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Wing Commander : Secret Missions   Game Notes
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Wing Commander : Secret Missions 2   Game Notes
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Wing Commander II   Game Notes
  Gwynedd System
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Wing Commander II : Special Operations   Game Notes
  Pembroke
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Wing Commander II : Special Operations II   Game Notes
  Canewdon 1
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Wing Commander III   Game Notes
  Orsini System
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Wing Commander Secret Ops
COURAGE SYSTEM

Courage 1 : The Capricious Carrier
Courage 2 : Scramble / Ambush
Courage 3a : Straight On Out Courage 3b : Long Way Out
Courage 4 : Visit To Aunt Ella

Courage 1 : The Capricious Carrier

Primary Objectives Patrol all NAV points
Destroy escaping Moray (added at NAV 2)
Secondary Objectives None
Bonus Objectives Eliminate 75% of alien fighters
Your Ship "Black" Panther
Wingmen Zero, Maestro
Other Friendly Ships Bravo wing (Panthers : Spyder (wing leader), Amazon, Stiletto
Briefing The following information is classified: Your wing will provide close escort and tactical security during Cerberus' maiden voyage. Patrol this route. Cerberus will use your NAV system date to calibrate her jump detection software.
NAV 1
Wave 1
4 Moray
Wave 2
3 Moray
2 Stingray

NAV 2
4 Manta
2 Moray

Notes

  • Wave 1 at NAV 1 appears shortly after your wingmen report nothing in the area.
  • The Stingrays in the second wave pose little threat as three are required to cluster and they have no missiles, so concentrate on the Morays first.
  • The two Morays at NAV 2 immediately run for the jump point. Although you have plenty of time to catch them, you can gain a little extra time by pressing the forward view key (F1) instead of watching the flyby.

    Outcome

    Success / Failure go to Courage 2

    Courage 2 : Scramble / Ambush

    Primary Objectives Defend the Cerberus
    Secondary Objectives None
    Bonus Objectives None
    Your Ship "Black" Wasp
    Wingmen Zero, Maestro
    Other Friendly Ships Bravo wing (Panthers : Spyder (wing leader), Amazon, Stiletto
    Briefing There is no briefing before this mission. It is a scramble.
    Cerberus NAV
    Wave 1
    2 Barracuda
    2 Skate
    4 Manta
    2 Lamprey
    Wave 2
    4 Lamprey
    4 Skate
    4 Moray
    2 Skate B

    Notes

  • Engage your booster (B key) as soon as possible right at the start of the mission. If engaged too late, you might ram one of the other ships or fly straight past them all together.
  • Leave the Barracudas until the end of the mission. They pose little threat as long as you stay our of their gun sight.
  • At the end of the mission, if your wingmen haven't shot the Barracudas down already, you can expend your ordinance on them, or let the Cerberus' BFG do it's thing.

    Outcome

    Success / Failure and Success in Courage 1 go to Courage 3a. Success / Failure and Failure in Courage 1 go to Courage 3b

    Courage 3a : Straight On Out

    Primary Objectives Escort Cerberus to the Jump Point
    Secondary Objectives None
    Bonus Objectives Eliminate 75% of alien fighters.
    Eliminate 75% of alien bombers.
    Your Ship "Black" Panther
    Wingmen Maestro, Spyder, Zero
    Other Friendly Ships Cerberus
    Briefing An alien presence in this system has been confirmed. To maximize our chances of survival, we must reach the jump to Ella system. Failure will mean being trapped in this system by an unknown number of alien forces. Escort Cerberus to this point. Due to Alpha wing's quick action, we should be able to take a straight and fast path to the jump.
    NAV 1
    3 Moray
    4 Skate

    NAV 2
    Wave 1
    2 Manta
    2 Red Manta
    2 Moray
    3 Skate
    Wave 2
    2 Manta
    2 Red Manta
    4 Moray
    2 Skate

    NAV 3
    2 Red Manta
    6 Moray

    Notes

  • The alien wings at NAV 1 aren't much to worry about. If they attack Cerberus, they can only harm it's turrets, not it's main components. Try not to take any damage here as the battle has only just begun.
  • At NAV 2 you will face a total of 19 fighters. Nine fighters start at a jump point, and nine more arrive when about five of the original fighters have been destroyed.
  • Remember to try to destroy any red Mantas before anything else. Your Cerberus can take a lot of damage in this mission, but luckily it doesn't carry over to the next mission.
  • If shooting down torpedoes is your style, be careful if you are trying to shoot them down from behind. If too many shots miss the torpedo and hit Cerberus, Confed ships will attack you

    Outcome

    Success / Failure go to Courage 4.

    Courage 3b : Long Way Out

    Primary Objectives Escort Cerberus to the Jump Point
    Secondary Objectives None
    Bonus Objectives Eliminate 75% of alien fighters.
    Your Ship "Black" Panther
    Wingmen Spyder, Maestro
    Other Friendly Ships Cerberus, Bravo wing (Panthers : Zero (wing leader), Amazon, Stiletto
    Briefing An alien presence in this system has been confirmed. To maximize our chances of survival, we must reach the jump to Ella system. Failure will mean being trapped in this system by an unknown number of alien forces. Escort Cerberus to this point. Due to Alpha wing's quick action, we should be able to take a straight and fast path to the jump.
    Cerberus NAV
    2 Red Manta
    4 Stingray

    NAV 1
    4 Moray
    4 Manta

    NAV 2
    Wave 1
    4 Manta
    1 Devil Ray
    Wave 2
    4 Moray
    1 Devil Ray

    NAV 3
    1 Devil Ray
    4 Moray
    2 Skate T
    2 Skate B

    NAV 4
    1 Devil Ray
    4 Moray
    2 Skate T
    2 Skate B

    NAV 5
    4 Moray
    4 Manta
    6 Stingray
    1 Hydra

    Notes

  • Bugs. Over 80 of them, including the individual Skates that arrive when you blow up a big one. This mission is a test of endurance for you and your wingmen who are almost definitely going to punch out before the end of the mission.
  • You just can't get an advantage in this one. Go for the bombers, and the fighters will attempt to jam several dozen missiles up your tail pipe. Go for the fighters and the Cerberus will be screaming for help in no time. All you can do is try to stay close to the Cerberus using her turrets to your advantage, and attack any Mantas and Devil Rays first. The Devil Rays seem to like picking off turrets while Mantas just try to destroy anything transmissing a Confed signal. Be aware of the Red Mantas at Cerberus NAV, and any Skate Ts though. They each carry one Poseidon torpedo, and if they manage to take out the Cerberus' landing bay, you automatically fail the mission.
  • If you make it to NAV 5 in more or less one piece and feel like a challenge, you can always try to knock out all of the turrets on the Hydra. This isn't one of your objectives and it is impossible to actually destroy the whole Hydra (you don't have torpedoes) but feel free to take it as a challenge.

    Outcome

    Success / Failure go to Courage 4.

    Courage 4 : Visit to Aunt Ella

    Primary Objectives Defend Cerberus.
    Secondary Objectives None
    Bonus Objectives Eliminate 75% of alien fighters.
    Your Ship "Black" Vampire
    Wingmen Maestro, Zero, Spyder
    Other Friendly Ships Cerberus.
    Briefing There is no briefing before this mission. It is a scramble.
    Cerberus NAV
    Wave 1
    4 Moray
    4 Devil Ray
    3 Skate B
    Wave 2
    4 Moray
    4 Devil Ray
    6 Stingray

    Notes

  • This mission shouldn't be too much of a problem as none of the aliens can launch torpedoes. The plasma cannon on clustered Stingrays can do the damage though, so make sure to break up the clusters ASAP.
  • The 8 Devil Rays in this mission will give the Cerberus' turrets serious grief so if you want that little extra help from Cerberus, take out the Devil Rays quick.
  • If you make it to NAV 5 in more or less one piece and feel like a challenge, you can always try to knock out all of the turrets on the Hydra. This isn't one of your objectives and it is impossible to actually destroy the whole Hydra (you don't have torpedoes) but feel free to take it as a challenge.

    Outcome

    Success / Failure go to Ella 1.

    Comments:

    Comment on a mission

    Submitted by : NiteFox
    Mission : Courage 1 : The Capricious Carrier
    Comments : Maestro talks big, but despite his speech the bugs won't have to worry about him. Save your missiles at Nav 1 and pound on the Morays at Nav 2. If you engage in a dogfight before killing the Morays, then you simply won't have time to catch up.


    Submitted by : Commando
    Mission : Mission 1
    Comments : Well, I do REAL well in this mission. It's a cakewalk. As for catching those two baddies in NAV 2, don't worry too much. If you take too long, your wingmates will get em. Gotta love smart wingmates!


    Submitted by : ChazZio
    Mission : Mission 2: SCRAMBLE!
    Comments : Try to save your salvo missles for taking out the barracudas, and DON'T USE FULL GUNS! Believe me, if you are a poor shot, you'll want that rapid fire cannon you get with the wasp.



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