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-
- ==========================================
-
- The Internet Guide to
-
- X-Wing Strategy
-
- ------------------------------------------
-
- Ver. 1.0
- Edited by Nick Vargish
- (vargish@sura.net)
-
- ==========================================
-
-
-
-
- ====================================================================
- 0. INTRODUCTION
- ====================================================================
-
- We owe our thanks to the pilots who have taken time from their busy
- training and mission schedules to provide us with this information.
-
- This guide is divided into three main sections corresponding to the
- three main flight areas in the game: historical missions, tours of
- duty, and the maze. Within the historical section (section 1), the
- missions are divided by ship type. In the tour section (section 2),
- tactics are organized by tour and mission number. The Maze section
- (section 3) is pretty much a jumble of various approaches to flying
- the proving grounds.
-
- Some of the attributions have been lost (either in transit or in
- editing) -- I apologize to those people whose names have been lost. I
- also took the liberty of changing formatting and deleting portions of
- posts (this file is more than large enough as it is)... I hope no
- one's nose is out of joint because of my editing.
-
- There are no warranties included with this document -- you get what
- you pay for. If you wish to contact me (commend or criticize), feel
- free to contact me by e-mail: vargish@sura.net.
-
-
-
- ====================================================================
- 1. HISTORICAL MISSIONS
- ====================================================================
-
-
- --------------------------
- X-Wing Historical 3: Mines
- --------------------------
-
- From: s_fuller@iastate.edu (Steve Fuller):
-
- Get one of the mines targeted with your targeting computer. Edge
- forward until the mines are firing at a medium heavy setting. You
- will notice that the mines are in 4 lines around the sattelites.
- Target the outside row ( they should be about 1.3x away if you
- are close enough. Put your lasers so that they all fire at once
- target and fire when the sight turns green. You should be able to
- off these quickly.
-
- Target the two ships with Missles next. Don't be stingy with them
- :) If one of the ships passes close by, nuke him with your
- lasers. Move closer to the remaining mines and follow the steps
- as in the above paragraph.
-
- all that should be left are the sattelites, that you can just
- waltz in and clean up easily.
-
- You must do all of this QUICKLY otherwise one of those lovely
- Frigates the Empire owns will pop in and blow you into ewok size
- hunks of space matter.
-
- ...
-
- From: ajohnson@ucrengr.ucr.edu:
-
- Well, I was able to destroy everything in the third historic mission,
- including the frigate. You stay about 1.4 km away from the nearest
- mine, and blow up all the near ones. Before you do this, though, you
- should destroy the transports. About now your R2 unit should say the
- frigate is approacing. RUN!!! then turn around and blow it up from
- about 1.4 km away also. Then get within 1.4 kn of the other mines,
- blow them up, blow up the satellites, then get out. that should do it.
-
- ...
-
- After some frustrating sessions I have completed this mission... but my
- method is different...
-
- 1. Use two torpedoes to destroy each frigate first
- 2. Come to about 1.30 km from the outer mines and stop, then destroy
- the outer mines
- 3. Come a bit closer for the rest of the mines, until 1.30 km - destroy
- them all
- 4. By this time the clock will be about 4:30... Increase speed and in one
- pass destroy the satellites...
- 5. The clock will be about 4 minutes, and the imperial frigate will have
- arrived. Hyperspace when "mission complete" message is received
-
- I find it necessary to destroy the frigates first, since they will hyperspace
- out in about two minutes... I can't possibly destroy all those mines in two
- minutes.
-
- ...
-
- From: f_langleyrh@ccsvax.sfasu.edu:
-
- 2 things... 1) Read the mission briefings. All of it. It says
- explicitly that there is an imperial frigite in the area and that
- you'll have to hurry. and 2) I had much better luck ( I can do it 90%
- of the time) by doing it this way:
-
- a) Switch to torpedoes
- b) Come to a complete stop
- c) set shields and lasers to increased.
- d) Target Freighter 1
- e) Get a lock and fire _2_ missiles. This _will_ destroy it.
- f) Repeat d & e for Freighter 2
- g) switch back to lasers, fire link once (so you get 2 @once, not 4) but
- I really don't think it matters...
- h) come within 1.4 of the first set of mines.
- i) blow the hell out of mines with damn good targeting on _your_ part.
- No targeting comp @that range to my knowledge. Just put the center
- dot on the center of the mine and blamo!
- j) Repeat i for all mines in "near" ranks
- k) Ease up on next set of mines.
- l) Repeat i for all mines in "far (now only)" ranks.
- m) speed way the hell up and blow the sats away.
-
- Works almost every time for me... btw, I use a very nice flight stick, but
- I've seen my roomate do it with a *GASP* mouse. He's quite good. I was
- impressed anyway...
-
- ...
-
- From: bhv@areaplg2.corp.mot.com (Bronis Vidugiris):
-
- Here's the strategy I used to get through this mission.
-
- 1) Turn on full shields and full laser recharge. (you could probably
- get away with increased rather than full laser charge)
-
- 2) Hit the target key 'T' until you target one of the first sets of
- mines (about 1.7 units away).
-
- 3) Increase speed to 2/3 throttle with the appropriate key. At a
- distance of 1.5 from the mines, slow down to 1/3 throttle. At a
- distance of 1.4 from the mines, cut the throttle. You'll stop out
- of range of the mines. [Use the []\ keys as documented in the
- manual.]
-
- 4) Quickly destroy 8 mines within range by targeting them with the 'T'
- key and blowing them away with dual laser bursts.
-
- You may have to 'edge' slightly closer - it is important to destroy the
- mines *quickly*. Being closer helps you destroy the mines quickly. Even
- taking a small amount of damage from fire may be acceptable - time is of
- the essence.
-
- 5) Target one of the freighters. Switch to torpedoes - dual shot.
- Wait for a lock. Fire on the freighter. Don't wait around for it
- to blow up - it's a gonner, even if it doesn't know it yet.
-
- 6) Target the other freighter. Wait for lock. Fire. Reset to lasers
-
- 7) Target one of the remaining groups of mines.
-
- 8) Close in at 2/3 throttle until you are 1.5 units away. Repeat
- procedure as in part 1 to destroy 8 mines.
-
- 9) Target a satellite. Burn towards it at full thrust. Fire as you
- go.
-
- 10) Destroy all the satellites you can without taking any time to 'target'
- with the T key using visual targetting. (Use the T key if you get really
- confused and don't see any satellites around).
-
- 11) Get blown up by the enemy ship just as you finally destroy the last
- satellite. (optional - but the mission was a success, even though my
- ship was destroyed!).
-
- I had one idea to save more time - not sure if it will work. If the enemy
- reacts from time of first destruction, setting up some targets in advance
- in the order of engagment (1 mine from 1st group, freighter, freighter, 1
- mine from second group, 1 satellite) might save some important seconds.
-
- ...
-
- From: kandzior@gmd.de (Alexander Kandzior)
-
- (Michael Fulbright) writes:
- > I am stuck on the 3rd historic X-WING mission, the one with all the
- > laser mines. There must be a trick to all this - I set up full shield
- > and give them highest priority. I can't seem to get the green lock
- > light when targetting mines from far away. When I'm close enough to
- > get the lock on then the lasers waste me. I don't suppose there is a
- > way to throw them off me with flares :) (the briefing says they are
- > heat seeking)?
-
- I started having the same problems, but i found out how to handle these.
- Here my tactics dealing with mines:
-
- 1. Stay out of range until your shields & lasers have full power.
- 2. Set your speed to 100 or so and fly directly into the field,
- making evasive maneuvers so the laser-beams don't hit you while
- you're approaching.
- 3. In the minefied use the "."-key to get maximum view.
- 4. You need only one laser-hit to destroy a mine, so its not
- difficult to destroy every mine in sight (they are usually placed
- in rows, and with some practice, you can easy identify thouse near
- 194z to you from the radar-screens).
- 5. If you shields get too low, transfer some energy from the lasers.
- 6. If your lasers are empty, yoo, fly out of the field at max speed
- (lasers-to-engine) and recharge, then goto (1.)
-
- May the force be with you.
-
- ...
-
- From: k113651@lehtori.cc.tut.fi (Karhu Jouni):
-
- This is how I managed to complete the #3 historic mission of X-Wing.
-
- 1. The moment you exit hyperspace, stop your fighter.
- 2. Set shields rechargin at maximum rate, lasers on increased or maximum.
- 3. Change to proton torpedoes.
- 4. Fire link torpedoes so that you launch 2 at the same time.
- 5. Target the freighters and launch 2 torpedoes at both of them. Do not wait
- for the torpedoes to hit, they will, in time. They destroy the freighters
- 100% surely.
- 6. Unlink the torpedo fire and target and destroy two mines with the 2
- remaining torpedoes.
- 7. Direct power from the lasers to the shields until they are fully charged.
- 8. The mines form a sort of a cylinder. When you come out of hyperspace, you
- approach the 'cylinder' from its side. Target one of the 4 bottom mines.
- 9. Dive and fly in the direction of the axle of the 'cylinder', slowly pull up
- in such a manner that you come to a full stop 1.5 klicks away from the
- targeted mine. You should see the mines in this kind of formation:
-
- . .
-
- * <---satellites
-
- . .
-
- 10. Dual link your lasers. Direct some shield power to engines.
- 11a. 2 choices. Either you set max throttle and fly past the mines destroying
- one 'stack' of mines in the first sweep and then circle amidst the mines
- shooting everything that comes in your sights (good practise for those
- TIE-Interceptors...) Do not fly straight for one second.. :)
- -- or --
- 11b. Slowly crawl towards the mines and destroy the mines as they come within
- range. Sometimes there seem to be some 'invulnerable' mines, but keep
- shooting, switch to full linking or try 11a...
-
- You may also first destroy some mines by creeping and then sweep in to clear
- the rest of them.
-
- This was definitely difficult.
-
-
- ----------------------------------
- X-Wing Historical 6: Rescue Ackbar
- ----------------------------------
-
- From: jsk7@cunixb.cc.columbia.edu (Jun S Kutsuzawa)
-
- r_plessn@oz.plymouth.edu (Rickyriooyayaya) writes:
- > Hi, Im having the hardest time completing this one. The one where
- > you have to rescue Mon Ackbar? well, I disable his shuttle fine, and
- > then i fend off the ties fine, until the shuttle HASTI comes in and
- > docks. and then it leaves into hyperspace, then fly around for the
- > rest of the mission wasting ties, waiting for the Mission complete
- > signal, but never happens... and the debriefing afterwards says that
- > the docking with the Epsilon group was failed!! what the fuck is
- > this??? there is only one shuttle, and it docks with Ackbars
- > vessel, what else do I have to do??????
-
- You have to identify the shuttle that Ackbar is on, and disable it.
- Don't disable any other shuttles - the Rebel commando shuttle will
- dock with the first shuttle you disable - if you happen to disable
- a personnel vessel, it will dock with that instead of Ackbar's.
-
-
- --------------------
- Y-Wing Historical 5:
- --------------------
-
- From: wity@iastate.edu (Wity Ganda)
-
- greanias@uxa.cso.uiuc.edu (Valparaiso Reject ) writes:
- >Y-Wing historic mission 5. No matter WHAT I do, I either get the problem
- >of "Freighter Not Boarded" (that happens after I destroy the IMPERIAL
- >transport who is trying to board the thing) or "Shuttle did not complete
- >mission" (if I let the empire board the thing, the shuttle can't complete
- >it's mission).
-
- There are at least 3 transport ships that you have to destroy.
- Destroy them as soon as possible, 'cause they are more dangeorus than
- the TIEs. Soon after you arrive in the sector, one transport ship
- will board the freighter, destroy the transport ship quickly. Then
- blast all those TIEs while waiting for the incoming transports.
- Concentrate on destroying the 3 tranports before you blast the TIEs.
- Btw, don't leave your shuttle too far, you need to protect it from
- those TIEs.
-
-
-
- ====================================================================
- 2. TOURS OF DUTY
- ====================================================================
-
-
- ----------------
- Tour I Mission 2
- ----------------
-
- From: holland@CS.ColoState.EDU (douglas craig holland):
-
- robj@netcom.com (Rob Jellinghaus) writes:
- >I don't understand tour 1 mission 2. You're in an A-wing, and you need
- >to "ID" a whole bunch of Empire frigates and suchlike, without engaging
- >the enemy. Problem is, as soon as I jump in, two TIEs come right at me
- >and just keep coming. How can I avoid them? Not only that, but the
- >nav beacon with which I'm supposed to "rendezvous" (whatever that means)
- >is right next to a frigate. And finally, even though I can target each
- >of the big ship, that doesn't seem sufficient to ID them. Is there
- >something totally obvious I'm missing about how to do a recon mission?
- >He'p me!
-
- Since the mission specifically says do not engage, you can divert all
- of your laser energy to the engines. The A-wing is so fast in this
- configuration that you can outrun the TIE's. To ID ships, you have to
- buzz right past them, getting within 0.02 kliks to get a positive ID.
- Don't worry about the nav beacon, it's not part of the mission
- requirements.
-
- ...
-
- From: David Reeve Sward <sward+@CMU.EDU>:
-
- [Rob Jellinghaus' above question removed to avoid redundancy...]
-
- Hmm... When I played it I didn't even notice the TIEs except when
- flipping through the targets; and then I just wondered where they were.
- Kill your lasers & you go 150 with shields on normal. Plenty fast to
- EASILY outrun the TIEs.
-
-
- ----------------
- Tour I Mission 3
- ----------------
-
- From: bhv@areaplg2.corp.mot.com (Bronis Vidugiris):
-
- omar@godzilla.osf.org (Mark Marino) wrote:
- > I see that a lot of people get stuck on mission 4 of tod1, but I'm
- > stuck on mission 3. Call me a bonehead, but I can't seem to destroy
- > that damned star cruiser before it lasers all my shuttles out of
- > existence. What is the strategy for this mission? HELP!
-
- The star destroyer does destroy a bunch of stuff, but it does *not*
- destroy the shuttles that you need to protect to complete the mission.
-
- Basically, the transports near the ends are write-offs, unless you
- have invulnerability and/or unlimited weapons. But you can still
- protect the vital shuttles specified in your briefing from the
- incoming fighters.
-
- One of the things I like about X-wing is that one lone fighter is
- *NOT* a match for a 1.6km long capital ship - unlike Wing Commander,
- where one lone fighter is more than a match for several capital ships :-(.
-
-
- ----------------
- Tour I Mission 4
- ----------------
-
- From: cthuang@zerosan.UUCP (Chin Huang):
-
- chameleon wrote:
- > Ok, I need help on TOD 1, Mission 4, I just can't seem to destroy all
- > those damn ties fast enough and when I go after the Frigate, the ties
- > destroy my corvette. HELP please, any strategies, I have tried this one
- > over and over (about 25 times) no exaggeration either. Any tips are
- > gladly welcome.
-
- The greatest threat to the Alliance corvette is the TIE bombers. You
- must intercept them before they fire their proton torpedoes.
-
- During the quiet period at the start of the mission, increase power to
- your shields. You'll have little opportunity to recharge them later. I
- also fire link all four laser cannons to take out the TIE bombers. When
- the corvette jumps in, use the Shift-F5 command to store it as a preset
- target.
-
- The Imperial frigate will jump in about 10km away from the Alliance
- convoy. It will launch 3 TIE bombers and 2 TIE fighters, and then enter
- hyperspace. Set your shield power to normal and intercept those
- bombers. You must destroy the bombers quickly. Try to fire a proton
- torpedo at each bomber. You don't have time for the targeting box to
- turn red. Just fire as soon as the box turns yellow and hope at least
- one hits.
-
- After destroying the bombers, return immediately to the convoy. Press
- F5 to target the corvette. The Imperial frigate will soon jump back on
- the other side of the convoy and launch more bombers and fighters. It
- is imperative that you intercept those bombers. You don't have to
- destroy the frigate. You only have to hold off the fighters until the
- corvette and the MEDEVAC shuttles leave by jumping to hyperspace.
- Even if you do protect the corvette, the mission will be a failure if
- just one of the MEDEVAC shuttles is destroyed.
-
- This is a difficult mission that requires some luck to complete. If
- you're successful, Mon Mothma will award you the Kalidor Crescent.
-
- ...
-
- From: ssmith@gandalf.ca (Steve Smith):
-
- schlepp@cats.ucsc.edu (chameleon) writes:
- > Ok, I need help on TOD 1, Mission 4, I just can't seem to destroy
- > all those damn ties fast enough and when I go after the Frigate, the
- > ties destroy my corvette. HELP please, any strategies, I have tried
- > this one over and over (about 25 times) no exaggeration either. Any
- > tips are gladly welcome.
-
- O.K, You've probably figgered this one by now, but here's how I did it
- (after 8 to 10 attempts)....
-
- As soon as the frigate shows up lock on and head for it. When you see
- that it has dropped off the three TIE bombers lock on to one of them,
- select torpedoes and close as rapidly as possible. Avoid entanglement
- with the TIE fighters - you may have to adjust shields. I reroute
- laser power to engine while keeping my shields strong.
-
- As you close on bombers swing around on their tail, slowing so as not
- to overshoot them, and torpedo them - one torp each. Make sure they
- are all three destroyed or your mission will fail.
-
- Now step toggle through the other craft until you are locked onto the
- unknown frigate. By now it has scrammed over to 20 distance units
- (surely they don't really mean kilometers) the other side of your
- corvette to drop off more bombers. Head for that frigate with all the
- speed you can muster, while dodging any fire from TIE fighters.
- Redirecting shield and laser energy to engines will give you a speed
- of 150, and you can soon outrun the fighters.
-
- When the bad guys release more bombers repeat the previous
- performance. Start recharging your shields before they run down -
- you'll need 'em. The lasers charge up quickly, so you can leave them
- off charge till 5 seconds before you need em then charge them at max.
-
- Now you'll be glad you've saved three torps to quickly dispatch the
- bombers. Fire torps from astern and the closer the better.
-
- If one peels off and the torp misses, stick with him till he/she is
- nailed. The obvious key to this scenario is keeping the TIE bombers
- out of torpedoe range of your vulnerable corvette and shuttles. If one
- breaks off with another X on his tail, nail the one(s) that continue
- to run straight in. Come back and get the other guy later.
-
- You must monitor your shield and rapidly adjust it if you take hits.
-
- Then polish off the TIE fighters, just for practice and head home for a
- promotion.
-
- Great scenario - very tightly balanced, and a good test of your energy
- control skills. You may find some of the later scenarios almost too
- easy after this.
-
- ...
-
- From: maestas@cs.arizona.edu (Mark Maestas):
-
- opus@ihlpf.att.com (Robin Kim) writes:
- >Am I the only one that realized that there is only ONE frigate in this
- >scenario? It first drops off TIEs at one place, then zips over to the
- >other side and drops off some more!
-
- Yeah, and I fell for it the first few times. I would go chasing after the
- first group and all of the sudden the frigate pops in again on the other
- side of my ships. The Corette would suffer a mysterious death and I had to
- start again. The mysterious death (through the use of the camera) is
- caused by a squad of TIE bombers that parks themselves right outside
- of the frigate in the new position (about 6.6 km from the corvette) and
- they launch a nasty stream of 6 torpedos at it.
-
- Incidentally, my method for winning was to kill the first group of TIE
- fighters and then charge back to the corvette. After a while, the frigate
- would reappear and I would go there to target the 3 bombers with torps and
- then go after the 2nd group of TIE bombers with the other 3 torps.
-
- I also found a good way to kill TIE fighters that are coming at you
- from a distance ( > 3km ) First, face in their general direction, then
- when they get within about 2km, target one and then fire the necessary
- shots (2 for fighters, 4 for intercepters, 6-8 for bombers) when the
- sight turns green. Then target the next ones and do the same. The
- TIEs will charge towards you with cannons blazing and run right into
- your shots. This method also works for WC2. (BTW, make sure to dodge
- a little after firing lest you too will run into their shots!)
-
- ...
-
- From: kundla@cis.ohio-state.edu (ronald stephen jr kundla):
-
- Well, I just finished that specific one at about 2:00 this morning!!
- It took me about 30 total attempts before I got it right. Here's how I
- did it:
-
- (1) Orientate your ship so the frigate is pointing towards the top of
- the screen. Level out your x-wing so you are flying parallel to
- it.
- (2) Hit full throttle and charge up your shields at maximum and set your
- guns to nothing until you get the first indications that the Imperial
- frigate warped in.
- (3) Set guns to one level above normal and shields to maximum, slowing
- you down big time. You should now be able to target the first wave of
- TIE bombers.
- (4) Utilize your proton torpedoes on the bombers (One for each ship). If
- you don't get them with torpedoes, use guns, but hurry!
- (5) After destroying the last bomber, the frigate should have jumped over
- to the other side of the playing field behind the corvette. Turn off
- all of your weapons and shields for max engine power. Target the
- frigate and head towards it.
- (6) You should be able to target the second wave of bombers now, utilize
- the same method as before.
-
- After this, it is a matter of wiping out the little buggers, assuming that
- the flight group you came with is still alive. Keep them occupied so they do
- not go after your shuttles.
-
- I noticed that in this scenario, I ended up destroying most (95%) of the
- enemy fighters in the whole game.... just like Wing Commander.
-
-
- ----------------
- Tour I Mission 8
- ----------------
-
- From: sdrumm@cs.umr.edu (Scott Drumm):
-
- >To those who aren't sure which mission I'm talking about, it is the one
- >were you must take a Y-wing and do 3 things.
- >1- Disable a whole bunch of transports
- >2- protect some stupid little transport of your own
- >3- destroy some frigates.
- >This alone is no problem, the problem, is to do them all simultaneously!!!
-
- Ok...After about 4 DAYS on this mission, I've finally got a reliable
- strategy (reliable meaning that it worked once, which was enough for me -grin).
-
- The problem is in protecting FOUR transports (the two prisoner transports,
- and the two rescue parties) from enemy TIE fighters & interceptors. I've
- assumed that you've ID'd which transports are carrying the prisoners, since
- there the same ones each time you play the mission.
-
- When you first begin, arm your proton torpedo launcher (single shot only!) and
- target the nearest prisoner transport (Right side of their "V" formation,
- second ship from the end). When you get in range, let fly. Then switch
- to your Ion Cannons. From long range, fire Ion Pulses until the transport
- is disabled.
-
- Here's the important point tho....DON'T fly close enough to that transport
- to ID it!!! All you want to do is disable it, for now, because as soon as
- it's disabled & ID'd as a prisoner transport, the rescue shuttle goes in,
- and get's blown to Antares.
-
- Now, go after the second prisoner transport. Disable it w/ 1 torpedo hit and
- some Ion Cannon blasts. ID it. Engage the TIE fighters while the rescue
- transport goes in.
-
- As soon as the first rescue transport enters hyperspace, cycle through your
- targeting computer until you see:
- TRANSPORT: UNKNOWN
- STATUS: DISABLED
- Which is your first prisoner transport. Fly close enough to ID it and then
- defend the second rescue transport from Imperial TIE fighters. When your
- second rescue transport enters hyperspace, either mop-up the remaining
- fighters or go home.
-
- The trick to this strategy is to disable the first transport w/o ID'ing it.
- This halt's it's progress, without calling in the rescue transport, and
- thereby reduces the problem to defending only one transport at a time.
-
- One final note...Don't take to long between the two transports...The first
- time I tried this, I destroyed all the TIE's before returning to the first
- prisoner transport. For some unknown reason tho, it spontaneously exploded
- as I was heading back to it. Perhaps disabled ships can only survive for
- a set amount of time?
-
- ...
-
- From: mmackey@ml.csiro.au (Mark Mackey):
-
- It took me a couple of tries, but I got through this level OK.
- (Xwing, TOD1, mission 8). The key to winning this is to realise that
- destroying all of the transports is _not_ required to win the mission.
-
- You __must__ identify the transports carrying the prisoners
- quickly and disable them: otherwise they will be too clos to the frigate
- and you won't be able to intercept the TIEs. ID these two transports,
- disable them immediately and then go for the nearest TIE interceptor.
- Ignore the TIE fighters for the first part, they attack you not the
- shuttles. Use your missiles to kill the interceptors quickly, concentrating
- on those closest to the shuttles. When the shuttles hyper out, get out
- yourself (by this stage the other transports are too close to the frigates:
- if you go near them you'll most likely get blown out of space).
-
- PS (SPOILER) The transports carrying the prisoners are Lambda 4 and
- Omicron 5. The transports are set out on your map in order L1-l5-O1-O5
- left to right.
-
- ...
-
- From: bhv@areaplg2.corp.mot.com (Bronis Vidugiris):
-
- honnold@bobcat.ent.ohiou.edu (Jeff Honnold) wrote:
- > I am on Mission 8 of Tour I and am having trouble with getting the
- > prison ships ID'd and keeping MY ships alive! Can someone please
- > give me some tips on this as I am having one heck of a time trying to
- > get by this mission!
-
- There have been some other tips posted on this, but here is my $.02.
-
- I wasn't aware that one did not actually have to destroy all the other
- freighters as described in the mission breifing (actually, I only have
- one netter's word on this particular point) so I actually did this AND
- saved the two prision ships. Time was pretty tight to do all this.
-
- You do not have enough time to ID all the ships AND destroy them AND
- rescue the prision ships, IMO - so you have to rely on the fact that
- you know where all the ships are. Rebel intelligence work (if you
- need a justification) :-). The first step is to draw a map of all the
- ships which fly in formation and find Omicron 5 and Lambda 4 on the
- map (the two prison ships) (Lambda 4 should be target #4 - press T 4
- times - and Omicron 5 is target #11. I save these two ships into
- preset targets with SHIFT-F5 and SHIFT-F6.) This, along with the map,
- will help you to destroy all the other ships quickly. Just 'zoom in'
- on the ships after a short delay for them to get into position, using
- the 'map' feature.
-
- I spent a lot of time lasering away like mad to destroy the bulk of
- the transports, which I knew a-priori were not the prison ships. I
- would gain a little bit of time by shooting the prison ships with my
- lasers a few times. Done correctly, this caused them to waste time
- turning. It seemed like this would only work once, or perhaps not
- work when they were 'too close' to home - I'm not sure. Perhaps it is
- possible to gain more time by repeated turnings, I dunno - I would up
- only doing this once.
-
- When I was down to a few remaining ships, I would disable the two
- prison transports. I then used 2 tandem torpedos (which I did not use
- before unless my lasers were running very low) to destroy the few
- remaining ships (one, in my case) that I had not destroyed prior to
- disabling the prison ships, which I delayed as late as possible. (If
- you wait too long to disable them, though, the prison ships will be
- disabled within laser range of the frigates. This is not good for the
- health of the rescue shuttles! Ideally you would destroy all other
- ships before disabling the prison ships, but I didn't quite manage
- this.) The reason behind using the torpedoes in this manner is to
- quickly destroy the few remaining ships so you can get quickly to the
- next critical part - saving the shuttles. It also keeps you away from
- the frigates and their lasers, as you don't have to close for a
- torpedo kill.
-
- The remaining problem is - how do you keep the rescue shuttles alive?
- My observation (based on some replay camera observations of failed
- missions) was that it was necessary to destroy *one* tie interceptor
- from each of the alpha and beta tie interceptor groups. A shuttle
- seems to be able to survive attacks from one interceptor, but two will
- eventually finish it off (it takes some time to do - the second has to
- attack a short interval after the first to make a kill, which happens
- on a random basis).
-
- The shield on the shuttles appear to regenerate fast enough when only
- one interceptor is attacking. It appears that each group of two
- interceptors (alpha and beta) had one shuttle targeted, so destroying
- one interceptor from each group was enough to make the shuttles safe.
- I also 'played with' the remaining interceptor a bit, alternating
- between the two groups, but I'm not sure this actually did any good.
- (By this I mean I chased it around, firing at it, but not really
- trying to kill it).
-
- Destroying both interceptors in a group merely caused a new wave to be
- launched - I found destroying only one to be the key.
-
- The tie fighters appeared to be interested in attacking me rather than
- the shuttles, fortunately. Destroying one of them is a good idea if
- possible (again, killing both of them simply causes them to
- regenerate), but is not really necessary - it does save on shield wear
- & tear, though, especially if you manage to do this early on while
- destroying the shuttles. It's not worth wasting any time over, but if
- you are able to ram one or gun one down coming in, it is mildly
- helpful. If you ram, make sure you have enough shield strength - a
- few presses of the ' key early on is helpful to transfer energy to
- your shields quickly. Of course you then have to recharge your
- lasers.
-
- Anyway, hope this helps.
-
- ...
-
- From: behrends@tubife.ee.tu-berlin.de (Herwig Behrends):
-
- I think the key to this mission is to identify and disable the two
- prison ships as quickly as possible shortly one after another. Don't
- bother with the other shuttles. You have to _know_ where the two
- shuttles are located in this V-like formation, then close in and
- disable them using the ion cannons. First go for Omicron5 (Second one
- from behind in the right V-wing), and then Lambda4 (Third one in left
- Wing). The left wing is a bit split up, so you may need to switch to
- 'no cockpit' to get an overview... After disabling these two ships,
- target the tie-interceptors coming in ( they should be quite far away
- at this point ) with the missiles and head towards them. Don't fire
- head to head, instead of that turn, and stay at their tail and fire
- from there. In most cases, that should be an easy kill then. Repeat
- this procedure for the next wave of interceptors and so on, until the
- rescue shuttles have entered hyperspace. The tie-fightes aren't
- really a problem, as stated before. Set shields and lasers to maximum
- recharge, and that's it...
-
- ...
-
- From: "Michael J. Viola" <mv1e+@andrew.cmu.edu>:
-
- My solution: I completed the mission by focusing on the prisoners
- only. I identified the shuttles carrying prisoners first and disabled
- them. The I protected them from the tie interceptors. I totally
- disregarded the other transports because I had a hunch that the
- prisoners were more important in the mission. My hunch was right. So
- my advice is just to concentrate on protecting the prisoner shuttles.
-
- ...
-
- From: morgan@arc.ab.ca (Sean Morgan):
-
- [regarding the Strategy Guide 0.9 beta...]
-
- (Especially about Tour 1, Mission 8)
-
- What a load of crap! First of all, your transports will come in when the
- shuttles are disabled, ID'd or not. Secondly, you should take out the
- interceptors first, then the tie fighters.
-
- I would have finished this mission a lot sooner without the misinformation
- in the Strategy Guide. [You get what you pay for -- Ed.]
-
-
- -----------------
- Tour I Mission 10
- -----------------
-
- From: aron@taos.ced.berkeley.edu (Aron Bonar):
-
- someone@somewhere wrote [sorry, lost the attribution -- NV]:
- > Anyways, on to my predicament, I have battled my way to OP 10 of
- > Tour 1, but I am now a very frustrated starfighter. Remember this
- > one guys, I have to rescue the sullustan leader. I know which
- > shuttle he is on, I've played this one unsuccesfully around twenty
- > times. My strategy is usually to first destroy the other shuttles,
- > then take out the Tie Interceptors, and then disable the shuttle
- > carrying the sullustan leader. The problem is that more TIs come
- > and I can't deal with them before they destroy the rescue shuttle.
- > I like to fire a torpedo (sometimes two) at the TIs help me deal
- > with them but one of them always gets the cursed rescue shuttle.
- > What was your successful strategy for this OP ?
-
- Yes it was...you've got it right. You've got to get those TI's quick
- tho'. Save your torpedos so you can get the TI's at long distances
- before they get to your rescue shuttle. It took me about 5 tries to
- get this mission.
-
- ...
-
- From: troye@cs.mcgill.ca (Troy ENGLISH):
-
- John Tan <jt3t+@andrew.cmu.edu> writes:
- >First there are the killer shuttles. I wish I had that kind of firepower!
- >Then you finally disable the REAL shuttle ( half of my ship is gone).
- >Then I have the joy of protecting my shuttle from half a dozen tie
- >fighters ( My rescue transport gets destroyed usually )
-
- Well, I can proudly say that I finished Tour 1 this morning and am about
- to start Tour2.
-
- This mission was a bitch... The strategy that I used in the end was
- pretty simple actually. Close in, Kill all tie fighters, close again
- Kill all attack shuttles, by this time the tie-interceptor group got
- there, kill all of them, close once a bloody-gain and disable the
- shuttle, now of course both wingmen see that the shuttle is disabled and
- leave, thanks guys .... jerks.
-
- Now you hed to the star destroyer as fast as possible and pick off the
- enemy fighters as they appear, you have to make sure they don't get
- close enough to fire at the shuttle do I just parked myself a few clicks
- from the destroyer and intercepted the tie groups as they came out.
-
- You need lots of luck and patience for this one, about 10 tries for me
- before I finished it.
-
- ...
-
- From: dusek@cadsun.corp.mot.com (James Dusek):
-
- Michael J. Viola <mv1e+@andrew.cmu.edu> wrote:
- > Same thing as the other guy said! Why did the Rebels make the Y-wing so
- > god damn slow!!!! Those 4 shuttles are a pain in the butt! Plus my wing
- > don't give any cover for shit! Help!!!!!!!
-
- Well, I got throught it pretty easily. RAM the interceptors! I fly
- straight at them with shield full forward. Guns blazing, but not
- recharging. If any get passed me I lock a torpeado on them and fire
- away. (note save some torps for this) Is you have full shields (fore
- and aft) yuo can ram two ties without taking damage.
-
- ...
-
- From: f_alfan@pavo.concordia.ca (Doom, Herald Of the Apocalypse):
-
- OK, I finished mission 10 on the 5th try, here's how I did it.
-
- 1) lasers and shields recharge at max. Power diverted from laser->shields
-
- 2) Target the 1st group of TIEs. If you've got a steady hand, you can
- pick them off before they fly by (I did it using a CHflightstick,
- see below for rambling)
-
- 3) Proceed to pick off all TIEs, Interceptors and the first 4
- shuttles. NEVER use your torpedoes!!!!!! Mucho important!!!
-
- 4) When all that's left is the 5th shuttle (with sullustan), Star
- destroyer, and you, hightail it to the shuttle, disable it quickly
- (as well as identify)
-
- 5) Head for the Star destorye, with full shields and lasers, shields
- facing forward. As soon as new Interceptors are announced, target
- them. Use your torpedoes to blow them up ASAP (donot wait for the
- red' kill' mark, just aim wait a beep or two, shoot. Target the
- next,repeat, and so on. Again, if you're good you can destroy them
- before they pass. If they do pass you, drop your shield power into
- engines and follow them, make sure they dont destroy the rescue
- shuttle!!!!!!
-
- 6) Wait awhile, then start heading slowly for the Star destroyer.
- Repeat step #5 with the new interceptors (or is it bombers?/
- whatever)
-
- 7) if all goes well, the shuttle jumps to hyperspace before the new
- wave gets near it. N: During the 5 times i flew this mission, the
- timer ran out. This is not a problem. I was at 0:00 time for over a
- minute before the shuttle jumped. I still got the 'mission
- complete' on the 5th try.
-
- 8) Relax. Missions 11 and 12 are a welcome relief. The tour ends on an
- 'explosive' note (mild spoiler, sue me :) )
-
- ...
-
- From: puusaari@klaava.Helsinki.FI (Ilkka C Puusaari):
-
- I'm sure that there are other strategies, but here's how I completed it:
-
- - Put your shields and lasers to full power and head for the shuttles.
- If you're lucky, you might catch a TIE or two as they come at you.
-
- - Let your wingmen worry abut the TIEs for now. When the shuttles open
- fire take evasive action until you're among them. Then target the
- first/nearest and stay on it's tail (adjust speed) and fire at it
- until it's history. Then reapeat this with the next one (4 in all)
- Don't worry if you cant' id them at once (or at all) - the one you
- are supposed to disable didn't join the fray and is heading straight
- to the SD. And don't waste your torps, you'll need them.
-
- - When only 1 shuttle remains (at 4.??) set engines and (rear) shields
- to full power and go after it. About this time you'll notice that
- your wingmen failed to destroy the TIEs - If necessary (your rear
- deflectors are taking too much hits), stop to blast some of them and
- continue after the shuttle. When you catch it, disable it.
-
- - Head straight at the Star Destroyer for it'll launch interceptors
- after the rescue shuttle. When you see the interceptors send a
- proton torpedo at one and try to blast another when they fly by you.
- Turn immediately at their tail and BLAST them (it's kinda easy when
- they're heading straight at the rescue shuttle). NONE must escape.
- Another wing of interceptors will follow: now you know what to do.
- The point is to meet the interceptors as far from the rescue
- operation as possible.
-
-
- -----------------
- Tour I Mission 12
- -----------------
-
- From: opus@ihlpf.att.com (Robin Kim):
-
- spielman@pender.ee.upenn.edu (Terence P. Spielman) writes:
- > Arrggh!!! Could somebody please help me with Tour 1, Operation 12 of
- > X-Wing? I liberate the freighter with the nuclear warheads from the mines
- > with no problems.
- > After identifying the freighter, a shuttle comes by, picking up the
- > freighter. However, as soon as the shuttle and freighter are about to
- > leave, about 3 shuttles (Imperial) and tugs come by, blowing the freighter
- > and/or myself into never-never land! (neither of which allows completion
- > of the mission. :-)
- > Could somebody who has finished this mission recommend a strategy?
-
- Pretty nasty surprise, huh? :^) I got blown away also. The next
- time, though, I saved my proton torpedoes, and wasted all the mines
- using just my laser cannons. Then, I waited until the shuttle arrived
- and captured the freighter. As soon as the additional unfriendlies
- hyperspaced in, I blasted the two transports with proton torpedoes,
- then mopped up the shuttles using torpedoes and laser blasts. Just
- make sure you're ready to do some evasive maneuvering when those
- shuttles open up on you. Those suckers can burn through fully
- overcharged shields in a matter of seconds!
-
- -----------------
- Tour II Mission 1
- -----------------
-
- From: le@cs.tulane.edu (Doug Le):
-
- gt0040a@prism.gatech.EDU (Tom Sorensen) writes:
- > I'm stuck. How do you complete Tour II, Op1? It's where you have to
- > blow a transport off the top of a frigate before the frigate is
- > captured. Whenever I try I either get blown to bits by the TIE's
- > (since I'm sitting still trying to nuke the shuttle) or ram the
- > frigate and get captured. You only have 2 mins to kill the shuttle,
- > so killing the TIEs first is NOT an option.
- > I've tried locking on the shuttle and blowing it away w/ concussion
- > missiles, but it seems the missiles always hit the frigate instead-
- > I've launched 4-6 at the shuttle before with no effect.
-
-
- You definitely have to kill the TIE fighters first. However, that's
- easy to do. They always go head to head on you. Use torpedoes at the
- TIEs if you have to. After killing all of them, go for the transport.
- Do not stay on top of the freighter. Instead, stay parallel in front
- or behind it. This will guarantee you to kill the transport instead
- of the freighter.
-
- But then, here is the hard part, protecting the freighter. All I can
- say is that go after TIE bombers when they appears. Each bomber has
- 11 torpedoes with a range up to 6 km.
-
- ...
-
- From: smm@triryche.UU.NET (Steve Mansfield):
-
- [in response to the same question as above...]
-
- O.k. I've "solved" it once (got blown away right after I got the
- mission complete message...). Basically. Ignore the first waves of
- TIEs and T/I's. Target the transport with your concussion missles,
- and blow it away as you get close with 2 or 3 pairs of missles. You
- only have about 2 minutes to get him, so do it quickly.
-
- Once you've done this, blow away as many TIE's and T/I's as you can
- before the T/B's are launched. They are not a serious threat to
- anything other than yourself, as they won't even chase the shuttle
- when it appears. As *soon* as the bombers launch, get to them as
- quickly as possible and kill them, or they'll torch the freighter with
- torpedoes. More will appear shortly, whether you get them all or not,
- so get them quickly as well. Shortly after the second set of bombers
- appears, the shuttle and transport will move to hyperspace out. You
- basically have to hold the bombers off until about the 12 minute mark.
-
-
- -----------------
- Tour II Mission 5
- -----------------
-
- From: edhresko@hresko.eos.ncsu.edu (ERIC DAVID HRESKO):
-
- GLOCK@chip.cba.ufl.edu (Joseph R. Granto) wrote:
- > Okay, I am ready for help on this one. Mission: protect the
- > frieghter that carries comm-sats. I die about 1-2 minutes into the
- > mission; those stupid homing torps take me out all the time. Any
- > recommendations for this mission?
-
- I always find that when I see that I am being targeted, I kill my guns
- and shield (i.e. dump all power to engines) and fly like a bat out of
- hell in loops and twists. If the projectiles are torpedoes, they are
- fairly easy to jink, and you only have to worry about them when they
- are REALLY close. In fact, if you move at an angle (ideally
- perpendicular) to them, they almost always miss. Not so with
- missiles, though.
-
- ...
-
- From: s106275@lehtori.cc.tut.fi (Anssi Saari):
-
- [responding to the same message as above...]
-
- It's those first 1-2 minutes that are the hardest. The mission seems
- to vary a bit, either the enemy are right there, or a bit further
- away. If they are further, you have that much more time to build up
- shields.
-
- As for avoiding the torps, I have done as follows: when I get the
- message that one has been launched at me, I target the torp and pull
- the stick to one corner and hope it won't hit. If it doesn't I wait
- until the torp is at its farthest point from me and push the stick in
- some other corner. Repeat until the torp vanishes.
-
- This usually works pretty well. BTW, don't take out both of those
- bombers, because the star destroyer will send other two. Instead, take
- out one and damage the other a bit so that it'll head back towards the
- std.
-
-
- -----------------
- Tour II Mission 6
- -----------------
-
- From: s106275@lehtori.cc.tut.fi (Anssi Saari):
-
- [attribution uncertain, probably my fault...]
- > I need some strategy help on this mission, the one where you have to
- > protect the stranded Xwing. I cant seem to destroy the gun ships
- > fast enough. One time I was playing this mission and the alliance
- > fleet showed up just before I got killed, I assume I was doing
- > something right but I dont know what it was. Now every time I play
- > the Star Destroyer shows up. How do I get by this mission?
-
- I just did today, but I'm not sure how I did it :-) The star destroyer
- comes around only after the X-wing has been captured by the Empire
- shuttle, so that's one thing you have to take care of, destroy the
- empire shuttles before they dock with that x-wing.
-
- Of course, it helps somewhat, if your wingmen are veterans or better.
- Someone may call cloning yourself cheating, but I'd rather go
- scrubbing the men's room than lead a bunch of rookies against those
- attack gunboats...
-
-
- ------------------
- Tour II Mission 10
- ------------------
-
- From: cthuang@zerosan.UUCP (Chin Huang):
-
- Terence P. Spielman wrote:
- > I've been particular in taking out bombers as soon as possible,
- > especially since they always seem to aim their missiles at me, and
- > never at anyone else.
-
- Missiles are fired at you will alarming frequency in the later tour of
- duty missions. Dodging missiles is a good skill to know.
-
- Keep an eye on the "Enemy Missile Lock-On" display in the cockpit. If
- it flashes yellow, an enemy is attempting to lock his targeting system
- onto your craft. Start evasive manuevers to throw off the enemy's
- tracking. If the enemy is far away, he can still track you because he
- only needs to make a small course correction to keep you in his sights.
-
- As soon you get a message that a missile has locked on, press the space
- bar. This selects the missile on the targeting system. Turn your
- fighter so that the missile is approaching at 90 degress to your course.
- That is, keep turning so that the missile is at the edge of your radar
- display. The missile will miss because it can't turn as quickly as your
- fighter.
-
-
- ------------------
- TOUR III Mission 6
- ------------------
-
- From: cthuang@zerosan.UUCP (Chin Huang)
-
- Gabriel Jones wrote:
- > How do I prevent my wingmen from dying so soon ?
-
- The mines will quickly toast your wingmen if you let them attack the
- containers. As soon as you emerge from hyperspace, tell your wingmen to
- wait by selecting each one on the targeting system and pressing Shift-W.
- They will stop their fighters outside the range of the mines. Go in and
- destroy the containers and mines yourself. When the frigate arrives,
- tell your wingmen to attack the TIE fighters by targeting a TIE fighter
- and pressing Shift-A.
-
- ...
-
- From: herzling@informatik.uni-kl.de (Alexander Herzlinger [RHRK]):
-
- [This seems to be a more complete requote of Gabriel Jones' request...]
- > My unsuccessful strategy for this OP has been to approach the closest
- > container until it is within range and then come to a complete stop
- > and destroy it and any other conatainers that are now in range and
- > then I destroy all the mines that I can from my position. Then I
- > advance to the next container and repeat the above. I save my
- > torpedos for the freighters. I usually have around four containers
- > left when the frigate appears and all hell breaks loose. I kind of
- > panic and go kamikaze on the last few containers only to be blasted by
- > a combination of the remaining mines, tie fighters, and the frigate.
- > How do I prevent my wingmen from dying so soon ?
- > What was your successful strategy for this OP?
-
- This was up to now the hardest mission... My strategie was like this:
-
- This is how the containers are (APROXIMATLY, I cant remember the exact number)
- placed.
-
- 5
- 1 6
- 2 7
- 3 c
- 4 b
- a
-
- (the numbers/letters I used do not match the real numbers/names of the
- containers)
-
- 1. I just ignored the mines, only evasive man. so I don't get hit too often.
- 2. Right after I hyper in, I put all laser power to the shields and set
- lasers and shields to max. recharging.
- 3. Command ur wingman to attack Container a (the first one after
- pressing 'T' once).
- 4. Keep an eye on your wingmen (u can see the torps they fire and tell
- where they are by looking where the mines fire). As soon (!!!!!) as
- the container is destroyed command your wingmen to attack b and
- after this c. The key is to command the attack of the next
- container as soon as possible sometimes even before u got the
- 'container destroyed' message if u see ur wingmen fireing enough
- torps on the container. Using this strategie ur wingman should be
- able to destroy containers a,b and c. If u are fast enough order
- the remaining wingman to destroy 5 and then 6 if u (or better the
- wingman) is lucky he will manage to take them out too.
- 5. WHILE keeping an eye on the wingmen and they are destroying their
- containers approach the containers 1-4 and stop at about 1.3x-1.43
- from them. The mines are busy shooting at your wingmen so u will
- not get serious hit. Transfer energy from lasers to shields if
- they get low. Destroy containers 1-4 with lasers only.
- 6. Get away from the mines/remaining containers to a safe distance
- (2.x) and fire one torp each at the remaining containers. Use ALL
- ur torpedos so u can take out some containers or make it easier for
- u to destroy them later with your lasers.
- 7. About at this time (if u was fast enough) the two freighters come
- in. Now be REALLY, REALLY fast! Full throttle and head towards
- them, firing with the laser at the one which is nearest. Finish
- them. Its possible, but u have to be fast, otherwise they will
- hyper out and everything is lost. Step 6 is essential so u don`t
- get hit by the mines to often while dealing with the freighters.
- 8. Now move into a save distance and recharge ur shields etc. then
- kill the remaining containers (2-4). Because you used your
- torpedoes on them you should be able to kill them more easily.
- after finishing one, move away and get your shields up and then
- attack the next one.
-
- If you are fast enough u can manage all at a time where no tie bombers
- from the Frigate have reached u or fired missiles at u. Just ignore
- TIE-fighters if they aproach before u have finished.
-
- This mission is very hard (at least it was to me) and even following
- this scheme might take SOME tries.
-
-
- -------------------
- Tour III Mission 10
- -------------------
-
- From: jason@jarthur.claremont.edu (Jason Merrill):
-
- kandzior@gmd.de (Alexander Kandzior) writes:
- > I think the hyper-out point is not fixed, there is only a certain area
- > in which the ships appear.
-
- Actually, the problem is if you get in the way of the frigate's flight
- path -- the containers are arranged like
-
- |
- X|
- |
- X |X
- |
- X|
- |<-Frigate trajectory
-
- If you get in its way, it will stop before it gets to you. This puts it in
- the middle of the containers, which is a Bad Thing... Hang around the
- leftmost group until the frigate arrives.
-
- ...
-
- From: gmhunter@mizar.usc.edu (Guy Michael Hunter):
-
- - Protect containers from a frigate and scads of T.I.E. bombers.
- - Wait for group of new A-wings to arrive.
-
- Stop. Divert all power to shields, toggle max laser and shield
- regeneration. You'll have a while to charge up as the frigate won't
- arrive until 18:27.
-
- When fully charged, leave laser regeneration at max and put shield
- regen. at "increasing". At full throttle, this will give you enough
- speed to easily stay with the bombers that'll appear later, without
- overrunning them. This is important. I could not finish this mission
- with any other power combination.
-
- Now, toggle your targeting computer through all the containers,
- leaving it on the last one. Around 18:35, go full throttle. It's now
- 18:27! Press "T" one more time to bring up the frigate and order all
- wingmen to immediately attack it. Attack it yourself for 30 more clock
- ticks.
-
- At 17:55 the T.I.E. bomber groups appear. Order your wingmen off the
- frigate and on to the bombers - the frigate will no longer target the
- containers so you can leave it alone.
-
- Pick off the bombers as quickly as you can and get your wingmen all
- over them. If you're fast enough, you'll have little breaks between
- waves during which you can recharge or head back to the containers to
- get your bearings. Use your missiles liberally (only one per bomber)
- to keep them off the containers. And jink like crazy to avoid any
- missiles launched at you. With this many bombers involved, the
- missiles can add up quickly and can take you out of the mission.
-
- The frigate will leave eventually and if you've mopped up all the
- bombers, you'll have a little wait for the A-wing group to arrive.
- Just be patient. That's it!
-
-
- -----------------
- Tour 3 Mission 13
- -----------------
-
- From: drkszk@ocf.berkeley.edu (Derek Suzuki)
-
- gabrielj@.sfu.ca (Gabriel Jones) wrote:
- > This is the assault on the Death Star's surface. I am having a hell
- > of a time dealing with the TIs after me as well as taking out the
- > targets (four containers and ?? laser towers). Also, my wingman get
- > wasted about 30 seconds into the OP. -What strategy did you use
- > successfully for this OP ?
-
- Started by taking out the TIE bombers behind me. One always got a
- missile off, so you'll have to do a little dodging. Head towards the
- nearest hangar and dish off four torps at it. That should knock down
- its shields so a few laser shots will finish it. Use your remaining
- torps on the next one, moving around the nav buoy in a circle to
- destroy all of the TIE hangars.
-
- Stay relatively low. It seems like you get more TIEs after you if you
- fly too high. Cruise just above the effective range of the laser
- towers. Ignore TIEs until they get within about two klicks. Then
- finish them quickly. Once the hangars are gone, head for the nav
- buoy, dive for the surface, and start wasting towers. Check your
- range to the buoy occassionally to make sure you're not too far from
- it. It helps if you get accurate enough to fire a single shot at a
- tower and move the next before seeing whether you hit the first one.
- If you take too much damage, climb out of range and recharge your
- shields.
-
- > Do you have any tips that would allow my wingman to not get destroyed so
- > fast ?
-
- Nope. He always died right at the beginning. Way back in Tour I I
- learned never to assume my wingmen would last more than twenty
- seconds.
-
- > Approximately how many laser towers are there to destroy ?
-
- Can't recall. Felt like twenty or thirty.
-
-
-
- ====================================================================
- 3. THE MAZE
- ====================================================================
-
-
- From: kbw@po.CWRU.Edu (Kevin B. Williams):
-
- georged@sequent.com (George Dolbier) wrote:
- > Control your speed with shield/blaster regenerate rate. I usually
- > fly with shields at MAX recharge, guns at INCREASED recharge. If you
- > can hit many of targets you should be able to keep flying until you
- > get shot down.
-
- I fly with my shields at 50% (normal) and my guns at 75% (Increased).
- Then if my shields run low, I just shunt power from my guns into my
- shields....Keeps my speed up really fast. I've made it through all 8
- levels at once in both the X and A wing, with scores of 110,000 on
- both.
-
- > If you have to stop to let your shields recharge, do not stop
- > between platforms you will get blasted. My preferred method to gain
- > time to let shields recharge is to "bottom out" under a low middle
- > gate. When you are going through the middle gate,for some reason,
- > the last two targets do not shoot. I use this opportunity to take
- > them out. Also you will be going slow between platforms giving your
- > shields more time to recharge, also giving you more time to pick off
- > the first two targets.
-
- Like I said, just shunt power from your weapons...DON'T STOP....
-
- ...
-
- From: georged@sequent.com (George Dolbier):
-
- (NOTE: This is how I did it. I do not make any other claims, this
- is just information for anyone interested keep it or chuck it, but
- don't flame it)
-
- First off use the following priorities:
-
- A: DO NOT MISS A SINGLE GATE. If you have to go slower, go slower but
- do not miss any gates.
-
- B: Hit as many targets as you can. The more targets you hit, the more
- time you have, slower you can go. As you get into level 7 and above
- you may need to slow way down to let your shields recharge.
-
- Hints:
-
- In the higher levels ( 5 and up ) keep all shields forward, but above
- level 7 watch out for the reversed platforms(where you are getting
- shot in the back).
-
- Enter a platform's first gate banked a little to the right. This is a
- little hard to explain. On most platforms the gates are laid out in a
- right, left, right fashion. I found that if your ship is leaning a
- little to the right when you enter the first gate, you will be flying
- level headlong for the second gate. this makes hitting targets placed
- on top of the second gate VERY easy. I often can get both targets with
- one well timed shot.
-
- Slightly over exaggerate the left hand swing into the second gate. If
- your ship is leaning slightly to the left when you enter the second
- gate your swing to the right to complete the third gate will align you
- up well to take out at least one of the targets on the last gate.
-
- ALWAYS try to take out the two targets on the first gate. I view the
- first two targets on every platform as an easy 4 seconds.
-
- Treat the gates like a skiier treats GS gates. Bump the left side of
- the first gate, the right side of the second gate. Usually you will
- want to bump the right side of the second gate so you can get into
- position for the next platform.
-
- On platforms where the second gate is short: You can bump the top
- of the gate and still get credit for it.
-
- Control your speed with shield/blaster regenerate rate. I usually fly
- with shields at MAX recharge, guns at INCREASED recharge. If you
- can hit many of targets you should be able to keep flying until
- you get shot down.
-
- If you are trying to get your flight badge by completing level 8,
- DO not try to start on an earlyer level. Start on level 8 and put
- shields on full recharge as soon as you start and hit LOTS of
- targets.
-
- I have been playing the game for a few days now. I know most people
- think flying the maze is boaring. But I find it a good stress relief
- and a good warm up. But for a warm up it's getting a little long.
-
- If you have to stop to let your shields recharge, do not stop
- between platforms you will get blasted. My preferred method to gain
- time to let shields recharge is to "bottom out" under a low middle
- gate. When you are going through the middle gate,for some reason,
- the last two targets do not shoot. I use this opportunity to take
- them out. Also you will be going slow between platforms giving
- your shields more time to recharge, also giving you more time to
- pick off the first two targets.
-
- I hope this helps someone get their flight badges.
-
- ...
-
- From: larryt@crchh80c.NoSubdomain.NoDomain (Larry Truesdale):
-
- I'm on level 4 for the X-Wing and A-Wing, but I got as high as level 9
- on the Y-Wing last night. You get your wings after completing level
- 8, but it lets you keep going. Levels 5, 6, 7, and 8 are easier than
- level 4 because you have more time. but you have to watch your
- shields because they shoot back alot more. That's ok, I can deal with
- that. the Y-wing is the easiest ship (for me at least). Basically, I
- set my lasers to recharge at full rate, left the shields at normal,
- and kept the throttle at full. when the shields would get too low,
- I'd transfer energy to them from the lasers. If I ran out of energy,
- I'd use the torpedoes until getting the shields back up. I will
- probably finish the A-wing training next. I almost finished level 4
- last night, but I used a different strategy than with the Y-wing.
- Since the A-Wing is so fast, you can come close to finishing within
- the time given if you run it at top speed. So, I set both lasers and
- shields to minimum and run it at top speed. I try to get a few of the
- guns before all the energy drains out of the lasers and then switch to
- torpedoes. As you can probably imagine, I have trouble getting
- through the whole thing without crashing, but I think that if I ever
- do, and get 8 or 10 2-second bonuses along the way, I will get in just
- under the wire. We'll see! Good luck! I'd be interested in any
- other strategies any of you have come up with.
-
- ...
-
- From: rjvanden@laplace.uwaterloo.ca:
-
- The best strategy for completing the mazes lies in your ship
- configuration. Right off the start, set your laser power to INCREASED
- or MAXIMUM rate. Don't bother with your shields, just leave them at
- NORMAL. Put your throttle at MAXIMUM and redirect all shield power to
- the front. If your shields ever get beat up, simply redirect STORED
- power from your lasers to boost your shields back up (using the '
- key). It's important to shoot as many turrets as possible or you'll
- run out of time (and perhaps even get blown up). When approaching a
- platform, don't simply aim for the turrets at the gate that you are
- about to enter. Aim at the turrets on the second gate. Once they are
- destroyed, turn toward the first gate and destroy the turrets there
- just before flying through it. Also, when flying through a gate, try
- to maneuver your ship so that you are pointed at the next gate (or,
- alternately, the turrets). This advice should help you complete them
- all. On the highest levels where there are "back-facing" turrets,
- simply shoot them through the gates and remember to change your shield
- configuration to EVEN fore and aft. Good luck.
-
- ...
-
- From: opus@ihcase.att.com (0-robin.kim(frb000)):
-
- I made it through all 8 levels using each of the three available
- spacecraft. Believe it or not, the Y-Wing was the easiest, followed
- by the X-Wing, then the A-Wing.
-
- You must go full throttle throughout, and you cannot have both weapons
- and shields at full recharge or you will be too slow. Beyond that,
- the key is to hit almost every target. The faster your ship, the less
- necessary this becomes. In the Y-Wing, I think I hit over 95% of the
- targets, and always finished every level with plenty of time leftover.
-
- Practice your LONG RANGE gunnery, and then you will find the maze to
- be fairly simple, though still a lot of fun.
-
- ...
-
- From: daly@ecs.umass.edu (Bryon Daly):
-
- I managed to make it through all 8 levels for all 3 fighters. I gets
- REALLY intense at times. Level 3 was tough at first, but when I
- cracked it, I got right through to level 6. Level 3 is the most
- time-intensive. The later levels are tougher, but it seems you get
- more time. The difference is that there get to be LOTS more turrets,
- and they shoot at you seriously on the later levels. So you have to
- really keep your shield and weapon power up, and shoot the turrets
- whenever possible (those 2-second time bonuses really kept me alive a
- few times). By level 7 or 8, you have to kill as many turrets as
- possible (preferably at long range) mostly for self-defense, 'cuz they
- shoot the hell out of you.
-
- The A-wing was the easiest ship for the maze, and the first one I
- completed all 8 levels in. The Y-wing was pretty good for the 4-6
- range, but levels 7 & 8 got tough because the turrets really seemed to
- cream the Y-wing, even though it has the toughest shields/armor.
-
- Some basic tips:
-
- On the time-intense early levels, set you shields full forward, and
- leave the shield power level at normal. Leave the weapon power also
- at normal until you loose all weapon power (don't forget you have
- torpedoes and maybe ion cannons to shoot with, also, to extend the
- number of shots you have). If/when your weapons or shields run low,
- set the weapons power level higher, and let the guns recharge.
- Transfer power to from weapons to shields to build your shields up
- again. This seems to go faster than to set shield power high and let
- them build themselves up. Always have your engines at maximum
- throttle. Shoot as many turrets as you can, even trying to shoot them
- from far off. Get your aim to be pretty good, and you can take out
- the turrets from a fair ways off and spare your shield some pounding.
-
- On the later levels, this strategy doesn't fully work. You have to
- keep the weapons and shield recharge pretty high for the whole course.
- Don't move the shields forward anymore. Keep them even, and right at
- the beginning of the level, use your weapon energy to boost the
- shields to full maximum. (Leave some energy for making shots, though,
- and transfer it over to the shield as it replenishes). The rear
- shields serve as a battery for storing the shield energy (until you
- start getting shot at from behind...) When you lose a lot of front
- shields, just move the shields back-front-center, and all your shield
- energy is redivided evenly, so front-red, back-double green can become
- front-green-yellow, back-green-yellow for the shield layers. Keep
- your throttle on full. Perfect your long-distance aim at the turrets.
-
- In general, avoid hitting the ground since it stops you, and more
- importantly, avoid missing gates whenever possible. Each miss causes
- a 15 second penalty, and a lots of misses can drain minutes off your
- completion time, and that can kill a run really quickly. Always keep
- an eye out for where to next platform is. Some of them are at an
- angle that they aren't visible when you exit the third gate (since
- they're above you and off the screen), and you will need to know where
- to go. If you get lost, scrap the run and try again. Lastly, you may
- not want to try and complete all the maze stuff all at once. I know I
- tended to get overloaded on it. Fly some historical missions to give
- yourself a change.
-
- Once last thing...you may want to back up your pilot file (name.plt),
- so once you pass all the mazes, if you get killed/captured on a tour
- of duty, you won't have to redo the whole maze thing to get those
- patches...
-
- ...
-
- From: bkssmith@thunder.LakeheadU.Ca (BKS Smith)
-
- [responding to a recommendation to go all-out-fast...]
-
- Hmmm, I use the opposite strategy. I had lasers and shields both set
- to one notch above normal and throttle set to full power. This gave
- me a speed of only 75, but I could always count on my lasers being
- charged. I also set my shields to front only (not recommended for
- level 8 where you can be shot from behind!). As stated above, the key
- to succeeding is hitting the targets. On level 6, I crashed 3 times
- and still made it since I hit most of the targets. On level 7, my
- flight controls got damaged and I got stuck behind a gate. I couldn't
- move until R2 fixed the controls, and I still made it with time to
- spare. On level 8, I got blown to smithereens (see note about
- shields, above), so my strategy isn't perfected yet :-)
-
- ...
-
- From: m91pma@tdb.uu.se (Patrik Manlig):
-
- When you get to the 8th level, some of the platforms will face
- backwards instead of forward. Then, you won't be able to see some of
- the targets, because they're behind the gates. You can _still_ shoot
- at them! If you're low, you might not see the explosion, but you will
- kill the target anyway!
-
- ...
-
- From: maestas@cs.arizona.edu (Mark Maestas):
-
- cavaden@lims02.lerc.nasa.gov (KARL VADEN) wrote:
- > I think the pilot training ground is pretty intense too. I'm stuck
- > at level 3 myself. I did come within 15 gates once. I just gave
- > up!
-
- The only thing that seemed to get me through this was to make sure to hit most
- of the targets. This was usually accomplished like this:
-
- 1) The first row of targets should be picked off at long range, before
- getting to the gates.
-
- 2) The middle row of targets was shot right after going through the
- first gate. Remember you are at short range so you must lead off
- when you shoot. The X-Wing has the widest change in leading off as
- the guns change, but if you keep in mind that they fire in a
- counter-clockwise direction then you can plan to shoot first at the
- target that is on the same side as where your next shot will come
- out from.
-
- 3) This is usually where I had to do point-blank shooting. This
- required a large lead, and a little panicked no-aim-barrage that
- took out quite a few targets that might have gotten away.
-
- After I got through level 3, the rest seemed so easy because there were more
- targets to shoot at and hence, more time to complete the course. There's
- more live fire, so remember to keep track of your shields. I found that
- it's usually best to divert more power to lasers because you can always
- transfer energy to shields for a sudden shield increase and the lost energy
- isn't really missed since you aren't firing constantly.
-
- ...
-
- From: ss@wpi.WPI.EDU (Scott Streeter)
-
- This message was written by cisko@d0tokensun.fnal.gov
-
- X-Wing Maze made SIMPLE
-
- When I started doing the maze, I was so bad I thought I would
- never get my flight badges. I was wrong.... As of this writing,
- (3/20/93) I have made it to level 10 in all 3 starfighters. I
- have learned some tatics that should help everyone.
-
- 1.) You can make it thru all levels with your speed set to 70-80 KPS.
- Energy can be reconfigured around this "base". If you can go
- faster, that is of course better.
-
- 2.) Set your shields to 1 notch below normal charging. Use the ['] to
- shift power from lasers shields as needed. Lasers should be set to
- increased charging or full charging.
-
- 3.) Missing one of the gates is NOT a disaster. You may even be able
- to miss 2 of them and still complete the level.
-
- 4.) Crashing into a platform is much prefferable to missing a gate . I
- have crashed many times and still completed levels. When you
- crash, use that time to blast the laser boxes on that platform.
- Coming to a complete stop (crashing) and blasting the boxes while
- I was accelerating, was much better than missing a gate.
-
- 5.) On levels 1-7 set your shields to double front. Not much will
- shoot at you from behind on these levels.
-
- 6.) Any time saved thru one level will not be added to the time
- alloted on the next level. Finishing a level with more time
- remaining will affect your score though.
-
- 7.) For the higher levels, work on destroying the boxes on a platform
- at the greatest distance possible. As you exit one platform start
- targeting the next platforms' boxes.
-
- You should keep ALL this in mind as you fly the maze. Level 3 is by
- far the hardest. You only have 3 minutes, forcing you to blast more
- boxes than you might otherwise. (Each laser box blasted adds 2
- seconds) When I completed level 3 for the Xwing, I had 15 seconds
- left, with 13 gates to go. I thought this was impossible. All of these
- final platforms are loaded with boxes. I shot enough of them to keep
- my time at 15 seconds; and I completed this level. It was a pretty
- bizzare feeling. I actually shot enough boxes so the warning beeper
- stopped! Once you get past level 3, concentrate on flying cleanly
- thru all the gates. Blast boxes if you can, as they now shoot at you
- more accurately. You don't need to blast them for time, as much as to
- prevent them from draining your shields. You will now get from 5.5 to
- 4.5 minutes per level.
-
- I noticed some things that were particular to the different starfighers.
-
- X-Wing: The lasers are spaced just the right distance apart. This
- allows you to fly right at a gate, and blast both boxes without
- much correcting.
-
- Y-Wing: Much more power is able to be transfered to the sheilds. This is
- due to the ION guns storing energy. ION guns were not that effective for
- shooting boxes.
-
- A-Wing: Much of each level can be completed with a speed over 100 KPS.
- This gives much less time to target and destroy boxes. Reducing your
- speed to 80-90 KPS gives you more time to destroy boxes. Aiming in the
- A-wing is more difficult than with the other starfighters. The boxes
- pretty much have to be in the middle of the targeting reticle.
-
- Completing level 8 is how you get your flight badge. These have laser
- boxes behind the gates. They shoot at you after you fly thru the
- gate. These can be destroyed by shooting thru the base of the gate
- before you fly thru. After all, the gates are holographic projections.
- Destroying these boxes are not a problem, since you are using the FORCE
- anyway!
-
-
-
- ====================================================================
- Appendix A: GENERAL TACTICS & GOOD ADVICE
- ====================================================================
-
-
- ---------
- A.1 RECON
- ---------
-
- From: galenr@gr.hp.com (Galen Raben):
-
- Tim Vannaman (tsv@Unify.com) wrote:
- > Does anyone have any suggestions for doing recon? I had to do the mission
- > about 6 times before I finally got all ships reconned, and I had no
- > shields left either. (Tour I, Op 2)
- > When I exit hyperspace, I put all my laser power into my shields.
-
- Yup - putting all power to shields helps - don't waste energy on firing
- at anything. I was finally able to get thru this getting only one hit
- on the shields! Whenever approaching a "capitol" (yes, I'm a former WC
- player) ship, do A LOT OF JINKING, randomly and continously move side to
- side, up & down, throw in a few spins for grins - and WATCH THOSE LASER-
- BOLTS, ya don't wanna fly into one... Do this a full power to engines
- (sheilds overcharged from your guns). As soon as you get an ID on the
- target computer, pull out and target the next one. Don't try crossing
- between ships unless the target is real close, go out a klick and then
- dive back at 'em... Do this until all ships are ID'd and don't ever stop
- jinking! I still had full shields when the Star-Destroyer popped in.
- Considered flying up into his belly to take a look at the interior but
- didn't try - figured it would be tough to dodge shots while decelerating,
- especially with all those ties around... A shot hit me just when I went
- into hyperspace, but still got outa there...
-
- Has anyone tried? Did they make an "interior" to the Star-Destroyer?
- Just wondered... I did this in the Hysterical mission in the one where
- you take out the repair depot. I hit 'em from the inside! But then no
- one was shooting at me either... :-)
-
-
- --------------
- A.2 PROMOTIONS
- --------------
-
- From: f_alfan@pavo.concordia.ca (Doom, Herald Of the Apocalypse):
-
- As to promotions in X-wing: I became Flt.officer after completing all
- 6 A-wing historical missions. I figure you get other promotions after
- completing the Y-wing and X-wing missions (I only need Y #6 and
- X#3,5,6...)
-
- How many levels are there to the taining grounds? I reached A-wing
- training 5 but did not complete it, perhaps you get a ribbon/marker
- when you complete it. Anyone finished a training course? [See the
- maze section! -- Ed.]
-
- Medals are awarded in several places, but I never received any from
- the historical missions (as for rescuing Ackbar). I got the Calidor
- crescent in tour 1 mission 7, or 8 (cant remember) and the Corellian
- cross upon completion of Tour I. For the curious, NO I did not use a
- cheat. luck and devotion folks!
-
-
- ---------------------------
- A.3 CAPITAL SHIPS & ID MODE
- ---------------------------
-
- From: tl@etek.chalmers.se (Torbj|rn Lindgren):
-
- z91cgmo@mtek.chalmers.se wrote:
- > I was wondering... When you target a large enemy ship (ie std crv
- > frg) some areas on the pictures are red in the CMD. Are these just
- > fancy frills or do they actully show the weak spots. It's just an idea
- > I had, I haven't tried it.
-
- The red areas are weak spots. In the case of a Star Destroyer for
- example there are two weak spots. The upper one is the
- shield-generators, and if you get close you'll see that it actually is
- two towers. If you destroy these (One or two photon-missiles at each
- tower or using laser) the Star Destroyer will lose it's shield.
-
- It is the easier to kill, if you have an Y-wing you'll probably will
- disable it first(much easier than killing it), to lower the amount of
- fire you are recieving.
-
-
- -----------------------
- A.4 FUN WITH HYPERSPACE
- -----------------------
-
- From: jfe@alchemy.TN.Cornell.EDU (Brian Chung):
-
- 2559johnsonr@vms.csd.mu.edu writes:
- > On a similar note, anybody ever finished a mission, hit "H" and had
- > R2 say that the jump path is blocked, & the jump has been aborted,
- > because there is a Star Destroyer or Frigate or whatever sitting in
- > your path! That's scary. I'm glad it didn's suddenly DECREASE my range
- > to the Star Destroyer!
-
- You got lucky. I didn't. Just last night, I was playing TOD 1,
- Mission 8 for the umpteenth time. I finally managed to save the
- rescue shuttles and got the "Mission Complete" message. I tried to
- hyperspace, but there were two frigates on my way. So, I changed
- direction and tried again. Nope, I still ended up pointing towards
- the frigates. I changed direction again. Still no good. Note that
- while I was doing this, my distance to two frigates were getting
- smaller and smaller. On the fourth try, I ended up right next to them
- and got blasted to bits even before I could hit "h" again. I was
- screaming very creative obscenities at my R2 unit. I did finish the
- mission the next try, though.
-
- ...
-
- From: ftw33616@uxa.cso.uiuc.edu:
-
- [responding to same message as above]
-
- Heck, I've hit Hyperspace, had R2 spin the Xwing in a few circles looking
- for a good spot, and then all off a sudden - whoooosh. *BOOM*.
- Straight into a wall. Thanks, R2. Does it only check the center pixel
- for clearance or something?
-
- =============================================================================
-
-