TIE Fighter

(LucasArts Entertainment Company)

I downloaded the components of this FAQ from The Adrenaline Vault - TIE Fighter.

Back to TIE Fighter page.

Serve the Emperor!

This FAQ consists of several parts, compiled from several documents. Please do not distribute this FAQ in whole, but rather devide the FAQ into the separate documents before destributing.





Last Update Aug 28 1995

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By Cam: mail to s933464@minyos.xx.rmit.edu.au

Available for FTP from Lord Soth's site soon.
Available on the World Wide Web NOW!!
http://minyos.xx.rmit.edu.au/~s933464/tie_cont.html

=========
CONTENTS:
=========
Legal crap

1. WEAPONS AND COMBAT EQUIPMENT:
   
   1.0 Offensive weaponry:
      1.00 Table of Warhead power.
      1.01 Laser Cannons.
      1.02 Ion Cannons.
      1.03 Concussion/Advanced Concussion Missiles.
      1.04 Proton/Advanced Proton Torpedoes.
      1.05 Heavy Rockets.
      1.06 Inertial Space Bombs.
   
   1.1 Other Combat Equipment:
      1.10 Shields.
      1.11 Hull Armour/Heatsinks.
      1.12 Tractor Beam.
      1.13 Cockpit Equipment:
	 1.130 Hull/Shield Strength Indicator.
	 1.131 Sights/Threat Lights.
	 1.132 Targeting Computer CMD.
	 1.133 Situational Awareness Hemispheres (View Circles).
	 1.134 Energy Management Systems.
	 1.135 Clock and Tricorder Camera.
      1.14 Auxiliary Display Screens:
	 1.140 Map.
	 1.141 Message Log.
	 1.142 Damage Assessment.
	 1.143 Wingman Commands.
	 1.144 Keyboard Reference.
	 1.145 InFlight Options.
	 1.146 Mission Goals Display.


2. SPACECRAFT, INSTALLATIONS, AND SIGNIFICANT OBJECTS:
***Table of size, speed, arms, etc.
   
   2.0 Imperial Starfighters:
   2.1 Hostile/Neutral Starfighters:
   2.2 Other Small Craft:
   2.3 Large and Capital Starships:
   2.4 Stationary Objects/Installations:


3. TACTICS.
   3.0 Starfighter-Starfighter Combat:
      3.00 Positioning before the fight.
      3.01 The initial meet.
      3.02 In the melee.
      3.03 Breakaway/Temporary Avoidance.
      3.04 Missile Avoidance.
      3.05 Escort Duties.
   3.1 Starfighter-Ship Combat:
      3.10 Closing the Gap.
      3.11 Gunnery Pass(es).
   3.2 Starfighter-Capital Ship Combat:
      3.20 Closing the Gap, Warhead Use, and the First Pass.
      3.21 Missile Avoidance for Attackers of Capital Ships.
      3.22 Gunnery passes/blind spots.
      3.23 Upon shield failure.
   3.3 Starfighter-Mine Combat.

4. MISSIONS - GOALS AND METHODS. 


***************************************************************
*   END OF TABLE OF CONTENTS - BEGINNING OF TEXT OF GUIDE     *
***************************************************************



(i)     Legal banter and Acknowledgements to Contributors.
In general:
Share and copy as much as you like, just don't edit,
shorten, add to, or change it, and don't charge for it except for
email or online-time charges. You can print your own copy, but
please do not distribute printed copies to anyone else.
If you want to use part of the guide, or update it, or add to it,
mail the authors at the address(es) above; if there is a problem,
error, or fault in the guide, let us know and we will attempt 
to update the guide as soon as possible.
THIS GUIDE AND THE INFORMATION IN IT IS COPYRIGHT OWNED BY THE AUTHOR
(care of s933464@minyos.xx.rmit.edu.au) EXCEPT THOSE PARTS ACKNOWLEDGED 
AS SUCH WHICH ARE COPYRIGHT TO THEIR RESPECTIVE AUTHORS OR AGENCIES;
AND NEITHER THE WHOLE NOR ANY PART OF IT MAY BE COPIED, CHANGED, 
TRANSFERRED, REPRODUCED, OR STORED IN ANY FASHION
OR BY ANY MEANS WHATSOEVER, INCLUDING BUT NOT LIMITED TO BOTH 
PRINTED AND/OR ELECTRONIC FORM, WITHOUT THE EXPRESS WRITTEN PERMISSION
OF THE AUTHOR(s) _unless written permission is obtained from the author(s)_.
LUCASARTS, TIE FIGHTER, AND ANY OTHER TRADEMARKS OR REGISTERED                
TRADE NAMES OR ETCETERA ARE COPYRIGHT, REGISTERED, OR ETCETERA
OF THEIR RESPECTIVE OWNERS AND ARE USED HERE FOR DESCRIPTIVE 
PURPOSES ONLY. LUCASARTS HAS NOT SUPPORTED OR AUTHORISED THIS
PUBLICATION IN ANY WAY OR MEANS AND IS NOT RESPONSIBLE FOR ANY
CORRESPONDENCE OR DAMAGES.
THE AUTHORS WILL NOT BE HELD RESPONSIBLE FOR ANY CLAIMS, DAMAGES
ETCETERA ARISING FROM THE USE, MISUSE, OR INABILITY TO USE
THIS PRODUCT. LIABILITY IN THE CASE OF FAULT IS LIMITED TO 
REPLACEMENT OF THE DOCUMENT PROVIDED IF OBTAINED DIRECTLY 
FROM THE AUTHORS. AT NO TIME WILL THE AUTHORS BE HELD RESPONSIBLE
FOR ANY LOSS, DAMAGE ETC. ARISING FROM USE OF THIS DOCUMENT. 

(ii)    Description of the TIE Guide.

   Welcome to what was designed as the ultimate TIE Fighter Guide or
Frequently Asked Questions answerer (FAQ) for the die-hard pilot or
user of LucasArts' TIE Fighter simulation, described
below. It should give you the knowledge to be victorious in almost
any situation in TIE Fighter, given practice and a small amount of 
luck. Should you have the basic skills in piloting and gunnery to
make use of this information, you will find flying a TIE Fighter 
and its associate starfighters easier and more enjoyable. If you
don't have these skills, practice in the Training Simulator is
in order. Much of this information is available scattered throughout
the game, or the manual, and much more of it is in the hint book.
However, here it is collected in a logical (we hope) fashion
and is cheaper than the hint book. So There.


(iii)   Review/description of TIE Fighter CD vs Floppy Version.

At this stage (prior to Oct. '95 release of CD) it is believed that the 
Enhanced CD has: Enhanced Sound & Graphics, extra cut scenes,
and a full new group of battles as well as the Defender of the Empire 
extensions. 



1. WEAPONS AND COMBAT EQUIPMENT:
   
   
   1.0 Offensive weaponry:
   This is the most essential element of any mission. Without
   effective weapons and their proper use, escorts are powerless,
   rescues are ineffective, and attacks are pointless.

   1.00 Table of Warhead Attributes.   
   
      Warhead      Power (BLS)    Speed (MGLT)    Guidance
      ===========|==============|===============|===================
      Conc. Mis.     30             240           Homes for 30 sec.
      Adv. Conc.   
      Prot. Torp.   100             120           Homes for 60 sec.
      Adv. Prot.   
      Space Bomb    650              10           Minor steering only.  
      Hvy. Rocket   350              80           Clumsy slow homing.

      1.01 Laser Cannons.
      The most common weapon used, it can pack a punch powerful
      enough to down a starfighter or small ship in seconds, and
      can be recharged infinitely to repeatedly take small chunks
      out of the biggest capital ships, until they flee or die.
      A boosted (fully charged) laser will knock out 5 SBD of
      shields.

      1.02 Ion Cannons.
      Also infinitely rechargeable, Ion cannons can provide an
      alternative weapon when laser charge drops. They pack an
      effective punch against shields, but their real use is when
      the shields drop - the ion discharge will quickly disperse 
      throughout the target's vital systems, disabling the ship
      without damaging it at all. Ion cannons can be used to stop
      a capital ship firing back at the player or escaping into 
      hyperspace by disabling it quickly, allowing the player to
      kill it at his or her leisure with lasers.

      1.03 Concussion/Advanced Concussion Missiles.
      Fast, manouverable self-guided weapons ideal for destroying
      enemy starfighters. Not a very large warhead, which means
      that many can be carried, but also they do very little 
      against larger ships. Advanced version features better target
      tracking and larger warhead, and is ideal for dogfights.

      1.04 Proton/Advanced Proton Torpedoes.
      Fairly fast weapons, barely manouverable enough for a rear 
      attack on slow Y-wings, however they are significantly more
      powerful than missiles. Ideal for attacking smaller starships
      between shuttle and corvette size (anything larger is not
      likely to lose all its shields, even after a full load of
      torps). Advanced version features better target tracking 
      and larger warhead, making a good multipurpose weapon.

      1.05 Heavy Rockets.
      Great for smaller capital ships (Corvette or bigger), 
      and the surprise rear attack on a largish ship such as an 
      SPC or ATR. These carry a slow motor to propel them to a 
      target and a very large warhead, along with basic steering.

      1.06 Inertial Space Bombs.
      Ideal for the largest slowest ships and for platform attack.   
      These weapons are slung out from your starfighter with no
      self propulsion, and barely enough guidance to get by. 
      Their one advantage is a huge warhead that will take
      noticeable chunks out of the toughest shields in existence.
      For best effect launch just out of laser range from the 
      target while flying at speed, as this will minimize flight time.

   1.1 Other Combat Equipment:
      
      1.10 Shields.
      If you don't have them, you have to be very careful. These
      absorb/dissipate laser, ion, and warhead attacks, allowing
      a pilot to concentrate on his or her target for that extra
      vital second. However, a pilot in straight and level travel 
      will recieve a barrage of lasers that will possibly reduce
      shields to nothing, so do not trust them for too long. 
      Also good for ramming ships with little or no shields if the
      player's are significantly stronger. Should be recharged as
      often as possible, and kept balanced fore/aft except in 
      special situations.

      1.11 Hull Armour/Heatsinks.
      Hull armour will let you survive that stray laser you almost
      avoided, or that portion of missile warhead that penetrated 
      your shields, but is very limited. Also, you are likely to
      have vital systems or displays damaged rather than your 
      heatsinks boiling safely into space, and armour cannot be
      recharged like shields. 
      
      1.12 Tractor Beam.
      Only available after a sufficiently experienced pilot
      survives to see its invention and production, the weak 
      directional tractor beam is used to reduce the manoueverability
      of an enemy when in your sights. When the beam is active
      it gives off a low warbling sound, and a starfighter which
      is unlucky enough to be flying straight away from the player
      in his sights is likely to be captured. A hard jink by the
      trapped is sometimes able to free him/her, and he/she is
      unlikely to be trapped if travelling across the sights 
      quickly in the first place.

      1.13 Cockpit Equipment:
	 
	 1.130 Hull/Shield Strength Indicator.
	 Two thicknesses of shields can be built up, and as each
	 layer is powered down its display darkens and goes from
	 green to yellow to red to black (no strength). A hit on 
	 shields or hull is indicated by a white flash on the 
	 affected part. 
	 
	 1.131 Sights/Threat Lights.
	 Laser targeting of small objects can be made easier if the
	 player remembers that the cannons are mounted off-center
	 and fire as such, so that, for example a tug can be hit 
	 more easily at close range if the starfighter is turned to
	 move the target 'closer to the cannon', otherwise the beams
	 may pass harmlessly around the target.
	 If the warning lights go on in a craft not fitted with 
	 shields, the only chance for survival is to dodge fast and
	 hard. The left warning light is for starfighter/fixed 
	 cannons trained on the player, the center one is for 
	 cannons on a large ship or turrets trained at the player, 
	 and the right hand light is for missile tracking.

	 1.132 Targeting Computer CMD.
	 Shows useful information including sensor scan's reports
	 of cargo, and a real-time camera image of the target.
  
	 1.133 Situational Awareness Hemispheres (View Circles).
	 One of the most important tools in a dogfight, these 
	 show the relative positions of all ships, objects etc.,
	 allowing the pilot turn directly towards the target
	 while avoiding collisions and enemies.
	 
	 1.134 Energy Management Systems.
	 The starfighters are powered by individual reactor cores,
	 one to a ship. How the player uses the energy provided
	 is up to him or her. A fixed amount goes to power the 
	 basic ship's systems, but the main part is spent on
	 'variable power sinks', and the leftover goes to the
	 engine to increase speed. That is, the energy supplied to
	 items like the shields, lasers, and perhaps a tractor 
	 beam, can be changed to change the rate of charging 
	 of the storage cells that power these items. With
	 no recharging, the power is slowly leaked out of the 
	 cells, and soon the lasers/shields/etc have no power.
	 This is zero percent recharge, or power diverted to 
	 engines at maximum rate.
	 Alternatively, the recharge rate can be kept at maximum,
	 allowing the shield or laser cells to be fully charged
	 constantly (100%). Or, a middle ground can be chosen 
	 to allow charging to only replace the natural leakage 
	 (50% recharge). The energy management system allows
	 5 different settings of recharge rates (0%, 25%, 50%,
	 75%, and 100%) for each system. Since the engine gets
	 all the energy surplus left over from these systems,
	 a lower shield or laser recharge rate means a faster
	 ship. 
	 Also, once some power is stored in the cells for one 
	 system, (e.g. the lasers) set quantities can be moved  
	 to another system (e.g. shields) allowing for a quick
	 boost of shield or cannon power in an emergency.

	 1.135 Clock and Tricorder Camera.
	 The mission clock records the amount of time passed
	 since the launch of your ship. This is measured in real
	 time except during time acceleration, when the clock is
	 accelerated x2 or x4 as appropriate.
	 The camera display contains an 'on' light and a film
	 remaining indicator (in percent).

      1.14 Auxiliary Display Screens:
	 As the pilot looks down into his/her cockpit, a number of
	 screens displaying vital information can be seen. By 
	 pressing the appropriate key to get into one of these
	 screens, the whole lot can be accessed with the left and
	 right arrow keys. To exit, just press the appropriate key
	 for the screen. E.g. press k to go to keyboard reference
	 screen, arrows to get to the map, and m to exit the map
	 and go into combat. Combat is paused while the pilot
	 is in these screens.
	 
	 1.140 Map.
	 The beautiful thing about the map in TIE Fighter compared 
	 to X-Wing is the ability to simulate a 3-d situation,
	 and view it from any angle, instead of a 2-D 'flat' map.
	 Craft that are not involved in a fight can be selectively
	 blocked out to reduce clutter.
	 
	 1.141 Message Log.
	 Another improvement over X-wing, the Log records and stores
	 all radio messages and the time recieved, and displays as
	 text on a screen. Useful when too many messages come 
	 at once.

	 1.142 Damage Assessment.
	 Same as X-Wing. When a portion of your hull containing
	 vital systems is damaged, the systems can usually be 
	 temporarily repaired in a few seconds to a few minutes.
	 This screen displays systems, their status, and time to 
	 repair (if damaged).
	 
	 1.143 Wingman Commands.
	 A list of wingman commands can be accessed.

	 1.144 Keyboard Reference.
	 Press 'k' during flight to see this. Lists almost every key
	 used anywhere during TIE Fighter flight. Press 'k' again
	 to leave. Useful if you don't want to ruin your game docs 
	 by constantly referring to them.

	 1.145 InFlight Options.
	 Change detail, sound etc for a smoother or more realistic
	 flight.

	 1.146 Mission Goals Dislay.
	 A key element in mission planning, along with the map. This
	 display shows all 'must complete for a sucessful mission'
	 events as Primary Goals, and lists them as completed when
	 they are. Similarly, Secondary Goals are shown. Bonus Goals
	 are bonuses not planned on by your commander(s), and as such
	 are listed as completed but not shown when not yet completed.


2. SPACECRAFT, INSTALLATIONS, AND SIGNIFICANT OBJECTS:
***Table of size, speed, arms, etc.   
Note: Job B means the ship is capable of boarding others, R means
capable of repair/rearming, and M means moves others.

   2.0 Imperial Starfighters:
							     
SHIP | LENGTH | SPEED | CANNON | LAUNCHER | SHIELDS | HULL | JOB
================================================================
T/F     10      100     2LASER   NOT USU.     -       15RU.
T/I     10      111     4L       NOT USU.     -       20
T/B     10      80      2L       2 VARIOUS    -       50
T/A     10      145     4L       2 VAR.     100SBD    20
GUN     15      90      2L,2ION  2 VAR.     100       50

***2.1 Hostile/Neutral Starfighters:****************

Y-W     20      80      2L, 2I   2 PROTON   75        40
X-W     15      100     4L       2P         50        20
A-W     10      120     2L       2CONCUSS'N 50        15
B-W     15      90      3L, 3I   2P         125       60
Z-95    15      85      2L       2C         20        15

***2.2 Other Craft: *******************************

SHU     20      65      4L       -          100       25     B
E/S     30      75      3L,1TURRET -        120       35
SPC     150     80      3L, 1T   -          150       60
TRN     20      55      2L,2I    2P         100       50     B,R
ATR     45      65      2L       2P         100       50     B,R
CORT    25      65      2L       -          100       50     B,R
TUG     5       10      -        -          -         5      R
CON. A:75m LONG, B:55m, C:75m, D:50m, E:40m. 50       10
HLF     25      20      -        -          -         10     M
FRT     100     16      -        -          120       30
CNVYR   150     24      -        -          70        30
CARG    90      20      -        -          60        30
CTRNS   100     30      -        -          50        35

***2.3 Large and Capital Class Vessels *****************

CRV     150     20      2T       1C         100       50
M/CRV   150     20      6T       1C         100       50
FRG     400     16      7L, 4T   1C         160       80
M/FRG   250     16      MANY     1C         160       100
ESC     500     12      MANY     1C         180       90
INT     600     8       MANY     -          180       70
VSD     900     8       MANY     2C         200       100
ISD     1600    10      MANY     1C         300       150
CRL     500     12      MANY     2C         160       80
CRS     1300    10      MANY     2C         240       140

***2.4 Stationary Objects/Installations:****************

SAT     5               -        -          -         5
MINE/A  15              1L       -          -         5
     B  15              1I       -          -         5
     C  15              1L       1C         -         5
PROBE/A,B 5             -        -          -         5
PLT/(all) 250           MANY     1C         200       100




3. TACTICS.

   3.0 Starfighter-Starfighter Combat:

      3.00 Positioning before the fight.
	Avoid engaging within the range of enemy starships or mines.
	If possible, try to draw the enemy into the range of your
	installation/mothership/etc.'s guns.

      3.01 The initial meet.
	If the enemy is attacking another target, try to attack 
	from behind.
	If the enemy is attacking you, approach head-on until your
	threat indicator tells you the enemy is firing. Then swing 
	and dodge to avoid fire.
	If you use missiles, lock as soon as possible, and fire
	as soon as you get lock. Then dodge to one side temporarily
	so the enemy's laser fire at you will not destroy your missiles.
      
      3.02 In the melee.
	Never fly in a straight line for more than a few seconds.
	Attempt to attack from behind whenever possible.
	Use your throttle to avoid flying past the enemy in front
	of its guns. Sitting close behind an enemy flying the same
	speed and repeatedly firing can destroy a shielded starfighter
	in a few seconds. However, be careful you do not fly too slow.
	In a non-shielded craft, friendly fire here is deadly - don't
	get very close to your target (Also watch out when it explodes).

      3.03 Breakaway/Temporary Avoidance.
	When you are in danger (i.e. hit on shields, or aimed at
	in a non-shielded craft), go to full throttle and make at 
	least a 90-degree turn in any direction. Then continuously 
	change the direction of your turn by small amounts. Do not 
	stop turning or reverse the turn unless you are sure you
	are well out of the firing line.

      3.04 Missile Avoidance.
	Make an instant 90-degree turn, note where the missile is,
	and keep it at right angles to your flight path by flying 
	such that the missile is shown at the very edge of your
	front or rear sensor display circles. Increase speed to 
	at least 80. Once it passes you, you may choose to turn
	to follow it and shoot it with lasers.
	If launched at you head-on, firing lasers at it will usually
	be effective, as well as hitting its launcher.

      3.05 Escort Duties.
	Use your mission displays and map to note which enemy are
	attacking your target and destroy them first. If possible, 
	engage enemy before they are within missile range of your
	escorted ship.

   3.1 Starfighter-Ship Combat:
      3.10 Closing the Gap.
	Try to approach from a 'blind spot' where there are no laser
	turrets that can hit you; e.g. directly behind a corvette.
	Fire warheads outside about 2km range, then dodge aside so
	no lasers hit your warheads.

      3.11 Gunnery Pass(es).
	When attempting to take out a turret or laser, concentrate
	boosted laser fire so every shot hits. Be very conscious of
	your shield status.
	Otherwise, dodge while firing so your shots spray across the
	full length of the ship, making you more difficult to hit.
	Should you destroy enough guns to make a 'blind spot' (e.g.
	upper-fore, upper-mid and upper-rear laser guns on a FRG
	creates a blind spot directly above the hull near the 
	docking point) make all passes from that angle, or if no
	other enemy are near, sit in the spot continuously firing.

   3.2 Starfighter-Capital Ship Combat:
      3.20 Closing the Gap, Warhead Use, and the First Pass.
	As above, except that warheads should be effectively used
	against warhead launchers, especially on CRS and CRL.
	Be aware that self-defence fighters may be launched.

      3.21 Missile Avoidance for Attackers of Capital Ships.
	As above. A fun game to shoot the missiles once you are
	practiced enough, but don't let the enemy escape while
	you do it.

      3.22 Gunnery passes/blind spots.
	As above.
      3.23 Upon shield failure.
	Use ion cannons to disable almost instantly. You may then 
	leave the enemy for later if you wish, though it may still
	launch starfighters.

   3.3 Starfighter-Mine Combat.
	Keep shields strong (back off to recharge if necessary).
	Use twin or quad weak lasers for better hit chance but
	stronger shields.
	Try to attack the 'edge' of a minefield first, rather than
	getting yourself surrounded by mines.




4. MISSIONS - GOALS AND METHODS.

Please: send me your tips and I will put them in 
the latest version of this guide with full credit to you.
Mail s933464@minyos.xx.rmit.edu.au.

Note: thanks to the unknown person who uploaded a list of secret
goals to wpi.wpi.edu. If you know them please mail me and I will
give them credit.


MISSION | SECRET GOALS                  | HINTS
========|===============================|============================
					
B1M1    100% E/SHU Tough destroyed.     Inspect TRN Dayta, then all
	TRN Glich destroyed.            FRT. Help shoot down the 
					FRT's shields when you can.

B1M2    100% CRV Ubote destroyed.       Destroy all fighters quickly
	SHU Shutz captured.             then wait for T/B to kill 
					CRV before going home.

B1M3    TRN Dawn inspected.             Concentrate torps on CARG.
	100% B-W Gold, X-W Red destroyed

B1M4    At least 1 of E/S Claf dest.    Inspect CONTRN Gopher early.
	CONTRN Gopher captured.

B1M5    100% X-W Blue, Red, A-W         Kill first wave of fighters
	Gold destroyed.                 quickly, then inspect CON.
					Stay out of mine/CRS range.

B1M6    50% SHU Derris captured.        Charge up shields out of range
	100% mines MX-B, MX-C...        of mines etc. until fighters
	to MX-F, RQ-A to RQ-G dest.     launch. When CRS Lulsa is hull
					damaged, do a gun pass to ensure
					launch of SHU Derris. Immediately
					ID & disable commander's SHU.

B2M1    TRN Epsilon 1&2 finish          
	mission, CRL Falaricae
	destroyed, CNVYR Asbo ?
	captured.

B2M2    SHU Toten Inspected, TRN Epsilon **NOTE** Do NOT destroy the
	1&2 completed mission, FRG       FRG DROMON: there is a bug that
	Dromon Destroyed *SEE NOTE*      will make B2M4 impossible.
	CN/C Lab Module ? captured.
	PLT Youst captured.

B2M3    100% E/S Typhon destroyed
	100% SHU Nazaar complete mission

B2M4    CRL Falaricae inspected         **NOTE** If you destroyed the
	FRG Manus Fearae inspected      FRG DROMON in B2M2 you will NOT
	FRG Shemsher inspected          get the two SHU necessary to 
	M/CRV Runka inspected           complete this mission.
	CARG Godendag inspected
	CARG Glaive inspected

B2M5    SHU Omlaut inspected
	100% All Dimok & Ripoblus craft
	destroyed, 100% of T/A AA,AB,
	AC, AD complete mission.

B3M1    TRN Scouter destroyed

B3M2    ASSAULT TRN Tiger finish docking.
	CN/A CRM908A ? boarded

B3M3    100% of SHU Escape destroyed    Wait with wingmen until B-W 
					launch. Then attack all craft
					making attacks on FRG. Kill only
					one Y-W so as to avoid replacements

B3M4    SHU Shakker inspected           SHU launches from CRV Moive when
					one dest. and one hull damaged.

B3M5    100% SHU Gamer, Bliss, Noway
	Destroyed.

B3M6    TRN Shark finish docking
	SHU Electra inspected

B4M1    CRV Charger 1&2 inspected

B4M2 through to B4M4: no bonus goals

B4M5    TRN Tela destroyed              Sneaky tip: load up rockets, then
					when in mission fire as soon as
					reasonable. Reload via TRN Sigma who
					will overload your ship with rockets.

B5M1    T/I Gamma 2&3 Destroyed         Kill Gamma 2&3, then all but 1 mine.
	100% of T/A H-Alpha & H-delta,  inspect then kill CN/D's. Kill last
	T/B H-Beta, SHU Lambda dest'd.  mine then run for cover of your M/FRG's
	100% Mine 1a, 1b, CN/D dest'd.  guns. Lasers to 0%. Speed quickly to ID
	100% X-W Blue, Y-W Red dest'd.  SHU Lambda, then return to M/FRG (fight).

B5M2    B-W Red 1&2&3, Z-95 Wolf 3&4,   One laser or missile hitting the VSD
	100% z-95 Wolf, CORT Cimigo,    is enough to 'attack' it.
	at least 1 T/A H-Alpha, at
	least 1 A-W Blue,    dest'd.
	CN/B Chi 3&4, 100% CN/C Pi,
	100% CN/E Xi, 100% CN/D Psi
	inspected.
	VSD Protector attacked.

B5M3    At least 1 CN/E Phi inspected
	VSD Protector attacked.
	HLF AAA, A1, A2 dest'd
	At least 1 T/A H-Alpha, H-beta,
	H-Gamma, H-Delta, dest'd.
	100% A-W Blue dest'd.

B5M4    VSD Protector attacked.
	100% CRV Wurger inspected.
	SHU Toten complete mission.
	CARG Badger 1&2 dest'd.

B5M5    FRG Olinor Inspected.
	100% CRV Wurger dest'd.
	Shu Toten dest'd.
	TRN Kolermigon boarded
	CORT Geddawai captured.

B6M1    100% rebel craft dest'd.

B6M2    100% rebel craft dest'd.

B6M3    100% X-W blue, A-W Gold, dest'd
	A-W Gold 3 dest'd

B6M4    Tug U4F91 to U4F94, U14F1
	complete mission. 100% A-W
	red dest'd, CARG Bujiboi dest'd

B7M1    100% HLF Waq, CARG Whell dest'd

B7M2    100% Y-w Red & gold, Z95 blue
	& red, X-W gold dest'd.

B7M3    100% rebel craft dest'd

B7M4    100% GUN destroyed
	ISD Harpox completes mission

B7M5    none.






TIE Fighter - Player's Guide

This guide is split into two main sections. The first deals with general hints, tips 
and techniques that apply to any situation you'll find yourself in. The second, on 
the other hand, takes a detailed look at the strengths and weaknesses of each of 
the six craft you get to fly and what you'll be flying against.


In The Beginning

Although TIE Fighter enables you to jump straight into a battle and start crushing 
the rebellion immediately, it's well worth taking time out to train and qualify on 
each craft beforehand. Not only do you get a promotion and some nice certificates 
and medals, but you also learn a lot that's useful later on.

The Training Simulator
This relatively simple obstacle course is good for sussing out TIE Fighter's basic 
controls, and demonstrates the main differences between the various craft - their 
speed and weaponry.
To qualify on a ship you must finish level 8. Bear in mind that the course is 
essentially passive - nothing shoots at you, and hitting things doesn't damage your 
ship - so when flying a fighter with shields, turn the recharge rate down to 
minimum to gain speed. Likewise, keep the laser recharge rate at normal until 
your lasers are running low, and then increase it for a while.
The TIE Advanced and Defender pose a unique problem in the Training 
Simulator - they're both too fast! If you turn the shield recharge to minimum 
you'll find yourself smacking into things all the time on the later levels, so put the 
laser recharge up to maximum to compensate, and be prepared to lower your 
speed even further if necessary.

The Combat Chamber
Whereas the Training Simulator gives you a good idea of how the ships fly, the 
Combat Chamber introduces you to the kind of situations you'll find in actual 
battles. For each craft there are four progressively more difficult and more 
'realistic' (i.e. more like actual events) missions. Even if you skip the Training 
Simulator, you really should fly all these missions because they enable you to 
experiment and gain experience without putting your pilot at risk, as well as 
introduce most of the objectives you'll face later on - from identifying neutral 
craft to taking out minefields or attacking capital ships. Other than the instructions 
given on-screen in the earlier missions, there is little that refers specifically to 
these missions - treat them as battles and use the rest of this guide to help you out.

The Battles
TIE Fighter's campaign is split into seven battles, each consisting of five or six 
linked missions. Although you are free to skip between the first four whenever 
you want, it's best to complete them in numerical order - not only do they get 
more difficult, but it helps maintain the game's storyline. The rest of this guide is 
aimed at these missions.


Take Control

It might sound obvious, but it's important to learn and understand the controls if 
you're going to do well. Outside of the basic movement, firing and targeting 
controls, the majority of TIE Fighter's key commands are designed to make life 
easier for you. Read the manual and play around in the Combat Chamber until 
you've mastered them. You'll not only be better at playing, you'll have more fun 
too.


Situational Awareness

A flash way of saying 'knowing what's going on,' situational awareness is the key 
to success in TIE Fighter. You might be the best pilot in the Empire's history and 
a master of your starfighter's controls, but if you're not in the right place, 
attacking the right thing at the right time, you'll fail miserably. Luckily, TIE 
Fighter contains a whole range of features designed to help you keep track of 
what's going on, estimate what's going to happen in the near future and then do 
something about it.
The first is the Mission Briefing itself. As well as telling you your main 
objectives, this gives you an idea of the starting positions of craft - and, by talking 
to your briefing officer, what you'll be fighting too. Remember to speak to the 
shadowy figure if he's there and get your secondary objectives.
As soon as the mission starts, go to the Goals screen. This gives you the specific 
mission objectives, and often a hint as to what ships may be appearing later on. 
Exit the Goals screen and go to the Map, taking a close look at what's about and 
where they are. Now decide on your first target - and go for it.
Throughout the mission, keep an eye on the Goals, Map and Log screens. The 
best way to do this is to check them immediately after each combat engagement 
(i.e. after blowing up or disabling a ship). By doing this, you'll know what's going 
on, be able to spot dangers and problems early on and have time to deal with 
them. This is of great importance in missions which involve defence - spotting 
attacking groups before they can do you harm is vital.


ELS Settings

However, awareness of your starfighter's condition and current performance is 
just as important as an awareness of the overall situation. What this really comes 
down to is ensuring that you use the ELS (Engine, Laser, Shield) settings 
effectively and to your advantage. 
What makes this more complicated, though, is the fact that each fighter you fly 
behaves slightly differently. The TIE Interceptor's maximum laser recharge rate, 
for example, is phenomenal -it can actually charge up while firing at maximum 
rate. Nevertheless, there are some general points that apply across the board.

Lasers always recharge faster than shields. This means it's more efficient to 
transfer energy away from shields than to up the shield recharge rate.
ELS management in unshielded ships is remarkably easy. In normal conditions 
just leave the laser recharge at normal. For extra speed drop it down - and when in 
combat put it up. It's that simple.
Your first priority on starting a mission should be to fully charge the shields (if 
you've got them). Immediately transfer all laser energy to your shields, put shield 
and laser recharge rates up to maximum, and keep transfering energy across from 
lasers until they're fully charged. At this point, drop the recharge rates down to 
normal until combat starts.
To get the most speed - and yet still be able to fight effectively - drop shield 
recharge down to minimum and put the laser recharge up to increased or 
maximum, then keep transferring energy across to the shields, a little at a time.

Always keep an eye on your laser and shield levels during a mission, and get used 
to playing around with the recharge rates and transferring energy around until it 
becomes second nature. Also get into the habit of spreading your shield evenly 
between fore and aft by hitting the shield key (S) three times whenever you've 
taken some damage.


Weapons

Weapons in TIE Fighter are basically divided into warheads and beams. While all 
craft have lasers, the other types of weapon are only available on certain fighters 
or in certain missions.

Warheads
There are six types of warhead in TIE Fighter, each with different characteristics. 
The common link between them is that all require a lock-on if they're to hit the 
target with any degree of accuracy - which means flying straight towards the 
object for some time. The most important thing to remember is to pull away once 
you've fired, otherwise the target will fire once you get in range. However, by 
moving away from the warhead you can easily divert the target's attention - and 
the weapon is then unlikely to get hit by any stray laser blasts. Also remember that 
your speed is added to the weapon's when you launch it.
Concussion Missiles: Only effective against enemy fighters and small craft, and 
best used while at a distance of about two kilometres. It's a good idea to save 
these for A-Wings and similar nasties - most of which need a couple of hits, so 
launch in pairs.
Proton Torpedoes: A good multipurpose weapon, effective against the slower 
fighters as well as moderate sized ships. Not so good against the real capital ships 
- they lack the required punch - but better than nothing.
Heavy Rockets: The best weapon for dealing with large ships, combining a 
significant bang with a good range.
Space Bombs: Unpowered and thus very short ranged, but the most powerful 
weapon available. It's best to release these as close as possible to the target and 
pull away quickly.
Advanced Missiles and Torpedoes: Improved versions of the basic missile and 
torpedo - always use them when the opportunity arises.

Beams Lasers
The most versatile weapon in the game, your trusty lasers will never let you down, 
provided you keep them nicely charged up. For more on the best configurations to 
use, see the run-down on the individual fighters over the page.
Ion Cannons: Ion cannons don't damage craft as such but scramble a ship's 
controls and electronics, effectively disabling the craft and putting it into a 
helpless, immobile state. Only use ion cannons when the situation specifically 
demands it.

The Tractor Beam
This weapon system, only available in the final stage of the game, slows down 
enemy craft and makes them easier to hit. To be honest, for the amount of energy 
it requires it's not that effective, so you're probably better off reducing its 
recharge rate to minimum and making use of the extra speed it provides instead.


Know Your Enemy

During the course of TIE Fighter, you'll come up against a whole host of different 
ships, some more dangerous than others. While it's worth spending a few minutes 
comparing their statistics in the Tech Room, the numbers alone don't tell the 
whole story...

Rebel Craft Z95 Headhunter: This obsolete fighter is dead common, especially in 
the earlier battles, with its pathetic shields and unimpressive speed and 
manoeuvrability. Dangerous only in large numbers.
Y-Wing: Although its shielding and armour are quite strong, the Y-Wing suffers 
from lack of speed. They pose the biggest threat during dogfighting when there's 
a risk you'll run into the back of them. Their ion cannons and torpedoes can also 
threaten large ships.
X-Wing: A good all-rounder, the X-Wing is well armed, fairly well protected and 
capable of decent speed. In the hands of a skilled pilot they can be very dangerous 
in a dogfight, and the torpedoes pose a moderate threat to larger ships.
A-Wing: Not particularly tough and quite lightly armed, the A-Wing is 
nevertheless one of the hardest ships to deal with because it's so amazingly fast. 
They're best dealt with by concussion missiles from a distance, but beware - the 
A-Wing may have the same idea. Once you get up close, your best bet is to 
maximise your speed and hope to get in a couple of good shots - A-Wings slow 
down noticeably once damaged.
B-Wing: Something of a super-charged Y-Wing, the B-Wing is heavily armed, 
incredibly tough, but only moderately agile. The biggest problem is that it can 
soak up such a vast amount of damage and still be very dangerous to large ships.

General Craft
Shuttle: These are slow, unwieldy and make nice big targets. Beware of flying 
head-on into them, though, because their lasers can do a lot of damage given the 
chance. And be careful when matching speeds - flying along slowly behind an 
unmanoeuvrable shuttle makes you an excellent target for enemy fighters.
Transport: Virtually identical to shuttles (see above), except they're a slightly 
smaller target and, when armed with torpedoes, can pose a threat to large craft.
Escort Shuttle: Unless you've got a lot of missiles or torpedoes, you'd be taking a 
big risk attacking these in an unshielded ship. They've got some serious guns up 
front and the rear turret (which can also fire sideways) is a nightmare. In a 
shielded craft, divert all energy to forward shields and make repeated attack runs, 
equalising shields as you go past - don't match speeds and sit behind an Escort 
Shuttle under any circumstances.

Miscellaneous Craft
This covers all the various freighters, transporters, cargo craft and containers. As 
a rule, these are big, slow or non-moving targets that pose little or no threat and 
take a lot of pounding to destroy. However, occasionally some of the larger craft 
are armed with the odd turbolaser turret or two, so don't go blazing in 
immediately. Make a fast fly-by and see what happens to prevent any nasty 
surprises.

Capital Ships These are the big ships - Frigates, Calamari Cruisers, Star 
Destroyers and so on (including Space Platforms - which don't move). The first 
thing to remember is that attacking these ships in a TIE Fighter or Interceptor is 
suicide. A TIE Bomber's only chance depends on launching a large supply of 
torpedoes, rockets or bombs from outside laser range. Capital ships, with their 
profusion of turrets and lasers, nearly always do some damage to an attacking 
fighter, so shielded craft are a must.
The second thing to bear in mind is that you can attack and destroy various parts 
of the larger ships separately. By experimenting in the Combat Chamber with 
invulnerability turned on or by recording a mission and using the camera controls 
you should easily be able to pinpoint any weakly defended areas - the Calamari 
Light Cruiser's underside, for example. Once you've destroyed all the weapons in 
that area you'll be able to pummel the ship mercilessly without fear of retribution. 
So, to take out a large craft...

Destroy any fighters protecting the ship (some will continue to launch fighters as 
you attack - it's best to deal with these as they're released, rather than let them 
build up to dangerous numbers).
Make sure your lasers and shields are fully charged.
Get into a position from where you can attack a weakly defended area.
Soften up the target with any heavy weapons you have, while outside laser range 
if possible. Remember you can target specific locations with torpedoes and 
rockets, so try taking out as many weapons as you can at this point.
Get in close enough to use your lasers and make repeated strafing attacks against 
any remaining defences, taking time to fully recharge your shields between runs.
Blast away to your heart's content and blow the target to bits (this might take 
some time with the real biggies, so be patient).

Although not technically capital ships, Assault Transports and Corvettes should 
be treated in much the same way. A skilful pilot should still be able to deal with 
them in a TIE Interceptor or even a basic Fighter though.

TIE  Fighter
The TIE Fighter is the most basic ship you can fly - and, in many respects, the 
weakest. It can only take two laser hits before it's destroyed, and even one is 
normally enough to blow its sensors and make it virtually useless. This means it's 
vital you keep a careful eye on the three threat indicators above the laser sight, 
and pull away sharply if one lights up.
On the plus side, the TIE Fighter is moderately fast and very manoeuvrable. In 
addition, you only fly this ship at the start of your career, where you normally 
only encounter the older and less dangerous enemy ships and have a strong 
numerical superiority. Make sure you use you wingmen well - strength in numbers 
is the TIE Fighter's main advantage.
As its lasers are right next to each other, always use dual fire - if one beam hits, 
the other will too.


TIE Interceptor
A souped-up TIE Fighter, the Interceptor is faster, better armed and can take three 
or four hits. Despite this, it's still a fragile craft and you should be just as careful 
with it. The craft's main feature is the speed of its laser recharge - at maximum 
rate you can fire continuously and still build up charge! This means you'll 
normally only have to put it up to increased rate to maintain a full charge, which 
frees up more energy for your engines. Although not quite as critical as for the 
TIE Fighter, wingmen are still important and you should take care to assign them 
specific targets.
Due to the distance between its four lasers, configuring your weapons is more 
difficult. Dual fire is a good compromise for most situations, combining a good 
rate of fire with a higher chance of hitting, but single fire is best against 
defenceless targets such as containers.


TIE Bomber
The Bomber is the slowest of the unshielded craft, but also the toughest and most 
heavily armed. You can afford to soak up a good two or three hits before you're 
in any danger, and it can take up to six to destroy. It's just as well, though, 
because the sluggish responses combined with the need to fly straight at enemies 
acquiring locks makes the Bomber a prime target.
Luckily, Bomber missions are normally supported by Fighter and/or Interceptor 
squadrons and a significant number of wingmen who you should use to make 
group attacks on your objectives.
In a couple of missions you'll be required to dogfight in this craft. You should 
selectively use missiles against the fastest enemies- but beyond that it's just a 
matter of keeping your laser recharge rate down to normal for as long as possible 
in order to maintain speed while fighting. Dual fire is normally best in these 
situations, with single fire against non-threatening targets.


Assault Gunboat
The slowest and most unwieldy of the shielded craft, the Gunboat is also the one 
you'll be flying most of the time. Because of its hyperdive, the Gunboat is ideal 
for surprise raids, and with its ion cannons it's perfect for when something needs 
capturing.
To get the most out of the Gunboat, make maximum use of its shields and play 
around with the ELS settings as necessary. For dogfighting, it's best to drop the 
shield recharge to minimum and put the laser recharge up to maximum, then 
transfer energy across when the shields start to disperse. Luckily, the Gunboat can 
carry a very heavy warhead load - 12 missiles in total - which you should use to 
take out A-Wings and the like while you finish off Y-Wings and so on with your 
lasers. Like the TIE Fighter, these are right next to each other in the nose, so set 
them to dual fire at all times. 


TIE Advanced
The TIE Advanced is a joy to fly and suitable for almost any type of mission. 
Even A-Wings pose little problem for its high speed and agility, strong shields 
and four laser cannons. It really is very impressive indeed. Unfortunately, you 
only gain access to it later on in the game, and it's only used in the toughest of 
missions (in some you're flying against Imperial traitors). It's when you have to 
fight enemy TIE Advanceds that you really begin to appreciate what a tough ship 
it is. As well as being a great fighter, the TIE Advanced is also ideal for attacking 
large ships. Its high speed means you can put shield and laser recharge rates up to 
maximum and still be going more than fast enough to attack other craft. It's 
normally best to use dual fire against fighters and single fire against large targets.

TIE Defender
The TIE Defender is, quite simply, the most ridiculously powerful ship of them 
all. It's insanely fast, loaded down with guns and has shields that are twice the 
strength of any other fighter. Even TIE Advanceds pale into insignificance next to 
this baby. As such, it's actually quite hard to give any useful advice about flying it 
- if you're good enough to have reached the last few missions (where this ship 
appears), then you shouldn't have many problems. To be honest, there's very little 
you can do wrong with a ship like this.
It's best to keep the lasers set to dual fire when dogfighting, and turn the tractor 
beam down to minimum recharge, unless you find it more useful than we did.
For a real challenge, try completing the first Combat Chamber mission after 
you've shot every container (thus triggering all the enemy ships to arrive at once). 
Have fun.





Tie Fighter Combat FAQ v.1.0

1.0 Introduction

Ever wonder why the Tech Room lists a B-wing as having strength 125
shields, yet you can knock them off with a single torpedo? And a Star
Destroyer is listed as having strength 300 shields, but barely gets
scratched by a heavy bomb? The answer is simple. Sometime before release,
those pesky rebels inserted random garbage into the Tech Room's computer.
The actual shield rating of a B-wing is 100, and of a Star Destroyer,
4800. 

These are the *real* shield, hull, and weapons ratings of all the objects
in Tie Fighter, including those found in the extra missions in Defender of
the Empire and Tie Fighter CD. 

2.0 Methodology

I loaded up various ships, mines, etc. into a phony mission, with their
systems disabled. Then I blasted them with missiles and lasers until I
figured out their shield and hull ratings. To count turbo laser guns,
turbo laser turrets, and warhead launchers, I simply cycled through the
ships components and added them up. For laser guns, ion cannons, and
missile tubes, I was forced to mostly rely on the tech room stats,
modified occasionally by observation. 

3.0 Object Stats

Objects are divided into small (ships that can regen shields), medium
(ships that can't regen shields and have less than 500 shields), big
(ships that can't regen shields and have 2500 or more shields),
installations (platforms, factories), and misc (the rest). There aren't
any ships with shields between 500 and 2500. 

Each object has its name, shield strength, hull strength, length, speed,
weapons, and special abilities listed. Note that it takes 1 point of
damage to decrease either shield strength or armor strength by 1. Weapons
are listed in a LIMGTW format. L stands for laser guns, I for ion cannons,
M for missile tubes, G for turbo laser guns, T for turbo laser turrets,
and W for warhead launchers. To give an example, a B-wing has 3 laser
guns, 3 ion cannons, and 2 missile tubes. See section 4.0, Weapon Stats,
for information on each type of weapon. 

In addition, next to each class of object, I have noted how close you must
be to obtain a missile lock on it. 

Small craft (can target at 2.5 km)
Name			Shields	Hull	Length	Speed	LIMGTW	Special
A-wing			50	16	10	120	2 2
Assault Gunboat		100	30	15	90	222
B-wing			100	62	15	90	332
Combat Utility Vehicle		7	15	35	22	repair/rearm
Missile Boat		120	20	15	125	1 4
R-41 Starchaser		30	15	15	100	22
T-wing			20	15	10	110	2
Tie Advanced		50	15	10	145	4 2
Tie Bomber			30	10	80	2 2
Tie Defender		100	15	10	155	422
Tie Fighter			10	10	100	2
Tie Interceptor			17	10	110	4
Transport		80	40	20	55	22	repair/rearm
Tug				5	5	10		repair/rearm
Tyderian Shuttle	100	25	20	65	4
X-wing			50	21	15	100	4 2
Y-wing			75	42	20	80	222
Z-95 Headhunter		20	15	15	95	2 2

Medium craft (can target at 2.5 km)
Name			Shields	Hull	Length	Speed	LIMGTW	Special
Assault Transport	200	100	45	65	22  4	repair/rearm
Escort Shuttle		120	35	30	75	3   1
Escort Transport	250	125	45	70	    5	repair/rearm
Patrol Craft		145	60	150	80	   5 1
Scout Craft		145	60	100	80	    3

Medium craft (can target at 6 km)
Name			Shields	Hull	Length	Speed	LIMGTW	Special
Cargo Ferry		240	140	90	20	   3	move craft
Container Transport	200	140	100	30	    3
Corellian Transport	320	120	25	65	    1	repair/rearm
Corvette		400	200	150	20	    2
Freighter		480	120	100	16
Heavy Lifter			40	25	20		move craft
Modified Corvette	400	200	150	20   	    61
Modular Conveyor	280	120	150	24	    3
Muurian Transport	315	120	40	90	    2

Big craft (can target at 6 km)
Name			Shields	Hull	Length	Speed	LIMGTW	Special
C-3 Passenger Liner	2500	1600	400	18
Calamari		3840	2240	1300	10	   732
Carrack Cruiser		2500	1600	350	18	    5
Dreadnaught		2560	1280	600	14	   541
Escort Carrier		2880	1440	500	12	   141
Interdictor		2840	1420	600	8	   411	no hyperdrive
Light Calamari		2560	1280	500	12	   722
Modified Frigate	2560	1600	250	16	   731
Nebulon B Frigate	2560	1600	400	16	   641
Star Destroyer		4800	2400	1600	10	   561
Strike Cruiser		2540	1600	450	18	    51
Victory Star Destroyer	3200	1600	900	8	   712

Installations (can target at 6 km)
Name			Shields	Hull	Length	Speed	LIMGTW	Special
Platform 9		3200	1600	50		     1
Platform Class 1	3200	1600	250		   641
Platform Class 2	3200	1600	250		   661
Platform Class 3	3200	1600	250		   661
Platform Class 4	3200	1600	250		   641
Platform Class 5	3200	1600	250		   661
Platform Class 6	3200	1600	250		   631
X-7 Factory Station	3200	1600	500		    81

Misc (can target at 2.5 km)
Name			Shields	Hull	Length	Speed	LIMGTW	Special
Buoy				4	5
Mine Type A			4	5		1
Mine Type B			4	5		 1
Mine Type C			4	5		1	*
Probe Type A			4	5
Probe Type B			4	5
Satellite			4	5

* launches concussion missile when destroyed

Misc (can target at 6 km)
Name			Shields	Hull	Length	Speed	LIMGTW	Special
Container Type A	440	200	40	75
Container Type B	520	240	40	55
Container Type C	100	40	20	75
Container Type D	110	40	30	50
Container Type E	280	120	40	40
Container Type F	280	120	40	50
Container Type G	280	120	40	25
Container Type H	280	120	40	20
Container Type I	280	120	40	40

4.0 Weapon Stats

These are the types of weapons and warheads found in Tie Fighter, and the
damage they do to shields or hulls. As an example of how to use this, look
at the Escort Carrier above. It has 4320 total shields and hull. Down
below we see that laser guns do 4 points of damage. So it would take 4320
/ 4 = 1080 laser shots to destroy an Escort Carrier, or 4320 / 350 = 13
heavy rockets.

Weapons
Laser Gun (L)		does 4 points of damage
Ion Cannon (I)		does 4 points of damage, damages system instead
			of hull once shields are gone
Missile Launcher (L)	does damage according to missile type
Turbo Laser Gun (G)	Auto-targeting, does 5 points of damage
Turbo Laser Turret (T)	Auto-targeting, does 5 points of damage,
			fires at double rate
Warhead Launcher (W)	Auto-targeting, does damage according to missile type

Missiles		Damage	Speed	Homing
Concussion		30	240	30
Concussion, advanced	60	280	25
Torpedo			100	100	60
Torpedo, advanced	150	150	50
Heavy rocket		350	350	NA
Heavy bomb		650	650	NA
Mag pulse		*	140	NA

*Disables target's weapons for 2 min, and reduces it's system to 25%

5.0 Corrections, Questions, and Updates

E-mail any corrections or questions to lemberg@jhunix.hcf.jhu.edu, and
I'll respond as soon as I can. Updates will be uploaded to wuarchive,
comp.sys.ibm.pc.games.flight-sim and comp.sys.ibm.pc.games.misc.





TIE Fighter

Help file by   Kaiser 
               Doom Squad
               Compuserve Id 72113,1420
                e-mail at 72113,1420@compuserve.com 

17.07.1994

# - Medium level only 
* - Hard level only 

P - Primary Mission 
S - Secondary Mission 
B - Bonus Mission 
>----------------------------------------------------------------------------
Battle I, Mission 1

Mission    P - Inspect Freighter Group Onece
           P - Inspect Transport Group Dayta
           S - Inspect Cort Group Yander
           S - Inspect Ctrn Group Taloos
          *B - Destroy 100% of Escort Shuttle group Tough 
          *B - Destroy Transport Glich 

Procedure  P - Inspect Freighter Onece 1-5, Rebels are in Onece 3
           P - Inspect Transport Dayta 1-2 immediately
           P - Help shooting down the shields of Onece 3
          *P - Destroy Shuttles Ravtin 1-3
          *B - Destroy TRN Glich 
          #P - Destroy Shuttles Roe 1-3
          #P - Destroy Shuttles Escro 1-3
           S - Inspect Cort Yander 1-3 
           S - Inspect Ctrns Taloons 1-2
          *B - Destroy E/S Tough 1-3 
>----------------------------------------------------------------------------
Battle I, Mission 2

Mission    P - Platform XQ1 D-34 must survive
           P - Imperial Star Destroyer Hammer must arrive
           S - Inspect Shuttle Scutz
           B - Destroy Corellian Ubote 1-3
           B - Shuttle Scutz must be captured 

Procedure  P - Destroy Y-Wing Petdur      * Petdur 1-2    
           P - Destroy Y-Wing Gold 1-5
           P - Destroy Y-Wing Laire       * Laire 1-2 
           P - Destroy X-Wing Derk        * Derk 1-2 
           P - Destroy X-Wing Blue 1-3
           S - Inspect Shuttle Scutz
           P - Destroy Y-Wing Red 1-2
>----------------------------------------------------------------------------
Battle I, Mission 3

Mission    P - Destroy Cargo Ferry Gallon
          #P - Destroy Cargo Ferry Romold
          #P - Destroy Cargo Ferry Kann  
           P - Destroy Cargo Ferry Wess  
           P - Destroy Transport Prince  
           P - Destroy Transport Dawn
           P - Destroy Transport Destion 
           P - Destroy Shuttle Xesre     
           P - Destroy Shuttle Dunns
           B - Inspect Transport Dawn 
          *B - Destroy 100% of B-Wing group Gold 
          *B - Destroy 100% of X-Wing group Red 

Procedure #P - First target Cargo Ferry Wess, 
               Order Wingman to attack by Shift-A
          #P - Destroy the other 3 Cargos with 4 torpedoes each
          *P - Destroy Cargo Ferry Gallon (4 torpedoes)
          *P - Destroy Cargo Ferry Wess 
          *P - Order Wingman to attack Y-Wings
           B - Inspect Transport Dawn
           P - Destroy the remaining vessels by laser fire
          *B - Destroy B-Wing Gold 1-3
          *B - Destroy X-Wing Red 1-3 
>----------------------------------------------------------------------------
Battle I, Mission 4

Mission    P - Transport Sigma must finish docking
           P - Platform XQ1 D-34 must be captured
           P - Nebulon B-2 Frigate Fogger must survive
           S - Inspect Container Transport Gopher
           B - Destroy at least one of Escort Shuttle group Claf
           B - Container Transport Gopher must be captured 

Procedure  S - Inspect Container Transport Gopher
           P - Destroy whatever you can, watch out especially for 
               Escort Shuttles, Y-Wings and Transports
           B - Destroy one of Escort Shuttle Group Olaf
>----------------------------------------------------------------------------
Battle I, Mission 5

Mission    P - Destroy X-Wing Group Red 
           P - Destroy B-Wing Group Gold 
           P - Destroy A-Wing Group Blue 
           S - Inspect Container C Group C440  
           B - Destroy A-Wing Gold 1-5
           B - Destroy X-Wing Blue 1-5 

Procedure  S - Inspect Container C440 1-3 
           P - Destroy X-Wing Red 1-3              
           P - Destroy B-Wing Gold 1-2
           P - Destroy A-Wing Blue 1-2
               Watch out for all A-Wings and Transports, they are very nasty!
           B - Destroy A-Wing Gold 1-5 and X-Wing Blue 1-5
          *B - Destroy further groups of A-Wing Gold and X-Wing Blue, coming 
               in endless waves until the CRL Lulsla enters hyperspace
>----------------------------------------------------------------------------
Battle I, Mission 6

Mission    P - Destroy Lt Calamari Cruiser
           S - Destroy Transport Group Starway
           S - Destroy Transport Group Gargon
           S - Disable Shuttle Derris ?
           B - 50% of Shuttle group Derris must be captured
           B - Destroy all Mines 

Procedure  P - Destroy Startfighters and as many Mines as you can, 
               but watch out for the secondary targets. The Calamari will 
               be destroyed by the Imperial Transports. 
           S - Intercept immediately after the transports left the Cruiser
           S - Disable Shuttles Derris 1-2
           S - Destroy Transports Starway 1-2
           S - Destroy Transports Gargon 1-2
           B - Destroy the remaining Mines, but be careful with the 
               "R?" Missile Mines
>----------------------------------------------------------------------------
Battle II, Mission 1

Mission    P - Destroy 25% of all Dimok craft
           P - At least one of Modular Conveyor group Asbo must survive
           S - Inspect Modular Conveyor group Asbo
           B - Transport Epsilon 1 must have completed mission
           B - Transport Epsilon 2 must have completed mission
           B - Destroy Lt Calamari Cruiser Falaricae
           B - Modular Conveyor Asbo ? must be captured 

Procedure  S - Inspect Conveyor Asbo 1-3
           P - Destroy pink Y-Wings until mission is complete
>----------------------------------------------------------------------------
Battle II, Mission 2 

Mission    P - Destroy 25% of Ripoblus craft
           P - Container C Lab Module ? must survive
           P - Platform XQ1 Youst must survive
           S - Inspect Container C Lab Module ?
           S - Inspect Platform XQ1 Youst
           B - Inspect Shuttle Toten
           B - Transport Epsilon 1 must have completed mission 
           B - Transport Epsilon 2 must have completed mission              
           B - Destroy Nebulon B-2 Frigate Dromon
           B - Container C Lab Module ? must be captured              
           B - Platform XQ1 Youst must be captured

Procedure  P - Destroy ATR Sabre with 3 torpedoes 
           S - Inspect Platform XQ1 Youst
           S - Inspect CN/C Lab Module 1-4 
           P - Destroy ATR Pike with 3 torpedoes
          #B - Reload with TUB CUV/L 11F5          * no reload in hard level 
           B - Destroy M/FRG Dromon
>----------------------------------------------------------------------------
Battle II, Mission 3

Mission    P - Patrol Craft Glas must have finished docking
           B - Destroy Escort Shuttle Typhon 1-4 
           B - Shuttle Nazaar 1-2 must have completed mission 

Procedure  P - Destroy Y-Wing Able 1-4
           P - Destroy Shuttles Lambda 1-4         * 2 waves 
           P - Destroy Y-Wing Baker 1-3
           P - Destroy Shuttles Sigma 1-2
           B - Destroy Escort Shuttle Typhon 1-4
>----------------------------------------------------------------------------
Battle II, Mission 4

Mission    P - Transport Omega 1 must have completed mission
           P - Transport Omega 2 must have completed mission
           P - Shuttle Keydon must be boarded
           P - Shuttle Phantele must be boarded
           S - Inspect Cargo Ferry Glaive
           S - Inspect Cargo Ferry Godendag
           S - Inspect Modified Corvette Runka
           B - Inspect Nebulon B-2 Frigate Manus Ferre
           B - Inspect Nebulon B Frigate Shemsher
           B - Inspect Lt Calamari Cruiser Falaricae

Procedure  P - Disable Shuttle Keydon (pink)
           P - Disable Shuttle Phantele (blue)
           P - Protect Transports Omega 1-2, destroy
                  E/S Arabu 1-2    (2 torpedoes each)
                  E/S Berono 1-2   (2 torpedoes each)
          *       E/S Calitana 1-2 
          *       E/S Degio 1-2
                  Z-95 Adam 1-4
                  Z-95 Baker 1-4
           B - Inspect Nebulon B-2 Frigate Manus Ferre
           B - Inspect Nebulon B Frigate Shemsher
           B - Inspect Lt Calamari Cruiser Falaricae
           S - Inspect Cargo Ferry Glaive
           S - Inspect Cargo Ferry Godendag
           S - Inspect Modified Corvette Runka
>----------------------------------------------------------------------------
Battle II, Mission 5

Mission    P - 75% of all TIE Advanceds must have completed mission
           P - Escort Carrier Tropsobor must have completed mission
           S - Inspect Shuttle Omlaut
           B - 100% of all Ripoblus craft must be destroyed
           B - 100% of TIE Advanced group AA must have completed mission 
           B - 100% of TIE Advanced group AB must have completed mission 
           B - 100% of TIE Advanced group AC must have completed mission 
           B - 100% of TIE Advanced group AD must have completed mission 

Procedure  P - Destroy all Y-Wings Bardok 1-2, Chubb 1-2, Givin 1-2, 
               Larkma 1-2, Farsi 1-2, Hurcha 1-2 
           S - Inspect Shuttle Omlaut
           B - Destroy CRL Ben Het, as soon as its shields are down
           B - Destroy all enemy vessels
>----------------------------------------------------------------------------
Battle III, Mission 1

Mission    P - Victory Star Destroyer must survive
           P - Inspect 100% of Container A group THX-1136A
           P - Inspect 100% of Container D group THX-1137D
           P - Inspect 100% of Container B group THX-1138B
           P - Inspect 100% of Container D group THX-1139D
           P - Inspect 100% of Container D group THX-1140D
           S - Heavy Lifter Mule 1 must have completed mission
           S - Heavy Lifter Mule 2 must have completed mission
           S - Heavy Lifter Mule 3 must have completed mission
           S - Heavy Lifter Mule 4 must have completed mission
           S - Heavy Lifter Mule 5 must have completed mission
           B - Destroy Transport Scouter

Procedure  P - Inspect CN/A THX-1136A 1-2
           P - Inspect CN/A THX-1137D 1-2
           P - Inspect CN/A THX-1138B 1-2
           P - Inspect CN/A THX-1139D 1-3 
           P - Inspect CN/A THX-1140D 1-3
           P - Protect Heavy Lifters, watch Y-Wings
           B - Destroy Transport Scouter
>----------------------------------------------------------------------------
Battle III, Mission 2

Mission    P - Nebulon B-2 Frigate Ludwick must have survived
           P - Destroy Corellian Corvette Leach
           P - Destroy Corellian Corvette Clavier 
           P - Destroy Corellian Corvette Grapler
           P - Destroy Container A group DLC11A 1-4 
           P - Destroy Container A group CRM908A 1-4 
           P - Destroy Container B group CG-78 1-2 
           S - Inspect Container A CRM908A ?
           B - Assault Transport Tiger must have finished docking
           B - Container A CRM908A ? must be boarded 

Procedure  P - Destroy Corellian Corvette Clavier 
           P - Destroy Corellian Corvette Grapler              
           P - Destroy Corellian Corvette Leach 
               (4 torpedoes each, finish off with lasers) 
           S - Inspect Container A CRM908A 1-4  
           P - Destroy Container A CRM908A 1-4 expect the one with rebels 
           P - Destroy Container A group DLC11A 1-4
           P - Destroy Container B group CG-78 1-2
           P - Destroy Container A CRM908A ? after boarding
>----------------------------------------------------------------------------
Battle III, Mission 3 

Mission    P - Nebulon B-2 Frigate Ludwick must have survived
           P - 100% of Cargo Ferry group Bakkun must have arrived
           P - 100% of Modified Corvette group Horvus must have arrived
           P - 100% of Modular Conveyor group Gorfan must have arrived 
           P - 100% of Freighter group Ravn must have arrived
           P - Victory Star Destroyer Stalwart must have arrived
           B - Destroy 100% of Shuttle group Escape 

Procedure  P - Destroy Z-95 Gold 1-3 (green), they have heavy torpedoes 
           P - Destroy B-Wing Blue 1-3 (green) 
          *P - Destroy B-Wing Red 1-3 (green), they have heavy torpedoes 
           P - Destroy X-Wing Red 1-3 (green), they have heavy torpedoes 
          *P - Destroy X-Wing Yellow 1-3 (green) 
           P - Destroy Z-95 Yellow 1-3 (green) 
           P - Destroy X-Wing Blue 1-3 (green) 
           P - Destroy Y-Wing Gold 1-2 (pink) 
           P - Destroy Y-Wing Red 1-2 (pink) 
           P - Destroy Y-Wing Blue 1-2 (pink)
           B - When FRG Huntress is finished, destroy SHU Escape 1-2 
>----------------------------------------------------------------------------
Battle III, Mission 4

Mission    P - Platform XQ3 NL-1 must have survived
           P - Nebulon B-2 Frigate Ludwick must have survived
           P - Victory Star Destroyer Stalwart must have arrived
           S - Shuttle Shakker must be captured
           B - Inspect Shuttle Shakker 

Procedure  P - Destroy Y-Wing Blue 1-2
          *P - Destroy Y-Wing Gold 1-2 
           P - Destroy A-Wing Blue 1-2 
           P - Destroy X-Wing Red 1-3
           P - Destroy M/CRV Moori 1-2 (6 torpedoes or 2 heavy bombs each)
          *P - Destroy M/CRV Runeer 1-2
           B - Inspect Shuttle Shakker 
           S - Disable Shuttle Shakker
          *P - Destroy TRN Del 1-3 
           B - Protect Transport Soryi, it will capture the Shuttle Shakker
>----------------------------------------------------------------------------
Battle III, Mission 5

Mission    P - Platform XQ3 NL-1 must have survived
           P - Nebulon B-2 Frigate Ludwick must have survived
           P - Transport Sigma ? must have completed mission
           P - Transport Omega must have completed mission
           B - Destroy Shuttle Bliss 1-2              
           B - Destroy Shuttle Gamer 1-2
           B - Destroy Shuttle Noway 1-3 

Procedure  P - Protect Transport Sigma 1 or 2, carrying Vice Admiral Thrawn 
           P - Destroy A-Wing Red 1-3
           P - Destroy A-Wing Blue 1-3
           P - Destroy A-Wing Gold 1-3
           P - Destroy X-Wing Rec 1-2
           P - Destroy Y-Wing Blue 1-2
           P - Destroy X-Wing Gold 1-2 
           P - Protect Transport Omega, carrying Vice Admiral Thrawn
           B - Destroy Shuttle Bliss 1-2 (pink)
           B - Destroy Shuttle Gamer 1-2 (pink)
           B - Destroy Shuttle Noway 1-3 (pink)
>----------------------------------------------------------------------------
Battle III, Mission 6

Mission    P - Platform XQ3 NL-1 must have survived
           P - Patrol Craft Ranger 1 must have survived 
           P - Patrol Craft Ranger 2 must have survived
           P - Victory Star Destroyer must have arrived
           S - Shuttle Electra must be captured
           B - Inspect Shuttle Electra 
          *B - Transport Shark must have finished docking 

Procedure  P - Destroy ATR Thunder 2 (6 torpedoes), it is after the Platform            
           B - Inspect Shuttle Electra
           S - Disable Shuttle Electra
           P - Destroy TRN Rover 1-3 (2 torpedoes each), 
               they are after the Rangers
           P - Destroy ATR Thunder 1, it is after the Platform 
           P - Destroy B-Wing Blue 1-3
          *P - Destroy ATR Taxel 1-2, they are after the Platform 
>----------------------------------------------------------------------------
Battle IV, Mission 1

Mission    P - 50% of Cargo Ferry group Verack must have finished docking
           P - 50% of Cargo Ferry group Stimner must have finished docking
           P - Nebulon B-2 Frigate Shamus must have survived
           S - Inspect 100% of Cargo Ferry group Verack
           S - Inspect 100% of Cargo Ferry group Stimner
           B - Inspect Corellian Corvette Charger 1
           B - Inspect Corellian Corvette Charger 2 

Procedure  S - Inspect Cargo Ferry Verack 1-2
           S - Inspect Cargo Ferry Stimner 1-2
           B - Inspect Corellian Corvette Charger 1
           B - Inspect Corellian Corvette Charger 2 
           P - Destroy CRV Charger 1 (6 torpedoes)
           P - Destroy CRV Charger 2 (2 torpedoes, then laser from behind) 
           P - Destroy Y-Wing Red 1-3
           P - Destroy Y-Wing Gold 1-3
           P - Destroy Y-Wing Blue 1-3
           P - Destroy Y-Wing Yellow 1-3           * 2 waves 
           P - Destroy Y-Wing Striker 1-3
           P - Destroy Y-Wing Scarlet 1-3
>----------------------------------------------------------------------------
Battle IV, Mission 2 

Mission    P - Destroy Container B Junker
           P - Destroy Container A Hume
           P - Destroy Container A Workshop
           P - Destroy Container B Repo
           P - Destroy Corellian Corvette Petor
           P - Destroy Corellian Corvette Shotgun
           P - Destroy Transport Sunbird
           P - Destroy Shuttle Pamir 1
           P - Destroy Shuttle Pamir 2
           S - Destroy 100% of all Y-Wings

Procedure  P - First target Corellian Corvette Petor, 
               Order Wingmen to attack by Shift-A
           P - Destroy Corellian Corvette Shotgun (6 torpedoes) 
           P - Destroy Transport Sunbird
           P - Destroy Shuttles Pamir 1-2
           S - Destroy Y-Wings Red 1-2
           S - Destroy Y-Wings Blue 1-3
          *S - Destroy Y-Wings Gold 1-2 
           P - Destroy the remaining Containers
>----------------------------------------------------------------------------
Battle IV, Mission 3 

Mission    P - Destroy 75% of all Y-Wings
           P - Modified Corvette Phoenix must have survived
           P - Transport Runner must have finished docking
           P - Shuttle Doyle must have finished docking
           P - Shuttle Sgidek must have finished docking

Procedure  P - Destroy Y-Wing Blue 1-2
           P - Destroy Y-Wing Red 1-3
           P - Destroy Y-Wing Gold 1-3
           P - Destroy Y-Wing Baker 1-3
           P - Destroy Y-Wing Yellow 1-2
           P - Destroy Y-Wing Grey 1-2             * Grey 1-4 
>----------------------------------------------------------------------------
Battle IV, Mission 4 

Mission    P - Nebulon B-2 Frigate Shamus must have survived
           P - Nebulon B Frigate Lendova must have survived
           P - Shuttle Fairfax must be boarded
           P - Shuttle Nexus must have completed mission
           P - Transport Ferry 1 must have completed mission
           P - Transport Ferry 2 must have completed mission
           P - Transport Ferry 3 must have completed mission
           P - Transport Ferry 4 must have completed mission
           S - Inspect Transport Ferry 1
           S - Inspect Transport Ferry 2
           S - Inspect Transport Ferry 3 
           S - Inspect Transport Ferry 4 

Procedure #P - Destroy CRV Phazer 1-2 (1 heavy bomb each)
          *P - Destroy CRV Phazer 3 1 and Phazer 4 1 (1 heavy bomb each) 
           P - Destroy Y-Wing Gold 1-3
           P - Destroy Y-Wing Scarlet 1-2
           P - Destroy Y-Wing Red 1-2
           P - Destroy Y-Wing Yellow 1-3
           S - Inspect Transport Ferry 1-4
          *P - Reload with ATR Trident 
          *P - Destroy CRV Phazer 3 2 and Phazer 4 2 (1 heavy bomb each) 
>----------------------------------------------------------------------------
Battle IV, Mission 5 

Mission    P - Nebulon B-2 Frigate Shamus must have survived
           P - Nebulon B Frigate Xerxes must be destroyed
           B - Destroy Transport Tela 

Procedure  P - Destroy B-Wing Blue 1-2
          *P - Destroy Y-Wing Flash 1-3 
           P - Destroy Y-Wing Red 1-2
           P - Destroy FRG Xerxes (2 heavy bombs)
           B - Destroy Transport Tela 
           P - Destroy Y-Wing Vite 1-2
           P - Destroy A-Wing Blue 1
           P - Destroy X-Wing Gold 1
>----------------------------------------------------------------------------
Battle V, Mission 1 

Mission    S - Inspect Shuttle Lambda
           S - Nebulon B-2 Frigate Osprey must have arrived
           S - Inspect 100% of Container D group Chi
           S - Inspect 100% of Container D group Psi
           B - TIE Interceptor Gamma 2 must be destroyed
           B - TIE Interceptor Gamma 3 must be destroyed
           B - 100% of TIE Advanced group H-Alpha must be destroyed
           B - 100% of TIE Advanced group H-Delta must be destroyed
           B - 100% of TIE Bomber group H-Beta must be destroyed
           B - Shuttle Lambda must be destroyed
           B - 100% of Mine group Type 1A must be destroyed
           B - 100% of Mine group Type 1B must be destroyed
           B - 100% of Container D group Chi must be destroyed
           B - 100% of Container D group Psi must be destroyed
           B - 100% of X-Wing group Blue must be destroyed
           B - 100% of Y-Wing group Red must be destroyed 

Procedure  S - Request Reinforcements with Shift-S              
           S - Redirect all energy to engine
           S - Inspect CN/D Chi 1-2
           S - Inspect CN/D Psi 1-2
           S - Go to M/FRG Osprey 
           S - Inspect Shuttle Lambda, as soon as it arrives 
>----------------------------------------------------------------------------
Battle V, Mission 2 

Mission    P - Destroy 100% of all Container Bs
           P - Destroy 100% of Container C group Pi
           P - Destroy 100% of Container E group Xi
           P - Destroy 100% of Container D group Psi
           P - Victory Star Destroyer Protector must have arrived 
           S - Inspect at least one of all Container Bs
           S - Inspect Platform XQ1 DS 5
           S - Inspect at least one of Container C group Pi
           S - Inspect at least one of Container E group Xi
           S - Inspect at least one of Container D group Psi
           B - Destroy B-Wing Red 1-3  
           B - Destroy 100% of Z-95 Headhunter group Wolf 
           B - Destroy Corellian Transport Cimigo 
           B - Destroy at least one of TIE Advanced group H-Alpha  
           B - Destroy at least one of A-Wing group Blue 
           B - Attack Victory Star Destroyer Protector 

Procedure  B - Destroy CORT Cimigo immediately:  
                 Redirect energy to engines (press 3 times "F9" key) 
                 Target CORT Cimigo (press 12 times "T" key)
                 Launch 9 Advanced Missiles (4 pairs and 1 single) 
           P - Destroy B-Wing Red 2  
           P - Destroy Z-95 Wolf 1-4 
           S - Inspect Platform XQ1 DS 5
           S - Inspect CN/B Chi 1-4
           S - Inspect CN/C Pi 1-2
           S - Inspect CN/E Xi 1-4
           S - Inspect CN/D Psi 1-2
           P - Destroy B-Wing Red 1 + 3 
           P - Destroy CN/B Chi 1-4
           P - Destroy CN/C Pi 1-2
           P - Destroy CN/E Xi 1-4
           P - Destroy CN/D Psi 1-2
           B - Destroy T/A H-Alpha 1 (1 Advanced Torpedo) 
           B - Destroy A-Wing Blue 1  
           B - Attack VSD Protector  
>---------------------------------------------------------------------------- Battle V, Mission 3 
Battle V, Mission 3 

Mission    P - Destroy 100% of Freighter group Karflo
           P - Destroy 100% of Modular Conveyor group Sorosuub
           P - Destroy Container Transport Morgath 1
           P - Destroy Container Transport Morgath 5
           P - Destroy 100% of Corellian Corvette group Sundog
           S - Inspect at least one of Freighter group Karflo
           S - Inspect at least one of Modular Conveyor group Sorosuub
           S - Inspect Container Transport Morgath 1
           S - Inspect Container Transport Morgath 5
           S - Inspect at least one of Corellian Corvette group Sundog
           B - Inspect at least one of Container E group Pi
           B - Victory Star Destroyer Protector must be attacked
           B - Destroy Heavy Lifter AAA Tow
           B - Destroy Heavy Lifter A1 Tow 
           B - Destroy Heavy Lifter A2 Tow 
           B - Destroy at least one of TIE Advanced group H-Alpha 
           B - Destroy at least one of TIE Advanced group H-Beta 
           B - Destroy at least one of TIE Advanced group H-Gamma 
           B - Destroy at least one of TIE Advanced group H-Delta 
           B - Destroy 100% of A-Wing group Blue

Procedure  S - Inspect FRT Karflo 1
           P - Destroy FRT Karflo 1-3
           S - Inspect CNVYR Sorosuub 1
           P - Destroy CNVYR Sorosuub 1-2
           S - Inspect Container Transport Morgath 1
           P - Destroy Container Transport Morgath 1
           S - Inspect Container Transport Morgath 5 
           P - Destroy Container Transport Morgath 5
           S - Inspect CRV Sundog 1
           P - Destroy CRV Sundog 1-2 (4 heavy rockets each)
>----------------------------------------------------------------------------
Battle V, Mission 4 

Mission    P - Destroy 50% of all TIE Advanced
           S - Inspect at least one of Modified Corvette group Wurger
           S - Inspect Shuttle Toten
           B - Victory Star Destroyer Protector must be attacked
           B - Destroy Modified Corvette Wurger 1-2
           B - Shuttle Toten must have completed mission
           B - Destroy Cargo Ferry Badger 1
           B - Destroy Cargo Ferry Badger 2 

Procedure  P - Attack TIE Advanced
           B - Destroy Cargo Ferry Badger 1-2 
           S - Inspect Shuttle Toten, as soon as it appears, 
               Redirect all energy into the engine 
           S - Inspect M/CRV Wurger 1
           P - Keep on attacking TIE Advanced (there are 14 to kill) 
           P - Destroy M/CRV Wurger 1-2 
>----------------------------------------------------------------------------
Battle V, Mission 5 

Mission    P - Destroy 100% of all Mines
           P - Platform XQ1 DS 5 must be disabled 
           P - Shuttle Toten must be disabled
           P - Transport Kolermigon must be disabled
           P - Corellian Transport Geddawai must be disabled
           S - Platform XQ1 DS 5 must be captured
           S - Inspect Shuttle Toten
           S - Inspect Transport Kolermigon
           S - Inspect Corellian Transport Geddawai
           B - Inspect Nebulon B Frigate Olinor
           B - Destroy Modified Corvette Wurger 1-2
           B - Destroy Shuttle Toten  
           B - Transport Kolermigon must be boarded
           B - Corellian Transport Geddawai must be captured 

Procedure  S - Inspect CORT Geddawai 
           P - Disable CORT Geddawai (2 Adv. Torp. to bring the shields down) 
           S - Inspect SHU Toten 
           P - Disable SHU Toten 
           S - Inspect TRN Kolermigon 
           P - Disable TRN Kolermigon 
           P - Destroy all Mines
           B - Inspect FRG Olinor 
           P - Destroy B-Wing Blue 1-3 
           B - Destroy M/CRV Wurger 1-2 (4 Advanced Torpedoes each), you 
               may reload with TUG CUV 8f1 
           B - Destroy Shuttle Toten 
>----------------------------------------------------------------------------
Battle VI, Mission 1 

Mission    P - 100% of all TIE Defenders must have completed mission
           P - 100% of all Cargo Ferrys must have completed mission
           B - 100% of all Rebel craft must be destroyed 

Procedure  P - Destroy B-Wing Blue 1-3
           B - Destroy A-Wing Red 1-6
>----------------------------------------------------------------------------
Battle VI, Mission 2 

Mission    P - 100% of all TIE Defenders must have completed mission
           P - Escort Carrier Hininbirg must have completed mission
           S - Inspect Corellian Corvette Mar Duun
           S - Inspect Corellian Corvette Vop Hui
           B - 100% of all Rebel craft must be destroyed 

Procedure  P - Destroy Y-Wing Blue 1-4 (1 Advanced Torpedo each) 
           S - Inspect Corellian Corvette Mar Duun
           S - Inspect Corellian Corvette Vop Hui
           B - Help destroying the Corvettes 
           P - Destroy A-Wing Gold 1-3
           P - Destroy X-Wing Red 1-8 
>----------------------------------------------------------------------------
Battle VI, Mission 3 

Mission    P - Freighter Anterab must have completed mission
           P - Freighter Degathem must have completed mission
           S - Heavy Lifter V-3f14 must have completed mission
           S - At least one of B-Wing group Red must be boarded
           B - Destroy 100% of X-Wing group Blue
           B - Destroy 100% of A-Wing group Gold

Procedure  P - Order Wingmen to destroy X-Wing Blue 1-6 with Shift-A 
           S - Disable B-Wing Red 1 (1 Advanced Torpedo, then disable) 
           P - Destroy B-Wing Red 2-5
           P - Destroy ATR Storm Unit 1-2 (2 Advanced Torpedoes each)
           B - Help destroying X-Wing Blue 1-6
           P - Destroy A-Wing Gold 1-3
>----------------------------------------------------------------------------
Battle VI, Mission 4 

Mission    P - Destroy 75% of all Z-95 Headhunters
           P - Platform XQ2 Pondut must be captured
           P - Disable Transport GEC U47
           P - Corellian Transport Lucky Day must be captured
           P - Disable Shuttle Kalree
           S - Disable at least one of Y-Wing group Blue
           S - Transport GEC U47 must be captured
           S - Shuttle Kalree must be captured
           B - Tug U-4f91 must have completed mission
           B - Tug U-4f92 must have completed mission 
           B - Tug U-4f93 must have completed mission 
           B - Tug U-4f94 must have completed mission 
           B - Tug U-14f1 must have completed mission
           B - Destroy 100% of A-Wing group Red
           B - Destroy Cargo Ferry Bujiboi 

Procedure  P - Destroy Z-95 Charlie 1-4
           P - Disable Transport GEC U47
           P - Disable Shuttle Kalree 
           P - Disable CORT Lucky Day (2 Advanced Torpedoes = shields down) 
           P - Destroy Z-95 Adam 1-4
           P - Destroy Z-95 Baker 1-4
          *P - Destroy Z-95 Delta 1-4 
           S - Disable Y-Wing Blue 1
           P - Destroy Y-Wing Blue 2-4 (1 Advanced Torpedo each) 
           P - Destroy A-Wing Red 1-2
           B - Destroy CARG Bujiboi (4 Advanced Torpedoes) 
>----------------------------------------------------------------------------
Battle VII, Mission 1 

Before starting Battle VII you should practice the TIE Defender (Training
and Combat Chamber).

Mission    P - Interdictor Harpax must have survived
           P - Destroy 100% of Container B group HX
           P - Destroy 100% of Container E group HM
           P - Destroy 100% of Container C group Oxin
           P - Destroy 100% of Container D group C223
           P - 100% of Assault Transport group Gold must have arrived
           B - Destroy 100% of Heavy Lifter group Waq
           B - Destroy 100% of Cargo Ferry group Whell

Procedure *P - Destroy T/I H-Delta 1-2 
          *P - Destroy T/F H-Alpha 1-3
          *P - Destroy T/A H-Gamma 1-2 
           P - Destroy CN/B HX 1-2
           P - Destroy CN/E HM 1-2
           P - Destroy CN/C Oxin 1-2
           P - Destroy CN/D C223 1-2
           P - Dogfight with H-TIEs
           P - Attack Rebel Starfighters, when CRL Warhawk arrives (at 4:40), 
               Z-95 and X-Wing are attacking Interdictor Harpax 
               Target INT Harpax, then press A (Attacking Target) 
           P - Destroy Z-95 Red 1-2 
           P - Destroy Z-95 Gold 1-3 
           P - Destroy Z-95 Blue 1-2
           P - Destroy Z-95 Scarlet 1-3
           P - Destroy T/B H-Zeta 1-2
           P - Destroy X-Wing Gold 1-3, play with last one (new waves!)
               The mission is completed, when ATR Gold 1-3 arrive (at 14:28)
           B - Destroy Heavy Lifter group Waq 
           B - Destroy Cargo Ferry group Whell 
>----------------------------------------------------------------------------
Battle VII, Mission 2 

Mission    P - Interdictor Harpax must have survived
           P - Destroy Nebulon B Frigate Akaga
           P - Imperial Star Destroyer Garrett must have arrived
           B - Destroy 100% of Y-Wing group Red
           B - Destroy 100% of Y-Wing group Gold
           B - Destroy 100% of Z-95 Headhunter group Blue 
           B - Destroy 100% of Z-95 Headhunter group Red 
           B - Destroy 100% of X-Wing group Gold 

Procedure  P - Attack FRG Akaga with 2 heavy bombs (release at Dist 1.0 - 1.7)
           P - Reload Bombs with Transport Goya (Shift-B), repeat attack
           P - Destroy Y-Wing Red 1-2
           P - Destroy Y-Wing Gold 1-2
           P - Destroy T/B H-Beta 1-2
           P - Destroy Z-95 Red 1-2
           P - Destroy Z-95 Blue 1-2
               Imperial Star Destroyer Garrett arrives at 5:31
           B - Destroy Y-Wing group Red
           B - Destroy Y-Wing group Gold
           B - Destroy Z-95 group Blue
           B - Destroy Z-95 group Red
           B - Destroy X-Wing group Gold
>----------------------------------------------------------------------------
Battle VII, Mission 3 

Mission    P - Victory Star Destroyer Protector must be destroyed
           P - Lt Calamari Cruiser Warhawk must be destroyed
           P - Imperial Star Destroyer Garrett must have survived
           S - Destroy 100% of Modified Corvette group Arditi
           S - Destroy 100% of Modified Corvette group Falcon
           S - Destroy 100% of Modified Corvette group BaKaar
           S - Destroy 100% of Assault Transport group Upsilon
           B - Destroy 100% of all Rebel craft
           B - Interdictor Harpax must have completed mission 

Procedure  P - Attack CRL Warhawk with 6 Advanced Torpedoes
           P - Reload with Transport CUV 18f1 (Shift-B), repeat attack
           P - Attack VSD Protector (same procedure as CRL Warhawk, but in
               Hard level you only have one reload) 
          *P - Destroy M/CRV Triumph 1-2 
          *B - Destroy E/S Spitfire 1-2  
           S - Destroy M/CRV Arditi 1-3 (4 Advanced Torpedoes)
           S - Destroy M/CRV group Falcon 
           S - Destroy M/CRV group BaKaar
           S - Destroy Assault Transport group Upsilon
>----------------------------------------------------------------------------
Battle VII, Mission 4 

Mission    P - TIE Defender Delta 6 (Darth Vader!) must complete mission
           P - Nebulon B-2 Frigate Osprey must have survived
           S - Destroy Interdictor Harpago
           B - Destroy 100% of all Assault Gunboats
           B - 50% of TIE Defender group Delta must have completed mission 

Procedure  B - Destroy GUN Z-Mu 1-4
           B - Destroy GUN Z-Nu 1-4
           B - Destroy GUN Z-Tau 1-4 
           P - As soon as Osprey arrives, launch 6 Advanced Torpedoes at 
               INT Harpago, target the Laser Turrets (Key "," until LASR TUR) 
          *B - Destroy T/B Z-Beta 1-3 
          *B - Destroy T/B Z-Gamma 1-3 
          *B - Destroy T/B Z-Theta 1-3 
           P - Reload with TUG CUV/L-1
           P - Destroy INT Harpago again with 6 Advanced Torpedoes
>----------------------------------------------------------------------------
Battle VII, Mission 5 

Mission    P - Escort Shuttle Haven ? must be boarded
           P - Imperial Star Destroyer Vanguard must have survived
           P - Modified Corvette Mescue must have survived

Procedure  P - Order Wingmen to attack T/A group Z-Alpha (Shift-A) 
           P - Inspect E/S Haven 1-3
           P - Order Wingmen to ignore E/S Haven ? (Shift-I) 
           P - Disable E/S Haven ? (the one with the Emperor)
           P - Destroy the other 2 E/S Haven (1 Advanced Torpedo, then
               finish off with laser)
           P - Destroy E/S Hellcat 1-3 
           P - Destroy T/A Z-Alpha 1-3
           P - Destroy T/A Z-Beta 1-3
           P - Destroy T/A Z-Kappa 1-2 
           P - Destroy T/A Z-Delta 1-3





Here's a complete (as far as I know) list of bonus mission goals for TIE
Fighter.  Some of these goals are impossible (at least for me).  I've
missed a total of 7 bonus goals during the game.  Has anybody done better?
Has anyone been able to destroy CTRN Cimigo in B5M2?  I finished the
whole game on hard with a final score of 1,038,896.  I am a General and
the Emperor's Hand (sixth circle of the Secret Society). E-Mail me with any
comments.

NOTE:  If you have Microsoft Word 6.0, print out TIEBONUS.DOC instead.  It's
       nicer looking and formatted.

                                                        -=> Lord Soth <=-
                                                        congdo@netcom.com


B1M1
100% of Escort Shuttle group Tough must be destroyed
Transport Glich must be destroyed

B1M2
100% of Corellian Corvette group Ubote must be destroyed
Shuttle Shutz must be captured

B1M3
Transport Dawn must be inspected
100% of B-Wing group Gold must be destroyed
100% of X-Wing group Red must be destroyed

B1M4
At least 1 of Escort Shuttle group Claf must be destroyed
Container Transport Gopher must be captured

B1M5
100% of X-Wing group Blue must be destroyed
100% of X-Wing group Red must be destroyed
100% of A-Wing group Gold must be destroyed

B1M6
50% of Tyderian Shuttle group Derris must be captured
100% of mine group MX-B through MX-F must be destroyed
100% of mine group RQ-A through RQ-G must be destroyed

B2M1
Transport Epsilon 1 must complete mission
Transport Epsilon 2 must complete mission
Light Calamari Cruiser Falaricae must be destroyed
Modular Conveyor Asbo ? must be captured

B2M2
Shuttle Toten must be inspected
Transport Epsilon 1 must complete mission
Transport Epsilon 2 must complete mission
Nebulon B Frigate Dromon must be destroyed
Container Class C Lab Module ? must be captured
Platform Youst must be captured

B2M3
100% of Escort Shuttle group Typhoon must be destroyed
100% of Tyderian Shuttle group Nazaar must complete mission

B2M4
Light Calamari Cruiser Falaricae must be inspected
Nebulon B Frigate Manus Ferre must be inspected
Nebulon B Frigate Shemsher must be inspected

B2M5
100% of Dimok and Ripoblus crafts must be destroyed
100% of TIE Advanced group AA, AB, AC, and AD must be destroyed

B3M1
Transport Scouter must be destroyed

B3M2
Assault Transport Tiger must finish docking
Container Class A CRM908A ? boarded

B3M3
100% of Tyderian Shuttle group Escape must be destroyed

B3M4
Tyderian Shuttle Shakker must be inspected

B3M5
100% of Tyderian Shuttle group Gamer must be must be destroyed
100% of Tyderian Shuttle group Bliss must be must be destroyed
100% of Tyderian Shuttle group Noway must be must be destroyed

B3M6
Transport Shark must finish docking
Tyderian Shuttle Electra must be inspected

B4M1
Corellian Corvette Charger 1 and Charger 2 must be inspected

B4M2
None

B4M3
None

B4M4
None

B4M5
Transport Tela must be destroyed

B5M1
TIE Interceptor Gamma 2 and 3 must be destroyed
100% of TIE Advanced groups H-Alpha and H-Delta must be destroyed
100% of TIE Bomber group H-Beta must be destroyed
Tyderian Shuttle Lambda must be destroyed
100% of mine groups type 1A and 1B must be destroyed
100% of Container Class D groups Chi and Psi must be destroyed
100% of X-Wing group Blue must be destroyed
100% of Y-Wing group Red must be destroyed

B5M2
B-wing Red 1, 2, and 3 must be destroyed
100% of Z-95 Headhunter group Wolf must be destroyed
Z-95 Headhunter Wolf 3 and Wolf 4 must be destroyed
Corellian Transport Cimigo must be destroyed
Container B Chi 3 and Chi 4 must be inspected
100% of Container class C group Pi must be inspected
100% of Container class E group Xi must be inspected
100% of Container class D group Psi must be inspected
Victory Star Destroyer Protector must be attacked
At least 1 of TIE Advanced group H-Alpha must be destroyed
At least 1 of A-Wing group Blue must be destroyed

B5M3
At least 1 of container E group Pi must be inspected
Victory Star Destroyer Protector must be attacked
Heavy Lifters AAA, A1, and A2 must be destroyed
At least 1 of TIE Advanced groups  H-Alpha, H-Beta, H-Gamma, and 
H-Delta must be destroyed
100% A-Wing group Blue must be destroyed

B5M4
Victory Star Destroyer Protector must be attacked
100% of Corellian Corvette group Wurger must be inspected
Tyderian Shuttle Toten must complete mission
Cargo Ferry Badger 1 and Badger 2 must be destroyed

B5M5
Frigate Olinor must be inspected
100% of Corellian Corvette group Wurger must be destroyed
Tyderian Shuttle Toten must be destroyed
Transport Kolermigon must be boarded
Corellian Transport Geddawai must be captured

B6M1
100% of all Rebel crafts must be destroyed

B6M2
100% of all Rebel crafts must be destroyed

B6M3
100% of X-Wing group Blue must be destroyed
100% of A-Wing group Gold must be destroyed
A-wing Gold 3 must be destroyed

B6M4
Tug U-4f91 through U-4f94 complete mission
Tug U-14f1 must complete mission
100% of A-Wing group Red must be destroyed
Cargo Ferry Bujiboi must be destroyed

B7M1
100% of Heavy Lifter group Waq must be destroyed
100% of Cargo Ferry group Whell must be destroyed

B7M2
100% of Y-Wing groups Red and Gold must be destroyed
100% of Z-95 Headhunter groups Blue and Red must be destroyed
100% of X-Wing group Gold must be destroyed

B7M3
100% of Rebel crafts must be destroyed
Interdictor Harpax must complete mission

B7M4
100% of Assault Gunboats must be destroyed
50% of TIE Defender group Delta must complete mission

B7M5
None


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