TIE Fighter (Collector's Edition) Guide by Cloudff72000, v0.01 First Created: 9/16/2012 I. Guide Information II. Getting Started A. Concourse B. Options Screen III. Mastering Flight - The Obstacle Course IV. Simulation - The Combat Chamber & Training Missions A. TIE Fighter B. TIE Interceptor C. TIE Bomber D. TIE Advanced E. Assault Gunboat F. TIE Defender G. Missile Boat V. Tours of Duty A. The Aftermath of Hoth B. The Sepan Civil War C. Battle on the Frontier D. Conflict at Mylok IV E. Battle for Honor F. Arms Race G. Treachery at Ottega H. Strategic Warfare I. Tie Defender Technololgy J. New Threats K. Hunt for Zaarin L. Prelude to Endor M. The Emperor's Will VI. Technical Specifications VII. What Weapons to Choose VIII. Titles A. Imperial Rank B. Secret Order of the Emperor IX. Conclusion I. Guide Information For years, I have been a huge fan of both TIE Fighter and its predecessor, X-Wing. These games were revolutionary for their time, and honestly the success of games that copied or attempted to improve the game engine never really captured the magic that these games possessed. Something about LucasArts back in the day. Needless to say, good guides are really hard to come by nowadays, but for these two games in particular. I figured I'll tackle the two games, starting with the one that, to me, is more fun: TIE Fighter. II. Getting Started First, you'll need to install the game on your system. I do not have any tips on that; you'll have to do some searching yourselves for that one; I am going to run under the assumption that your game is installed and working properly. A. Concourse When you start the game up, you will be in Registration. In order to play, you must create a pilot; those lovely stormtroopers will point their loaded blaster rifles at you if you try to enter without registering. Once you create a character, you can enter the concourse area. From here you can access the many features of the game: Training Simulator - This is where you will accustom yourself to the different craft available to you. Combat Chamber - Different combat training missions will be initially available to you. In addition, once you complete different battles during your tours of duty, they will become available to you in the Chamber New Battle/Change Battles - This is where you go to sign up for your tours of duty Tech Room - Here you can view the technical specifications of every craft available in the game. Film Room - There is a camera capture feature availble during flight; you can record your flight and then view it in the film room. Continue (Insert Tour Here) - If you left the game in the middle of a Tour, you can go directly to it here Register - You can return to the registration screen here if you wish to switch pilots. B. Options If you press the Escape key while in one of these places, you enter the Options screen. Here you can set and check the following settings: Medals - Here you can view the various medals and commendations you have earned in your career. Completing a tour earns you a medal, and completing secondary and bonus mission objectives earn you pins that stand alongside your medal (if you have earned them). Also, completing various numbers of the training missions will earn you combat medallions. Lastly, if you have earned your training certificates in the Obstacle Course, you can view those patches here. Record - This is where you can view your rank and your score, along with your hit rates over your career (laser, ion, and warhead rates are scored separately). It also breaks down your score by tour, and you can also view the scores you earned in the Combat Chamber training missions, although those do not count towards your overall score. Lastly, the game keeps track of all the kills you have, and breaks it down by type. Backup - You can backup the progress your pilot has made here. You can also set it to backup automatically, as well as being able to automatically restore your pilot to duty status. Options - Here you can change the difficulty level of the game. There are three levels: Easy, Medium, and Hard. Not only does changing the difficulty level affect the abilities of your enemies, it also affects how well your wingmen and other allies perform. It also has an effect upon achieving certain bonus mission objectives. You can also change display, sound, and music settings. You should also take notice of the arm that stretches out on the left side of the screen. By rolling over the arm, you can check your status in the Secret Order, if you have become a part of it. Once you enter into a Tour of Duty, you'll be in what appears to be a combat ready room. Take note of the features: view Mission Briefing - Here you can view an outline of the mission and its objectives Talk to Flight Officer - You can speak to your flight officer (which puzzles me if you're a freakin general taking orders from someone who's five ranks below you). Anyway, you can ask him specific questions about the mission, what craft you'll be flying, and what opposition to expect. Talk to Mysterious Figure - On some missions, you can speak to a man who is in the corner. He is actually an envoy of the Emperor and a member of the Secret Order. You can ask him about your secondary objectives. Return to Concourse - If you wish, you can return to the Concourse Enter Mission - Pretty self-explanatory. After this screen, you can choose your armament and then enter your mission. Once you complete your mission, you will immediately enter into a conversation with your flight officer. You can view your stats during the mission, how many objectives you accomplished, and you can also ask him "what have we achieved." You can also do the same with the "mysterious figure." Once you completed the mission, you can speak to them again, refly the mission if you failed, or if you want to go for more goals, or you can return to the briefing room or the concourse, depending on what mission you completed in the particular tour you were in When entering the Combat Chamber, it automatically goes into the Mission Briefing, but you do have the opportunity to return to the selection screen. The Training Simulator is straight-forward as well. You select your craft, select the level you wish to start on, and then you go III. Mastering Flight - The Obstacle Course If you are brand new to this game, I highly recommend you take a spin in the Training Simulator. It will accustom you to flight and allow you to feel comfortable in a situation where you're not under heavy fire. You have your choice of craft: TIE Fighter, Bomber, Interceptor, Advanced, Defender, Assault Gunboat, and Missile Boat. The maze itself is not that complicated. Its basically a giant steel tube that snakes around. 12 segments comprise the maze. 5 of them contain targets, and more appear with each level. Level 1 starts with yellow, stationary targets. Level 2 adds floating red targets, while level 3 adds a fan that starts as stationary, but will begin rotating in additional levels. When you hit Level 5, some of the passages will be blocked almost completely, except for a small opening. A second one will be added in later levels; in addition, BOTH will start rotating in further levels. Lastly, but perhaps most importantly, you are under a time limit here. When you start on Level 1, you'll have the most time available to you, but time will decrease with further levels. If you get up to levels 9 or 10, it can be quite hard, if not impossible, to finish the course, even if you dump your power to the engines. For every target you destroy, you get 2 seconds added to your available time, which really helps when you're flying a slower craft, such as the TIE Bomber or the Assault Gunboat. When you start, only the first three levels for each craft are available to you. To attain further levels, you will have to finish the course on that particular level. For example, to unlock level 4, you need to finish level 3. To obtain your training patch, you must finish at least the first 5 levels, which honestly isn't that hard, considering none of the targets fire back. IV. Simulation - The Combat Chamber & Training Missions The Combat Chamber truly is my friend in this game. If I get stuck, I sharpen my skills without going absolutely insane. While future missions, once completed, can be replayed here, I will be discussing only the training missions here. Each craft has four missions that are associated with it, and completing them will earn you medallions that are displayed in your medal case. (Take note: if an objective only appears on a certain difficulty, I made sure to inform you of that. Some objectives will only appear on Hard, while others won't appear on easy. This can really add to the replay value of this game) A. TIE Fighter Training Mission 1: Gunnery Craft: T/F Alpha 1 (You), PLT/2 Training Primary Objectives: CN/D Target 1 must be destroyed CN/D Target 2 must be destroyed CN/D Target 3 must be destroyed CN/D Target 4 must be destroyed CN/D Target 5 must be destroyed CN/D Target 6 must be destroyed CN/D Target 7 must be destroyed CN/D Target 8 must be destroyed Secondary Objectives: Z-95 Mover 1 must be destroyed Z-95 Mover 2 must be destroyed Z-95 Mover 3 must be destroyed Z-95 Mover 4 must be destroyed Z-95 Mover 5 must be destroyed Bonus Objectives: Z-95 Fighter 1 must be destroyed Z-95 Fighter 2 must be destroyed Z-95 Fighter 3 must be destroyed Z-95 Fighter 4 must be destroyed Z-95 Fighter 5 must be destroyed 100% of Z-95 group Diad must be destroyed 100% of Z-95 group Triad must be destroyed 100% of Z-95 group Quad must be destroyed 100% of Z-95 group Quin must be destroyed 100% of Z-95 group Hex must be destroyed 100% of Z-95 group Dodec 1 must be destroyed 100% of Z-95 group Dodec 2 must be destroyed 100% of X-wing group Dodec 3 must be destroyed 100% of X-wing group Dodec 4 must be destroyed Reinforcements: None Here we are at the training grounds. You are piloting a solitary TIE Fighter, surrounded by 8 Type D containers with no shields. If you are unable to destroy them, I highly suggest you find another game to play, because it honestly does not get any easier. Once the containers are destroyed, your primary objectives are completed. Shortly after the last container is destroyed, a Z-95 will launch from the platform. This target will not shoot at you, and is relatively easy to destroy. After it meets its demise, another will launch. Take care of the first five to meet your secondary objectives. Now is when things get quite challenging. Not only will the targets be moving, but they will shoot back if you give them the chance. The first five will be one on one encounters, but the odds will gradually increase against you, starting with two on one, then three on one, all the way up to six on one. Needless to say, six on one odds are hard for anyone to overcome. I leave it up to you to accomplish the bonus goals. I usually make it up to Dodec 2 before I get blasted out of the sky. The X-Wings are much more formidable opponents than the Z-95s, so you'll have to take even more care if you manage to make it that far. Once the last X-wing is disposed of, your bonus objectives will be complete. Training Mission 2: Flight Leaders and Wingmen Craft: T/F Group Alpha (you - Alpha 2), PLT/2 I.N. Depot, CN/E Group Xi, CN/E Group Pi, CN/E Group Chi Primary Objectvies: 75% of all X-Wings must be destroyed 75% of all Y-Wings must be destroyed Secondary Objectives:100% of all Heavy Lifters must be destroyed Bonus Objectives: 100% of all X-Wings must be destroyed 100% of all Y-Wings must be destroyed 100% of CN/E Group Xi must survive until other goals met 100% of CN/E Group Pi must survive until other goals met 100% of CN/E Group Chi must survive until other goals met 100% of A-Wing Group Gold must be destroyed (Hard) Reinforcements: ISD Colossus This mission is desgined to teach you how to work in a group. Thankfully, you won't always be alone when you fight, which is especially helpful in a craft like this. You are number 2 in a six-man flight group, thus you won't be able to issue commands to your wingmen just yet, but should you become the flight leader, either by design or by your leader's demise, then you will be able to direct their fighters as well as your own. Shortly after the start of the mission, X-Wings and Y-Wings will hyper in. Help your wingment take care of the X-Wings before moving on to the Y-Wings. The platform can take a lot of punishment; if if somehow meets its demise, then it has no effect upon the mission. Once you destroy enough of the Rebel craft, Heavy lifters will hyper in to try and steal the containers! Fortunately, they can't take much damage before exploding, so direct your wingment to attack one while you take care of another, and then repeat until they are destroyed. By this point, you should have met your primary objectives, and once the last lifter is destroyed, your secondary objectives will be complete All that's left now is to mop up the remaining fighters. Pay special attention to those trying to escape. Make sure none leave the area alive, and your bonus objectives will be complete, assuming of course the containers survive. If you are playing on hard, those A-Wings can really wreak havoc, especially if your wingmen have already been taken out. If you need to, call in for reinforcements, as the Interceptors have a much better chance of standing up to the faster craft. If you complete this after the first mission, you will earn a Bronze Medallion for your efforts. Training Mission 3: Destroy Depot Craft: T/F Alpha 1 (You) Primary Objectives: 100% of X-Wing group Blue must be destroyed 100% of Tug group T-XL must be destroyed 100% of A-Wing group Red must be destroyed Secondary Objectives: 100% of CN/A group Vic must be destroyed 100% of CN/A group Limi must be destroyed Bonus Objectives 100% of CN/A group Vic must be inspected 100% of CN/A group Limi must be inspected. 100% of X-Wing group Gold must be destroyed (Hard) 100% of A-Wing group Blue must be destroyed (Hard) 100% of B-Wing group Blue must be destroyed (Hard) Reinforcements: None A nice easy mission if you know exactly what to do. First, target the tugs, not the starfighters. If you destroy the tugs before they can dock with the fighters, the fighters will not even move, making this mission nothing more than target practice. If, somehow, the fighters become piloted, you are armed with 2 pairs of concussion missiles, so use them to quickly finish them off. Destroy all the starfighters to achieve your primary goal. Next comes the containers. Make sure you inspect all of the containers before you destroy them. To inspect a craft, you must come within a certain range of the craft, sometimes as close as 0.05 clicks, but it depends on the craft. Doing so will complete your secondary and bonus objectives. Once you're finished, CRV Perfect will show up to collect you. If playing on hard, wait around after getting to the Corvette for a Rebel strike force to come out of hyperspace and attack you and the corvette. The X-Wings shouldn't give you too much trouble, but the A-Wings and B-Wings may pose a problem. Once all the craft are destroyed, or when you feel like you've had enough return to the Perfect's hangar (if it is still there) or simply quit to end the mission. Provided you completed the primary objectives, you'll earn your Silver Medallion. Training Mission 4: Destroy Probe Craft: T/F Alpha 1 (You), CRV Astin Primary Objectives: Probe PR-V74 must be destroyed Secondary Objectives: 100% of X-Wing group Blue must be destroyed Bonus Objectives: 100% of Z-95 group Red must be destroyed 100% of Z-95 group Blue must be destroyed 100% of Z-95 group Gold must be destroyed 100% of Z-95 group Striker must be destroyed X-Wing Red 1 must be destroyed 100% of A-Wing group Gold must be destroyed Reinforcements: GUN group Mu, GUN group Tau, GUN group Pi (Easy) You are dropped off roughly 15 clicks from your primary target, a Rebel spy probe. Along the way, a Rebel X-wing (Red 1), along with GUN group Nu, will drop out of hyperspace. If the X-Wing isn't initially taken care of by GUN Nu, feel free to engage and accomplish this small goal. Once the X-Wing is taken care of, keep proceeding towards your target. A-Wing group Gold will drop out of hyperspace and proceed towards you! Luckily, you are armed with 2 pairs of concussion missiles, so charge towards Gold 1, get a partial missile lock, and let loose a pair of missiles. That should take care of the first one. Meanwhile, the gunboats should go after the second one, freeing you up to take your primary objective. By now you should be close enough to attack the probe. One well-aimed laser shot and its toast. Primary objective complete. CRV Astin will return shortly after the probe is destroyed, but a Rebel Frigate will also drop out of hyperspace and begin laucnhing Z-95s. Lastly, X-Wing group Blue will appear. Now is a good time to call in your reinforcements. The gunboats will absolutely help you against such a large number of foes. Fortunately, you don't have to destroy the Frigate, so it is best to keep out of range of its guns and make sure you do not open fire on it! Once the X-wings are destroyed, your secondary goal is achieved. At some point, the Frigate will have exhausted its supply of Z-95s, and your bonus goals will be achieved. Provided all other T/F training missions are complete, you will earn your Gold Medallion and proven your proficiency with the TIE Fighter! B. TIE Interceptor Training Mission 1: Threat Display Craft: T/I Gamma 1 (you), TRN group Epsilon, PLT/2 Primary Objectives: CORT Normannic must be inspected SHU StarTour7 must be inspected TRN Seinar T4D must be inspected TNR Seinar T5D must be inspected CRV Ritan must be inspected FRT Elorac must be inspected Secondary Objectives: FRT Sunnida 1 must be captured Bonus Objectives: 100% of SHU Yagmar must be inspected 100% of B-Wing group Red must be destroyed 100% of B-Wing group Gold must be destroyed Reinforcements: None Inspecting craft is a task you will encounter frequently in your various battles. They will often serve as secondary and bonus objectives, and they serve as recon for your superiors. In order to inspect craft, you will need to get quite close to the craft for your short-range sensors to scan the contents of a particular craft. Larger craft are able to be scanned from a larger distance. It should take no effort at all to inspect the first six craft; doing so will complete your primary objectives right there. Shortly afterward, three freighters and two shuttles will drop out of hyperspace. Inspect the shuttles quickly, then inspect the three freighters. For me, Sunnida 1 has always been the one carrying the illegal cargo. If the shuttles aren't destroyed by now, take care of them, then help Epsilon 2 disable the freighter so it can dock and capture it. Once the operation is complete, your secondary objective will be as well. Now you have some down time. You'll see the craft you've inspected hyper out of the area. Once the last craft leaves, a pair of B-Wings will drop out about 10 clicks from the platform and set up for an attack run on it. Intercept them and destroy them before they hyper out. Once the first two are done, the second group of six will drop out about 12-14 clicks relative to your location. Destroy them all to complete your bonus objectives, paying special attention to any attempting to escape. Training Mission 2: Ambush! Craft: T/I Group Gamma (You - Gamma 2), T/I Group Eta, T/B Group Beta, T/B Group Delta, FRG Implacable Primary Objectives: 100% of all Z-95s must be destroyed PLT/3 A77 must be destroyed SPC Derdmin must be destroyed Secondary Objectives: CRL Ardent must be destroyed 100% of Y-Wing group Red must be destroyed 100% of Y-Wing group Gold must be destroyed 100% of X-Wing group Blue must be destroyed 100% of X-Wing group Red must be destroyed Bonus Objectives: CORT Neenoc must be destroyed 100% of A-Wing group Gold must be destroyed 100% of B-Wing group Red must be destroyed Reinforcements: None You're going to need to act quite fast in order to achieve all the goals here. First, crank your throttle to full immediately. Second, set your laser recharge rate up one click. Thirdly, target CORT and head straight for it. It is currently parked on the platform, but won't be for long. By the time you're in cannon range, it will take off and immediately head for its hyper jump point. Lead your target and start lowering its shields. Continue firing upon it while you come up behind it. When you are about as close as you can get to it, align yourself with it and continue to unload continuous cannon blasts. If you're good enough, and lucky enough, you'll destroy it mere seconds before it hypers away. Once you take care of that transport, you have one of two choices. You can go after the fighters with your wingmen, or you can try and take on the SPC that is quite close to your location. I would advise the former, but it is possible to take the SPC down, though you must make sure you don't get hit, not even once. Any damage to your engines and you're a sitting duck. Once its shields are down, its hull won't take much damaqe. Around this time, the Platform should be going, so if the SPC is taken care of, help your wingment destroy the remaining Z-95s. This will accomplish your primary objectives. However, the CRS Ardent will hyper in around the same time, and will launch X-Wings and Y-Wings that will target you and the Frigate, respectively. Take care of the X-Wings before going after the Y-Wings, and the bombers will deal with the Ardent. Once all are destroyed, your secondary objectives will be complete. During this time, keep an eye out for a group of A-Wings and a group of B-Wings. If all the other fighters are cleared out, take care of the A-Wings before dealing with the rest. Make sure none leave alive, and you will have completed the bonus objectives. If you are following the guide, you will earn your Bronze Medallion after completing this mission. Training Mission 3: Clear Minefield Craft: T/I Alpha 1 (you), FRG Lightning, TRN Sigma, T/B group Beta Primary Objectives: 100% of all mines must be destroyed Secondary Objectives: None Bonus Objectives: CN/A Koss 2 must be boarded Reinforcements: None This is another relatively brief mission, but you have to be careful! Those mines can rip you to shreds if you don't keep moving. One shot a piece will destroy them, but a few hits from them will take you out as well. With all the mines destroyed, your primary goals are achieved. Once the mines are cleared, inspect the containers and just wait for the transport to finish its operation. Bonus objective complete. Fly back to the Lightning or end the mission to earn your Silver Medallion Training Mission 4: Combined Attack Craft: T/I Alpha (you - Alpha 1), T/B Theta, FRG Lightning Primary Objectives: 100% of SHU group Revt must be destroyed 100% of TRN group Bultz must be destroyed 100% of Tug group T-SE must be destroyed 100% of Tug group T-SF must be destroyed 100% of Y-Wing group Gold must be destroyed Secondary Objectives: CN/A Duce 1 must be destroyed CN/A Duce 2 must be destroyed CN/A Duce 3 must be destroyed Bonus Objectives: CTRNS Moth must be destroyed Reinforcements: CRV group Wreden You have two wingmen to assist you, so make sure you utilize them. First, target the nearest tug, and have your wingmen attack it. Then, switch to another tug and attack it yourself. Repeat until the tugs are completely destroyed. If there are any moving craft, target them first, then go back to deal with the parked craft. Once all mobile craft are destroyed, your primary goals are complete. While this is going on, T/B Theta will be destroying the containers. If all goes according to plan, you won't need to lift a finger to accomplish your secondary goals. All that is left is the CTRNS Moth, which should go down without too much of a fight. Do make sure to dodge its defensive fire if you go after it yourself, though your wingmen and the bombers will also provide some cover. Once it goes, your bonus goals are achieved. If you have completed the other three training missions, you will be given your Gold Medallion, showing your skill with the Interceptor. Also, if you have completed the T/F training missions, you will be promoted to the rank of Flight Officer. Congratulations! C. TIE Bomber Training Mission 1: Proton Torpedoes Craft: T/B Beta 1 (you), PLT/1 Training Primary Objectives: 100% of CN/A group Target must be destroyed FRT Target 3 must be destroyed Secondary Objectives: CRV Target 4 must be destroyed Bonus Objectives: FRT Target 3 must be inspected CRV Target 4 must be inspected M/CRV Target 5 must be destroyed FRG Target 6 must be destroyed (Med/Hard) CRL Target 7 must be destroyed (Hard) Reinforcements: None This mission is designed to accustom you to using proton torpedoes. Depending on what you're shooting at, this mission won't be too hard. The containers will only take one torpedo a piece before exploding, and the freighter's shields are down, so a pair of torpedoes will destroy it. If you can position yourself correctly, you can inspect it as it hypers in. Once the freighter is destroyed, your primary goals are completed At this point, a Corvette will hyper in, but you won't have the opportunity to scan on the flyby. You'll have to get in close, and that comes with danger, because if you're not careful, its turrets will blast you clean out of the sky. Make sure you juke around as it fires its lasers; that way it can't get a lock on you and you'll gradually get closer. Once you ID it, high tail it back to a safe distance and fire your remaining torpedoes. On higher levels, you may see them destroyed by defensive fire. Either way, head over to the TRN Reload as it exits the hangar, and press Shift-B to shut your engines down and signal for a reload. Now, what you do when you dock is target the Corvette, get a missile lock, and fire as you are being reloaded; this will only count as a single reload! Way to cheat the system, huh? 6 Torpedoes will take the Corvette down and complete your secondary objectives. Next, a Modified Corvette will enter; fortunately, you do not have to inspect it; just destroy it. Stay out of its range and fire torpedoes; signal for a reload as needed. Again, 6 torpedoes will take this thing down. If playing on higher difficulty levels, the targets become much more challenging. The Frigate can take at least 12 torpedoes, and its lasers will often blast incoming warheads to shreds. Make sure your first salvo targets the warhead launcher, as you don't want to have to deal with that on top of other issues. Reload as necessary. The last target, the Light Cruiser, can be a real pain in the behind. Target the warhead launchers first before taking it out completely. You're going to need at least 18 torpedoes to take this puppy down, but you can do it! Once you finish, either return to the platform or quit the mission, as you will have completed all your objectives Training Mission 2: Space Bombs Craft: T/B Beta (you - Beta 2), T/A Alpha, T/B Delta, T/A Gamma, FRG Implacable, ATR Mako Primary Objectives: PLT/1 Abrihom must be destroyed Secondary Objectives: PLT/2 Bersabla must be destroyed Bonus Objectives: PLT/3 Cyrlus must be destroyed CRS Ossus Day must be destroyed (Hard) 100% of X-Wing group Red must be destroyed (Hard) 100% of Y-Wing group Gold must be destroyed (Hard) Reinforcements: None Here, you will work as a group to destroy a series of platforms. You only have to destroy the first platform, but where's the fun in simply getting rid of one? To use the space bombs effectively, you'll have to close in to at least 2 clicks, preferably closer, before you release them. The direction you are traveling in will determine the trajectory. Make sure you don't get ripped to shreds by the lasers of the platforms. Once Abrihom goes, you'll have completed the primary objective. The second platform will already have been attacked by the other Bombers, so if it is still standing, obtain a reload of bombs and finish it off, remembering to dodge lasers as necessary. Once it is destroyed, you'll have met the secondary goals. The last platform will more than likely have not taken any damage, which seems weird considering it should be under the fire of a Frigate. Ah well, reload and take it down as well. If the platform's fire is drawn elsewhere, then you will have a clean shot. For most people, this will complete the bonus objective and thus the mission. For those playing on hard, you have the unlucky task of dealing with a Rebel Cruiser, as well as its compliment of fighters. You better pray those T/A are still around, because the craft you're in is probably the worst to dogfight in. You'll need multiple passes with your space bombs, so make sure that ATR Mako survives; if you see it targeted by any enemy fighters, destroy them! It is all but impossible to take down a Cruiser in a TIE Bomber with only lasers. Finishing this mission, along with the first, will earn you the Bronze Medallion. Training Mission 3: Torpedo Run Craft: T/B Alpha (you - Alpha 1), CRV Control Primary Objectives: CRV Control must survive until other goals completed 100% of SHU group Enouck must be destroyed 100% of SHU group Xarxis must be destroyed 100% of TRN group Axet must be destroyed Tug T-ST must be destroyed Tug T-SP must be destroyed 100% of CN/A group Vic must be destroyed 100% of CN/A group Limi must be destroyed Secondary Objectives: None Bonus Objectives: 100% of SHU group Enouck must be inspected 100% of SHU group Xarxis must be inspected 100% of TRN group Axet must be destroyed 100% of CN/A group Vic must be inspected 100% of CN/A group Limi must be inspected 100% of A-Wing group Red must be destroyed 100% of Y-Wing group Red must be destroyed 100% of B-Wing group Red must be destroyed Reinforcements: GUN group Mu This mission is designed to teach you how to use your wingmen effectively in a torpedo run on a Rebel outpost. First, have your wingmen target one of the tugs while you make a flyby of the transports and the shuttles before they start taking off. Once you have them inspected, target one of the transports, and order your wingmen to destroy it. Then, destroy the other threee using a pair of torpedoes for each. Once the transports are destroyed, you can then take care of the shuttles. Before you destroy the containers, make sure you inspect them. Once they're destroyed, your primary goals will be complete, but you should also notice that some Y-Wings dropped out of hyperspace quite far from your location. If you've met your goals, start heading toward them. It'll take a while, but that is not a bad thing. As you get closer, a group of A-Wings will appear and begin to head towards you! Now is a good time to call in some reinforcements, particularly if your wingmen have already bit the big one. The gunboats provide excellent support, as they are not only shielded, but they also carry missiles. Take great care while fighting against the A-Wings, because they have the maneuvering advantage here. Once the A-Wings are destroyed, B-Wing group Red will hyper in, and both they and the Y-Wings will target you. This is the most dangerous part of the mission, because you'll be outnumbered and constantly dodging fire. Focus on the B-Wings first, as they'll deal out, and take, more punishment. With the gunboats helping you, it should only be a matter of time before the Rebels are completely destroyed, and your bonus goals achieved. When you've finished the first three training missions, you'll be awarded the Silver Medallion. Training Mission 4: Bombers Armed with Missiles Craft: T/B Alpha (you - Alpha 1), FRG Compton Primary Objectives: FRG Compton must survive until other goals completed 100% of TRN group goode must be destroyed Tug T-DP must be destroyed CN/B Clip must be destroyed 100% of CN/C group Berm must be destroyed Secondary Objectives: 100% of SHU group Trail must be destroyed 100% of SHU group Guild must be destroyed Bonus Objectives: 100% of SHU group Trail must be inspected 100% of SHU group Guild must be inspected 100% of TRN group Goode must be inspected 100% of CN/C group Berm must be destroyed CN/B Clip must be inspected 100% of X-Wing group Red must be destroyed 100% of Y-Wing group Red must be destroyed A-Wing Red 1 must be destroyed 100% of B-Wing group Red must be destroyed Reinforcements: GUN group Mu This mission is very similar to the last one, except you are armed with a double load of concussion missiles, as opposed to proton torpedoes. Just as in the previous mission, order your wingmen to target the tug; that way, those parked A-Wings won't become a threat. Meanwhile, you fly by the transports to inspect them, then order your wingmen to target them while you inspect and destroy the shuttles. Be careful; they like to get in close, and that does not bode well when you destroy them. When all the shuttles are destroyed, your secondary objectives are complete. Once all the moving craft are inspected and destroyed, do a fly-by of the containers before ordering your wingmen (if they're still around) to destroy them. Before you blow them all up, a pair of X-Wings will drop out of hyperspace, so have your wingmen attack one of them while you take care of the other. Usually this is when I lose my wingmen, so I'm forced to deal with both of them, in addition to the Y-Wings that'll hyper in around the same time. Feel free to call in reinforcements if you feel overwhelmed. GUN group Mu is quite helpful in this situation; they'll even destroy the remaining containers and parked A-Wings if they're still there. Once the Y-wings are destroyed, there's a bit of a lull before a single A-Wing pops in. If you have missiles, now is the time to use them. When in range, fire a pair of missiles to lower its shields, then switch to cannons while avoiding its laser fire. Facing you one on one is a bit of a challenge, but with the gunboats backing you up, it won't stand a chance. Lastly, a pair of B-wings will pop in. These can pose a challenge if only cause they have staying power, but their lack of mobility will ultimately prove them inferior to you. Once both are destroyed, your bonus objectives will be complete. If there are any containers remaining, you can destroy them now without fear of additional attack. When the last one blows up, your primary mission will be achieved. Assuming you completed the other three training missions, successful completion of this one will earn you the Gold Medallion. Even in a craft that is viewed negatively, you have proven the superior pilot! Now we get to the good stuff... D. TIE Advanced Training Mission 1: Concussion Missiles Craft: T/A Delta 1 (you), PLT/1 Training, Tug C.A. Cadiy Primary Objectives: X-Wing Target 1 must be destroyed X-Wing Target 2 must be destroyed X-Wing Target 3 must be destroyed X-Wing Target 4 must be destroyed X-Wing Target 5 must be destroyed X-Wing Target 6 must be destroyed X-Wing Target 7 must be destroyed Secondary Objectives: X-Wing Shooter 1 must be destroyed X-Wing Shooter 2 must be destroyed X-Wing Shooter 3 must be destroyed X-Wing Shooter 4 must be destroyed X-Wing Shooter 5 must be destroyed Bonus Objectives: 100% of A-Wing group Duo must be destroyed 100% of A-Wing group Trio must be destroyed 100% of A-Wing group Quad must be destroyed 100% of A-Wing group Quin must be destroyed 100% of A-Wing group Hex must be destroyed Reinforcements: None Here we are, the TIE Advanced fighter. While the game says you should use concussion missiles to take out the primary targets, I advise using your lasers; not only will it further accustom you to dogfighting, but it will allow you to save your missiles for the targets that fire back at you. First, set your laser recharge rate to full, then pump some of your laser power into your shields by pressing the ' key. Once you feel comfortable, destroy the stationary target in front of you with your lasers. The next 6 targets will hyper in one at a time as you destroy them. Again, use your lasers, as they are not going to shoot back at you. When all seven are destroyed, your primary mission will be complete. To signal the next wave of X-Wings, head over to the Tug and signal for a reload, even if your warhead launcher is full. You don't have to dock; just get close enough and an X-Wing will come in. You can use your warheads to destroy them, but again, I advise using lasers; the A-Wings are a lot tougher and you'll need your warheads against them. Eliminate the 5 X-Wings to fulfill your secondary objectives. Shortly after the last X-Wing is taken care of, the first of the A-Wing groups will appear. You'll start with 2 against one odds, and gradually increase all the way to six against one. Try and use your warheads if you have enough distance, but if you are close in, link your laser fire and get off some good shots against the A-Wings to take them out. The more quickly you do this, the less time your opponents have to fire their lasers and get a missile lock on you. Be warned: even I have trouble with 6 against 1 odds, particularly when they work in concert so that one can get a missile lock on you while the others are firing constantly upon you. Keep your shields up and you can take them all out. Defeating all the A-Wings will complete your bonus objectives. Training Mission 2: Rocket Attack Craft: T/A Alpha (you - Alpha 2), T/A Beta Primary Objectives: 100% of all CN/Ds must be destroyed FRG Inamo must be destroyed Secondary Objectives: CRS Ardent must be destroyed Bonus Objectives: 100% of all Z-95s must be destroyed TRN Mule 1 must be destroyed SHU Argus must be destroyed 100% of X-Wing group Red must be destroyed 100% of A-Wing group Gold must be destroyed (Med/Hard) 100% of A-Wing group Blue must be destroyed (Med/Hard) Reinforcements: T/A group Rho This is the first mission where you can, with some ease, take down a couple of capital ships with just your own effort as well as that of your wingmen. However, your first target should be TRN Mule. Charge up your shields and divert power to your lasers while your wingmen will lead the attack on the Inamo and T/A Beta will destroy most of the containers. Once the transport is destroyed, head over to the Inamo and get in close, but don't use your rockets just yet. Save them for later. If you can, destroy the warhead launcher first; it is located on the underside of the front of the frigate. By now, its shields should be down, so use your lasers to further take down its hull. At some point before the Inamo goes, a group of X-Wings will hyper in. Don't worry about them just yet; T/A Beta will handle them until you can destroy the frigate. Once its hull is down to 0%, then you can head over and engage the X-Wings; they won't put up much of a fight. If there are any containers remaining, destroy them to fulfill your primary objectives and lure in CRS Ardent. You'll notice that some of your wingmen, as well as some of those in T/A Beta, will have hypered home. If you need to, call in reinforcements to help deal with the Z-95s that will be launched. Now, here's where the fun begins. Start taking out the warhead launchers and the laser guns on one side of the Ardent. Keep your shields up and keep moving in the process. Once you've completely eliminated the laser defenses on one side, you can basically park underneath it and start lowering its shields with just your laser weapons. Don't use your rockets yet; I know its tempting, but patience will serve you well here. Keep an eye out for reinforcements in the form of six A-Wings if you're playing on Medium and above; once they come in, you'll have to break off your attack to take them out. Another group will come in shortly after that. Leave none alive. Once the A-Wings are done for, return to attacking the cruiser, and order your wingmen to do the same. Once all the Z-95s are destroyed, CRS Ardent will try and make a break for it. This is when you use your rockets, preferably if their shields are already down. SHU Argus will launch when its hull is down to around 50%, so break off your attack and destroy it quickly; the cruiser needs a lot more time to hyper out than that shuttle does. This should complete the bonus objectives. At this point, concentrate your fire on the cruiser, and it will eventually explode, finishing the secondary objectives and the overall mission. With the first two training missions complete, you'll be awarded the Bronze Medallion. Training Mission 3: Preemtpive Strike Craft: T/A Alpha (you - Alpha 1), FRG Lightning Primary Objectives: 100% of A-Wing group Red must be destroyed 100% of Z-95 group Red must be destroyed 100% of B-Wing group Red must be destroyed 100% of X-Wing group Gold must be destroyed TRN Trole must be destroyed 100% of Y-Wing group Gold must be destroyed Secondary Objectives: None Bonus Objectives: CN/A Retinue must be inspected CN/A Reyue must be inspected CN/A Garble must be inspected 100% of CARG Juble must be destroyed (Med/Hard) Reinforcements: GUN group Tau It seems the Imperials enjoy raids almost as much as the Rebels do. Anyway, order your wingmen to attack one of the tugs while you target the other; this will prevent some of the craft from becoming piloted. Once this is accomplished, take care of any craft that is moving and shooting at you or your allies; usually, the Z-95s will be the ones attacking. After that, go after the cargo ferries if you're playing on at least Medium. They'll take a bit of punishment and they can fire back, so order your wingmen to attack as well and combine your efforts. There are only two of them, so it shouldn't take too long. With the cargo ferries gone, you can inspect the containers while you order your wingmen to destroy the parked starfighters. T/B group Theta will leave the hangar to assist at this point, but you won't really need it. When all the fighters are destroyed, your primary goal will be achieved, and inspecting the containers fulfills your bonus objectives. If you have completed the first two missions, you'll receive your Silver Medallion. Training Mission 4: Hyperdrive Upgrade Craft: T/A Alpha (you - Alpha 1), FRG Laantis, FRT Rasvin, T/I Beta, T/F Gamma Primary Objectives: FRG must survive until other goals completed FRT must have finished docking Secondary Objectives: (100% of) X-Wing (group) Red must be destroyed (100% of) Y-Wing (group) Red must be destroyed (100% of) B-Wing (group) Blue must be destroyed (100% of) A-Wing (group) Blue must be destroyed (100% of) Y-Wing (group) Blue must be destroyed (100% of) SHU (group) Silver must be destroyed (100% of) TRN (group) Logan must be destroyed 100% of Y-Wing group Scarlet must be destroyed (Hard) 100% of E/S group Jackal must be destroyed (Hard) Bonus Objectives: CRV Glaser must be destroyed CRV Chiller must be destroyed (Med/Hard) CRV Spurtzer must be destroyed (Hard) Reinforcements: None You'll noticce the varied objectives here. On Easy, you'll only face one of each, while higher difficulties will have more opponents. I did my best to keep it organized for ya, so I apologize if it seems a little confusing. First, pump engine power into your lasers and charge up your shields. You're going to need it. When the first group of Y-Wings and X-Wings drop out of hyperspace, head toward them and take them out with your lasers, assigning targets to your wingmen as needed. Pay attention to any craft that go after the freighter or the frigate; both must survive! More craft will continue to arrive and attack both you and your allies, including up to three Corvettes. Leave them be for now, as the Laantis will launch a squadron of Bombers to deal with them. Focus your attention on the fighters and, when they appear, the transports. The shuttles & escort shuttles can wait, because they'll come after you, not who you're trying to protect. Be careful with the escort shuttles; their rear cannon protects them quite effectively. When all of the enemy forces are destroyed, all you have to do is wait around for the freighter to finish its docking operation with the Laantis. Only then will your mission be complete Finishing all of the training missions will earn you the Gold Medallion. Now no one can doubt that you possess great power when in the cockpit of this wonderous fighter! E. Assault Gunboat Training Mission 1: Shields Craft: GUN Mu 1 (you), SPC Scythis Primary Objectives: 100% of Mine group T1-A must be destroyed 100% of Mine group T1-B must be destroyed Secondary Objectives: CN/D Pi must be inspected TRN Weet must be captured Bonus Objectives: 100% of Y-Wing group Red must be destroyed 100% of B-Wing group Blue must be destroyed 100% of X-Wing group Gold must be destroyed 100% of A-Wing group Red must be destroyed 100% of Y-Wing group Blue must be destroyed Reinforcements: None Welcome to the Assault Gunboat! This thing, in terms of defense, is nothing short of a tank. It has the strongest hull of any craft that you fly, and is also one of only two craft armed with ion cannons, which allow you to disable craft. Add in a warhead launcher with a significant capacity, and you are a one-pilot killing machine. Your assignment here, though, doesn't involve wreaking havoc on many things, just a minefield. However, make sure you charge your shields fully before heading in; otherwise, you'll get eaten alive. The farther away you can target one of the mines, do so; the nose-mounted cannon will enable pretty accurate shooting. If you notice a transport heading out, cease your work on the minefield and immediately disable it. You can use your lasers to lower its shields, but you will need to use your ion cannons to do so. They have a shorter range than the lasers, but you're getting up close anyway, right? Once disabled, the Scythis will board the transport and capture it. While this is going on, destroy the remaining mines and inspect the container to complete your primary and secondary objectives. Destroy the container, then wait around a little bit for the first pair of Y-Wings to pop in. They're similar to your gunboat, but they're no match for your superior firepower. Next, a trio of B-Wings; again, they're similar to you, but they'll ultimately fall to you. Four X-Wings will be your opponent following that; it may get a little hairy at times, but they won't take too much punishment. If you were hoping for a challenge, well how's five A-Wings? This is where things get tough, because they're fast, they work together, AND they're armed with missiles, so you have to be on your toes. I find that decreasing my laser recharge rate to half helps me keep up better with my opponent, and you'll need that against these guys. If you survive against the A-Wings, your last challenge will be 6 Y-Wings, armed with missiles. Make sure you blast those warheads before dodging the incoming fire. Keep it tight and close, and you'll find they drop like flies. When the last one is destroyed, your bonus goals will be achieved. Training Mission 2: Teamwork Craft: GUN Mu (you - Mu 2), TRN Sigma Primary Objectives: 50% of all Rebel craft must be destroyed CARG Filcher must be disabled CARG Riirdo must be disabled 100% of E/S Devil must be destroyed Secondary Objectives: CARG Redbill must be destroyed CARG Wippett must be destroyed Bonus Objectives: HLF Argis 1 must complete mission HLF Argis 2 must complete mission Reinforcements: GUN group Rho Often times, when flying a mission in a gunboat, you'll be called upon to disable craft so that others can capture it. Here is one of those missions. You'll notice the three escort shuttles; those will head towards you once you drop out of hyperspace. However, you'll soon notice Rebel forces join the fray! Its your call as to what to target first, though I'd say go after those shuttles; the Y-Wings can't fire from behind, but they can. TRN Sigma will disable and board the cargo ferries, so just make sure to keep their backs clear. Once you've cleared out the shuttles and most of the fighters, you can head over to the other two cargo ferries; they'll fire back at you, but if you disable them before you destroy them, it makes your job that much easier. When both bite the dust, your secondary objectives will be complete. At this point, there's little else to do but mop up the remaining fighters. You only need to destroy 50% of them, but keep your eyes open for a pair of A-Wings that'll pop in when your heavy lifters appear. You'll need to intercept them before they can attack; missiles work wonders here. The B-wings that'll appear after the A-wings are destroyed pose a lesser threat because they are slower and you can intercept them sooner. If you have missiles, you can use them here as well, but lasers will work just fine here. Once the last of the Rebels are gone, all you have to do is wait for the
heavy lifters to dock and then return into hyperspace. At that point, your bonus objectives are achieved and you can head home yourself, to a lovely Bronze Medallion (if you completed the first training mission) Training Mission 3: The Challenge Craft: GUN Tau (you) Primary Objectives: Y-Wing Red must be destroyed 100% of Z-95 group Gold must be destroyed 100% of X-Wing group Blue must be destroyed 100% of B-Wing group Blue must be destroyed A-Wing Gold must be destroyed Secondary Objectives: None Bonus Objectives: FRG Challenge must be destroyed CRL Luklucle must be destroyed CRS Trident must be destroyed 100% of X-Wing group Red must be destroyed 100% of X-Wing group Gold must be destroyed 100% of B-Wing group Red must be destroyed 100% of Z-95 group Red must be destroyed 100% of Z-95 group Blue must be destroyed 100% of A-Wing group Blue must be destroyed 100% of A-Wing group Gold must be destroyed SHU Movt must be destroyed 100% of TRN group Jupit must be destroyed Reinforcements: GUN group Mu, GUN group Nu, CRV Shotgun, CRV supreme Ok, I'm going to be brutally honest here; if you are playing on medium or hard, completing ALL of the bonus objectives is going to be almost impossible. Yes, that's right. I haven't said that about anything yet, but this really does take the cake thus far. If you wish to take on all the objectives, here is how you start going about it. First, DISABLE the first Y-Wing, do NOT destroy it. After that, start your strafing attack against the frigate. Make sure you break off to recharge your shields and lasers when your shields run low; you do not want to get ripped apart. It will take a while, so you're going to have to be patient. When its shields are down, disable it. That will remove that headache completely. Now you can whittle its hull down with lasers to completely destroy it. This will not only complete that particular bonus objective, but two others as well, in addition to all but one of your primary objectives. Shortly after the frigate blows up, CRL Luklucle will hyper in and launch three A-Wings and three Z-95s to combat you. DISABLE one of each and destroy the other two, then you can focus on the cruiser. Take out its warhead launchers before focusing on a particular side to attack. If you can take out all the lasers on one particular side, you can basically park yourself under it and fire at will. Disable it at the soonest opportunity, then destroy it, thus fulfilling that and other bonus objectives. Your last challenge is a full-blown cruiser, the Trident. Again, take out the warhead launchers before focusing on a side to "neuter." If it launches fighters, disable one of each group before destroying the rest, then return to attacking the cruiser. Disable, then destroy. That should take care of most of the bonus objectives. Now you have some disabled fighters scattered around. Destroy them all to complete all the bonus and primary objectives, and presumably earn your Silver Medallion. Training Mission 4: Escort Duty Craft: GUN Tau (you - Tau 1), FRT Rugle Primary Objectives: 100% of FRT group Rugle must complete mission Secondary Objectives: 50% of all Rebel craft must be destroyed Bonus Objectives: FRG Dodger must be destroyed SHU Leap must be destroyed Reinforcements: GUN group Mu, GUN group Nu The last of the gunboat training missions is also the simplest. The freighters are about 10 to 15 minutes from their jump point, and the position is rife for an ambush. FRG Dodger will pop in and begin launching fighters. Some will target you, while others will attack the freighters. Assign targets to your wingman while attacking any Rebels going after the freighters; use your missiles if you must. Pay special attention to when a pair of Y-Wings launch; they are armed with proton torpedoes that can devastate a freighter's shields. Destroy them before they can launch! Keep at it, and you'll ultimately complete the secondary objective before your primary one. Once the fighter screen is cleared out, you can start going after the frigate if you wish. Just remember; its lasers can rip you to shreds, and always take out the warhead launcher before getting in close. If you need to, call in reinforcements to help take the fire off you. It helps to target the laser guns and turrets; if you can take them out, that's less dodging you have to do. While you're doing this, the freighters will reach their jump point and hyper off into safety. Once the frigate's shields are down, disable it to prevent its escape, then bring its hull down with your lasers. After its hull drops to 50%, a shuttle will launch from the hangar, carrying officers. Make sure you destroy it before it escapes. Once both the frigate and the shuttle are blown up, your bonus objectives will be completed. Assuming you've completed the other training missions, you will ean your Gold Medallion. Now you are ready to show those Rebel scum just how potent the Assault Gunboat really is! F. TIE Defender Training Mission 1: Dogfighting! Craft: T/D Delta 1 (you), CUV Reload Primary Objectives: At least one of X-Wing group Novice must be destroyed At least one of Y-Wing group Novice must be destroyed At least one of A-Wing group Novice must be destroyed At least one of B-Wing group Novice must be destroyed Secondary Objectives: At least one of X-Wing group Officer must be destroyed At least one of X-Wing group Veteran must be destroyed At least one of X-Wing group Ace must be destroyed At least one of X-Wing group Top Ace must be destroyed At least one of Y-Wing group Officer must be destroyed At least one of Y-Wing group Veteran must be destroyed At least one of Y-Wing group Ace must be destroyed At least one of Y-wing group Top Ace must be destroyed At least one of A-Wing group Officer must be destroyed At least one of A-Wing group Veteran must be destroyed At least one of A-Wing group Ace must be destroyed At least one of A-Wing group Top Ace must be destroyed At least one of B-Wing group Officer must be destroyed At least one of B-Wing group Veteran must be destroyed At least one of B-Wing group Ace must be destroyed At least one of B-Wing group Top Ace must be destroyed Bonus Objectives: CN/E Challenge must be destroyed 100% of T/D group Novice must be destroyed 100% of T/D group Officer must be destroyed 100% of T/D group Veteran must be destroyed 100% of T/D group Ace must be destroyed 100% of T/D group Top Ace must be destroyed 100% of X-Wing group Novice must be destroyed 100% of X-Wing group Officer must be destroyed 100% of X-Wing group Veteran must be destroyed 100% of X-Wing group Ace must be destroyed 100% of X-Wing group Top Ace must be destroyed 100% of Y-Wing group Novice must be destroyed 100% of Y-Wing group Officer must be destroyed 100% of Y-Wing group Veteran must be destroyed 100% of Y-Wing group Ace must be destroyed 100% of Y-Wing group Top Ace must be destroyed 100% of A-Wing group Novice must be destroyed 100% of A-Wing group Officer must be destroyed 100% of A-Wing group Veteran must be destroyed 100% of A-Wing group Ace must be destroyed 100% of A-Wing group Top Ace must be destroyed 100% of B-Wing group Novice must be destroyed 100% of B-Wing group Officer must be destroyed 100% of B-Wing group Veteran must be destroyed 100% of B-Wing group Ace must be destroyed 100% of B-Wing group Top Ace must be destroyed Reinforcements: None For the first mission for the T/D, they sure give you a doozie. Sure, at first glance it doesn't seem like a lot, until you realize there each group consists of ten fighters a piece. So that's 10 fighters per group, times 5 different levels, times 5 different types of fighter, and that's a grand total of 250 kills for this mission, plus the container. The best advice I can give is to not try and tackle it all at once. Go one class of fighter at a time. Disabling a fighter will prevent it from being replaced, which you can use greatly to your advantage. For example, once you destroy a Novice pilot, a Novice and an Officer will take its place. If you disable the Officer, you can focus solely on the Novices that will come in. I won't lie; this process WILL take a while, and I am not exaggerating when I say it took me three hours to complete all the goals. Again, you only NEED to destroy one of each of the novice levels of the Rebel fighters to achieve your primary goals, but I like to use this mission as a way to keep my dogfighting skills sharp, particularly when I go up against other T/Ds. Those things are freakin' fast, and you're going to need to practice for later missions (I won't say more). If you manage to complete all the goals, then you can take some great satisfaction in yourself and your abilities. 250 kills in a single mission is something to be proud of, as it takes not only skill, but one heck of a lot of stamina. Training Mission 2: Tractor Beam Craft: T/D Delta 1 (you), T/A Alpha, T/A Gamma, ATR Sigma Primary Objectives: CORT Lin must be disabled CORT Kaar must be disabled CORT Ko must be disabled Secondary Objectives: PLT/3 AZ 77 must be disabled FRT Renspects must be inspected Bonus Objectives: PLT/3 AZ 77 must be captured SHU Poltroon must be destroyed CORT Lin must be captured CORT Kaar must be captured CORT Ko must be captured FRT Renspecs must be destroyed B-Wing Scarlet 4 must be captued Reinforcements: GUN group Rho This mission is supposed to teach you how to use the beam; however, if you direct that energy to you engines, you can match speeds with the transports and simply let loose with your lasers and ion cannons. You'll need to act quickly; when one is disabled, immediately head back towards the platform to disable the second as it leaves. The last transport has a pair of A-Wings for escorts, so utilize your missiles to take the transport's shields down quickly. The sooner you can do this, the less damage you'll ultimately take from the A-Wings. The moment you disable the last craft, your primary goals are achieved. You're far from done, though. You'll immediately have to take out those A-Wings before they take you out. If you need reinforcements, now is a good time to call them in. If the SPC powers up, make sure to take it out quickly, as you'll need to keep your eyes out for a solitary B-Wing that'll hyper in. A message will come over your intercom saying to disable it, so do so. You'll notice the SHU Poltroon docking with a freighter. Take it out before it finishes its operation; if you have any missiles left, those will help greatly in this situation. When it is blown to kingdom come, inspect and destroy the freighter. Keep an eye out for four A-Wings that will hyper in and target you; they should be no match for you. During this time, ATR Sigma will be docking with and capturing the transports you disabled. If you notice them under fire from any craft, destroy them! All that's left now is disabling the platform. The assualt transports and your reinforcements should have taken the shields mostly down, so all that's left is a pass or two with your ion cannons to completely disable it. Doing so will finish the secondary objectives. Once it is captured, six Y-Wings will join the fray about 8 clicks away. Fly over and engage them. When they've suffered enough losses, they'll retreat, but don't worry about it if one does get away. All you're doing is buying enough time for the heavy lifter to dock with and capture that B-Wing you disabled. When its operation is complete, your bonus goals will be completed. When you've returned to base, assuming you finished the first mission, you'll earn your Bronze Medallion. Training Mission 3: Inspect & Disable Craft: T/D Alpha 1 (you), TRN Omega Primary Objectives: 100% of CRV group Red must be inspected (Med/Hard) CORT Hatch must be inspected (Med/Hard) CTRNS Olumpa must be inspected (Med/Hard) 100% of CNVYR Trawler must be inspected 100% of CNVYR Switch must be inspected 100% of CARG Juble must be inspected Secondary Objectives: CARG Juble 2 must be captured Bonus Objectives: A-Wing Red 1 must be destroyed 100% of B-Wing group Blue must be destroyed 100% of X-Wing group Gold must be destroyed 100% of Y-Wing group Gold must be destroyed (Hard) Nav Buoy B-52 must be destroyed Nav Buoy B-53 must be destroyed Reinforcements: VSD Elite A nice, easy mission, especially considering you are in the superior craft. Inspect the craft one by one as they come in, breaking off to destroy the Rebel craft that will pop in. There won't be many of them, so you won't have to worry about being overwhelmed. When CARG Juble hyper in, inspect both and then disable the one carrying the Rebels. TRN Omega will assist in disabling the craft, then proceed to capture it. All that remains is inspecting the remaining craft, then destroying the two nav buoys. When Juble 2 is captured and all craft inspected and/or destroyed, all mission objectives will be completed. Return to base, and receive your Silver Medallion. You've earned it. Training Mission 4: Disable and Capture Craft: T/D Alpha (you - Alpha 2), CRV Burke Primary Objectives: 50% of ESC group Prowler must be captured Secondary Objectives: 100% of ESC group Prowler must be inspected (Med/Hard) 100% of CRV group Sharky must be destroyed 100% of CRV group Spear must be destroyed Bonus Objectives: 100% of A-Wing group Red must be destroyed 100% of X-Wing group Blue must be destroyed 100% of A-Wing group Gold must be destroyed 100% of B-Wing group Red must be destroyed FRG Egale must be destroyed Reinforcements: GUN group Mu, TRN Down This mission is going to test your skills against both capital ships and starfighters. Target ESC Prowler 2 (which is what your wingman will do) and align yourself for a run with your space bombs. Don't release them until you are about 2 clicks from the target. Once away, switch to lasers and target its warhead launcher. You'll want to destroy that as quickly as possible. Next weaken its shields with you lasers, then switch to ion cannons right before its shields fail. Disable it, then fly over to inspect the other carrier before it escapes into hyperspace. At this point, the craft that will capture the disabled carrier, INT Suelu, will enter (for some reason I don't know why it doesn't prevent the other carrier from leaving), but so will Rebel reinforcements. The X-Wings aren't too much of a threat, but those corvettes will give anyone a headache, especially if caught between'em. Take out the fighters before focusing on one corvette at a time. I find disabling them useful, as it will shut off those annoying missle launchers. Once the corvettes are all destroyed, your secondary objectives will be complete. Around this time, the Suelu should have finished its capture operation, fulfilling your primary mission. At this point you could hyper home, but a frigate will drop out of hyperspace and launch fighters at you. Destroy them, then move on to the frigate itself, focusing first on its warhead launcher, then its individual laser guns and turrets. The INT will prevent it from escaping, so you have as much time as you need. Again, disabling it will work wonders. If you manage to destroy the frigate before it launches all its waves of fighters, those waves will be counted as destroyed (which makes sense), thus allowing you to finish all your bonus objectives. At this point, you can hyper home or return to the hangar of either the Suelu or the Burke to finish up the mission. You'll receive the Gold Medallion for successful completion of the T/D missions, and this one certainly will hold a special place in the collection. G. Missile Boat Training Mission 1: Dual Warheads Craft: MIS Mu 1 (you) Primary Objectives: 100% of all CN/Is must be destroyed 100% of all SHUs must be destroyed FAC/1 Organarms must be destroyed Secondary Objectives: 100% of FRT group Atrivis Day must be destroyed 100% of FRT group Rimrunner must be destroyed (Med/Hard) 100% of CNVYR group Altar Moon must be destroyed 100% of CTRNS group Kempman must be destroyed Bonus Objectives: 100% of Y-Wing group Red must be destroyed 100% of B-Wing group Gold must be destroyed FRG Dahome must be destroyed (Med/Hard) 100% of X-Wing group Red must be destroyed (Med/Hard) 100% of A-Wing group Blue must be destroyed (Med/Hard) Reinforcements: None Welcome to the missile boat! If only all craft had the warhead capacity of this bad boy. Oh well. Anyway, when you hyper in, divert all beam power to the engines and set shield & laser recharge rates to max, then target the factory and find its warhead launcher. As the game says, link your missile launcher and fire 2 pairs at it. This will be a major help when you actually go to destroy the factory, but first, we have other things to take care of. Engage the SLAM system and start targeting the shuttles. A single missile will be enough to destroy, so once you get a lock, fire and move right on to the next one. Once all four on a particular side are destroyed, attack the containers with your lasers. You're going to want to save the rockets for later. Make sure you destroy all the shuttles and containers; if you miss a shuttle, it'll power up and escape eventually, while a cargo ferry is in the area to snatch any containers you miss. This may seem hard with the Z-95s on your tail, but with the SLAM system, they won't have a chance of keeping up with you. With the shuttles and containers destroyed, four Y-Wings will enter the battle, and now is the time to clear the starfighter defenses. However, if you find you have a lull, launch your rockets at the factory, but don't destroy it until you've cleared out the fighters. 12 rockets will bring it to a critical point, then you can destroy the Z-95s and Y-Wings, then one more pair of rockets will completely destroy the factory. Primary objectives completed. At this point, the Strike Cruiser Arjun will hyper in, as well as the first parts of a Rebel convoy. You should have six rockets left, as well as some missiles. Head over to the FRT group Atrivis Day, and attack. Two rockets is enough to destroy a freighter, so you should be able to clear out three of the four with no trouble whatsoever. Save your missiles for now, and switch to lasers to attack the last one, then break off when you see B-Wings hypering in. You'll want to use your missiles to take them out. If you can manage to destroy the B-Wings and the last freighter, this is when you head back to the Arjun to rendezvous with CUV Arjun Jr. It won't launch until both your launchers are completely empty, so make sure when you fire, it always counts! Get close to it, then order it to board you for a refill. It will take about 30 to 45 seconds for it to completely replenish you, and you only get one refill, so make sure it counts! Now, you should see a trio of Modular Conveyors and a pair of Container Transports. Each will take a pair of rockets to destroy, but since you're at a premium, I suggest using one rocket and then finishing each one off with your lasers. If you're fighting the frigate later, you'll want to take that out with ANY remaining rockets you have. If you're playing on Easy, then all you have to do is blow what's left up to complete your secondary objectives. For those playing on Medium or Hard, once you destroy the Container Transports, four more freighters and the FRG Dahome will enter. IMMEDIATELY go after the frigate, engaging your slams so you can avoid its laser fire more easily. If you have at least 14 rockets left, you can destroy the frigate with impressive speed. Just make sure they hit; their lasers can blast your rockets right out of the sky, and you don't want that to happen! It will launch A-Wings and X-Wings to attack you, but simply focus on the frigate until it is destroyed. This will prevent any future waves of fighters from launching, and it will not affect completing your bonus goals. With the frigate out of the way, take out the fighters, starting with those pesky A-Wings. A single missile, coupled with a couple of laser shots, is enough to take down one. With them out of the way, switch to the X-Wings. Its ok to use a pair of missiles on them because of their slightly stronger hull. When they're eviscerated, your bonus goals are achieved. Now we have the freighters to deal with, but its so much easier now that the Frigate and its starfighters are out of the way! If you have rockets left, feel free to use them; if not, spread whatever missiles you have left and then finish the job with lasers. They won't fire back and they won't have enough time to hyper out before you can destroy them. This should complete your secondary objectives. If the Arjun is still around, you can return to its hangar now; if not, hyper home and prepare for your next training mission. Training Mission 2: Anti-Warhead Defense Craft: MIS Mu 1 (you), CTRNS Silver Bull, FAC/1 Specwar Fab Primary Objectives: 100% of all TRNs must be destroyed CTRNS Silver Bull must survive until goals complete FAC/1 Specwar Fab must survive until goals complete Secondary Objectives: CTRNS Silver Bull must be boarded SHU Aluma must have finished docking 100% of Y-Wing group Gold must be destroyed 100% of X-Wing group Red must be destroyed 100% of B-Wing group Blue must be destroyed 100% of A-Wing group Rogue must be destroyed Bonus Objectives: CTRNS Silver Bull must complete mission SHU Aluma must complete mission 100% of ATR group Z-Omega must be destroyed 100% of T/D group Z-Alpha must be destroyed Reinforcements: T/F group Alpha First off, immediately call for reinforcements. They won't help you against the transports, but it will all make sense in a little bit. Next, divert all beam AND shield power to your engines; nothing is going to target you here, and you will need the extra speed. Also, set your laser recharge rate to maximum; you'll be needing the SLAMs badly for this mission. Lastly, do not use the advice given to you regarding taking out the transports. One torpedo a piece will destroy them, and you'll save much-needed missiles for later. If you are fast enough, none of the transports will even have an opportunity to launch their warheads at the Silver Bull. When the last one is destroyed, your primary goal will be achieved. Now comes the hard part. Immediately after the last transport is destroyed, four Y-Wings will hyper in and begin an attack run on the Silver Bull. Engage SLAMs and set your missile launcher to dual fire. As soon as you are in range, fire 2 missiles at each of the Y-Wings. Don't even bother waiting for a lock; they're too slow to dodge, and you'll need to get them quickly. If you're lucky, three will go after the T/F group Alpha while the other goes after the Silver Bull. Target that one first, then take the others out. Your next targets will be four X-Wings that hyper in. Again, get over there as fast as you can, fire two missiles at each. Speed is key here; you don't want the Silver Bull to sustain any damage if at all possible. The next part is probably the hardest, as you'll have SIX B-Wings to deal with. If you're starting to run low on missiles, you can use a pair of torpedoes to take one out, particularly if you're at close range. If the T/Fs are still around, they'll distract some of the B-Wings long enough for you to blast them out of the sky. With a little skill and a whole lot more luck, you'll get to them all. Lastly, a pair of A-Wings will enter and target the Aluma. Compared to what you faced before, this is a piece of cake, considering they won't target you. A pair of missiles for each is enough to take them out. Now all that remains is for the Silver Bull to reach its rendezvous point with the Aluma. Use this time to get on the opposite side of the factory to prepare for the bonus objectives. You should have at least 2 pairs of missiles and plenty of torpedoes, which is more than enough firepower for what is coming in. As soon as you see the T/D hyper in, head towards them and fire two missiles at each, then target the assault transports with your torpedo launcher and fire a pair at each of them. Again, if you are fast enough, then they won't have had time to launch anything at the Silver Bull. Wait for the Silver Bull to enter hyperspace, and pat yourself on the back. You've really proven your worth here if you've completed every single objective. Hell, even if the Silver Bull doesn't survive the last wave, getting that far is impressive in and of itself. That Bronze Medallion will never have looked so good. Training Mission 3: Disabling Minefield Craft: MIS Tau (you - Tau 1), M/CRV Dagger, TRN Omega Primary Objectives: 100% of M/CRV group Dagger must complete mission 100% of Mine group M2 must be destroyed Secondary Objectives: None Bonus Objectives: CRL Planka must be destroyed 100% of SHU group Lacoda must be destroyed 100% of X-Wing group Yellow must be destroyed 100% of X-Wing group Gold must be destroyed 100% of A-Wing group Yellow must be destroyed 100% of A-Wing group Red must be destroyed 100% of A-Wing group Blue must be destroyed 100% of A-Wing group Gold must be destroyed Reinforcements: GUN group Mu When you hyper in, you will see a whole bunch of mines around you. The ion blasts travel slower than regular laser blasts, so just keep moving and take out the mines one by one with your lasers. You won't have a beam weapon to redirect to your engines, so just make due with what speed you do have. It should take no time or effort at all to clear them all out. Around the same time you finish clearing out the mines, two different ships will drop out of hyperspace. One is ATR Omega, which will repair the ships you need to complete the mission. The other is a Rebel light cruiser which will launch Y-Wings to attack the corvettes, and Z-95s to attack you! Focus first on the Y-Wings; you do not want anything to get through. The Z-95s won't pose much of a threat. When the Y-Wings are disposed of, B-Wings will take its place. Again, they are the primary threat here, so break off your attack of the Z-95s or the cruiser and take care of them first. When you're finished, feel free to attack the cruiser if you wish. To do so effectively, switch to your heavy bombs and engage the SLAMs. Six bombs will be enough to destroy the cruiser completely, and if you're quick enough, you won't even have to worry about its missile launchers. Also, keep your eyes peeled for SHU group Lacoda that will escape the cruiser when its hull goes critical. If you have any missiles left, use them to destroy the shuttles; otherwise, switch to lasers and get them fast! With the cruiser and its fighters gone, head back to TRN Omega (not ATR Omega) and signal for a reload when you're close. It'll take a while, but during the process, CRVs Dagger should finish their repairs and head into hyperspace, completing your primary goals. If you see a whole bunch of Rebel fighters join in, don't worry; they should be far enough away for you to fully reload your launchers. With a full load of missiles, start charging towards the fighters. Some should target the transport that just reloaded you, while the others will go straight for you. Get within missile range, then fire away. One missle should suffice for each craft, but if you need to use a second, feel free. The A-Wings are the biggest threat, because of not only their missiles, but also their sheer numbers. Take them out first, then go for the X-Wings. If you can intercept some on the way to the transport, that's all the better. Defeat all the craft to fulfill all your bonus objectives. At this point, return to base and receive your Silver Medallion. Training Mission 4: Missile Boat vs. TIE Defender Craft: MIS Tau (you - Tau 1) Primary Objectives: 100% of all T/Ds must be destroyed T/D Baker 1 must be destroyed T/D Baker 2 must be destroyed T/D Baker 3 must be destroyed T/D Baker 4 must be destroyed T/D Charly 1 must be destroyed T/D Charly 2 must be destroyed T/D Charly 3 must be destroyed T/D Charly 4 must be destroyed 100% of T/D group Rover must be destroyed Secondary Objectives: 100% of CN/A group Domm must be destroyed 100% of CN/A group Duce must be destroyed Bonus Objectives: 100% of CN/A group Domm must be inspected 100% of CN/A group Duce must be inspected CTRNS Thor must be destroyed 100% of Z-95 group Puprle must be destroyed (Med/Hard) 100% of R-41 group Gray must be destroyed (Med/Hard) 100% of R-41 group Blue must be destroyed (Med/Hard) 100% of T/A group Blue must be destroyed (Med/Hard) 100% of T/A group Red must be destroyed (Med/Hard) STRKC must be destroyed (Med/Hard) 100% of CRV group Xtram must be destroyed CRV Xtram 3 must be destroyed (Hard) Reinforcements: GUN group Eta This one is going to show you just how hard it is to fight against the T/D in any other craft than, well, a T/D, and to complete all your goals, particularly on medium or hard, you're going to need to act fact, fire missiles only when needed, and utilize your SLAMs to maximum effectiveness When you first hyper in, set your beam recharge rate to zero, and your laser recharge rate to max. Switch to your missile launcher, and set it to dual fire mode. Press E to target the T/D targeting you, then press T to target the one after it. That's the one you're going to go after. Do so quickly, so your wingman has a chance to survive. Two missiles is what it takes to destroy a T/D, and if you do it right, he won't see it coming. Once you destroy that one T/D, immediately switch to your torpedo launcher and engage the slams to destroy the CTRNS that is about to hyper out of the area Three torpedoes will destroy it. If it has launched any escort shuttles, take them out with a pair of torpedoes each. This will prevent any of the parked T/Ds from becoming piloted at any point. Hopefully your wingman is still alive; if so, return to aid him in destroying the remaining piloted TIE fighters. Make sure you get them all. At this point, tell your wingman (if he's around) to hold his position while you inspect all the containers. You won't have a better chance to do so. When that is done, start attacking the parked T/Ds, and use your laser cannons. You'll need your missiles for later on. I would also suggest calling in reinforcements. The additional gunboats will help later on. When all of the T/Ds are destroyed, your primary goals will be finished, but there is more to be done here. When most of the containers are destroyed, a pirate Strike Cruiser will hyper in, and not long after it will be a pair of corvettes. Let your wingman and/or the reinforcements deal with the initial wave of fighters while you quickly destroy the corvettes. Four torpedoes each will take them out. Normally I'd say wait, but they will hyper out on you if you let them sit there too long. Now comes the fun part: dogfighting against two craft you haven't had the privilege of seeing in combat yet. One is the R-41 Starchaser; its slow and can't take more than one missile, but they're heavily armed with both lasers and missiles, so keep your guard up with them. And the other is your old friend, the TIE Advanced. How pirates managed to get hold of them puzzles me to this day, but its a nice challenge. Rather than using two missiles on them, switch to single fire; that will lower their shields completely and bring their hull down to critical. Switch to lasers to finish them off. You'll have to destroy 8 T/As to complete those two particular bonus goals. With the fighter screen clear, all that's left is the strike cruiser. Engage SLAMs and start strafing it with torpedoes until your load is completely empty. If you've got any missiles left, use them as well. With both of your launchers completely empty, a TRN will hyper in and make itself available to you for a reload, so head over and take full advantage. With the fighters gone, you'll have no worries of it, or you, being destroyed during the process. If your'e within torpedo range of the cruiser while reloading, let off as many as the game will let you. That should be enough to take it out; and if not, well, keep letting loose, and your bonus goals will (hopefully" be achieved. If there are any containers left at this point, you can destroy them, provided they've been inspected. Finish off the last of'em to complete your secondary objectives, the mission as a whole, your missile boat training missions, and, if you've been following this guide, ALL the training missions! Wear that Gold Medallion with pride, soldier! V. Tours of Duty Here we are; actual combat. Your service to the Empire may seem insignificant at first, but as you progress, not only will you realize your worth, but so will your superiors, envoys of the Emperor, and even Lord Vader. So take no shame in starting small; by the end, you will have no peer. A. The Aftermath of Hoth Your first assigment, after completing your training, is aboard a deep space platform, Outpost D-34. To give a timeframe, the Battle of Hoth has already occurred, with Imperial forces under the command of Lord Vader decimating Echo Base and scattering Rebel survivors. High priority is given to search for and capture any survivors of the attack. Check out the briefing for your first mission, then speak to your flight officer if you have any additional questions. When ready, head to your craft. Battle 1: Patrol Outpost D-34 Craft: T/F Alpha 1 (you), T/F Beta 1, T/F Gamma 1, PLT/1 D-34 Primary Objectives: 100% of FRT group Onece must be inspected 100% of TRN group Dayta must be inspected Secondary Objectives: FRT Onece 3 must be captured 100% of CORT group Yander must be inspected 100% of CTRNS group Taloos must be inspected Bonus Objectives: 100% of E/S group Tough must be destroyed (Hard) TRN Glich must be destroyed (Hard) Reinforcements: None Your first mission is a standard patrol of an outpost overseeing a hyper jump point. Five freighters and two transports are all you have to inspect, so fly over and do so. When all are inspected, your primary objectives will be met. Easy enough, right? Well, if you're looking for more, more will come. TRN group Sigma will launch from the platform to disable the freighter. You can assist by firing your lasers to help lower its shields, but break off when you see a trio of Rebel shuttles enter the area. One will go after you, so make sure you get to it first. Be wary; the T/F can't take much punishment, so get behind it and avoid its laser fire. Depending on what difficulty you're playing on, either 3 more shuttles or three escort shuttles will hyper in when the last of the first group is destroyed. use this time to inspect the craft that hypered in while you were fighting the first group, then turn to engage, but again, be VERY careful, particularly if you're facing the escort shuttles. My advice is to use the cover of another craft, whether it be one of the container transports, or the platform itself. You can't take more than 2 hits, so be aware! While this is ongoing, TRN Sigma will disable the freighter and capture it, completing your secondary objectives. If you manage to survive your encounter with the escort shuttles, then you are indeed a powerful pilot. Make sure TRN Glich is still in the area, and destroy it to finish your bonus objectives. Return to base for debriefing and your next mission. You'll notice this time around that there is a cloaked figure to speak to, in addition to your flight officer. He is an envoy of the Secret Order of the Emperor, and will give you additional objectives to achieve in your missions. He won't always appear, but if he does, make sure to talk to him; he'll give you insight. Battle 2: Red Alert Craft: T/F Alpha (you - Alpha 1), T/F Beta, T/F Gamma, PLT/1 D-34 Primary Objectives: PLT/1 D-34 must survive until other goals completed ISD Hammer must have arrived Secondary Objectives: SHU Scutz must be inspected Bonus Objectives: 100% of CRV group Ubote must be destroyed SHU Scutz must be captured Reinforcements: GUN group Nu Given the Rebels' attempt to flee with the aid of the Mugaari, the platform is on high alert and anticipating a full-on attack. You will have two wingmen to assist you in defending the platform, and you'll also be equipped with a special load of four concussion missiles. You may not need them necessarily, but it is always nice to have them. Head towards the buoy where the freighter traffic came from in the previous mission; this is where the assault will come from. The first wave will be five Rebel Y-Wings and one Mugaari Y-Wing. Order your wingman to attack one of them while you go after another. Even if they manage to get off a couple of torpedoes, the platform can take quite the beating. There will be a bit of a lull between waves, so use the time to position yourself and check on your wingmen and the other fighter groups. Ultimately, Y-Wings will give way to X-Wings, which don't pose that much more of a threat if you know what you're doing. However, keep your eyes open for a Rebel shuttle that will hyper in outside of the buoy. This is the Scutz, and you need to inspect it. Doing so will complete your secondary objectives. You'll hear the cloaked figure's voice come over your intercom, and three gunboats will hyper in to disable the shuttle. You can assist if you like, but remember your primary goal is to ensure the survival of the platform. When the shuttle is disabled, a pair of transports will enter and proceed to capture it. At this point, if all the waves of fighters are destroyed, all you need to do is wait for the Hammer to arrive to complete your primary objectives. However, I suggest you wait around for a little bit after that. Now you can focus on the bonus objectives. One will take care of itself, and that is the Scutz being captured. The other involves taking down a trio of Corvettes. Now, you can get involved yourself, but I advise strongly against that. Not only will the gunboats attack, but any remaining fighters from the platform will as well. Additionally, the Hammer will launch bombers and fighters to attack. You can either sit back and watch, or launch your missiles at one of them to do some damage and get some credit on the kills. Once all three are destroyed, your bonus goals are achieved. Rather than head back to the platform, follow orders and head to the hangar of the Hammer for debriefing. Your flight officer awaits with new orders for you. Battle 3: Counter-Attack Craft: T/B Alpha (you - Alpha 1), T/B Beta, T/B Theta, T/I Gamma, FRG Fogger Primary Objectives: CARG Gallon must be destroyed CARG Romold must be destroyed (Med/Hard) CARG Kann must be destroyed (Med/Hard) CARG Wess must be destroyed TRN Prince must be destroyed TRN Dawn must be destroyed TRN Destion must be destroyed SHU Xesre must be destroyed SHU Durns must be destroyed Secondary Objectives: None Bonus Objectives: TRN Dawn must be inspected 100% of B-Wing group Gold must be destroyed (Hard) 100% of X-Wing group Red must be destroyed (Hard) Reinforcements: TRN Thor, T/B group Delta Now you can exact your revenge on those Mugaari pirates and Rebel scum. First, order your targets to ignore TRN Dawn; this is the one you need to inspect. Next, keep an eye out for those shuttles; one or both may head towards you to attack. If this is the case, use your lasers to take them out. As soon as you can, do a quick fly-by of TRN Dawn to inspect it, then destroy it with a pair of torpedoes. Do the same for the two other transports. T/I Gamma and the other T/Bs will more than likely handle the Y-Wings Some of your wingmen should have already attacked the cargo ferries; if not, launch whatever remaining torpedoes you have and finish them off with your lasers; these are the only craft that will try to escape, so you need to get to them before they succeed. Order your wingmen to attack to give you some needed assistance. When all the shuttles, transports, and cargo ferries are destroyed, your primary goals will be completed. At this point you can assist in fighting the remaining Y-Wings, or return to base. However, if you're playing on hard, keep an eye out for a group of B-Wings and a group of X-Wings. The X-Wings shouldn't be too much trouble, but the B-Wings are powerful dogfighters in addition to their role as a heavy bomber, so take great care around them. Defeat them to complete your bonus objectives and then return to base. Your next mission awaits you. Battle 4: Outpost D-34 Has Fallen Craft: T/I Alpha (You - Alpha 1), T/I Beta, T/I Delta, FRG Fogger Primary Objectives: TRN Sigma must have finished docking PLT/1 D-34 must be captured M/FRG Fogger must survive until other goals completed Secondary Objectives: CTRNS Gopher must be inspected Bonus Objectives: At least one of E/S group Claf must be destroyed CTRNS Gopher must be captured Reinforcements: T/B group Gamma, T/I group Iota It seems as though you were lured into a trap! While away, Outpost D-34 was captured in a raid by the Rebels and the remaining Mugaari. Treacherous swine! You'll be under fire immediately, so engage full throttle and target your nearest opponent, which should be an escort shuttle. Fortunately, it will be under fire from both the Fogger and your wingmen, so let loose and destroy it completely, then take out its counterpart. Meanwhile, other T/Is will take care of the transports, so you can focus on getting over to the Gopher and inspecting its contents, thus completing your secondary objectives. If they haven't appeared already, keep your eyes peeled for E/S Claf. They are more skilled than the other group you already destroyed. While you only need to kill one, it is best to try and take them all out; that way, they won't wreak havoc on the others. Just be aware of their rear cannon. During this time TRN Omega will disable the Gopher and capture it, fulfilling your bonus objectives. The remaining Rebel threat is minimal; just a couple of Y-Wings that'll hyper in as a last-ditch effort. Provided the other T/I groups took care of their own targets, you can wait around while TRN Sigma launches from the Fogger, docks with and captures the platform, and completes your primary mission objectives. Return to the Fogger at this time; if you've been following the guide, the Secret Order has something in store for you before your next mission. Battle 5: Attack Rebel Light Cruiser Craft: GuN Tau (you - Tau 1), GUN Nu, GUN Mu Primary Objectives: 100% of X-Wing group Red must be destroyed 100% of B-Wing group Gold must be destroyed 100% of A-Wing group Blue must be destroyed (Med/Hard) Secondary Objectives: 100% of CN/C group C440 must be inspected Bonus Objectives: 100% of X-Wing group Blue must be destroyed Reinforcements: GUN group Rho Ok, this one is going to seem easy at first, but can quickly spiral out of control if you don't follow my precise instructions. First, do not go straight for the B-Wings. Rather, take out one of the A-Wings first, then a couple of the X-Wings. The B-Wings will go after you, but they won't get to you until you've gotten a couple of kills. Take care of both of the B-Wings; that'll keep them off your back. Now, head over to the containers and inspect them, but I warn you; do NOT destroy them, and absolutely keep your distance from the cruiser. If you get too close, it'll launch FIVE A-Wings to attack you and you alone. You do not want that. Head back to the fray, if there is one left, and take care of the remaining craft in your objectives. Now, you should see a large group of X-Wings launch from the cruiser. Try and build up some distance between you and the cruiser, complete with its own minefield now, so you can do battle effectively with the X-Wings. They are all armed with concussion missiles, so be very careful. I won't lie; fighting five on one with them is going to be tough, so don't get discouraged. When you get down to one on one, DISABLE the last fighter, then build up your shield strength to maximum before destroying it. It'll help you immensely in the long run. Ultimately, the cruiser will launch four waves of those X-Wings at you. Kill them all to complete the one and only bonus objective in this mission. You can't destroy the cruiser, and destroying the mines won't help for the next mission, so you're best bet is to return to base at this point, but don't worry; there'll be some serious fireworks in the next mission. Battle 6: Destroy the Lulsa Craft: GUN Tau (you - Tau 1), GUN Nu, TRN Sigma, TRN Omega Primary Objectives: CRL Lulsa must be destroyed Secondary Objectives: 100% of TRN Starway must be destroyed 100% of TRN Gargon must be destroyed SHU Derris 1 must be disabled Bonus Objectives: 100% of Mine group MX-A must be destroyed (Med/Hard) 100% of Mine group MX-B must be destroyed (Med/Hard) 100% of Mine group MX-C must be destroyed 100% of Mine group MX-D must be destroyed (Med/Hard) 100% of Mine group MX-E must be destroyed 100% of Mine group MX-F must be destroyed (Hard) 100% of Mine group RQ-A must be destroyed (Hard) 100% of Mine group RQ-B must be destroyed 100% of Mine group RQ-C must be destroyed (Hard) 100% of Mine group RQ-D must be destroyed (Med/Hard) 100% of Mine group RQ-E must be destroyed 100% of Mine group RQ-F must be destroyed (Med/Hard) 100% of Mine group RQ-G must be destroyed (Hard) 50% of SHU group Derris must be captured Reinforcements: ATR group Charity While the cruiser may appear defenseless, appearances may be deceiving! All those mines around the cruiser provide pretty damn good protection, in particular the Type C mines. They fire lasers at targets, but when destroyed, they will fire a missile at the target that destroyed them! Ouch. Needless to say you should be careful when taking them out. First off, try and get rid of the Type A mines first; this will make clearing the Type C mines a lot easier. While you're doing this, the transports will make runs on the cruiser with rockets and torpedoes. Don't worry if they are destroyed; more waves will come in to replace them. Just focus on the mines and, when they appear, the remaining fighters from the Lulsa. My advice when taking out the type C mines is to keep a click or so distance and snipe them, then destroy the missile with your lasers while its incoming. This is a lot easier, and ultimately more successful, than trying to weave out of the way of it. Again, break off your attack if you see groups of transports and shuttles launching. You'll need to disable Derris 1, which carries the Lulsa's commanding officer. Once that is taken care of, destroy the transports; one group will already be attacking you while the other will make a run for it. Killing them will finish your secondary objectives. If there are any mines left after this, destroy them. A transport will hyper in once the shuttle is disabled and capture it. With all the mines gone and the shuttle captured, your bonus goals will be completed. Hopefully by this point, the Lulsa will be finished. Once it goes, more than likely without any direct effort towards destroying it on your own, it will be destroyed and your primary mission will be completed. Return to base once all your goals are completed, and you'll see a cutscene with a traitorous Imperial admiral conspiring to defect, along with his forces, to the Rebel Alliance! So this is the one who has been feeding them all that juicy information. In a small ceremony aboard your ship, you will be awarded the Medal of Redemption, signifying that you have successfully completed this tour. Take this time to prepare for your next assignment. B. The Sepan Civil War Battle 1: Respond to S.O.S. Craft: T/F Alpha (you - Alpha 1), T/F Eta, T/B Beta, VSD Protector Primary Objectives: 25% of all Dimok craft must be destroyed VSD Protector must survive until other goals completed At least one of CNVYR group Asbo must survive until other goals completed Secondary Objectives: 100% of CNVYR group Asbo must be inspected Bonus Objectives: 100% of all E/S must be destroyed CRL Falaricae must be inspected CARG Delphine must be inspected M/CRV Falx must be inspected CARG must be inspected CNVYR Asbo ? must be inspected Reinforcements: GUN group Rho You have been transferred from the FRG Fogger to the VSD Protector, on duty currently in the Sepan system. While on patrol, you respond to an SOS from a Dimok convoy under attack from Riplobus fighters. Your T/F is more than a match for their Y-Wings, but you do have some distance to cover, so throttle up and get moving! Rather than immediately attack, however, first move to inspect the corvette, then the cargo ferry. Those are the most likely craft to be destroyed first, so you want to make sure you get to them before the Riplobus do. Next, inspect the three Modular Conveyors. One of them will be carrying Imperial arms, so the Secret Order will send in TRN Epsilon to capture. At this point you can engage the Riplobus forces. You only need to kill 25% of them before they retreat into hyperspace, and as long as one of the conveyors survived (preferably the one with those illegal arms), your primary mission will be completed. At this point, head over towards the second cargo ferry that should have hypered in by now. If it hasn't done so yet, an E/S will also have entered and be heading for TRN Epsilon! Quickly inspect the cargo ferry, then assist in
destroying the E/S and its 2 replacement waves. For some reason, T/B Beta will also assist, and with their missile armament, they are quite the welcome addition. Destroy them to ensure the survival of TRN Epsilon and enable its capture operations. Your last step is to inspect the Falaricae. Do NOT attack it; it will rip you to shreds. You need to get within a click or so to inspect it, but once you do, your bonus objectives will be complete. With nothing left to do, head back to the Protector for debriefing. Battle 2: Intercept Attack Craft: T/B Beta (you - Beta 2), T/F Alpha, T/I Gamma, VSD Protector Primary Objectives: 25% of all Riplobus craft must be destroyed VSD Protector must survive until other goals completed CN/C Lab Module ? must survive until other goals completed PLT/1 Youst must survive until other goals completed Secondary Objectives: CN/C Lab Module ? must be inspected PLT/1 Youst must be inspected Bonus Objectives: SHU Toten must be inspected TRN Epsilon 1 must complete mission TRN Epsilon 2 must complete mission M/FRG Dromon must be destroyed CN/C Lab Module ? must be captured PLT/1 Youst must be captured Reinforcements: GUN group Rho Rather than fitting your craft with torpedoes, I suggest you use heavy rockets instead. Considering that one is more than enough to take out one of those assault transports, and you get four of them, you can't lose. First, head towards the platform. Before you get there, a Riplobus ATR will hyper in right in front of you. Destroy it with a single rocket, then target the M/CRV Galliot. As soon as you're in range, fire your remaining rockets; it doesn't matter if they hit or not, because you're simply trying to get the utility tug to pop out for you to reload your launchers. Head back to the Protector to do so. While en route to your reload, a Riplobus frigate will drop out of hyperspace and immediately attack the Protector. While in no danger of being destroyed, you'll want to destroy that sucker as quickly as you can. If you can target it while reloading, its a perfect opportunity to let loose with your rockets. When it is destroyed, reload to a full load if need be, then head back towards the platform. Before inspecting the containers and the platform, let the Riplobus take down a good portion of the shields. When the platform's shields dip below 50% or so, then you can inspect the containers and the platform to trigger the arrival of TRN Epsilon and T/B Theta, as well as completing your secondary objectives. They will launch more torpedoes to lower the platform's shields, but that's not the major concern here. You need TRN Epsilon to disable the platform, but they can't do that unless the platform's turrets are distracted. That's why destroying the Riplobus quickly will not allow you to accomplish this. Rather, let the platform become disabled, then clear out the Riplobus ATRs. This will let you complete your primary objectives and allow the transports to dock with the container and the platform, respectively. When the transports are done docking with their respective craft, they will head back to the Protector. Also, a shuttle will launch from the Protector; all you have to do is target it; you don't need to do a flyby because it is (technically) a friendly craft. Just target it and you will have "inspected" its contents. Once the transports enter the hangar, your bonus objectives will be complete and you'll be free to enter the hangar yourself. Battle 3: Rescue War Refugees Craft: T/I Gamma (you - Gamma ), T/F Alpha, VSD Protector Primary Objectives: VSD Protector must survive until other goals completed SPC Glas must finish docking Secondary Objectives: None Bonus Objectives: 100% of E/S group Typhon must be destroyed 100% of SHU group Nazaar must complete mission Reinforcements: GUN group Rho A nice, refreshing mission. Not a lot to do here, but don't slack off just yet! You'll need to head straight for the attacking Riplobus forces. Make sure you target SHU group Lambda, not Nazaar. That is the group you need to have complete their mission later on. The Y-Wings and shuttles will quickly fall to you in your superior craft, but wait: when the Riplobus are about finished, the Dimok will launch their own raid! Something is fishy here. Way too fishy if you ask me. Anyway, they will send the same craft (Shuttles and Y-Wings) to attack, so intercept and destroy them. Once all attacking craft are destroyed, head back to the Protector and wait for SPC Glas to finish its docking operation. Once that happens, your primary mission objectives will be complete. Almost immediately after this happens, four escort shuttles will hyper in right next to the Protector! Fortunately, you'll have the defensive fire of the Protector and the Glas, in addition to a group of T/Bs that will launch to attack. If you choose to attack, just remember that despite your superior speed and armament, you lack shields, so don't get hit! If you manage to destroy them all, and allow for SHU group Nazaar to enter the Protector's hangar, your bonus goals will be achieved and you can return to the hangar yourself for some well-deserved R&R Battle 4: Capture Enemies Craft: GUN Nu (You - Nu 2), GUN Tau, TRN Omega Primary Objectives: TRN Omega 1 must complete mission TRN Omega 2 must complete mission SHU Keydon must be boarded SHU Phantelle must be boarded Secondary Objectives: CARG Glaive must be inspected M/CRV must be inspected CARG Godendag must be inspected Bonus Objectives: CRL Falaricae must be inspected M/FRG Manus Ferre must be inspected FRG Shemsher must be inspected Reinforcements: GUN group Rho You'll need to act fast here. First off, set your laser recharge rate up one level (not to max), and target SHU Keydon. If your wingmen launch missiles at it, great; if not, no big deal. When in range, switch to your ion cannons and disable it. Immediately after that, move to disable SHU Phantelle. You'll be within range, so it should be no problem. Once the two shuttles are disabled, the transports will dock with them and complete their operations. While this is ongoing, you'll need to take out E/S group Ayaba and then z-95 group Adam. They pose the biggest threat to your mission! When they're taken care of, move on to E/S group B ;with their firepower and proximity, they can still pose a threat to the transports you are supposed to protect. When both transports are finished docking, it will take roughly 2 minutes for them to hyper out. Give them the cover they need, and your primary objectives will be complete when they are safely away. Now, you are going to need some extra speed, so dump your lasers completely into your engines and send the remaining laser charge into your shields; you won't need to destroy anything else in this mission. For the bonus goals, inspect the FRG Shemsher, M/FRG Manus Ferre, and the CRL Falaricae, in that order. The Shemsher will be the first to make a run for hyperspace, but you'll have plenty of time to get over to the Falaricae. You'll need to get within a click or so to inspect them, so if they open fire, make sure you take some evasive maneuvers. When the last craft is inspected, your bonus goals will be complete. Lastly, you should have noticed a convoy enter the area. This was the one the cloaked figure was mentioned in your preflight briefing. Inspect all three craft to complete your goals, but note that they will fire on you, so make sure your shields have a charge and you evade their attacks. Inspect them, complete your secondary objectives, and then return to base. Battle 5: Guard Resupply Craft: T/F Alpha (you - Alpha 2), T/B Beta, t/I Gamma, VSD Protector, ESC Tropsobor Primary Objectives: 75% of all T/As must complete mission VSD Protector must survive until other goals complete ESC Tropsobor must complete mission Secondary Objectives: SHU Omlaut must be inspected Bonus Objectives: 100% of all Z-95s must be destroyed 100% of all Y-Wings must be destroyed CRL Ben Het must be destroyed CARG Suoi Tre must be destroyed CARG Can Giouce must be destroyed M/CRV Long Tan must be destroyed 100% of E/S group Raven must be destroyed 100% of E/S group Seakyte must be destroyed 100% of T/A group AA must complete mission 100% of T/A group AB must complete mission 100% of T/A group AC must complete mission 100% of T/A group AD must complete mission Reinforcements: GUN group Rho Ok, this one is going to be almost impossible if you wish to complete your bonus objectives, mostly because of the craft you're in. A T/F is no match for a capital ship one on one, so you'll have to participate in attacks as a group. First, head over to the Tropsobor and begin escorting the first group of T/As to the Protector. While this is ongoing, the Dimok forces will enter and begin their assault. T/B Beta will launch to attack the cruiser, while T/I Gamma will attack the Z-95s. When the Z-95s are within 3.5 clicks of your location, turn towards them and engage. You can take them out just as fast, if not faster, than your counterparts. The T/As should have no problem making it to the Protector at that point. As you destroy each wave of Z-95s, more will take their place. As soon as you notice a pair of Y-Wings enter the fray, immediately head towards them. They are attacking the Tropsobor, and while she can take quite a bit of punishment, you'll need to take out the Y-Wings before they become so numerous it makes that task impossible. Don't worry about the Z-95s; they'll head towards the latest group of T/As, and if they just launched from the Tropsobor, then they'll head right to you. Clear out most of the Y-Wings (or all, depending on how the T/Is are doing against the Z-95s) before taking care of the remaining Z-95s (if there are any left). With all the starfighters taken care of, all the remaining fighters are free to engage the Ben Het. While you can't control T/I Gamma, you can control the fighters in your group, so order them to ignore the Ben Het. Trust me; you're going to need them for later. Hopefully, the Ben Het has taken some serious damage by this point and is making its way into hyperspace. As each wave of bombers and interceptors are destroyed, more will take their place. If you wish to attack the cruiser, do so with the most delicate of touches. As soon as it starts firing at you, turn around and get out of its cannon range! One shot from it is more than enough to take you out!! If you're smart, and lucky, enough, the Ben Het will meet its demise. While this is ongoing, the remaining T/As will make their way to the Protector uninterrupted, and the Tropsobor will make its way to hyperspace when the last group launches. Your primary objectives should all but take care of themselves. When the cruiser is destroyed, the bombers and interceptors (if there are any remaining) will target the Long Tan; fortunately, it can take a lot less punishment than the cruiser, and shouldn't last long at all. A Dimok convoy will also hyper in, and with any luck, should be destroyed by these guys as well. If you see a shuttle hyper in, head over to inspect it on its way to the Protector. This will complete your secondary objective, but will also earn you a reprimand from Admiral Harkov. Something sure isn't right, but ya can't seem to put your finger on it yet. Some people may be wondering "where are the Riplobus?" Well, they'll enter, and in force. You'll see your old friend, the FRG Shemsher, and it'll launch six escort shuttles to attack the Protector; fortunately, the Protector can take care of itself with its dual warhead launcher and its multitude of turbolasers. If you feel you need to (and you haven't already), call in for reinforcements in the form of a pair of gunboats. They will move to engage the escort shuttles, leaving you free to make, if you wish, a run on the Shemsher. Hopefully you have some T/Bs and/or some Interceptors left (I know I didn't), because you'll need all the help you can get in taking this beast down. Once the first, and second, waves of escort shuttles are destroyed, the Shemsher will make a run for hyperspace, and it will do so quite quickly. If you can't manage to destroy it, I wouldn't hold it against you. If you had a gunboat or a T/D, then you'd have better means, but in a T/F, you're basically flying around in a 10 meter tin can with a couple of laser guns. Anyway, I digress. Once the frigate either escapes or is destroyed, return to the Protector for debriefing. In addition, you are presented with the Medal of Unity for your efforts in ending the Sepan Civil War. C. Battle on the Frontier Battle 1: Load Base Equipment Craft: T/B Alpha 1 (you), VSD Stalwart Primary Objectives: VSD Stalwart must survive until other goals complete 100% of CN/A group THX 1136-A must be inspected 100% of CN/D group THX 1137-D must be inspected 100% of CN/B group THX 1138-B must be inspected (Med/Hard) 100% of CN/D group THX 1139-D must be inspected 100% of CN/D group THX 1140-D must be inspected Secondary Objectives:HLF Mule 1 must complete mission HLF Mule 2 must complete mission HLF Mule 3 must complete mission HLF Mule 4 must complete mission HLF Mule 5 must complete mission Bonus Objectives: TRN Scouter must be destroyed Reinforcements: None Once again, you've been transferred. This time, you are in the service of Vice Admiral Thrawn, who has been tasked with setting up an Imperial outpost in the Outer Rim. Your first task is to inspect a series of containers that were left abandoned for some strange reason. Thrawn suspects a Rebel trap, and he would be correct. As you inspect the containers, Y-Wings will appear and attack the Stalwart. Keep on your task, though; T/F group Gamma will launch to deal with them. Once you have inspected all the containers, your primary mission will be complete. Now you can move to engage enemy forces. Y-Wings will prove no match for you, but also keep your eye out for a single TRN that will hyper in. That is your bonus target. Use your missiles to weaken its hull, then finish it off with laser cannons. Of course, this is if you're the one that gets to it; sometimes, your compatriots will beat you to the punch, but no matter. As long as it is destroyed, your single bonus goal will be complete. Keep attacking incoming forces. You'll want to keep them off the backs of the heavy lifters, though for some reason they tend not to be the targets. Ensure that all five complete their missions, and your secondary goals will be achieved. At this point, you can mop up the remaining Rebel forces, or you can return to the hangar. Its your call. Battle 2: Destroy Pirate Outpost Craft: T/B Alpha (you - Alpha 1), T/B Beta, FRG Ludwick Primary Objective: M/FRG Ludwick must survive until other goals complete CRV Leach must be destroyed CRV Clavier must be destroyed CRV Grapler must be destroyed 100% of CN/A DLC11A must be destroyed 100% of CN/A CRM908A must be destroyed 100% of CN/B CG-78 must be destroyed Secondary Objectives: CN/A CRM908A ? must be boarded Bonus Objectives: ATR Tiger must have finished docking Reinforcements: T/B group Delta For this battle, I suggest you arm yourself with heavy rockets, as opposed to torpedoes. It'll only take two rockets to completely destroy a corvette, so go for it. If you can destroy two out of the three corvettes before you make an inspection run on the containers, that's a lot less you have to deal with later. Now, you only have to inspect one group of containers, and once it is properly identified, an ATR will launch from the Ludwick to board it and capture the Rebels onboard. Order your wingmen to ignore the target; that way, it won't be destroyed before it is ok to do so. At this point, you can either attack the remaining corvette, or you can engage the enemy starfighters. The Y-Wings and attack shuttles won't prove much of a challenge, but when an A-Wing comes in, leave it to your wingmen and/or your counterparts. That is one craft you do not want to screw with in a T/B. Instead, focus on the other craft attacking the Ludwick. When the Rebel container has been boarded and the ATR has finished its operation, destroy that particular container and any others that remain to complete your primary, secondary, and bonus objectives all in one fell swing. At this point, you can mop up the remaining Rebels, or you can return to the Ludwick for your next mission. Battle 3: Hold Position Craft: T/F Alpha (you - Alpha 1), T/F Beta, T/I Gamma, M/FRG Ludwick Primary Objectives: M/FRG Ludwick must survive until other goals completed 100% of CARG group Bakkun must have arrived 100% of M/CRV group Horvus must have arrived 100% of CNVYR group Gorfan must have arrived 100% of FRT group Ravn must have arrived VSD Stalwart must have arrived Secondary Objectives: None Bonus Objectives: 100% of SHU group Escape must be destroyed Reinforcements: T/B group Theta Again, when choosing your armaments, go with heavy rockets. You'll need them to attack the Rebel frigate and ultimately trigger the launch of the shuttles. When the FRG Huntress arrives, immediately head towards it and launch your rockets (from a safe distance, of course). Then proceed to engage its fighter screen. The Z-95s won't prove much of a threat, but the X-Wings and B-Wings are formidable adversaries. If you need to, call for reinforcements to help you out. If you notice a pair of shuttles launching from the frigate, break off your attack and go after them. They won't try to flee at first, but its better to take them on sooner, rather than later. Destroy them to complete the only bonus objective for this mission. Now its just a fight against the clock. The Ludwick can take some punishment, but it is not invincible. Make sure you take out any X-Wings or Y-Wings that are making torpedo runs against it. With enough luck and skill, you'll start to see the convoy arrive. When the last of the craft have made their appearance, your primary goals will be complete. You can hang around and go for some more kills, or you can head back to base. Battle 4: Guard Space Station NL-1 Craft: GUN Tau (you - Tau 1), T/I Gammma, T/B Beta, PLT/3 NL-1, M/FRG Ludwick Primary Objective: PLT/3 NL-1 must survive until other goals complete M/FRG Ludwick must survive until other goals complete VSD Stalwart must arrive Secondary Objectives: SHU Shakkar must be captured Bonus Objectives: SHU Shakkar must be inspected Reinforcements: GUN group Pi It has become quite apparent that the Rebels do not want an Imperial foothold in this sector, so they will send a formidable force after you. A pair of corvettes, along with numerous starfighters, will be your opponents. Rather than torpedoes, I would go with either heavy rockets or missiles, depending on what craft you want to focus on. When the corvettes take enough damage, SHU Shakkar will launch; immediately head over and disable it. Inspect it to complete the bonus objective, then head back into the fray. A transport will come and capture it to complete your secondary objective. You only have to hold out until the Stalwart returns. Once it does, your primary mission will be complete. You can return to base at this time; a mission that will define you is upcoming. Battle 5: Thrawn inspects NL-1 Craft: T/B Alpha (you - Alpha 1), PLT/3 NL-1, M/FRG Ludwick, VSD Stalwart Primary Objective: PLT/3 NL-1 must survive until other goals complete M/FRG Ludwick must survive until other goals complete TRN Sigma ? must complete mission TRN Omega must complete mission Secondary Objectives: None Bonus Objectives: 100% of SHU group Bliss must be destroyed 100% of SHU group Gamer must be destroyed 100% of SHU group Noway must be destroyed Reinforcements: T/B group Theta The nice part about this mission is you can elect to have advanced missiles as your armament. I suggest you do so; they are the best when taking on enemy starfighters. TRN group Sigma will launch from the Stalwart at the beginning of the mission. One will be carrying Vice Admiral Thrawn, so make sure it arrives safely!! All you need to do is keep enemy forces off his back. It will take around three minutes for him to make his journey to the platform, and he is quite vulnerable during this time. Once aboard the platform, engage any remaining forces. It shouldn't take long cause the Rebels are losing resources in this ongoing battle. Once Thrawn's inspection is complete, he will head back to the Stalwart aboard TRN Omega, so escort it back. As the Pakuuni shuttles enter, head over and engage them. Use your missiles if you have any left, then finish them off with your lasers. Destroy all three groups to complete your bonus objectives. While this is ongoing, Thrawn will safely make his way back to the Stalwart, completing your primary mission and earning his personal thanks and favor. Return to base when the last of the shuttles are destroyed. Battle 6: Wait for Relief Forces Craft: GUN Tau (you - Tau 1), T/B Beta, T/I Gamma, SPC Ranger, PLT/1 NL-1, M/FRG Ludwick Primary Objectives: PLT/1 NL-1 must survive until other goals complete SPC Ranger 1 must survive until other goals complete SPC Ranger 2 must survive until other goals complete VSD Stalwart must arrive Secondary Objectives: SHU Electra must be captured Bonus Objectives: TRN Shark must have finished docking SHU Electra must be inspected Reinforcements: T/B group Theta Immediately reverse course and set your laser recharge rate to full while pumping your laser power into your shields. You want a max charge for the battle ahead. The advance forces include a pair of assault transports, followed by a group of B-Wings. Ignore both of them, unless you elected to be armed with rockets; if that is the case, fire one rocket at each to destroy them. Your primary target, however, is the SHU Electra. You will want to disable it as quickly as possible, because not only will incoming craft start targeting you, but you will need to take out the transports that will come in and pose the greatest threat to SPC Ranger. With the shuttle disabled (you can inspect it, but for some reason that goal will complete itself once its been captured), you can move to engage the X-Wings and A-Wings that will certainly be attacking you. Once they are taken care of, go straight after the transports. One rocket, or a pair of missiles with some laser fire, will be enough to destroy them. The sooner you can get to them, the better; they will wreak havoc on those SPC. Once the Stawlart arrives, your primary mission will be complete. All that remains is for TRN Shark to capture the Electra, completing your secondary and bonus objectives. At this point, return to the hangar of either the platform, the Ludwick, or the Stalwart for another small medal ceremony. You will be rewarded with the Medal of Progress for your efforts in establishing control in this sector. D. Conflict at Mylok IV Battle 1: Escort Convoy Craft: T/F Alpha (you - Alpha 2), T/F Beta, T/F Gamma, M/FRG Shamus Primary Objective: 50% of CARG group Verack must finish docking 50% of CARG group Stimner must finish docking M/FRG Shamus must survive until other goals complete Secondary Objectives: 100% of CARG group Verack must be inspected 100% of CARG group Stimner must be inspected Bonus Objectives: CRV Chaser 1 must be inspected CRV Chaser 2 must be inspected Reinforcements: CRV Nihema, T/B group Delta, GUN group Tau Another tour, another transfer. This time, you are in the service of Grand Admiral Zaarin, who leads research on new TIE starfighters. In this mission, you are to escort a convoy of Habeen cargo ferries to a rendezvous with the Shamus in order to transfer new technology for Zaarin to evaluate. Immediately move to inspect the cargo ferries, considering this is the best location you'll have and its simply easy as heck to do it. Then move to engage the incoming Y-Wings. There's going to be a lot of them, so just keep plugging and chugging. When you get a small break, move to inspect the two corvettes before they are destroyed. You won't need to destroy them yourself; the cargo ferries and other craft will take care of that for you. Just keep attacking any incoming Y-wings; they'll make torpedo runs on the cargo ferries, and you need to keep at least one from each group alive. I usually lose at least one cargo ferry, but its an acceptable loss given the mission parameters. Once the last group of Y-Wings is destroyed, you'll need to hang around until one of each group of cargo ferries has finished docking with the Shamus. Only then will your primary objectives be complete. Return to the Shamus now for debriefing; you're needed for a new offensive. Battle 2: Attack the Nharwaak Craft: T/B Alpha (you - Alpha 2), T/B Beta, T/B Gamma, M/FRG Shamus Primary Objective: M/FRG Shamus must survive until other goals completed CN/B Junker must be destroyed CN/A Hume must be destroyed CN/A Workshop must be destroyed CN/B Repo must be destroyed CRV Petor must be destroyed CRV Shotgun must be destroyed TRN Sunbird must be destroyed SHU Pamir 1 must be destroyed SHU Pamir 2 must be destroyed Secondary Objectives: None Bonus Objectives: None Reinforcements: None The key to this mission is not getting shot out of the sky by the incoming Y-Wings. Most of your targets won't fight back, but you need to get to the ones that do before they pose a threat to you or your wingmen. First off, choose heavy rockets for your payload, as opposed to torpedoes. Next, head immediately for TRN Sunbird; it will make a run for the Shamus. Use your laser cannons to destroy it, then deal with the incoming Y-Wings. By now, all the parked Y-wings should be piloted, so you'll need to deal with them. However, they shouldn't pose too much trouble. Also, take out the shuttles; they won't flee, but they will attack. During this time, the other group of T/Bs should have taken care of the corvettes. If they haven't, then you'll need to. Two rockets a piece will be enough. The containers should come last; they're not going anywhere nor will they fire back. When the last of them are destroyed, your primary mission will be complete. Now you can head back to the Shamus for debriefing. Battle 3: Defend Tech Center Craft: T/B Alpha (you - Alpha 1), M/CRFV Phoenix Primary Objective: 75% of all Y-Wings must be destroyed M/CRV Phoenix must survive util other goals complete TRN Runner must finish docking SHU Doyle must finish docking SHU sgindek must finish docking Secondary Objectives: None Bonus Objectives: None Reinforcements: GUN group Mu, GUN group Nu Immediately call in for reinforcements; while you may be able to handle all the Y-Wings, you need all the speed you can in taking as many out as possible. You'll need to make sure at least one of the containers survives long enough for TRN Runner to dock with it. Unfortunately, those Y-Wings and their torpedoes will make that very, very difficult. You can ignore the Y-Wings that go after the corvettes; your first priority is the transport and at least one of the containers. If the transport cannot dock, it will hyper out and you will fail the mission. It takes what seems like an eternity for the transport to get to the container and finish its docking operation. If you can manage to guard it and the container long enough, you'll complete your primary objectives. Now head back to the Phoenix for debriefing. Battle 4: Diplomatic Meeting Craft: T/I Alpha (you - Alpha 1), T/B Zeta, M/FRG Shamus, SHU Nexus Primary Objective: M/FRG Shamus must survive until other goals complete FRG Lendova must survive until other goals complete SHU Fairfax must survive until other goals complete SHU Nexus must complete mission TRN Ferry 1 must complete mission TRN Ferry 2 must complete mission TRN Ferry 3 must complete mission TRN Ferry 4 must complete mission Secondary Objectives: TRN Ferry 1 must be inspected TRN Ferry 2 must be inspected TRN Ferry 3 must be inspected TRN Ferry 4 must be inspected Bonus Objectives: None Reinforcements: Finally, a mission where you have a decent craft! Anyway, the forces you'll be facing are the same; Y-Wings and corvettes. While the frigates will be able to take a bit of damage, make sure no Y-Wings get through to the two shuttles! The Nharwaak will send everything they have to make sure this falls through, so you'll need to take them down quickly and efficiently. Once the negotiations are complete, the first transport will head over to the Shamus. You should have taken care of most of the Y-Wings, while the corvettes will be taken care of by other craft, so head over and inspect it and the three others that will follow suit. You just want to make sure that the Habeen are honoring their end of the agreement. When the last transports have entered the hangar of the Shamus, your primary mission will be complete. You can now return to the Shamus for one last mission. Battle 5: Rebel Arms Deal Craft: GUN Tau (you - Tau 1), T/B Zeta, T/B Delta, M/FRG Shamus Primary Objective: M/FRG Shamus must survive until other goals complete FRG Xerxes must be destroyed Secondary Objectives: None Bonus Objectives: TRN Tela must be destroyed Reinforcements: Now that you have the new hyperdrive technology, your mission is to prevent the Rebels from getting their hands on it. FRG Xerxes has made arrangements to take on the cargo from two of the last corvettes the Nharwaak have. Rather than take out the cargo, however, you're going for broke and attacking the Xerxes itself. Given you're in the superior craft, you'll be responsible for starfighter defense, and the Rebels will throw a large force at you. The A-Wings pose the greatest threat to your own survival, but you can't focus solely on them. Y-Wings and X-Wings will make direct runs on the Shamus, so you'll need to take them out. Once the Xerxes takes significant damage, TRN Tela will launch and make a run for it. Make sure you destroy it to complete the one bonus objective you have in this mission. You won't need to clear all the fighters out, but the more you can destroy, the better. When the Xerxes is destroyed, your primary mission will be complete. At this point you can either clear out the remaining Rebel and Nharwaak forces, or you can return to the Shamus. Admiral Zaarin, now with the technology he needs to perfect the Tie Advanced, will give a demonstration to Lord Vader, who is impressed with what he sees. He will also order Zaarin to produce prototypes of a new, unnamed fighter for transport to Coruscant. You will receive the Medal of Order in a small ceremony, recognizing your contributions to bringing calm to this sector and to advancing the development of new fighters for the Empire. E. Battle for Honor Battle 1: Clear Minefield Craft: T/I Gamma (you - Gamma 1) Primary Objective: None Secondary Objectives: 100% of CN/D group Psi must be inspected 100% of CN/D group Chi must be inspected M/FRG Osprey must arrive SHU Lambda must be inspected Bonus Objectives: T/I Gamma 2 must be destroyed T/I Gamma 3 must be destroyed 100% of Mine 1A group must be destroyed 100% of Mine 1B group must be destroyed 100% of T/A group H-Alpha must be destroyed 100% of T/A group H-Delta must be destroyed 100% of T/B group H-Beta must be destroyed 100% of CN/D group Psi must be destroyed 100% of CN/D group Chi must be destroyed 100% of X-Wing group Blue must be destroyed 100% of Y-Wing group Red must be destroyed SHU Lambda must be destroyed Reinforcements: M/FRG Osprey You've been transferred again to Admiral Harkov's control, but things are not as they seem. This seems like too easy a mission, and believe me when I say it is going to get quite hairy. First off, immediately send for reinforcements, then set your laser recharge rate up one notch before taking out your "wingmen." Better to take them out now rather than later. Proceed to take out the mines, but be careful not to get hit; you're going to need as much hull strength as you can for later. By this point, Harkov will have launched a trio of T/Bs and, worse, a trio of T/As! Yikes! However, the Osprey should have arrived by now as well, and will launch craft to aid you. Assist in taking them out, but break off when you see a shuttle launch from the Protector. You need to inspect it, then destroy it. This is probably the most dangerous part of the mission, because you'll more than likely have craft on your tail. Inspect its contents, then blow it up; traitors deserve nothing less than death for their crimes. Now you nee to start getting rid of all these fighters. Focus on the ones closest to you. X-Wings and Y-Wings are manageable, but its those damn T/As that will give you the most problems. They're fast, shielded, and they have the same armament as you. Don't waste your laser fire by firing constantly; Get as clean as shot as you can, then let loose with a quad blast; they won't take much damage, but you won't exactly have much opportunity to get too many shots in, especially if you're constantly under fire. Just trooper through, and you'll eventually destroy all of the T/As, 24 in all (a heck of a lot, but it IS possible to achieve. With the fighters completely cleared, you'll be able to inspect and destroy all the containers in peace. Do so, then return to the Osprey. You have certainly earned some downtime after this one. Battle 2: Assault Gunboat Recon Craft: GUN Mu (you - Mu 2) Primary Objective: 100% of all CN/Bs must be destroyed 100% of CN/C Pi must be destroyed 100% of CN/E Xi must be destroyed 100% of CN/D Psi must be destroyed VSD Protector must have arrived Secondary Objectives: At least one of all CN/Bs must be inspected At least one of CN/C Pi must be inspected At least one of CN/E Xi must be inspected At least one of CN/D Psi must be inspected PLT/1 DS 5 must be inspected Bonus Objectives: 100% of all freighter craft must be inspected At least one of A-Wing Blue must be destroyed At least one of T/A H-Alpha must be destroyed At least one of T/A H-Beta must be destroyed VSD Protector must be attacked CORT Cimigo must be destroyed Reinforcements: GUN group Rho This mission can be really easy or really hard, depending on how many bonus objectives you're going for. If you're going for them all, prepare for a hair-splitting experience. For armament, choose advanced missiles. You'll need every one of them. First off, you'll need to dump ALL power into your engines, then redirect your shield energy into your lasers. Target the Cimigo and fire enough missiles to completely deplete its shields. Then, switch to your ion cannons and pump as much power from your draining shields into your draining lasers as you can. Next, as SOON as you are in range, disable the Cimigo. You'll need to be spot on with your attacks, because you're still at full engine power. It'll take many tries to perfect, but it is possible to do. When its disabled, inspect and destroy it, but not before setting your shield and laser recharge rates up to the maximum; you're going to need every ounce later on. If you come under attack from one or two of the Z-95s, take care of them quickly before moving to inspect the platform and all the containers. Keep moving in different directions to avoid the fire of the platform, and do not directly fire on it; you will be sorry if you do. With the containers inspected, you are now free to destroy them. Use your lasers and not your warheads, as tempting as it may be. It won't take long at all to destroy them all, and while you do, Harkov and the Protector will arrive. completing your primary mission. Now, you can hyper home right now, or you can take on the more challenging aspects of the bonus objectives. The worst part is, your wingmen will leave you high and dry, and if you call for reinforcements, they will too. You're totally on your own on this one, and I can promise you it won't be easy, even on easy. Six A-Wings will hyper in and target you, and in addition, six T/As will launch from the Protector. Yikes! Fortunately, you only need to destroy one of each, but even that is going to prove challenging. If you have missiles, now is the perfect time to use them. I should note: disabling is as good, if not better, than destroying all of them. Destroying the first wave of A-Wings will only bring another wave in, and that's the last thing you need. But you will need to drive off the first wave of T/As in order for the second to launch. Again, one kill from that second group is all you need, so at that point, high tail it out of there! Your bonus goals will be complete, thank the Emperor! Battle 3: Convoy Attack Craft: GUN group Mu (you - Mu 2) Primary Objective: 100% of FRT group Karflo must be destroyed 100% of CNVYR group SoroSuub must be destroyed CTRNS Morgath 1 must be destroyed CTRNS Morgath 5 must be destroyed 100% of CRV group Sundog must be destroyed Secondary Objectives:At least one of FRT group Karflo must be inspected At least one of CNVYR group SoroSuub must be inspected CTRNS Morgath 1 must be inspected CTRNS Morgath 5 must be inspected At least one of CRV group Sundog must be inspected Bonus Objectives: At least one of CN/E group Pi must be inspected HLF AAA Tow must be destroyed HLF A1 Tow must be destroyed HLF A2 Tow must be destroyed VSD Protector must be attacked At least one of T/A group H-Alpha must be destroyed (Med/Hard) At least one of T/A group H-Beta must be destroyed At least one of T/A group H-Gamma must be destroyed (Med/Hard) At least one of T/A group H-Delta must be destroyed Reinforcements: GUN group Rho Again, this is going to be a challenge if you want to complete all the bonus objectives, so you'll need to follow my precise instructions. Stick with heavy rockets; they'll help greatly in your mission ahead. First, as soon as you can, drop all your laser and shield power into your engines and race over to destroy the first heavy lifter, and order your wingmen to ignore the three freighters; instead, have them attack one of the A-Wings. That should keep them occupied, and if it doesn't, have them attack another one. You should make it into rocket range before the lifter makes it into the hangar of the Protector. One is enough to take it out completely. Hardest goal accomplished right off the bat. Now that you're out here, inspect at least one of the containers and start recharging your lasers and shields before the second lifter comes out. This time, use your lasers to destroy it; you will want to save the rest of your rockets for the other craft you'll face. When the last of the lifters destroyed, fire one laser blast at the Protector and then make your way back to the freighters. Groups of T/As will launch, but only one from each group will attack you; the rest will go after your wingmen, and they should be able to handle themselves. Destroy the ones attacking you, then go after the freighters, but don't immediately destroy them; you'll want to inspect at least one of them to satisfy that particular secondary objective. Two modular conveyors will enter once the last of the freighters goes kaboom, but you'll have to make your way towards them. Agai, inspect at least one of them before you take them out. I suggest using a combination of a single rocket with lasers, not only for these craft, but for all of them; you want to conserve as much ammo as possible. Your next targets will be two container transports, both of which will have to be inspected before they are destroyed. Lastly, two corvettes will enter. Inspect one, then destroy them both to complete your primary mission. Now you can move to help your wingmen (if any are left, and hopefully there are, cause otherwise you'll be under fire while making your attack runs!) take down the A-Wings. You can ignore the T/As so long as you've destroyed one from each of the respective groups. At this point, high tail it back to base; you are needed immediately for another mission. Battle 4: Tactical Superiority Craft: T/A Mu (you - Mu 2) Primary Objective: 50% of all T/As must be destroyed Secondary Objectives: At least one of M/CRV group Wurger must be inspected SHU Toten must be inspected Bonus Objectives: VSD Protector must be attacked 100% of M/CRV group Wurger must be destroyed CARG Badger 1 must be destroyed CARG Badger 2 must be destroyed Reinforcements: GUN group Rho Once again, you are going to need to act quickly if you wish to complete all your bonus objectives. And rather than choosing advanced missiles, go with heavy rockets; you'll need them, trust me on that. The difficulty level you're playing on will determine how many T/As will be out there to attack you initially, but in a T/A, you have a much higher chance of actually surviving an attack. But first, you need to deal with those cargo ferries; as soon as they're done laying their mines, they will hyper out of the area. A single rocket is enough, but you need to get into range, and that can be tough. Order your wingmen to cover you or attack the targets attacking you, giving you the time you need to make your attack. With that out of the way, begin engaging the T/As. At the very least, get the ones going after you directly; your wingmen should be able to take care of themselves long enough for you to achieve your next goal, which is to attack the Protector. You can use a rocket (no more than 1; you don't have to destroy the damn thing) or, if in range, your lasers. You can't waste too much time, though; once enough of the T/As are destroyed, the Protector will launch a shuttle and then hyper out of the area. That is the shuttle you need to inspect; do so. Do NOT destroy the shuttle; it contains someone of extreme importance (I won't spoil it here), and you ultimately will need to capture that person alive. Let it enter the platform's hangar; you'll deal with it later. Continue to engage the T/As; their numbers should begin to dwindle eventually. When you've met your goal of 50%, your primary mission will be complete, but you will have one more task. Start to make your way over to the pair of corvettes; if you find the T/As are harassing you, engage and destroy them, then keep making your way over; it may take a bit, depending on how many of those buggers are still around, but you will either get there eventually or, as I did, just plain kill them all before you do. You'll want to inspect one to complete your secondary objectives, then destroy them both to complete your bonus objectives. With nothing left to do, head back to base; the last part of your plan is about to come to fruition. Battle 5: Capture Harkov Craft: GUN (you - ), T/A , ATR Omega Primary Objective: CORT Geddawai must be disabled SHU Toten must be disabled TRN Kolermigon must be disabled 100% of all Mines must be destroyed PLT/1 DS 5 must be disabled Secondary Objectives: SHU Toten must be inspected TRN Kolermigon must be inspected CORT Geddawai must be inspected PLT/1 DS 5 must be captured Bonus Objectives: FRG Olinor must be inspected 100% of M/CRV group Wurger must be destroyed CORT Geddawai must be captured TRN Kolermigon must be captured Reinforcements: GUN group Rho Here it is: you finally get to get your hands on that traitor; you know, the one that left you out to dry? No one and nothing is going to escape the fate that faces him or his men. Oh, and Lord Vader is dealing with this personally, so you KNOW that this is serious. First, target the SHU Toten, CORT Geddawai, and the TRN Kolermigon, and store them in your targeting computer. These three craft are all ones you need to disable, with the Geddawai having the highest priority, because it will make its way into hyperspace first. Use your missiles to bring down its shields, then switch to your ion cannons to disable it. Inspect its contents, and you will find you've found the most valuable content of all: Admiral Harkov himself. The other two craft will have launched from the platform by now, but if you are lucky, they'll be heading straight towards you, and they'll be moving much more slowly than that lovely CORT. Disable each craft and then inspect their contents. Bam, the hardest part of this mission is done and over with. Now you need to get to those mines. Sadly, they're type C mines, so you'll have to keep your eyes out for those God-foresaken missiles. Ugh. Fortunately there aren't too many of them, and if the Rebel fighters are done, your wingmen will help you with them. Just keep your distance from the platform; the ATRs will take care of the platform just fine. When its disabled, your primary mission will be complete. You're not done yet, though. One of the ATRs will move to capture the platform while two others will take two of the craft you disabled. You will need to protect them from the incoming waves of Rebel fighters, and unfortunately they are A-Wings. Use your missiles if you must, but keep your eyes open for a Rebel frigate that will enter. You don't need to destroy it, but you do need to inspect it. Do so quickly, before it enters hyperspace. Your last task, should you choose to accept it, is to destroy those two corvettes (I know what you're thinking; if you destroyed them last mission, why are they here again? What is the problem with continuity?). They won't put up much of a fight. Disable them to prevent any escape into hyperspace, then blast them into tiny little pieces. BY now, the two craft, including Harkov's, should be captured and on their way to the Garrett. With your goals complete, hyper home or return to the Garrett's hangar. Harkov will be brought before Lord Vader, who will "interrogate" him before carrying out his sentence. Don't end up in that situation; its not fun at all. You will be presented with the Medal of Valor for your efforts in bringing the traitor to justice. F. Arms Race Battle 1: Protect Prototype Craft: T/A Alpha (you - Alpha 2), CARG Sela, PLT/6 Research Primary Objective: 100% of all T/Ds must complete mission 100% of all CARGs must complete mission Secondary Objectives: None Bonus Objectives: 100% of all Rebel craft must be destroyed Reinforcements: It seems like you're constantly on the go; never in one place for very long. Once again, you have been transferred, but this time it is back into the services of Admiral Zaarin. Those T/Ds that he has been working on are finally ready to be delivered to the Emperor. Your job is to ensure that this happens without a hitch. Three cargo ferries will hyper in to take the prototypes to their rendezvous with an escort carrier. There are six prototypes, and two will be assigned to each cargo ferry. Seems simple enough, right? Well, it seems word has gotten out to the Rebels that all this is happening, and they've decided to crash the party. Fortunately, you're in a T/A, and you can more than handle anything that they throw your way. The A-Wings will come after you and your wingmen, while the other craft will go after the platform and the cargo ferries. Keep them clear until they make their jumps into hyperspace; the Empire cannot afford to lose such precious cargo. When the last of the ferries are away, your primary mission will be complete, though I would advise taking out the rest of those Rebel fighters; after all, you need to keep your skills sharp, right? Battle 2: Prevent Rebel Ambush Craft: T/A Alpha (you - Alpha 2), CARG Sela, ESC Hininberg Primary Objective: 100% of all T/Ds must complete mission ESC Hininberg must complete mission Secondary Objectives: CRV Mar Dunn must be inspected CRV Vop Hui must be inspected Bonus Objectives: 100% of all Mines must be destroyed 100% of all Rebel craft must be destroyed Reinforcements: It seems there are more traitors in your midst, and these have ties within the Rebel Alliance! Your services are needed to protect what could be the key tool in destroying those scum, and they are needed immediately. You'll hyper in right before the arrival of the cargo ferries, but not far behind you are those pesky Rebels. The A-Wings will go after you, but the other craft will use their torps against the Hininberg and the cargo ferries, so take out as many of the A-Wings as quickly as you can, but make sure you keep the Hininberg alive! It has to complete its vital mission! You'll notice the pair of corvettes dropping mines. Before you close in on them, you'll want to take out those pesky mines. Fortunately, they're Type A mines, so you won't have to worry about missiles, but don't slack off! Those lasers, especially in such large amounts, can still wreak havoc on you, not to mention the Hininberg. Destroy them all, but inspect the two corvettes if you get a chance; once they're done, they have this awful tendency to try and hyper out. If this happens, try and destroy them before they do; the mines won't be going anywhere. With the initial waves of fighters, the corvettes, and the mines taken care of, you shouldn't have much else to worry about. The subsequent waves should pose little threat to your mission. Once the ESC is safely away, your primary mission will be complete. At this point, you can take out any remaining Rebel forces, or you can head home. I prefer the former; nothin like the sight of burning X-Wings in the morning. Battle 3: Craft: GUN Tau (you - Tau 2), PLT/6 Research, E/S Omicron 5, FRT Antereab, FRT Degathem, FRT Docking Platform Primary Objective: FRT Anterab must complete mission FRT Degathem must complete mission Secondary Objectives: HLF U-3F14 must complete mission
At least one of B-Wing group Red must be boarded Bonus Objectives: 100% of X-Wing group Blue must be destroyed 100% of A-Wing group Gold must be destroyed Reinforcements: It seems Zaarin has more up his sleeve than anyone thought. Another delivery of new technology is en route to Zaarin, but this time no one has any idea as to what it contains. You'll need to ensure that both freighters complete their missions, but again, the Rebels will be hot on your tail. What makes this mission interesting is the debut of a new Rebel weapon, hereby referred to as the Mag Pulse. What this weapon does is drain all the weapon energy from a craft, whether it be a fighter or a starship. When used on me I find it minorly annoying, because I can recharge my weapons a lot quicker than a capital ship can, but if used on, say, a corvette or a star destroyer, then its effects are indeed impressive. You'll hear a voice come over your intercom once this weapon has been employed telling you to disable one of those B-Wings. Not only does Zaarin want another look at this new technology, but those responsible for passing it along must ultimately be punished. Keep the fighters off the freighters, and of course yourself, and you should have no problems completing this mission. Just remember the B-Wing and Y-Wings both use ion cannons, so you can't let them disable the craft you're supposed to protect! When the last of the freighters enter hyperspace, head home; it is now time to exact revenge. Battle 4: Punitive Raid Craft: GUN Tau (you - Tau 2), ATR Omega Primary Objective: 75% of all Z-95s must be destroyed PLT/2 Pondut must be captured TRN GEC U-47 must be disabled CORT Lucky Day must be disabled SHU Kalree must be disabled Secondary Objectives: At least 1 of Y-Wing group Blue must be disabled TRN GEC U-47 must be captured CORT Lucky Day must be captured SHU Kalree must be captured Bonus Objectives: 100% of A-Wing group Red must be destroyed (Med/Hard) CARG Bujiboi must be destroyed 100% of B-Wing group Gold must be destroyed Tug U4F91 must complete mission Tug U4F92 must complete mission Tug U4F93 must complete mission Tug U4F94 must complete mission Reinforcements: It seems as though a company has been supplying this technology to the Rebels at a pretty penny. Time for them to learn what happens to those who betray the Empire. First, when you're choosing your armaments, pick heavy rockets; it'll make sense in a little bit. As soon as you hyper in, take out the first group of Z-95s; they won't last long against you and your gunboats. Next, target the platform itself and let loose ALL your rockets. This will bring its shield strenght down to a sliver and make it a lot easier for the ATRs to disable it when they arrive. Now, take out some more of those Z-95s, but break off immediately when you see a transport making a run for it. You need to disable it before it escapes. Next, a shuttle will depart the platform; disable it as well, but do so quickly because your last target will be the biggest pain. A CORT will leave the platform as soon as that shuttle is disabled, and you'll need to intercept it and disable it before it heads into hyperspace. Match speeds with it as best you can; dump energy into your engines if you must. When it finally succumbs to your ion cannons, you're in the clear. Return to the fray, taking out the Z-95s and helping disable the platform (if it isn't already disabled, which it may well be). Those fighters shouldn't last long against you. With the platform captured, your primary mission will be complete, and the ISD Glory will arrive to take possession of the platform and its assets. However, the Rebels have caught wind of the Empire's activities, and are here to put a stop to it. Disable at least one of the Y-Wings per Zaarin's instructions, and then turn your attention to the cargo ferry that is making a run for the containers. Take it out before it succeeds. You'll notice four tugs will launch from the Glory. If you've disabled fewer than four of the Y-Wings, then you'll need to figure out which of the tugs are en route to a target. Those without a target can be sent home. It doesn't matter if they return to the hangar with or without a Y-Wing in tow; they merely have to get there safely. By this point, the three craft you disabled should be captured, completing your secondary objectives. It may take a while, but those tugs will get back to the Glory, and providing you've defeated the rest of those Rebel scum, you will have achieved total victory. Hyper home, and you'll see a cutscene of Zaarin installing a new weapon onto a T/A. It appears to be some sort of beam weapon, though what purpose it serves is unknown at this time. You will also be awarded the Medal of Destiny for your efforts. G. Treachery at Ottega Battle 1: Trap the Protector Craft: T/A Alpha (you - Alpha 1), T/A Beta, T/A Gamma, INT Harpax Primary Objective: INT Harpax must survive until other goals complete 100% of CN/B group HX must be destroyed 100% of CN/E group HM must be destroyed 100% of CN/C group Oxin must be destroyed 100% of CN/D group c223 must be destroyed 100% of ATR group Lambda must complete mission Secondary Objectives: None Bonus Objectives: CARG Whell must be destroyed 100% of HLF group Waq must be destroyed Reinforcements: The remainder of Harkov's forces have finally been tracked down. It seems they are hellbent on finding sanctuary with the Rebels. You have been assigned to forces determined to take them down at all costs. Traitors must feel the Emperor's wrath. Start off by taking care of the fighter screen. You will be in the superior fighter, so the T/Fs and T/Is shouldn't pose much of a threat, nor should the few T/As that will launch from the Protector. When you get an opportunity, make sure you destroy the CARG Whell; it will try and make a run for it if you manage to blow up all the containers. HLF Waq won't take much fire, either, but for some reason it appears multiple times. Keep taking them out, but don't neglect the other fighters; those T/Bs are armed with missiles, so you'll need to get them before they get to you. Make sure at some point you do get all of the containers; these traitors can't afford to get their hands on such needed supplies. More of the traitorous forces will arrive in the midst of this, as well as a Rebel cruiser sent to assist. You can't take them out at this point, so don't even try. Instead, focus on the fighters it will launch to take you and the Harpago down. Without that interdictor, all of Vader's plans will fall to ruin. As time progresses, a trio of ATRs will enter and rendezvous with the Harpax; make sure they make it there safely. Doing so will complete your mission objectives. At this point, return to the Harpax yourself; the next phase is about to begin. Battle 2: Destroy the Akaga Craft: T/A Alpha (you - Alpha 2), T/A Gamma, INT Harpax Primary Objective: INT Harpax must survive until other goals complete FRG Akaga must be destroyed ISD Garrett must arrive Secondary Objectives: None Bonus Objectives: 100% of Y-Wing group Red must be destroyed 100% of Y-Wing group Gold must be destroyed 100% of Z-95 group Red must be destroyed 100% of Z-95 group Blue must be destroyed 100% of X-Wing group Gold must be destroyed Reinforcements: The traitor forces are trapped thanks to the Harpax, but you need to ensure that remains the case. While outnumbered, you certainly are not outgunned in this case. Before targeting any of the fighters, set up for a run on the Akaga and fire your bombs. This will severely weaken its shields. Next, take out the T/Bs that will launch, followed by all those Rebel fighters. They won't stand a chance against you. With the fighter screens cleared, you can take down the Akaga with little other worries. Just make sure you aren't ripped to shreds by its turbolasers, and you'll be just fine. Destroy it, ensuring the survival of the Harpax and the ultimate victory by your forces. When the Garrett arrives to take command of the situation, your primary goals will be complete. Vader himself will come over the intercom and call all forces back for the final assault. He's not one to ignore, so return to the Garrett and prepare for the crucial battle ahead. Battle 3: Retribution Craft: T/A Alpha (you - Alpha 2), INT Harpax, ISD Garrett Primary Objective: VSD Protector must be destroyed CRL Warhawk must be destroyed ISD Garrett must survive until other goals complete Secondary Objectives: 100% of M/CRV group Ardita must be destroyed 100% of M/CRV group Falcon must be destroyed 100% of M/CRV group BaKaar must be destroyed 100% of ATR group Upsilon must be destroyed Bonus Objectives: 100% of all Rebel craft must be destroyed INT Harpax must complete mission Reinforcements: At last, you finally have an opportunity to end this uprising once and for all. The Protector and its Rebel allies are trapped, and with no way out and no reinforcements on the way, they are doomed to their fate. Again, choose heavy rockets over advanced torps; the damage they can do will be of great help to you. Your first target should be the Warhawk, already at half shields. Ignore the Protector for now; it can do way too much damage to you even in your current craft. When in range, target the Warhawk and let your rockets loose; the sooner you can take it down, the better. Head back over to the transport and reload your warheds; you'll need them for later. By the time you get back to the battle, the Warhawk will either be critical or completely destroyed. You'll see some assault gunboats enter the battle; take them out, before they wreak some serious damage on the other groups of T/As that are there to assist you. While this is ongoing, a Rebel corvette group and some fighters will appear in a last-ditch effort to help out. Take care of the B-Wings before they can launch their warheads at the Harpax, then proceed back to take care of the two corvettes; they'll go down without much of a fight. As the Protector becomes gradually weakened, Zaarin's forces will arrive. But instead of helping you out, they move against the Garrett! Was he in cahoots with Harkov the whole time? Either way, you need to move quickly to save the Garrett and destroy all those traitorous forces. The ATRs will be the biggest threat, considering the payload they carry. Get rid of them first; the Garrett's fire will help you out, but you need to ensure their destruction yourself. The corvettes, and their replacement waves, should be your next target. If you have rockets left, two will be enough to destroy a single target. Expend them, then switch to laser cannons. Again, any other T/As and the Garrett will help you in this task. Complete destruction of all of Zaarin's forces will complete your secondary objectives. Meanwhile, the Garrett will continue to launch T/B to take down the Protector, so you won't need to lift a finger in order to see its final demise. When it is destroyed, your primary mission is finished. If the Harpax has survived, and you destroyed all the Rebels, simply wait for it to enter hyperspace. Then you can return to the Garrett's hangar; there are new developments that require your immediate attention. Battle 4: TIE Defender Craft: T/D Delta (you - Delta 1), M/FRG Osprey Primary Objective: T/D Delta 6 must complete mission M/FRG Osprey must survive until other goals complete Secondary Objectives: INT Harpago must be destroyed Bonus Objectives: 100% of all GUNs must be destroyed Reinforcements: This will be your first experience flying the new T/D in actual combat, and considering that Lord Vader will be flying with you, it makes it all the more important that you succeed. Instead of advanced torpedoes, go with heavy rockets; they'll be able to take down a greater portion of the Harpago's shields more quickly. First, engage the gunboats. They shouldn't put up too much resistance. One group will be utilizing advanced missiles, so make sure that they don't get an opportunity to use them. When the Osprey arrives, the Harpago will launch T/Bs in an attempt to take it out. If there are still gunboats out there, take care of them while your wingmen go after the bombers. With the gunboats gone, you can engage the Harpago. Take out its nose-mounted warhead launcher with your cannons, then launch your rockets at it to take out most if not all of its shields. Disable it at first opportunity, then you can take it out at your leisure. By this point, Vader should have made his way to the Osprey; once he does, your primary mission will be complete. Finish off the Harpago to take care of your secondary objectives and clear the way to the Emperor. Time is of the essence! Battle 5: Save the Emperor Craft: T/D Alpha (you - Alpha 1), ISD Majestic Primary Objective: E/S Haven ? must be boarded ISD Vanguard must survive until other goals complete M/CRV Mescue must survive until other goals complete Secondary Objectives: None Bonus Objectives: None Reinforcements: None You made it to the Emperor, but his ship, the Majestic, has been hijacked and the Emperor himself taken hostage! A group of escort shuttles will leave the Majestic and make their way to the Glory, Zaarin's flagship. You must find the ship that is carrying the Emperor and disable it, and you must do so quickly, for Zaarin has launched T/As to take you out! Quickly inspect the shuttles to find the one with the emperor onboard. Order your wingmen to ignore that target, then disable it. You'll be under fire as you do so, but once its systems are drained, the laser fire will stop. As soon as this happens, move to engage the other enemy forces while the Mescue drops out of hyperspace and docks with the shuttle. You'll have to protect it while this is going on, but that should not be too much trouble. Once the Mescue has finished docking with the shuttle, your mission will be complete; at this point, head home or mop up the remaining forces. You don't have to destroy the Glory, but if you're looking for a challenge, go for it, though it will hyper out unless you disable it in time. For personal service to the Emperor, you are presented with a special medal, The Emperor's Will. In a grand ceremony at the Imperial Palace on Coruscant, in a scene thatinvokes similar feelings to the award ceremony after the Battle of Yavin, the Emperor personally presents you this award, one of the highest honors one can receive! H. Strategic Warfare Battle 1: TIE Advanced Plants Craft: T/D Alpha (you - Alpha 1), FAC/1 Omar Primary Objectives: CORT Timber must complete mission CORT Hut must complete mission CORT Libro must complete mission FRT Subcom must complete mission FRT Teal must complete mission CORT Nomme must complete mission Secondary Objectives: None Bonus Objectives: M/FRG Raptor must be destroyed Reinforcements: GUN group Nu This mission is the first of many where you find yourself quite outmanned, but not necessarily outgunned. It seems Zaarin fully understands the influence of technology on the outcome of battles, especially with starfighters. He is seeking to take out the Imperial advantage in that regard by targeting the many facilities and plants that produce the T/A and the T/D. Three of any other craft would be horribly inadequate for this mission, but you are in the mighty T/D, and there is little to nothing you can't do. For armament, choose heavy rockets; you shouldn't need anything but your lasers for the many, many T/Bs that you'll be taking out. Order your wingmen to go after the bombers, then make a run on the Raptor. Make sure ALL of your rockets hit, and you'll lower its shields to a critical level. At this point, it will direct ALL of its laser fire onto you, and will also launch countless warheads at you. If you can take out its warhead launcher with your lasers, great, but don't make it a sticking point; your goal here is to stay alive. As more groups of bombers launch, you'll have to break off your attack of the frigate to take care of them, and quickly; they're armed with bombs and heavy rockets which can wreak havoc on even the strongest of targets. While they won't take much punishment, it seems the Raptor is packed to the gills with them, so you'll be quite busy. When enough of the bombers are taken out, you can move back to destroying the frigate. Switch to your ion cannons as soon as its shields are completely gone, and it'll make your job a hundred times easier. At this point, park yourself and just whittle its hull down with your lasers. It will eventually succumb to its injuries and complete your only bonus objective. More craft will hyper in to try and take out the factories; if you can manage it, destroy them all; they shouldn't put up much resistance. Just make sure the freighters and CORTs make it safely away; their cargo is much more valuable than even the factories themselves. When the last is safely away, your mission is complete and you can return to base. Zaarin is launching another offensive. Battle 2: Save T/A Factory Craft: T/D Alpha (you - Alpha 1), FAC/1 ZA-13 Primary Objectives: CNVYR Z-Cod 1 must be destroyed CNVYR Z-Cod 2 must be destroyed CORT Z-Coral must be destroyed 100% of M/CRV group Z-Oz must be destroyed FAC/1 ZA-13 must survive until other goals complete Secondary Objectives: CNVYR Z-Cod 1 must be boarded CNVYR Z-Cod 2 must be boarded CORT Z-Coral must be boarded 100% of M/CRV Z-Oz must be boardded Bonus Objectives: 100% of M/CRV Z-Oz must be inspected CNVYR Z-Cod 1 must be inspected CNVYR Z-Cod 2 must be inspected CORT Z-Coral must be inspected 100% of ATR group Tiger must complete mission E/S Sigma 1 must complete mission E/S Sigma 2 must complete mission E/S Sigma 3 must complete mission TRN Z-Elpi must be captured E/S Omega must complete mission Reinforcements: Zaarin's knowledge of Imperial production facilities is indeed vast, and it certainly gives him an advantage. Without this factory, production of the T/A will grind almost to a halt; therefore, it is of utmost importance to keep it up and running, and under loyal Imperial control. Start out by having your wingmen clear the fighter screen while you inspect and disable the various cargo-carrying vessels. Order your wingmen to ignore the targets you've disabled; you want them to be boarded before they bite the dust. As the craft fall one by one, keep an eye out for enemy reinforcements; those T/As can give people some trouble, and you'll need to keep the ATRs and E/Ss clear of enemy fire while they perform their docking operations. As they finish, you can destroy the now-empty craft safely. When you see a transport launch from the factory, break off whatever you are doing and disable it. Those onboard are of interest to your superiors, and may well provide insight in to Zaarin's plans. When it is captured, and all enemy forces destroyed, your mission will be complete. Hyper home; you don't have much time to prepare for your next mission. Battle 3: Save T/A Plant Craft: T/D Alpha (you - Alpha 1), FAC/1 XA-13 Primary Objectives: ATR Java must finish docking 100% of ATR group Themor must finish docking SHU Sigma must complete mission E/S Omega must complete mission FAC/1 XA-13 must survive until other goals complete Secondary Objectives: None Bonus Objectives: None Reinforcements; It seems Zaarin has caught wind of efforts to save this particular plant, and has determined that this cannot stand to pass. You, however, do not care what Zaarin thinks, and are determined to shut him up and thwart his efforts. Zaarin will send in corvettes, gunboats, and transports to try and take over the factory; nothing that you in your T/D can't stand up to. However, once the corvettes are taken care of, a Carrack cruiser will hyper in to take command. You can't take it down as easily as the corvettes, but it will go down eventually. Again, you'll need to keep the craft that need to dock with the factory clear of enemy fire. If the fighter screens are cleared and the threats from the capital ships neutralized, this mission should be a relative cakewalk; if not, well then you're in for a real fight. When the last of the craft are safely away, your mission is complete, but you won't be gone for long; the factory is far from safe yet. Battle 4: Supply T/A Plant Craft: T/D Alpha (you - Alpha 1), FAC/1 XA-13 Primary Objectives: FAC/1 ZA-13 must survive until other goals complete 100% of CARG group Terry must finish docking CTRNS Cartel must finish docking CNVYR Vendor must finish docking 100% of CNVYR group Dromii must finish docking Secondary Objectives: None Bonus Objectives CTRNS Cartel must complete mission 100% of CNVYR group Dromii must complete mission 100% of CARG group Terry must complete mission CNVYR Vendor must complete mission Reinforcements: I swear, the Imperial navy has more holes in it than Swiss cheese. Somehow, the Rebels have found out about this factory and have made a move to destroy it. once again, you are needed in order to protect this place. A convoy is en route to supply the factory with parts and other needed commodities, and it is your job to make sure they make it there safe and sound. The biggest threats in this mission are the Y-Wings, B-Wings, and corvettes that will make runs for the convoy. Assign targets to your wingmen while you go after others. Every ship must survive. When it comes to the corvettes, target one at a time, and disable them. When all four are disabled, you can safely take them all out. Future waves of craft will mostly target you, but keep an eye out for any that do go after the convoy or the factory. They are the priority here. When the last of the convoy has docked and is away, your mission will be complete; return to base at this time; your superiors have their eyes set on the mag pulse technology that has plagued them for a long time now. Battle 5: Capture Mag Pulse Weapon Craft: T/D Alpha (you - Alpha 2), VSD Sceltor Primary Objectives: ATR Leopard must finish docking TRN Omega 1 must finish docking TRN Omega 2 must finish docking E/S Sigma 1 must finish docking PLT/2 RS-32 must be captured Secondary ObjectiveS: TRN Blue must be captured Bonus Objectives: TRN Blue must be disabled ATR Leopard must complete mission TRN Omega 1 must complete mission TRN Omega 2 must complete mission E/S Sigma 1 must complete mission 100% of M/CRV Rampart must be inspected Reinforcements: An opportunity has presented itself to capture some of these new mag pulse weapons for study and, ultimately, use against both the Rebels and Zaarin. However, this facility is quite well guarded, so you must take caution in battle. Choose heavy rockets for your armament; they will help immensely in taking down the platform's shields. Next, disable it and then deal with the oncoming waves of T-Wings, Z-95s, and then the corvettes that will respond to the platform's distress call. When you see a transport launch from the platform, move quickly to disable it; those onboard will prove most valuable to your superiors. With that out of the way, continue to take down the craft, but don't destroy the corvettes until you manage to inspect them; intel wants to know where all these scum are coming from. Once your craft have taken over the platform and hypered to safety, your mission will be complete, but it ultimately turns out your success was just the diversion Zaarin needed to finally destroy XA-13. It is unknown what forces he committed to its destruction, but without your help, all efforts to save it were futile. All that is left is to return to the Sceltor and make your way out of this sector; it seems Thrawn has other plans on how to take Zaarin down. Battle 6: Trapped Primary Objectives: VSD Sceltor must complete mission INT Grappler must be destroyed Secondary Objectives: None Bonus Objectives: None Reinforcements: Even in retreat, it seems you are being constantly outmaneuvered. Zaarin has sent an interdictor and a frigate, complete with their own fighters, to take you and Thrawn down in one quick stroke. However, Zaarin is constant in one regard: he underestimates your abilities. Rather than utilize the mag pulse in this battle, choose heavy rockets. You'll be better off destroying the enemy instead of merely crippling their weapons for a few seconds. Focus first on the fighters; they pose the biggest direct threat to you and the Sceltor. Being in the superior craft is certainly a help here. When you do take them down, you can go after either the frigate or the interdictor; it is your call. Do make sure to take down the warhead launcher on either craft you decide to take on first; it'll make your job a heck of a lot easier. Also, as I'm sure you realize by now, disabling the craft makes taking it down so much easier, so do so. Once the Grappler is destroyed, the Sceltor will make its way into hyperspace; make sure it does so safely. If you haven't already, you can go after the frigate, but it doesn't have an impact on your mission objectives. Just keep it distracted long enough for the Sceltor to get the heck out of here, and you will have completed your mission. Hyper home as well; there's nothing left for you in this sector of space. A cutscene will show Zaarin planning out his next moves. I don't know how he manages to stay a step ahead of you, but don't worry, because as the old saying goes, "every dog has his day." Even though you have failed in your efforts to stop Zaarin, you will still be presented with an award, the Medal of Dignity, for your efforts. Clearly, failure wasn't your fault in this case. I. TIE Defender Technololgy Battle 1: Capture Platform Craft: T/D Delta (you - Delta 1), ATR Omega, ISD Adarga Primary Objectives: 75% of all CARGs must be destroyed 75% of all T/Bs must be destroyed PLT/3 R+D Lab must be captured Secondary Objectives: 50% of all SHUs must be captured ESC Jitte must be destroyed Bonus Objectives: 100% of all T/Bs must be destroyed 100% of all T/Fs must be destroyed A-Wing Red 5 must be destroyed 100% of A-Wing group Red must be destroyed 100% of X-Wing group Gold must be destroyed SHU Upsilon 1 must be captured SHU Upsilon 2 must be captured SHU Lambda 1 must be captured SHU Lambda 2 must be captured SHU Sigma 1 must be captured 100% of B-Wing group Blue must be destroyed 50% of T/D group Delta must complete mission Reinforcements: I have to give credit where credit is due: Zaarin is quite keen when it comes to the use of starfighter technology. If he can manage to get a hold of enough T/Ds, he can decimate any opposing force, Imperial or Rebel. He must be stopped at all costs, and this provides the perfect opportunity to thwart his plans. The facility you are looking to capture is currently under Zaarin's control, and contains technology that would give his T/Ds the same hyperdrive capabilities that the T/A and your T/Ds currently have. This would only make him more dangerous. Therefore, you and an accompanying force has been sent to capture the facility and stop any craft trying to run off with the containers that hold this precious technology. First off, take out a couple of the bombers before moving directly to the cargo ferry that is making a run for it. Use whatever warheads you have to take it out. Next, move to disable any shuttles and make sure your wingmen ignore those targets. If you find yourself being targeted by any T/Bs, take them out quickly. At the same time, keep an eye on any incoming cargo ferries; they need to be taken out before they escape. Zaarin cannot get his hands on anything that is here. When enough of the cargo ferries and T/Bs are taken out, ATR group Omega will enter the battle and move to disable the platform, but Zaarin will also send reinforcements in the form of an escort carrier, complete with squadrons of T/Fs. You wil notice, though, that they are equipped with shields! How did he manage to do this (and why couldn't they have equipped MY craft with that oh so many missions ago?)? Fortunately they are still easy to take out, but you'll need to move quickly. When the fighter screen is cleared, move to take out the carrier. Take out its warhead launcher, then lower its shields before disabling it. At this point you can either take it out yourself or let your wingmen and the ATRs do the work for you. Once its destroyed, you can move safely against the platform; with the ATRs helping you out, it shouldn't take too long to lower its shields and disable its weapons. ISD Adarga will hyper in take control of the situation, launching HLFs to take possession of the technology and transports to further solidify the platform and capture any disabled shuttles. However, you're not off the hook just yet. Again, the Rebels have found your position and have launched strike forces to take you out. Tackle the waves A-Wings, B-Wings, and X-Wings; none may leave alive. When the last of the shuttles are captured and the rebels are all destroyed, send your wingmen home; their services are no longer required here. You, on the other hand, are still needed here, so head to the Adarga for debriefing. Battle 2: Hold Platform Craft: T/D Dlta (you - Delta 1), T/B Beta, T/I Gamma, ISD Adarga, PLT/3 R+D Lab Primary Objectives: 100% of all ATRs must be destroyed 100% of E/S group Red Knight must arrive PLT/3 R+D Lab must survive until other goals complete Secondary Objectives: At least one of T/D group Z-Alpha must be boarded Bonus Objectives: Tug 7F9 must complete mission 100% of Probe group Keyhole 1 must be destroyed 100% of Probe group Keyhole 2 must be destroyed CRV Uhu 1 must be destroyed CRV Uhu 2 must be destroyed Tug 8F9 must be destroyed Reinforcements: Hellbent on getting what he wants, Zaarin has sent a large attacking force to take out both the platform and anything accompanying it. The ATRs are powerful and numerous, but they are still vulnerable, and can be stopped. However, their escorts may prove to be the more difficult craft. You are going up against enemy T/Ds. Not since you went up against Harkov's T/As in a T/I have you had such a challenge, but you are certainly up to it. First, move to disable as many of the ATRs as you can. The other fighters will destroy them, and you merely want them to stop firing their lasers and warheads for the time being. Next, make sure you disable at least one of the T/Ds. While they won't serve Zaarin as scrap metal, its more useful to us in one piece; in addition, the pilot may be able to shed some light on Zaarin's future plans. Ultimately, the Adarga will succumb to its wounds, but that's ok; it doesn't have to survive this mission. Hopefully, you've destroyed enough of the ATRs that you can start picking them off one by one. Disable one, move onto the next. Repeat until all of them are disabled, then use your lasers to finish them off. Once all of them are destroyed, or a little before, depending on how long you take, E/S group Red Knight will show up to provide just a little more protection for the platform. At this point, your primary mission will be complete, but there is still much to be done. The platform will launch a pair of tugs to capture any of the disabled T/Ds. If there's only one, figure out which one is going to disable it and then send the other one home. Trust me; it is going to take quite a while for the tug to reach the T/D, so you'll have a lot of time to kill. I think I spoke too soon. Rebel corvettes, quite far away from each other, will hyper in to drop a couple of probes each, then try and make their way to hyperspace. When the first one arrives, beeline for it and disable it, then speed toward the other one before it gets away. If you need to dump power into your engines, you can do so safely; the corvettes have no fighter escorts; just make sure you reset your recharge rates once you do manage to make it in range of the corvette. Disable it, then destroy it and the probes it has launched. Return to the first corvette to destroy it and the probes it launched. If you still have time to kill, you can set the time rate to go faster, though you will be waiting quite a bit as is. Let it dock to complete your secondary objective, then wait for it to return to the platform to complete your bonus goals. Head back to the platform; you've earned a well-deserved rest, albeit a short one. Battle 3: Protect Evacuation Craft: T/D Delta 1 (you), E/S Red Knight, FRT Mharsup, SHU G'nabgib, PLT/3 R+D Lab Primary Objectives: T/D Proto 11 must complete mission T/D Proto 12 must complete mission FRT Mharsup must complete mission SHU G'nabgib must complete mission Seconary Objectives: None Bonus Objectives: 100% of GUN group Z-Mu must be destroyed At least one of T/A group Z-Alpha must be destroyed At least one of T/B group Z-Beta must be destroyed At least one of T/A group Z-Gamma must be destroyed At least one of T/B group Z-Eta must be destroyed At least one of T/A group Z-Theta must be destroyed At least one of T/D group Z-Zeta must be destroyed At least one of T/D group Z-Iota must be destroyed 100% of all TRNs must be destroyed 100% of Tug group 20F16 must be destroyed Reinforcements: It has become clear that defense of the platform is impossible, so the time has come to evacuate and retreat to safe ground, which in this case is the capital of Coruscant. With all other forces in the area destroyed or otherwise unavailable, a freighter has been contacted to transport the two remaining T/D prototypes and the associated personnel to a rendezvous with stronger forces. You will be flying escort, though you must not forget that you are precious cargo as well. The first group of gunboats shouldn't prove much resistance. Follow the instructions given to you and disable the craft; Red Knight will be able to take care of the rest. However, the rest will not be so easy, I can assure you. The mission briefing said to expect a frigate or other similar craft. Who would think that Zaarin would send his flagship, the ISD Glory, to oversee this operation? Not only that, it is armed to the teeth with T/As, T/Bs, and TRNs. Yikes. But fear not; you are in a good position to do some serious damage to Zaarin's forces. First, make a move against the transports; they are the biggest threat to the platform and the freighter, so they need to go. Next, ignore the fighters as best you can and launch an all-out offensive on the Glory. If you've elected to have heavy rockets, they will come in great use here. You can weaken its shields by roughly half if they all manage to hit. Next, take out its nose-mounted warhead launcher, saving yourself all that grief. I should mention that you should not neglect the T/Bs that will make attacks on the Mharsup; they pose the greatest risk to your mission objectives; take them out before they manage to ruin your chances. The E/Ss will do their best to keep the T/As off your back. If you need to, call for reinforcements; more help here is better than less. Once the Glory's shields are down, disable it so it can't run away. Now you can let it be while you finally take care of the multitude of T/As and T/Bs, buying enough time for the Mharsup to make it into hyperspace. When it does, your primary mission is complete, but the battle is quite far from being over. As if the Glory's presence wasn't enough, it seems Zaarin is willing to commit his T/Ds to stopping you as well. Ouch. And these ones will bite back, unlike the ones in the previous mission. Be prepared for a serious fight, even with reinforcements. Once the first group is gone, a second will appear! Turn them into scrap metal. When the last of the fighters are destroyed, you can park yourself over the Glory and blow it to kingdom come. Doing this will not destroy it in terms of the storyline, but it will destroy the tugs onboard. If I remember correctly, if you ignore the Glory as a target, then it will make a beeline for the platform and launch the tugs once certain criteria are met, but I find taking the Glory down does just fine; plus, who doesn't like trying to take down an ISD by themself? Anyway, regardless of how you achieve your objectives, hyper out of the area once you do so. You're not out of the woods yet. Battle 4: Escort to Rendezvous Craft: T/D Delta 1 (you), GUN Nu, FRT Mharsup, SHU G'nabgib Primary Objectives: 100% of M/CRV Hasheem must arrive T/D Proto 11 must complete mission T/D Proto 12 must complete mission FRT Mharsup must survive until other goals complete SHU G'nabgib must complete mission Secondary Objectives: None Bonus Objectives FRT Mharsup must complete mission FRG Hunu must be destroyed 100% of all Rebel craft must be destroyed Not only are you fleeing from Zaarin's forces, but you're also trying to evade any hostile Rebel or pirate forces that are in this sector. Things are perilous indeed. And until your gunboat escorts arrive, you are the only protection. No pressure. Again, elect to use heavy rockets; the reasons will become more apparent later. Your first targets will be a squadron of A-Wings that will enter in a staggered fashion. Take care of the first few, but keep an eye out for a group of B-Wings and a trio of transports that will hyper in. They are your biggest threat because of their ion cannons. You must make sure the Mharsup does not become disabled. If you need to, call for reinforcements; the additional support is certainly welcome in this situation. The X-Wings and A-Wings will go after you, so you can shrug them off while you take down the transports and B-Wings. Once the first wave of Rebels is suppressed, the corvettes and their escorts will arrive, but they'll be quite far apart from each other. Another wave, this time consisting of Y-Wings, will make an appearance. Destroy them all; they must not be allowed to succeed. With the last wave of fighters gone, the threat is seemingly vanquished. Oh, wait; spoke too soon again. A Rebel frigate will hyper in and launch waves of Z-95s; fortunately, it'll be quite far away, so you'll have time to prepare yourself. Let your escorts take care of the Z-95s while you go directly after the frigate. Your rockets should take its shields down almost completely, so all you'll need is some laser fire and then ion bursts to completely disable it. If you find yourself being harassed by Z-95s, you can safely take care of them once the frigate is disabled. They won't put up much of a fight. Take out all the fighters that are directly threatening you, then move to destroy the frigate. These Rebels need to be taught that messing with the Empire is only going to get them killed. If you must, break off your attack to deal with a group of Zaarin's T/As that managed to find you. Destroy them, then the frigate. No quarter given by you, that is for sure. By this point, the T/D prototypes should be aboard their respective corvettes and on their way to Coruscant; make your way to your corvette so you can get underway. Time is of the essence, especially considering your position has been compromised! Battle 5: Trapped by Pirates! Craft: T/D Delta 1 (you), M/CRV Hasheem, SHU G'nabgib Primary Objectives: 100% of all capturing craft must be destroyed 100% of all Mines must be destroyed M/CRV Hasheem 1 must survive until other goals complete M/CRV Hasheem 2 must survive until other goals complete M/CRV Hasheem 3 must survive until other goals complete 100% of GUN group Nu must arrive 100% of GUN group Tau must arrive Secondary Objectives: None Bonus Objectives: 100% of all R-41s must be destroyed Yet another trap, this one laid by Rneeki pirates. The ion cannons will disable the corvettes, and there's not much you really can do about it; instead, your immediate attention should be on any and all tranports; you cannot let them live, much less capture any of the corvettes and their most precious cargo. When the transports are taken care of, you can turn your attention to all those fighters that are around. The R-41s aren't overly fast, but they are well armed and numerous, so don't slack off. Destroy them all while you buy time for GUN groups Nu & Tau to arrive and help you out. When the gunboats arrive, finish off any remaining fighters before moving to clear the minefield. The ion cannons won't pose too much of a threat to you, but that doesn't mean you can take an infinite number of hits; take the same caution you would as if they were lasers. When they're all destroyed, your primary mission is complete. Return to the Hasheem 3; it seems a new way out is needed here. Battle 6: Transfer Prototypes Craft: T/D Delta 1 (you), GUN Nu, M/CRV Hasheem, CARG Mssan Primary Objectives: CARG Mssan 1 must complete mission CARG Mssan 2 must complete mission CARG Mssan 3 must survive until other goals complete 100% of B-Wing group Blue must be destroyed Secondary Objectives: 100% of T/D group Z-Alpha must be destroyed 100% of T/D group Z-Beta must be destroyed 100% of T/D group Z-Gamma must be destroyed 100% of T/D group Z-Delta must be destroyed Bonus Objectives: 100% of X-Wing group Red must be destroyed 100% of X-Wing group Gold must be destroyed 100% of A-Wing group Azul must be destroyed At least one of all Nami craft must be destroyed At least one of all Rneeki craft must be destroyed Reinforcements: Another transfer, another trap. It seems the Rebels have been in cahoots with these various pirate groups. Small groups A-Wings, X-Wings, and B-Wings will make runs for the corvettes and cargo ferries. Your task will be to take out the B-Wings, and do so quickly; use your advanced missiles for maximum speed and effect. While you're so far away from the corvettes, a group of Nami pirates will hyper in and disable Hasheem 1! Because of your distance, there is very little you can do to prevent its capture and ultimate escape. Damn. This is not a good turn of events. If you can manage to, destroy at least one of their craft to show them the might of the Empire, but don't forget about those Rebel scum that are either taking on your escorts or are on your tail! If things weren't bad enough as is, it seems Zaarin has tracked you down yet again. This time, he's not taking any chances: he's assigned squadrons of T/Ds to take you down. Call for backup; you can't handle all of these guys on your own. Just focus on one at a time, and you'll ultimately work your way through them all. It won't be easy, but then where would the fun be? Hopefully the cargo ferries will have made their rendezvous with the corvettes by now; As soon as two of them hyper out of the area, your primary mission will be complete. However, a Rneeki cruiser will enter the area and launch a full squadron of Z-95s. You don't have time to fool around, so take one or two out before you get the heck out of Dodge. Your fighter is much too valuable to fall into enemy hands. Once you've completed your mission, the cargo ferries will dock with Thrawn's ship, the Sceltor, and transfer their cargo. Thrawn will then order his subordinates to proceed directly to Coruscant. He not only wants to get this cargo to the Emperor, but he also has something planned to take down the T/D. Though the whole campaign could be classifed as a failure, you will still be rewarded for your efforts. Fitting how it is titled the Medal of Futility. J. New Threats Battle 1: Ransom Craft: GUN Mu 1 (you), SHU Lambda 1 Primary Objectives: 100% of all R-41s must be destroyed SHU Lambda 1 must complete mission INT Red Claw must survive until other goals complete STRKC Ayenzi must be destroyed TRN Ibutho 1 must be disabled Secondary Objectives: CORT Choora must be disabled Bonus Objectives: 100% of T-Wing group Oro must be destroyed 100% of Y-Wing group Boegis must be destroyed CORT Choora must be captured Reinforcements: GUN group Rho Building off the conclusion of the last tour, it seems the Rneeki pirates have opted to sell the technology to the highest bidder. With the vast resources, how could the Empire lose that battle? Anyway, you are to escort the shuttle that is making the exchange with the pirates; however, your superiors have a trap planned to get both the ransom and the tech back. Once the exchange is complete, an interdictor is going to hyper in to trap the Rneeki craft, and more fighters will launch to come to your aid. You'll have about 90 seconds between the mission start time and the entry of the Imperial forces, so use that time to charge up your shields and your weapons. After that, IMMEDIATELY start targeting the R-41s. Use your missiles if you have to; you'll want them destroyed as quickly as humanly possible, because they'll go after the shuttle and you won't have the speed to catch up with them in a footrace. If they're going after you, that's not as much of a problem, but that shuttle must survive. When all the R-41s are gone, SHU Lambda 1 should be in the clear, but much to your chagrin, T-Wings will hyper in and disable it almost as it reaches the the Red Claw. Damn! Drop as much power into your engines and start going after this new pirate group, but if you can, break off and disable the CORT that will try to dock with your shuttle. You'll notice that they're Nami craft, as opposed to the Rneeki that you were dealing with previously. Something here is not as it should be. For now, put this in the back of your mind and get rid of these fighters; they shouldn't pose too much of a threat, but don't let your guard down. Your last target should be the strike cruiser. Considering it won't be able to flee because of the interdictor, you'll have as much time as you need to disable and destroy it. While this is ongoing, a tug will make its way to Lambda 1 to repair its systems and ensure it makes it back to the Red Claw. Also, the Secret Order will send out craft to capture the CORT you disabled earlier; there are plans being set in motion that involve their leader, who was believed to be on board. Again, don't worry about this so much right now. With the shuttle safely aboard and the strike cruiser gone, your primary mission will be complete. Return to the Red Claw yourself; the next move is currently being planned out. Battle 2: Rescue Craft: GUN Mu 1 (you), INT Red Claw, T/B Beta, T/I Alpha Primary Objectives: INT Red Claw must survive until other goals complete INT Red Claw must be boarded M/CRV Chemeti 1 must complete mission M/CRV Chemeti 2 must complete mission Secondary Objectives: None Bonus Objectives: 100% of T/D group Z-Alpha must be destroyed 100% of T/D group Z-Beta must be destroyed 100% of T/D group Z-Gamma must be destroyed 100% of T/D group Z-Delta must be destroyed 100% of T/A group Z-Eta must be destroyed 100% of T/A group Z-Theta must be destroyed 100% of T/A group Z-Zeta must be destroyed TUG must complete mission STRKC Z-Kopsh must be destroyed Reinforcements: GUN group Rho Those pirates did more damage than anyone thought. The Red Claw's hyperdrive has been damaged beyond repair, so a pair of Corvettes has been requisitioned to not only bring a new hyperdrive, but also to whisk the T/D techs away to safety. Them being on board makes the Red Claw a huge, stationary target that is rife for attack, and you're the only one that can ensure both make it to safety. As you leave the hangar, the first corvette will arrive to take possession of the T/D techs, but it seems Zaarin has caught wind of these pirate activities, and is sending in his prized T/Ds to take everything out. Trust me when I say things could not possibly get any worse. You are going to need to call for reinforcements, and quickly; there is no way you can take out a full squadron of T/Ds in the craft you're in, especially considering that they'll wreak havoc on the corvette and the interdictor. Go after the T/Ds that go after them first; you'll find your missiles work wonders here. If you're quick enough, the ones coming after you won't make it to you before you take out at least three or four of them. Focus your efforts on the remaining T/Ds; the corvette will dock with the Red Claw and whisk the techs away to safety within a few minutes. However, the ruse will reveal itself shortly after. TWO corvettes will hyper in, claiming to be of the same group as that was just there. Then, who was running the one that was just here?! Damn that Zaarin; only he could pull such a trick, being able to disguise a ship right down to the identification codes! However, you have bigger problems to worry about right now; one of Zaarin's strike cruisers will hyper in and launch more fighters to take you and the Red Claw out! Fortunately, none of them are T/Ds, but the T/As are still a formidable foe. Go after them with the same caution as you would a T/D! If you need a reload of missiles, a tug will launch from the Red Claw. I suggest you make sure your tail is clear before signalling for a reload; you don't want to get blown out of the sky while you're taking on more missiles. Once you've finished, make sure you send the tug home; ensuring its safe return to the Red Claw will complete one of the most overlooked bonus objectives. When the fighter screen is relatively cleared, you can make a move on the strike cruiser. Get its shields down as quickly as you can because you want to disable it; otherwise, it'll make a run for it. Once the corvette carrying the hyperdrive has finished its mission, you'll be in the clear; destroy the cruiser and head home. Your services are needed elsewhere in this sector. Battle 3: Under the Gun Craft: T/A Alpha (you - Alpha 1), CNVYR Ulzepdi Primary Objectives: CNVYR Ulzepdi must complete mission Secondary Objectives: None Bonus Objectives: None Reinforcements:
I'm not going to lie; this mission can be a real pain if your focus is in the wrong area. Your ONLY goal here is the survival of the Ulzepdi. There are no bonus goals or incentives otherwise, unless you enjoy the pure challenge of fighting against superior opponents, and trust me when I say they are indeed superior to you. To start with, target the T-Wings that are launching heavy rockets at the Ulzepdi. Wait, rockets? CRAP! Blast them ALL with your lasers; it only takes one to destroy it and end your mission right here and now! Once that's done, engage the T-Wings; they shouldn't last long against you. More waves will be incoming, but you'll have some time to get to them. The closer wave will target you, while the other will go after the Ulzepdi. Systematically take them out, but be quick about it; you don't want any more rockets launched at the Ulzepdi. With the last of the T-Wings gone, head back to the Ulzepdi as quickly as you can. Those T/Ds will soon notice your presence and make a beeline for you. Moreover, your wingman will make a run for it. I'm going to tell you now: unless you are SUPREMELY confident in your abilities as a pilot, there is no way you can go up 4 on 1 with these guys in your current craft and come out alive. It is best if you do not engage at all unless absolutely necessary to the successful outcome of this mission. And fortunately, they won't go after the Ulzepdi, only you. Once the Ulzepdi makes it to its jump point and gets out of here, do the same yourself; ultimately, survival is the best option in this case. Battle 4: Missile Boat Diplomacy Craft: MIS Tau (you - Tau 1), GUN Mu Primary Objectives: ISD Grey Wolf must survive until other goals complete ATR SIgma must complete mission STRKC Nuance must be boarded Secondary Objectives: None Bonus Objectives: Probe Yey must be destroyed CRKC Prism must be destroyed Reinforcements: Welcome, my friends, to the missile boat, a veritable floating fortress. There is no craft that can withstand the amount of punishment that this bad boy can bring, and you are about to demonstrate its true effectiveness in combat. For your weapon choice, go with heavy rockets. They'll serve you quite well in this situation. Start off by switching to your missile launcher and going after the fighter screen. Some will target you, so be aware. When enough are cleared, you can move on the Prism first, because it will escape and not be targeted by any other craft. Switch to rockets and let loose. You'll have more than enough to completely obliterate it and still have enough left to lower the shields of the Nuance. Also, while you're out here, destroy the probe the Rebels had deployed. Cutting off their intelligence will impress your superiors greatly. With the Nuance disabled, ATR Sigma will begin its mission, but the Rebels will send reinforcements. Switch back to missiles and show them that they need to fear the craft you pilot. Let none leave alive. At this point, wait for ATR Sigma to return to the Grey Wolf. You'll be good to go at that point, so return yourself; Thrawn is going further on the offensive. Battle 5: Rebel Assault Craft: MIS Tau (you - Tau 1), T/F Alpha, T/F Beta, ISD Grey Wolf Primary Objectives: ISD Grey Wolf must survive until other goals complete CRKC Kingdom 1 must be destroyed CRKC Kingdom 2 must be destroyed CRKC Kingdom 3 must be destroyed Secondary Objectives: E/S Black Box must be destroyed Bonus Objectives: E/S Black Box must be inspected Reinforcements: GUN group Mu The Rebels are attempting to counterattack with a force of three Carrack Cruisers and a large number of fighters. Still, this is not enough to take out you in your missile boat. Again, choose rockets; they'll come quite in handy. Start out by clearing some of the fighters, particularly those making torpedo runs on the Grey Wolf. While the Grey Wolf can take quite a bit of punishment, you don't want to risk any injury to Thrawn. The A-Wings will go after you, so use your missiles and blast'em to pieces. Keep your eyes open for an E/S that will launch from one of the cruisers; this carries the officers that are in charge of this counteroffensive. Inspect it, then destroy it, but make sure you don't get wiped out by its rear laser turret. Lastly, get on destroying those cruisers. Use your rockets and whatever missiles you have left. If you run out, I believe a CUV will launch to replenish your launchers. Of course, if you feel you need help, you can always call for reinforcments; the gunboats are quite effective at taking down the cruisers. When the Rebels are completely eliminated, return to the Grey Wolf - it seems Thrawn has finally located the source of your troubles. Battle 6: Eliminate T/D Factory craft: MIS Mu 1 (you), T/I Alpha, T/F Gamma, ISD Grey Wolf Primary Objectives: 100% of all CN/Is must be destroyed 100% of all T/Ds must be destroyed ISD Grey Wolf must survive until other goals complete FAC/1 Tarrak must be destroyed 100% of Mine group PAN must be destroyed 100% of Mine group PAS must be destroyed 100% of Y-Wing group Gold Devil must be destroyed Secondary Objectives: CORT Dhoora must be captured Bonus Objectives: 100% of all A-Wings must be destroyed 100% of all X-Wings must be destroyed CRS Independence must be destroyed STRKC Lonsigaar 1 must be destroyed STRKC Lonsigaar 2 must be destroyed Reinforcements: This mission can be either really easy or really hard, depending on how you go about it. Again, elect to carry rockets; you're going to need them against the targets you're going up against. For starters, engage SLAMS and feed your beam power to your engines for extra speed. Next, switch to warhead launchers and target the nearest stationary T/D. As soon as you have a lock, fire a pair of missiles to quickly destroy it; repeat until they're all gone, though undoubtedly some will get underway before you have the chance. That being said, keep your tactics the same; a pair of missiles will take one down, even with full shields, but you won't necessarily get a lock, and even if you do they can simply maneuver out of the way. You'll have to trust your instincts; if you notice they're staying somewhat stationary, let loose. If they move, so be it, but once you've got the timing down right, you'll find you'll become more accurate. With all the T/Ds clear, SLOWLY take out the mines; there are a lot of them, and they are all of the annoying Type C variety, so you'll have to either do some fancy flying or shoot the missiles out of the sky with your laser cannon; either way its going to take some time, but time is certainly the one thing you have; there is no need to rush, as no fighters will hyper in to aid your enemy at this time. Once the minefield is almost clear, the Grey Wolf will launch T/Bs to take down the factory. Continue to take down the mines until they're all gone, and then you can join in on destroying the factory. However, break off when you see a CORT evacuate; Tarrak is fleeing, and the Secret Order wants to capture her, in order to "convince" her that allying herself with Thrawn and the Empire is the only path to salvation. Use your missiles to lower her shields, but don't destroy it! She must be taken ALIVE. When either the factory or the containers are destroyed, the Rebels will show up to aid the Nami pirates. And man did they come in force this time: it seems they've sent their flagship, the Independence, along with a pair of strike cruisers, to ensure the survival of the plant. And that's in addition to a whole mess of fighters accompanying it. Let the bombers go after the factory; its not going anywhere, so you can focus on what's moving first. The fighters are going to be your concern, so I hope you've got some of those missiles left. Fortunately, the Rebels won't stand a chance against you in your missile boat, so let them have it, then go after the captial ships. If you've reserved your rockets, then taking down the Independence should be no issue at all. Switch to your missiles once you run out of rockets. Send that wretch of a ship to its rightful doom! Once your launchers are completely empty, a craft will launch to resupply you; provided the fighters are clear, take full advantage and continue to wreak havoc on the Rebels, who by now are probably making a run for it. Do not let them succeed in their efforts. When the factory, and the Rebels, are utterly destroyed and/or driven off, your task is complete. Return to the Grey Wolf; it seems Thrawn has been called back to Coruscant for an audience with the Emperor. With your new missile boat, you are truly a force to be reckoned with against any opponent. However, you are not the only one who is being rewarded for their service. Thrawn's success has earned the Emperor's gratitude, and also a promotion to Grand Admiral, the same rank Zaarin held before his treachery. Thrawn is also tasked with hunting down and destroying Zaarin and his forces once and for all; accompanying him will be none other than yourself. After all; together, you two seem to be all but unstoppable. Completion of this tour will earn you the Medal of Horror (weird name, huh?); perhaps with this new missile boat, other pilots won't have to face the horror that is the T/D in combat. K. Hunt for Zaarin Battle 1: Intercept Convoy Craft: MIS Mu 1 (you), GUN Tau Primary Objectives: 75% of all T-Wings must be destroyed At least one of all FRTs must be captured DREAD Rahmat must be destroyed FRT Furlo 1 must be inspected FRT Furlo 2 must be inspected FRT Furlo 3 must be inspected Secondary Objectives: M/FRG Strident must be inspected SHU Z-Sigma 1 must be captured DREAD Rahmat must be inspected Bonus Objectives: 100% of all T-Wings must be destroyed M/FRG Strident must be destroyed 100% of T/A group Eta must be destroyed 100% of T/A group Zeta must be destroyed TRN Upsilon 1 must complete mission TRN Upsilon 2 must complete mission GUN Tau 2 must complete mission 100% of all FRTs must be captured Reinforcements: Even with his many resources, it seems Zaarin is needing to reach out to third party sources for supplies. Now is the time to strike, and strike you shall! A convoy has been detected and it is to rendezvous with Zaarin after its next hyperjump. For protection, it has an old Republic dreadnaught as well as a group of T-Wings. Easy enough for you in your missile boat. Take down the fighters before moving on the dreadnaught. Its an old ship, but it can still take one hell of a beating. Inspect it when you get the chance, but don't hesitate for a second to blow it completely away. Once its gone, you can inspect the freighters and lower their shields. Anticipating an attack, Zaarin has sent a frigate to meet up with the convoy for additional escort. Sadly for you, it is carrying a contingent of T/As, so that's just more you have to deal with. Even still, they shouldn't last long against you; its hard not to win when you have the sheer number of missiles that you do. With the fighters cleared, go after the frigate. If you were smart, you held some rockets in reserve; now you can let loose with them and whatever remaining missiles you have. Deprive Zaarin of yet another of his ships; he can ill afford to lose them at this stage. While engaging in your attack, the gunboats should have been taking care of the freighters, a job made easier with a lack of fighters harassing them. Two transports will hyper in to capture the freighters and their cargo. Assuming they're pretty efficient at their job, you'll have completed all your mission objectives in no time at all. Once all craft have hypered to safety, you can head home; a major offensive is being planned with you on the front line! Battle 2: Preemptive Strike! Craft: MIS Mu 1 (you), ISD Courageous, T/B Beta, T/F Alpha Primary Objectives: 100% of all Mines must be destroyed 100% of all freighter craft must be destroyed PLT/6 Supply Base must be destroyed INT Bomb must be destroyed Secondary Objectives: 100% of all starships must be inspected 100% of all freighter craft must be inspected PLT/6 Supply Base must be inspected Bonus Objectives: SHU Epsilon 2 must be inspected M/FRG Kuma 1 must be destroyed M/FRG Kuma 2 must be destroyed M/FRG Kuma 3 must be destroyed 50% of all T/Ds must be destroyed Reinforcements: ATR group Rover, GUN group Rho It seems Zaarin's base of operations in this area has been found, and the time has come to strike hard. ISD Courageous is spearheading this operation, and you will lead the fighter attack in your missile boat. Choose heavy rockets as your payload; you'll need every single one. First off, head towards the platform and target the mines; getting rid of them quickly is going to be quite important. Next, inspect the platform and all the containers before your allies come to destroy them! It won't take long, but you will be dodging fire in the process. Also, you'll see a shuttle take off from the platform and head towards the Bomb. Inspecting it is a priority, but you don't absolutely have to destroy it. Lastly, inspect the Bomb, but don't attack it at this point; let your allies handle it while you go after the more salivating targets. With the mines gone and a good chunk of your inspection duties taken care of, you can make your move against the frigates. Get close enough to inspect them as you attack, and then use a combination of heavy rockets and missiles, and if need be laser fire, to bring them down; you'll have to conserve your supply to tackle the large number of forces that'll be incoming. When the first two frigates are destroyed, the second phase of this fight'll begin. Sensing the threat you're posing, Zaarin is not hesitating in sending out his T/Ds to deal with you. Go after the ones that target you first, then you can move against the others. You only need to destroy half of them, but there's quite a large number, so it may take a while. Also, another frigate will have entered the fray. Hopefully, you'll still have some missiles and maybe a rocket or two left, cause the most critical phase of the mission is at hand. A freighter will hyper in, as will a container (don't ask me how; I honestly don't know). As quickly as you can, move over to inspect and then destroy the freighter before it heads into hyperspace. Often times if I'm engaged with the T/Ds too long I run out of time to destroy it and end up having to start the whole damn thing over again, so don't let it happen to you! WIth the freighter gone, you can go back and take care of the container while you're there. When your warheads are completely expended, a transport will launch to reload you; I highly suggest you do so, because you're gonna need it. Around this time, the last few waves of T/Ds will hyper in and go directly after you. Hope you're ready for some fancy flying, because you're going to need it. Take them out as quickly as you can. If the interdictor is stil around, great; it means that your enemy can't escape just yet. If not, then the pressure is on to get the fighters off your back and the rockets lodged in the side of that frigate's hull. Don't forget to inspect the frigate as well! Ultimately, your mission will be complete when the platform, all the containers, the freighter, and the interdictor are all destroyed. You should have taken out at least two of the three freighters by now as well, in addition to a large number of those pesky T/Ds. But it seems Zaarin has saved the best for last: a pair of ISDs will enter towards the end of this battle to trap the Courageous! What we thought was the perfect opportunity ended up being a potential death trap, though luck ended up being on our side in this case. Inspect the two star destroyers and then get the heck outta there; the craft you're flying is MUCH too valuable to fall into anyone else's hands! Battle 3: Bait and Switch Craft MIS Mu 1 (you), ETR Bob, CTRNS Neelie Primary Objectives: CTRNS Neelie 1 must complete mission CTRNS Neelie 2 must complete mission 100% of T/A group Alpha must be destroyed Secondary Objectives: M/CRV Kormoran 1 must be inspected M/CRV Kormoran 2 must be inspected M/CRV Kormoran 3 must be inspected M/CRV Kormoran 4 must be inspected M/CRV Kormoran 5 must be inspected Bonus Objectives: M/CRV Kormoran 1 must be destroyed M/CRV Kormoran 2 must be destroyed M/CRV Kormoran 3 must be destroyed M/CRV Kormoran 4 must be destroyed M/CRV Kormoran 5 must be destroyed ETR Bob 1 must complete mission ETR Bob 2 must complete mission Reinforcements: Knowing how appealing a target the missile boat is, Thrawn has set up another trap for Zaarin, leaking false intelligence that one of them is being taken via cargo ferry to coruscant. However, it is actually a trap set up to lure in Zaarin; once he launches his attack, Thrawn will launch an all-out offensive from the Grey Wolf. For your armament, go with heavy rockets instead of advanced torpedoes. The offensive starts slowly enough, with the advance force consisting only of 3 T/As, but the main force will arrive shortly, consisting of five M/CRVs, each carrying a trio of T/Bs. Wait, T/Bs! Suddenly this became a bit harder to accomplish, particularly if you weren't fast enough in taking out those T/As. Go after the T/Bs quickly, but also remember to make passes of each of the corvettes before sending a pair of rockets into their sides. When you think things are going to get worse, it seems the fighting just stops for some reason. Perhaps Zaarin knows this is merely a trap and has not fully committed his forces. Don't worry about it right now; just ensure that all craft reach their destinations safely; when the area's clear, you can send the ETRs home. Once they're in the hangar, make your way there yourself. The grand victory that Thrawn had envisioned will have to wait until another day. Battle 4: An Unexpected Attack Craft MIS Mu 1 (you), INT Whirlwind, STRKC Triumph, STRKC Iron Duke, STRKC G'neeenow, STRKC Indomitable, T/I Alpha, T/I Gamma Primary Objectives: 100% of all traitor craft must be destroyed INT Whirlwind must survive until other goals complete Secondary Objectives: None Bonus Objectives: 100% of all T/As must be destroyed 100% of all T/Ds must be destroyed Reinforcements: To fully trap Zaarin, Thrawn had envisioned using the INT Whirlwind, with a group of strike cruisers, to trap Zaarin's forces and force that final battle upon him, with the Grey Wolf leading the way. However, Zaarin caught wind of the trap, and sent his forces to delay and/or destroy the Whirlwind so it wouldn't be able to serve its purpose. You'll need to act extremely quickly in order to ensure Thrawn's plans do not fall through. Start off by going after the fighters; they will pose the biggest direct threat to the Whirlwind and to your allies. Even in your missile boat, you cannot underestimate the threat that the T/Ds pose, especially given their superior numbers. With the fighters either destroyed or occupied, move against the enemy INT with great speed; the sooner it is destroyed, the sooner you and your forces can get underway. Time is of the utmost essence, though to be honest, Zaarin will have already succeeded by buying enough time for the bulk of his forces to escape Thrawn's trap and launch an attack of their own. Clear out all enemy forces and then hyper out; you're needed elsewhere. Battle 5: The Real Thing Craft MIS Mu 1 (you), E/S Omicron, CTRNS Nichevo Primary Objectives: 50% of all traitor craft must be destroyed CTRNS Nichevo 1 must complete mission CTRNS Nichevo 2 must complete mission CTRNS Nichevo 3 must complete mission Secondary Objectives: 100% of all ATRs must be destroyed ISD Glory must be inspected CRKC Yaai must be inspected FRG Thinin must be inspected Bonus Objectives: 100% of GUN group Z-Mu must be destroyed 100% of GUN group Z-Nu must be destroyed 100% of GUN group Z-Tau must be destroyed 100% of all T/As must be destroyed 100% of all T/Ds must be destroyed CRKC Yaai must be destroyed FRG Thinin must be destroyed Reinforcements: Damn that Zaarin. Through his inside source, he caught wind of an actual convoy carrying actual missile boats. These precious craft must NOT fall into his hands, and you are the only thing standing in his way. For your armament, go with heavy rockets again; they're the best when it comes to taking down capital ships. Start out by heading towrads and getting rid of as many gunboats as you can; some will go after you, so be careful. They can take 2+ missiles, so you'll have to finish them off with your lasers (I make it a rule never to use more than 2 missiles to finish off a fighter; there's too many others to waste all of them on a single target. Just when you think you've won, the bulk of zaarin's forces will arrive, spearheaded by his flagship, the ISD Glory. The first craft to launch will be a trio of ATRs; they must be taken out as soon as you can reach them; a single rocket will be enough to blow them to kingdom come. Be quick about it, because the next wave of craft will be a little bit harder to take out. I don't know where he manages to get them all, but those damn T/Ds make flying a living nightmare sometimes. While you're engaged in dogfighting, make sure you do pass-bys of the capital ships; the Secret Order wants to know what Zaarin has committed and what he has remaining in reserve. When enough of the fighters are destroyed (and hopefully off your tail), use your remaining rockets to destroy the frigate and the strike cruiser. You want to deprive Zaarin of as many of his resources as possible. With that out of the way, move back to engaging the the remaining T/Ds and T/As. With help from the Grey Wolf and its contigent of fighters, it shouldn't take too long. Don't worry about the ISD Glory escaping; Zaarin was not on board to lead the attack himself. Instead, once all enemy forces are either withdrawn or destroyed, return to the Grey Wolf; a distress call has come out from a remote Imperial research station, and you are being sent to investigate. Battle 6: Protect Vorknkx Project craft: MIS Mu 1 (you), SCT Sentry, PLT/5 V1, PLT/5 V2, CRV Vorknkx Primary Objectives: 50% of all traitor craft must be destroyed PLT/5 V1 must survive until other goals complete PLT/5 V2 must survive until other goals complete CRV Vorknkx must survive until other goals complete SCT Sentry 1 must complete mission SCT Sentry 2 must complete mission Secondary Objectives: M/FRG Z-Borus must be inspected Bonus Objectives: M/FRG Z-Borus must be destroyed 100% of T/A Z-Eta must be destroyed 100% of T/A Z-Theta must be destroyed 100% of T/A Z-Zeta must be destroyed 100% of T/A Z-Iota must be destroyed 100% of all traitor craft must be destroyed 100% of Mine group D-Array must arrive 100% of Mine group V-Array must arrive Reinforcements: GUN group Rho Before he turned traitor, Zaarin was privy to some of the most secretive of knowledge within technological development. one of the projects that was kept secret from all but the highest of the Imperial echelon was the Vorknkx project. The Emperor had charged his top scientists with creating a cloaking device that would be suitable for use on both capital ships and smaller fighters. The technology to cloak a ship or a larger body, such as an asteroid or even a moon or planet, already existed, but the power drain from such a device makes it highly impractical for use on smaller ships. However, it seems a breakthrough has been reached, and through his connections, Zaarin has learned of it, and thus has launched an attack to claim this new piece of technology, one that if truly successful would turn the tide against whoever was going against it. Your mission is to ensure the survival of the two research platforms and the CRV that is carrying the new technology. Also, a pair of SCTs are laying an elaborate minefield to protect the facility; they must be allowed to complete their missions. Fortunately, your opposition is relatively light; only a M/FRG and its fighter complement. However, the fighters are all shielded, so it'll take a little more effort to take them out than it normally would. Focus primarily on the bombers; they'll launch torpedoes and warheads at both the platforms and the corvette. When the bombers are completely destroyed, you can turn your attention to the M/FRG that is leading the attack. Inspect it, then use your rockets to wipe it from existence. If all the fighters are already destroyed, you have a bit of a reprieve; if not, hop to it, but keep your eyes open for several groups of T/As that will hyper in and move to your location. That is when you break off your attack and engage them. Hopefully you still have some missiles left, because they will be of great assistance to you. Ultimately, you're simply buying time for the SCT to set up the minefield and get out of the area. Once they finish their task, they'll hyper away and you will have completed your mission. Finish off any remaining craft, then return to one of the platforms. The evacuation is currently being planned, and you will be needed to help cover it. Battle 7: Evacuate Craft: MIS Mu 1 (you), T/I Beta, T/B Theta, PLT/5 V1, PLT/5 V2, CRV Vorknkx, MUTR Shadow Primary Objectives: CRV Vorknkx must complete mission MUTR Shadow must complete mission Secondary Objectives: 100% of all ATRs must be inspected 100% of all CRKCs must be inspected Bonus Objectives: 100% of all ATRs must be destroyed 100% of all T/Ds must be destroyed CRKC Z-Pata 1 must be destroyed CRKC Z-Pata 2 must be destroyed CRKC Z-Pata 3 must be destroyed PLT/5 V1 must be boarded PLT/5 V2 must be boarded Reinforcements: with the secrecy of the project and its location compromised, the only move left is to evacuate while there is still time and protection. A MUTR has been contracted to get the CRV's hyperdrive up and running, while other forces are still en route to evacuate the tech and personnel on the platforms. You don't have the luxury of time, because Zaarin is dead set on acquiring it for himself, or at the very least ensuring that no one has access to it. Your first targets should be the ATRs that are making their way to the CRV just as you're getting underway. Show them why you're a force to be reckoned with by destroying each with a single rocket. When they're gone, you'll be thrust into combat with much more formidable opponents in the T/Ds. They'll go after the minefield first, so use that opportunity to take out a few while they're occupied. Keep your eyes on MUTR Shadow and CRV Vorknkx and any craft attacking them; they are your first priority, and they must make it to safety. The cruisers won't go anywhere for the time being, so continue to focus on the waves and waves of T/Ds that will make their presence quite known. Its going to be one heck of a battle, so don't be afraid to call in reinforcements if need be. Once the fighters are relatively clear, you can make your move on the cruisers without worry of the CRV or MUTR, or you for that matter, getting blasted to scrap metal. If you're lucky, your allies will already have made some attack runs on the cruisers, making your job even easier. Your rockets will rip through their shields and hull like a hot knife through butter. Send'em to the junkyard where they belong. Hopefully, while you're doing all this, the Shadow and the Vorknkx will make their way into hyperspace while all this is going on. Then, and only then, can you make your own escape. When you return to base, the Vorknkx has safely made its way to a more secure location, where Admiral Thrawn is witnessing a test and inquiring as to its operational status and any potential weaknesses. He is quite clever, so perhaps he may find a use for it in the future. In addition, you will be awarded the Medal of Liberty for your many accomplishments againt Zaarin in this campaign. L. Prelude to Endor Battle 1: Escort Prison Ship Craft: T/A Alpha (you - Alpha 1), T/A Delta, DREAD Dargon Primary Objectives: DREAD Dargon must complete mission Secondary Objectives: None Bonus Objectives: 100% of CRV group Keeper must be inspected Reinforcements: You have been reassigned once again. This time, though, you answer directly, and only, to Lord Vader himself. It seems he requires your services in a matter that will have a direct outcome on the future of the Empire, but all you know for now is that you are to escort a prison ship that contains some high-priority prisoners scheduled for interrogation. You're back in the cockpit of a T/A for this mission, and you're relieving the previous escort. All is quiet for now, but the Rebels, knowing the importance of the prisoners onboard, will make a concerted effort to free them from their confines. Their fighters won't pose a threat to you or the dreadnaught, but the corvettes can be a bit trickier. Keep the fighters that are making torpedo and rocket runs on the Dargon clear, and inspect the corvettes when you get a chance. Considering the Rebel craft you're facing now are far inferior to what you've been dealing with on prior tours, you should have no trouble at all dealing with these scum. once the Dargon has made it to its jump point and gotten away, you'll be free to return to the Garrett yourself. Do so; Vader does not like to be kept waiting. Battle 2: Deliver Prisoners Craft: T/A Alpha (you - Alpha 1), T/F Beta, ATR Sigma 1, DREAD Dargon, ISD Garrett Primary Objectives: ATR Sigma 1 must complete mission ISD Garrett must survive until other goals complete Secondary Objectives: None Bonus Objectives: M/FRG Bay Point must be inspected Reinforcements: More delays; it seems once the Dargon exited hyperspace near the Garrett, its sublight engines failed, rendering it it a sitting duck. While you were in transit, an ATR launched from the Garrett and docked with the Dargon to transfer the prisoners itself. However, the Rebels have learned of your location, and have sent a frigate, replete with starfighters, to thwart your efforts. Start out by making your way to the Dargon and the ATR. When the frigate drops out of hyperspace, mark it in your computer, but focus solely on the fighters at first. If you can destroy the A-Wings quickly enough, the Y-Wings will be all the more easier to pick off. And trust me; speed is going to be key here; you do not want the ATR to become disabled. If it does, the frigate will launch even more fighters to not only take the Dargon out, but also you! Destroy all the Y-Wings as they launch; they are the only craft that can disable the ATR carrying the prisoners. For some reason, the Rebels won't go all out and destroy it. Also, if you can manage to destroy all the fighters, you can basically kick back and relax once you've inspected the frigate. I do want to warn you, though, that attacking it in the craft you're in is asking to be blown out of the water. Merely inspect it, but do not open fire upon it! When the ATR has made it aboard the Garrett, your mission will be complete. At this point you can return to the hangar. Lord Vader wants to interrogate the prisoners as soon as possible. Battle 3: Attack at Bothawui Craft: GUN Tau (you - Tau 1), GUN Mu Primary Objectives: ATR Omega 1 must complete mission ATR Omega 2 must complete mission ATR Omega 3 must complete mission ISD Garrett must survive until other goals complete MUTR Bothi 1 must be captured MUTR Bothi 2 must be captured MUTR Bothi 3 must be captured Secondary Objectives: E/S Sigma 1 must complete mission E/S Com 1 must be captured Bonus Objectives: CN/F B133 must be destroyed CN/F B134 must be destroyed CN/F B135 must be destroyed Reinforcements: Chalk another one up to Lord Vader; his interrogation of the prisoners has revealed a convoy that is en route to Bothawui, and it may have information that could lead to a much deeper plotline. First off, fire a pair of torpedoes at each of the three MUTRs. It won't be enough to destroy them, but it'll make the task of disabling them all the more easy. Then, move on to getting rid of the fighter escorts. They will honestly be quite annoying, so be quick about it. When you see an E/S attempt to flee the scene, move over and disable it; the crew onboard may be of use to Vader. Your last step is to disable the three MUTRs, and I'm not going to lie; this will be quite challenging, because they are faster and better-armed than you are. If you took my advice and used your torps to drain their shields, you'll only need to fire you ion cannons to shut those things down. Don't take too long, though; they have this annoying tendecy to escape. With the MUTRs disabled and the fighters destroyed, you'll only need to wait around for all the ATRs to complete their tasks. Also, if your allies don't take care of this for you, make sure you destroy the three containers. When your allies hyper out, do the same; the next phase of the operation is now being planned out. Battle 4: Strike on Kothlis Craft MIS Tau (you - Tau 1), T/F Beta, ISD Garrett Primary Objectives: 75% of all Bothan craft must be destroyed ISD Garrett must survive until other goals complete ATR Omega 1 must survive until other goals complete PLT/5 Kothlis II must be captured Secondary Objectives: M/CRV Timoth 4 must be inspected Bonus Objectives: None The information gleaned from your most recent batch of prisoners has led you to attack this platform, guarded by the bulk of the remaining Bothan forces; there is also a corvette, but you are under strict orders to simply inspect the craft, not destroy it. Vader wants the corvette to escape in order to further investigate the true problem. The Bothan craft are mostly older Rebel fighters, but that doesn't mean you can slack off; their sheer numbers can be enough to overwhelm even the best of pilots. Just focus on one at a time; if you take on too many at once, you'll end up in the junk heap with the rest of them. Also, make sure at least a few of the gunboats that will enter survive; they have the ion cannons needed to disable the platform for capture. Use your rockets to lower the platforms shields to critical or nonexistent levels, making the job of the gunboats that much easier. When you do manage to disable it, ATR Omega 1 will enter and board the platform, taking its crew prisoner and forcing them to reveal their secrets. Return to the Garrett; with the new information, you'll be able to expose the Bothans for what they really are: traitors to the Empire. Battle 5: Bothan Treachery Craft: MIS Tau (you - Tau 1), T/A Delta, ATR Omega Primary Objectives: CRS Knights must be captured DREAD Doom must be destroyed Secondary Objectives: M/FRG Tarken must be captured Bonus Objectives: SHU Doomet must be destroyed At least one of ATR group Omega must complete mission Reinforcements: With the forces of the Garrett behind you, the time has come to capture these traitorous filth. It seems the Bothans have rendezvoused with the Rebels and are exchanging informatio; you must prevent them from returning to their fleet with such valuable information about the Emperor's plans; nothing must prevent the total destruction at the hands of the Empire's ultimate weapon, a newly constructed Death Star! Start out by weeding out the fighters; it shouldn't take long considering the havoc you've wreaked on both the Bothans and the Rebels in previous missions. Next, go after the Doom; it will be attempting to escape, and you must prevent this from happening. Only break off when you notice a shuttle leaving to board the Knights. It must be destroyed. Once the dreadnaught is destroyed, move to capture the cruiser. Lower its shields with your rockets, and let the ATRs do the rest. Make sure you keep any reinforcement fighters off their backs! Also, keep your eye out for Rebel reinforcements in the form of a frigate and its fighters. Take out those fighters before using whatever warheads you have left to help lower the frigate's shields. The ATRs will disable it with their ion cannons. Both ships will be boarded and captured, along with their entire crews. Lord Vader will be pleased with the outcome, as he'll have many new "victims" to process. The tech department will also be happy, as they'll be able to study the Rebel craft quite closely. Head back to base; you've performed well today, and you deserve a little R&R. Battle 6: Recon Military Summit Craft: MIS Tau 1 (you) Primary Objectives: 100% of all starships must be inspected CRS Lutdze must be inspected CRL Sullute must be inspected M/FRG Kracke must be inspected FRG Viper must be inspected Secondary Objectives: E/S Swen 2 must be destroyed Bonus Objectives: SHU Armor must be inspected SHU Channel must be inspected TRN Reep must be inspected CRV Deep must be inspected 100% of E/S group Swen must be inspected CORT Nahosus must be inspected 50% of all starfighters must be destroyed Reinforcements: T/A group Alpha This one can be tough if you don't keep your priorities straight. You're here to inspect craft, not destroy them, so keep your focus solely on that. Divert all beam power to your engines and set your laser recharge rate to high, then target SHU Armor and CRV Deep and save them in your computer. You'll want to engage your SLAMS and inspect them as quickly as possible, because fighters will be launching with you as their sole target. If you need to, call in for reinforcements, just to keep some of those fighters off your damn back. When you see a pair of escort shuttles launch, hopefully you'll have already gotten to the corvette and the first shuttle, because you'll have to break off otherwise. Inspect both of the escort shuttles and destroy the one with the programmer (usually Swen 2). There goes any chance of the Rebels getting hold of that data. Another shuttle and a transport will hyper in, so inspect them as well, but don't also forget to inspect the four capital ships if you happen to be close enough; save yourself the time and trouble now. The tug you can ignore if you so choose. By now, things'll be getting a little hairy, so hopefully those T/As have taken out some of the fighters for you. When the last of the capital ships have been inspected, your primary mission will be complete and you can head home, but there's still a little more to do if you so choose. The last craft to hyper in will be a Corellian transport, so zoom over to inspect it, and you can FINALLY engage the fighters without worry of missing a craft. You only need to kill half, and thank goodness because there are quite a lot of them. When you've met your quota, head home; it seems bigger plans are afoot. Battle 7: Delay Strike Force Craft: MIS Tau (you - Tau 1), GUN Mu Primary Objectives: 50% of all starships must be destroyed STRKC Red Dog must be destroyed Secondary Objectives: 50% of all starfighters must be destroyed Bonus Objectives: None Reinforcements: The Rebels are gathering their entire fleet together at Sullust, knowing full well that they will need all the power they can muster to stand up to the new Death Star. That being said, you need to weaken their forces to ensure their total destruction at Endor. All you need to do is destroy the first three ships that enter, which are a pair of frigates and a strike cruiser. Of course, they certainly won't be alone; starfighters galore will be accompanying them as well. Choose heavy rockets instead of space bombs; you won't regret it. Start off by taking out the initial waves of fighters; the A-Wings can launch missiles at you, so you want that threat eliminated quickly. With them off your tail, either go after the strike cruiser or continue to take out the fighters with your missiles or your lasers (depending on what kind of state each fighter is in; you don't want to waste a missile on a craft with no shields and a critical hull). When you get a bit of a lull in the fighters, make a run on one of the starships; with your rockets, they won't last long at all, and hopefully your wingmen or the gunboats will have already made attack runs, further weakening them and saving you a rocket or two. When the Red Dog goes, turn your attention to the frigates. Again, your rockets will work wonders, but always make sure your tail is clear of fighters. Break off and engage if you need to, but your primary targets are those frigates, and if you're not quick enough, they will escape. When the frigates are destroyed, your primary objectives will be complete. Assess your situation; if you still have a large number of missiles and are in relatively good shape, keep going after the fighters. If you need a reload, make sure your tail is clear and then head over to the transport before signaling it for a reload. With another full load of rockets and missiles, you are once again a killing machine. When you've destroyed enough fighters, you will have met your mission goals and can head home. There'll be some more fighters and starships that'll hyper in; I leave it up to you if you want to destroy them or head home. With his mission complete, Lord Vader will return to Coruscant and report to the Emperor. Both will now make their way to Endor to witness the final destruction of the Rebel Alliance. All is as the Emperor has foreseen, or so he says. For your service on this tour, you will be awarded the Medal of Guile. For the time being, you aren't going anywhere. It seems Lord Vader has taken a liking to your skills as a pilot ,and trusts your abilities quite deeply. M. The Emperor's Will Battle 1: Surprise Attack Craft: MIS Tau 1 (you), T/A Delta, T/A Alpha, LINER Excalibur Primary Objectives: None Secondary Objectives: LINER Excalibur must complete mission Bonus Objectives: None Reinforcements: En route back to the Garrett after your last tour, a distress call comes out from the Secret Order; it seems the Emperor's luxury liner, the Excalibur, has come under attack from traitor forces! With no defensive weaponry, the only one capable of saving the Emperor is you. Do not fail; this mission is much too critical! While the enemy forces don't seem overwhelming at first, the reinforcements that will come on their side will be quite powerful indeed. A total of TEN M/CRVs will enter once one of the initial gunboats are destroyed. Without its own defense mechanisms, you are the only thing preventing the Excalibur's destruction. I hope you chose rockets, because they will come quite in handy, and honestly, you'll need every single one to get rid of them. Once they're all gone, the second half of the attacking force will make its entrance in the form of many T/As. As if things couldn't get worse. Luckily, you still should have your complement of missiles to wipe them out. You don't have to destroy them all; you only need to buy enough time for the Excalibur to hyper out of the area. Once it does so, get out of there; you're of much higher value to the Empire alive. Battle 2: Capture the Turncoat Craft: MIS Tau 1 (you), GUN Mu, ATR Omega 1, ISD Garrett Primary Objectives: ISD Garrett must survive until other goals complete ATR Omega 1 must complete mission VSD Zeplin must be captured Secondary Objectives: CRS Link must be inspected Bonus Objectives: TRN Z-Epsilon 1 must be inspected 100% of A-Wing group Blue must be destroyed TRN Sigma 1 must complete mission TRN Sigma 2 must complete mission E/S Lambda 1 must complete mission 100% of B-Wing group Red must be destroyed 100% of A-Wing group Red must be destroyed Reinforcements: Through the efforts of Lord Vader, the one who set up the attack on the Emperor has been found and cornered, and you are to lead the effort to capture his ship, the VSD Zeplin. When you arrive, you'll notice a Rebel cruiser has already gotten to the Zeplin and is powering up its hyperdrive. Engage your SLAMs and move as quickly as you can to inspect the craft; you won't have a chance to attack it. When its gone, you'll be able to start taking down the attacking fighters; they shouldn't last long against you. When you see a transport enter the area, move to inspect it; it contains persons of interest to the Secret Order. Continue your attacks on the fighters, then turn your rocket launchers on the Zeplin to lower its shields. The gunboats will disable it with their ion cannons. You'll need to keep on guard, though; that cruiser requested reiforcements be sent to the Zeplin's aid. Those fighters can do some serious damage, in particular the B-Wings. Shoot them all down and ensure the capture of the Zeplin. When all craft are safely away, return to base; the Link is presumed to have highly sensitive information at the very least, and must be stopped before it reaches Rebel Command! Battle 3: Track Down Rebels Craft: MIS Tau 1 (you), T/A Alpha, GUN Mu, ATR Omega 1, ISD Garrett Primary Objectives: ISD Garrett must survive until other goals complete ATR Omega 1 must complete mission CRS Link must be captured Secondary Objectives: CN/C Rubol must be inspected Bonus Objectives: TRN Fetch must be destroyed MUTR Confal must be destroyed Reinforcements: Its worse than anyone thought; not only did the Link's captain obtain valuable info on the impending confrontation at Endor, but they also acquired one of the precious missile boats! This must not be allowed to pass. First off, go after those annoying Rebel fighters. Compared to you, they are nothing. Your missiles should be able to quickly finish them all off. Next, make a quick pass of the container before your allies destroy it; it must be known whether there is anything of value in there. Lastly, keep your eyes open for a transport that will launch from the Link as it is under seige; the officers on board must not survive this encounter. Use your rockets to help lower the Link's shields; the less the gunboats have to go up against the many laser turrets on that monstrosity, the better. When it is finally disabled, ATR Omega 1 will board and capture the ship. A MUTR will hyper in around this time, perhaps on a rendezvous course with the Link; you know what to do here. With the Link captured and the ATR safely aboard the Garrett, return there yourself; you have a break for now, but only for as long as it takes for Vader to acquire the information he seeks regarding the location of the stolen missile boat. Battle 4: Missile Boat Trouble Craft: MIS Tau 1 (you), T/F Delta, T/I Zeta, T/A Eta, ISD Garrett Primary Objectives: CN/B Niicee ? must be inspected ISD Garrett must survive until other goals complete CN/B Niicee ? must be destroyed Secondary Objectives: CARG Omega 1 must finish docking Bonus Objectives: CORT Opos must be destroyed PLT/4 Enin'sd must be destroyed Reinforcements: Intel has traced the location of the captured missile boat to this base, though it is unknown whether the Rebels have dismantled it and examined it for weaknesses. Your mission is to find the container it is located in and either destroy it, or allow enough time for a cargo ferry to dock with it and recover it (preferably the latter). This mission will not be easy, though, as the platform is strongly defended. You will be facing wave after wave of Rebel fighters, each tougher than the last. And even when you get past them, the platform itself will put up quite the defense, and more fighters will both launch from the platform and hyper in to try and take you out. Keep them off your tail while searching for the container that has your stolen property. Once you find it, a cargo ferry will enter and attempt to dock with the identified container. You will need to cover it during this operation; for some reason fighters love targeting it, and it can be quite the challenge destroying four or five fighters within the span of, oh, between 30 seconds to one minute. Anyway, once the cargo ferry has recovered the missile boat, go ahead and destroy the container to complete your primary mission. When a CORT hypers into the area, immediately go after it; the personnel on board must not hyper out and report what has happened here. Also, just for good measure, destroy the platform if you can. Heavy rockets work wonders in this task. With all the craft destroyed, you'll have successfully ensured that the Rebels know nothing of the trap that awaits them at Endor. This will be the last time you face them, so take pride in knowing that you managed to defeat them every single time you faced them. Well done! After this last mission, it seems new word has come from Admiral Thrawn; he finally has a strategy to take down Zaarin once and for all, but he requires your services. You will be given the duty, and the honor, of hunting down Zaarin once and for all. With the power of the Empire and the tactics of Thrawn on your side, there is no way you can lose. Battle 5: Return to Vorknkx craft: T/A Alpha (you - Alpha 2), T/I Gamma, PLT To-Phalion Primary Objectives: 100% of all PLTs must survive until other goals complete 75% of all MUTRs must be destroyed PLT To-Phalion must survive until other goals complete Secondary Objectives: SHU Lambda 3 must be inspected Bonus Objectives: 100% of all MUTRs must be destroyed SHU Lambda 3 must be destroyed Reinforcements: Thrawn's plan to ensnare Zaarin involves the technology he so covets: the cloaking technology of the Vorknkx project. Through a leak (intentional or otherwise), Zaarin has located the project at the To-Phalion base, which is heavily defended by missile batteries as well as its inherent defense (its inside of an asteroid). He has also launched an attack, hoping to catch the crew off-guard. You'll no longer be in your wonderful missile boat, but the T/A is still a potent craft. You'll be going up against a large number of MUTRs, but in a stroke of luck, they won't attack you; they'll only be going after the defense
batteries. With your speed and quad lasers, you should be able to make
relatively quick work of them. When you see a shuttle launch from the main
base, go after it, inspect it, then destroy it. Congratulations; you've
FINALLY found the spy that has been leaking all this information to Zaarin and
his forces. Maybe now we can actually use the element of surprise effectively.
Once you destroy 75%, you can return to base, but I always prefer to go for
them all, mostly because they're pretty hard to miss. When the last one has
either escaped or met its fate, return to the main base; Zaarin will attack
again, and its only a matter of time until that happens.
Battle 6: Corvette Attack
Craft: T/A Alpha (you - Alpha 1), PLT To-Phalion
Primary Objectives: 75% of all traitor craft must be destroyed
PLT To-Phalion must survive until other goals complete
Secondary Objectives: 50% of all M/CRVs must be inspected
Bonus Objectives: M/CRV Z-Rok 1`must be destroyed
M/CRV Z-Rok 2 must be destroyed
M/CRV Z-Rok 3 must be destroyed
M/CRV Z-Rok 4 must be destroyed
100% of all GUNs must be destroyed
100% of all ATRs must be destroyed
Reinforcements:
Showing he is serious about this, Zaarin has committed more of his forces,
including a quartet of corvettes as well as his gunboats and ATRs. This is a
much more potent attack force, and as such will require much more care than
the previous mission. Instead of missiles, elect to use rockets; they will be
of greater help against the capital ships and larger transports.
First off, inspect at least two of the corvettes; it seems intel wants to know
where Zaarin is pulling his remaining forces from. Once you've done that, you
can pump your rockets into the corvettes before going after the gunboats. They
annoy me in this mission because they almost exclusively use their ion cannons
to disable the many missile batteries. Anyway, use your lasers to rip them to
shreds, but break off when the ATRs enter the battle; they pose the biggest
threat to your mission objectives. When you need a refill of rockets, a craft
will launch from To-Phalion to replenish you.
75% destruction of these traitors is all that HQ requires, but if you can
manage to destroy all of those annoying gunboats and ATRs, in addition to the
four M/CRVs, then you'll be golden. However, when you see a large group of
T/Ds enter the battle, that is when you retreat; without missiles, you are not
in any condition to dogfight with them. Simply fall back and prepare for the
evacuation of the base.
Battle 7: Zaarin takes the Bait!
Craft: T/A Alpha (you - Alpha 1), T/B Beta, T/I Gamma, PLT To-Phalion,
M/FRG Maru Ki, CRV Vorknkx
Primary Objectives: ISD Grey Wolf must arrive
INT Corvus must arrive
CRV Vorknkx must complete mission
Secondary Objectives: 100% of SHU group Lambda must complete mission
Bonus Objectives: 100% of T/D group Z-Delta must be destroyed
100% of T/D group Z-Eta must be destroyed
100% of T/D group Z-Theta must be destroyed
100% of T/D group Z-Zeta must be destroyed
100% of T/D group Z-Iota must be destroyed
M/FRG Maru Ki must complete mission
Reinforcements: T/A group Rho
This mission is going to test you to the limits of your abilities. Zaarin is
hellbent on getting this technology, and has arrived personally, aboard his
flagship the ISD Glory, to engage in its capture. In addition to its normal
complement of fighters, Zaarin is committing the bulk of his remaining T/Ds
to wipe out any fighter resistance. I hope you're ready for this.
First off, take out the first group of T/Ds; order your wingmen to go after
one while you take out the rest. Next, ignore the other incoming groups of
T/Ds and take out those T/Is that are going after the Maru Ki. If you can
intercept some of those rockets that are being launched, all the better. Once
they are gone, the Glory will return and launch ANOTHER group of fighters to
go after the Maru Ki! Go after them and intercept the many, many rockets that
they will fire.
Its not over yet, though, as Zaarin will launch a pair of ATRs to finish the
job. Take them out before they get their shots off. With them gone, you can
finally turn your attention to those T/Ds that I'm sure are giving you hell
by now. If any are going after the shuttles that will launch from the Maru
Ki, they must be stopped at all costs; one of them is carrying Thrawn himself!
As you clear out the forces, your ships will begin to arrive, starting with
the Grey Wolf. It'll soon become clear that the platform is going to fall, so
the Vorknkx will launch from the platform, but instead of making a run for it,
it'll head directly for the hangar of the Glory! Don't tell me Zaarin is
actually going to get away with this?! With the Vorknkx on board, the Glory
will head into hyperspace before the Corvus arrives to trap it. Damn. He got
away.
Fortunately for you, a tracking device was placed aboard the Vorknkx shortly
before this battle got underway. Thrawn had a feeling that something like this
might happen. Now that he can track Zaarin's location, he can prepare for the
final battle. Return to the Grey Wolf's hangar and begin your pursuit. The
time for judgment is nearly at hand!
Battle 8: The Trap is Sprung!
Craft: T/A Alpha (you - Alpha 1), T/F Eta, T/B Beta, ISD Grey Wolf,
INT Corvus, STRKC Ebolo, STRKC Daring
Primary Objectives: 75% of all traitor craft must be destroyed
ISD Glory must be destroyed
Secondary Objectives: 100% of all SHUs must be inspected
ISD Glory must be inspected
Bonus Objectives: INT Corvus must survive until other goals complete
ETR Z-Lambda 1 must be destroyed
MUTR Z-500 2 must be destroyed
100% of all SHUs must be destroyed
100% of all T/Ds must be destroyed
100% of ATR group Z-Omega must be destroyed
Reinforcements:
Just a heads up: when this mission begins, you will already be in the middle
of the fray, and will need to take IMMEDIATE action to avoid getting shot
at.
Immediately go after the T/Ds that are targeting you. You need to get your
own back clear before you can start engaging other forces. With that taken
care of, make a quick inspection of the Glory before going after the ETR and
the MUTR. They shouldn't last too long against concentrated fire from you
and your allies. Lastly, go after the ATRs that are making their move on the
Corvus.
When the Glory's shields are down, it will begin launching shuttles containing
Zaarin's staff. Inspect them one at a time, then blow them to smithereens.
These traitors must pay the ultimate price. When you notice the Glory's hull
at 50% of its hull strength or less, you can safely order all the craft
attacking it to head home. You want the honor of doing this deed yourself.
As a final bit of revenge for all you've been put through, make sure that none
of the T/Ds survive this encounter. Trust me when I say this will feel really,
really good. With no craft left to support it, the Glory is all but dead in
the water. If you have missles left, send'em right into the Glory's bridge,
then finish it off with lasers. Enjoy watching it finally meet its demise.
This last mission is the only one that will end once all the primary
objectives are complete; the game will automatically cut out and into the
final cutscene. Zaarin, left with no choice, will flee aboard the Vorknkx and
attempt to hyper out. However, Thrawn counted on this, and knew that the
cloaking device would become unstable in the presence of an active
hyperdrive. Zaarin was doomed the moment he sought to capture the Vorknkx; his
reliance on technology ended up being his final undoing.
For completing the final tour, you will be awarded the Medal of Victory. You
will also have earned the personal respect of Grand Admiral Thrawn, as well as
the attention of Lord Vader and Emperor Palpatine. Not that they'll exactly be
around much longer (cough cough).
Congratulations; if you've made it this far, you've beaten the game! However
you can replay all your missions in the Combat Chamber; ramp up the difficulty
level if you want a real challenge. That's part of what makes this game so
fun; you can always go back and try to outdo yourself.
VI. Technical Specifications
TIE Fighter (T/F)
10 meters in length
100 MGLT Top Speed
Dual Laser Cannons
15 RU Hull
The TIE Fighter is the standard Imperial starfighter, and is certainly
representative of how the Empire used to view starfighter combat: throw
a large number of cheap fighters at your opponent and pray for the best.
As your starfighter, you have to be quite careful because you don't have
shields, and your hull can't exactly take a hit, even from a laser cannon.
As for combating the craft, all it will take is one or two hits to send this
sucker to the scrapyard.
TIE Interceptor (T/I)
10 meters in length
110 MGLT Top Speed
Quad Laser Cannons
20 RU Hull
The TIE Interceptor is an improvement over the standard TIE Fighter. Equipped
with quad laser cannons and an improved engine for higher top speed, this
craft was designed to combat the Rebel X-Wing starfighters, but can also be
used effectively against almost any number of Rebel or Imperial craft.
When flying the Interceptor, keep in mind that you still do not have shields,
so make sure you avoid getting hit at any cost. You speed will play a great
role in this. Again, one or two hits from laser cannons will normally be
enough to destroy the craft.
TIE Bomber (T/B)
10 meters in length
80 MGLT Top Speed
Dual Laser Cannons
Dual Warhead Launchers
50 RU Hull
The TIE Bomber is a heavily armed variant of the TIE Fighter. It is slower
than its counterparts, but what it sacrifices in speed it makes up for in
heavier armor and a dual warhead launcher. While not as capable a dogfighter
as the Interceptor or the Fighter, the Bomber can hold more than its own,
especially if equipped with concussion missiles!
Take care with a Bomber; your speed will not allow you to hang long with
superiority fighters such as the A-Wing, T-Wing, or similar Imperial craft.
You have a limited cargo of missiles, if that's what you're carrying, and if
not, it is best to leave those craft to your escorts.
As opponents, you'll often see Bombers going after capital ships with proton
torpedoes or heavy rockets. If the mission objectives call for ships to
survive, make sure you destroy these craft before they launch their warheads;
it will not only allow you to complete your mission, but you'll also rack up
some serious points.
TIE Advanced (T/A)
10 meters in length
145 MGLT Top Speed
Quad Laser Cannons
Dual Warhead Launchers
100 SBD Shield
20 RU Hull
Finally, a TIE Fighter with shields!! The TIE Advanced is the result of
research that ultimately saw first combat when Darth Vader piloted the X1
prototype during the Battle of Yavin. This will become THE standard craft
of both your allies and your enemies once it becomes available.
Now, of note is this. With shields comes responsibility. Always make sure you
pump power to your shields, but do so by redirecting laser power to your
shields. You'll need your lasers to dogfight, but if you charge beforehand,
then you won't sacrifice speed to keep your shields up, just your lasers.
That being said, there are very few craft you have to fear when fighting with
this bad boy.
As for dogfighting against? Well, you will need speed to keep up in a close
range fight, and missiles will definitely help when trying to take them out
from longer range. Just be aware that they are quite able to dodge missiles
long enough for them to self-detonate, thus wasting precious missiles. When
you fire, make damn sure they're gonna hit!
Assault Gunboat (GUN)
15 meters in length
90 MGLT Top Speed
Dual Laser cannons
Dual Ion Cannons
Dual Warhead Launcher
100 SBD Shield
50 RU Hull.
I liken the Assault Gunboats to the starfighter equivalent of a tank. Again,
shields are a lifesaver with this puppy. Also, its one of two craft that you
can pilot that come equipped with ion cannons, a powerful tool when used
correctly. By disabling craft, rather than destroying them, you can sometimes
prevent future waves of craft from entering, thus enabling you to deal with
other problems.
With shields, ion cannons, and warheads, you have the power to take down not
just starfighters, but also capital ships. I always like to disable frigates
and cruisers before I destroy them (if I destroy them). Its always easier to
take out a target that isn't firing back at you, especially if its equipped
with a warhead launcher.
As for takedown strategy, Assault Gunboats are able to withstand a direct
missile hit. I advise using one missile, followed by laser fire, to take one
down. The advantage you can use is that they are quite slow compared to the
other fighters you'd use to fight against them, so be grateful!
TIE Defender (T/D)
10 meters in length
155 MGLT Top Speed
Quad Laser Cannons
Dual Ion Cannons
Dual Warhead Launcher
200 SBD Shield
20 RU Hull
Damn, this thing is a beast. Not only is it fast, its shields are strong and
it is armed to the teeth. Its just too bad that the Empire didn't design such
a craft sooner; they could have decimated Rebel forces with the power of this
craft.
There's little advice that I can give when flying this craft; basically, you
are the superior fighter when in the cockpit of this thing, with very few
craft even able to pose a threat to you.
The problem lies in going up against them. These things can rip you to shreds
if you're not careful, even if you're flying the same damn craft! My best
advice is to use missiles to get rid of them from a distance, then switch to
cannons if you have to get in close. Keep your speed up as much as possible;
they can run laps around you, thus making it that much harder to get hits on
them.
Missile Boat (MIS)
10 meters in length
125 MGLT Top Speed
Single Laser Cannon
Two Dual Warhead Launchers
120 SBD Shield
20 RU Hull
SLAM System Doubles Speed
I used to think of this thing as nothing more than a mobile missile platform,
but then I realized; with so many missiles, I can take out almost anything!
That was the thought when this craft was created. Designed to counter the
TIE Defender, it is uniquely equipped with a SLAM system. How this works is,
by engaging the system, your engines will work at up to 200% and effectively
double your speed, but in the process will drain power from your laser cannon.
Combat with this is easier than it seems. You will always carry at least 40
advanced concussion missiles, and you can take out almost any craft with them;
with your other launcher, you can choose what to arm yourself with, depending
on what your mission objectives are and what craft you are going up against.
Fortunately, you do not have to fight against any enemy missile boats, because
the enemy does not have any. A small victory, if I say so myself
X-Wing (X/W)
15 meters in length
100 MGLT Top Speed
Quad Laser Cannon
Dual Warhead Launcher
50 SBD Shield
20 RU Hull
The X-Wing fighter is the standard Rebel craft you will face in combat. It is
a capable dogfighter, but can serve a dual role with its warhead launcher.
That being said, it is not inherently superior to any craft you fly, and can
be destroyed relatively easily.
Y-Wing (Y/W)
20 meters in length
80 MGLT Top Speed
Dual Laser Cannon
Dual Ion Cannon
Dual Warhead Launcher
75 SBD Shield
40 RU Hull
The Y-Wing is an older fighter in Rebel use, but it is still a highly
versatile craft. While not as fast as its counterparts, it is armed with
laser and ion cannons, as well as a warhead launcher. Its hull and shielding
allow it to withstand a direct missile hit. Like the X-Wing, it is not
superior to any craft that you fly, and you should have little problem taking
it out in close combat.
A-Wing (A/W)
10 meters in length
120 MGLT Top Speed
Dual Laser Cannon
Dual Warhead Launcher
50 SBD Shield
15 RU Hull
The A-Wing serves as the Rebels' superiority fighter. Armed with concussion
missiles, they can quickly take you down if you are not careful. Their speed
enables them to outmaneuver TIE Fighters and TIE Bombers, but the other craft
are able to keep up with them. Though fast, a few hits from your lasers, or
a single missile, will usually be enough to take them down.
B-Wing (B/W)
15 meters in length
90 MGLT Top Speed
Triad Laser Cannon
Triad Ion Cannon
Dual Warhead Launcher
125 SBD Shield
60 RU Hull
The replacement for the Y-Wing, the B-Wing certainly serves as a multipurpose
fighter. It is mobile enough to dogfight with most craft, armed enough to take
them down in relative quick order, and can carry enough warheads to take down
a large number of fighters, or a couple of capital ships.
The key to defeating them lies in getting their shields down. They'll slow
down to recharge their shields, and that's when you pile on the pain. Just
make sure you watch your six in the process!
Z-95 Headhunter (Z-95)
15 meters in length
85 MGLT Top Speed
Dual Laser Cannon
Dual Warhead Launcher
20 SBD Shield
15 RU Hull
The predecessor to the X-Wing, the Z-95 Headhunter is still used by the
Rebels, but it is also used by many bands of pirates who don't have access
to better technology. Though old and relatively weak, they can still pack a
punch if you don't destroy them quickly. Remember: anything with a missile is
a threat, so take care of them; a few laser blasts, or one missile, will
suffice.
Tyderian Shuttle (SHU)
20 meters in length
65 MGLT Top Speed
Quad Laser Cannon
100 SBD Shield
25 RU Hull
Tyderian Shuttles are among the most common craft you will encounter. While
most are used to ferry cargo or personnel, some are actually used in an attack
capacity, and their laser cannons can rip you to shreds if you don't dodge.
Its not their speed you have to worry about; its their LACK of speed,
to be honest. Match speeds with them to have the best opportunity to destroy
them.
Escort Shuttle (E/S)
30 meters in length
75 MGLT Top Speed
Triad Laser Cannon
One Rear Laser Cannon
120 SBD Shield
35 RU Hull
Escort Shuttles can be a real pain if you don't remember that they have a rear
laser turret. You can't just sneak up behind them to destroy them. You'll have
to use missiles and/or strafing tactics in order to defeat them.
Patrol Craft (SPC)
150 meters in length
80 MGLT Top Speed
Triad Laser Cannon
One Rear Laser cannon
150 SBD Shield
60 RU Hull
For some reason, I've never had a problem going up against SPCs. Because they
are large, it means more surface area to strike. Concentrated laser fire is
usually enough to finish these guys off.
Transport (TRN)
20 meters in length
55 MGLT Top Speed
Dual Laser Cannons
80 SBD Shield
40 RU Hull
Able to repair and rearm craft.
Transports are quite commonplace. Despite what the game description says,
they are sometimes armed with ion cannons as opposed to lasers. Often they
are used to disable and board craft, but they also can be used to reload
your warheads. Missile fire willusually take care of them, but lasers work
just fine as well.
Assault Transport (ATR)
45 meters in length
65 MGLT Top Speed
Dual Laser Cannons
100 SBD Shield
50 RU Hull
Able to repair and rearm craft
Assault Transports are powerful upgrades to the standard transport, and they
are larger to boot. I have seen ATRs armed with both ion cannons and/or
warhead launchers, so it is important to keep that in mind when engaging them.
Corellian Transport (CORT)
35 meters in length
65 MGLT Top Speed
Dual Laser Cannons
100 SBD Shield
50 RU Hull
Able to repair and rearm craft
I have a personal vendetta against these things. They're fast (faster than
their description says, I have to say), their narrowprofile makes targeting
them damn near impossible, and their cannon is omni-directional, making it
impossible to hide in a blind spot.
If you have a beam weapon, I highly suggest you use it. That, and missiles.
If you're out of them, well then good luck.
Tug (TUG)
10 meters in length
10 MGLT Top Speed
5 RU Hull
Able to repair and rearm craft
Tugs are quite easy to take out, but at the same time you need to take them
out quickly, especially if there are stationary starfighters. These tugs carry
the pilots, and I have to say it is a lot easier to take out a target that is
not firing constantly at you.
Also of note is that tugs will often be able to rearm you with additional
warheads; but, because they move so slowly, it is best to come to a stop
within 0.05 clicks of them. Otherwise, you'll be waiting a long, long time
for them to come to you.
Container A (CN/A)
75 meters in length
50 SBD Shields
10 RU Hull
Carries Bulk Cargo
You'll find containers like these all over your travels. They carry any form
of cargo, and can even be converted into makeshift bases for pirates and spy
forces. Luckily, they have no offensive weapons of their own, and are all but
reliant on any fighters, starships, or platforms for defense.
Container B (CN/B)
55 meters in length
50 SBD Shields
10 RU Hull
Carries Bulk Cargo
Another design of container, with the exact same stats as any other, except
for length. This one is a little harder to hit, though.
Container C (CN/C)
75 meters in length
50 SBD Shields
10 RU Hull
Carries Bulk Cargo
Another design of container, with the exact same stats as any other, except
for length. Roughly the same size as the CN/A, this one tends to serve most
often as a hangar for fighters.
Container D (CN/D)
50 meters in length
50 SBD Shields
10 RU Hull
Carries Bulk Cargo
Another design of container, with the exact same stats as any other, except
for length.
Container E (CN/E)
40 meters in lnegth
50 SBD Shields
10 RU Hull
Carries Bulk Cargo
Another design of container, with the exact same stats as any other, except
for length. The smallest of the containers, I believe this was designed for
use with the modular conveyors.
Heavy Lifter (HLF)
55 meters in length
20 MGLT Top Speed
10 RU Hull
Capable of moving other craft
These craft perform as advertised; they are capable of moving containers
and disabled starfighters, but their downsides lie in their speed and
their lack of shields. Just a few hits from lasers will be enough to eradicate
them.
Freighter (FRT)
100 meters in length
16 MGLT Top Speed
120 SBD Shields
30 RU Hull
Carries Bulk Cargo
These freignters are the standard cargo-carrying vessels in the galaxy,
carrying anything from food and water to weapons to hyperdrive units. They
are shielded and their hulls can take a little punishment, but they are no
match for a concentrated attack using warheads and/or laser fire.
Modular Converyor (CNVYR)
150 meters in length
24 MGLT Top Speed
70 SBD Shields
30 RU Hull
Carries Bulk Cargo
Designed to carry specific containers (I believe it is CN/B), these conveyors
provide an alternative method of transportation of bulk cargo. Like the
Freighters, they can't take too much punishment before they succumb to their
wounds, so warheads and/or laser fire will take them down.
Cargo Ferry (CARG)
90 meters in length
20 MGLT Top Speed
60 SBD Shields
30 RU Hull
Capable of moving other craft
Cargo Ferries are an improvement over the standard Heavy Lifters. Because they
are shielded, they can take a lot more punishment than their counterparts, but
that doesn't mean they are invincible. Laser fire and/or a pair of warheads
will do them in easily enough.
Container Transport (CTRNS)
200 meters in length
30 MGLT Top Speed
50 SBD Shields
35 RU Hull
Carries Bulk Cargo
A variation of freighter that carries 3 CN/As, the Container Transport is not
that well defended. Laser fire will usually suffice in taking these ships
out of commission. I should note that some of these ships are armed with
laser turrets, so be careful.
Corellian Corvette (CRV)
150 meters in length
20 MGLT Top Speed
Twin turbolaser turrets
Single warhead launcher
100 SBD Shields
50 RU Hull
Corellian Corvettes are older ships, but still widely used by the Rebel
Alliance. Also known as Blockade Runners, the Corvette is armed well enough
to defend successfully against most starfighter attacks. However, a well
placed rocket or a couple of torpedoes are usually enough to take one of
these ships down.
I should note that there IS a warhead launcher aboard Corvettes, but for some
reason you can't target them. It must be integrally built into the hull, which
I think is dirt cheap. Best way to take it out, then, is to destroy the ship
altogether.
Modified Corvette (M/CRV)
150 meters in length
20 MGLT Top Speed
Six turbolaser turrets
Single warhead launcher
100 SBD Shields
50 RU Hull
Modified Corvettes pack much more of a punch than their older counterparts.
If you're not careful, their lasers will rip you to shreds, as well as destroy
any warheads you fire at them. Add to that an integral warhead launcher
(impossible to destroy unless the ship goes completely), and you have one
formidable foe.
Nebulon B Frigate (FRG)
400 meters in length
16 MGLT Top Speed
Many turbolaser turrets
Single warhead launcher
160 SBD Shields
80 RU Hull
Nebulon B Frigates are an older, but effective, design used both by the Empire
and the Rebel Alliance. They are capable of carrying two squadrons of
fighters, and are designed to repel starfighter attacks with both a warhead
launcher and numerous laser turrets. Taking one on alone is tantamount to
suicide, and even if its fire is directed elsewhere, it will take a while
to completely drain its shields.
The best advice I can give is to disable it if possible. That way, its nothing
more than a giant target for you and your allies. Otherwise, you are going to
have to do a heck of a lot of evading to get this thing to go critical.
Modified Frigate (M/FRG)
250 meters in length
16 MGLT Top Speed
Many turbolaser turrets
Single warhead launcher
160 SBD Shields
100 RU Hull
Building off the design of the Nebulon B Frigate, Modified Frigates are
smaller, yet with a stronger hull and the same punch as its predecessor.
Again, taking one head-on is foolish, but it is possible to take them down.
Disabled starship = giant target.
Escort Carrier (ESC)
500 meters in length
12 MGLT Top Speed
Many turbolaser turrets
Single warhead launcher
160 SBD Shields
90 RU Hull
Escort carriers are mobile starfighter platforms, able to carry entire
wings of fighters. They are armed well, with many laser turrets and a warhead
launcher. However, they are easier to take down than Frigates and Corvettes
because their turrets are more spread out. With more surface area, that means
more area to strafe and strike.
Interdictor Cruiser (INT)
600 meters in length
8 MGLT Top Speed
Many turbolaser turrets
Single warhead launcher
180 SBD Shields
70 RU Hull
Interdicts enemy hyperspace jumps
Interdictors play a key role in overall combat, largely due to their gravity
well generators. These prevent enemy forces from escaping into hyperspace,
thus ensuring total victory. They are armed decently as well, with a warhead
launcher and turbolasers for defense.
If going up against one, take out the warhead launcher first; it poses the
most serious threat to you. Other than that, you can dodge the lasers with
relative ease. Disabling it will prevent it from escaping and
counterattacking, so try that as well.
Victory Star Destroyer (VSD)
900 meters in length
8 MGLT Top Speed
Many turbolaser turrets
Dual warhead launcher
200 SBD Shields
100 RU Hull
Victory class Star Destroyers are derived from an earlier design that
originated in the Clone Wars. They were built with both starship combat
and planetary assault in mind, with the capacity for starfighter squadrons
and Stormtrooper regiments, and will often serve as the command vessel for
Imperial commanders.
To effectively combat such a beast, make sure you take out the warhead
launchers; they will pose the greatest threat to you and your allies. Also,
this thing can take some punishment, so be sure you use your hard-hitting
warheads to lower its shields and take out its hull.
Imperial Star Destroyer (ISD)
1,600 meters in length
10 MGLT Top Speed
Many turbolaser turrets
Single warhead launcher
300 SBD Shields
150 RU Hull
Here they are: the heavy hitters of the Imperial Fleet. They are imposing,
powerful, and basically mobile fortresses. Unless you have some help, taking
one down is going to be quite the challenge.
Needless to say, destroy the warhead launcher before you do anything else;
nothing is harder than trying to destroy a target while avoiding getting hit
by a missile. Once that's taken care of, take out its shields with your
heaviest weaponry. Space Bombs work wonders here because, at close enough
range, it is impossible to miss. If you can disable it, great; if not,
it is large and slow enough to destroy eventually with laser fire.
Light Calamari Cruiser (CRL)
500 meters in length
12 MGLT Top Speed
Many turbolaser turrets
Dual warhead launchers
160 SBD Shields
80 RU Hull
Light cruisers are smaller versions of the Rebels' main attack ship, the
Mon Calamari Cruiser, though it still packs quite a punch. With dual warhead
launchers and multiple turbolaser batteries, taking one out requires heavy
artillery and great speed. If you can take out the launchers, I suggest you
do so; it will help you greatly. Be wary, as these cruisers often carry
multiple squadrons of fighters as additional defense!
Calamari Cruiser (CRS)
1,300 meters in length
10 MGLT Top Speed
Many turbolaser turrets
Dual warhead launchers
240 SBD Shields
140 RU Hull
The backbone of the Rebel fleet, the Calamari Cruiser is heavily armed
and carries full wings of fighters, in addition to its turbolasers and
warhead launchers. Despite these defenses, it is possible to take them
down, but you must do so carefully. The warhead launchers must go, and if
you can destroy enough of the turbolasers, then it becomes that much easier.
Platform Class 1 (PLT/1)
250 meters in length
Many turbolaser turrets
Single warhead launcher
200 SBD Shields
100 RU Hull
Stationary launch and supply site
Platforms are often set up in systems and locations that are strategic in
value, and can serve many purposes. Some serve to protect and inspect cargo
traffic in an area, while others are used for research purposes. Needless to
say, they are heavily armed in and of themselves, and will often have fighter
squadrons to augment their already potent defenses.
To take a platform out, always target the warhead launcher first; the lasers
are intense, but dodge-able, but the missile will usually find its way to you!
Even if its the only thing you destroy on the platform, you will save the
lives of many of your comrades through this one, small action.
Platform Class 2 (PLT/2)
250 meters in length
Many turbolaser turrets
Single warhead launcher
200 SBD Shields
100 RU Hull
Stationary launch and supply site
Platforms come in many shapes and sizes, though they all contain the same
specfications in terms of length and deadliness. Again, the warhead launcher
makes this thing a force to be reckoned with, so render it nonexistent.
Platform Class 3 (PLT/3)
250 meters in length
Many turbolaser turrets
Single warhead launcher
200 SBD Shields
100 RU Hull
Stationary launch and supply site
Platforms come in many shapes and sizes, though they all contain the same
specfications in terms of length and deadliness. Again, the warhead launcher
makes this thing a force to be reckoned with, so render it nonexistent.
Platform Class 4 (PLT/4)
250 meters in length
Many turbolaser turrets
Single warhead launcher
200 SBD Shields
100 RU Hull
Stationary launch and supply site
Platforms come in many shapes and sizes, though they all contain the same
specfications in terms of length and deadliness. Again, the warhead launcher
makes this thing a force to be reckoned with, so render it nonexistent.
Platform Class 5 (PLT/5)
250 meters in length
Many turbolaser turrets
Single warhead launcher
200 SBD Shields
100 RU Hull
Stationary launch and supply site
Platforms come in many shapes and sizes, though they all contain the same
specfications in terms of length and deadliness. Again, the warhead launcher
makes this thing a force to be reckoned with, so render it nonexistent.
Platform Class 6 (PLT/6)
250 meters in length
Many turbolaser turrets
Single warhead launcher
200 SBD Shields
100 RU Hull
Stationary launch and supply site
Platforms come in many shapes and sizes, though they all contain the same
specfications in terms of length and deadliness. Again, the warhead launcher
makes this thing a force to be reckoned with, so render it nonexistent.
Satellite
5 meters in length
5 RU Hull
Stationary communications system
Satellites are commonplace throughout your missions, though they are not
usually your direct targets. One laser blast is enough to take them out, and
they won't fight back.
Mine Type A
15 meters in length
Single laser cannon
5 RU Hull
Contact mine
Type A mines fire lasers at targets within range. While one is not deadly
in and of itself, trying to weave and dodge through 2 dozen firing on you can
prove quite the challenge. Fortunately, they only take a single hit, so once
you nail it, its gone.
Mine Type B
15 meters in length
Single ion cannon
5 RU Hull
Contact mine
Type B mines, unlike their counterparts, fire ion blasts at craft within
its range. Unlike laser blasts, ion blasts travel slow enough to dodge with
relative ease. They also only take one hit to destroy, so simply make sure to
dodge and weave while dealing with them.
Mine Type C
20 meters in length
Single laser cannon
Single warhead launched when destroyed
5 RU Hull
Contact mine
Ok, these are the biggest pain in the ass. Not only do they fire lasers when
you are in range, but when you destroy one, it fires a damn missile at you!
Now that is just not fair, especially when you're half a click away and don't
have time to dodge or fire your lasers at it. Best way to take these out is
to keep your distance, do it one at a time, and then target the missile.
Repeat until minefield is clear.
Probe Type A
5 meters in length
5 RU Hull
Spy probe
Type A probes are sensor probes, and they serve either as an enhancement to a
station's or starship's own sensors, or can serve as a spy probe. One shot
will destroy them, and they do not possess any countermeasures.
Probe Type B
5 meters in length
5 RU Hull
Nav buoy
Type B probes tend to serve as navigation buoys for starships. One shot is
enough to destroy them, and they do not possess any countermeasures.
T-Wing (T/W)
10 meters in length
110 MGLT Top Speed
Dual laser cannons
Dual warhead launchers
20 SBD Shields
15 RU Hull
T-Wings are an experimental fighter developed for, but ultimately rejected by,
the Rebel Alliance. Many of these ended up in the hands of pirate groups, such
as the Rneeki. They are similar to the X-Wing in every way, except that they
are slightly smaller in size and are a tad bit faster. Honestly, though, they
shouldn't even be a threat, considering what you'll be flying against them.
R-41 Starchaser (R-41)
15 meters in length
100 MGLT Top Speed
Dual laser cannons
Dual ion cannons
Dual warhead launchers
30 SBD Shields
15 RU Hull
Another dated starfighter, R-41s still must be taken seriously because of
their quite heavy armament. While not as agile as other fighters, they tend
to be quite annoying because of their heavy armament and seeming tendency to
launch a lot of missiles. Take them out quickly, before they do so to you.
Scout Craft (SCT)
75 meters in length
80 MGLT Top Speed
Triad laser cannons
180 SBD Shields
60 RU Hull
Scout craft are launched for just such a purpose; they'll do advance recon
on a particular area. They're defended pretty well, just in case they come
under fire, but they definitely aren't designed purely for combat. I wouldn't
take one on if I were you, but it IS possible to take them down.
Escort Transport (ETR)
45 meters in length
70 MGLT Top Speed
Many turbolaser turrets
Dual laser cannons
Dual ion cannons
Dual warhead launchers
250 SBD Shields
125 RU Hull
You only go up against them at the end of your career, but I do know that
they are armed to the freakin teeth. Turbolasers and front-mounted laser
cannons, ion cannons, warheads, and some impressive shielding and armor make
this the ideal capture vessel. If by some chance you do come across this,
you're better off running. Even in the best of craft, odds are you are at a
disadvantage.
Combat Utility Vehicle (CUV)
15 meters in length
35 MGLT Top Speed
Dual laser cannons
Dual warhead launchers
8 RU Hull
Able to repair and rearm other craft
To be honest, I've never seen a CUV actually attack anything. They usually
just serve as reload vehicles for your weapons.
Muurian Transport (MTRN)
80 meters in length
90 MGLT Top Speed
Dual turbolaser turrets
Triad laser cannons
80 SBD Shields
30 RU Hull
I used to hate these things, but then I realized they're easy as cake to
take out. While fast, they're quite large, which means you shouldn't have
too much trouble hitting it. You'll encounter them at a point in the game
where you should have no problem taking them out in large numbers.
Carrack Light Cruiser (CRKC)
350 meters in length
18 MGLT Top Speed
Many turbolaser turrets
Dual warhead launchers
160 SBD Shields
100 RU Hull
Carrack cruisers are ships that are designed as escort ships for larger
groups, but are also able to defend themselves. They're faster than larger
ships, but can still pack quite a punch. Utilized mostly by the Empire,
some are also in the hands of the Alliance.
To take one down, you'll have to deal with its warhead launchers; they can
wreak havoc on enemy fighters. If you can take out enough of its turbolasers,
then you can park yourself in a safe spot and take it out, either with lasers
or warheads, or a combination of both. Its a strong ship, but its not the
toughest ship you've faced.
Strike Cruiser (STRKC)
450 meters in length
18 MGLT Top Speed
Many turbolaser turrets
Single warhead launcher
180 SBD Shields
100 RU Hull
A newer craft, the strike cruiser was built as a speedier alternative to
heavy ships such as the ISD and the Calamari cruisers. Capable of carrying
both fighters and troops, and signifcantly well armed, these cruisers can
serve as both group elements and self-contained combat forces.
The weakness lies in their seeming lack of shield and hull strength. For some
reason, they seem a lot easier to take out than even the frigates, so you
should play that to your advantage. Given that you'll usually be fighting
these craft in missile boats, you shouldn't have too much trouble taking
these guys out.
Dreadnaught (DREAD)
600 meters in length
14 MGLT Top Speed
Many turbolaser turrets
Single warhead launcher
160 SBD Shields
80 RU Hull
Dreadnaughts are large, ancient ships whose design dates back at least to the
Old Republic. While they're not as armed to the teeth as newer counterparts,
they are still well enough defended to pose a threat. While the Alliance and
Empire both possess Dreadnaughts, they will often be seen in the employ of
smaller factions.
Take them down as you would any capital ship: CAREFULLY. You'll have no real
hiding spot when fighting one of these things, so you'll need to either keep
moving or take out most to all of their turbolasers.
X7 Factory Station (FAC/1)
500 meters in length
Many turbolaser turrets
Single warhead launcher
200 SBD Shields
100 RU Hull
Stationary manufacturing facility
Factories are large manufacturing facilities that produce anything from droids
to starfighters. In addition to their size, they are often quite well armed,
with both a missile launcher and numerous turbolasers. They also can take
quite a beating, so you'll need to keep moving as you're attacking. I can't
underestimate the importance of disabling something like this if at all
possible.
C3 Passenger Liner (LINER)
400 meters in length
18 MGLT Top Speed
160 SBD Shields
110 RU Hull
Civilian cruise ship
Passenger liners are a huge status symbol. While many people often have their
own small transports or personal craft, a ship as large as this is reserved
for the uber-wealthy and powerful. The only one you see in this game belongs
to such a person: the Emperor himself.
Container F (CN/F)
50 meters in length
50 SBD Shields
10 RU Hull
Another design of container, with the exact same stats as any other, except
for length.
Container G (CN/G)
25 meters in length
50 SBD Shields
10 RU Hull
Another design of container, with the exact same stats as any other, except
for length.
Container H (CN/H)
20 meters in length
50 SBD Shields
10 RU Hull
Another design of container, with the exact same stats as any other, except
for length.
Container I (CN/I)
40 meters in length
50 SBD Shields
10 RU Hull
Another design of container, with the exact same stats as any other, except
for length.
VII. What Weapons to Choose
You'll notice that, after the first mission, you'll have the option of picking
what you want equipped to your craft. Below, I've listed the different choices
and their respective advantages and disadvantages.
Concussion Missile
Advantage - Useful against starfighter attacks; plentiful supply
Disadvantage - Not useful against capital ships; outperformed later in game
by Advanced Missile.
Advanced Missile
Advantage - Highly useful against starfighter attacks; plentiful supply;
standard in Missile Boat.
Disadvantage - Not useful against capital ships.
Proton Topredo
Advantage - Useful against capital ships; higher supply compared to heavy
rockets and space bombs.
Disadvantage - Useless against starfighter attacks; less damage compared to
rockets and space bombs; outperformed later in game by Advanced Torpedo.
Advanced Torpedo
Advantage - Useful against capital ships; higher supply compared to heavy
rockets and space bombs.
Disadvantage - useless against starfighter attacks; less damage compared to
rockets and space bombs.
Space Bomb
Advantage - Incredibly useful against capital ships
Disadvantage - Low supply compared to rockets and torpedoes; useless against
starfighter attacks; requires you to get awful close to your target to ensure
a hit.
Heavy Rocket
Advantage - Incredibly useful against capital ships; higher supply compared to
space bombs.
Disadvantage - Useless against starfighter attacks; slower and smaller supply
compared to torpedoes.
Tractor Beam
Advantage - Probably the one thing that can hold a TIE Defender stationary
long enough to knock it out of the water
Disadvantage - Drains engine power to charge; opponents can often be
outmaneuvered without use of the tractor beam
Jamming Beam
Advantage - Prevents other craft from getting a missile lock on you
Disadvantage - Trust me; good maneuvering will serve you better and longer
than a jamming beam.
VIII. Titles
As you earn points on your various tours of duty, your rank will increase.
You start the game as a mere flight cadet, but by the end you could end up as
a general! Meritocracy at work, to an extent.
Also, in addition to your rank in the Imperial Navy, there is an organization
known as the Secret Order of the Emperor. Consisting of unknown members spread
across the galaxy, the Secret Order ensures that the will of Emperor Palpatine
is enforced. By completing secondary objectives, you can become an integral
part of this shadowy cabal. The sign of your rank is, quite literaly, a mark
on your forearm.
A. Imperial Rank - This is your rank in the Imperial Navy
Flight Cadet - You start the game at this rank.
Flight Officer - To earn this rank, score roughly 10,000 points in actual
combat. It is possible to achieve this in a single mission. Also, you
could complete training missions (a combination of up to 8 combat training
missions and/or training patches) to earn this rank.
Lieutenant - To earn this rank, score roughly 50,000 points in actual
combat; this equates to, on average, completing 2 or 3 missions.
Captain - To earn this rank, score roughly 150,000 points in actual
combat. On average, this rank can be achieved in the second tour.
Commander - To earn this rank, score roughly 250,000 points in actual
combat. I had achieved this rank during the fourth tour.
General - The highest rank, this requires around 500,000 points in
actual combat. I attained this a little after Harkov's treachery was
exposed.
B. Secret Order - This is your standing in the Secret Order of the Emperor
None - You start as a complete outsider; thus, your arm is bare
First Initiate - After scoring roughly 100,000 points, as well as
achieving secondary objectives, you will be initiated into the Secret
Order. A small mark on your arm is imprinted.
Second Circle - Once you achieve 200,000 points, you will proceed further
into the order. An additional mark will be imbued upon your arm.
Third Circle - Around 300,000 points, admittance to the Third Circle is
granted. The mark on your arm will be added to as well.
Fourth Circle - 450,000 tour points, roughly, will gain you this rank; is
it just me, or are there a lot of layers to this organization?
Inner Circle - Around the same time you attain the rank of General, you
will be granted status in the Inner Circle. The mark on your forearm will
be completed
Emperor's Hand - A prestigious status given to only a select few in the
entire galaxy. The Emperor's Hand is directly accountable to the Emperor
and, as such, is responsible for the most secret and important tasks
handed down. This will be given to you upon attaining, roughly, 1 million
points.
Emperor's Eyes - The Emperor's Eyes are Palpatine's vision throughout the
galaxy. Through them, in combination with his mastery of the Dark Side of
the Force, is able to foresee a great many things. After achieving
approximately 1.4 million points, this title will be bestowed upon you.
Emperor's Voice - The words of the Emperor must be heard throughout the
galaxy; by his command does the Empire exist. Working your way towards
1.7 million points will earn you this title.
Emperor's Reach - The highest status you can achieve in the Order. As
proof of your ability to enforce the Emperor's will throughout the galaxy,
Secret Order has bestowed upon you this unique title. To attain this,
you will need to score almost 2 million points. Please note that it is
quite hard to achieve this on easy, usually because points are at a bit of
a premium on that difficulty level. Its less of a challenge to get more
points on higher difficulty levels.
IX. Conclusion
It has been a long process, but I have to say I feel fulfilled. This game is
truly a masterpiece, and for a PC game that is twenty years old, that is a
remarkable feat. I have to issue my thanks to the following:
To LucasArts. I don't know who's still there that worked on this game, but
thank you for putting some time, effort, and a whole lotta love into this
game. It is a testament to you.
To GameFAQs. This is the third guide I've written for the site, and I am
happy to say that I feel this is my best work so far. Thank you for giving
me an outlet for not only my writing abilities, but for all of us who choose
to contribute.
Lastly, a big thank you to Totally Games! for rrleasing the game in a format
that is readable by Windows XP. Trying to run this, with a joystick, using
DOSBox is the biggest pain you can imagine. Without an XP-compatible version,
I would not be able to play this game, nor would I have the desire to write
this guide.