Star Wars: TIE Fighter Walkthrough :
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Walkthrough - FAQ/WalkthroughMMMMMMMMMMMMMMSMO vMMMMMMM TIE FIGHTER MMMMMMMMMMMMVMMMO %MMMNNMMMM MISSION GUIDE MMMM @MMMO @MMMO MMMM v.0.8 3.15.06 MMMM @MMMO @MMMO MMMM OOGGGOOOOOOGO by Benjamin Paul Galway MMMM @MMMO @MMMO OMNNNMMMMMSGGV bpgalway@netscape.net $CvOGSQ@NMvOMO @MMMO SvMMMMMMMMSMQv e-mail and PayPal C7NNNNNMNv#7vO @MMMMMMMM %N$OMNMMNNvSMMv TABLE OF CONTENTS 7CSNNNNNOvM%%O @MMM@OOC vNNvMMNMMM8MMMvC -- INTRODUCTION ?#vSNNNN7%NN%C @MMMO ^^^ CNMNGMNNMvSMMMM7 -- GENERAL ADVICE M#OvNNNNCCNMC" @MMMO MMMM ONMMVOMNHSNMMMMOC -- WALKTHROUGH M##%7MNNv7NNM%v@MMMO CO$OCvGO 8NMMMOCQ$vMMMMMMv -- OTHER NOTES M#NN7%#NvOMNN"%@MMMGOVO$OCvOOS@Ov$VQMV8QCvMMMMMMvv -- CREDITS M##NNCCV$#NNNN%CHv7OvvC7%QMvHS@@QO$VVVOOvvS#MMMMMv @#NN7v?$HNNNN%/MHCCCv7OQMNONg@#@VV8GV$GG7$NMMMMMCO #MMMMMMMMMMOM #MMMM$S@NS%C"%NNNNN%CMOv$8QQ@##gHgQ#@VQONMVGv$MMMMMMMvV MMMMMMMMMMMgMMM MMMMMMM%NN#HCO$vvvOO%C%MNvOOO%S@Hg@#Q#$MMMMQSMMOSMMMMMSC MMMMO MMMM MMMMO MMM#NNN#C%?MNNMMO" MOVGVSOVCVG8MM vNMNV@M#NOMMMMMvv MMMMO MMMM MMMMO MMM%NMN$CQCNNNNMG% ?MMMM8@Q8GMMMM GMMHSMMMMNON#MMOV MMMMMMMM MMMM MMMMO NNNNHNN7CNSCNNNMS% ?MMMM MMMM /vMVMMMMMNvONMMCG MMMMH88C MMMM MMMMO "NN7NMN7%MNMQ% ?MMMM MMMM #SNMMMMMMvvNM$M MMMMO MMMM MMMMOMMMMM^#H$MMMN7OMMg% ?MMMM MMMMMMMvMNNMMMMMMvN@C MMMMO MMMM MMMMONMMMM %77NNMNHCHM@% ?MMMM MMMMMMMN vGSG8NMNMOOC^ MMMMO MMMM MMMMO MMMM C$MMMMMVOMH% ?MMMM MMMM @000GSGOGMM MMMMO MMMM MMMMO MMMM CNNMMMMN7C@% ?MMMM MMMM ?MMMM @MMMM MMMMM MMMMO MMMM MMMMO MMMM MMMCCSNM#%S" ?MMMM MMMM ?MMMM @MMMM MMMMM MMMMO MMMM MMMMO MMMM MMMM ?MMMM ?MMMM MMMM ?MMMM @MMMM MMMMM MMMMO MMMM MMMMMMMM/ MMMM ?MMMM ?MMMM MMMMMMMMMM @MMMM CMMM # MM ========================================================================== === ======= ======== ======== ======= === ==== == == ======= INTRODUCTION ======= == == ==== ===== ====== ====== == == ===== ====== ==\ \== ===== The introduction to the ===== ==/ /== ====== ======= ==\=\== ==== document and copyright. ==== ==/=/== ======= ===========\=\==============================================/=/=========== _________________________________________ |o| Introduction |o| _________________________________________ I'm no huge Star Wars fan, but how can anyone not love TIE Fighter? It has the great ship designs Star Wars is famous for along with a compelling story that has you playing as the Empire trying to restore order and expand your power throughout the galaxy. I also like how the Empire isn't some evil organization in the game; it's just a dominant force in the universe trying to get everyone to agree to its terms through power, with the obvious political parallels. If you at all enjoy flight combat games, you need to play TIE Fighter -- it really is the best of the genre. Note that this TIE Fighter guide is based on the original floppy disk version (the only one I have) and may or may not apply to the various rereleases available. I've read enough reviews and USENET posts to understand that the newer releases have some different AI routines and other subtle changes to the original missions as well as additional levels not available in the floppy disk version. The added missions from the Defender of the Empire add-on will also not be covered since that is not part of the original release as well. While I may choose to expand this document in the future to cover those additions, for now I am concerned only with the core game that is TIE Fighter. If you're new to TIE Fighter, well, good luck. The game is massively complicated, and it'll take a good while getting used to all the options available to you if you're new to flight simulations. Once you begin you'll notice that you only need to complete the primary missions to move on through the game; the secondary and bonus goals are extra challenges that demand more skill but also award you more points, which translate into a higher rank for your pilot. This guide lists all possible goals within a given battle and will explain the best method I know of to accomplish all of the goals. The extra goals do affect the story in a slight way, so while they are not mandatory to advance, it'll make the game more enjoyable and challenging. If you follow the walkthrough and accomplish all of the goals listed, you can guarantee a seat for yourself within the Secret Order of the Emperor's Inner Circle. Note: It's been over four months now since I've been able to work on this guide, and it doesn't look as though I'll be able to complete it any time soon. Thus, I've decided to release it in this unfinished form, something I was trying to avoid doing since I have enough unfinished guides already. I do intend to complete it once I fix the PC I use to play the game; I already have more information than what is being presented in this document, but I have chosen to truncate it so that it doesn't come across as a piecemeal walkthrough (and as such am not wanting help to finish this project). Version 0.8 - March 15, 2006 - Minor editing. Version 0.7 - March 19, 2003 - Initial release. _________________________________________ |o| Copyright Disclaimer |o| _________________________________________ As always, this guide is free for personal use only. You may not profit from this document, either directly or indirectly, nor have permission to alter this file in any way. You may not use this in conjuction with any other form of media nor plagarise its contents. The latest version of this guide can always be found at GameFAQs [ gamefaqs.com ]. ========================================================================== === ======= ======== ======== ======= === ==== == == ======= GENERAL ADVICE ======= == == ==== ===== ====== ====== == == ===== ====== ==\ \== ===== Quick notes and tips to ===== ==/ /== ====== ======= ==\=\== ==== help you play better. ==== ==/=/== ======= ===========\=\==============================================/=/=========== |o| Get a good joystick. I cannot stress this enough. Trying to target tiny starships against a black backdrop whizzing at great speed is very difficult. You need a steady, accurate joystick to have any hope of targeting and dispatching the fast craft. Technically the game is playable with a mouse, but you'll never survive given its sluggish turning speed. |o| When you first start playing, the "K" key (which brings up the command list) will be your best friend. TIE Fighter's controls are quite complex, and you'll have to use all available functions to succeed. Don't hesitate to check how to activate some feature; time is stopped when using the game's menus. The most important keyboard functions you'll need during battle: |o| Start each battle by pressing the "G" key, which will display the primary and secondary goals for the mission. While you must use clues from the cloaked figure and your own hunches and instinct to ferret out the bonus goals, seeing what needs to be done isn't a problem. Always review the mission goals and check the map (with the "M" key) to plot the best route to nail all the level requirements. |o| Pressing SHIFT+F5, SHIFT+F6, and SHIFT+F7 will save the current target. You can recall the target from memory by pressing any of function keys during battle. |o| Know your target keys: The "R" key will target the nearest enemy while the "E" key will target your nearest attacking threat. While you have an object targeted, press the "A" key to change the target to the object's immediate threat. While you can and will often use the "T" and "Y" keys to cycle through all the objects on the field, it's just not quick enough during large scale ship destruction missions, when you have a fighter breathing down your neck, or must defend a craft with limited shields and weaponry. |o| BACKSPACE will set your engines at their maximum speed; the "\" key will stop your fighter; and the ENTER key will set your ship's speed so that it matches your target. |o| The "D" key will display a damage assessment of your craft. When enemy fire has damaged your ship, you can toggle this option to check your ship's status and see how much time must pass before it repairs the damage. Usually you won't have time to repair since an enemy will likely finish you off before the repair is complete, but you can always try to divert all power to your shields and/or engines to buy time for the repair to finish and complete the battle. |o| F9 and F10 can be used to divert power from the laser, engines, or shields into one or the other. Best used to obtain a higher maximum speed to travel across long distances as fast as possible. |o| SHIFT+I will have your wingmen ignore your current target while SHIFT+A will have them attack it. When a goal requires a craft to be disabled and captured, be sure to have them ignore it to prevent them from destroying the vital craft. |o| The "," key will cycle through the available firing targets on a targeted ship. If you target the lasers when attacking a heavily armed craft, you can lessen its ability to attack you and other friendly ships while still inflicting some damage. |o| When having to attack large, heavily armed craft, always look for the safest spot if possible. For example, Corvettes are vulnerable from the rear, so launch your attack behind them. Since platform lasers are situated on the top, use that to your advantage to attack underneath. |o| Your wingmen will invariably attack the number 1 craft when told to attack a unit and work their way down through the ranks. When you order them to attack a flight group and will be attacking it yourself, start from the bottom of the group and work your way up through the list. |o| Choose your missiles wisely. If the mission requires a number of large vessels to be destroyed, then you should select a slower but more powerful weapon like the Heavy Bomb. If you must fight a number of A-wings, then the standard Concussion Missile would be best since it has the speed needed to chase them down. Note whether or not you can reload during the mission, and try to learn how much damage a single missile will inflict on a given target to avoid wasting your supply. |o| Ships can and will hyperspace out of the field, dock inside larger craft, or get destroyed. Give priority to those goals which are more time sensitive -- for example, if a mission requires that you eliminate all X-wings and also destroy several nearby parked containers, be sure to deal with your flight risk first. |o| When dogfighting, it's best to roll to position your target's tracker to the top of the display then pull back so that it'll dip back into your crosshairs. Try to avoid dogfighting with ships that outclasses yours; a standard TIE Fighter can easily match up against X-wings, Y-wings, and B-wings but A-wings and other advanced ships will have their way with you. |o| Always move. Always shift and turn. Never, ever, ever fly in a straight line when there is a threat nearby. Your puny TIE Fighters are beyond weak. A handful of lasers will destroy it. Avoid letting your enemies get a fix on your position by always shifting and turning, and try to avoid doubling back on enemies or flying into them. The TIE Fighters were designed for speed and mobility -- use that to your advantage. |o| To get the best score and rank, make sure you accomplish all possible goals in a mission. Remember you can retry a mission as often as needed from the mission review screen; however, once you advance to the next mission, you will not be able to go back. ========================================================================== === ======= ======== ======== ======= === ==== == == ======= WALKTHROUGH ======= == == ==== ===== ====== ====== == == ===== ====== ==\ \== ===== Goal lists, logs, and battle ===== ==/ /== ====== ======= ==\=\== ==== tips for all missions. ==== ==/=/== ======= ===========\=\==============================================/=/=========== Just a few notes and reminders about the walkthrough that follows. TIE Fighter's missions are in real-time, but not all events are scheduled with the clock. Some events are tied to actions such that when you, say, destroy one ship, it'll trigger the arrival of other ships (these "tied" events are noted in the schedule listed as "TI-ED"). The times vary slightly with each game, but they should help you see what needs to be done first in relation to the goals attempted. This walkthrough denotes specific difficulty level challenges with an "M" for "medium" and an "H" for "hard." If a goal is marked with an "M," that means it is only a requirement during the mission when played at the medium difficulty level; the other modes will not feature that particular goal. I should also preface this walkthrough by letting everyone know that I myself am not good enough to accomplish everything listed here regularly. I have much difficulty trying to destroye Lt Calamari Cruiser Falaricae without "cheating," and I still can't quite destroy Corellian Transport Cimigo in time before it leaves. Knowing what needs to be done is one thing; having the skill and talent to pull it off is another that only you yourself can provide with enough practice. Finally, your score appears to be based on every possible factor relating to the mission, from goals completed, your own shot accuracy, ships destroyed (both your enemies and your teammates), time taken to complete mission, etc. Obviously, the better you play and smarter the strategy, the better your score should be. Note that anything that makes the game easier has a tremendous negative affect on your score, so don't think you can turn on infinite ammo and invulnerability and think you can breeze through the missions with perfect runs and scores to match. Keep this in mind as you play through, since rank is tied into your score. =========================================================================== Battle One AFTERMATH OF HOTH Pursue Rebels fleeing from Hoth. =========================================================================== Battle 1 Mission 1 The Aftermath of Hoth I #1: Patrol Jump Point D-34 _________________________________________ One TIE Fighter from Alpha, Beta, and Gamma Squadrons will be sent out on patrol around Outpost D-34. Your mission is to inspect all cargo carrying vessels at they pass by our station. We are on the lookout for Rebel forces that are fleeing from their base on Hoth. Primary Goals: -- 100% of Freighter group Onece must be inspected. -- 100% of Transport group Dayta must be inspected. Secondary Goals: -- Freighter Onece ? must be captured. -- 100% of Corellian Transport group Yander must be inspected. (M/H) -- 100% of Container Transport group Taloos must be inspected. (M/H) Bonus Goals: -- 100% of Escort Shuttle group Tough must be destroyed. (H) -- Transport Glich must be destroyed. (H) Schedule of Events: 00:06 FRT Onece 1-5 enter field near buoy B-18. 00:11 TRN Dayta 1-2 enter field following FRT Onece. 04:13 TRN Dayta 1 enters hyperspace. 04:16 TRN Dayta 2 enters hyperspace. 08:47 FRT Onece 1 enters hyperspace. 08:49 FRT Onece 2 enters hyperspace. 08:49 FRT Onece 3 enters hyperspace. 08:49 FRT Onece 4 enters hyperspace. 08:49 FRT Onece 5 enters hyperspace. TI-ED TRN Sigma 1-2 enters field the moment FRT Onece 3 is inspected. TI-ED SHU Roe 1-3 enters field right after Onece 3's shields are down. TI-ED CORT Yander 1-3 enters shortly after the SHU Roe craft appear. TI-ED CTRNS Taloos 1-2 appear after CORT Yander 1-3 enter the field. TI-ED SHU Escro 1-3 appear after SHU Roe 1-3 are destroyed. TI-ED TRN Sigma 1 docks with FRT Onece 3 about two minutes after entering the field. TI-ED TRN Sigma 1 enters Platform D-34's hangar about two and a half minutes after docking to FRT Onece 3. TI-ED TRN Yander 1-3 hyperspace about six minutes after appearing. Strategy: Save TRN Dayta 1-2 as separate targets and you should be able to fly near and inspect them both on a single pass by switching saved keyed targets. Then fly around and begin inspecting FRT Onece. The Rebels are in Onece 3, so try to hold it off till last since inspecting it will trigger tied events. After inspecting, fire on Onece 3 to lower its shields to zero. SHU Roe 1-3 and SHU Escro 1-3 will be released to attempt an attack on the captured Freighter, but I've yet to see them launch any real attack on Onece 3, even after flying away from it and constantly ordering TIE Beta and TIE Gamma to head home. The Platform D-34 will more than likely destroy the Shuttle units itself, so you're clear to inspect CORT Yander 1-3 and CTRNS Taloos 1-2 when they arrive. Since the capture operation will complete soon enough, you're free to ignore the Shuttles. ------------------------------------------------------------------------- Battle 1 Mission 2 The Aftermath of Hoth I #2: Red Alert _________________________________________ Three TIE Fighters Alpha, Beta, and Gamma Squadrons will patrol the area around the station. Your weapon arming crew has added concussion missiles to your TIE Fighter for more firepower. All TIE Fighters will destroy any incoming enemy ships before they can destroy our station. Assume any trouble will come from the direction of Buoy 18, where we stopped the smuggled Rebel cargo. Our forces must survive until the Imperial Star Destroyer Hammer arrives to relieve us. Primary Goals: -- Platform XQ1 D-34 must have survived. -- Imperial Star Dest Hammer must have arrived. Secondary Goals: -- Shuttle Scutz must be inspected. Bonus Goals: -- 100% of Corellian Corvette group Ubote must be destroyed. -- Shuttle Scutz must be captured. Schedule of Events: 00:06 Y-wing Petdur enters the field near Buoy 18. 00:16 Y-wing group Gold 1-5 enters field near Buoy 18. 04:08 X-wing group Blue 1-3 05:03 SHU Scutz exits hyperspace a bit past Buoy 18. 07:14 Y-wing group Red 1-2 enters the field. 07:18 TRN Epsilon 1-2 exit hyperspace heading toward platform. 08:57 CRV Ubote 1-3 appears heading toward Platform XQ1 D-34. 09:00 VSD Hammer exits hyperspace to protect Platform XQ1 D-34. TI-ED Y-wing Laire appears about a minute after a couple of Y-wing group Gold fighters are destroyed. TI-ED GUN Mu 1-3 are dispatched once Scutz has been inspected. TI-ED TRN docks with SHU Scutz to begin capture about four minutes after Scutz has been disabled. TI-ED X-wing Derk appears about two minutes after Petdur is destroyed. TI-ED T/B Iota 1-3 appear shortly after CRV Ubote 1-3 enters. TI-ED T/F Eta 1-3 exit ISD Hammer about two minutes after T/B Iota appears and begins attack on CRV group Ubote 1-3. Strategy: Begin with the Heavy Bombs equipped to help take down the Corellian Corvettes at the end of the mission. Beyond attacking them, everything else about the mission is pretty straight forward. Engage and destroy all X-wings and Y-wings that enter the area; start by having your wingmen attack Y-wing group Gold 1-5 while dispatching Y-wing Petdur yourself, then join them to wipe out the remaining units. Always send your wingmen after the groups while you take on the individual fighters, Y-wing Laire and Shuttle Scutz. Have your wingmen ignore SHU Scutz while you inspect it and kill its shields. Engage in combat until the capture operation is complete. At the end of the mission, ignore the orders to return and take out all three of the Corellian Corvettes. You'll be safe launching your Heavy Bombs from the rear; it'll take just one per ship to bring them down. ------------------------------------------------------------------------- Battle 1 Mission 3 The Aftermath of Hoth I #3: Counter-Attack _________________________________________ We have traced the Mugaari pirates' hyperjump path to a cargo loading area in the Tungra sector. Your first objective is to stop the Cargo Ferries from escaping with their contraband. Then stop the transports and shuttles. Destroy anything that might be carrying weapons. Two TIE Interceptors will be launched to engage the Y-wings. The TIE Bombers will assist if needed. Do not let anyone escape. Be ready for any enemy reinforcements. Primary Goals: -- Cargo Ferry Gallon must be destroyed. -- Cargo Ferry Romold must be destroyed. (M) -- Cargo Ferry Kann must be destroyed. (M) -- Cargo Ferry Wess must be destroyed. -- Transport Prince must be destroyed. -- Transport Dawn must be destroyed. -- Transport Destion must be destroyed. -- Shuttle Xesre must be destroyed. -- Shuttle Dunns must be destroyed. Secondary Goals: -- none Bonus Goals: -- Transport Dawn must be inspected. -- 100% of B-wing group Gold must be destroyed. (H) -- 100% of X-wing group Red must be destroyed. (H) Schedule of Events: 06:45 TRN Destion enters hyperspace (Destion can hyperspace apparently at 1:50 as well). 07:13 CARG Wess enters hyperspace. 07:22 CARG Romold enters hyperspace. 07:23 CARG Kann enters hyperspace. 07:53 CARG Gallon enters hyperspace. 09:59 Y-wing Blue 2 enters hyperspace. Strategy: Check the map and notice how all of the craft are positioned, and divert all power to the engines to help get to the scene quicker. TRN Prince will typically be destroyed by FRG Fogger when the Transport flies past it. The two Shuttles will also be handled by the TIE Interceptors along with all the Y-wings, although you should be able to destroy SHU Xesre yourself on the way to the Cargo Ferries and Transports. Have your wingmen attack the Cargo Ferries while you go after TRN Dawn, TRN Destion, and SHU Dunns. Use four topedoes on the two Transports, use lasers on the Shuttles, then help your wingmen take out the Cargo Ferries. Be sure to attack nearby enemy starfighters as necessary to protect both yourself and your wingmen. ------------------------------------------------------------------------- Battle 1 Mission 4 The Aftermath of Hoth I #4: Outpost D-34 Has Fallen _________________________________________ Outpost D-34 has been captured. The Rebels and the Mugaari are looting it for arms and equipment. The Frigate Fogger will launch a transport to recapture the station. Several flight groups of TIE starfighters will provide cover for this operation. These groups will also hunt down the renegade craft that are making off with the station's equipment. Primary Goals: -- Transport Sigma must have finished docking. -- Platform XQ1 D-34 must be captured. -- Nebulon B-2 Frigate Fogger must have survived. Secondary Goals: -- Container Transport Gopher must be inspected. Bonus Goals: -- At least one of Escort Shuttle group Claf must be destroyed. -- Container Transport Gopher must be captured. Schedule of Events: 00:11 TRN Ginger 1-3 exit Platform XQ1 D-34. 00:36 A-wing group Gold 1-2 enters the field well beyond Buoy 18. 00:41 Y-wing group Red 1-2 appears even further beyond Buoy 18. 00:46 X-wing group Blue 1-2 enters behind Y-wing group Red. 00:51 E/S Claf 1-3 exit Platform XQ1 D-34. 03:43 Y-wing group Gold 1-2 enter beyond Buoy 18. 05:35 TRN Sigma exits M/FRG Fogger. 06:37 TRN Sigma docks with Platform XQ1 D-34. 06:52 Platform XQ1 D-34 is captured; TRN Sigma finishes docking. TI-ED TRN Omega 1 docks with CTRNS Gopher about thirty seconds after being inspected then disabled. TI-ED TRN Omega 1 enters hangar about a minute and a half after docking with CTRNS Gopher. Strategy: This is a very simple mission. Send your wingmen after E/S Post 1-2, TRN Ginger 1-3, and then the A-wings while you fly to, inspect, and guard CTRNS Gopher (make sure to have your wingmen ignore it) and the M/FRG Fogger. Be careful of the lasers the Gopher has; note that it is better to approach from above as it is equipped with a single laser while the bottom has two. TRN Omega 1-3 will arrive quickly to disable CTRNS Gopher. Shoot down any enemy craft in the vincinity in the meantime. When E/S Claf exits, make sure to destroy at least one (use missiles to avoid the threat of the rear mounted laser). Your TIE Interceptor will be more than capable of keeping up with the A-wings, but their sudden, darting flight patterns will make it tough to keep focus. This is just a warm up for the battle which follows. Fight with the enemy while the mission runs its course. ------------------------------------------------------------------------- Battle 1 Mission 5 The Aftermath of Hoth I #5: Attack Rebel Lt. Cruiser _________________________________________ Gunboat patrols have located a Rebel Cruiser taking on supplies in the Bruanii sector. We can assume the cruiser has a strong force of A-wing, X-wing, and B-wing starfighters. Our attack will proceed in waves. You will fly in the first wave made up of 3 flight groups of Gunboats. Your primary task is to destroy the starfighter defense that the cruiser will send into the battle. Once the starfighter defense has been eliminated, assist the second wave in their attack. The second wave will enter the battle in five minutes. They will escort transports carrying torpedoes. The supply containers need to be destroyed to prevent the cruiser from getting resupplied. Primary Goals: -- 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. (M/H) Secondary Goals: -- 100% of Container C group C440 must be inspected. Bonus Goals: -- 100% of X-wing group Blue must be destroyed. -- 100% of X-wing group Red must be destroyed. (H) -- 100% of A-wing group Gold must be destroyed. Schedule of Events: 00:16 TRN Modd exits CRL Lulsla. 00:21 TRN Leven exits following TRN Modd. 05:05 GUN Psi 1-2, GUN Epsilon 1-2, and TRN Sigma 1-3 enter the field. 05:29 TRN Sigma 1 enters hyperspace. 06:01 TRN Sigma 2 enters hyperspace. 06:17 TRN Sigma 3 enters hyperspace. 39:29 CRL Lulsla enters hyperspace. TI-ED B-wing group Gold 1-2 will hyperspace if damaged and given enough time. TI-ED A-wing group Gold 1-5 enter close to Container C group C440 once a group of starfighters are destroyed. A-wing group Gold will attack in three waves; a new group is released to replace a destroyed group. TI-ED A-wing group Yellow 1-3 enters the field about a minute after A-wing group Gold appears. A-wing group Yellow will attack in three waves; a new group is released once you've defeated the current group of fighters. TI-ED X-wing group Blue 1-5 appear shortly after X-wing group Red is destroyed. X-wing group Blue will attack in four waves; a new group is released when the prior X-wing group is destroyed. Strategy: CRL Lulsla will quickly approach and anchor near Container C group C440, so to avoid trouble quickly fly straight to the group and inspect and destroy them as you go, then quickly move away from the approaching CRL Lulsla. You'll spot TRN Modd and TRN Leven exiting CRL Lulsla along the way -- try to pick them off with missiles before they have a chance to wreak havoc on your Gunboats and Transports. The battle is a major pain thanks to the numerous waves of fighters and the deadly Lulsla. You'll always want to stay far away from CRL Lulsla; not only is it equipped with double warhead launchers and several lasers, but the ship itself is invincible. Keep your shields regenerating at the highest rate you can manage, since the X-wings will be firing missiles and cross-linking their lasers quite a bit. Send your wingmen after X-wing group Red 1-3 while you destroy B-wing group Gold 1-2. After the B-wings are gone, help with the remaining X-wings then take your wingmen and go after A-wing group Blue 1-2. Save A-wing group Blue for last since they are the least threatening, though you can and should destroy one or so early on if possible since they are the first attack wave you'll encounter. A-wing group Yellow 1-3, A-wing group Gold 1-5, and X-wing group Blue 1-5 will regenerate for several waves, and the bonus goals require you to wipe out all waves of that group of starfighters. This means you will find yourself going up against eight A-wings and five X-wings alone -- the other Gunboats will be destroyed quickly either by the fighters or mines. While you can try to clear out the mines, it is difficult to really focus on clearing the area of mines when you have a dozen ships launching missiles and firing lasers all directed at you. I'd strongly suggest trying to disable at least two of the X-wings and A-wing group Yellow if you can manage. If you can disable them, then you'll prevent the next wave from being triggered, allowing you to focus on destroying all of the A-wing group Gold waves without having another eight fighters to deal with. Once A-wing group Gold is cleared out, you can destroy the disabled X-wings to trigger their attack waves. Reinforcements can really help in this mission if you're going after the bonus goals given the large number of ships you need to destroy, but you will be penalized for it. If you call for backup, try to do it after you've cleared the primary and seconardy goals and lead the battle away from the Lulsla. ------------------------------------------------------------------------- Battle 1 Mission 6 The Aftermath of Hoth I #6: Destroy the Lulsla _________________________________________ Our last attack rendered the Rebel Cruiser Lulsla vulnerable for a direct attack using torpedoes. Transports Sigma and Omega have been chosen for the honor of destroying the Rebel Cruiser. Gunboat Groups Tau and Nu will provide close escort for the attacking transports. The Rebel starfighter threat is low since the last battle, however some fighters may have survived. Besides the Lulsla's turbo lasers, the many mines that surround her may be the biggest threat. Primary Goals: -- Lt Calamari Cruiser Lulsla must be destroyed. Secondary Goals: -- 100% of Transport group Starway must be destroyed. -- 100% of Transport group Gargon must be destroyed. -- Shuttle Derris ? must be disabled. Bonus Goals: -- 50% of Shuttle group Derris must be captured. -- 100% of Mine group MX-A must be destroyed. (M) -- 100% of Mine group MX-B must be destroyed. (M/H) -- 100% of Mine group MX-C must be destroyed. -- 100% of Mine group MX-D must be destroyed. (M/H) -- 100% of Mine group MX-E must be destroyed. -- 100% of Mine group MX-F must be destroyed. (H) -- 100% of Mine group RQ-A must be destroyed. (H) -- 100% of Mine group RQ-B must be destroyed. -- 100% of Mine group RQ-C must be destroyed. (H) -- 100% of Mine group RQ-D must be destroyed. (M/H) -- 100% of Mine group RQ-E must be destroyed. -- 100% of Mine group RQ-F must be destroyed. (M) Schedule of Events: 01:31 A-wing Blue exits CRL Lulsla and begins attack. 01:36 X-wing group Red 1-2 exits CRL Lulsla and begins attack. 01:42 Y-wing Gold exits CRL Lulsla and begins attack. TI-ED X-wing group Blue 1-4 launched once all enemy starfighters are destroyed. TI-ED SHU Derris 1-2 escapes from CRL Lulsla once the Cruiser's shields are down and suffers damage. TI-ED TRN Starway 1-2 escapes from CRL Lulsla once the Cruiser's shields are down and suffers damage. TI-ED TRN Gargon 1-2 escapes from CRL Lulsla once the Cruiser's shields are down and suffers damage. TI-ED TRN Zack 1 enters the field once SHU Derris ? is disabled. TI-ED TRN Zack 1 docks with SHU Derris ? about seven minutes after Zack appears. Strategy: Approach the minefield surrounding the Lulsla destroying as many mines as possible with missiles fired out of range. Mine group MX will fire lasers at nearby objects while Mine group RQ will fire concussion missiles. Since the RQ mines fire missiles that can quickly wipe out your ships, destroying them should be your top priority. Once you're out of missiles, set your shields at maximum and hit and run, firing on the closest mines to the outer perimeter and making a safe retreat. Once the Rebel starfighters are launched, send your wingmen after the X-wings and Y-wings and destroy any that come after you. I will call for reinforcements at this point since the potential of enemies and mines firing on your location can be ridiculous without enough other ships drawing their attention away. Since the bonus goals require all mines destroyed, you really want to dispose of as many as possible during the battle while the attention is split among several ships. At the end of the battle you will be left alone to clean up the mines, and the fewer left the better. When left alone at the end and going after the bonus goals, employ the same hit and run strategy, parking far enough outside the minefield as needed to recharge shields and lasers to their maximum levels before going on another attack run. Always attack from the outside and never actually enter the minefield; you have no chance against the dozens of lasers and missiles being fired at you from all sides. During the battle, keep an eye on the damage the Lulsla takes. When its shields are gone, be ready to intercept all fleeing craft. While you can quickly disable CRL Lulsla once its shields are down to prevent it from attacking the Imperial starfighters, this will make it easier for the Transports to attack it and possibly destroy the Cruiser before the four Rebel Transports and SHU Derris 1-2 have launched, making it impossible to complete four goals. Have your wingmen attack the Rebel Transports while you have them ignore SHU Derris 1-2. Disable both then go help destroy the Rebel Transports. Note that while any Shuttle will suffice the goal requirements, the Empire would prefer that you capture the one with the commander inside (evidenced how TRN Zack docks with it if both SHU Derris are disabled). Nonetheless, I don't know if you actually gain more points for capturing the "right" one. It's also interesting how after TRN Zack 1 hyperspaces after capturing a Shuttle Derris, another SHU Zack 1 will enter the field, looking for craft to capture, but will just sit there even if you've disabled both Shuttles Derris or even allowed the CN/C C440 3 with the IM Probes survive. While the game will let you destroy the Containers, the disabled SHU Derris is invincible. =========================================================================== Battle Two THE SEPAN CIVIL WAR End a prolonged civil war. =========================================================================== Battle 2 Mission 1 The Sepan Civil War, Mission #1: Respond to S.O.S. _________________________________________ We have received a distress signal from a Ripoblus convoy under attack by Dimok marauders. The Dimok attackers are using a Modified Corellian Corvette and several Y-wings. Six TIE Fighters will deploy in two groups (T/F Alpha and T/F Eta) to attack the Y-wings. Additionally, three TIE Bombers (T/B Beta) will deploy to engage the corvette. The Dimoks are to be driven off, not annihilated, so be sure to let some of them escape. Those that escape will report back to their leaders. They will realize the Empire means to end this war. Primary Goals: -- 25% of all Dimok craft must be destroyed. -- At least one of Modular Conveyor group Asbo must be survived. Secondary Goals: -- 100% of Modular Conveyor group Asbo must be inspected. Bonus Goals: -- Transport Epsilon 1 must have completed mission. -- Transport Epsilon 2 must have completed mission. -- Lt Calamari Cruiser Falaricae must be destroyed. -- Modular Conveyor Asbo ? must be captured. Schedule of Events: 00:26 CARG Mangonel enters the field from behind VSD Protector. 00:31 TIE Bomber group Beta 1-3 exit the Protector's hangar. 01:24 Y-wing Baker 3 enters hyperspace. 01:25 Y-wing group Adam 1-2 enters the field. 02:28 CARG Delphine appears on the field by Nav Buoy B-76X. 02:50 CRL Falaricae appears far right of the battle (check map). 03:25 Y-wing Baker 1 enters hyperspace. 04:36 CARG Delphine enters hyperspace. 04:41 Y-wing group Charlie 1 enters hyperspace. 05:14 Y-wing group Charlie 2 enters hyperspace. 06:38 CRL Falaricae enters hyperspace. 10:07 CNVYR Asbo 1 enters hyperspace. 10:08 CNVYR Asbo 2 enters hyperspace. 10:09 CNVYR Asbo 3 enters hyperspace. TI-ED TRN Epsilon 1 is dispatched once CNVYR Asbo ? is inspected. TI-ED SHU Ayalam enters after TRN Epsilon 1 disables surviving CNVYR units. TI-ED TRN Epsilon 1 docks with CNVYR units about three minutes after it enters the field. TI-ED SHU Noerbo and SHU Yawnor enter the field after SHU Ayalam is destroyed. Strategy: This is an easy battle unless you want to take on the bonus goals, particularly destroying CRL Falaricae before it enters hyperspace while keeping TRN group Epsilon alive. You'll probably want to call in reinforcements for this mission. It'd be nice if the TIE Bombers would help destroy the Cruiser, since all your flight group has is lasers to try and stop it with. Destroying CRL Falaricae seems to take both skill and luck; you'll have to hope it stays onscreen long enough to destroy it before leaving. Besides moving out to the position and calling your wingmen to attack it as soon as possible, I'd suggest cross-linking your weapons with a bumped up laser recharge rate and trying to destroy enough of its lasers in an area to create a "safe" spot so you can pelt the ship as much as possible without having to worry too much about it attacking you. Begin the mission by targeting and saving CNVYR group Asbo 1-3 while flying to them with all power diverted to your engines until you approach. Inspect them and order your wingmen to ignore them. Now you will have to check the map and fly as far right as possible to engage CRL Falaricae when it appears. It'll take a while to get there, and the Cruiser will only remain for just a few minutes. Meanwhile, you'll also have to protect TRN Epsilon 1, which is now quite a distance away if you've chosen to fight the Cruiser. Hopefully all three CNVYR group Asbo has survived to ensure Epsilon gets to dock with something before leaving. If you notice CRL Falaricae picking up speed, you can give up and return to defend your Transports. Fly back as quickly as possible and engage the Shuttles first, then any remaining Y-wings. Note that three of the four bonus goals all center around the capture of the Conveyor group, so it is in your best interest to ignore the Falaricae. Try to order TRN Epsilon 1 to head home after it finishes docking with one of the Conveyors; it can dock with the rest, leaving it out in the open longer and killing TRN Epsilon 2's launch. ------------------------------------------------------------------------- Battle 2 Mission 2 The Sepan Civil War, Mission #2: Intercept Attack _________________________________________ We are going to intercept a Ripoblus reprisal raid on a Dimok deep space research facility. The raiding forces are made up of a pair of Modified Corellian Corvettes and several Assault Transports. T/B Beta will deploy to destroy one of the corvettes as an example to the rest of them. The loss should convince the Ripoblus to break off their attack. If not, continue the attack. We are not seeking the complete destruction of the attackers. We merely want to force a withdrawal. The Ripoblus leadership must also be taught that further acts of aggression will be severely punished! Primary Goals: -- 25% of all Ripoblus craft must be destroyed. -- Container C Lab Module ? must have survived. -- Platform XQ1 Youst must have survived. Secondary Goals: -- Container C Lab Module ? must be inspected. -- Platform XQ1 Youst must be inspected. Bonus Goals: -- Shuttle Toten must be inspected. -- Transport Epsilon 1 must have complete mission. -- Transport Epsilon 2 must have complete mission. -- Nebulon B-2 Frigate Dromon must be destroyed. -- Container C Lab Module ? must be captured. -- Platform XQ1 Youst must be captured. Schedule of Events: 00:11 ATR Sabre appears right behind you heading to the Platform. 00:51 TRN Sword enters hyperspace. 01:06 M/FRG Dromon enters near and attacks VSD Protector. 01:25 ATR Sabre enters hyperspace. 03:49 M/CRV Selander enters hyperspace. 04:04 ATR Musket enters hyperspace. 04:11 M/CRV Galliot enters hyperspace. 05:44 ATR Halberd enters hyperspace. 05:46 ATR Pilum enters hyperspace. TI-ED Z-95 Headhunter group Able 1-3 will hyperspace if damaged and given the opportunity. TI-ED TRN Epsilon 1 exits VSD Protector once Platform XQ1 Youst has been inspected. TI-ED TRN Epsilon 2 exits VSD Protector once Container C Lab Module ? has been inspected. TI-ED SHU Malat appears once all Containers have been inspected. TI-ED SHU Retec 1-2 exit Platform XQ1 Youst once Platform XQ1 Youst has been disabled. TI-ED SHU Toten appears about thirty seconds after Platform XQ1 Youst has been captured. TI-ED SHU Toten enters hyperspace less than a minute after appearing. TI-ED TRN Epsilon 1-2 enter hangar about three minutes after docking. Strategy: Fly quickly to Platform XQ1 Youst and Container C Lab Module 1-4, watching out for ATR Sabre as it exits hyperspace right in front of you. Destroy it with one Heavy Rocket and save both a Container and the Platform in your target memory. Don't inspect the Containers or Platform just yet. M/FRG Dromon will be appearing soon enough, so head toward the VSD Protector where it'll engage the other in battle. Try to destroy any craft along the way, particularly ATR Musket and ATR Pike, else send your wingmen after them. You can reload with CUV/L 11F5 near VSD Protector if you need more torpedoes, but you won't have the option in hard mode. Taking down M/FRG Dromon is so much easier than CRL Falaricae because you'll not only be equipped with torpedoes, but you'll have lots of help. VSD Protector should have its shields down to about 30% by the time you engage the Frigate. Dump your Heavy Rockets into the ship then reload if possible. Note that if you destroy M/FRG Dromon, you risk triggering a bug that will make finishing the game impossible (see "Other Notes" section below for details). Now go back to Platform XQ1 Youst and inspect it and the four Containers (you should be able to hit all four Containers by cycling through the objects while near). Call your wingmen off the Containers, but have them attack the Platform if they're still around. Fire any leftover missiles at Platform XQ1 Youst itself, lowering its shields so that TRN Epsilon 1 can quickly disable it before the Platform destroys it. Defend both Transports from any remaining enemies while they complete their mission. Note that SHU Toten identifies itself when it exits VSD Protector. ------------------------------------------------------------------------- Battle 2 Mission 3 The Sepan Civil War, Mission #3: Rescue War Refugees _________________________________________ Some Ripoblus refugees of the civil war have hijacked System Patrol Craft Glas and are seeking asylum. The SPC has no hyperdrive, but is accompanied by a pair of Lambda-class shuttles providing escort. Their own government is trying to stop them. A team of Y-wings and Shuttles have just arrived! T/I Gamma (3 craft) will intercept the Y-wings |
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