HD restoration is difficult but not undoable!
look what I found Raven
:
RAIDER WARS
This Walkthrough is based on release 3.6.7 with installed Raider Wars 2.01 (October 2005). Raider Wars 2.01 still has several minor bugs which are fixed by the Raider Wars Patch 2.1 but it can be played without concern.
The difficulty of choice is “easy” making a mission restart necessary only for trying alternative solutions for ending the mission.
HINTS:
- It’s important to have a current release since there is yet no final release of TBP
- Due a lack of training missions you are directly confronted with real action which could prove as tricky sometimes…
- … since this campaign is extremely challenging. You should not hesitate to switch to the difficulty setting “Very Easy” if things go terribly wrong.
- Once you have become used to it the “Easy”-setting should prove as good since this campaign needs more tactics than piloting skills!
- Pay attention to the briefings und debriefings! Here you are given information needed for the following mission or the campaign progress (you might easily be confused by the plot if you skip the briefings right away).
- Additionally the atmosphere of campaign is delivered through the briefings. Human voice acting does its best here.
MIDNIGHT AT THE FIRING LINE
Since there are no training missions you will have to start into the action directly. But don’t hurry through the briefings and feel into the situation.
Once the mission starts you will find yourself at the jump gate of the target area. You don’t see too much of the attacked freighter (a tanker according to the briefing full of refugees) until the raiders use their missiles and draw a curtain of explosions around the craft. Now you should hurry.
Depending on the difficulty level you have to fly faster to reach the freighter and to engage the enemy since the raiders do more or less damage to the freighter. Too much time should not pass until the first shoot outs between your squadrons and the inferior raiders should start since the freighter won’t survive a second or third attack run.
If you already have configured your controls you definitely have and advantage. Go to full speed and use the ships afterburner to reach freighter and raiders as soon as you can.
In this campaign it’s always very important to co-ordinate your wingmen’s actions since you won’t achieve much alone. Order them to “Guard” the freighter or to “Engage Enemy” when approaching. There are no differences which order you choose since both have same effect: your wingmen engage the raiders!
Giving these orders as fast as possible allows your wingmen to get in weapon’s range faster since they know now what to do.
When arriving at the freighter you encounter only a small wing of raider fighters which is definitely inferior to your StarFuries. Do not fire at the raiders without aiming properly! You might hit the freighter and hammer another nail into the ships metaphorical coffin.
The raiders will soon loose the majority of their squadron and try to retreat to the jump gate where they would vanish forever if they are not stopped. But against you and your squadrons they don’t have any chance to escape. Ensure that they get destroyed and the freighter will be save from then on so that you may concentrate on other mission objectives.
Now you have to search for the enemy’s base. Order all wingmen to form up and proceed into the nearby asteroid field.
If you are lucky you can spot the station between the rocks directly. If you can not – in earlier releases the dark ambient light in the mission area has been a difficulty – fly directly into the asteroid field. When a certain distance between you and the station is reached it will be marked as target and you can move in for the kill without any problems.
The station’s turrets are a challenge your wingmen might not the ready for (they often get shot down like flies) so let them engage all fighters launching from the station (if you mark them as targets and give the direct order to destroy them or order you wingmen to engage the enemy and say them that they should ignore the station is irrelevant).
While your wingmen cover your back and take on the raider fighters you can destroy the stations turrets.
In earlier releases the turrets are not marked as subsystems (
) what makes these untextured, mis-placed looking constructions hard to find and you only were able to spot them after they fired!
The order you destroy the turrets has no effect although you should take on the two “boxes” on the top and the bottom of the station first since they have the greatest firepower. Against all six turrets staying in motion is a good advice since they are extremely well armed and are good when it comes to hitting you. The ability to evade in any direction (“Thrust”) is useful here: Allowing you to keep the turrets in sight and to evade their shoots. External camera perspectives are making things more difficult here because the camera is not staying focused on the ship every time.
If the enemy fighters are bothering you too much you can skip the assault on the station and engage the fighters – The Station is not going anywhere ;D
Once all fighters are destroyed you can order your wingmen to disarm the station. This helps you since you are no longer the only target of the turrets.
After the station’s turrets are destroyed and the raider fighters are destroyed (Bonus Goal!) the mission is over. The “EA Hood” will jump in and you’ll be granted the permission to leave the mission via a “jump point” after you got close enough to the Hood.
Once you received you have received the official permission you can end the mission by pressing Alt + J (default).