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- X-WING SPACE COMBAT SIMULATOR
- Mission Notes
- compiled by Hoang Pham & Jim Kerr
-
-
-
- These cover the specifics of the more challenging missions. For general
- how-to's, refer to GENERAL.TXT. These are not "solves," but as tips to make
- playing X-Wing less time-consuming. There is still no substitute for being
- a good joystick wiggler. Also, these detail but one way to get through the
- missions; there are other ways to accomplish the same thing.
-
-
- Pilot Proving Ground:
- ~~~~~~~~~~~~~~~~~~~~
- For mazes #1-6, set to full speed, lasers to increased recharge, and
- shields to normal (for the A-Wing, also set shields to increased recharge
- to slow it down to 90). For mazes #7-8, bump shields up a notch to
- increased recharge (max recharge for the A-Wing), since there is more
- hostile fire and you also want to go slower to let your system recharge
- more. Siphon as much laser energy into shields as possible, as the gun
- emplacements can be destroyed with one shot even at the lower power
- level. Use single-fire to conserve power. For the Y-Wing, it may be
- better to use the ion cannons instead of the lower-situated lasers.
-
- The key to passing the mazes is destroying the gun emplacements. This is
- especially true for maze #4 (the 3-minute one), where you need the time
- bonus, and for mazes #7 & 8, where it's a matter of sheer survival. For
- a 6-gun platform, you should be able to destroy 4 guns (the 2 up front,
- and one each in the middle and rear of the platform) on the average.
- With familiarity, 6-out-of-6 is achievable with the A-Wing and Y-Wing.
- This means that precision, one-shot-per-target shooting is essential.
- Remember to rotate to align yourself to the platform for the approach.
- Visualize your path across the platform, and shoot targets that are on
- the same side as the shooting laser/cannon to have as straight a path as
- possible. Learn how to "rock" the ship to hit both targets (by using a
- gun on each side) as you fly by.
-
- Each Rebel ship has its own weapons characteristics. The X-Wing has its
- guns set far apart, so the closer the target is, the closer the actual
- aim point is to the gun (one of the 4 red dots) rather than the center.
- Visualize 4 diagonal lines going from the center to the 4 guns. When you
- aim, the target should be at a certain point on one of those lines, and
- not the center. The Y-Wing has its guns very close together, so you can
- aim pretty much to the center (unless the target is very close) and still
- be able to hit the target. The A-Wing is like a X-Wing with 2 guns. All
- these are relevant for single-shot precision shooting only. In combat,
- you'd want to use dual/linked fire.
-
-
- Historical Missions:
- ~~~~~~~~~~~~~~~~~~~
- X-Wing #3: Satellites Near Coruscant -- A primer in mine clearing.
- Target the 2 transports with dual-fire torps and kill them before
- getting to the mines. Refer to GENERAL.TXT for mine-clearing
- procedure. Destroy the comm sats last. You can't skip the mines, as
- destroying them is part of the mission objective. You're under time
- pressure, since a frigate will hyper in and mess you up before long.
-
- X-Wing #5: Rescue at Mon Calamari -- The two vessels containing the
- Calamari slaves are the freighter and one of the two containers on the
- left side of the map. Destroy all the objects closest to you (on the
- right hand side), including the tugs, then make your way over to ID
- the freighter & container. After clearing out the dogfighting TIEs,
- then move toward the STD as you intercept all T/F's and T/B's coming
- therefrom. They will be aiming for the freighter. Don't let the
- T/B's get close enough (5-6 klicks) to launch their torps at the
- freighter. This is a rather long mission, as the rescue freighters
- are taking their own sweet time and won't be done until the last 2-3
- minutes of the mission.
-
- Y-Wing #2: Y-Wing Gunnery Practice -- This looks easy, but can be a
- tricky mission. You need to stay around the freighter and shoot any
- TIE that tries to dock with it. If one successfully docks, then you
- have to replay the mission. The old maxim, "Shoot Anything That
- Moves," is especially true here. Check the map frequently to check
- all ships' positions. The two TIE groups next to the two containers
- won't move, so you can move to destroy these.
-
- Y-Wing #3: S.O.S. From Twi'lek Corvette Karinne -- You need to kill the
- Beta & Gamma T/B waves ASAP, then max discharge both your lasers &
- shields, switch to single-fire torps, and go after the Alpha wave,
- which is heading toward the corvette you're assigned to protect.
-
- Y-Wing #5: Escape From Mytus VII -- You have 2 minutes of game time to
- kill the docked Imperial transport before it captures the freighter.
- When the frigate comes, wait around the disabled freighter for
- incoming TIEs. Let the wingman do whatever he can, then pick off any
- TIE that gets through. Use dual torps on the other 2 transports.
-
- Y-Wing #6: Interception & Capture -- The last shuttle in the target
- chain (when you press 'T' to cycle) is the one you want. Destroy all
- the rest with lasers or torps. When you are in among them, slow to
- 1/3 to be able to follow them. Then disable the last shuttle with
- ion cannons and ID it for rescue purposes.
-
- A-Wing #6: Deep Space Reconnaisance -- After max'ing your shield, set
- shields & lasers to normal for best speed. Go down the target chain
- when ID'ing containers, so you won't miss any. The TIEs are hidden in
- the last two, and you need to destroy at least 50% of the Alpha & Beta
- T/F groups to satisfy mission objectives (meaning just target these
- two groups, then boogie on out after you're done).
-
-
- Tour of Duty I:
- ~~~~~~~~~~~~~~
- Mission 2: Reconnaissance Mission -- Use max discharge for lasers and
- increased recharge for shields; this will give enough speed to outrun
- the pursuing TIEs. Buzz all targets to ID them. Remember to cycle
- through the targets to make sure you didn't miss any. The STD is the
- last ship to show up. When ID'ing corvettes, fly at an oblique course
- to them to avoid being hit by fire. But for the true Rebel pilot, why
- just look when you have functioning lasers?! So you have no missiles,
- big deal, you'd just have to toy with your victims a little longer!
- Finish your mission objective, then DESTROY EVERYTHING!! Show the
- Imperial tin-cans what "reconnaissance in force" really means!
-
- [Seriously, this is the closest to a no-win scenario there is in
- X-Wing, and is the ultimate test of a Rebel pilot's mettle to deal
- with the Imperial horde--one STD, three frigates, and oodles of
- corvettes--and in only an underpowered, underarmed A-Wing. If you can
- actually wipe out the strike force singlehandedly (remember to send
- the hubby/wifey out for pizza for between breaks), then you can justly
- claim to bragging rights as Jedi El Supremo, and the whole of X-Wing
- playerdom will fall to their knees to pay homage to your greatness.
- Do you have what it takes to be Papa Jedi?]
-
- Mission 3: Fly Point During Evacuation -- Don't be distracted by the
- T/F's, as the T/B's are your first priority. Hull-damage the T/B's (4
- hits, not 3) to make them run back to the STD. Don't worry about
- having one or two T/F's slipping by, as there is a Y-Wing flying close
- support for the 3 shuttles. You can also send your wingman after them
- for added safety. After the 3 shuttles are safe in hyperspace, go for
- the jugular and take out the STD with the torps you've saved up to
- now. If you chickened out in #2, here is your chance to redeem
- yourself with a (relatively) easy kill, as TIE protection will be
- minimal.
-
- Mission 4: Protect Medical Frigate -- Max out your shields, then set
- both lasers & shield for normal settings. Target the corvette as it
- hypers in and turn directly away from it, going full speed. Intercept
- the first T/B wave coming from the southeast and kill them ASAP. Use
- lasers and try to knock out at least one on the initial pass. If you
- fail, then try to ram one. After the first pass, set lasers to max
- and slow to 2/3 speed while targetting the 2nd & 3rd T/B's. [Another
- alternative is to lock a torp onto a T/B in the initial head-on pass.
- In dogfights, however, the time it takes for a torp lock is probably
- longer than just shooting the T/B with lasers. You be the judge.]
-
- After destroying all T/B's, transfer all laser energy to shields and
- set lasers to max discharge (shields should be at normal) and fly
- toward the corvette at full speed. Switch to target the 2nd wave of
- T/B's when they come out from the northwest. When at about 2.5 klicks
- away from them, set lasers back to max recharge, and funnel some
- shield energy back into lasers to have boosted power for shooting.
- Use the same tactic as with the first wave. You need to intercept and
- destroy at least one of the T/B's before they can launch their torps
- at the corvette (about 5-6 klicks out). After this, then just
- dogfight the rest of the T/F's. A way to cheat in this mission is to
- target the shuttles and press Shft-H to tell them to head home, thus
- not having to worry about them being destroyed by the T/F's.
-
- Mission 6: Raid for R2 Units -- Concentrate on the pirate shuttles &
- transports, as these are shooting at the freighter/shuttle, and the
- pirate Y-Wings are flying cover (i.e. shooting at you). Remember that
- 'R' doesn't target shuttles & transports, only fighters, so you need
- to refer to the map now and then. Assuming a speed of 90, slow to
- 2/3 to deal with Y-Wings, and 1/3 for shuttles & transports.
-
- Mission 7: Recover Stolen X-Wings -- Your assigned X-Wing to be disabled
- is X-Wing #2. Your wingmen will handle #1 & #3. Intercept the T/I's
- at about 3-4 klicks out from the X-Wings. Check the map frequently to
- see if any T/I had slipped past. Quickly target any that has with a
- torp, before it moves out of range. The torp will probably not kill
- the T/I, but it will force it into evasive maneuvers, enabling you to
- catch up and destroy it.
-
- Mission 8: Rescue Sullustan Tech Staff -- There is a hard way and an
- easy way to play this mission. For wimpsters, here's the easy way:
-
- The #4 & #11 TRNs (or #4 in the 1st group and #5 in the 2nd group,
- same thing) are the prisoner transports. These never change, so you
- need to disable and ID only these.
-
- Unlike what the mission briefing says, the mission objective does NOT
- require you to kill the other TRNs, only disable the prisoner TRNs and
- rescue the prisoners.
-
- Startup sequence is F9x2 + BkSpc + T + I + 'x2 + X.
-
- Cycle to TRN #4, and disable & ID it with dual-fire ions as you catch
- up to it from behind. Slow down to 1/3 as you get into range, so you
- don't ram into it and go to Rebel heaven. Shoot one of the T/F's
- flying cover. Do not go after the other prisoner TRN until you get
- this one done, as you don't want to have to defend both TRNs at the
- same time. Wait around for the rescue TRN and the T/I's to come.
- Kill the T/I's; try to lock a torp onto one on the first head-on pass.
- After killing the first 2 T/I's, then leave the rescue TRN (it'll be
- gone by the time the next T/I group shows up, if the timing is
- correct) and go after the other TRN (#11). Do the same thing.
- Concentrate on the T/I's rather than the T/F's, as the former target
- the rescue TRNs, while the latter only annoy you. After the 2nd
- rescue TRN is safe, yer outa thar.
-
- Now, the PROPER way, for the true-grit Rebel rouser:
-
- Startup sequence is F9x2 + F10x2 + BkSpc + T + I + 'x2 + X.
-
- Kill the #1 & #2 TRNs in the first wave as you approach (try using
- the mouse for shooting these two). Slow to 1/3. Target #3, wheel
- around and kill it. Switch to ion cannons and disable #4, then do a
- fly-by to ID it. Set to full speed. Switch to lasers & kill #5.
- Slow to 1/3 and kill #6. This takes care of the first wave.
-
- Set to full speed. Switch to dual-fire torps. Target #1 TRN in 2nd
- wave and fire upon lock-on. Immediately cycle to #2 and repeat the
- process for #2, #3 & #4. You're now out of torps. The #5 & #6 TRNs
- in the 2nd wave are still alive.
-
- Set shields to normal. You'll now need to intercept the two incoming
- T/I's which are targetting the prisoner TRN you just disabled. It is
- critical that you kill these T/I's ASAP, not only to prevent them from
- destroying the TRN, but also to have enough time to get the other
- prisoner TRN before it gets too close to the frigates. As they fly a
- straight line upon approach to the TRN, angle your intercept course to
- have your best chance at quickly dispatching one T/I. Try ramming if
- you have the chance.
-
- Ignore the T/F's who are shooting at you (you can kill one if you have
- time, but not both, as the frigates will just send out another wave).
-
- Target TRN #6 and kill it at long range with lasers. Switch to ion
- cannons. Target #5 and disable it as you move into the 0.5-klick
- range of the cannons. If you've done everything on time, the disabled
- TRN should be OUTSIDE the firing range of the frigates. If it has
- gotten too close, then you might as well start over, as the rescue TRN
- will be killed by the frigates when it tries to dock, even if you can
- fend off the T/I's.
-
- Mission 10: Rescue Sullustan Leader -- This is basically the same as the
- Y-Wing #6 Historical Mission, except that the escorting shuttles now
- shoot back. Slow to 1/3 at 1.6 klicks away from the first shuttle,
- switch to dual-fire torps, and kill shuttles #1-#4 at lock-on. Clear
- out some of the dogfighting T/I's before closing in on #5 and disable
- it with ion cannons (and ID it). This order is necessary, as you
- don't want to have the T/I's get to the rescue shuttle before you can
- whittle down their number. Ignore the T/F's.
-
-
- Tour of Duty II:
- ~~~~~~~~~~~~~~~
- Mission 3: Attack Weapons Convoy -- Make sure you send your wingman to
- attack the transports that are moving away before they can hyper out.
- You should concentrate in destroying the assault boats and leave the
- job of destroying the convoy to the other Rebel ships.
-
- Mission 4: Capture a Stolen Freighter -- Disable the shuttles first with
- ion cannons, then the Imperial transports. You have to disable and
- may be ID the freighter if it hasn't already been disabled by the
- transports. Then move to a point 4-5 klicks southwest of the
- freighter to wait for the coming STD. You have to intercept the T/B's
- at at least 6 klicks out, as they will launch torps at this range at
- the freighter. Hull-damage them to make them run back to the STD
- before reinforcements can come.
-
- Mission 5: Protect Captured Satellites -- In this mission, the T/I's &
- T/F's are targetting the freighter you're protecting, while the T/B's
- are targetting you. Make sure to avoid the initial missile launch by
- the T/B's, as the dual missiles will kill you.
-
- Mission 7: Protect a Disabled X-Wing -- Concentrate on the Imperial
- shuttles, which will try to dock with the X-Wing and capture it; the
- assault gun boats only go after you. Use max recharge for shields &
- lasers for this one; the slower speed will let you follow the gun
- boats easier. Don't wander too far away from the X-Wing.
-
- Mission 8: Stop Hyperdrive Replacement -- There are 2 freighters out of
- 5 which are carrying the hyperdrive units. Placement of these are
- semi-random. There is a time limit in this, as, one by one, each
- freighter will dock with the STD and unload its cargo, but the process
- will take a while. If you want more challenge, after taking out the
- freighters, you can take out the STD too. Remember to save your torps
- for the shield generators if you plan to do this.
-
- Mission 9: Take out Intrepid's Escort -- There is no replacements for
- dead Imperial ships, so feel free to kill everything. You can again
- go after the STD (about 50 klicks away) after you're done with the
- small fries. Again, remember to save your torpedoes for this.
-
- Mission 10: Destroy the Intrepid -- After max'ing your shields, go
- straight for the Intrepid at 100 speed (normal lasers & shields).
- Upon closing, switch on max recharge for both lasers & shields and do
- your thing. Don't worry about the Y-Wings dying; the game will send
- in reinforcement Y-Wings if necessary--not that you can't do the job
- yourself, of course. But humor your superiors anyway and play babysit
- after the STD's shields are knocked down.
-
-
- Tour of Duty III:
- ~~~~~~~~~~~~~~~~
- Mission 2: Destroy Imperial Repair Dock -- You will hyper in from the
- south, so take out the parked transports & shuttles. You will have to
- do some dogfighting to clear the TIEs flying cover. Nuke the corvette
- at long range with torps. For the freighter, do quick in-out's to
- kill it, i.e. turn tail and run when your shields run low, do loops to
- recharge it, and back in again. Ignore the mines, as you don't have
- time to clear them. Just fly around the fringes to get to the rest of
- the parked TIEs. A frigate will come and park in the middle of the
- whole mess to enliven it up some.
-
- Mission 3: Capture Military Transport -- Use ion cannons to disable one
- or two of the gun boats, so the game won't send any reinforcements.
- Concentrate on the Imperial transport, which will appear AHEAD of the
- captured transport. Don't worry about the gun boats & T/F's, as they
- are targetting you. Disable the Imperial transport so the game won't
- send any more, then turn around and deal with the gun boats & T/F's.
- You can go after the STD Immortal after you're done, but it will spit
- out a truckload (18 more, in addition to those already present) of
- nasty TIEs. Even if you can live through those in the lumbering
- Y-Wing, the STD will hyper off soon after.
-
- Mission 6: Destroy Imperial Supply Base -- Another mine-clearing
- operation. Set shields & lasers at full recharge, and move toward the
- first mine to clear it. Tell your wingmen to take evasive action to
- make them last a bit longer. When the 2 freighters hyper in, attack
- them before they can hyper away, then resume the mine-clearing. You
- should be through with the mines, and destroy a few containers, before
- the frigate moves in. Again, destroy all except one TIE in each TIE
- wave, then do quick in-outs to destroy the rest of the containers.
-
- Mission 7: Destroy Priam's Escort -- The encircling corvettes travel in
- a clockwise direction. Destroy the one at the south end first.
- Another corvette and a transport will hyper in at this point, and by
- the time you destroy these as well, the last corvette will have come
- to your location without you having to chase it around the mine field.
-
- Mission 8: Capture the Frigate Priam -- Stop your A-Wing at 2 klicks out
- from the first mine. Target & destroy all mines with concussion
- missiles. Next, dogfight and kill all TIEs. Then dump the rest of
- the missiles into the frigate and do quick in-outs to chip away at its
- shields. It usually takes until the 3rd wave of Y-Wings before the
- frigate can be disabled and boarded.
-
- Mission 10: Guard Vital Supply Depot -- If the frigate hypers right into
- the cargo area and starts shooting at the containers, then restart the
- mission until its hyper-point is at least 2 klicks away so it won't
- shoot the containers. The nice thing is that the T/B's are targetting
- you and not the containers, making it a much easier job.
-
- Mission 11: Defend Cruiser Independence -- Concentrate on the T/B's, as
- these are shooting at the Independence, and the rest just shoot at
- you.
-
- Mission 12: Begin Death Star Assault -- Transfer all laser energy to
- shields; have shields at normal and laser at max discharge. Switch to
- single-fire torps. Go straight for the Comm Sat and nuke it with a
- torp. After destroying it (and satisfying mission objective), you may
- want to stick around and destroy a few more ships.
-
- Mission 13: Attack Death Star Surface -- Hull-damage the T/B's and they
- will turn and run. Kill all except one of each T/F in each wave. To
- destroy the containers, use the "dive bomb" method: Go to a position
- directly atop the target, then turn away from it and go straight up
- (i.e. away from the Death Star). When you're about 1.5 klicks out
- from the target, turn around and dive straight down at it with linked
- guns blazing. This temporarily shakes off the pursuing TIEs, enabling
- a steady aim on the target.
-
- Mission 14: Death Star Trench Run -- Transfer all laser energy to
- shields. Go straight ahead, weave past the 3 intervening T/F's, and
- immediately dive into the trench when you come to it. Don't dogfight
- the T/F's, as then you'd have to contend with the incoming T/A's.
-
- Upon entering the trench, set lasers & shields at max recharge, giving
- you a speed of 150. Rechannel all generated laser energy into
- shields, and equalize the shields frequently. You can do a limited
- amount of weaving in the trench to avoid fire, but ignore the gun
- emplacements. If your shields run close to empty, pull straight up
- and do some loops to let the shields recharge--just be careful that
- you don't lose orientation and end up out of the trench, as then the
- TIEs and the gun towers will life even more difficult for you.
-
- Switch to dual-fire torps to maximize chance of a hit, and manage your
- shields until you come to the exhaust port. Keep on weaving up until
- the very last second to avoid the dense ring of guns surrounding the
- port. If you miss the port, immediately pull up and do a loop, and
- try your luck again at the end of the loop.
-