the Drayman is the primary objective, and those Salthis will go after the Drayman unless you divert them by shooting them or taunting them.

You are definitely on the winning track. Defend Exeter 10 , land 2. Gold Star possible for 83 medal points. Use full guns and wipe them out. One solid hit will cripple it. Your first encounter with the three Jalthi is not a happy one. Blow one up with missiles and full guns. Then send Angel to keep one busy while you take out the other one. Your shields can take ONE salvo of those six guns, but only one. If you have to, ram one of the Jalthis.

You get to try the new Rapier. Launch, area is clean. N1 has asteroids but otherwise unoccupied. N12 has 4 Dralthis. N2 is clear. N23 is blocked by 2 Grathas, which are pretty hard to kill.

Launch is clear. When you hit N1, you find 5 Dralthis. When you kill them all, Dakhath Dralthi Ace and 3 more Dralthis show up. After that, go home. If you can keep him alive, you are good. N01 has a Salthi. When you take it out, 3 Grathas jump in. Asteroids are at Nav 2.

Nav 3 is clear. Exeter escorted to the Claw 10 Asteroids with 4 Salthis are at N Instead, take your time and wipe them out. Then head on out to N1 and take out those 4 attacking Dralthis. Must destroy Dorkir On the way to N1, 2 Jalthis block your way. At N1, 4 Krants are escorting the Dorkir.

When you kill them, 2 more Krants show up. Take them all out and go home. To win the game really fast, you should consider losing this series. If you win, you end up at Brimstone, Dakota, Kurasawa, then Venice, one more series and 3 more missions to fly. You fly with Angel in Cheng-Du. If you take out the 4 Krants, the Ralari Valkyrie saw may show up with 2 Krant escorts. If so, destroy it then the victory point becomes 16, with the Ralari worth 10 pts.

Otherwise, go home. In WC, the Ralari may or may not show up. If you use the SM2. EXE to run this mission, then the Ralari always show up. EXE alternate way to run WC. Safely escort Exeter Who the heck decided to run a destroyer through asteroid fields? You must escort the Exeter to N1, and keep the Dralthis one of them piloted by Dakhath off the Exeter until it jumps.

After you take care of them, 5 Salthis will jump you at N10 on the way back. Successfully defend the Claw Silver Star for 75 medal points. Take them all out, enough said. While Raptor is good, Knight is below average.

At least the missions are challenging. Escort Drayman out 5 , Escort Drayman in 10 , land 2. Silver Star for mp. Launch, rendevous with Drayman. At N01 5 Salthis 4 Jalthis? Freighter jumped. Upon arriving at N2 3 Jalthis 4? This mission is hard, with two escort segments. Both require good shepherding and quick kills. N1 2 , N2 2 , N3 2 , land 2 , destroy Ralari Asteroid field and 2 Grathas are at N1.

Dogfighting in asteroid field can be quite tense. Ralari with 6 Krants are sitting at N2. N3 just have a few more asteroids. Gold Star for mp. First Dorkir is at N1 escorted by 6 Krants. Toast them.

And Bakhtosh Redclaw is there in a Jalthi So take them all out. This series features the Scimitar Not good. Be careful out there. Bronze star for mp. Hit all nav points, and take out the Fralthi. Silver star for mp 3 Dralthi await you at N1. N2 just have some mines. Fralthi and 3 Grathas are at N3, while some asteroids are at N4. Upon launch, 4 Jalthis are attacking the Claw.

Once clear, head for N1, where 4 Grathas are attacking the Exeter. You finally get to play with the Rapier, and Bossman flies quite well. Take out Dorkir 10 , Dorkir 5 , and Dorkir 5. No medals. You find 5 Dralthi and a Dorkir at N1A. N2 has a Dorkir escorted by 4 Krants. At N1B 2 Jalthis are waiting for the Dorkir to jump in. Take care of them, then the Dorkir when it jumps in. This is the impossible mission. Inside are 4 Salthis, so take them out.

Quickly find the ones attacking some may just be flying around. Quickly send taunt to all four while you afterburner in. Send Bossman to attack one. Fire one missile at the next one, then full guns. That should kill that one. Turn toward next one, kamikaze into it, hopefully right after you fired your missile at it. Kill that one. Now two are down and the odds are even. Hopefully the Ralari is still alive then. Then just kill them and you win the mission. No medal. This one is actually quite easy.

Five Dralthis are attacking the Exeter at N1. Kill them. Rendevous with Exeter. As you reach N2, 4 Krants attack. If you win, you go to Venice. While Rostov missions are fun, all those asteroid fields also make the missions quite tedious. Bronze Star for mp. So many asteroids N1 is in asteroids. N2 is in asteroids. N3 has 5 Grathas and a Dorkir. N4 has asteroids, and more asteroids between N4 and home. Launch is inside an asteroid field.

Find Fralthi 15 , kill Fralthi N01 has nothing. N1 has nothing. Missions are a bit tougher So there is a bit of 'in-universe 'unreliable narrative' aspect to the games. As far as the Wiki is concerned this detail is also ' canon '. The player gets to name the pilot and choose his callsign.

The pilot known to Origin personnel as "Bluehair," after his most notable feature quickly rises through the ranks of the flight wing, and presuming the player performs ideally in the cockpit eventually leads a strike on the Kilrathi High Command starbase in the Venice system. On the other hand, if the player does not perform optimally, missions become increasingly defensive in nature and eventually the Claw is forced to retreat.

Of the two endings, the "winning" path is established as canon by the game's two expansion packs, as well as the sequel , Wing Commander II: Vengeance of the Kilrathi. Wing Commander: Secret Missions was an add-on campaign from Origin, notable for being one of the first expansion packs in video gaming history.

The game was also released for the Super NES as a stand-alone cartridge. The Tiger's Claw , on maneuvers in the Goddard System, receives an abortive distress call from Goddard colony. When the Claw arrives, though, nothing is left but wreckage and corpses; a quarter of a million colonists have been killed. Confed realizes that this is the work of a new Kilrathi weapon, the "Graviton weapon," which is able to increase the power of gravity by over a hundred times.

Clever work by the Claw 's crew and pilots allows them to capture a Kilrathi courier ship, which reveals that this weapon is mounted on an entirely new class of ship; C-in-C codenames it the Sivar -class dreadnought, after the Kilrathi god of war.

Bluehair leads the strike against the Sivar and destroys it in the Vigrid system; for unexplained reasons, ships of that class and armament are never seen again. Unlike the original game, The Secret Missions does not feature a branching mission tree; every player plays the same missions in the same order.

However, if the player does not the fulfill the mission requirements at any system, he immediately plays the two losing "retreat" missions that are not on the winning path. The second expansion pack for Wing Commander , The Secret Missions 2 continued with the tradition of a new narrative, new ships and more difficult missions.

It broke new ground by adding two new wingmen as well. The Tiger's Claw is in the Firekka System, whose native intelligent lifeforms — the bird-like Firekkans — are negotiating to join the Terran Confederation. Tensions are high, and will only get higher. There is an unusual Kilrathi presence in the area, including their upgraded Dralthi II and ships that have never been seen before: the Hhriss -class heavy fighter and the Snakeir -class heavy carrier.

This presence develops into a massive battle group, and though the Firekkans sign the Articles of the Confederation, the outnumbered Terrans have no choice but to retreat. Adding to the mess, a Kilrathi lord, Ralgha nar Hhallas , defects, bringing his Fralthi -class cruiser, the Ras Nik'hra , and word of a rebellion against the Empire on the Kilrathi colony of Ghorah Khar.

All this happens in the first six missions of the game. The Kilrathi presence in the Firekka sector is eventually explained by an all-channels transmission from the Crown Prince of the Kilrathi Empire, Thrakhath nar Kiranka : Firekka has been chosen as the site of this year's Rite of Sivar, a holy festival that involves feasting, worship, and lots and lots of live sacrifices. Seeing the chance to strike a heady blow to Kilrathi morale, the Confederation assigns its Firekka-sector resources the task of disrupting the ceremony.

The Dralthi medium fighters from the Ras Nik'hra are put to work on reconnaissance missions, and Terran troops begin landing in secret. Between these, the Firekkans' warrior spirit and some of the Confederation's best pilots and tacticians, the Sivar ceremony is utterly wrecked and the Kilrathi forced to retreat, though they take a number of important Firekkans with them as hostages.



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