Ayer’s Rock 1
Shortly after our arrival here, we get a communication from Ayer’s Security. They’re speaking some sort of Kilrathi challenge code, which we have to respond to quickly. Since Talon can speak Kilrathi, Paladin asks him what they’re talking about. Talon responds that it’s part of an old Kilrathi war story he knows about. Talon takes a risk in replying with what he believes is the next part of the story. Ayer’s Security replies that the countersign is confirmed, and they ask where the former Captain is. Talon makes a lie in stating that we’ve had engine difficulties, and that the Captain is supervising the repairs. He also tries to buy us some time in saying that our approach will be delayed for an hour. Ayer’s Security asks to be kept notified of our status. Paladin says that now we will collect vital intelligence needed before our strike at Ayer’s Rock and get out alive afterwards. I see Paladin again later, and he says that Talon is manning the communications station to see if Scorpion will be sending more transmissions. He hopes that luck will be on our side, and that we’ll get this valuable information quickly. Talon interrupts any further comments from Paladin by asking us to come to the bridge. Scorpion tells Paladin the news that the Mandarins want a closer look at the Grimalkin, and are sending two fighter wings to investigate. The electronic screen around our ship is why the Mandarins are so interested in checking us out, and Paladin knows that any close range scans will blow our cover. It’s time to take preventative action, and I tell Paladin that Maniac and I will deal with the first incoming fighter wing. We’ll make a quick strike against the second wing before they can make a report. Then we’ll head off to a different area before more fighters are launched. Maniac wants to personally give both wings a demonstration of the Morningstar’s abilities. Upon launch, it’s an instant furball. Five Gothri fighters are almost right on top of us. I afterburn a bit to slide to the side of an approaching Gothri. I then lock on one Gothri target, and whittle away at the fighter with guns. I turn that fighter into plentiful particles, and switch to a target closer than one that is lingering near the Grimalkin. That Gothri joins his friend in oblivion, but my shields are quite low on both ends. I go after a third Gothri, and fortunately the Morningstar can take some punishment on its armor. It looks like Maniac is sticking pretty close to me, and I eliminate the final Gothri with no assistance from Maniac. Either Maniac or Paladin tagged the other I did not shoot down myself. On the next nav point, there are enemy fighters at far range. I launch the Mace after lining up and trigger off a detonation. At least one Kilrathi fighter is immediately destroyed. I see that the approaching fighters are Sarthas, and easily eliminate one on its frontal pass. I notice on the target display that two other Sarthas are heavily damaged, so the splash effect on the Mace must have hit them. I target one that is not damaged, and my particle cannons pulverize him. I make short work of two more Sarthas, and then Maniac decides to get aggressive and go after that cat. It’s hard to tell if Maniac or myself got the final kill. Upon our approach back to the Grimalkin, Paladin congratulates us on this victory. I find out that Maniac did not get the final kill, so it looks like nine cats for me, one for Paladin and zero for Maniac on this round. Paladin asks us to both to dock immediately so that we can get out of the area before reinforcements arrive.
Ayer’s Rock 2
On the bridge of the Grimalkin, Talon picks up another transmission from Scorpion. Scorpion is taking some heavy risks by sending the transmissions while the Ayer’s Rock base is under security alert. Scorpion gives us the important news that Ayer’s Rock is the primary base for all Mandarin operations. Scorpion gives even more incredible news to us. The Mandarins have called a meeting for all of their leaders, so this is our chance to take out the whole resistance in one blow. The transmission from Scorpion is cut off before he can relay additional information. Paladin asks Talon to contact the Concordia, but they have their own problems in fending off a Kilrathi attack. The Concordia’s flight deck is sealed off, so they can’t even launch fighters. We’re on our own here with no backup, and Paladin says that by the time we can get back to the Concordia’s position the fight will be over. Paladin wants Maniac and myself to launch in case the Mandarins traced Scorpion’s transmission to its destination. Once in space, Paladin tells us that we’re heading for the nearest jump point. Our goal is to keep the Mandarins from intercepting us, and Maniac asks if they have pinpointed our location. Paladin is sure that the Mandarins have found us since our communications are being jammed. He also tells us that there are ships approaching from two directions. Paladin emphasizes that speed is of the essence here, and we get to the first nav point at our fastest possible speed. There are multiple Sarthas here, but unless they are Drakhri it should be a cakewalk. Two of the Sarthas are easily turned to shards from my guns, and I make short work of the last one as well. At the next nav area are some Sabres with Kilrathi Fralthras. I notice that these Sabres have been refitted with particle cannons and shields just like our Morningstars. While this refit is interesting, the result makes little difference for the pilots. I take them both out, although my frontal armor is now quite thin. I then get within 10000 kilometers of the first Fralthra and launch my Mace from long range once I have him in my sights after making a minor evasive maneuver against his anti-matter guns. I turn in time to catch a glimpse of the Mace detonating, and one Kilrathi Fralthra is gone. I get within torpedo range of the second, and lock on. I notice that he’s heading away from me, but I’m not about to let him escape. I launch my first torpedo from a bit further range than usual, not knowing if it hit. I get just outside anti-matter gun range, and lock on with my last torpedo. I again release a bit farther away than usual, but the Fralthra takes the hit and explodes. During my approach back to the Grimalkin, I tell Paladin of my encounters. He’s sure there will be more, and he still can’t contact the Concordia.
Ayer’s Rock 3
Paladin thinks that we’re not going to survive this excursion into the Ayer’s Rock system. Talon breaks Paladin’s pessimistic mood with news of another message from Scorpion. Scorpion thinks it’s safe enough for him to transmit, and tells us that an evacuation is beginning on Ayer’s Rock. The evacuation is due to the belief that the Concordia will be attacking them, and Talon lets slip that they are in no condition to help us. Paladin chastises Talon for saying this over an unsecured channel, and we see a Kilrathi appear on the communications screen. It’s Admiral Rakh’rhi, and he used Scorpion’s transmission to find him AND hope we got sloppy. The gamble paid off, and the Admiral asks us to surrender. Paladin tells the Admiral what he thinks of that, and cuts the transmission. Maniac and I see Paladin privately, and he tells us of our options of running or fighting. There is no way to know if the Concordia is still intact, and I state that our only option is to take out the Mandarins on Ayer’s Rock. Paladin says that it won’t be an easy job to eliminate the base, and that he can’t order me to fly such a mission. Maniac volunteers, and I tell him that my motivation is to finally take care of ‘Jazz’. In space, I tell Paladin that my course is set for the Ayer’s Rock base and he wishes me good luck. Just before we get within range of the base, there are two Kilrathi Kamekhs here. They launch multiple missiles, but Maniac and I split a capship apiece. Upon approach to the base, I immediately launch my Mace but miss a detonation. Fortunately, one of the Sabres makes a direct approach and I take him out with full guns on my first pass. I target and take on a second Sabre, and he also is eliminated quickly from gun attacks. The third one decides to make things a little interesting with his improved skills in comparison to his departed friends. It’s not good enough to save him, and now half the fighter patrol is gone. The next Sabre does get thru my shield defenses and frontal armor significantly, and I take him down before he can do more damage. I let Maniac engage the other Sabre for a bit, and then help him out. Another fighter joins his dead friends, and I see no fighter opposition left. Maniac goes charging in with his fighter, and it looks like he tagged the base with a torpedo. I lock on with one well out of range for flak defense. I then go in full speed with some afterburner bursts and let the base have it. My torpedo might have not hit since my fighter takes some internal damage. I get out of range and know I can’t afford to miss again. I line up for the torpedo to lock and head in again at full speed with a bit less afterburner assistance. That torpedo strikes true, and the Ayer’s Rock base is destroyed. Upon my landing approach to the Grimalkin, I tell Paladin of the good news and he says he could see the destruction of the base from his position. I explain about the fighter and base defenses, and Paladin asks if I saw Jazz, Minx, or the Morningstar that was taken by Minx. I tell him that I did not have luck on finding them or the hijacked fighter.
Ayer’s Rock 4
On the Bridge of the Concordia, Angel tells Admiral Tolwyn that a Kamekh is making an attack approach and he wants to fire the Phase Transit Cannon. Angel warns about the low capacity of the power plant, and that a shot with the cannon could make it blow up. Tolwyn thinks the risk is justified, and a burst from the cannon streaks towards the Kamekh blowing it into pieces.
In the communications room of the Grimalkin, Talon picks up a transmission from where Ayer’s Rock was. Minx is trying to communicate with us, and her signal is quite weak. Apparently that Mace I missed with went off since she says that there was too much radiation damage from the explosion of the base. She’s in an escape pod with all systems failing, and she tells us that ‘Jazz’ is in the Morningstar. He left Minx to die, and she makes her last plea for me to take vengeance upon that bastard for her before we lose the transmission. I ask Maniac if he’s up for a mission against ‘Jazz’, and he definitely wants a piece of him. In space, I ask Paladin if he has tracked ‘Jazz’ in the Morningstar. Paladin has not spotted him yet, but he knows how much ‘Jazz’ wants to kill me. He believes that ‘Jazz’ is waiting to ambush me somewhere between our current position and the jump point. Paladin gives me the most likely course for ‘Jazz’ to take, and tells me to head for the Concordia if I don’t encounter him. I get the good news that they survived their encounter with the Kilrathi, and have made repairs to the ship and flight deck. Paladin plans to follow us to the Concordia, and Maniac wonders if our jump drive will work. I autopilot away from the Grimalkin, and Paladin tells Maniac to put the pedal to the metal. Maniac encounters a Murphy event by having his Morningstar shut down as he’s trying to follow me. I’m all alone against whatever opposition is waiting. I run into a small welcoming committee of Sabres at the first nav point. They are a little more difficult than the ones I encountered defending Ayer’s Rock. Both try running for it after I damage them, but blasts from behind without seeing any turret shots makes it simple to finish them off. I turn on the jump drive at the jump point and cross my fingers. I am able to make a successful jump, and ‘Jazz’ is here to make good on his threat to kill me. He taunts me in saying that he thinks I’m foolish in thinking I can beat him AND that this encounter is easier than he thought. He is flying too fast and turns into my ship. That direct hit damages my front armor completely and wipes out the forward shields. ‘Jazz’ then makes a threat to destroy the Concordia, and I know he can do it with the Mace. Now ‘Jazz’ is just flying around hoping that I’ll get sloppy but I tag him multiple times again with the particle cannons. While trying to finish him off, ‘Jazz’ rams into me again and his Morningstar is destroyed. I manage to see ‘Jazz’ ejecting from his fighter, but he’s too close to the explosion of the fighter and is killed. You're solo in Hell on this one, maestro. I head for the Concordia, and land in the hangar bay. I then see Admiral Tolwyn on the bridge, and he congratulates me for my good work. He expected that I would not let ‘Jazz’ escape again. I tell the Admiral of the destruction of the Ayer’s Rock Mandarin base, and he says that he’ll be sending a commendation to Confed High Command for my work here. Tolwyn says that I have again proved that I’m a hero.
Meanwhile, the Kilrathi have certainly not been slacking off. The Emperor asks Prince Thrakhath if it’s true that a Morningstar was not captured, and that the primary Mandarin base has been destroyed. The Prince explains that the Mandarins were about to outlive their usefulness to the Kilrathi. While they were not successful in getting the Morningstar, they did keep the attention of the Concordia occupied. This distraction led to the successful annihilation of the entire 6th Battle Fleet and forcing the withdrawal of the Confederation. Prince Thrakhath tells the Emperor that he intercepted orders for the Concordia to retreat. The Emperor is pleased at hearing this report, and believes that nothing can now stand in the way of the Kilrathi conquest of Earth.
The Concordia is pulling away from its orbit of a planet and jumps out, and the empty charred helmet of ‘Jazz’ is drifting in space. In another sector, Maniac is STILL stuck in his incapacitated Morningstar with nobody in sight. ‘WHERE THE HELL ARE YOU’ is voiced in frustration by the Morningstar-marooned Maniac. To be continued in Wing Commander 3…
P.S. - The ending of SO2 tends to still bring a chuckle for me.
