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Destroy Lucifer in Freespace?

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Marc M.

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Mar 28, 1999, 3:00:00 AM3/28/99
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Well, I finally made it into the jump space. I've got 4 wings and me. I
ordered each wing to destroy one turret each, and I'm going after turret 1.
No matter what I do, nothing works. HOW DO YOU DESTROY THE LUCIFER? Thanks.


Marc M.

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Mar 28, 1999, 3:00:00 AM3/28/99
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I meant to say Reactors, not Turrets

Marc M. <mhmu...@earthlink.net> wrote in message
news:7dlclh$h82$1...@ash.prod.itd.earthlink.net...

Marc M.

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Mar 28, 1999, 3:00:00 AM3/28/99
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Nevermind. I figured it out.

/R/ Urungus

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Mar 28, 1999, 3:00:00 AM3/28/99
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You have to destroy the Reactors, not the Turrets.

--
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Tony P (PotzUK)

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Mar 28, 1999, 3:00:00 AM3/28/99
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Ive found that if you just leave the bombers to their own accord, and you
concentrate on the fighters, that gives them a little more room and time to
shoot at the reactors...

Tony P
AKA PotzUK
http://descent.gagames.com

Marc M. wrote in message <7dlclh$h82$1...@ash.prod.itd.earthlink.net>...

Dietfrid Mali

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Mar 31, 1999, 3:00:00 AM3/31/99
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Hi,

I had the same problem, and here is what Heiko Herrmann from Descent2.com,
Descent3.com and
Descent-Freespace.com told me about it:

In the mission preceding the one where you have to destroy the Lucifer in
sub space, do *not* hurry too much to reach the jump node - instead give
lots of the bombers in that mission time to reach it together with you. The
more bombing squads have reached the jump node before you enter it, the more
will be available to destroy the Lucifer. When in sub space (next mission),
leave the bombers alone - do *not* give them any commands what to do: They
will all concentrate on destroying the Lucifer's reactors. You yourself do
*not* attack the Lucifer; instead fight off enemy interceptors and command
any other fighter squads to do the same. Heiko told me had about 5 or 6
bomber squads and the destroyed the Lucifer in a breeze.
Let me emphasize again that the key to destroying the Lucifer is to have to
bombers do the work without interfering in any way with them.

I hope this works for you.

-----------------------------------------------------------
Dietfrid Mali
Litzenhardtstr. 112
D-76135 Karlsruhe mailto:Dietfr...@INKA.de
Germany Internet: http://sites.inka.de/~diedel
-----------------------------------------------------------

Marc M. <mhmu...@earthlink.net> schrieb in im Newsbeitrag:
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George W. Bayles

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Mar 31, 1999, 3:00:00 AM3/31/99
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Dietfrid Mali wrote:
>
> Hi,
>
> I had the same problem, and here is what Heiko Herrmann from Descent2.com,
> Descent3.com and
> Descent-Freespace.com told me about it:
>
> In the mission preceding the one where you have to destroy the Lucifer in
> sub space, do *not* hurry too much to reach the jump node - instead give
> lots of the bombers in that mission time to reach it together with you.

Hmm... I have never seen more than 4 Ursa bombers in that mission.
Where are they hiding while you move toward the jump node?

> ... The more bombing squads have reached the jump node before you
> enter it, the more will be available to destroy the Lucifer. ...

Is it possible they changed the mission script between the time
Heikko saw it and when they released the game? I've seen other
advice from people who should know the game that didn't correspond
what was actually happening in other missions. I'm fairly sure they
changed some things after the official strategy guide went to
print.

> ... When in sub space (next mission),


> leave the bombers alone - do *not* give them any commands what to do: They
> will all concentrate on destroying the Lucifer's reactors. You yourself do
> *not* attack the Lucifer; instead fight off enemy interceptors and command

> any other fighter squads to do the same. ...

You don't actually need to give any orders - just let every ship
follow their default orders. The 4 Ursas will take out reactors 1 to
4. At that point, you might need to have everyone attack the
remaining reactor.

> Let me emphasize again that the key to destroying the Lucifer is to have to
> bombers do the work without interfering in any way with them.
>

Right. I struggled with this mission more than any other in the game
before discovering this. Then I heard of people who got through this
mission by doing absolutely nothing except watching the show.

Dietfrid Mali

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Mar 31, 1999, 3:00:00 AM3/31/99
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Hi,

I have just heard this from Heiko Hermann and not tried it myself because
there is no way to "unroll" a Freespace campaign and return to an earlier
mission (or am I wrong?).

George W. Bayles <geo...@cajunbro.com> schrieb in im Newsbeitrag:
37027572...@cajunbro.com...

George W. Bayles

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Apr 1, 1999, 3:00:00 AM4/1/99
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Dietfrid Mali wrote:
>
> Hi,
>
> I have just heard this from Heiko Hermann and not tried it myself
> because there is no way to "unroll" a Freespace campaign and return
> to an earlier mission (or am I wrong?).
>
You can go to the tech room simulator and select any campaign
mission the current pilot has completed.

Ian Barkley-Yeung

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Apr 2, 1999, 3:00:00 AM4/2/99
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In article <3703AFBA...@cajunbro.com>,

Yes, but you can only re-play the one mission at a time. Since "Good Luck"
is a red alert mission, you can't go back and select new ships, weapons
(dual Banshees? Ugh!) or missiles -- you have to accept the defaults. Also,
you start with all of the friendly ships alive and in perfect health --
trying to deal with the damage you took on this mission before this is half
the challenge, especially on Hard.

So the answer is -- back up your pilots! I learned this the hard way --
after stuggling for weeks to complete the original campaign on Hard, I
finally made to the last mission. I'm flying it for the nth time, I get
blown up -- and just as my ship is exploding, the last reactor goes. AND THE
STUPID GAME plays the ending animation and says the campaign is finished!
Hey, well, guess what -- I kinda wanted a more satifying ending than that,
to prove I can take the Lucifer without dying, but the game won't let me try
again! Fortunately, I had some general month old backups which let me
restart things halfway through the campaign, but it was still frustrating to
have to repeat all those missions again just to get another run at the
Lucifer. So now I backup regularly.

-Ian
--
Ian Barkley-Yeung


Ian Barkley-Yeung

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Apr 2, 1999, 3:00:00 AM4/2/99
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In article <37027572...@cajunbro.com>,

George W. Bayles <geo...@cajunbro.com> wrote:
>
>Right. I struggled with this mission more than any other in the game
>before discovering this. Then I heard of people who got through this
>mission by doing absolutely nothing except watching the show.

This works great in Easy mode, not so well in Hard. This mission has one of
the biggest jumps in difficult between Easy and Hard.

My suggestions for Hard mode:

1) The previous mission (the one where you're racing to the jump node) is
important! You need to make sure that most of your wingmen (especially the
Ursas) are alive and in good shape at the end of the mission, since damage
and death carry over. Also, of course, the selection of ships in that
mission affects what you have the final mission.
The trick to that mission is mostly to ignore the guy yelling "Hurry,
hurry". In Easy mode, you can just switch your engines to full-blast, hit
your afterburners, and outrace all the stuff trying to stop you. Doesn't
work in Hard mode, except maybe if you have a Valkyrie. Instead, tell all
your wingmen to cover you, and just fight anything that comes for you UNTIL
you are near the jumpnode. At that point, when the big Hammer of Light ship
and all its fighters come out, you're probably best off running like hell --
switch all energy to engines, hit the dump-weapon-energy-to-shields button,
and dive for the jump node. Unfortunately, you can't really tell your
wingmen to do this; they'll insist on fighting all the enemy ships and get
pretty chewed up in the 30 seconds or so between the time the big ship (the
Prophecy?) comes out and the time the mission ends. The best thing I've
found to do is to wait until I know the final big Hammer of Light attack
force is about to make its appearance, and then tell all fighters to go back
and guard the Bastion (F12 targets the Bastion under Windows). They'll all
turn around and not get into useless fights. You can also tell fighters that
you don't want to risk in combats (such as Delta wing) to guard the Bastion
earlier; they'll stay back and out of the way and thus be in better shape
for the next mission.

2) Disrupter missles. The last mission is about the only place where
disruptor missiles are really useful. If you look at the events screen after
a run of this mission (F4 under Windows), you'll see that the Lucifer killed
a lot of ships -- it sometimes gets more kills than all its fighters put
together! So one of the best ways to guard the Ursas is to disrupt the
Lucifer and give them breathing room from its cluster missiles and plasma
bolts. However, disruptors don't always work, and you can't always get a
free space to fire them yourself, so be sure that you equip both yourself
and your wingmen with them.

3) More Harbringers! As far as I can tell, on Hard mode, the damage fudging
is such that it takes 2 Harbringers to take out each reactor. Normally, an
Ursa is loaded with 2 Harbringers -- so Delta wing seems to have only enough
power to take out 4 reactors. Trying to take out a reactor with anything
less than a Harbringer is VERY difficult, and I have seen a LOT of mission
runs where the first four reactors are taken out fairly easily, but my
wingmen seem incapable of taking out #5. So -- add on more Ursas! If you're
a heavy-fighter kind of guy, like me, just take out an Ursa yourself, load
it with 4 Harbringers and go for reactor #5. Or outfit a wingman or two with
Ursas and order them to go after the reactors. (Remember, unlike Delta wing,
Alpha and Beta Ursas will NOT automatically go after the live reactors to the
exclusion of all other orders, nor will they automatically swtich to a new
reactor target when the old one is gone, so you'll have to be more careful
about their orders.) Remember to have them wait until Delta wing has caught
up with you before you send them off -- if they're way out in front, they'll
probably just die.


Well, those are my suggestions. Your mileage may vary, and all that.
-Ian
--
Ian Barkley-Yeung


George W. Bayles

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Apr 2, 1999, 3:00:00 AM4/2/99
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Ian Barkley-Yeung wrote:
>
> In article <37027572...@cajunbro.com>,
> George W. Bayles <geo...@cajunbro.com> wrote:
> >
> > ... I heard of people who got through this

> >mission by doing absolutely nothing except watching the show.
>
> This works great in Easy mode, not so well in Hard. This mission
> has one of the biggest jumps in difficult between Easy and Hard.
>

I think it is because turrets become so much more lethal.


> ... Doesn't work in Hard mode, except maybe if you have a Valkyrie.

I tried a Valkyrie (my favorite ship) in hard mode - problem was not
enough armor in hyperspace.

> ... when the big Hammer of Light ship


> and all its fighters come out, you're probably best off running like hell --
> switch all energy to engines, hit the dump-weapon-energy-to-shields button,
> and dive for the jump node. Unfortunately, you can't really tell your

> wingmen to do this; ...

You can (and should) tell them to ignore the Vasudan destroyer.

> ... wait until I know the final big Hammer of Light attack


> force is about to make its appearance, and then tell all fighters to

> go back and guard the Bastion ...

That's a neat trick - totally unrealistic but neat.

> ... Trying to take out a reactor with anything


> less than a Harbringer is VERY difficult, and I have seen a LOT of
> mission runs where the first four reactors are taken out fairly

> easily, but my wingmen seem incapable of taking out #5. ...

That hasn't been my problem. I carry at least one bank of Avengers
in my fighter and save it for reactor 5. Along with my wingmen, it
goes down easily enough. When I fail this mission its because I do
something stupid like flying straight at a turret trying to kill it,
or because for some unknown reason, one of the Ursa's failed to take
out its assigned reactor.

> ... So -- add on more Ursas! ...

That could work. I haven't tried it with more Ursas (I'm fast
light fighter type) but it makes sense.

George W. Bayles

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Apr 2, 1999, 3:00:00 AM4/2/99
to
Ian Barkley-Yeung wrote:
[snip]

> Yes, but you can only re-play the one mission at a time. Since "Good Luck"
> is a red alert mission, you can't go back and select new ships, weapons
> (dual Banshees? Ugh!) or missiles -- you have to accept the defaults. Also,
> you start with all of the friendly ships alive and in perfect health --
> trying to deal with the damage you took on this mission before this is half
> the challenge, especially on Hard.
>
Good point.

> So the answer is -- back up your pilots! I learned this the hard way --
> after stuggling for weeks to complete the original campaign on Hard, I
> finally made to the last mission. I'm flying it for the nth time, I get
> blown up -- and just as my ship is exploding, the last reactor goes. AND THE
> STUPID GAME plays the ending animation and says the campaign is finished!
>

Same kind of thing happened to me my first time through the game! I
thought it was really cool - I was so blown away by the final animation
it hardly bothered me that my ship had been destroyed too. Reality -
there have been great warriors and leaders who died in the battle that
was their greatest triumph.

Ian Barkley-Yeung

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Apr 2, 1999, 3:00:00 AM4/2/99
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In article <37050C3F...@cajunbro.com>,

George W. Bayles <geo...@cajunbro.com> wrote:
>Ian Barkley-Yeung wrote:
>> So the answer is -- back up your pilots! I learned this the hard way --
>> after stuggling for weeks to complete the original campaign on Hard, I
>> finally made to the last mission. I'm flying it for the nth time, I get
>> blown up -- and just as my ship is exploding, the last reactor goes. AND THE
>> STUPID GAME plays the ending animation and says the campaign is finished!
>>
>Same kind of thing happened to me my first time through the game! I
>thought it was really cool - I was so blown away by the final animation
>it hardly bothered me that my ship had been destroyed too. Reality -
>there have been great warriors and leaders who died in the battle that
>was their greatest triumph.

I agree it's kind of a cool ending, dying in the defense of your planet. I
still wish they'd let you go back through missios, though.

-Ian

--
Ian Barkley-Yeung


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