Difference between revisions of "Apocalypse"
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Note that this is a Red Alert scenario, so your loadout for the previous mission, Clash of the Titans II, will carry over. A loadout that you can try is a [[GTF Perseus]] armed with the [[GTW UD-8 Kayser]] and [[GTM Trebuchet]]. The Perseus' speed and agility will allow you to take out bombers quickly and get you to the Vega node as quickly as possible. | Note that this is a Red Alert scenario, so your loadout for the previous mission, Clash of the Titans II, will carry over. A loadout that you can try is a [[GTF Perseus]] armed with the [[GTW UD-8 Kayser]] and [[GTM Trebuchet]]. The Perseus' speed and agility will allow you to take out bombers quickly and get you to the Vega node as quickly as possible. | ||
− | By default (see the Supernova note below), the Capella sun goes supernova at about 11 minutes and 50 seconds, so just like Into the Lions' Den, you have to keep track of the mission timer if you want to escape the supernova. | + | By default (see the Supernova note below), the Capella sun goes supernova at about 11 minutes and 50 seconds, so just like Into the Lions' Den, you have to keep track of the mission timer if you want to escape the supernova. [[Interplay]]'s recommendation is to drop everything and make your way to the Vega node at 11 minutes. If you stray for more than ten seconds, you may not be able to make it. |
==Notable ships present== | ==Notable ships present== |
Revision as of 07:48, 16 August 2008
Previous Mission
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Campaign Walkthrough | Apocalypse |
ACT 3, MISSION 10
Fighter squadron: 70th Blue Lions
Description: The 70th Blue Lions are now assigned to defend the last transports fleeing Capella.
Background
With the collapse of the Epsilon Pegasi-Capella jump node, the 70th Blue Lions are now assigned to defend the last three convoys of transports fleeing Capella through the Vega jump node.
Walkthrough
There are two ways to beat this mission:
- Jump out right away. The sole mission goal becomes true when Alpha 1 departs. You will get no mission debrief ("no debriefing available for mission sm3-10"), although the campaign will be officially over (you can't go into the ready room and continue the campaign);
- Be a man and fight.
In this mission, you have to protect as many ships as possible. If you want to be dumb, you can sit inside the node until Command says there is a supernova. If you want to play it the way the mission was designed, you will be facing multiple wings of Shivan fighters and bombers, along with the SC Thanatos, a Rakshasa-class cruiser, and the Cain-class cruisers Bane and Melchom. On the Alliance's end, you have half of Gamma wing, the surviving members of Alpha and Beta wings, and a full Vasudan wing under your command. Furthermore, the surviving Aeolus cruisers from the previous mission will be present, and each convoy will arrive on the scene with their own complement of escort cruisers. To add to this, the Lemnos, a Deimos-class corvette, guards the Vega node and actively engages the Thanatos.
Note that this is a Red Alert scenario, so your loadout for the previous mission, Clash of the Titans II, will carry over. A loadout that you can try is a GTF Perseus armed with the GTW UD-8 Kayser and GTM Trebuchet. The Perseus' speed and agility will allow you to take out bombers quickly and get you to the Vega node as quickly as possible.
By default (see the Supernova note below), the Capella sun goes supernova at about 11 minutes and 50 seconds, so just like Into the Lions' Den, you have to keep track of the mission timer if you want to escape the supernova. Interplay's recommendation is to drop everything and make your way to the Vega node at 11 minutes. If you stray for more than ten seconds, you may not be able to make it.
Notable ships present
Notes
Containers
There are some unscanned containers in the second wave. Just hit the "U" button when the second convoy arrives. There's hidden stuff like "Dravis' Diary" you can scan on those cargoes.
Supernova
The Capella sun goes supernova in this mission. The supernova itself is shown towards the end of the mission and in the ending cutscene. However, it is possible to stop the supernova by disabling the Bane and the Melchom since it is triggered by the departure or destruction of either one of the cruisers.