Difference between revisions of "One Future"

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(Created page with "{{BPArticle}} {{Mission|previous=Everything is Permitted|next=Her Finest Hour|campaign=Blue Planet: War in Heaven Campaign Walkthrough}} '''MISSION 20'''<br> '''ACT 3, MISSION …")
 
(Added destruction option, rewrote the rest of the article)
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==Background==
 
==Background==
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The countdown to Steele's invasion is 15 days, plus or minus 4; however, that may as well be one day. The Gaian Effort has been systematically fractured; SOC units have launched attacks on Kostadin Cell in reprisal for their "complicity" in the Bellwether incident. Between more moderate cells breaking ties and SOC's extermination campaign, Kostadin Cell and its leader, Reverend Ian MacDuff, have their backs against the wall.
  
Countdown is 15 days, plus or minus 4. However, that may as well be one day. The Gaian Effort has been systematically fractured, with SOC units launching attacks on Kostadin Cell since the framing of the Bellwether operation was successful and other Cells have decided to cut ties. The leader of Kostadin and the founder of the Effort, Reverend Iain MacDuff, has been cornered. In response, he and his closest followers have decided to launch a suicidal core habitat/asteroid strike against Earth with a subspace jump, which if successful, will lead to a planetary extinction event.
+
As such, MacDuff has activated his cell's end-stage contingency, a way to force humanity to become Cometary Man. He has set Kostadin Cell's primary asteroid habitat on a collision course with Earth; within hours, it will jump to a prearranged location in Earth orbit and smash into the planet, causing an extinction-level event.
  
 +
While a fleet action to stop this menace would be ideal, the asteroid's distance from any large gravity wells makes plotting safe subspace routes very difficult, and the Gefs have activated gravity generators to confound attempts to do so. As such, Laporte will take a [[UEC Custos-X|modified ''Custos''-class cruiser]], the UEC ''Vindicator'', to the asteroid to clear the way for the UET ''Andex'' to board the habitat and abort the jump sequence. If that way proves too difficult, flying into the asteroid may reveal an alternative way of stopping the jump, but no intelligence exists on the habitat's interior.
  
While a Fleet class action would be ideal, plotting safe subspace routes for the Fleet would take too long, but a modified Custos cruiser could make the jump in time and interrupt the collision once and for all. The only course of action is to intercept the asteroid before it makes its subspace jump to Earth, either by a marine team capture or complete colony destruction.  
+
Either way, when she arrives, she has 10 minutes to stop the jump from happening.
  
 +
==Controls==
 +
The controls for the ''Vindicator'' are much the same as the controls for the ''Katana'' in [[The Blade Itself#About the controls|The Blade Itself]]. There are a few differences, however.
  
This could sign the end of the radical affliction of the Gaian Effort on the Federation, or leave Earth in flames before Steele can lay his hands on it...
+
First, the missile launchers on ''Vindicator'' can fire either [[Warhammer]] torpedoes for anti-capital work or [[Dart]] missile for anti-fighter cover. Pressing Alt/Option-X will switch what kind of missile is loaded in the tubes.
  
==Walkthrough==
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Second, you can designate targets for the [[Point Defense Turret]]s, which works like designating targets for the missiles.
  
You will be on the helm of a Custos cruiser designated the Vindicator, and the default primaries are recommended. Your self-defense weapons will consist of four Point Defense Turrets, and two Missile Launcher systems (the Warhammer and Dart, alternated by ALT-X).
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Third, you have direct control over the spinal mount [[Arquebus|gauss cannon]] and the other weapon you mounted (either the [[UX Accelerator]] or the [[Gattler]]). Selecting and firing these weapons is exactly like firing the primary weapons on a fighter.
  
To control your defensive weapons, you have four options (controlled with the arrow keys):
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Finally, your special abilites are somewhat different:
 +
* The '''Shield Booster''' will provide a large boost to shields every second for a short period of time.
 +
* '''Damage Control''' works much like on the ''Katana'', except the charge time is ''30 seconds'' and the healing time is ''15 seconds''.
 +
* The '''CM Swarm''' will launch a barrage of countermeasures to distract enemy torpedoes and missiles. This lasts for ''10 seconds''.
 +
* The '''MHD Overdrive''' will maxmize your afterburner ("MHD") meter once per second for ''20 seconds''. After this, there will be a cooldown of ''5 seconds''.
  
1. Automatic will intercept incoming torpedoes, and attack the nearest threat.
+
==Walkthrough==
 
 
2. Track will attack the target you're currently locked on to (recommended if you're attacking one ship at a time).
 
 
 
3. Lock.
 
  
4. Offline (does not fire at all).
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After some dialogue, you will jump to the asteroid. There you will find the Reverend's destroyer, the [[Morena Macduff|''Morena MacDuff'']], 2 [[GEC Ancanma|''Ancanma''-class cruisers]], and several sentry guns on the approaches to the habitat.
  
You have other defensive perks, in the form of your shield boosters, afterburner overdrive, flare decoy packages (these replace your countermeasures), and a sealant that will repair a fraction of your hull.
+
There are two options for completing the mission successfully:
  
==Capture Option==
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# Clear the way for the ''Andex'' to board the habitat by destroying all of the Gef ships and turrets orbiting the asteroid, or
 +
# Enter and destroy the asteroid.
  
Upon commit, you will be introduced to the crew, and after making your initial jump to intercept, you will see the Reverend's flagship, the Morena MacDuff, and the colony you have to stop. The clock will count down from 10 minutes, so start moving towards your targets, and be ready to engage. If you have multiple missile lock warnings, wait for them to come close, and deploy your flare packages. When you're in range, start firing shots with your Arquebus. Then multiple Scimitar fighters will converge on you, let your Point Defense Turrets do the work and switch to Darts. When those fighters are destroyed, switch to your Warhammers, put them on Track, and concentrate on the MacDuff and the two Ancamma cruisers.
+
===Capture Option===
 +
The clock is ticking, so start moving towards your targets; an MHD boost right at the start should get you close enough to start sniping at the destroyer's weapons with your gauss cannon. Eventually, the destroyer will open up with her torpedoes; wait for them to close to about 2000m, then deploy countermeasures.
  
 +
After the destroyer's first salvo, a wing of [[Scimitar]] fighters (Aquarius), led by Ivan Gwilym, will converge on you. Let your Point Defense Turrets do the work and switch to Darts in the missile launcher. When the fighters are destroyed, switch back to your Warhammers and concentrate fire on the destroyer and the two cruisers. Try not to get to close to the cruisers; their turrets will eat you for breakfast.
  
The MacDuff will not take a lot of damage at first, but your tactical analyst finds a weak point in the armor. Find that weak point with your subsystem targeting, exploit that weakness, and watch the fireworks.
+
The destroyer is heavily armored, and will not take much damage; after you hit it enough, your tactical officer finds that the overworked [[GTD Orion|Orion]] reactor at the heart of the destroyer is lightly armored. Target the reactor casings with your subsystem targeting and start pounding away.
  
 +
At some point after you kill Aquarius wing, Sergei Gwylim will show up with a few escorts and a wing of Medusa bombers (Leo). Do what you did before; switch the missile launcher to Darts, get some distance, and launch countermeasures. Eventually, Sergei will die, sputtering and flaming as his ship blows up. Ah, fun times.
  
At any point in this time, Sergei Gwylim will show up with a few escorts and some Medusa bombers (marked as Leo Wing), do yourself a favor and blow them out of the sky.
+
The ideal conditions for deploying the ''Andex'' are when you have destroyed all of the Gef capships and fighters, with at least five minutes remaining on the clock; they take between four and five minutes to land and breach the colony. While they're approaching, take out the sentry guns surrounding the colony towers. At this point, safe your missile launchers and PDTs so you don't accidentally engage the ''Andex'' and destroy her.
  
 +
After the sentry guns are down, stand by and let your Marines dock and they will do the rest of the work. Close call or not, you can breathe a sigh of relief and warp out.
  
Your ideal conditions for deploying your Marine transport should be after you destroy the MacDuff and most of Leo wing, ''BUT you should have at least six or seven minutes on the clock remaining'', because they take between four and five minutes to land and breach the colony. While they're approaching, take out the sentry guns surrounding the colony towers with your Arquebus. (However, do not target your transport and leave your fire control on Track or Lock mode, because your weapons can actually hit the transport, despite having a friendly IFF.)
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===Destruction Option===
 +
Not long after you enter the asteroid system, a [[UENB Alexandria|nav buoy]] will be added to your escort list marking the entry point into the asteroid. Aim for it and pour on the speed; don't worry about engaging the capital ships. When you get inside, you find a subspace gate built right into the asteroid, the reactor for the subspace gate, and an [[UEA Oculus|''Oculus''-class AWACS]] playing lookout (and boy, do I wonder how they got their hands on one of those).
  
 +
Your target is the reactor. Use your missile and gauss cannons to destroy it while your PDTs handle the spacesuits that will get launched at you in a desperate move to stop you. Eventually you will get an exit point nav buoy added to your escort list; start moving toward that while you attac the reactor.
  
Then stand by and let your Marines dock, they will do the rest of the work, and abort the jump sequence. Close call or not, you can breathe a sigh of relief and warp out.
+
Once you kill the reactor -- which starts happening around 10% or less -- '''run'''. You need to get at least 5000 meters away from the asteroid before it detonates completely. Use your MHD Overdrive and put the hammer down on the afterburner key to clear the area. Once you do so, you can watch the fireworks. Be aware of the ''Morena Macduff'', however; she will stay behind to kill you while the cruisers jump out. You can take her out (see the capture option for how) or jump out, your call.

Revision as of 08:31, 11 February 2013

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The following information has not been confirmed by Volition
and is therefore not canon for the FreeSpace universe.


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MISSION 20
ACT 3, MISSION 04

Background

The countdown to Steele's invasion is 15 days, plus or minus 4; however, that may as well be one day. The Gaian Effort has been systematically fractured; SOC units have launched attacks on Kostadin Cell in reprisal for their "complicity" in the Bellwether incident. Between more moderate cells breaking ties and SOC's extermination campaign, Kostadin Cell and its leader, Reverend Ian MacDuff, have their backs against the wall.

As such, MacDuff has activated his cell's end-stage contingency, a way to force humanity to become Cometary Man. He has set Kostadin Cell's primary asteroid habitat on a collision course with Earth; within hours, it will jump to a prearranged location in Earth orbit and smash into the planet, causing an extinction-level event.

While a fleet action to stop this menace would be ideal, the asteroid's distance from any large gravity wells makes plotting safe subspace routes very difficult, and the Gefs have activated gravity generators to confound attempts to do so. As such, Laporte will take a modified Custos-class cruiser, the UEC Vindicator, to the asteroid to clear the way for the UET Andex to board the habitat and abort the jump sequence. If that way proves too difficult, flying into the asteroid may reveal an alternative way of stopping the jump, but no intelligence exists on the habitat's interior.

Either way, when she arrives, she has 10 minutes to stop the jump from happening.

Controls

The controls for the Vindicator are much the same as the controls for the Katana in The Blade Itself. There are a few differences, however.

First, the missile launchers on Vindicator can fire either Warhammer torpedoes for anti-capital work or Dart missile for anti-fighter cover. Pressing Alt/Option-X will switch what kind of missile is loaded in the tubes.

Second, you can designate targets for the Point Defense Turrets, which works like designating targets for the missiles.

Third, you have direct control over the spinal mount gauss cannon and the other weapon you mounted (either the UX Accelerator or the Gattler). Selecting and firing these weapons is exactly like firing the primary weapons on a fighter.

Finally, your special abilites are somewhat different:

  • The Shield Booster will provide a large boost to shields every second for a short period of time.
  • Damage Control works much like on the Katana, except the charge time is 30 seconds and the healing time is 15 seconds.
  • The CM Swarm will launch a barrage of countermeasures to distract enemy torpedoes and missiles. This lasts for 10 seconds.
  • The MHD Overdrive will maxmize your afterburner ("MHD") meter once per second for 20 seconds. After this, there will be a cooldown of 5 seconds.

Walkthrough

After some dialogue, you will jump to the asteroid. There you will find the Reverend's destroyer, the Morena MacDuff, 2 Ancanma-class cruisers, and several sentry guns on the approaches to the habitat.

There are two options for completing the mission successfully:

  1. Clear the way for the Andex to board the habitat by destroying all of the Gef ships and turrets orbiting the asteroid, or
  2. Enter and destroy the asteroid.

Capture Option

The clock is ticking, so start moving towards your targets; an MHD boost right at the start should get you close enough to start sniping at the destroyer's weapons with your gauss cannon. Eventually, the destroyer will open up with her torpedoes; wait for them to close to about 2000m, then deploy countermeasures.

After the destroyer's first salvo, a wing of Scimitar fighters (Aquarius), led by Ivan Gwilym, will converge on you. Let your Point Defense Turrets do the work and switch to Darts in the missile launcher. When the fighters are destroyed, switch back to your Warhammers and concentrate fire on the destroyer and the two cruisers. Try not to get to close to the cruisers; their turrets will eat you for breakfast.

The destroyer is heavily armored, and will not take much damage; after you hit it enough, your tactical officer finds that the overworked Orion reactor at the heart of the destroyer is lightly armored. Target the reactor casings with your subsystem targeting and start pounding away.

At some point after you kill Aquarius wing, Sergei Gwylim will show up with a few escorts and a wing of Medusa bombers (Leo). Do what you did before; switch the missile launcher to Darts, get some distance, and launch countermeasures. Eventually, Sergei will die, sputtering and flaming as his ship blows up. Ah, fun times.

The ideal conditions for deploying the Andex are when you have destroyed all of the Gef capships and fighters, with at least five minutes remaining on the clock; they take between four and five minutes to land and breach the colony. While they're approaching, take out the sentry guns surrounding the colony towers. At this point, safe your missile launchers and PDTs so you don't accidentally engage the Andex and destroy her.

After the sentry guns are down, stand by and let your Marines dock and they will do the rest of the work. Close call or not, you can breathe a sigh of relief and warp out.

Destruction Option

Not long after you enter the asteroid system, a nav buoy will be added to your escort list marking the entry point into the asteroid. Aim for it and pour on the speed; don't worry about engaging the capital ships. When you get inside, you find a subspace gate built right into the asteroid, the reactor for the subspace gate, and an Oculus-class AWACS playing lookout (and boy, do I wonder how they got their hands on one of those).

Your target is the reactor. Use your missile and gauss cannons to destroy it while your PDTs handle the spacesuits that will get launched at you in a desperate move to stop you. Eventually you will get an exit point nav buoy added to your escort list; start moving toward that while you attac the reactor.

Once you kill the reactor -- which starts happening around 10% or less -- run. You need to get at least 5000 meters away from the asteroid before it detonates completely. Use your MHD Overdrive and put the hammer down on the afterburner key to clear the area. Once you do so, you can watch the fireworks. Be aware of the Morena Macduff, however; she will stay behind to kill you while the cruisers jump out. You can take her out (see the capture option for how) or jump out, your call.