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Wing Commander  Game Notes
 Enyo System
 McAuliffe System
 Gateway System
 Gimle System
 Brimstone System
 Cheng-Du System
 Dakota System
 Port Hedland
 Kurasawa System
 Rostov System
 Hubble's Star
 Hell's Kitchen
 Venice System

Wing Commander : Secret Missions  Game Notes
 Goddard System
 Border Zone
 Midgard System
 Jotunheim
 BiFrost
 Valgard System
 Vigrid System

Wing Commander : Secret Missions 2  Game Notes
 Firekka System
 Corsair System I
 Near Firekka
 Corsair System II
 Charon System

Wing Commander II  Game Notes
 Gwynedd System
 Niven System
 Ghorah Khar
 Novaya Kiev
 Heaven's Gate
 Tesla System
 Enigma System
 K'tithrak Mang
 Ghorah Khar (Alt)
 Novaya Kiev (Alt)
 Tesla (Alt)
 Gwynedd (Alt)

Wing Commander II : Special Operations  Game Notes
 Pembroke
 Rigel
 Ghorah Khar 1
 Ghorah Khar 2

Wing Commander II : Special Operations II  Game Notes
 Canewdon 1
 Canewdon 2
 Canewdon 3
 Ayers Rock

Wing Commander III  Game Notes
 Orsini System
 Tamayo System
 Locanda System
 Blackmane
 Ariel System
 Caliban System
 Torgo System
 Loki System
 Alcor System
 Freya System
 Hyperion System
 Kilrah System
 Delius System
 Proxima System
 Sol System







Wing Commander III
TORGO SYSTEM

Torgo 1

Conversations:

Character Location Choices Effects
Tolwyn Flight Deck We're all equal here
Score points with the Admiral
Increase ship morale
Decrease ship morale
Flint Gunnery Control She can see Tolwyn's a jerk
It's none of her business
Increase Flint's morale
Decrease Flint's morale

Objectives Scramble : Protect the Behemoth
Ship Choices Arrow
Wingmen Choices (if alive/obtained) No choice
Other Friendly Ships 2 Confed Pilots at Nav 2
2 Confed Pilots at Nav 3
Behemoth at Nav 4
NAV 1
2 Strakha
2 Paktahn
NAV 2
Wave 1
2 Vaktoth
2 Paktahn
Wave 2
2 Vaktoth
2 Paktahn
Wave 3
2 Vaktoth
2 Paktahn
Wave 4
2 Vaktoth
2 Paktahn
Wave 5
2 Vaktoth
2 Paktahn
NAV 3
2 Strakha
2 Paktahn

Notes

  • Since you are stuck in an Arrow, you need to make the most of your limited weaponry. This means only using your missiles when absolutely necessary.
  • Nav 1 is the only Nav point where you are outnumbered, but since the Strakhas shouldn't be much of a problem, it's nothing to worry about.
  • Nav 2 consists of five waves and as if Vaktoth's weren't enough to contend with you have to face Paktahns too. Fortunately it is four against four so you shouldn't have to worry about an enemy getting on your tail.
Outcome

Torgo 2

Conversations:

Character Location Choices Effects
Rachel Flight deck None None
Rollins Elevator None None
Tolwyn Bridge None None

Objectives Drop at least two mines at each of the four Nav points
Ship Choices Thunderbolt, Longbow
Wingmen Choices (if alive/obtained) Hobbes, Vaquero, Vagabond, Maniac, Cobra, Flash, Flint
Other Friendly Ships None
NAV 1
2 Vaktoth
2 Paktahn
NAV 2
2 Vaktoth
2 Paktahn
NAV 3
2 Vaktoth
2 Paktahn
NAV 4
2 Vaktoth
2 Paktahn

Notes

  • Although the Thunderbolt is a ship option, it can't carry enough mines to complete the mission so you must take the Longbow to succeed.
  • This mission is very similar to the previous mission with the waves of Vaktoth and Paktahn, except this time you are in a Longbow. Because the Longbow is such a slug, take out the Vaktoths first since their speed advantage makes them more of a threat.
  • As you clear each Nav point your autopilot light will come on, however don't forget to drop two mines before hitting autopilot. Your computer will report "Proceed to next waypoint" when two mines have been dropped.
Outcome

Success / Failure go to Torgo 3.

Torgo 3

Conversations:

Character Location Choices Effects

Objectives Disable three fuel transports
Ship Choices Arrow, Hellcat
Wingmen Choices (if alive/obtained) Hobbes, Vaquero, Vagabond, Maniac, Cobra, Flash, Flint
Other Friendly Ships None
NAV 1
Wave 1
3 Transports
2 K'ha'haf
Wave 2
2 K'ha'haf
Wave 3
2 K'ha'haf
Wave 4
2 K'ha'haf

Notes

  • You need to disable the three transports in this mission. This is done by damaging them until your computer reports "transport disabled". Be very careful not to get carried away and blow one up.
  • Fighters disguised as asteroids. Nice. They are quite speedy too for flying rocks. Providing you can get behind them and drop them, they won't pose a problem.
  • Your wingman tends to go flying straight for the transports as soon as you order Break and Attack, so you'd be better off issuing an Attack my Target order if you want help with the fighters.
Outcome

Success / Failure go to Loki 1.

Comments:

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