In Wing Commander, you and the other starfighter pilots of the TCS Tiger’s Claw fought against
overwhelming odds, leading the Confederation forces to victory over the Kilrathi Empire in the Vega
Sector.
Next, during Wing Commander The Secret Missions, the Tiger’s Claw was ordered to report immediately to the Deneb sector, where the Goddard Colony was under attack by Kilrathi forces. But
before the Tiger’s Claw could enter the fray, the enemy used a devastating secret weapon to destroy
the colony. You and your fellow pilots played a deadly game of hide and seek with the Kilrathi fleet.
Ultimately, the secret weapon was destroyed…
Then, during Wing Commander The Secret Missions 2: Crusade, the Kilrathi declared a holy war. A
huge Kilrathi fleet maneuvered toward an isolated star system and a planet of peaceful, primitive
natives. After a Kilrathi renegade defected, you flew a Kilrathi ship in a series of “undercover” missions. Finally, you discovered the secret reason for the holy war and saved the Firekkan race.
Soon after, however, disaster struck. While the Tiger’s Claw was attacking the K’tithrak Mang, you
encountered several fighters that faded mysteriously from sight. Even your radar couldn’t track them!
Not wanting to panic the Claw over what you thought to be a radar malfunction, you went looking
for the ghostly fighters.
The search delayed your return to the Claw just long enough for the fighters to destroy the hapless carrier.
Landing on the
fighters. Furthermore, your flight r ecorder disk mysteriously disappeared right after you landed.
Brought before a general court martial, you were charged with treason, and your claims about stealth
fighters were ignored.
A lack of evidence led to the treason charges being reduced to mere negligence, but you incurred
the wrath of certain flag officers, Admiral Tolwyn among them. Your career appeared to be over.
But you’re still a pilot in the Terran Confederation Navy and in Wing Commander II, your goal is
to defeat the Kilrathi enemy. Each mission you fly (and your success or failure in each mission)
affects the Confederation’s chances for ultimate victory. Wing Commander II presents one campaign
in the on-going war. Special Operations 1 and 2continue the story.
TCS Austin, you learned that you were the only pilot to encounter these “stealth”
STARTING THE GAME
The first thing you see when you begin play is the Wing Commander II logo sequence, followed
by the main menu. Here you are asked if you want to “Start New G ame” or “Resume Current
Game.”
If you are a first-time player (or you want to star t the game again from the beginning), select
“Start New Game.” If you have already played Wing Commander II and wish to pick up where you
left off, choose “Resume Current Game.”
To make the choice, use your joystick, mouse, arrow keys or numeric keypad to move the pointer
until it is over the option you want. The pointer changes into a cross. When the cross is over the
option you want, press joystick button #1, the left mouse button or
Start New Game. If you choose “Start New Game,” you may see a screen asking you which campaign you wish to play. This screen will only appear if you have installed one or both of
Special Operations scenarios. Move the pointer to the campaign you wish to play and press button
#1, the left mouse button or
Once you have selected a campaign, the introduction begins, bringing you up to date on events in
the Wing Commander universe. When this is over, the Terran Confederation Navy Personnel
Database computer appears on the screen. Follow the prompts, choosing “(T)ransfer an existing personnel file” or “(C)reate a new personnel file.”
e
.
e
.
ORIGIN’s
2
Transferring Characters
If you choose to transfer a character from another Wing Commander game, you will be asked the
drive and pathname where that game exists. For example, if the original Wing Commander is installed
C:\WING directory, you would type
in the
C:\WING\GAMEDAT
when requested. Once the program has found your saved-game files from the other game, it will present you with a list of the characters you may transfer.
Once the list of transferrable characters appears, highlight the one you want (using the joystick,
mouse or arrow keys) and press button #1 or
e
to make your selection. You’ll be asked to type in
your first name. The other statistics—last name, callsign, total sorties, total kills—are read from the
old saved-game file.
Special Note to
the Wing Commander I
Wing Commander I
CD-ROM version, you must copy your saved game files to your hard drive’s
CD-ROM
Users:
Due to the length of the directory name used in
root directory. This is accomplished by typing the following:
COPY C:\ORIGIN\WINGCMDR\GAMEDAT\*.WLD C:\
This command copies your Wing Commander saved game files to your hard drive’s root directory. If
you are using a drive other than C, substitute that drive letter for the “C”s in the above command.
Now, when the Wing Commander II Transfer Character option asks where your copy of Wing
C:\
Commander is installed, you should type
.
Creating a New Character
If you choose to create a new character, you will be asked for your first and last names and your character’s callsign. Each may be no more than 12 letters long. Be careful when entering these—once you
e
press
after typing a name, you can’t go back to edit it. To change a name, you must create
another new character.
After this information has been entered, move the pointer off the on-screen computer and press
button #1 to continue.
Resume Current Game
If you choose “Resume Current Game” on the main menu, you bypass the on-screen computer and
go directly to the barracks or ready room (see Non-Flying Interactive Scenes, Page 4, for details).
Note.
In Wing Commander IIyou never have to save your game. It is saved automatically as you play.
Once you’ve played the game for a while, choosing “Resume Current Game” places you back at the
barracks, just after the last animated sequence you saw (if you ended your previous play session after
watching one), or just before a combat mission (if you stopped playing during a mission).
However, a Wing Commander II campaign can unfold in a variety of ways, and it is often helpful
to save multiple game positions. You will probably want to save your game manually from time to
time. For information about saving games, see Computer Console, page 4.
THE INTERFACE BETWEEN MISSIONS
Between missions, you select game functions by using a joystick, a mouse or arrow keys to move a
pointer around the on-screen picture. As you move the pointer, it changes shape and color to indicate whether a game function is available in a particular location.
An arrow means that no game function is assigned to the area under the pointer.
A cross means a function is assigned to the area under the pointer. (The specific function assigned
to an area is indicated in text appearing at the bottom of the screen.) To select a function, press joystick button #1, the left mouse button or the
e
key.
Note: If you use the keyboard, pressing the shift key while you press an arrow key doubles the speed
of the pointer as it moves across the screen. To increase the pointer speed for an entire play session,
press +on the numeric keypad until the pointer moves at an acceptable speed. To slow the tracking
speed, press -on the keypad until the pointer slows to an appropriate speed.
If you ever make a mistake or change your mind, pressing – cancels most actions and returns
you to the previous menu.
3
Epee Cockpit
Current Speed
Lock
Left VDU
Shields and Armor
EjectRadar Screen
Blaster Indicator
Autopilot Light
Set Speed
Right VDU
Fuel
Non-Flying Interactive Scenes
At various points during the game, you are shown a room in which you can save your game and
perform other activities: either the barracks or a pilot ready room, depending on your position in the
plot. Each activity available in these rooms is keyed to a part of the scene. Moving the pointer onto a
section of the screen reveals its function (described by text at the bottom of the screen). Move the
pointer over an area and select its function as described above. The active areas are:
Hanger Door.
Select this door for your next flight mission briefing. If this door is closed, there are
still some animated scenes to see before the next mission; selecting the closed door means you may
miss part of the story. When the door is open, the story is complete (for now), and you should go
ahead and click on the open door to fly the mission.
Barracks Door.
Select this door to watch the cinematic scenes leading up to the next mission. These
scenes update the story, telling you when you have done well and when the Kilrathi have gained the
upper hand. If this door is closed, you have already seen all the scenes; selecting the closed door will
replay those scenes. When the door is open, there is more story to be seen, and you should click on
the open door to watch it. Press
–
to return immediately to the barracks or ready room. (
x
repeatedly to speed through the animated scenes. Press
x
and –are disabled when
speech is enabled.)
Airlock Door.
Select this door to exit Wing Commander II and return to DOS.
Computer Console
This lets you save a game, load a game or delete a character. It’s the only place you can manually
save your game. Saving games manually allows you to keep multiple characters or pick up the game
at a point of your own choosing.
Selecting the computer console displays a close-up of the computer, with a menu on the screen.
The menu allows you to (S)ave or (L)oad a game or (D)elete a previously saved game. Move the
pointer to the option you want, or hit S, Lor D. (To leave this screen at any time, press –or
select the on-screen computer’s
ON/OFF button.) Once you choose Save, Load or Delete, you are
presented with a numbered list of saved-game slots. All of these are empty (indicated by rows of dots)
when you begin play.
4
To save a game
ing any saved game that was in the slot previously. Go to the list of saved game slots, as explained
above. Move the pointer to an empty row of dots, or a game position you don’t mind losing, and
select that slot. (You can also select a slot from the keyboard by pressing the number corresponding
to the one you want.) When prompted, type any comments you have about this saved game—enter
anything you want, up to 32 characters long. Press
–
to return to the game.
To load a saved game.
you created that saved game. To load a game, go to the list of saved game slots and move the pointer
to the slot containing the saved game position you wish to resume. Press joystick button #1, the left
mouse button or
Press –to return to the game.
To delete a saved game.
delete a game, go to the list of saved game slots and move the pointer to the slot containing the saved
game position you wish to delete. Press joystick button #1, the left mouse button or
that saved game. Press
Note.
When you create a new character or load a saved game, your new choice replaces what was
your “current game” the last time you played. If you think you might want to return to your current
game position, save it before creating a new character or restoring an earlier saved game.
. Saving a game puts a copy of your current game into the slot you select, overwrit-
e
to return to the on-screen computer. Press
Loading a saved game restores the game to the exact state it was in when
e
to select that saved game. Press
Deleting a slot clears out the saved-game data that was in that slot. To
e
to return to the on-screen computer. Press –to return to the game.
e
to return to the on-screen computer.
e
to select
Mission Briefings
Immediately prior to every mission, you will be briefed about your objectives and available
resources on that mission. You may get information during organized briefings, when your character
discusses a mission with others prior to takeoff, or even when you’re already in space.
However you find out about the mission, you will usually learn about your objective, your navigation route and your wingman assignment (though some missions are flown solo).
Tactical Tip: Don’t bother writing down the details of your navigation route—this information is automatically loaded into your ship’s computer.
IN THE COCKPIT
During a Wing Commander II campaign, you will fly several types of ships. Though each cockpit
has a slightly different arrangement, they all have basically the same screens and provide basically the
same information. A picture of each cockpit is provided to allow easy identification of controls and
gauges.
Viewscreen
The viewscreen provides a clear view of space directly ahead of you. A green circle with crosshairs
shows where your ship’s guns are aimed. Brackets indicate the position of a ship you currently have
targeted. Hostile ships have red brackets, friendlies have blue brackets. When other vessels communicate with you, white brackets appear around them. When a target is locked (see Targeting System,
page 7), the brackets turn into a solid box.
Radar Display
The circular screen in every cockpit is a radar display. This display, divided into six sections, shows
how far you have to rotate to bring a target into your front viewscreen. Radar contacts are displayed
as dots. A dot in the outermost ring represents an enemy behind you; the center circle shows the
position of enemies ahead of you; and the four middle sections represent enemy positions alongside,
above or below you.
The color of each dot indicates what it is: red is for an enemy fighter, blue for a friendly fighter,
orange for an enemy capital ship, gray for a friendly capital ship, white for your carrier or home base
and yellow for a distress beacon (an ejected pilot or a data capsule or an enemy missile targeted on
VGA graphics mode, the shade of the dot indicates its range: the brighter the dot, the closer
you). In
it is.
5
Rapier Cockpit
Set Speed
Left VDU
Blaster Energy IndicatorFuel
Radar Screen
Shields and Armor
Current Speed
Right VDU
Tactical Tip: To head toward a target, select the dot on the radar display that represents that target.
Maneuver your ship until that dot is centered in the inner-most circle of the display. A dot centered in the
radar display represents a ship directly ahead of you in your viewscreen.
Left VDU (Video Display Unit)
On the left VDU is a profile of your fighter, showing its current status. This display has two
modes, for weapons and for other components.
Pressing Wor Gbrings up the weapons display. The text at the top of this display tells you what
guns and weapon systems are currently active; the graphics below show where the weapons are located and how many remain undamaged. Repeatedly pressing Wcycles through the available weapon
systems (missiles, torpedoes and/or chaff pods);
G
(for “guns”) cycles through the available combinations of blasters. A fighter’s blasters can include laser cannon, mass driver cannon, neutron guns and
particle cannon. For maximum firepower (and power consumption) the “Full Guns” option fires all
of a ship’s blasters at once.
For more about blasters and weapon systems, see Weapons, page 10.
Repeatedly pressing Dcycles you through screens displaying damage your ship has taken. Most
undamaged systems appear in green. Damaged systems are in red, with a description of the system.
Note.
The first ship you fly, the Ferret, is a primitive patrol fighter and has no left VDU. On this
fighter, the W, Gand Dkeys have no effect.
Right VDU
The right
VDU displays the Targeting screen, the Navigation screen and the Communica-tions
screen.
Targeting Screen.
Press the Tkey to display the Targeting screen. This screen gives the status of
the ship you are currently targeting and appears automatically when you fire your ship’s guns.
Navigation Screen.
Press the Nkey to display Navigation information and to see how far to the
next Nav point.
Communications Screen.
Press the Ckey to bring up the Communication screen, showing both
your communications options and, on computer systems with enough expanded memory, incoming
video from other ships when they communicate with you.
Note.
The Ferret’s one VDU, in the center, is considered the “right” VDU.
For more about the right VDU functions, see In-Flight Systems, beginning below.
6
Armor and Shields Indicator
Bars on this screen indicate the status of your ship’s armor and shields. These bars diminish as
armor and shields take damage. Shields gradually regenerate unless the shield generator is destroyed.
Once damage gets through a shield, armor begins taking damage. Armor doesn’t regenerate.
Fuel Indicator
This bar shows how much fuel you have. It becomes shorter as you use up fuel. Afterburners boost
speed dramatically, but expend fuel at a ferocious rate, so use them sparingly. If you run out of fuel,
you will coast on reserves, unable to use afterburners until you return to base.
Speed Indicator
There are two speed gauges. “Set Speed” shows the speed your fighter tries to maintain on its own
(like a car’s cruise control). “
To increase your speed, press +. To decrease it, press -.
For a sudden burst of speed, press tor double click joystick button #2/right mouse button to
momentarily ignite your afterburners. The longer you press, the longer they remain lit.
Tactical Tip: The safest speed for negotiating asteroid fields is 250 kps.
KPS” shows your ship’s current speed, in kilometers/second.
Blaster Indicator
This gauge shows the power level of your ship’s gun capacitors. Frequent use of guns runs down
your power. When you run out of power, your guns stop firing until the capacitors have at least partially recharged. Guns recover power gradually. (Recovery is slowed if your shields are also regenerating.)
Eject Warning
This light flashes if your ship has sustained significant damage. When the eject warning star ts
flashing, you must decide how serious the situation is and whether to eject or not. If you decide to
eject, press
“Continue Story.” Selecting Replay Mission sends you back to a point just after you launched so you
can try the mission again. Selecting Continue Story sends you to a debriefing (during which you may
be chewed out by your superior officer for costing the Confederation a starfighter), but you will live
to fight another day.
Tactical Tip: In certain circumstances, such as when you and your carrier are deep behind enemy
lines, enemy activity makes it impossible to recover ejected pilots. In those cases, ejecting will prove fatal!
You will be warned during the mission briefing if it will be too dangerous to eject during the upcoming
mission.
ÇE
. When you eject, you are offered two options: “Replay Mission” and
IN-FLIGHT SYSTEMS
Targeting System
When the Targeting screen is up (accomplished by pressing T), it displays a profile of the ship
you have targeted, along with any damage the target may have sustained.
When the targeting feature is activated, an enemy ship in your view screen will be automatically
targeted. Brackets appear around the enemy ship. You can only target one ship at a time. Normally,
you lose the lock on a target you are no longer facing. If you want to keep a target locked even when
you are not facing it, press Lto lock onto a target when that target is on the screen. A locked target
is indicated by a solid box, rather than the open brackets.
You must have your current target locked to use the
Target Tracking System, page 12, or Torpedoes, page 11, for more information.)
7
I.T.T.S. or fire a torpedo. (See Improved
Sabre Cockpit
Current Speed
Left VDU
Shields and Armor
RadarEject
Blaster Indicator
Eject
Autopilot Light
Set Speed
Right VDU
Fuel
Tactical Tip: If you’ve just dispatched an enemy in the midst of a crowded dogfight, and you don’t want to
divert your attention from the viewscreen to look at the radar, just set your fighter into a spin or tight turn.
Out of the corner of your eye, you can see whenever the right VDU switches from its neutral status to the
Targeting screen. Even if the next target is just out of sight, (left, right, up or down from where you are currently looking), the Targeting screen will come up and you’ll know you are facing an enemy.
Navigation System
When you press Nto enter Navigation Mode, the Nav screen shows your currently selected Nav
N
point and the distance you must travel to reach that objective. Pressing
a second time brings up
the full-screen Navigation map, so that you can give it a good look. While you view the Nav map,
game time is suspended—you can study the mission in as much detail as you want, for as long as you
want.
Each mission you fly consists of several objectives at different Nav points. Using the keyboard,
joystick or mouse, you can move the pointer to any Nav point in your current mission. When you
point at something, it will be highlighted, and notes about it appear on the right side of the Nav
map. You can also scroll through the Nav points (and the information about them) by repeatedly
pressing
N
. Pressing
e
exits you from Navigation Mode and returns you to the cockpit screen.
The last Nav point you highlighted becomes your new destination. Also, when you reach a Nav
point, the navigation computer intelligently (and automatically) selects the next assigned Nav point
for you. You can either fly there manually or activate the autopilot and let it take you to your next
objective (see
Autopiloting System, below).
Tactical Tip: The Nav map is drawn in only two dimensions, so it is possible for your ship to appear to be
right on a Nav point while your ship’s systems indicate that you are thousands of kilometers away from your
objective. This simply means that you are “above” or “below” the Nav point.
Autopiloting System
When you activate Navigation Mode, a white cross appears on your radar display and in your
heads-up display. Both crosses represent the location of the current selected Nav point relative to
your starfighter. To reach your selected Nav point, maneuver your ship until these crosshairs are centered in their respective displays. (Centering one centers the other automatically.) Keep the crosshairs
centered and you will eventually reach your destination.
8
In practice, you will want to shorten the trip by activating the autopilot. If there are no hazards
(enemy ships, asteroids or mines) in the area, the autopilot light (marked “auto”) goes on. Press
A
elect autopilot. Your ship, wingman and any escorted ships form up and proceed to the Nav point
automatically as a group.
Autopilot automatically disengages a few thousand meters from your destination. It also disengages when you encounter enemy vessels or hazards (asteroids, etc.), allowing you to deal with them.
Communications System
Press Cto activate the Communication screen. This presents you with a numbered list of potential recipients for your message.
Select a receiver by pressing the corresponding number key, and a second numbered menu appears
listing the messages you can send to that person. To send the message, press the appropriate number
key.
The communications system checks your current situation and determines who you can communicate with and what messages you can send. If there is only one pilot who can receive your communication, no menu is presented and the message goes to the sole eligible recipient.
When other pilots send a message to you, a white box appears around their ship in your
viewscreen. Their messages appear at the top of the screen, unless you have a digitized sound board
supported by
Wing Commander II and have Speech installed. In that case, you will actually be able to
hear their radio messages directly.
C
To exit Communications, press
or q.
Tactical Tip: The most frequently used messages can be sent instantly , without entering Communications
a
mode, simply by pressing
and a single letter key simultaneously. These akey combinations are listed
below.
to
Wingman Orders.
Wingmen sometimes disobey, but you can give them the following orders:
• Break and Attack (aB). A command to leave formation and engage enemy fighters within
12,000 meters. Your wingman will not attack a capital ship until you do. (See “Attack My Target”
command, below.)
aF
• Keep Formation (
). Denies a wing-man’s request to break and attack on his own initiative.
This only applies to a wingman who is currently in formation.
aF
• Form on My Wing (also
). Tells your wingman to return to formation and follow your vessel.
This only applies to a wingman who has broken formation, either to attack or to return to base.
a
• Return to Base (no
key combination). A command instructing your wingman to immediately
head for home. If this order is obeyed, your wingman won’t be available to help you for the duration
of this mission.
aH
• Help Me Out Here (
). A command to your wingman to engage the enemy attacking you.
• Attack My Target (aA). A command telling your wingman to engage the enemy you have currently targeted. This is the only way your wingman will attack an enemy capital ship, but remember
that certain capital ships can only be attacked with torpedoes—if your wingman won’t be able to
harm a target, he’ll refuse this command.
a
• Keep Radio Silence (no
key combination). A command telling your wingman to send
no messages until you send a “Broadcast Freely” message.
a
• Broadcast Freely (no
key combination). Allows your wingman to talk to you. This negates
“Keep Radio Silence.”
aD
• Damage Report (
which appears in the right
T
or N, at which point the link is broken.
). If possible, your wingman broadcasts to you a damage display of his ship,
VDU. This display remains on and is constantly updated until you press
9
Broadsword Cockpit
Shields and Armor
Current Speed
Left VDU
Taunting the Enemy.
Blaster Indicator
RadarMissile Lock
When you have an enemy ship targeted, you can activate Communications to
Eject Warning
Autopilot Light
Set Speed
Right VDU
Fuel
bring up a menu of taunts. Select one of these and your insult is sent to the target. You can send a
aT
random taunt by pressing
.
Tactical Tip: Taunts sometimes attract enemy ships to you, drawing fire away from a ship you are protecting, or perhaps saving a wingman whose ship has been damaged.
Weapons
Depending upon which ship you’re flying, you may have blasters, chaff pods, missiles and/or torpedoes available to you. In larger ships, like the Broadsword and the Sabre, you can switch from the
front viewscreen to turrets positioned at the sides and rear of the ship. Each weapon type serves a different purpose and is used in a somewhat different manner than the others.
Blasters.
crosshairs on your viewscreen and press joystick button #1, the left mouse button or
Chaff Pods
These are the basic spacecraft weapons. To fire your blasters, line the target up in the green
z
.
. To use a chaff pod, press
W
until the pod is selected. Then press
e
or both fire buttons to drop the pod, as if it were a missile. The pod falls behind your ship, and all enemy missiles
targeted on your ship fly toward the chaff pod instead of toward you.
Tactical Tip: Be sure to drop the pod at the last possible instant and kick in your afterburners. Don’t wait
too long, or you’ll be in the missile’s blast radius anyway. Use chaff near the beginning of a large dogfight,
when there are several missiles targeted on you—it works on every enemy missile at once! When there’s just
one missile coming in, you’re usually better off dodging, or just taking the hit, than using up one of your
precious chaff pods.
Missiles
. There are four missile types—Dumb Fire, Heat-Seeking, Image Recognition and Friend or
W
Foe. Press
tons simultaneously or by pressing
until the missile you want is selected. Then fire by pressing both joystick or mouse but-
e
on the keyboard.
• With the Dumb Fire missile, you line up a target by eye, then fire.
10
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