Star Wars (1983) чит-файл №1

Last Update Dec 1 1995

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

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

Addresses and http subject to change from Dec 1995. Search the web
via Yahoo for the new http web page if you can't find it at the
above address.

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

1. WEAPONS AND COMBAT EQUIPMENT:

1.0 Offensive weaponry:
1.00 Table of Warhead power.
1.01 Laser Cannons.
1.02 Ion Cannons.
1.03 Concussion/Advanced Concussion Missiles.
1.04 Proton/Advanced Proton Torpedoes.
1.05 Heavy Rockets.
1.06 Inertial Space Bombs.

1.1 Other Combat Equipment:
1.10 Shields.
1.11 Hull Armour/Heatsinks.
1.12 Tractor Beam.
1.13 Cockpit Equipment:
1.130 Hull/Shield Strength Indicator.
1.131 Sights/Threat Lights.
1.132 Targeting Computer CMD.
1.133 Situational Awareness Hemispheres (View Circles).
1.134 Energy Management Systems.
1.135 Clock and Tricorder Camera.
1.14 Auxiliary Display Screens:
1.140 Map.
1.141 Message Log.
1.142 Damage Assessment.
1.143 Wingman Commands.
1.144 Keyboard Reference.
1.145 InFlight Options.
1.146 Mission Goals Display.


2. SPACECRAFT, INSTALLATIONS, AND SIGNIFICANT OBJECTS:
***Table of size, speed, arms, etc.

2.0 Imperial Starfighters:
2.1 Hostile/Neutral Starfighters:
2.2 Other Small Craft:
2.3 Large and Capital Starships:
2.4 Stationary Objects/Installations:


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

4. MISSIONS - GOALS AND METHODS.


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



(i) Legal banter and Acknowledgements to Contributors.
In general:
Share and copy as much as you like, just don't edit,
shorten, add to, or change it, and don't charge for it except for
email or online-time charges. You can print your own copy, but
please do not distribute printed copies to anyone else.
If you want to use part of the guide, or update it, or add to it,
mail the authors at the address(es) above; if there is a problem,
error, or fault in the guide, let us know and we will attempt
to update the guide as soon as possible.
THIS GUIDE AND THE INFORMATION IN IT IS COPYRIGHT OWNED BY THE AUTHOR
(care of s933464@minyos.xx.rmit.edu.au) EXCEPT THOSE PARTS ACKNOWLEDGED
AS SUCH WHICH ARE COPYRIGHT TO THEIR RESPECTIVE AUTHORS OR AGENCIES;
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TRANSFERRED, REPRODUCED, OR STORED IN ANY FASHION
OR BY ANY MEANS WHATSOEVER, INCLUDING BUT NOT LIMITED TO BOTH
PRINTED AND/OR ELECTRONIC FORM, WITHOUT THE EXPRESS WRITTEN PERMISSION
OF THE AUTHOR(s) _unless written permission is obtained from the author(s)_.
LUCASARTS, TIE FIGHTER, AND ANY OTHER TRADEMARKS OR REGISTERED
TRADE NAMES OR ETCETERA ARE COPYRIGHT, REGISTERED, OR ETCETERA
OF THEIR RESPECTIVE OWNERS AND ARE USED HERE FOR DESCRIPTIVE
PURPOSES ONLY. LUCASARTS HAS NOT SUPPORTED OR AUTHORISED THIS
PUBLICATION IN ANY WAY OR MEANS AND IS NOT RESPONSIBLE FOR ANY
CORRESPONDENCE OR DAMAGES.
THE AUTHORS WILL NOT BE HELD RESPONSIBLE FOR ANY CLAIMS, DAMAGES
ETCETERA ARISING FROM THE USE, MISUSE, OR INABILITY TO USE
THIS PRODUCT. LIABILITY IN THE CASE OF FAULT IS LIMITED TO
REPLACEMENT OF THE DOCUMENT PROVIDED IF OBTAINED DIRECTLY
FROM THE AUTHORS. AT NO TIME WILL THE AUTHORS BE HELD RESPONSIBLE
FOR ANY LOSS, DAMAGE ETC. ARISING FROM USE OF THIS DOCUMENT.

(ii) Description of the TIE Guide.

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


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

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



1. WEAPONS AND COMBAT EQUIPMENT:


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

1.00 Table of Warhead Attributes.

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

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

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

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

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

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

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

1.1 Other Combat Equipment:

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

1.11 Hull Armour/Heatsinks.
Hull armour will let you survive that stray laser you almost
avoided, or that portion of missile warhead that penetrated
your shields, but is very limited. Also, you are likely to
have vital systems or displays damaged rather than your
heatsinks boiling safely into space, and armour cannot be
recharged like shields.

1.12 Tractor Beam.
Only available after a sufficiently experienced pilot
survives to see its invention and production, the weak
directional tractor beam is used to reduce the manoueverability
of an enemy when in your sights. When the beam is active
it gives off a low warbling sound, and a starfighter which
is unlucky enough to be flying straight away from the player
in his sights is likely to be captured. A hard jink by the
trapped is sometimes able to free him/her, and he/she is
unlikely to be trapped if travelling across the sights
quickly in the first place.

1.13 Cockpit Equipment:

1.130 Hull/Shield Strength Indicator.
Two thicknesses of shields can be built up, and as each
layer is powered down its display darkens and goes from
green to yellow to red to black (no strength). A hit on
shields or hull is indicated by a white flash on the
affected part.

1.131 Sights/Threat Lights.
Laser targeting of small objects can be made easier if the
player remembers that the cannons are mounted off-center
and fire as such, so that, for example a tug can be hit
more easily at close range if the starfighter is turned to
move the target 'closer to the cannon', otherwise the beams
may pass harmlessly around the target.
If the warning lights go on in a craft not fitted with
shields, the only chance for survival is to dodge fast and
hard. The left warning light is for starfighter/fixed
cannons trained on the player, the center one is for
cannons on a large ship or turrets trained at the player,
and the right hand light is for missile tracking.

1.132 Targeting Computer CMD.
Shows useful information including sensor scan's reports
of cargo, and a real-time camera image of the target.

1.133 Situational Awareness Hemispheres (View Circles).
One of the most important tools in a dogfight, these
show the relative positions of all ships, objects etc.,
allowing the pilot turn directly towards the target
while avoiding collisions and enemies.

1.134 Energy Management Systems.
The starfighters are powered by individual reactor cores,
one to a ship. How the player uses the energy provided
is up to him or her. A fixed amount goes to power the
basic ship's systems, but the main part is spent on
'variable power sinks', and the leftover goes to the
engine to increase speed. That is, the energy supplied to
items like the shields, lasers, and perhaps a tractor
beam, can be changed to change the rate of charging
of the storage cells that power these items. With
no recharging, the power is slowly leaked out of the
cells, and soon the lasers/shields/etc have no power.
This is zero percent recharge, or power diverted to
engines at maximum rate.
Alternatively, the recharge rate can be kept at maximum,
allowing the shield or laser cells to be fully charged
constantly (100%). Or, a middle ground can be chosen
to allow charging to only replace the natural leakage
(50% recharge). The energy management system allows
5 different settings of recharge rates (0%, 25%, 50%,
75%, and 100%) for each system. Since the engine gets
all the energy surplus left over from these systems,
a lower shield or laser recharge rate means a faster
ship.
Also, once some power is stored in the cells for one
system, (e.g. the lasers) set quantities can be moved
to another system (e.g. shields) allowing for a quick
boost of shield or cannon power in an emergency.

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

1.14 Auxiliary Display Screens:
As the pilot looks down into his/her cockpit, a number of
screens displaying vital information can be seen. By
pressing the appropriate key to get into one of these
screens, the whole lot can be accessed with the left and
right arrow keys. To exit, just press the appropriate key
for the screen. E.g. press k to go to keyboard reference
screen, arrows to get to the map, and m to exit the map
and go into combat. Combat is paused while the pilot
is in these screens.

1.140 Map.
The beautiful thing about the map in TIE Fighter compared
to X-Wing is the ability to simulate a 3-d situation,
and view it from any angle, instead of a 2-D 'flat' map.
Craft that are not involved in a fight can be selectively
blocked out to reduce clutter.

1.141 Message Log.
Another improvement over X-wing, the Log records and stores
all radio messages and the time recieved, and displays as
text on a screen. Useful when too many messages come
at once.

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

1.143 Wingman Commands.
A list of wingman commands can be accessed.

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

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

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


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

2.0 Imperial Starfighters:

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

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

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

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

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

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

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

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




3. TACTICS.

3.0 Starfighter-Starfighter Combat:

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

3.01 The initial meet.
If the enemy is attacking another target, try to attack
from behind.
If the enemy is attacking you, approach head-on until your
threat indicator tells you the enemy is firing. Then swing
and dodge to avoid fire.
If you use missiles, lock as soon as possible, and fire
as soon as you get lock. Then dodge to one side temporarily
so the enemy's laser fire at you will not destroy your missiles.

3.02 In the melee.
Never fly in a straight line for more than a few seconds.
Attempt to attack from behind whenever possible.
Use your throttle to avoid flying past the enemy in front
of its guns. Sitting close behind an enemy flying the same
speed and repeatedly firing can destroy a shielded starfighter
in a few seconds. However, be careful you do not fly too slow.
In a non-shielded craft, friendly fire here is deadly - don't
get very close to your target (Also watch out when it explodes).

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

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

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

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

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

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

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

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

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




4. MISSIONS - GOALS AND METHODS.

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

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


MISSION | SECRET GOALS | HINTS
========|===============================|============================

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

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

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

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

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

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

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

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

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

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

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

B3M1 TRN Scouter destroyed

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

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

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

B3M5 100% SHU Gamer, Bliss, Noway
Destroyed.

B3M6 TRN Shark finish docking
SHU Electra inspected

B4M1 CRV Charger 1&2 inspected

B4M2 through to B4M4: no bonus goals

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

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

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

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

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

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

B6M1 100% rebel craft dest'd.

B6M2 100% rebel craft dest'd.

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

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

B7M1 100% HLF Waq, CARG Whell dest'd

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

B7M3 100% rebel craft dest'd

B7M4 100% GUN destroyed
ISD Harpox completes mission

B7M5 none.

====================================================================
*ALMOST* THE END: if you liked it or hated it, PLEASE mail to
s933464@minyos.xx.rmit.edu.au with suggestions/comments etc.
Thank you. (or else I will get bored and not write any more guides).
====================================================================


******************Tie Guide: Tips from readers***************************



Tie Guide: Tips and answered questions from readers

From: Mike Foster

I had to call tech support on battle 9, mission 6 - out of three cargo
ferries you are supposed to save, you have to dock with the third one to end
the mission. Oddly enough, the third one left before the end, and the
second one just waited around, thereby negating any chance of finishing the
mission.
Tech support said to shoot at the ferry until it's shields dropped low
enough for it to scamper off to the hyperspace point (takes a long time to
get there, though). That works, maybe this should be passed on (unless I'm
the only one who had troubles).
Mike Foster
mfoster@fairmont.polaristel.net
=============================================================================

From: Chad Morrison

Battle nine mission six: if I remember correctly,
first you should choose adv torpedoes
(only requires one on B-Wings). When you get there,
turn off beam and sheild recharge, and
increase weapon recharge by one, then shift
weapon power to sheild until you run out (do it
occasionaly to keep charge). It's alot easier
if you get reinforcements about 30 sec. into
the mission (so that they engage the new forces
as opposed to the ones present when you
start.Head straight for the B-Wings and get a
torp lock asap and fire one torp at all of
them. Then head back and blow the poop out
of the Correllian thingy BEFORE it docks with
the ship. Then kill everyone, and nobody else
will come. Kind of cheap, but I didn't want
those darn pirates to steal my ship. If this
affected the story line at all, you would
become an admiral and the game would be alot
easier, but it doesn't, so you don't. But its
still cool to know that you are better than
the computer allows. hehehe

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> Hi,
I have downloaded the one and only INTERNET Tie Guide and I have to
congratulate
you for this very useful guide. It gave me very helpful hints how to plan my
battle for the Empire.
But I have run into difficulty with successfully finish Mission 5 of
Battle 5 (Capturing of Cort GEDDAWAI (Harkov is in it)). In spite of several
attempts with a number of different attack tactics I have not managed to live
up
to the primary and secondary goals, not to mention the bonus goals. What
craft(s) or yet the mines should I attack first to reach the primary /
secondary
goals but also avoid any escaping of the craft(s) necessary to complete this
mission (Despite of inspection of Harkov's craft I could not disable it - and
soon it hyperjumped => Mission failed)
> Thanks for your assistance
> Ralph Eisert
> E-Mail: by Ralph Eisert 100031.1571@compuserve.com

Thankyou for your praise - it is for people like you that the guide
was written. I enjoyed writing it and I enjoy TIE Fighter and talking
to other pilots.
As to your query, I remember one mission in which you have to disable
a Corellian Transport very quickly. I am not sure if it is the right mission,
but the tactics should work.
Load Advanced Missiles if possible, else try standard concussion missiles.
Fly directly toward the targeted Corellian Transport.
Starting a distance from the craft, you should attempt to get maximum speed
out of your TIE or Gunboat to arrive in time. The cannons are not immediately
necessary, so use all their charging power (and the shields') on the engines.
Then transfer your stored laser energy to the shields to give you some
protection.
When you reach missile range, fire missile pairs as fast as possible (the
earliest launched pairs will not be locked, but the target will probably
still be stationary when they arrive). This will hopefully bring down the
shields of the target Geddawai. While you do this, you may choose to add
up to 50% shield charging (Charging lasers as well may make you too slow).
Also, the CORT Geddawai will power up and launch. You must follow it
and transfer shield energy to cannons, then bring down its remaining shields
(if any) with lasers, then disable it with ions.

You may miss out on disabling it by one or two shots (Duh!!). I have found
that for the short time (less than a second?) just before hyperjump, the
hyperspace field will make the craft invulnerable.
Try, try again, and remember the key is to arrive and fill the sky with
shield-killing weaponry as fast and accurately as possible. Every missed
or non-fired shot is a waste of very precious time.
This mission is a real test of your speed and accuracy.

Once again, thanks for reading the TIE guide and replying.
-Cam


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Mail s933464@minyos.xx.rmit.edu.au to send yours.


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* THE END!! Hope you liked it *
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