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Wing Commander cheats / Wing Commander hints / Wing Commander faqs / Wing Commander solutions Wing Commander hints SECTION 1. -- Flying the various confederation fighters a). HORNET The HORNET is very maneuverable and very fast. However the armaments, shields, and armor are inferior. When flying the HORNET you must be constantly be vigilant that no enemy fighters have you in their sights, as a very few hits penetrates the shields and causes damage. Consequently you must use your superior maneuverability to sneak up on the sides or back of enemy fighters. Under NO circumstances can you engage in a face to face slugging match with an enemy ship, even an enemy SALTHI. You may occasionally win a face to face contest in that you blow up the enemy ship, but the damage that you usually suffer makes you a sitting duck for future encounters. b). SCIMITAR The SCIMITAR is excellent at nothing, and average at everything. It has more firepower and protection than the HORNET, but it maneuvers like a garbage truck. Some of your most difficult (if not the most difficult) missions will be flown in this fighter. This is because you will encounter all types of enemy fighters in a craft that is inferior to what the furries are flying. The key to flying SCIMITARs is the careful use of your afterburners. The afterburners will help compensate for the slow speed and maneuverability of this fighter. Use the afterburners to speed by your target and then turn and fire on your enemy. The mass driver is a reasonable weapon and eight to ten quick hits on an enemy is usually enough to destroy him. The SCIMITAR strategy is to hit the enemy eight to ten times in the rear or side, then hit the after- burner briefly, turn and attack again. When flying this ship you need to remember that you are as slow as a pig and flying a straight course (without using the afterburners) for any length of time pretty much guarantees that the bad kitties have locked on to you. This slow speed is also a detriment near enemy capital ships in that you cannot get too close to them and expect to make a hairpin turn without running into their shields. c). RAPTOR The RAPTOR has the best armor and armaments of any confederation fighter. In this ship you will at first feel invulnerable, especially after flying the SCIMITAR. Don't believe it. The ship is slightly less maneuverable than the SCIMITAR but is superior weapons, armor, and forward speed more than make up for it. Just a few hits from the combined mass driver and neutron guns will disable or kill most enemy ships. This is the one ship that you may get away with a face to face shootout with your opponent. This tactic works well with enemy ships that have damaged shields, weak shields to start with (e.g. SALTHI or DRALTHI), or ships that only have a laser cannon as their main weapon. Never, even in a RAPTOR, take on an enemy ship face to face that has a neutron gun! You have to be a little careful with you aim in this fighter because using the neutron gun and the mass driver gun together, which is usually the most effective combination, will quickly drain the power from the gun. You get about four shots in quick succession before you need to recharge. Therefore take careful aim before you fire. You have the shielding and armor to take one or two extra hits in order to ensure a hit. Also be aware of the limited range of the neutron gun. If you are in a long range battle, or are shooting at something weak but very fast and maneuverable (e.g. SALTHI) you may want to switch to mass driver only. This will give you more shots before you have to recharge. If you do this be sure to reset you guns to "full guns" afterwards. I have been blown up several times because I went into the next battle with only mass drivers because I forgot to reset my guns! As with the SCIMITAR, using the afterburners carefully will help make up for the relatively slow speed of the ship. d). RAPIER The RAPIER is by far the best confederation fighter. Indeed, a good pilot can become nearly invincible when flying this machine. The RAPIER has almost as much armor and armaments as the RAPTOR, and is as maneuverable as a HORNET. You need to be careful when first flying this ship because you have just come off the very slow RAPTOR. This causes you to occasionally run into enemy ships when you hit the afterburners while chasing one (yes, this ship is so fast that the kitties can't get out of the way fast enough)! As with the RAPTOR you should usually use both the laser cannon and the neutron guns together, and it should not take many hits to down your enemy. You should almost never need to fire a missile at an enemy fighter because your strong guns, coupled with the maneuverability to get on the rear of the bad guys very swiftly, should allow you to get lots of gun hits on your targets without taking them on face to face. SECTION 2. -- Meow Fighters a). SALTHI The SALTHI is the fastest fighter on either side. Its tactics are very similar to the tactics you would use when flying a HORNET. Generally the SALTHI will come at you head on, fire off several shots, pivot, retreat, and turn for another pass at you. SALTHIs can be very deadly when you are inexperienced and flying the HORNET. On the positive side the SALTHI can withstand only a few hits, and has only one dumb fire missile. Five or six quick hits from a mass driver cannon can do in a SALTHI. It takes more laser fire to do the job. When flying the HORNET or SCIMITAR you should try to get behind or to the side of the SALTHI to fire on it. This can be quite difficult in the slow SCIMITAR, and I have gotten very frustrated trying to hit these gnats from that ship. When flying the RAPTOR or RAPIER you may be able to play chicken with them, as you will generally receive only shield damage in a face to face confrontation before you blow them away. b). DRALTHI The DRALTHI are the easiest ship to recognize because they look like the saucer section of the Enterprise. They are also the easiest Kilrathi ship to kill. When the DRALTHI attacks you it will always turn up or down after making a pass at your. This gives you an excellent opportunity to plant a few hits on it as it goes by. Three or four swift hits from a RAPTOR with full guns will destroy a DRALTHI. Even the HORNET can kill a DRALTHI without too much difficulty. The only thing to really watch out for with the DRALTHI is that it is equipped with mines. If you follow one too close or for too long he will "lay one on you". If you are following one and all of a sudden you are watching the funeral sequence, that is probably what happened to you. c). KRANT The KRANT seems to be the workhorse fighter of the cats. You will fight more KRANTs than any other ship. Although not very maneuverable KRANTs are pretty tough and can take a lot of punishment for a medium fighter. After making a pass at you KRANTs tend to do a loop-de-loop about 3000 meters in front of you to turn for another pass. This is a good time to get a few free shots off at them. Getting behind one and planting a few up the tailpipe is also excellent strategy. Being relatively slow it usually takes them a few seconds to react to you being behind them, and unlike DRALTHIs they have no mines. KRANTs in packs tend to fire large numbers of missiles in the early stages of a battle, so beware. d). GRATHA GRATHAs are big, slow, and deadly. Never take on a GRATHA face to face. GRATHAs also carry mines so be careful when following one. The biggest weakness of the GRATHA is the big long snout. The best way to attack a GRATHA is to come at it from the side and plant a lot of hits in the side of the long snout. The GRATHA is slow enough that you should be able to swoop in, take a few shots, and get away before he gets his guns to bear. You can also attack from the rear, but be careful of mines. I have never been hit by a GRATHA mine, or have survived if I have, as I have never seen the mine come floating out of this ship. This luck may also be due to the fact that you come upon GRATHAs usually when you are flying a RAPTOR or RAPIER which may have enough armor and shields to survive a mine blast. e). JALTHI JALTHIs are big, slow, and very deadly. JALTHIs have neutron guns, so even in the most heavily shielded and armored ship you can be blown to bits by these guys. I normally attack these ships from above or below. They present a good target when coming upon them from those directions. Also, as usual, attacking from the rear is good. However the JALTHI is very thin so you may need to adjust your pitch to get a good target. It takes a large number of hits, even from a neutron gun, to bring down a JALTHI, so you have to be patient and make several passes at your target. Remember, stay out of the way of his guns! SECTION 3 - General Ship to Ship Combat Tactics This section will be the one that will give you the most help in the game, as most of the game involves fighter to fighter combat. My tactics can be divided into two main areas. They are picking your target, and the dogfight itself. Picking your target is extremely important. In the early stages of the game you may be tempted to go after the first ship that you come upon. WRONG!!! You will die in a hurry that way. Going after the first ship in a formation usually guarantees you a head to head confrontation which means that even if you win your shields and armor are depleted with the battle just getting under way. During the initial contact sequence use your target computer (the "T" key) to locate and identify as many of the incoming enemies as possible. Repeatedly hit the key until you have seen them all or they get close enough to start shooting at you (usually at 5000 - 6000 meters). Use these criteria when picking a target: a). If you are just entering a battle pick the second or third ship in distance from you, or pick the last one if they are all bunched together. Last means the last ship in the initial formation. There may be other formations further away from you. Don't worry about them yet unless your mission orders have something to say about them. Also do not target a capital ship in the early stages of a battle unless, from prior experience with this particular battle, you know that the capital ship is likely to warp out if you don't get it right away. Going after capital ships when there are lots of fighters around is a recipe for suicide. b). If the dogfight is already underway and you have just destroyed an enemy ship and are looking for another one you have two initial things to check out. First if there is another enemy close by you may want to attack it right away, especially if it is firing on you. Second, if you are not in immediate danger find and check out your wingman. If he is battling a ship, target his enemy ship and attack it. This serves two purposes. First, most of the wingman are not that good of pilots, and after fighting a few enemies solo they get destroyed or heavily damaged. So by attacking your wingman's enemy you give your wingman a chance to recharge his shields and guns. Second, if your wingman is even moderately skilled he (or she) may have damaged the enemy fighter you are about to attack and will make your job easier; also you may be able to sneak up upon this enemy, who is concentrating on your wingman, and plant several shots on him before he knows what hit him! If your wingman is OK, or already dead, then look to target stragglers. It is always better to go after a ship that is out somewhere alone than ones in a group. Think like a lion stalking prey on the African savannah; the weak, sick, or lonely are the best tickets to a meal! c). The usual procedure is to target capital ships when the enemy fighters have been destroyed. There are a few exceptions to this rule. First, from prior experience with this particular mission, you may know that if you spend the time to attack the fighters the capital ship will get away. If you have tried going straight after the capital ship and have gotten fried for your trouble, try this. Target the capital ship, then call up your wingman and tell him to "attack my target", which will cause your wingman to go after the capital ship. Your job is to now keep the fighters that blew you away when you went after big ship, away from your wingman while he deals with the big ship. This worked for me sometimes, and sometimes not. You also have to be somewhat unselfish to let your wingman have the big kill. Second, you may notice after a while that enemy capital ships are escorted by several squadrons of fighters; and that the later squadrons do not appear until you have done in all of the fighters in the previous squadron. This provides you with a window of opportunity with regards to the capital ship, especially if you find it difficult to finish off several squadrons and the capital ship without getting dusted. What you need to do is eliminate all of the first squadron, EXCEPT for one ship. The remaining ship you may want to cripple somewhat, but don't destroy it. Now you can attack the capital ship with relative impunity because the fresh squadron won't arrive yet (sneaky huh?). This tactic doesn't always work, in that the new squadron may arrive sooner or later anyway, but it usually gives you several passes at the capital ship. When I did this I never found out why the second squadron arrived anyway. Maybe my wingman downed the last ship. I'm sure that there are many ways to approach the dogfight. I have two golden rules I follow while in the dogfight. First, lock on to a target (with the "L" key), and pursue it relentlessly until you destroy it. Second, I almost never attack an enemy fighter face to face (i.e. like in Dodge City). Rule number one should be followed religiously. Your first few shots are spent draining your opponents shields. If you give that opponent time to recharge his shields, by shooting at another target, you have accomplished nothing except to drain your guns. You will be often tempted to shoot at other closer targets. Don't give in. Follow your mark, wherever he goes, and keep planting the shots on him. The only time that you should break off the attack is if your own shields are down. If your shields are down move away from the battle, using your afterburners, for a few seconds until they recharge; even though this means that your opponent gets an opportunity to recharge his shields too. When your shields are back up reacquire the target you left and resume the battle. You may have to do this several times to destroy some opponents; but remember, if you land enough shots on him, before you have to withdraw to recharge your shields, to penetrate his shields and cause real damage then eventually you are going to destroy him (as long as his damage to you is only to your shields). Patience is a virtue here. The other thing that may happen to you is that your guns discharge during a battle. When this happens you may not have to withdraw too far. You can either dance around with your opponent until your guns recharge, or you can fire a missile at him. Be aware that you can destroy your own missile by firing it and then shooting your guns at it, so don't get trigger happy. Not facing an opponent face to face is the secret to killing many enemies without taking significant damage yourself. If you faced one enemy each mission a face to face battle might be acceptable in that you could accept severe damage as long as you destroyed that one opponent. However you are under the constraint that you must not only survive each encounter, but also must not take damage the will cumulatively cripple you in subsequent encounters. The safest way to do this is to not to ever take a hit that you can avoid. Think about all those old animal documentaries. Remember how jackals and wolves always tried to attack the generic herd animal with antlers from the side or rear? That is how you want to play the game. I do it thusly: After choosing my target (again usually the second or third in the line) I tell my wingman, if necessary (you almost always have to tell Palidin or Bossman to attack), to break and attack. Then I get up to full speed (this is an absolute must!), hit the afterburners and aim ten to twenty degrees to the right of my intended target (I go to the right so I can turn left and attack (maybe because I'm left handed) but doing it the other way should work as well). Hitting the afterburners here helps ensure that you will go by your target so fast that he can't hit you as you go by. Just as I am going by the target I make a hard left turn, maybe touching the afterburners a bit again if I overshot by too much, come up on my target from the back and start pounding away. The reason why I have targeted a ship toward the back of the initial formation is that if I had done this to the lead ship I would have exposed my hind end to the fighters coming up behind him. I don't always choose the trailing ship in the initial formation either because that usually results in all of the lead ships that I passed attacking my wingman, who doesn't last long against all those ships. If you have a strong armament fighter against a weaker, but more agile opponent this tactic will still put you on your opponents rear where you may be able to destroy him with a few quick shots before the surprise wears off. Even after the initial encounter I use this tactic or a variation on it against every enemy I come up against. My goal is to never allow my enemies guns to be pointed at me. If they are pointed at me I get out of the way rather than duke it out. The only exceptions to this are when there is a significant shield mismatch and that I know that I can kill my opponent before he can shoot his way through my shields (e.g. RAPTOR against DRALTHI). Using this approach requires a lot of afterburner use. When you use the afterburner use it sparingly. You don't have to lay on the afterburner and keep you thumb on it. Just a couple quick touches is enough to do the job. The fuel gage in your ship is your afterburner fuel, not your normal fuel. Your ship has an unlimited range at normal speed. If your fuel is low it means that you have been a leadfoot on your afterburner. Running out of fuel means no more afterburner, which can be a real problem in a slow ship where you need your afterburner to compensate for slow speed. You may have noticed that up to now I haven't mentioned much about using missiles. I normally use missiles against fighters in only two situations. First, if I am right behind my opponent whose shields are down, and my guns are discharged I will sometimes fire a missile at him. The decision is based upon what kind of missile I have (i.e. what kind of lock I need etc.) and if I think that I will need them later. I also give consideration to how hard I had to work to drain his shields and how long it would take me to get his shields drained again if I wait for my guns to recharge. The second situation in which I use a missile against a fighter is if the fighter is attacking one of my capital ships. In this situation it is imperative to do whatever it takes to get the enemy ship to quit firing on the capital ship. When a Kilrathi is hit by a missile it spins around a couple of times, so even if the missile does not do a lot of damage it may buy your capital ship time to recharge its shields. I usually don't fire a missile at a fully shielded fighter. The missile can't penetrate the shields of most enemy fighters, and seems to only pack as much punch as four or five gun hits. The missile is better at finishing the job on an unshielded ship. One further note about firing missiles at enemy fighters attacking your capital ships. You must be extremely careful not to hit your own ship. The best approach is to fire the missile at the enemy fighter when you are between the fighter and your capital ship. That way if you miss the missile heads out into space rather than plowing into your capital ship. If you can't do that then make sure that you are right on the tail of the enemy fighter so that he can't get out of the way. Additionally the dumb fire missiles are the most dangerous to use in this situation because they have no automatic targeting ability. SECTION 4 - Attacking Enemy Capital Ships and Bases Compared to dogfighting attacking enemy capital ships and bases is relatively easy work. The general procedure for this activity is to clear out the enemy fighters and then go to work on the capital ship or base. Capital ships generally have one or more squadrons of fighter protection so it may take a while before you have a shot at the main target. Additionally you may be under a time constraint in that some capital ships will warp out if you don't get to them in time. Indeed, some of the secret missions have capital ships that you simply cannot get to in time even if you go straight for it and ignore the fighters. If you have the time kill all of the fighters first. Or, if necessary, you may use the tactic discussed earlier of killing all but one of a squadron so that you can get the capital ship or base before the other squadrons arrive. There is one bit of misinformation that is dispersed by you flying buddies in the bar and by Colonel Halycon concerning capital ships and bases. That is that you need missiles to destroy them. That is absolutely untrue. I destroyed the Sivar (the final ship in the secret missions) with strictly LASER fire. Missiles can definitely help, but are not required. In fact the best weapon for the job is the laser. This is because of the laser's range and because shooting only lasers generally does not discharge your guns so you can shoot continuously. Assuming that you have destroyed all enemy fighters you can close in on the base or capital ship and simply destroy it. Most of these ships and bases have some form of anti-fighter weapons so the closer to the target you are the more danger you are in of being hit. The reason I like the laser in this situation is that you can get within 4000 - 5000 meters of your target, drop your speed to zero (or just fast enough to maintain the distance to the target) and simply pound away. The enemy fire usually can't reach you out there so all you have to do is keep firing until its all over. If you are flying a ship without a laser you will have to get closer. When you get closer you will have to shoot for a while, then turn away, touch the afterburner, turn back and start firing again. If you are in close and moving slowly watch your shields to make sure that you aren't being hit. If you see your shields dropping, even the rear ones (I never figured out how a base could hit my rear shield when my nose was pointed at it but it happens), get out of there and come back for another pass. You can also use missiles in this situation, especially if you are under a time constraint and the ship or base is going to warp out on you. Remember that if you fire a missile at something don't shoot your guns at it until the missile impacts or else you will simply destroy your missile. When firing at ships and bases it is best to aim at the center of the object, or at the engines of ships. This is especially true if you are very close to the target (i.e. 2000 meters or less). Even though the target appears very large out the cockpit window it seems that it is still relatively small and that you have to hit it dead center. Watch your target monitor to ensure that the ship or base's shields are draining or that it is taking damage as you fire. Also watch for explosions out the cockpit window. SECTION 5 - Escorting Capital Ships and Protecting Tigers Claw Escorting ships and protecting the Tigers Claw are two of the most difficult tasks that you will be assigned. This is because you can't simply pick an enemy target and start firing. Your strategy and choice of target is dictated by what is threatening your ship. Additionally you will have the difficult task of maneuvering close to a large friendly ship. I have crashed and burned many many times by running into Tigers Claw while attempting to protect it. The basic strategy here is to attack anything that is attacking your capital ship. In this situation you may have to deviate from the golden rule about sticking with a target once you have picked it out. Many times you may land a few shots onto an enemy ship that was attacking your capital ship only to have your target speed off into space. If you follow that target to kill it you may find no capital ship or no Tiger's Claw upon your return because the furball's litter mates finished up the job while you were chasing the rabbit. Of course if you can finish up an enemy quickly then do so. If you have a sound board you will be able to hear a constant stream of shots being fired if an enemy is after your capital ship. If you are currently engaged with an enemy and you hear this sound you must immediately break of the attack, unless one or two more shots will finish him, and rush to the rescue. Upon approaching your capital ship search for the ship which appears to be doing the most damage and attack it. Be careful to check for enemy ships which are on the other side of your capital ship and are obscured by it. Also be very careful about running into your own ship. One deceiving aspect to the game is that the red target box will appear to delineate an enemy ship which is directly across your ship and is obscured by it. If you see the red target box but only a portion of Tigers Claw or your capital ship is visible in it, that means the enemy ship is on the other side. Do not point at the box and hit the afterburners! If you do its funeral time. Go around your ship to get to it. Try never to get closer than 1000 meters to your capital ship or the Claw. It seems that the capital ship's shields extend some distance from the actual surface of the ship and I have taken significant collision damage from contacting the shields. As I said before missiles are a good weapon to cause an enemy ship to break off an attack on a capital ship even if they do no permanent damage to the enemy ship. Again be very careful as to the direction that you are firing the missile, as to not hit your own ship. There is nothing more discouraging than to be after the last enemy after your ship only to do the ship in yourself with a missile! SECTION 6 - Asteroids and Mine Fields I hate asteroids and mines! In fact, I hate them so much that I will go to great lengths to avoid them. If there is an asteroid or mine field in my flight plan I will veer around it. This works very well when you are avoiding a field just after leaving Tiger's Claw that in midway along your journey. Simply keep the destination crosshair to the left or right of center and periodically use the navigation map to see if you have gone around the field yet. Once you are by it you can activate the automatic pilot and head for your destination. Remember that your fuel gage is afterburner fuel, not ion engine fuel. You can't run out of gas by doing this. Avoiding a field after a battle is tougher. This is because the navigation map is in two dimensions and when you leave Tiger's Claw you are flying in the exact two dimensional plane depicted by the map, so by veering left or right you correspond correctly in the third dimension to the map. After a battle when you have pitched and rolled you are no longer flying in the same plane as before, so when you veer what is now left or right you are adding some component of what was before up or down. What you will notice is that if you fly to the left or right of the navigation crosshair and then look at the map after a little while you may be seemingly deviating little, or even the opposite way from your intended direction. I don't know how to line up the fighter into the original plane, although sometimes I got lucky and could figure some of it out by trial and error. If this happens you may have to bite the bullet and simply plow through the field. If you must unavoidably fly through the field set your speed to 250 or less (as specified in the manual) and then use the F5 key. This key presents you with a three dimensional view from a mythical camera positioned a hundred meters or so behind your ship. From this view you can maneuver around most of the obstacles, although it takes a while to get the feel of the depth perception in that an asteroid or mine can go by your ship and seemingly impact with the camera, which is no problem. You will have to veer and turn a lot to escape the mines and asteroids. Always try to adjust your course back to the crosshairs of your destination as soon as you can. If you loose the crosshair completely you run the risk of turning yourself completely around and wandering aimlessly in the field until you eventually get hit. If you do loose the crosshairs hit the F1 key to return you to the cockpit so that you can realign yourself; then go back to the rear view until you clear the field. Should you encounter enemy fighters in a mine or asteroid field don't worry. It seems that either the scale of the scene changes or the mines and asteroids "get out of the way" for the battle. The only time I have been hit by a mine or asteroid during a battle was if I chased a ship away from the battle scene by holding down the afterburners. As long as I stayed in the "arena" area I could go up to full battle speed without getting hit. After the battle return to the slower speed to clear the field. One additional note. I have never had any success in shooting mines or asteroids. Initially I thought that I might plow through a field by blowing up everything in my path. Next thing I heard was TAPS. SECTION 7 - Miscellaneous Stuff This section contains extra hints and suggestions that I wasn't able to fit somewhere else. 1). Practice in the trainer. Early in your career it pays to try practice runs in the trainer. The trainer ship is a lot like a HORNET, weak but fast. You may also want to try some of the suggestions I made there. 2). Dodging Enemy Missile Fire. When you are in a dogfight with a lot of enemy fighters they tend to launch lots of missiles early in the battle. So many in fact that you have a hard time knowing what's going on. One thing that I have found to help in this situation when an enemy capital ship is also present is to head straight for the capital ship, using afterburners if necessary (be careful not to run into the ship), and then circle around the capital ship. I seem to lose most of the missiles, and some of them actually hit the capital ship. After doing this go back and help your wingman who wasn't smart enough and stayed out there in the heat. 3). Wingman communications. If my wingman gets really beat up I usually try to send him back to base. If he or she gets killed you fly alone for the rest of the missions that you were paired with that individual. When defending your capital ships the wingman tends to attack the wrong targets. You may want to target an enemy then punch up your wingman and tell him to "attack my target". Lastly, you may find yourself pretty beat up, but suddenly another squadron of bad guys appears between you and home. Your wingman will usually spring to the attack even though you may have already accomplished your mission and this attack will probably get him killed. The way out here is to tell your wingman to "form on my wing" and then hit the afterburners pointed at home and leave them on until you escape trouble, arrive home, or run out of fuel. 4). Enemy communications. I rarely taunt the enemy. I am usually too busy to take the time to do it. However if I am far away from my wingman, who is taking a beating, I will try it hoping to get one of the ships after my wingman to turn and come after me. I also try it occasionally when an enemy who I almost finished off is running away and I don't want to waste all my afterburner fuel going after him. 5). What do I use the Porcupine mine for on the RAPTOR? I have never had a confirmed kill by using the mine. By the time the bad guys are that close behind me for me to use it I am generally dead. I have tried to use it. It is pretty neat to use the F4 key to look behind you and release the mine. One thing you might try is passing close by the front of an enemy capital ship and releasing the mine in its path. Let me know how that turns out. 6). I can't tell what is right behind me from the radar screen. Yes, you are right that it is most difficult to tell how close the enemy is behind you. I can't tell from the radar screen exactly where they are either. Obvious clues are your rear shields taking a beating. I address this by not ever flying in a battle for too long in one direction without using my afterburners or turning around. 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