TIE Fighter
(LucasArts Entertainment Company)
I downloaded the components of this FAQ from The Adrenaline Vault - TIE Fighter.
Back to TIE Fighter page.
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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