Episode 4 - Losing Mission 10A - A Monster of Myth
|A Monster of Myth|
|Wingmen||Longshot and Gunner|
|Other Friendly Ships||1 wing of Rapiers|
|Previous||Episode 4 - Losing Mission 9A - Backlash|
|Next||Episode 5 - Winning Mission 11 - First Encounters|
Reismann: Well, Captain, it's time to leave this system. And the good news... if there even is such a thing as good news these days... with that cat strike force off our back, we can try to get through to Sol. Bradshaw: But, sir, isn't the entire Kilrathi fleet positioned around the Sol jump point?
Reismann: Yes... they are. However, while the jump point the cats are going through is the only one in Sirius that a large fleet could use, there is another, smaller jump point out here. Assuming the Kilrathi even know about it, they won't send more than a few small vessels to guard it - because the truth is, the jump point we're talking about is so small, even OUR ship will be risking a lot going through.
If any of the rescued capships are still alive: ...Risking so much, in fact, that we'll be leaving the rest of our little fleet behind. They'll have to go the long way through the Luyten-Talos corridor.
So, here's the plan for today. It's dead simple, really - we're going straight for the jump point. If we find any cats there, your fighters will clobber them into submission. Then you land - immediately - and we jump.
This is a fairly simple mission as the briefing suggests. The player flies a Rapier with Longshot and Gunner as wingmen. Bravo wing of three Rapiers aids the player
Ejection always means rescue.
Only the Firekka is making for the Sol jump point, if any other the ships you’ve rescued (or didn’t) are around they travel through Luyten and Talos to Sol.
On the way to the jump point there is an intercept nav with six Sartha.
At the Jump Point Nav there are: two Kamekhs, six Drakhri and six Krants.
Once everything is destroyed the Firekka jumps to Sol and the Episode 5 Winning Path.