Written by Tim Wuyts (April 23th - May 5th, 1999) E-mail: tim.wuyts@planetinternet.be
The author is also the webmaster of The Cheat Empire: http://home.planetinternet.be/~twuyts
where you can always find the latest cheats & walkthroughs for PC Games.
(Copyright notice at the bottom)
-
* Introduction
* Updates
* Combat Simulator
* PROLOGUE: Family Business
- Mission 1: Aeron's Lesson: Transport Operations
- Mission 2: Emon's Lesson: Weapons
- Mission 3: Aeron's Error: Data Recovery
- Mission 4: Sticking it to the Viraxos: Covert Delivery
- Mission 5: Black Market Bacta: Cargo Transfer
- Mission 6: Rebel Rendezvous: Aid to the Alliance
- Mission 7: Nowhere to go?: Escape Imperial Attack
* Joining the Rebellion
- Mission 1: Deep Space Strike Evaluation
- Mission 2: Starfighter Superiority Evaluation
* BATTLE 1: Clearing the Way
- Mission 1: Convoy Attack
- Mission 2: Rescue Uncle Antan (Family mission)
- Mission 3: Reconnaissance of Imperial Task Force
- Mission 4: Rescue Echo Base Prisoners
- Mission 5: Recover Imperial Probe (Family mission)
- Mission 6: Stop Resupply of ISD Corrupter
- Mission 7: Destroy Imperial Sensor Net
* BATTLE 2: Secret Weapons of the Empire
- Mission 1: Flight Staff Transfer
- Mission 2: Ensnare Imperial Prototypes
- Mission 3: Kill K'Armyn Viraxo (Family mission)
- Mission 4: Raid Production Facility
- Mission 5: Defend CRS Liberty
- Mission 6: Destroy Imperial Research Facility
* BATTLE 3: Over the Fence
- Mission 1: Liberate Slave Convoy
- Mission 2: Supply Rebels with Warheads (Family mission)
- Mission 3: Recon Imperial Research Facility
- Mission 4: Investigate Imperial Communications Array
- Mission 5: Plant Listening Device (Family mission)
- Mission 6: Rendezvous with defector
- Mission 7: Scramble!
* BATTLE 4: The Bothan Connection
- Mission 1: Shipment to Mining Colony (Family mission)
- Mission 2: Reconnaissance of Imperial Convoy
- Mission 3: Mining Colony Under Siege: Rescue Aeron (Family mission)
- Mission 4: Capture the Freighter Suprosa
- Mission 5: Abandon Rebel Base at Kothlis
- Mission 6: Protect Imperial Computer
* BATTLE 5: Mustering the Fleet
- Mission 1: Protect Alliance-Smuggler Meeting
- Mission 2: Attack Imperial Convoy
- Mission 3: Break Emon Out of Brig (Family mission)
- Mission 4: Protect Smuggler Retreat
- Mission 5: Rescue Smugglers
- Mission 6: Recover Family Data Core (Family mission)
- Mission 7: Attack Pirate Base
* BATTLE 6: The Darkest Hour
- Mission 1: Meet with Bothan Delegation
- Mission 2: Locate Mercenary Base (Family mission)
- Mission 3: Raid Mercenary Base
- Mission 4: Rescue Bothan Spies
- Mission 5: Steal Imperial Shuttle
- Mission 6: Escort Rebel Fleet
- Mission 7: Family Reunion (Family mission)
* BATTLE 7: The Battle of Endor
- Mission 1: Battle of Endor
- Mission 2: That Thing's Operational
- Mission 3: The Shield is Down
- Mission 4: Death Star Tunnel Run
* Abbreviations Reference
- Armament
- Containers
- Droids
- Freighters
- Mines
- Platforms
- Satellites
- Starfighters
- Starships
- Transporters
- Utility Vehicles
* Legal Notice
-
Introduction
============
Looks like 1999 is going to be a great Star Wars year. Not only will the new movie be
released soon, there are also a pile of Star Wars games to be released. X-Wing Alliance
is one of these games and it does again: great atmospere, improved graphics, stunning FMV
sequences ... in short: a great game.
This is a mission guide and it will give you an overview of the missions you have to fly,
including a highlight on the specific difficulties of the missions and some tips. I'm not
going to ramble about tactics and how to fly ... that's something you'll have to learn for
yourself (or maybe you can use the force).
If you are having some difficulties with the abbreviations I sometimes use in the opponents
topic, I suggest you check out the reference section at the bottom of the guide!
Note: I played the whole game (version 1.0) at medium difficulty, so there might be some
small differences between the descriptions I give here and the missions you play at easy
or hard difficulty. I also noticed that their might be differences in the gameplay as you
install an upgrade (cfr. battle 7, mission 2).
Also, keep in mind that the bonus points mentioned might defer too,
but in general, I urge you to try to get as much bonus points as you possibly can (usually
by destroying extra ships, a squadron of fighters, but also by rescueing certain ships).
Updates
=======
Version 1.01 - First revision, corrections made where necessary
(june 1st, 1999)
Version 1.02 - Addition made to Battle 7, mission 2; minor changes here and there
(june 15th, 1999)
Version 1.10 - Addition problems destroying the power core
Alternative way to complete Battle 6, mission 5; minor changes here and there
(june 29th, 1999)
Version 1.11 - Minor addition to "problems destroying the power core"
(july 9th, 1999)
Version 1.12 - Added bonus point for battle 5, mission 2 (Special thanks to JoÒo Saraiva)
(november 13th, 1999)
Version 1.13 - Minor correction for prologue, mission 1 (Special thanks to Jason Gordon)
(january 4th, 2000)
Version 1.14 - Minor correction for prologue, mission 2 (Special thanks to Eden Tan)
(january 18th, 2000)
Combat Simulator
================
This option is there for MP games but is also an excellent way to familiarize yourself with
some of the crafts you'll be flying and therefore a must-do for rookies.
For the veterans among us: it's an excellent way to polish up your piloting skills (mine
were getting quite rusty).
Furthermore, you can increase your pilot rating by flying either previous missions or quick
skirmishes.
PROLOGUE: Family Business
=========================
Mission 1: Aeron's Lesson: Transport Operations
-----------------------------------------------
* Mission Objectives:
Pick up cargo cannister Xi1
Pick up cargo cannister Xi2
C/C Xi1 delivered to Harlequin Station
C/C Xi2 delivered to Harlequin Station
Force Viraxo Thung to depart
Coolant: Picked up by Aeron
Fuel Cells: Picked up by Ace
Coolant: Delivered to Azzameen Home Base
Fuel Cells: Delivered to Azzameen Home Base
* Bonus Points:
(150) Inspect PES Enkidu
(150) Inspect PES Gilgamesh
* Mission Objectives:
Gold Drones: Destroyed
Red Drones: Destroyed
Junk Containers: All Destroyed
Follow Emon to Dunari's Casino
FRS Andresta: Leave Dunari's in one piece
CORT Sabra: Leave Dunari's in one piece
* Bonus Points:
(10) Points per destroyed ship
(100) Points for inspecting Boba Fett's Slave One
* Opponents:
2 Viraxo Razor Fighters
* Difficulties: None
* Tips: None
* Mission Souvenir: Drink Chit from Dunari's Casino
Mission 3: Aeron's Error: Data Recovery
---------------------------------------
* Mission Objectives:
Cargo Area 1: All Containers Inspected
Cargo Area 2: All Containers Inspected
Cargo Area 3: All Containers Inspected
Raider: Force Release of Stolen Cargo
PES: Enkidu withdrew
* Bonus Points:
(50) Points per destroyed fighter
(500) Points for destroying theft transports?
* Opponents:
CARG Raider
2 Viraxo Razor Fighters
Viraxo PES Enkidu (enters hyperspace when attacked)
* Difficulties:
None really, maybe intercepting the CARG Raider in time?
* Tips:
You don't have to repel the cargo raider, you can also kill him ... which is much easier if
you ask me. Make sure you first target and take out the RzR/F's before heading toward the
PES. They pose the greatest threat in this mission, but shouldn't give you a hard time.
Keep in mind that there is an error in the mission if you are playing version 1.0. The game
states that a mission objective is complete, when you only inspected 97% of the cargo.
Watch out for this, if you don't search the last container, you can't complete the mission!
* Mission Souvenir: Space Pirate Flag
Mission 4: Sticking it to the Viraxos: Covert Delivery
------------------------------------------------------
* Mission Objectives:
Deliver Spice to Viraxo 54
Viraxo Craft 25% Destroyed
Return Home Safely
Aeron Picked up by Andrasta
CORT Venix: Destroy
PREVENT: Correllian Transport Sabra: ID'ed by an Imperial craft
* Bonus Points:
(80) Destroy CORT Venix
(100) Destroy PES Enkidu
(100) Destroy 100% of CF VCF 085
(100) Destroy 100% of CT/2 VCF 098
(300) Destroy 100% of Stavro squadron
* Opponents:
Viraxo Razor Fighter Squadron
Viraxo PES Enkidu
Imperial Star Destoyer II (Avoid)
Imperial TIE-Fighter Squadrons (Avoid)
* Difficulties:
The PES Enkidu is the only threat worth mentioning (RzR/F are taken out fairly easy)
* Tips:
First take out the wave of Rzr/F fighters (about 4 ships), then take out the PES Enkidu
followed by the remaining RzR/F fighters (about 6 remaining). Watch out if you are taking
on the PES. If you can trail the PES it doesn't take much effort, but take care if you are
coming head-on with it. It can do some serious damage if you don't watch out!
Take out some extra cargo ships and containers to get bonus points or to reach your 25% mark if you haven't taken out all the fighters.
Make sure you destroy the CORT Venix before you leave ... the first time, I forgot to do
this, which resulted in a failure.
* Mission Souvenir: Selu Nameplate
Mission 5: Black Market Bacta: Cargo Transfer
---------------------------------------------
* Difficulties:
None, if you take out the GSP asap
* Tips:
You know that the pirates are going to double-cross you, so you might as well target one of
the Clk/F ships. Once the double-cross is obvious, you can shoot him out of the air in a
few seconds. Then go straight after the GSP, don't waste any time with the other ships.
Once the GSP has been taken out, the Vasudra should be able to withstand all the other
attacks.
Note: Do not attack prematurely as this results in a mission failure.
* Mission Souvenir: Illegal Bottle of Zairana Ale
Mission 6: Rebel Rendezvous: Aid to the Rebellion
-------------------------------------------------
* Opponents:
Imperial Star Destroyer II (ISD)
2 Lancer Frigates
Imperial TIE-Fighter Squadrons
Imperial TIE-Bomber Squadrons
* Difficulties:
Hitting the 66% mark can pose some difficulties for some players.
* Tips:
No tips really, just keep on fighting. If there's even 1 second that you are not fighting,
you must be doing something wrong or you are being a real chicken. I suggest you stay clear
of the ISD. Not because it will attack you or anything, it's because it launches the TIE's.
If you have to make an escape in case of an emergency, it's best that you are not too close
to the source of all your troubles.
First take on the T/F, but make sure you take out the T/B once they are in range, since they
pose the biggest threat to the other ships. After the T/B are disposed off, resume picking
off the T/F's. Retreat once you passed the 66% mark.
* Mission Souvenir: Imperial TIE Debris
Mission 7: Nowhere to go?: Escape Imperial Attack
-------------------------------------------------
* Mission Objectives:
Sabra recovers valuables
Otana recovers warheads
Reunite at Azzameen Home Base
RzR/F Strelka: Destroy All
Reach hyperbuoy to Rebel Fleet
* Bonus Points:
None
* Opponents:
Victory Star Destroyer II
Imperial TIE-Fighter Squadrons
Imperial TIE-Bomber Squadrons
Viraxo Razor Fighters
Imperial Landing Craft
* Tips:
There is one big tip for this mission: avoid combat as much as possible. Why? You will
survive but your cargo won't and you need it to complete the mission. This includes the
request to hold off the incoming T/F at Twin Sun Station. The Sabra can leave without any
scratch, even without your defence. At the Azzameen home base, let Aeron take out the
Viraxo fighters and keep your distance from the Imperial fleet once it arrives.
This might be a good time to load countermeasures for the first time, since you'll probably
get some torpedoes fired at you. Activating the turrets in defensive mode is also a big
help.
* Mission Souvenir: Red Group recruitment poster, rebel outfit & helmet
Joining the Rebellion
=====================
Mission 1: Deep Space Strike Evaluation
---------------------------------------
* Difficulties:
Not getting blown away by the escort of the convoy
* Tips:
To destroy the cargo containers swiftly, it's best to destroy a few (8-12) of the containers
(to do some blast damage to the space station) and then star shooting at the space station.
Once it explodes all of the remaining cargo containers will explode too, this will save you
a lot of time.
Fly straight in, hit the CRKC with some torpedoes or laser fire and fly back the way you
came in. This way you'll avoid the gun emplacements, which can do some serious damage to
your slow manoeuvering Y-Wing. (If you used some torpedoes, return to the defiance to
reload)
This is the hardest part. The A/S can do some serious damage and can blow your Y-Wing out
of there in no time. I try to avoid them, if possible ... you can reach the 25% mark
without paying attention to the A/S.
* Craft: X-Wing (A-Wing, Y-Wing, B-Wing and Z-95 Headhunter also selectable)
Shield Rating: 50 SBD
Hull Rating : 20 RU
* Mission Objectives:
Alpha Squadron: All Destroyed
Beta Squadron: All Destroyed
Gamma Squadron: All Destroyed
VSD Marut Fighter Wing: All withdrawn or destroyed
VSDII: Withdrawn
PREVENT: X-W Green Destroy
PREVENT: CRS Defiance Destroy
* Difficulties:
Maybe 4-1 situations for some players?
* Tips:
Don't ever fly head to head with any of your opponents. This causes too much shield loss/
damage to your fighter. You can try it once, but it's better to do evasive manoeuvers and
pull back once you've passed them ... that way you can get a clear shot from the rear and
since we are dealing with TIE's here, we don't have to worry to much about hitting them 100
times before they die.
Also make sure you have at least that Pentium 200 they were talking about. I have a Pentium
133 and the framerate was dropping like hell once I got in the mass dog fight between the
squadrons of X-Wings and TIE's. So if anybody whishes to buy a new computer for me so I can
finish writing this guide ... :)
One more tip: don't listen to what they say during the mission. It will get you killed,
just fly the way you usually fly your fighter craft.
BATTLE 1: Clearing the Way
==========================
* Difficulties:
None, but try to stay clear of the Strike Cruiser. It isn't deadly, but I wouldn't
recommend doing some sight-seeing around that starship, unless you want the bonus points of
course.
* Tips:
First take out the TIE's, then start hitting the convoy.
Don't waste any torpedoes on the STRKC, you can finish the mission without attacking it!
* Mission Objectives:
PLT/5: Viraxo Industries: Board
Transfer Uncle Antan to the Andrasta
PREVENT: FRS Andrasta: Destroy
* Bonus Points:
(50) Inspect SHU V-Tech
(50) Inspect 100% of CN/L Viraxo Designs [2x]
(50) Inspect 100% of CN/J Viraxo Designs [2x]
(50) Inspect CNVYR Viraxo Freight [2x]
(75) Inspect 100% of MOB Viraxo Technologies
(75) Destroy 100%of MOB Viraxo Technologies
(100) Destroy SHU V-Tech
(100) Destroy 100% of CN/L Viraxo Designs [2x]
(100) Destroy 100% of CN/J Viraxo Designs [2x]
(500) All Destroyed [2x]
(500) Destroy PLT/5 Viraxo Industries
(1000) Destroy VSD Condemnation
* Opponents:
15 Planetary Fighters (in groups of 3)
Victory Star Destroyer (Avoidable)
Imperial TIE-Fighters (Avoidable)
* Difficulties:
Withstanding enemy fire during the boarding procedure & reaching the hyperspace navigation
buoy afterwards.
* Tips:
Help Emon take out the planetary fighters. Make sure you take them out quickly enough,
since Emon will hyper out when he has too much damage to his ship and you'll need him later
on to give cover.
After you have taken out the planetary fighters (12 ships) you should board (=Docking) the
platform. Make sure your shields are strong enough to withstand enemy fire, since you
have to wait for quite a while on top of the platform. 3 Planetary fighters will start to
fire at you, Emon's cover should give you one less opponent ... your shields have to hold
off the other 2. After that, take out at least 2 of the 3 remaining ships. Then rush to
the buoy since you'll have a squadron of TIE's following you and that's something you can
miss after absorbing such a load of enemy fire.
* Opponents:
Imperial Star Destroyer II
Bulk Cruiser
Modified Corvette
2 Corellian Corvettes
Dreadnaught
Imperial TIE-Fighter Squadrons
Imperial TIE-Interceptor Squadrons
* Difficulties:
You are heavily outnumbered and outgunned, so you can expect some heavy enemy fire.
* Tips:
Keep doing evasive manoeuvers at a high velocity (I use no laser charging/maintaining and
level 2 charging of shields).
The Star Destroyer should be the last ship to inspect, but before you do, take out some of
the TIE's which are trailing you. This makes the job easier for your wingmate and therefore
it will take longer before she's heavily damaged. During the dog fight with the TIE's you
probably inspected the ISDII.
After you ID'ed all the craft the ISDII will launch some probes. Don't go straight after
them, since they pass too close to the engine wash and you'll get damaged if you do so.
Instead, take on some more TIE's. Once you've taken out all/the majority of them, go after
the probes. Once you've taken them all out, it should be easy to use a missile lock in
order to destroy them from a distance (otherwise you would be under fire and therefore you
would not be able to fly straight for a long period of time). Once you get in close, use
your laser to finish them off (don't forget to increase the recharge rate in time).
Be sure you take out the probes fast enough. If you are too slow in destroying them, they
will either escape or some groups might not be launched from the ISDII.
Once you've taken out all the probes, head on out of there. New squadrons of TIE's will
be launched by now and they are not trailing you to have a nice, little chat with you. So,
keep doing evasive manoeuvers while you are heading for the buoy.
Mission 4: Rescue Echo Base Prisoners
-------------------------------------
* Mission Objectives:
Retrieve Probe Droid and bring it to Aeron
PREVENT: PCap Probe: Destroy
* Bonus Points:
(500) Pirate Craft 100% Destroyed
* Opponents:
6 R-41 Starchasers
Muurian Transport
6 Pirate Y-Wings
* Difficulties:
Let the MUTR release the probe without destroying it.
Keeping the probe in one piece when you are being fired at with torpedoes.
* Tips:
Normally I wouldn't recommend this but take the R-41 head-on. They do minimal damage (maybe
a few % shield damage) and you can take them out in pairs with just one pass, if you fly
head-to-head.
If the MUTR has docked with the probe, make sure you attack it from above. Otherwise you
are going to destroy the probe.
At customs, fly straight for the buoy. Once the pirates arrive and start firing some
torpedoes at you, activate the automatic turret targeting (by pressing the F-key). This
should take out the torpedoes in time. Make sure you always have enough laser power though,
there's nothing more frustrating than a torpedo hitting you if you only have 1 more km to
go.
* Mission Souvenir: Probe Droid Desk Toy
Mission 6: Stop Resupply of ISD Corrupter
-----------------------------------------
* Opponents:
Gun Boats
Xiytiar Transports
Nebulon-B Class Frigate
Some cargo vessels with laser defense MOB, CARG, CTRNS, CNVYR)
Imperial Star Destroyer II Corrupter
Imperial TIE-Fighter Squadron
Imperial TIE-Interceptor Squadron
Imperial TIE-Bomber Squadron
* Difficulties:
Watch out for enemy fire (especially the T/B at the end of the mission which launch
concussion missiles).
* Tips:
Try to take out as many craft of the convoy as you possibly can BEFORE they make the
hyperjump to the ISDII Corruptor. You can do this by destroying them, but also don't forget
your ion cannons. You can disable your targets faster than you can destroy them, so it is
a good option.
Also make sure you have some torpedoes left once you do the hyperjump. Some of the bigger
starships probably have escaped and in order to take them down easily, you'll need the
torpedoes (unless you want to shoot with your laser for 1/2 hour).
Once the shuttles are launched, go immediatly after them. The bigger ships of the convoy
aren't going anywhere.
Mission 7: Destroy Imperial Sensor Net
--------------------------------------
* Mission Objectives:
Control Station and Main Sensor Array: Destroyed
PREVENT: ATR Group Cloak: 100% destroyed
* Bonus Points:
(50) Destroy 100% of Sat/2 Sat Array 01
(50) Destroy 100% of Sat/2 Sat Array 02
(50) Destroy 100% of Sat/2 Sat Array 03
(50) Destroy 100% of Sat/2 Sat Array 04
(500) Destroy 100% of SHU Jev
* Tips:
Take out the GW/P's first, they pose the biggest threat at the beginning of the mission
since none of the TIE's have been lauched at that time. After you finished them off, go
after the TIE's.
Also don't forget to take out the shuttle. One of your commanders will warn you once it is
launched. After that, pick of the remaining TIE's (if any).
BATTLE 2: Secret Weapons of the Empire
======================================
Mission 1: Flight Staff Transfer
--------------------------------
* Mission Objectives:
Depart with staff
Escort until further orders
Investigate distress call
Eliminate fighter attack
Kupala arrive at Liberty
Staff rendezvous with the Liberty
A-Wing Blue rendezvous with the Liberty
* Opponents:
Imperial TIE-Experimental M1 Squadrons
Escort Transport
* Difficulties:
A-Wing is not a good craft to start attacking an ETR
Keeping at least 50% of the convoy alive.
* Tips:
Do not engage the ETR, he'll shred your A-Wing to pieces.
About the T/e1, just take them out with your regular dog fight routines. Make sure you
always attack a TIE which is attacking the convoy, since you have to save at least 50% of
the convoy. There may be a few TIE's trailing you, but when they are attacking you, they
aren't attacking the convoy! Take them out later on or once they really become an
annoyance.
* Difficulties:
Disabling the one of the ETR's is quite challenging with a weak ship like the Z-95.
* Tips:
First disable/destroy a few of the experimental TIE's. You can destroy a few of them since
you'll only need one of each. I suggest that you keep your Ion Pulse warheads for the ETR.
Once this is done, give your squadron the order to disable (not attack) one of the ETR's and
help them doing this. Don't attack the ETR alone! The Z-95 has mediocre shielding and hull
ratings, so you'll get shot down pretty easy if you try to do this, even if you have your
shields at 200%. Also keep in mind that most of your companions are low on Ion Pulse
Warheads, so you are probably the one who has to disable it. You'll need a few warheads to
accomplish this, so don't start firing them at long range, which enables the ETR to shoot
them out of the sky. Once one of the ETR's is disabled, the mission is as good as finished.
Let the heavy lifters pick up the ships while you destroy the remaining, disabled TIE's.
* Difficulties:
Escaping into hyperspace can pose a problem.
* Tips:
The R-41 are once again no match for your YT-2000. Once they are blown out of the sky,
inspect and shoot down the LT 3000 for a nice bonus.
Now it's time to head out of there, so start flying towards the hyperbuoy. You'll have to
tangle a bit with 2 MUTRs and a couple of Z-95, but keep in mind that you don't have to
destroy them all in order to complete the mission. Take out the Z-95's, that way you'll get
the break you need in order to reach the buoy. If you feel up to it, you can also take
out the MUTR, but keep in mind that gun boats might arrive at any given time.
* Mission Souvenir: Ornamental Ship's Wheel
Mission 4: Raid Production Facility
-----------------------------------
* Opponents:
2 Gun Emplacements
2 Large Gun Emplacements
Imperial TIE-Fighter Squadron
Imperial TIE-Experimental M1 Squadron
Imperial TIE-Experimental M3 Squadron
Imperial TIE-Defenders (at the end of the mission)
Some unharmful vessels like CN/Hgr, CN, Pr/Tk
* Difficulties:
None
* Tips:
Take out the TIE's first, not the static defences. The TIE's reach you earlier than you can
reach the gun emplacements. They pose the biggest threat and therefore should be targeted
first. Take out the static defences once you have the opportunity to do so.
Once the mission is complete, get out of there. TIE Defenders are bound to arrive/be
lauched shortly and they pose a serious threat to your X-Wing (unless you fancy a
challanging dog fight).
Mission 5: Defend CRS Liberty
-----------------------------
* Difficulties:
Keeping the CRS Liberty and yourself in one piece.
* Tips:
You are heaviliy outnumbered, making this the most challenging mission up till now. I had
to replay this mission several times before I succeeded in all my mission goals.
The biggest problem are the T/e4 fighters assigned to the Beta squadron, since they are
kamikaze fighters, which are always heading on a collision course with the CRS Liberty.
Somebody should take them out, but not you. Assign your squadron to take them out, you
can't possibly do it all by yourself.
More importantly to take out, are the ETR's. They should be your primary target. Also
don't forget to call for backup. The more fighters that attack the ETR, the more efficient
your attack will be. So, let your wingmates assist you in between their trips to take out
the beta squadron.
Don't forget the other TIE's though! Having a few of them behind you isn't very healthy.
It's imperative that you back-up from the ETR attacks from time to time to take out the
TIE's that are trailing you. This guarantees not only the survival of the CRS Liberty, but
also your own.
Mission 6: Destroy Imperial Research Facility
---------------------------------------------
* Difficulties:
The attack of TIE's combined with the platform defences?
* Tips:
I found this mission to be fairly easy, I handled it like this:
Fire 2 torpedoes at every hanger (4 in total), this should make it easy to destroy them with
laser fire later on. Head straight for the hangers, should you be attacked by any TIE's,
retaliate. If you take out the hangers, a significant number of experimental TIE's will not
launch. All you have to do after this is make sure you don't get shot down by any of the
remaining TIE's.
Take out the platform and the SRS Sardis ... mission complete.
* Opponents:
Imperial Star Destroyer II
Imperial TIE-Fighter Squadrons
Golan One
Imperial Landing Craft
* Difficulties:
The Golan One platform is a big problem if you disable the L/C's too late.
* Tips:
Make sure you only disable the L/C's with slaves on them. You have several L/C's with
another cargo load and you don't want to waste your time disabling them. It's very
important that you disable them quickly, if they are disabled too late, they will be too
close to the G/1. This is not a big problem for you but it is for the ATR's that have to
pick up the slaves.
Once you disabled all L/C's concentrate on not getting shot down by TIE's and you might try
to take some of them out yourself, although the Y-Wing isn't really fit to do some serious
dog fighting.
Mission 2: Supply Rebels with Warheads (Family mission)
-------------------------------------------------------
* Mission Objectives:
Containers: Inspect
Azzameen ships: arrive at rendezvous
PREVENT: Azzameen ships any destroyed
* Bonus Points:
(125) Destroy B/CRS XTS-673
(125) Destroy PLT/3
(250) Inspect B/CRS XTS-673
(500) Destroy 100% of Black Sun Fighters.
* Opponents:
12 Viraxo Razor Fighters (in groups of 3)
2 Gun Emplacements
XQ3 Platform (no defenses)
Black Sun Supa Fighters
* Difficulties:
The Sup/F in the end pose the biggest problem. They are slow, but very sturdy and they can
do some serious damage.
* Tips:
Forget about the Rzr/F at first, just put your turret on defensive fire and don't recharge
your lasers. This will allow you to inspect all the containers at a high speed and the
Rzr/F won't bother you while you are doing it. Once you inspected them all, start
recharging your lasers and let the turret autofire at your target. The fighters and the
GPLT will be taken out in no time.
By the time you finish up with them, the Black Sun suppa fighters will have arrived. Attack
them, but don't go head-to-head with them or it'll cost you dearly. Like I already said:
they are reasonably slow, but dangerous none the less. If you would happen to get into
trouble with them, but you notice that most of the other Azzameen ships have already entered
hyperspace, do the same. The convoy will probably make it and you'll be safe too.
* Mission Souvenir: Alliance Civilian Battle Award
Mission 3: Recon Imperial Research Facility
-------------------------------------------
Imperial Star Destroyer
Imperial TIE-Fighter Squadrons
* Difficulties:
Flying through the blast door of the IRC Kuat?
* Tips:
Just do what is told. First take out the satellites. While you are flying at them, you
might want to target the research station and fire 4 torpedoes at it. Then take out the Sat
with your laser. You'll have some spare time at your hands now, use it to take out some gun
boats and to reduce the shields of the IRC a little further.
Once your wingmates are finished taking out the GPLT's, they fire there torpedoes at the
station. Check how low the shields are and reduce them further to 0. Now target the hatch
(IRC Kuat component) and shoot it out with laser fire. (If you are bothered by some TIE's,
just take them out) Now fly through it (make sure you fly in horizontally) and fire your 2
remaining torpedoes at the reactor. If necessary, finish it off with laser fire and get the
hell out of the station through the blast door before the station explodes.
* Tips:
First inspect the C/RLY comm center and the satellites. Once you have done this take out
the mines and any of the remaining TIE's. Once you've done this, take out the CN/Hgr.
After a while the ESC Halberd will arrive and it will launch T/F and T/I squadrons at first.
Try to take out as many as possible at this time, once the T/B are launched you should
divert all your attention to them, since they pose the biggest threat to the M/CRV.
You can try to take out the ESC afterwards, but that isn't advisable without the help of
your wingmates.
* Difficulties:
The ZG/S are a real pain in the @ss. They are small and therefore hard to hit. On top of
that, they can pack quite a punch if you are not careful.
* Tips:
First take out the 2 GUN's and the mines afterwards. Once this easy task has been done
(don't forget the autofire option on this ship), start searching for a suitable Satellite
(n¦ 6).
After a while the A/S should arrive and launch some ZG/S'. The ones attacking you, should
be left alone, since they do not endanger the mission directly. Concentrate on the ones
that attack Aeron or Satellite-6. After that's done, the mission shouldn't be that hard to
finish.
* Mission Souvenir: Satellite Ceiling Fan
Mission 6: Rendezvous with Defector
-----------------------------------
* Opponents:
Imperial TIE-Fighter Squadrons
Bulk Cruiser
XQ6 Platform (no defenses)
Other non-threatning ships like CTRNS, SHU
Imperial TIE-Fighter Squadrons
Imperial TIE-Interceptor Squadrons
Imperial TIE-Bomber Squadrons
Imperial TIE-Advanced Squadrons
Imperial Star Destroyer II
Imperial Interdictor
* Difficulties:
Large numbers of TIE's?
* Tips:
First attack the T/F's and then proceed with the PLT/6. Once the shuttles depart, go ID
them at once! If you find the defector too late, he will hyper out of the area.
Once you are back at the frigate the ambush will be launched. Engage in the dog fights and
keep an eye out on those T/B, who are the biggest threat to the FRG. Don't stare yourself
blind on them either, you got to make sure you survive the attacks of the other TIE's, so
divert your fire power to them (if necessary).
The INT Restrainer should be taken out as quickly as possible. Reload your torpedoes on
board of the CRS Liberty, if necessary. Once the INT has been destroyed, you can
concentrate fully on the dog fights with the other TIE's. The T/A should have launched by
now too. They are harder to take out since they have shields.
* Difficulties:
The homing mines are hard to take out and are lethal at first contact.
Keeping the ATR alive.
* Tips:
Head after the shuttle at full speed while firing 4 missiles at it, that way you'll only
need to hit it once with your laser in order to make it stop. The faster you can make it
stop, the shorter the distance the ATR has to travel in order to seize it. At that point
you should have 3 homing mines behind your tail. Order your wingmate to take them out.
You might want to give it a shot yourself, but it is difficult and dangerous, so watch out!
Once you are clear of the homing mines, engage any fighter which poses a threat to the ATR
(especially the T/B's and GUN's). Once the ATR is out of the area, increase your speed by
turning off the laser recharge rate and head for the buoy.
BATTLE 4: The Bothan Connection
===============================
Mission 1: Shipment to Mining Colony (Family mission)
-----------------------------------------------------
* Mission Objectives:
Rendezvous with Azzameen freighters
Azzameen freighters arrive at Vergesso Asteroids
Board Vergesso Base to drop off Aeron
PREVENT: Azzameen freighters: any from being destroyed
* Bonus Points:
(0) Destroy 100% of CF XTS-A
(50) Destroy 100% of CN/I Chi [2x]
(50) Destroy 100% of CN/E Pi [3x]
(1000) Destroy FAC/2 VXO-33274
* Opponents:
System Patrol Craft
Black Sun Supa Fighter Squadrons
Viraxo Razor Fighter Squadron
Marauder Corvette
Black Sun Supa Fighters
* Difficulties:
The supa fighters might give some players a hard time?
* Tips:
This mission is fairly easy if you just remember two words: autofire mode. With your
turrets turned on in this mode you should be able to take out a lot of ships at a very high
frequency. Just target the nearest enemy and engage.
Once the job is done, go for some bonus points. No other ships will arrive in the area any
more, so you don't have to worry about a thing. Just make sure you have your shields
recharged to a reasonable level before you jump to the Rebel base, because 4 more Sup/F are
waiting for you there. Once they are taken out of commission, dock with the base ...
mission completed.
* Mission Souvenir: Black Sun Insignia
Mission 2: Reconnaissance of Imperial Convoy
--------------------------------------------
* Mission Objectives:
Convoy: Inspect All
Return with collected Data
* Bonus Points:
(25) Destroy 100% of CN/I CON-I
(25) Destroy 100% of CT [2x]
(25) Destroy 100% of CN/F CON-F
(25) Destroy 100% of CF
(25) Destroy 100% of Pr/Tk Tank
(25) Destroy 100% of CN/C Tube
(25) Destroy 100% of MOB XTS-A [2x]
(25) Destroy 100% of CF XTS-B
* Opponents:
2 Imperial Victory Star Destroyers II
2 Imperial Lancer Frigates
Imperial TIE-Advanced Fighters
Imperial Convoy
* Difficulties:
None
* Tips:
Once the convoy arrives, 2 T/A will be launched. You have 2 options: you use your charged
laser power to take them out or you leave them alone and you use the power to recharge your
shields if necessary.
Anyway, once they are destroyed (if you decide to take them on) you should start inspecting
the convoy. Set the laser recharge level to 0, that way you can inspect the convoy at the
nice speed of 150. Normally, you shouldn't experience any more trouble. You might take a
bit of fire while you are heading back to the hyperbuoy, but nothing serious if you do
evasive manoeuvers.
* Mission Objectives:
SHPYD Vergesso Base: Board
Return to Liberty
* Bonus Points:
(250) Destroy 100% of T/B Zeta group [2x]
(250) Destroy 100% of T/F Alpha group [2x]
* Opponents:
Super Star Destroyer
Imperial Star Destroyer
Imperial Victory Star Destroyer II
Imperial TIE-Fighter Squadrons
Imperial TIE-Interceptor Squadrons
Imperial TIE-Bomber Squadrons
Imperial TIE-Advanced Squadrons
* Difficulties:
Getting Aeron off the base without dying.
* Tips:
I wonder if any tips would help here, because a part of this mission has to do with luck.
Anyway, I'll tell you how I managed to get through, but I can't guarantee it works for
everybody.
First of all, put your laser turret on defensive mode. That way it will target incoming
fighters, but also incoming torpedoes. Now divert all laser power to the engines (maintain
shields). Once the TIE's engage, don't hang around too long, just head straight for the
base, the defensive laser fire might even kill a few.
By the time you arrive at the base, you should have a bit of time to dock, without being
annoyed by enemy fire. Once you started the docking procedure make sure you set the
recharge levels of the shields and the lasers at full! In the meantime you can also switch
back to your rear gun turret (press G once) and target any incoming fighters. Remember,
it's more important to target the closest fighter that has targeted you, than it is to
target the closest enemy in general (which might be engaging some X-Wings). Try to shoot
them out of the sky as quickly as possible, because more are inbound. Keep on fighting them
off until Aeron has boarded the ship. With a bit of luck, you'll still have your shields at
a reasonable percentage (more than 100%).
Divert all the laser energy to your engines and maintain your shields. Remember to put the
turret back in defensive mode. It will provide cover while you are heading for the
hyperbuoy. With some fancy flying and a bit of luck you'll be hypering home in no time.
* Mission Souvenir: Picture of Aeron
Mission 4: Capture the Freighter Suprosa
----------------------------------------
* Difficulties:
No big obstacles in this mission, maybe the INT gives some people a headache.
* Tips:
This is one of those slow paced missions again, because of the Y-WING (you might have
noticed that I'm not so fond of flying an Y-WING). Disabling the MOB shouldn't be a
problem. Just make sure you stop firing in time, since your wingmates will continue to fire
at the MOB for a while and that might destroy it.
Once you made the jump, head for the interdictor. This is your responsibility! Your
wingmates do little or nothing. Link your ion cannons and laser weapons and make attack
runs with intervals in between them to recharge your shields. I usually attack the weapons
systems on an interdictor, that way I will encounter fewer defensive laser fire in later
attack runs and I do the damage I need to do. If you happen to be attacked by a GUN or T/F,
take them out first, then proceed with the INT. Once it's shields are down, it'll make a
run for it.
Mission 5: Abandon Rebel Base at Kothlis
----------------------------------------
* Mission Objectives:
CRV Razor: complete mission
CRS Liberty must escape Kothlis
SHU Fey'lya's Pride: complete mission
PREVENT: CRV Razor: Destroy
* Bonus Points:
(250) Destroy 100% of ATR Talon group
(250) Destroy ISDII Avenger
(500) Destroy VSD Hunter
(1000) Destroy 100% of Imperial Starfighers
* Opponents:
Imperial Super Star Destroyer
Imperial Star Destroyer II
Imperial TIE-Fighter Squadrons
Imperial TIE-Interceptor Squadrons
Imperial TIE-Bomber Squadrons
6 Imperial Assault Transports
* Difficulties:
Keeping the CRV Razor alive and well.
* Tips:
I must say that the Rebellion has a lack of brain cells from time to time. If I had to lead
this mission, I would let the SHU land on the Liberty in the first place and head out of
there (without all the base transfer nonsense). Now you've got to defend the CRV also,
which isn't an easy task.
The key to succes in this mission is to take out the ATR's in time. They pose the biggest
threat to the CRV and must be taken out immediatly. Once this job is done, return to your
dogfights with the TIE's. Make sure the CRV keeps clear of T/B fire. After the CRV has
left the area, the mission is as good as done. The CRS Liberty shouldn't have such a hard
time escaping.
* Opponents:
Imperial Gun Boats
Imperial Super Star Destroyer
Imperial Star Destroyer II
Imperial TIE-Fighter Squadrons
Imperial TIE-Interceptor Squadrons
Imperial TIE-Bomber Squadrons
* Difficulties:
None
* Tips:
Once you arrive at the CRV, take on the GUN's immediatly. While you are dogfighting with
them, the ISDII Avenger should arrive and launch some TIE's. The ISDII can be taken out,
but not before it has boarded the CRV, so concentrate your fire on the TIE's for now.
Make sure the E-POD isn't destroyed and follow the other craft into hyperspace. The ISDII
will follow and the SDS Executor will join the battle. Engage the TIE's and in your spare
time you can take down the ISDII. Handle it like you would handle any other ISD: take out
both shield generators first and then shred it into little pieces.
If you have difficulties comleting this mission, I suggest flying the B-Wing instead of the
X-Wing. It has greater fire power, a bigger torpedo/missile load and is an excellent dog-
fighter. The ion cannons that are installed on this baby might also come in handy if you
want to disable the ISDII.
BATTLE 5: Mustering the Fleet
=============================
Imperial Star Destroyer II
Imperial TIE-Interceptors
* Difficulties:
None
* Tips:
I repeat: do not go head-to-head with the Z-95, since it's an extremely weak craft. The
success of this mission depends on your dogfighting skills. If you do experience
difficulties completing this mission, spend some more time in the combat simulator.
* Opponents:
2 Xiytiar Transports and the rest of the convoy
8 Hurrim Preybird Fighters
2 Skipray Blastboats
Imperial TIE-Interceptors
* Difficulties:
Frustrating mission, since you need to have a bit of luck.
* Tips:
The mission itself isn't that hard, you can easily kill every opponent with your Y-Wing.
The frustrating thing is that you seem to be the only one fighting. I once killed 7 of
the Pry/F but the 8th one managed to destroy another craft of the convoy. What are your
wingmates doing? Sightseeing?
Once you've stopped the Pry/F you will still experience the same frustration when engaging
the T/I's. Ok, so you can order your wingmates to engage your target, but they don't seem
to listen. So, once again it's all up to you. The downpart is that the Y-Wing isn't
terribly fast and you can't be everywhere at the same time, so ... let's hope you have some
luck.
Mission 3: Break Emon Out of Brig (Family mission)
--------------------------------------------------
* Mission Objectives:
Search the containers for the bomb
Rescue Emon
Return to Dunari's Casino
PREVENT: MUTR Deadman's Hand: Destroy
* Bonus Points:
None
* Opponents:
Imperial TIE-Fighter Squadron
Large Gun Emplacements
Imperial TIE-Fighter Squadron
Imperial Gun Boats
1 System Patrol Craft
* Difficulties:
None
* Tips:
Once you arrive at the first station, start taking out the T/F. They shouldn't be too much
a problem. Once they are taken out, start inspecting the containers. The bomb is in one
of the Pr/Tk's, so check them out first! After you made the pick-up head for the base where
Emon is located.
Move in closer and drop the cargo between 1 and 1,5 clicks from the base. Don't be alerted
by the presence of the T/F's or G/P's, they won't attack until the bomb has exploded. Once
the bomb explodes engage every craft that poses a threat to the MUTR. These will be the
TIE's and the G/P's in the beginning and later on some GUN's. You can take the SPC out in
your spare time.
Most of your adversaries are a lot weaker than the Otana, so you shouldn't experience any
problems. If you do, change your dogfighting tactics with the Otana.
* Difficulties:
Escorting the shuttles and other transport craft of the personnel.
* Tips:
First take out all the gun boats. By the time you are finished with them, the TIE's should
be well underway to intercept the escaping personnel, so head for the ones that pose the
biggest threat to them. Once these threats have been eliminated, several more fighters will
come your way. Just hold them off, in the meantime the B-Wings should have destroyed the
STRKC. At a certain point the waves of fighters just come to a stop, that means that you've
completed the mission succesfully.
* Mission Objectives:
Escort the shuttle to safety
PREVENT: SHU Merte: Destroy
* Bonus Points:
None
* Opponents:
Hurrim Prey Fighters
Hurrim Muurian Transport
* Difficulties:
Keeping the shuttle in one piece.
* Tips:
This a patheticly, difficult mission, you are heavily outnumbered (2 to 14 or something)
and you have little time to protect a weak craft like a SHU. The key is not to engage
every Pry/F until he's completely destroyed. You'll have to engage multiple craft at once
in order for them to break off their attack on the SHU (and to draw some of their attention
towards you ... gulp!). Also don't wander off, don't let any of the Pry/F lure you away
from the SHU or you'll have to restart the mission.
Once the shuttle enters hyperspace, follow it. Once in the asteroid field, it'll stop for
a moment in order to disable a homing device. The Hurrim will attack one last time. The
best way to handle the situation is by drawing all of the attention to you, by attack the
MUTR. This should give the shuttle a chance to flee.
Mission 6: Recover Family Data Core (Family mission)
----------------------------------------------------
* Mission Objectives:
Search Containers for Datacore
Emkay must retrieve the Datacore
Retrieved Datacore: 100%
Return to the Liberty
Transfer the Datacore to Emon
* Difficulties:
Keeping the Andrasta or Emkay alive and even that is easy.
* Tips:
Search for the datacore in one of the CN/K's and drop of Emkay. T-Wings should arrive
shortly after you dropped him off. Engage the T-W's at once. Take out as many targets as
fast as you can, but be on the lookout for fighters which attack the FRS Andrasta or Emkay.
Your own shields can take a beating, they can't!
My experience with this mission learned me that most fighters go after the Andrasta, I
haven't seen a single T-W go after Emkay. Which is kind off weird since he has the weakest
defence. The T-Wings aren't a match for the shielding and firepower of the Otana on top of
that, they are the only fighters that'll oppose you in this very easy mission.
After you jump back to the liberty, remember to dock with the Andrasta to transfer the
Datacore.
Imperial Star Destroyer II
Imperial TIE-Interceptor Squadrons
Imperial TIE-Bomber Squadrons
* Difficulties:
Keeping the FRG alive if you don't take out the M-CRV's in time.
* Tips:
Let your wingmates attack both M-CRV while you take out the static defences. Most of the
statics don't pose a real threat as long as you aim for the turrets which are on top of the
asteroid. Keep an eye on your wingmates' progress with the attack on the M-CRV's, so you
can dispatch them to attack the second one.
Once you've taken out the statics, concentrate on the Pry/F. Attack the base once the
fighters don't pose a threat to you any more. I suggest you aim for the laser turrets
first, but don't use your torpedoes just yet. You should be able to disable the base
without using them. In the meantime, the Imperial forces should have arrived, but don't
worry too much about them just yet. Keep an eye on the shuttle that leaves the base. You
should ID it and disable it as soon as possible, because some of the other fighters shoot at
it with regular laser fire. If you are too late, there is a fair chance that the shuttle is
destroyed.
Once all that is done, you should head for the ISDII, the TIE's won't give you a hard time
and if they do, kill them. Target the shield generators with your torpedoes and finish the
job with some ion/laser fire. Once the shields are down, you shouldn't have any more
troubles. Attack it with all you've got (remember to use your ion cannons in this situation
too, you can disable an ISD II faster than you can destroy it). Once you are heading back
home, you can take out the platform as well.
BATTLE 6: The Darkest Hour
==========================
Mission 1: Meet with Bothan Delegation
--------------------------------------
* Difficulties:
Nothing in particular, it's just that something always tends to go wrong the first few
times. If you are on time for this, you are too late for that, ...
* Tips:
Once you entered the mission area, do a 90¦ turn, that's were the DREAD and his escorts will
arive. Once they launch the shuttle, store it in one of the target presets (eg. Shift-F5).
Engage the S/B's once they arrive. Before you can attack the S/B's themselves, try to take
out a few of the torpedoes launched at the DREAD. It does take most of them out himself,
but this will make the task at hand easier.
Because off the limited offensive capabilities of the A-Wing, you won't be able to take out
many S/B's before you have to divert your attention to some incoming IRD's, which go after
the shuttle. Once the M-CRV arrives, you should start heading for the shuttle, that way
you can intercept the IRD's in time. In the meantime, you should let your wingmate attack
the M-CRV, since his turbolasers do a lot of damage to the FRG.
Once the IRD's are taken out, head back toward the FRG and start attacking the M-CRV. This
is not easy because of the specific weaknesses of the A-Wing. Evasive manoeuvering is
essential and even then the task at hand is difficult. Once the M-CRV has been taken out
go and inspect the E-POD. Make sure the S/B doesn't pick it up, once it's inspected you
should start defending the SHU Jade (the meeting should be over by now) but also the SHU
Compassion. You should definetly be spending more time defending the Compassions, since
more fighters seem to engage it!
Mission 2: Locate Mercenary Base (Family mission)
-------------------------------------------------
* Mission Objectives:
Fly to Mercenary Base for reconnaissance
Return to the Liberty with coordinates
B/CRS Redhawk: Board
Inspect Mercenary Base
* Bonus Points:
(1000) Destroy 100% of Mercenary Starfighters
* Opponents:
Bulk Cruiser (Does not attack)
Mercenary Prey Fighters
2 Imperial Star Destroyers
2 Imperial Star Destroyers II
Imperial TIE-Fighters
Imperial TIE-Interceptors
Authority IRDs
Mercenary Authority IRDs
* Difficulties:
Defending your ship when docked.
* Tips:
You should know the drill by now. Fly in and dock with the B/CRS and put your shields and
laser at full recharge rates. Once the Pry/F arrive you should go to the rear gun turret
and attack them. Just do enough damage so the fighters will break of their attack, then
switch to another target which is still firing at you! Once Aeron has downloaded the
transport logs, head out of there with shields at maintenance level and lasers at an
increased recharge rate. Now that you are in mid-air (eeuh, space) you can easily take out
all the Pry/F.
Once you make the jump into hyperspace, you'll arrive at an Imperial "target-practice". Put
your lasers on defensive fire mode and start flying toward the ISD's in the back, because
that's where the re-calculated nav buoy will appear.
Once you are back, dock with the platform ... same story as above. There is one big
advantage though. The IRD are much more fragile than the Pry/F, and therefore should be
easier to take out.
Now you can hyper to the mercenary base ... which once was the Azzameen home base. The
mercenary IRDs shouldn't be too much of a problem. Remember that ships that are leaving
the hangar, don't engage the enemy yet. That way, you can take out all the IRDs before they
even managed to fire a single shot at you.
* Mission Souvenir: Mercenary Pilot's Jacket
Mission 3: Raid Mercenary Base
------------------------------
* Mission Objectives:
Destroy all Mercenary Fighters
ATR Storm: dock
Azzameen Home: must be secured
* Bonus Points:
(200) Inspect SHU Soro-Suul
(800) Destroy 100% of Mercenary Starfighters
(800) Destroy M-CRV Plague
* Opponents:
Mercenary Gun Emplacements
Mercenary Bulk Cruiser
Mercenary Cloakshape Fighters
Mercenary Prey Fighters
Mercenary Authority IRDs
Mercenary Marauder Corvette
Maybe some other thay I may have missed
* Difficulties:
Making sure the Otana doesn't get shot during the docking procedure.
* Tips:
Once you arrive at the base, let your squadron take out the GPLT's, while you take on the
fighters together with the X-Wings. Once that is done, let them engage the B/CRS, go and
help them if you get the chance (but don't waste all your torpedoes on it). The ATR Storm
should arrive right about now, so engage any fighter that poses a threat.
After a while the M-CRV should arrive, let your squadron, except the Otana, attack it.
Aeron needs to disarm the bomb on the base, so letting her engage the M-CRV is not such a
good idea. After this job is done, engage the remaining fighters.
You must make sure that the Otana does not get hit by enemy fire during the docking
procedure. If this happens, it will cancel the docking and start shooting at the base.
Since the bomb won't be disarmed, you know you will lose the mission. Restart.
* Mission Objectives:
All Bothans must be located
One Bothan ship must escape
INT Grappler: must be driven off
* Bonus Points:
(250) Destroy INT Grappler
(250) Destroy ISII Accuser
(500) All Bothans escape to Alliance territory
* Opponents:
Imperial Interdictor
Imperial Star Destroyers II
Imperial TIE-Fighter Squadrons
Imperial TIE-Interceptor Squadrons
Imperial TIE-Bomber Squadrons
* Difficulties:
Getting the Bothans out of the region.
* Tips:
Once you arrive, start IDing the convoy immediatly. Once that is done, head for the INT and
engage it (don't worry too much about the TIE's, unless one of them is giving you a hard
time). Once you've managed to destroy or drive off the INT, concentrate on the remaining
TIE's, especially the T/B are a big threat for the convoy. If you don't let any slip
through, you should be able to complete this mission with relative ease.
* Mission Objectives:
Shuttle Tyderium must be located
SC/2 Outpost: Board
Shuttle Tyderium must be captured
PREVENT: CORT Sabra from being ID'd.
* Bonus Points:
None
* Opponents:
Imperial Star Destroyer II
Imperial TIE-Fighter Squadrons
Imperial TIE-Interceptor Squadrons
Imperial TIE-Bomber Squadrons
* Difficulties:
Keeping the shuttle in one piece.
* Tips:
The first part of the mission is easy, just always target the closest enemy fighter/ship and
avoid it. After you have jumped into hyperspace, fly around the station to determine the
location of the SHU. Now dock with the space colony (and bump into a ship or 2). Once the
SHU has been captured, call for reinforcements. There are a lot of TIE's out there and you
can't handle them all by yourself. You must make sure that the T/B don't destroy the SHU.
After that's done, you shouldn't experience any more troubles.
- Alternative method of completing the mission -
Instead of docking with the station, pick up the shuttle (like you pick up cargo) then fly
out of the station at full speed (dumping all shields and laser power) ... that way you can
stay clear of the bombers. Once you are in range of the jump point, drop the shuttle and
continue to fly forward at full speed.
Once you are about 20km away from the station turn around (but fly AROUND the bombers or
you'll be ID'ed). Then dock with the station (in order to complete the mission objective)
while you are docked, recharge cannons and shields to full. Once that is done, head out of
there (again at full speed, dumping all energy to the engines).
With some fancy flying you should easily make it to the jump point.
2 Imperial Victory Star Destroyers II
Imperial Star Destroyer II
Imperial TIE-Fighter Squadrons
Imperial TIE-Interceptor Squadrons
Imperial TIE-Bomber Squadrons
* Difficulties:
Getting the Independence home.
* Tips:
The key to this mission is taking out all craft carrying warheads. This means: T/B and
GUNs. Concentrate all your fire on them.
The first part of the mission, defending the Defiance, is pretty easy. You have some
fighter resistance, but all the T/B are easy to take out. Once the GUNs arrive, take them
out as well. Around this time, the CRS Defiance should be hypering out of there. Once it's
out of there, do the same.
Reload you warheads on the CRS Liberty and continue the mission.
This is the more difficult part of the mission. The Independence is already in pretty bad
shape and under heavy attack. The problem is that you can't concentrate on the T/B (not
even with your missiles), if you do, you'll get shot down by incoming T/F and T/I. Once
the first wave of fighters has passed, things get a little easier. You can take out the T/B
from a certain range from the CRS, before the pose a threat. The downpart is that on one
point or another you'll get fighters behind you, leaving you with a difficult choice:
should I continue my pursuit/interception of the T/B, securing the safety of the CRS or
should I engage my attackers and leave the T/B on an intercept course with the Independence?
Even I can't answer that one ... it's a difficult choice.
Remember that you can fly in for repairs and reloads, but you have little time in between
the waves, so make sure you don't compromise the mission by doing so.
Mission 7: Family Reunion (Family mission)
------------------------------------------
* Mission Objectives:
Rendezvous at Azzameen Home
Meet with Uncle Antan
Kessel Station: Must be boarded
Locate Tomaas and Galin
Fly to Kessel
Escape back to the Liberty
PREVENT: FRS Andrasta: Destroy
* Bonus Points:
None
* Opponents:
Imperial Star Destroyer II
Imperial TIE-Fighter Squadrons
Imperial TIE-Interceptor Squadrons
Imperial TIE-Advanced Squadrons
Laser Batteries
* Difficulties:
None
* Tips:
I guess it's pretty obvious we're dealing with a trap here. Once you are on the Kessel
station the ISD II should arrive and launch some TIE's. All you have to do is go through
your regular dogfighting routines until Dunari arrives. Once he arrives, head for the nav
buoy, putting your laser turret on defensive mode (or you can keep it in autofire mode, as
you prefer).
Once you made the jump, you'll be in an asteroid field with some LAS/BAT's. The ISD II will
continue pursuit, so you'll get some more TIE's after you (incl. T/A's). Just dump all your
laser power to the engines and head for the buoy. The pursuing TIE's and the LAS/BAT aren't
a real threat any more!
This is the last family mission in X-Wing Alliance, which is a shame actually. One extra
mission would have been nice (pay-back time for dear uncle Antan).
* Mission Souvenir: Liquid Galaxies
BATTLE 7: The Battle of Endor
=============================
Mission 1: Battle of Endor
--------------------------
* Tips:
Again, all you have to do is some dogfighting. That's something you'll have to do for
yourself. Basically, all you have to do is target the closest enemy craft and start
shooting at it (make sure you use the laser turret, it's there for something).
Keep in mind that there is a time limit on this mission!
Mission 2: That Thing's Operational
-----------------------------------
* Mission Objectives:
SSD Executor: Bridge tower knocked out
PREVENT: CRS Independence: Destroy
* Bonus Points:
None
* Opponents:
Imperial Super Star Destroyer
Imperial TIE-Fighter Squadrons
Imperial TIE-Interceptor Squadrons
* Difficulties:
None
* Tips:
Don't mind the TIE's too much, but don't neglect them either. Attack them if they attack
you, otherwise keep focused on the shield generators of the SSD. Order all your wingmates
to attack the shield generators too. Once they are knocked out, the SSD will go down!
Keep in mind that there is a time limit on this mission!
Note: If you are playing version 2.01 you could have difficulties completing the mission
because the Independance gets shot down every time, try playing a different version of the
game. If you play with version 1.0 (the version I played), you won't experience this
problem.
Mission 3: The Shield is Down
-----------------------------
* Mission Objectives:
Death Star fighter screen: cleared
Reach rally point
ISD II Vehement: Destroy
* Bonus Points:
None
* Opponents:
Imperial Star Destroyer II
Imperial TIE-Fighter Squadrons
Imperial TIE-Interceptor Squadrons
* Difficulties:
Reaching the rally time might be a problem
* Tips:
The first time I played this mission, I didn't reach the rally point. So the time limit is
the real problem in this mission. I suggest you concentrate your fire on the TIE's. The
ISD II will be taken out eventually by Y-Wings, they don't need your help. Don't forget to
rerout the energy from the lasers & shields to the engines if you have to engage an enemy
which is further away or need to reach the rally point and you don't have much time left.
Keep in mind that there is a time limit on this mission!
Mission 4: Death Star Tunnel Run
--------------------------------
* Difficulties:
Flying through the Death Star will give you a headache for sure!
* Tips:
The fighters which are trailing you aren't really the problem. It's the flying itself that
poses the problem. Lot's of obstacles which can be hard to dodge or destroyed in time.
This mission will have to be played over ... and over ... and over again.
It may be a good tactic to destroy a lot of the obstacles on the primary escape route BEFORE
you enter the reaction core. That way, you'll have less difficulties escaping in time.
Once you reach the reactor, shoot 2 missiles at the power regulator (just for fun) and head
back the way you came in ... this will give you some slack while escaping. Some people
mailed me that they have difficulties taking out the core, well I find that strange. I had
to play the mission several times and I had quite a lot of difficulties, but I was always
able to destroy the core without any troubles.
- Problems destroying the core? -
This little tip from RougeAce@aol.com should solve the question: What part is the reactor
core?
When you enter the reactor area, you need to press the "," (comma) key to target the
reactor. You will know that you have done it right when the word "Reactor" appears in the
CMD at the bottom of the screen. Fire two missiles (one doesn't always do the trick) and GET
THE HECK OUT!!!
This was sent to me by Michael (Huntsman) (wizard@eclipse.co.uk):
There is a bug it seems in that, BUT time does not seem to be to major. I found that the
problem was if I had a solid lock with torpedoes before firing they hit the reactor half way
up on it, and there is does not seem to damage it.
However if I dumb fire them at the base that worked fine. Odd, might be a bug, but if you
fire when you get the tone for torpedo lock it does not do ANY damage. It goes down to 75%
when wedge hits it... As long as you dumb fire at the base where the blue core of it is up
it goes....
Also take caution if you want to take out the superlaser lens. There will still be
laserrays in the shaft. If it hits you, you are dead.
Once the reactor is out, you should head out at a high speed (+80-85 or something),
otherwise you'll be destroyed by the explosion of the Death Star. Also make sure you head
out the right way! I once took a wrong turn, deviating from the primary escape route. I
ended up in a black void space ... and I could see the lenses of the death star weapon, but
there was no way out. I was able to keep on flying ... probably an error of some sort.
Abbreviations Reference
=======================
This section includes all the starfighters, starships, mines, containers, ... you will
encounter in Star Wars: X-Wing Alliance. The abbreviations are the same as displayed on
your HUD's CMD during gameplay. The info will be given to you in this way:
Name (Abbreviation) ...................... Shield rating / Hull rating
Mine Type A (Mn/T1) ............................... 00 SBD / 01 RU
Mine Type B (Mn/T2) ............................... 00 SBD / 01 RU
Mine Type C (Mn/T3) ............................... 00 SBD / 01 RU
This document is Copyright to Tim "Phoenix-T" Wuyts. It may be reproduced electronically on
the Internet or other on-line services so long as the content of this document is NOT
altered in any way, and no fee is charged either directly or indirectly for the viewing of
this document. It may be printed or copied for PERSONAL, PRIVATE use only, and it may not
be placed on a CD, typed up in a magazine, or otherwise distributed outside of the above
means (unless you have permission of the author). If you are unsure as to whether or not
you may distribute this document, contact the author at tim.wuyts@planetinternet.be.
Mit diesem File kann man alle Schiffe in X-Wing Alliance fliegen. Kopiert die Shiplist.txt-Datei einfach in das X-Wing Alliance verzeichnes. Ersetzt diese einfach mit der alten. Jetzt braucht ihr nur noch ins Game zu gehen, euch in den Simulator zu setze