TIE Fighter Guide or Frequently Asked Questions

 Last Update Aug 28 1995


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


Available for FTP from Lord Soth's site soon.

Available on the World Wide Web NOW!!

http://minyos.xx.rmit.edu.au/~s933464/tie_cont.html


=========

CONTENTS:

=========

Legal crap


1. WEAPONS AND COMBAT EQUIPMENT:

   

   1.0 Offensive weaponry:

      1.00 Table of Warhead power.

      1.01 Laser Cannons.

      1.02 Ion Cannons.

      1.03 Concussion/Advanced Concussion Missiles.

      1.04 Proton/Advanced Proton Torpedoes.

      1.05 Heavy Rockets.

      1.06 Inertial Space Bombs.

   

   1.1 Other Combat Equipment:

      1.10 Shields.

      1.11 Hull Armour/Heatsinks.

      1.12 Tractor Beam.

      1.13 Cockpit Equipment:

. 1.130 Hull/Shield Strength Indicator.

. 1.131 Sights/Threat Lights.

. 1.132 Targeting Computer CMD.

. 1.133 Situational Awareness Hemispheres (View Circles).

. 1.134 Energy Management Systems.

. 1.135 Clock and Tricorder Camera.

      1.14 Auxiliary Display Screens:

. 1.140 Map.

. 1.141 Message Log.

. 1.142 Damage Assessment.

. 1.143 Wingman Commands.

. 1.144 Keyboard Reference.

. 1.145 InFlight Options.

. 1.146 Mission Goals Display.



2. SPACECRAFT, INSTALLATIONS, AND SIGNIFICANT OBJECTS:

***Table of size, speed, arms, etc.

   

   2.0 Imperial Starfighters:

   2.1 Hostile/Neutral Starfighters:

   2.2 Other Small Craft:

   2.3 Large and Capital Starships:

   2.4 Stationary Objects/Installations:



3. TACTICS.

   3.0 Starfighter-Starfighter Combat:

      3.00 Positioning before the fight.

      3.01 The initial meet.

      3.02 In the melee.

      3.03 Breakaway/Temporary Avoidance.

      3.04 Missile Avoidance.

      3.05 Escort Duties.

   3.1 Starfighter-Ship Combat:

      3.10 Closing the Gap.

      3.11 Gunnery Pass(es).

   3.2 Starfighter-Capital Ship Combat:

      3.20 Closing the Gap, Warhead Use, and the First Pass.

      3.21 Missile Avoidance for Attackers of Capital Ships.

      3.22 Gunnery passes/blind spots.

      3.23 Upon shield failure.

   3.3 Starfighter-Mine Combat.


4. MISSIONS - GOALS AND METHODS. 



***************************************************************

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

***************************************************************




(i)     Legal banter and Acknowledgements to Contributors.

In general:

Share and copy as much as you like, just don't edit,

shorten, add to, or change it, and don't charge for it except for

email or online-time charges. You can print your own copy, but

please do not distribute printed copies to anyone else.

If you want to use part of the guide, or update it, or add to it,

mail the authors at the address(es) above; if there is a problem,

error, or fault in the guide, let us know and we will attempt 

to update the guide as soon as possible.

THIS GUIDE AND THE INFORMATION IN IT IS COPYRIGHT OWNED BY THE AUTHOR

(care of s933464@minyos.xx.rmit.edu.au) EXCEPT THOSE PARTS ACKNOWLEDGED 

AS SUCH WHICH ARE COPYRIGHT TO THEIR RESPECTIVE AUTHORS OR AGENCIES;

AND NEITHER THE WHOLE NOR ANY PART OF IT MAY BE COPIED, CHANGED, 

TRANSFERRED, REPRODUCED, OR STORED IN ANY FASHION

OR BY ANY MEANS WHATSOEVER, INCLUDING BUT NOT LIMITED TO BOTH 

PRINTED AND/OR ELECTRONIC FORM, WITHOUT THE EXPRESS WRITTEN PERMISSION

OF THE AUTHOR(s) _unless written permission is obtained from the author(s)_.

LUCASARTS, TIE FIGHTER, AND ANY OTHER TRADEMARKS OR REGISTERED                

TRADE NAMES OR ETCETERA ARE COPYRIGHT, REGISTERED, OR ETCETERA

OF THEIR RESPECTIVE OWNERS AND ARE USED HERE FOR DESCRIPTIVE 

PURPOSES ONLY. LUCASARTS HAS NOT SUPPORTED OR AUTHORISED THIS

PUBLICATION IN ANY WAY OR MEANS AND IS NOT RESPONSIBLE FOR ANY

CORRESPONDENCE OR DAMAGES.

THE AUTHORS WILL NOT BE HELD RESPONSIBLE FOR ANY CLAIMS, DAMAGES

ETCETERA ARISING FROM THE USE, MISUSE, OR INABILITY TO USE

THIS PRODUCT. LIABILITY IN THE CASE OF FAULT IS LIMITED TO 

REPLACEMENT OF THE DOCUMENT PROVIDED IF OBTAINED DIRECTLY 

FROM THE AUTHORS. AT NO TIME WILL THE AUTHORS BE HELD RESPONSIBLE

FOR ANY LOSS, DAMAGE ETC. ARISING FROM USE OF THIS DOCUMENT. 


(ii)    Description of the TIE Guide.


   Welcome to what was designed as the ultimate TIE Fighter Guide or

Frequently Asked Questions answerer (FAQ) for the die-hard pilot or

user of LucasArts' TIE Fighter simulation, described

below. It should give you the knowledge to be victorious in almost

any situation in TIE Fighter, given practice and a small amount of 

luck. Should you have the basic skills in piloting and gunnery to

make use of this information, you will find flying a TIE Fighter 

and its associate starfighters easier and more enjoyable. If you

don't have these skills, practice in the Training Simulator is

in order. Much of this information is available scattered throughout

the game, or the manual, and much more of it is in the hint book.

However, here it is collected in a logical (we hope) fashion

and is cheaper than the hint book. So There.



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


At this stage (prior to Oct. '95 release of CD) it is believed that the 

Enhanced CD has: Enhanced Sound & Graphics, extra cut scenes,

and a full new group of battles as well as the Defender of the Empire 

extensions. 




1. WEAPONS AND COMBAT EQUIPMENT:

   

   

   1.0 Offensive weaponry:

   This is the most essential element of any mission. Without

   effective weapons and their proper use, escorts are powerless,

   rescues are ineffective, and attacks are pointless.


   1.00 Table of Warhead Attributes.   

   

      Warhead      Power (BLS)    Speed (MGLT)    Guidance

      ===========|==============|===============|===================

      Conc. Mis.     30             240           Homes for 30 sec.

      Adv. Conc.   

      Prot. Torp.   100             120           Homes for 60 sec.

      Adv. Prot.   

      Space Bomb    650              10           Minor steering only.  

      Hvy. Rocket   350              80           Clumsy slow homing.


      1.01 Laser Cannons.

      The most common weapon used, it can pack a punch powerful

      enough to down a starfighter or small ship in seconds, and

      can be recharged infinitely to repeatedly take small chunks

      out of the biggest capital ships, until they flee or die.

      A boosted (fully charged) laser will knock out 5 SBD of

      shields.


      1.02 Ion Cannons.

      Also infinitely rechargeable, Ion cannons can provide an

      alternative weapon when laser charge drops. They pack an

      effective punch against shields, but their real use is when

      the shields drop - the ion discharge will quickly disperse 

      throughout the target's vital systems, disabling the ship

      without damaging it at all. Ion cannons can be used to stop

      a capital ship firing back at the player or escaping into 

      hyperspace by disabling it quickly, allowing the player to

      kill it at his or her leisure with lasers.


      1.03 Concussion/Advanced Concussion Missiles.

      Fast, manouverable self-guided weapons ideal for destroying

      enemy starfighters. Not a very large warhead, which means

      that many can be carried, but also they do very little 

      against larger ships. Advanced version features better target

      tracking and larger warhead, and is ideal for dogfights.


      1.04 Proton/Advanced Proton Torpedoes.

      Fairly fast weapons, barely manouverable enough for a rear 

      attack on slow Y-wings, however they are significantly more

      powerful than missiles. Ideal for attacking smaller starships

      between shuttle and corvette size (anything larger is not

      likely to lose all its shields, even after a full load of

      torps). Advanced version features better target tracking 

      and larger warhead, making a good multipurpose weapon.


      1.05 Heavy Rockets.

      Great for smaller capital ships (Corvette or bigger), 

      and the surprise rear attack on a largish ship such as an 

      SPC or ATR. These carry a slow motor to propel them to a 

      target and a very large warhead, along with basic steering.


      1.06 Inertial Space Bombs.

      Ideal for the largest slowest ships and for platform attack.   

      These weapons are slung out from your starfighter with no

      self propulsion, and barely enough guidance to get by. 

      Their one advantage is a huge warhead that will take

      noticeable chunks out of the toughest shields in existence.

      For best effect launch just out of laser range from the 

      target while flying at speed, as this will minimize flight time.


   1.1 Other Combat Equipment:

      

      1.10 Shields.

      If you don't have them, you have to be very careful. These

      absorb/dissipate laser, ion, and warhead attacks, allowing

      a pilot to concentrate on his or her target for that extra

      vital second. However, a pilot in straight and level travel 

      will recieve a barrage of lasers that will possibly reduce

      shields to nothing, so do not trust them for too long. 

      Also good for ramming ships with little or no shields if the

      player's are significantly stronger. Should be recharged as

      often as possible, and kept balanced fore/aft except in 

      special situations.


      1.11 Hull Armour/Heatsinks.

      Hull armour will let you survive that stray laser you almost

      avoided, or that portion of missile warhead that penetrated 

      your shields, but is very limited. Also, you are likely to

      have vital systems or displays damaged rather than your 

      heatsinks boiling safely into space, and armour cannot be

      recharged like shields. 

      

      1.12 Tractor Beam.

      Only available after a sufficiently experienced pilot

      survives to see its invention and production, the weak 

      directional tractor beam is used to reduce the manoueverability

      of an enemy when in your sights. When the beam is active

      it gives off a low warbling sound, and a starfighter which

      is unlucky enough to be flying straight away from the player

      in his sights is likely to be captured. A hard jink by the

      trapped is sometimes able to free him/her, and he/she is

      unlikely to be trapped if travelling across the sights 

      quickly in the first place.


      1.13 Cockpit Equipment:

. 1.130 Hull/Shield Strength Indicator.

. Two thicknesses of shields can be built up, and as each

. layer is powered down its display darkens and goes from

. green to yellow to red to black (no strength). A hit on 

. shields or hull is indicated by a white flash on the 

. affected part. 

. 1.131 Sights/Threat Lights.

. Laser targeting of small objects can be made easier if the

. player remembers that the cannons are mounted off-center

. and fire as such, so that, for example a tug can be hit 

. more easily at close range if the starfighter is turned to

. move the target 'closer to the cannon', otherwise the beams

. may pass harmlessly around the target.

. If the warning lights go on in a craft not fitted with 

. shields, the only chance for survival is to dodge fast and

. hard. The left warning light is for starfighter/fixed 

. cannons trained on the player, the center one is for 

. cannons on a large ship or turrets trained at the player, 

. and the right hand light is for missile tracking.


. 1.132 Targeting Computer CMD.

. Shows useful information including sensor scan's reports

. of cargo, and a real-time camera image of the target.

  

. 1.133 Situational Awareness Hemispheres (View Circles).

. One of the most important tools in a dogfight, these 

. show the relative positions of all ships, objects etc.,

. allowing the pilot turn directly towards the target

. while avoiding collisions and enemies.

. 1.134 Energy Management Systems.

. The starfighters are powered by individual reactor cores,

. one to a ship. How the player uses the energy provided

. is up to him or her. A fixed amount goes to power the 

. basic ship's systems, but the main part is spent on

. 'variable power sinks', and the leftover goes to the

. engine to increase speed. That is, the energy supplied to

. items like the shields, lasers, and perhaps a tractor 

. beam, can be changed to change the rate of charging 

. of the storage cells that power these items. With

. no recharging, the power is slowly leaked out of the 

. cells, and soon the lasers/shields/etc have no power.

. This is zero percent recharge, or power diverted to 

. engines at maximum rate.

. Alternatively, the recharge rate can be kept at maximum,

. allowing the shield or laser cells to be fully charged

. constantly (100%). Or, a middle ground can be chosen 

. to allow charging to only replace the natural leakage 

. (50% recharge). The energy management system allows

. 5 different settings of recharge rates (0%, 25%, 50%,

. 75%, and 100%) for each system. Since the engine gets

. all the energy surplus left over from these systems,

. a lower shield or laser recharge rate means a faster

. ship. 

. Also, once some power is stored in the cells for one 

. system, (e.g. the lasers) set quantities can be moved  

. to another system (e.g. shields) allowing for a quick

. boost of shield or cannon power in an emergency.


. 1.135 Clock and Tricorder Camera.

. The mission clock records the amount of time passed

. since the launch of your ship. This is measured in real

. time except during time acceleration, when the clock is

. accelerated x2 or x4 as appropriate.

. The camera display contains an 'on' light and a film

. remaining indicator (in percent).


      1.14 Auxiliary Display Screens:

. As the pilot looks down into his/her cockpit, a number of

. screens displaying vital information can be seen. By 

. pressing the appropriate key to get into one of these

. screens, the whole lot can be accessed with the left and

. right arrow keys. To exit, just press the appropriate key

. for the screen. E.g. press k to go to keyboard reference

. screen, arrows to get to the map, and m to exit the map

. and go into combat. Combat is paused while the pilot

. is in these screens.

. 1.140 Map.

. The beautiful thing about the map in TIE Fighter compared 

. to X-Wing is the ability to simulate a 3-d situation,

. and view it from any angle, instead of a 2-D 'flat' map.

. Craft that are not involved in a fight can be selectively

. blocked out to reduce clutter.

. 1.141 Message Log.

. Another improvement over X-wing, the Log records and stores

. all radio messages and the time recieved, and displays as

. text on a screen. Useful when too many messages come 

. at once.


. 1.142 Damage Assessment.

. Same as X-Wing. When a portion of your hull containing

. vital systems is damaged, the systems can usually be 

. temporarily repaired in a few seconds to a few minutes.

. This screen displays systems, their status, and time to 

. repair (if damaged).

. 1.143 Wingman Commands.

. A list of wingman commands can be accessed.


. 1.144 Keyboard Reference.

. Press 'k' during flight to see this. Lists almost every key

. used anywhere during TIE Fighter flight. Press 'k' again

. to leave. Useful if you don't want to ruin your game docs 

. by constantly referring to them.


. 1.145 InFlight Options.

. Change detail, sound etc for a smoother or more realistic

. flight.


. 1.146 Mission Goals Dislay.

. A key element in mission planning, along with the map. This

. display shows all 'must complete for a sucessful mission'

. events as Primary Goals, and lists them as completed when

. they are. Similarly, Secondary Goals are shown. Bonus Goals

. are bonuses not planned on by your commander(s), and as such

. are listed as completed but not shown when not yet completed.



2. SPACECRAFT, INSTALLATIONS, AND SIGNIFICANT OBJECTS:

***Table of size, speed, arms, etc.   

Note: Job B means the ship is capable of boarding others, R means

capable of repair/rearming, and M means moves others.


   2.0 Imperial Starfighters:

.......     

SHIP | LENGTH | SPEED | CANNON | LAUNCHER | SHIELDS | HULL | JOB

================================================================

T/F     10      100     2LASER   NOT USU.     -       15RU.

T/I     10      111     4L       NOT USU.     -       20

T/B     10      80      2L       2 VARIOUS    -       50

T/A     10      145     4L       2 VAR.     100SBD    20

GUN     15      90      2L,2ION  2 VAR.     100       50


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


Y-W     20      80      2L, 2I   2 PROTON   75        40

X-W     15      100     4L       2P         50        20

A-W     10      120     2L       2CONCUSS'N 50        15

B-W     15      90      3L, 3I   2P         125       60

Z-95    15      85      2L       2C         20        15


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


SHU     20      65      4L       -          100       25     B

E/S     30      75      3L,1TURRET -        120       35

SPC     150     80      3L, 1T   -          150       60

TRN     20      55      2L,2I    2P         100       50     B,R

ATR     45      65      2L       2P         100       50     B,R

CORT    25      65      2L       -          100       50     B,R

TUG     5       10      -        -          -         5      R

CON. A:75m LONG, B:55m, C:75m, D:50m, E:40m. 50       10

HLF     25      20      -        -          -         10     M

FRT     100     16      -        -          120       30

CNVYR   150     24      -        -          70        30

CARG    90      20      -        -          60        30

CTRNS   100     30      -        -          50        35


***2.3 Large and Capital Class Vessels *****************


CRV     150     20      2T       1C         100       50

M/CRV   150     20      6T       1C         100       50

FRG     400     16      7L, 4T   1C         160       80

M/FRG   250     16      MANY     1C         160       100

ESC     500     12      MANY     1C         180       90

INT     600     8       MANY     -          180       70

VSD     900     8       MANY     2C         200       100

ISD     1600    10      MANY     1C         300       150

CRL     500     12      MANY     2C         160       80

CRS     1300    10      MANY     2C         240       140


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


SAT     5               -        -          -         5

MINE/A  15              1L       -          -         5

     B  15              1I       -          -         5

     C  15              1L       1C         -         5

PROBE/A,B 5             -        -          -         5

PLT/(all) 250           MANY     1C         200       100





3. TACTICS.


   3.0 Starfighter-Starfighter Combat:


      3.00 Positioning before the fight.

.Avoid engaging within the range of enemy starships or mines.

.If possible, try to draw the enemy into the range of your

.installation/mothership/etc.'s guns.


      3.01 The initial meet.

.If the enemy is attacking another target, try to attack 

.from behind.

.If the enemy is attacking you, approach head-on until your

.threat indicator tells you the enemy is firing. Then swing 

.and dodge to avoid fire.

.If you use missiles, lock as soon as possible, and fire

.as soon as you get lock. Then dodge to one side temporarily

.so the enemy's laser fire at you will not destroy your missiles.

      

      3.02 In the melee.

.Never fly in a straight line for more than a few seconds.

.Attempt to attack from behind whenever possible.

.Use your throttle to avoid flying past the enemy in front

.of its guns. Sitting close behind an enemy flying the same

.speed and repeatedly firing can destroy a shielded starfighter

.in a few seconds. However, be careful you do not fly too slow.

.In a non-shielded craft, friendly fire here is deadly - don't

.get very close to your target (Also watch out when it explodes).


      3.03 Breakaway/Temporary Avoidance.

.When you are in danger (i.e. hit on shields, or aimed at

.in a non-shielded craft), go to full throttle and make at 

.least a 90-degree turn in any direction. Then continuously 

.change the direction of your turn by small amounts. Do not 

.stop turning or reverse the turn unless you are sure you

.are well out of the firing line.


      3.04 Missile Avoidance.

.Make an instant 90-degree turn, note where the missile is,

.and keep it at right angles to your flight path by flying 

.such that the missile is shown at the very edge of your

.front or rear sensor display circles. Increase speed to 

.at least 80. Once it passes you, you may choose to turn

.to follow it and shoot it with lasers.

.If launched at you head-on, firing lasers at it will usually

.be effective, as well as hitting its launcher.


      3.05 Escort Duties.

.Use your mission displays and map to note which enemy are

.attacking your target and destroy them first. If possible, 

.engage enemy before they are within missile range of your

.escorted ship.


   3.1 Starfighter-Ship Combat:

      3.10 Closing the Gap.

.Try to approach from a 'blind spot' where there are no laser

.turrets that can hit you; e.g. directly behind a corvette.

.Fire warheads outside about 2km range, then dodge aside so

.no lasers hit your warheads.


      3.11 Gunnery Pass(es).

.When attempting to take out a turret or laser, concentrate

.boosted laser fire so every shot hits. Be very conscious of

.your shield status.

.Otherwise, dodge while firing so your shots spray across the

.full length of the ship, making you more difficult to hit.

.Should you destroy enough guns to make a 'blind spot' (e.g.

.upper-fore, upper-mid and upper-rear laser guns on a FRG

.creates a blind spot directly above the hull near the 

.docking point) make all passes from that angle, or if no

.other enemy are near, sit in the spot continuously firing.


   3.2 Starfighter-Capital Ship Combat:

      3.20 Closing the Gap, Warhead Use, and the First Pass.

.As above, except that warheads should be effectively used

.against warhead launchers, especially on CRS and CRL.

.Be aware that self-defence fighters may be launched.


      3.21 Missile Avoidance for Attackers of Capital Ships.

.As above. A fun game to shoot the missiles once you are

.practiced enough, but don't let the enemy escape while

.you do it.


      3.22 Gunnery passes/blind spots.

.As above.

      3.23 Upon shield failure.

.Use ion cannons to disable almost instantly. You may then 

.leave the enemy for later if you wish, though it may still

.launch starfighters.


   3.3 Starfighter-Mine Combat.

.Keep shields strong (back off to recharge if necessary).

.Use twin or quad weak lasers for better hit chance but

.stronger shields.

.Try to attack the 'edge' of a minefield first, rather than

.getting yourself surrounded by mines.





4. MISSIONS - GOALS AND METHODS.


Please: send me your tips and I will put them in 

the latest version of this guide with full credit to you.

Mail s933464@minyos.xx.rmit.edu.au.


Note: thanks to the unknown person who uploaded a list of secret

goals to wpi.wpi.edu. If you know them please mail me and I will

give them credit.



MISSION | SECRET GOALS                  | HINTS

========|===============================|============================

.....

B1M1    100% E/SHU Tough destroyed.     Inspect TRN Dayta, then all

.TRN Glich destroyed.            FRT. Help shoot down the 

.....FRT's shields when you can.


B1M2    100% CRV Ubote destroyed.       Destroy all fighters quickly

.SHU Shutz captured.             then wait for T/B to kill 

.....CRV before going home.


B1M3    TRN Dawn inspected.             Concentrate torps on CARG.

.100% B-W Gold, X-W Red destroyed


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

.CONTRN Gopher captured.


B1M5    100% X-W Blue, Red, A-W         Kill first wave of fighters

.Gold destroyed.                 quickly, then inspect CON.

.....Stay out of mine/CRS range.


B1M6    50% SHU Derris captured.        Charge up shields out of range

.100% mines MX-B, MX-C...        of mines etc. until fighters

.to MX-F, RQ-A to RQ-G dest.     launch. When CRS Lulsa is hull

.....damaged, do a gun pass to ensure

.....launch of SHU Derris. Immediately

.....ID & disable commander's SHU.


B2M1    TRN Epsilon 1&2 finish          

.mission, CRL Falaricae

.destroyed, CNVYR Asbo ?

.captured.


B2M2    SHU Toten Inspected, TRN Epsilon **NOTE** Do NOT destroy the

.1&2 completed mission, FRG       FRG DROMON: there is a bug that

.Dromon Destroyed *SEE NOTE*      will make B2M4 impossible.

.CN/C Lab Module ? captured.

.PLT Youst captured.


B2M3    100% E/S Typhon destroyed

.100% SHU Nazaar complete mission


B2M4    CRL Falaricae inspected         **NOTE** If you destroyed the

.FRG Manus Fearae inspected      FRG DROMON in B2M2 you will NOT

.FRG Shemsher inspected          get the two SHU necessary to 

.M/CRV Runka inspected           complete this mission.

.CARG Godendag inspected

.CARG Glaive inspected


B2M5    SHU Omlaut inspected

.100% All Dimok & Ripoblus craft

.destroyed, 100% of T/A AA,AB,

.AC, AD complete mission.


B3M1    TRN Scouter destroyed


B3M2    ASSAULT TRN Tiger finish docking.

.CN/A CRM908A ? boarded


B3M3    100% of SHU Escape destroyed    Wait with wingmen until B-W 

.....launch. Then attack all craft

.....making attacks on FRG. Kill only

.....one Y-W so as to avoid replacements


B3M4    SHU Shakker inspected           SHU launches from CRV Moive when

.....one dest. and one hull damaged.


B3M5    100% SHU Gamer, Bliss, Noway

.Destroyed.


B3M6    TRN Shark finish docking

.SHU Electra inspected


B4M1    CRV Charger 1&2 inspected


B4M2 through to B4M4: no bonus goals


B4M5    TRN Tela destroyed              Sneaky tip: load up rockets, then

.....when in mission fire as soon as

.....reasonable. Reload via TRN Sigma who

.....will overload your ship with rockets.


B5M1    T/I Gamma 2&3 Destroyed         Kill Gamma 2&3, then all but 1 mine.

.100% of T/A H-Alpha & H-delta,  inspect then kill CN/D's. Kill last

.T/B H-Beta, SHU Lambda dest'd.  mine then run for cover of your M/FRG's

.100% Mine 1a, 1b, CN/D dest'd.  guns. Lasers to 0%. Speed quickly to ID

.100% X-W Blue, Y-W Red dest'd.  SHU Lambda, then return to M/FRG (fight).


B5M2    B-W Red 1&2&3, Z-95 Wolf 3&4,   One laser or missile hitting the VSD

.100% z-95 Wolf, CORT Cimigo,    is enough to 'attack' it.

.at least 1 T/A H-Alpha, at

.least 1 A-W Blue,    dest'd.

.CN/B Chi 3&4, 100% CN/C Pi,

.100% CN/E Xi, 100% CN/D Psi

.inspected.

.VSD Protector attacked.


B5M3    At least 1 CN/E Phi inspected

.VSD Protector attacked.

.HLF AAA, A1, A2 dest'd

.At least 1 T/A H-Alpha, H-beta,

.H-Gamma, H-Delta, dest'd.

.100% A-W Blue dest'd.


B5M4    VSD Protector attacked.

.100% CRV Wurger inspected.

.SHU Toten complete mission.

.CARG Badger 1&2 dest'd.


B5M5    FRG Olinor Inspected.

.100% CRV Wurger dest'd.

.Shu Toten dest'd.

.TRN Kolermigon boarded

.CORT Geddawai captured.


B6M1    100% rebel craft dest'd.


B6M2    100% rebel craft dest'd.


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

.A-W Gold 3 dest'd


B6M4    Tug U4F91 to U4F94, U14F1

.complete mission. 100% A-W

.red dest'd, CARG Bujiboi dest'd


B7M1    100% HLF Waq, CARG Whell dest'd


B7M2    100% Y-w Red & gold, Z95 blue

.& red, X-W gold dest'd.


B7M3    100% rebel craft dest'd


B7M4    100% GUN destroyed

.ISD Harpox completes mission


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