TIE Fighter (Collector's Edition) Guide by Cloudff72000, v0.01

First Created: 9/16/2012


I. Guide Information
II. Getting Started
A. Concourse
B. Options Screen
III. Mastering Flight - The Obstacle Course
IV. Simulation - The Combat Chamber & Training Missions
A. TIE Fighter
B. TIE Interceptor
C. TIE Bomber
D. TIE Advanced
E. Assault Gunboat
F. TIE Defender
G. Missile Boat
V. Tours of Duty
A. The Aftermath of Hoth
B. The Sepan Civil War
C. Battle on the Frontier
D. Conflict at Mylok IV
E. Battle for Honor
F. Arms Race
G. Treachery at Ottega
H. Strategic Warfare
I. Tie Defender Technololgy
J. New Threats
K. Hunt for Zaarin
L. Prelude to Endor
M. The Emperor's Will
VI. Technical Specifications
VII. What Weapons to Choose
VIII. Titles
A. Imperial Rank
B. Secret Order of the Emperor
IX. Conclusion

I. Guide Information

For years, I have been a huge fan of both TIE Fighter and its predecessor,
X-Wing. These games were revolutionary for their time, and honestly the
success of games that copied or attempted to improve the game engine never
really captured the magic that these games possessed. Something about
LucasArts back in the day.

Needless to say, good guides are really hard to come by nowadays, but for
these two games in particular. I figured I'll tackle the two games, starting
with the one that, to me, is more fun: TIE Fighter.

II. Getting Started

First, you'll need to install the game on your system. I do not have any
tips on that; you'll have to do some searching yourselves for that one; I am
going to run under the assumption that your game is installed and working
properly.

A. Concourse

When you start the game up, you will be in Registration. In order to play,
you must create a pilot; those lovely stormtroopers will point their loaded
blaster rifles at you if you try to enter without registering. Once you
create a character, you can enter the concourse area. From here you can access
the many features of the game:

Training Simulator - This is where you will accustom yourself to the different
craft available to you.

Combat Chamber - Different combat training missions will be initially
available to you. In addition, once you complete different battles during
your tours of duty, they will become available to you in the Chamber

New Battle/Change Battles - This is where you go to sign up for your tours
of duty

Tech Room - Here you can view the technical specifications of every craft
available in the game.

Film Room - There is a camera capture feature availble during flight; you can
record your flight and then view it in the film room.

Continue (Insert Tour Here) - If you left the game in the middle of a Tour,
you can go directly to it here

Register - You can return to the registration screen here if you wish to
switch pilots.

B. Options

If you press the Escape key while in one of these places, you enter the
Options screen. Here you can set and check the following settings:

Medals - Here you can view the various medals and commendations you have
earned in your career. Completing a tour earns you a medal, and completing
secondary and bonus mission objectives earn you pins that stand alongside
your medal (if you have earned them). Also, completing various numbers of the
training missions will earn you combat medallions. Lastly, if you have earned
your training certificates in the Obstacle Course, you can view those patches
here.

Record - This is where you can view your rank and your score, along with your
hit rates over your career (laser, ion, and warhead rates are scored
separately). It also breaks down your score by tour, and you can also view
the scores you earned in the Combat Chamber training missions, although those
do not count towards your overall score. Lastly, the game keeps track of all
the kills you have, and breaks it down by type.

Backup - You can backup the progress your pilot has made here. You can also
set it to backup automatically, as well as being able to automatically restore
your pilot to duty status.

Options - Here you can change the difficulty level of the game. There are
three levels: Easy, Medium, and Hard. Not only does changing the difficulty
level affect the abilities of your enemies, it also affects how well your
wingmen and other allies perform. It also has an effect upon achieving certain
bonus mission objectives. You can also change display, sound, and music
settings.

You should also take notice of the arm that stretches out on the left side of
the screen. By rolling over the arm, you can check your status in the Secret
Order, if you have become a part of it.

Once you enter into a Tour of Duty, you'll be in what appears to be a combat
ready room. Take note of the features:

view Mission Briefing - Here you can view an outline of the mission and its
objectives

Talk to Flight Officer - You can speak to your flight officer (which puzzles
me if you're a freakin general taking orders from someone who's five ranks
below you). Anyway, you can ask him specific questions about the mission,
what craft you'll be flying, and what opposition to expect.

Talk to Mysterious Figure - On some missions, you can speak to a man who
is in the corner. He is actually an envoy of the Emperor and a member of the
Secret Order. You can ask him about your secondary objectives.

Return to Concourse - If you wish, you can return to the Concourse

Enter Mission - Pretty self-explanatory. After this screen, you can choose
your armament and then enter your mission.

Once you complete your mission, you will immediately enter into a conversation
with your flight officer. You can view your stats during the mission, how many
objectives you accomplished, and you can also ask him "what have we achieved."
You can also do the same with the "mysterious figure."

Once you completed the mission, you can speak to them again, refly the mission
if you failed, or if you want to go for more goals, or you can return to the
briefing room or the concourse, depending on what mission you completed in
the particular tour you were in


When entering the Combat Chamber, it automatically goes into the Mission
Briefing, but you do have the opportunity to return to the selection screen.

The Training Simulator is straight-forward as well. You select your craft,
select the level you wish to start on, and then you go

III. Mastering Flight - The Obstacle Course

If you are brand new to this game, I highly recommend you take a spin in
the Training Simulator. It will accustom you to flight and allow you to feel
comfortable in a situation where you're not under heavy fire. You have your
choice of craft: TIE Fighter, Bomber, Interceptor, Advanced, Defender, Assault
Gunboat, and Missile Boat.

The maze itself is not that complicated. Its basically a giant steel tube that
snakes around. 12 segments comprise the maze. 5 of them contain targets, and
more appear with each level. Level 1 starts with yellow, stationary targets.
Level 2 adds floating red targets, while level 3 adds a fan that starts as
stationary, but will begin rotating in additional levels. When you hit
Level 5, some of the passages will be blocked almost completely, except for a
small opening. A second one will be added in later levels; in addition, BOTH
will start rotating in further levels.

Lastly, but perhaps most importantly, you are under a time limit here. When
you start on Level 1, you'll have the most time available to you, but time
will decrease with further levels. If you get up to levels 9 or 10, it can be
quite hard, if not impossible, to finish the course, even if you dump your
power to the engines. For every target you destroy, you get 2 seconds added
to your available time, which really helps when you're flying a slower craft,
such as the TIE Bomber or the Assault Gunboat.

When you start, only the first three levels for each craft are available to
you. To attain further levels, you will have to finish the course on that
particular level. For example, to unlock level 4, you need to finish level 3.

To obtain your training patch, you must finish at least the first 5 levels,
which honestly isn't that hard, considering none of the targets fire back.

IV. Simulation - The Combat Chamber & Training Missions

The Combat Chamber truly is my friend in this game. If I get stuck, I sharpen
my skills without going absolutely insane. While future missions, once
completed, can be replayed here, I will be discussing only the training
missions here. Each craft has four missions that are associated with it,
and completing them will earn you medallions that are displayed in your medal
case.

(Take note: if an objective only appears on a certain difficulty, I made sure
to inform you of that. Some objectives will only appear on Hard, while others
won't appear on easy. This can really add to the replay value of this game)

A. TIE Fighter

Training Mission 1: Gunnery

Craft: T/F Alpha 1 (You), PLT/2 Training
Primary Objectives:    CN/D Target 1 must be destroyed
                      CN/D Target 2 must be destroyed
                      CN/D Target 3 must be destroyed
                      CN/D Target 4 must be destroyed
                      CN/D Target 5 must be destroyed
                      CN/D Target 6 must be destroyed
                      CN/D Target 7 must be destroyed
                      CN/D Target 8 must be destroyed
Secondary Objectives:  Z-95 Mover 1 must be destroyed
                      Z-95 Mover 2 must be destroyed
                      Z-95 Mover 3 must be destroyed
                      Z-95 Mover 4 must be destroyed
                      Z-95 Mover 5 must be destroyed
Bonus Objectives:      Z-95 Fighter 1 must be destroyed
                      Z-95 Fighter 2 must be destroyed
                      Z-95 Fighter 3 must be destroyed
                      Z-95 Fighter 4 must be destroyed
                      Z-95 Fighter 5 must be destroyed
                      100% of Z-95 group Diad must be destroyed
                      100% of Z-95 group Triad must be destroyed
                      100% of Z-95 group Quad must be destroyed
                      100% of Z-95 group Quin must be destroyed
                      100% of Z-95 group Hex must be destroyed
                      100% of Z-95 group Dodec 1 must be destroyed
                      100% of Z-95 group Dodec 2 must be destroyed
                      100% of X-wing group Dodec 3 must be destroyed
                      100% of X-wing group Dodec 4 must be destroyed
Reinforcements:        None

Here we are at the training grounds. You are piloting a solitary TIE Fighter,
surrounded by 8 Type D containers with no shields. If you are unable to
destroy them, I highly suggest you find another game to play, because it
honestly does not get any easier. Once the containers are destroyed, your
primary objectives are completed.

Shortly after the last container is destroyed, a Z-95 will launch from the
platform. This target will not shoot at you, and is relatively easy to
destroy. After it meets its demise, another will launch. Take care of the
first five to meet your secondary objectives.

Now is when things get quite challenging. Not only will the targets be moving,
but they will shoot back if you give them the chance. The first five will be
one on one encounters, but the odds will gradually increase against you,
starting with two on one, then three on one, all the way up to six on one.
Needless to say, six on one odds are hard for anyone to overcome. I leave it
up to you to accomplish the bonus goals. I usually make it up to Dodec 2
before I get blasted out of the sky. The X-Wings are much more formidable
opponents than the Z-95s, so you'll have to take even more care if you
manage to make it that far. Once the last X-wing is disposed of, your bonus
objectives will be complete.

Training Mission 2: Flight Leaders and Wingmen

Craft: T/F Group Alpha (you - Alpha 2), PLT/2 I.N. Depot, CN/E Group Xi,
      CN/E Group Pi, CN/E Group Chi
Primary Objectvies:  75% of all X-Wings must be destroyed
                    75% of all Y-Wings must be destroyed
Secondary Objectives:100% of all Heavy Lifters must be destroyed
Bonus Objectives:    100% of all X-Wings must be destroyed
                    100% of all Y-Wings must be destroyed
                    100% of CN/E Group Xi must survive until other goals met
                    100% of CN/E Group Pi must survive until other goals met
                    100% of CN/E Group Chi must survive until other goals met
                    100% of A-Wing Group Gold must be destroyed (Hard)
Reinforcements:      ISD Colossus

This mission is desgined to teach you how to work in a group. Thankfully,
you won't always be alone when you fight, which is especially helpful in a
craft like this. You are number 2 in a six-man flight group, thus you won't
be able to issue commands to your wingmen just yet, but should you become
the flight leader, either by design or by your leader's demise, then you will
be able to direct their fighters as well as your own.

Shortly after the start of the mission, X-Wings and Y-Wings will hyper in.
Help your wingment take care of the X-Wings before moving on to the Y-Wings.
The platform can take a lot of punishment; if if somehow meets its demise,
then it has no effect upon the mission.

Once you destroy enough of the Rebel craft, Heavy lifters will hyper in to
try and steal the containers! Fortunately, they can't take much damage before
exploding, so direct your wingment to attack one while you take care of
another, and then repeat until they are destroyed. By this point, you should
have met your primary objectives, and once the last lifter is destroyed, your
secondary objectives will be complete

All that's left now is to mop up the remaining fighters. Pay special attention
to those trying to escape. Make sure none leave the area alive, and your bonus
objectives will be complete, assuming of course the containers survive.

If you are playing on hard, those A-Wings can really wreak havoc, especially
if your wingmen have already been taken out. If you need to, call in for
reinforcements, as the Interceptors have a much better chance of standing up
to the faster craft.

If you complete this after the first mission, you will earn a Bronze Medallion
for your efforts.

Training Mission 3: Destroy Depot

Craft: T/F Alpha 1 (You)
Primary Objectives:   100% of X-Wing group Blue must be destroyed
                     100% of Tug group T-XL must be destroyed
                     100% of A-Wing group Red must be destroyed
Secondary Objectives: 100% of CN/A group Vic must be destroyed
                     100% of CN/A group Limi must be destroyed
Bonus Objectives      100% of CN/A group Vic must be inspected
                     100% of CN/A group Limi must be inspected.
                     100% of X-Wing group Gold must be destroyed (Hard)
                     100% of A-Wing group Blue must be destroyed (Hard)
                     100% of B-Wing group Blue must be destroyed (Hard)
Reinforcements:       None

A nice easy mission if you know exactly what to do. First, target the tugs,
not the starfighters. If you destroy the tugs before they can dock with the
fighters, the fighters will not even move, making this mission nothing
more than target practice. If, somehow, the fighters become piloted, you are
armed with 2 pairs of concussion missiles, so use them to quickly finish them
off. Destroy all the starfighters to achieve your primary goal.

Next comes the containers. Make sure you inspect all of the containers before
you destroy them. To inspect a craft, you must come within a certain range
of the craft, sometimes as close as 0.05 clicks, but it depends on the craft.
Doing so will complete your secondary and bonus objectives.

Once you're finished, CRV Perfect will show up to collect you. If playing on
hard, wait around after getting to the Corvette for a Rebel strike force to
come out of hyperspace and attack you and the corvette. The X-Wings shouldn't
give you too much trouble, but the A-Wings and B-Wings may pose a problem.

Once all the craft are destroyed, or when you feel like you've had enough
return to the Perfect's hangar (if it is still there) or simply quit to end
the mission. Provided you completed the primary objectives, you'll earn your
Silver Medallion.

Training Mission 4: Destroy Probe

Craft: T/F Alpha 1 (You), CRV Astin
Primary Objectives:     Probe PR-V74 must be destroyed
Secondary Objectives:   100% of X-Wing group Blue must be destroyed
Bonus Objectives:       100% of Z-95 group Red must be destroyed
                       100% of Z-95 group Blue must be destroyed
                       100% of Z-95 group Gold must be destroyed
                       100% of Z-95 group Striker must be destroyed
                       X-Wing Red 1 must be destroyed
                       100% of A-Wing group Gold must be destroyed
Reinforcements:         GUN group Mu, GUN group Tau, GUN group Pi (Easy)

You are dropped off roughly 15 clicks from your primary target, a Rebel spy
probe. Along the way, a Rebel X-wing (Red 1), along with GUN group Nu, will
drop out of hyperspace. If the X-Wing isn't initially taken care of by GUN Nu,
feel free to engage and accomplish this small goal.

Once the X-Wing is taken care of, keep proceeding towards your target. A-Wing
group Gold will drop out of hyperspace and proceed towards you! Luckily, you
are armed with 2 pairs of concussion missiles, so charge towards Gold 1, get a
partial missile lock, and let loose a pair of missiles. That should take care
of the first one. Meanwhile, the gunboats should go after the second one,
freeing you up to take your primary objective. By now you should be close
enough to attack the probe. One well-aimed laser shot and its toast. Primary
objective complete.

CRV Astin will return shortly after the probe is destroyed, but a Rebel
Frigate will also drop out of hyperspace and begin laucnhing Z-95s. Lastly,
X-Wing group Blue will appear. Now is a good time to call in your
reinforcements. The gunboats will absolutely help you against such a large
number of foes. Fortunately, you don't have to destroy the Frigate, so it is
best to keep out of range of its guns and make sure you do not open fire on
it! Once the X-wings are destroyed, your secondary goal is achieved. At some
point, the Frigate will have exhausted its supply of Z-95s, and your bonus
goals will be achieved.

Provided all other T/F training missions are complete, you will earn your
Gold Medallion and proven your proficiency with the TIE Fighter!

B. TIE Interceptor

Training Mission 1: Threat Display

Craft: T/I Gamma 1 (you), TRN group Epsilon, PLT/2
Primary Objectives:     CORT Normannic must be inspected
                       SHU StarTour7 must be inspected
                       TRN Seinar T4D must be inspected
                       TNR Seinar T5D must be inspected
                       CRV Ritan must be inspected
                       FRT Elorac must be inspected
Secondary Objectives:   FRT Sunnida 1 must be captured
Bonus Objectives:       100% of SHU Yagmar must be inspected
                       100% of B-Wing group Red must be destroyed
                       100% of B-Wing group Gold must be destroyed
Reinforcements:         None

Inspecting craft is a task you will encounter frequently in your various
battles. They will often serve as secondary and bonus objectives, and they
serve as recon for your superiors. In order to inspect craft, you will
need to get quite close to the craft for your short-range sensors to scan the
contents of a particular craft. Larger craft are able to be scanned from a
larger distance.

It should take no effort at all to inspect the first six craft; doing so will
complete your primary objectives right there. Shortly afterward, three
freighters and two shuttles will drop out of hyperspace. Inspect the shuttles
quickly, then inspect the three freighters. For me, Sunnida 1 has always been
the one carrying the illegal cargo. If the shuttles aren't destroyed by now,
take care of them, then help Epsilon 2 disable the freighter so it can dock
and capture it. Once the operation is complete, your secondary objective will
be as well.

Now you have some down time. You'll see the craft you've inspected hyper out
of the area. Once the last craft leaves, a pair of B-Wings will drop out about
10 clicks from the platform and set up for an attack run on it. Intercept them
and destroy them before they hyper out. Once the first two are done, the
second group of six will drop out about 12-14 clicks relative to your
location. Destroy them all to complete your bonus objectives, paying special
attention to any attempting to escape.

Training Mission 2: Ambush!

Craft: T/I Group Gamma (You - Gamma 2), T/I Group Eta, T/B Group Beta,
      T/B Group Delta, FRG Implacable
Primary Objectives:     100% of all Z-95s must be destroyed
                       PLT/3 A77 must be destroyed
                       SPC Derdmin must be destroyed
Secondary Objectives:   CRL Ardent must be destroyed
                       100% of Y-Wing group Red must be destroyed
                       100% of Y-Wing group Gold must be destroyed
                       100% of X-Wing group Blue must be destroyed
                       100% of X-Wing group Red must be destroyed
Bonus Objectives:       CORT Neenoc must be destroyed
                       100% of A-Wing group Gold must be destroyed
                       100% of B-Wing group Red must be destroyed
Reinforcements:         None

You're going to need to act quite fast in order to achieve all the goals here.
First, crank your throttle to full immediately. Second, set your laser
recharge rate up one click. Thirdly, target CORT and head straight for it. It
is currently parked on the platform, but won't be for long. By the time you're
in cannon range, it will take off and immediately head for its hyper jump
point. Lead your target and start lowering its shields. Continue firing upon
it while you come up behind it. When you are about as close as you can get to
it, align yourself with it and continue to unload continuous cannon blasts.
If you're good enough, and lucky enough, you'll destroy it mere seconds before
it hypers away.

Once you take care of that transport, you have one of two choices. You can go
after the fighters with your wingmen, or you can try and take on the SPC that
is quite close to your location. I would advise the former, but it is possible
to take the SPC down, though you must make sure you don't get hit, not even
once. Any damage to your engines and you're a sitting duck. Once its shields
are down, its hull won't take much damaqe.

Around this time, the Platform should be going, so if the SPC is taken care
of, help your wingment destroy the remaining Z-95s. This will accomplish your
primary objectives. However, the CRS Ardent will hyper in around the same
time, and will launch X-Wings and Y-Wings that will target you and the
Frigate, respectively. Take care of the X-Wings before going after the
Y-Wings, and the bombers will deal with the Ardent. Once all are destroyed,
your secondary objectives will be complete.

During this time, keep an eye out for a group of A-Wings and a group of
B-Wings. If all the other fighters are cleared out, take care of the A-Wings
before dealing with the rest. Make sure none leave alive, and you will have
completed the bonus objectives.

If you are following the guide, you will earn your Bronze Medallion after
completing this mission.

Training Mission 3: Clear Minefield

Craft: T/I Alpha 1 (you), FRG Lightning, TRN Sigma, T/B group Beta
Primary Objectives:     100% of all mines must be destroyed
Secondary Objectives:   None
Bonus Objectives:       CN/A Koss 2 must be boarded
Reinforcements:         None

This is another relatively brief mission, but you have to be careful! Those
mines can rip you to shreds if you don't keep moving. One shot a piece will
destroy them, but a few hits from them will take you out as well. With all the
mines destroyed, your primary goals are achieved.

Once the mines are cleared, inspect the containers and just wait for the
transport to finish its operation. Bonus objective complete. Fly back to the
Lightning or end the mission to earn your Silver Medallion

Training Mission 4: Combined Attack

Craft: T/I Alpha (you - Alpha 1), T/B Theta, FRG Lightning
Primary Objectives:     100% of SHU group Revt must be destroyed
                       100% of TRN group Bultz must be destroyed
                       100% of Tug group T-SE must be destroyed
                       100% of Tug group T-SF must be destroyed
                       100% of Y-Wing group Gold must be destroyed
Secondary Objectives:   CN/A Duce 1 must be destroyed
                       CN/A Duce 2 must be destroyed
                       CN/A Duce 3 must be destroyed
Bonus Objectives:       CTRNS Moth must be destroyed
Reinforcements:         CRV group Wreden

You have two wingmen to assist you, so make sure you utilize them. First,
target the nearest tug, and have your wingmen attack it. Then, switch to
another tug and attack it yourself. Repeat until the tugs are completely
destroyed. If there are any moving craft, target them first, then go back
to deal with the parked craft. Once all mobile craft are destroyed, your
primary goals are complete.

While this is going on, T/B Theta will be destroying the containers. If all
goes according to plan, you won't need to lift a finger to accomplish your
secondary goals. All that is left is the CTRNS Moth, which should go down
without too much of a fight. Do make sure to dodge its defensive fire if you
go after it yourself, though your wingmen and the bombers will also provide
some cover. Once it goes, your bonus goals are achieved.

If you have completed the other three training missions, you will be given
your Gold Medallion, showing your skill with the Interceptor. Also, if you
have completed the T/F training missions, you will be promoted to the rank of
Flight Officer. Congratulations!

C. TIE Bomber

Training Mission 1: Proton Torpedoes

Craft: T/B Beta 1 (you), PLT/1 Training
Primary Objectives:     100% of CN/A group Target must be destroyed
                       FRT Target 3 must be destroyed
Secondary Objectives:   CRV Target 4 must be destroyed
Bonus Objectives:       FRT Target 3 must be inspected
                       CRV Target 4 must be inspected
                       M/CRV Target 5 must be destroyed
                       FRG Target 6 must be destroyed (Med/Hard)
                       CRL Target 7 must be destroyed (Hard)
Reinforcements:         None

This mission is designed to accustom you to using proton torpedoes. Depending
on what you're shooting at, this mission won't be too hard. The containers
will only take one torpedo a piece before exploding, and the freighter's
shields are down, so a pair of torpedoes will destroy it. If you can position
yourself correctly, you can inspect it as it hypers in. Once the freighter
is destroyed, your primary goals are completed

At this point, a Corvette will hyper in, but you won't have the opportunity
to scan on the flyby. You'll have to get in close, and that comes with
danger, because if you're not careful, its turrets will blast you clean out
of the sky. Make sure you juke around as it fires its lasers; that way it
can't get a lock on you and you'll gradually get closer. Once you ID it, high
tail it back to a safe distance and fire your remaining torpedoes. On higher
levels, you may see them destroyed by defensive fire. Either way, head over
to the TRN Reload as it exits the hangar, and press Shift-B to shut your
engines down and signal for a reload. Now, what you do when you dock is target
the Corvette, get a missile lock, and fire as you are being reloaded; this
will only count as a single reload! Way to cheat the system, huh? 6 Torpedoes
will take the Corvette down and complete your secondary objectives.

Next, a Modified Corvette will enter; fortunately, you do not have to inspect
it; just destroy it. Stay out of its range and fire torpedoes; signal for a
reload as needed. Again, 6 torpedoes will take this thing down.

If playing on higher difficulty levels, the targets become much more
challenging. The Frigate can take at least 12 torpedoes, and its lasers will
often blast incoming warheads to shreds. Make sure your first salvo targets
the warhead launcher, as you don't want to have to deal with that on top of
other issues. Reload as necessary.

The last target, the Light Cruiser, can be a real pain in the behind. Target
the warhead launchers first before taking it out completely. You're going to
need at least 18 torpedoes to take this puppy down, but you can do it! Once
you finish, either return to the platform or quit the mission, as you will
have completed all your objectives

Training Mission 2: Space Bombs

Craft: T/B Beta (you - Beta 2), T/A Alpha, T/B Delta, T/A Gamma,
FRG Implacable, ATR Mako
Primary Objectives:     PLT/1 Abrihom must be destroyed
Secondary Objectives:   PLT/2 Bersabla must be destroyed
Bonus Objectives:       PLT/3 Cyrlus must be destroyed
                       CRS Ossus Day must be destroyed (Hard)
                       100% of X-Wing group Red must be destroyed (Hard)
                       100% of Y-Wing group Gold must be destroyed (Hard)
Reinforcements:         None

Here, you will work as a group to destroy a series of platforms. You only have
to destroy the first platform, but where's the fun in simply getting rid of
one? To use the space bombs effectively, you'll have to close in to at least
2 clicks, preferably closer, before you release them. The direction you are
traveling in will determine the trajectory. Make sure you don't get ripped
to shreds by the lasers of the platforms. Once Abrihom goes, you'll have
completed the primary objective.

The second platform will already have been attacked by the other Bombers,
so if it is still standing, obtain a reload of bombs and finish it off,
remembering to dodge lasers as necessary. Once it is destroyed, you'll have
met the secondary goals.

The last platform will more than likely have not taken any damage, which
seems weird considering it should be under the fire of a Frigate. Ah well,
reload and take it down as well. If the platform's fire is drawn elsewhere,
then you will have a clean shot. For most people, this will complete the bonus
objective and thus the mission.

For those playing on hard, you have the unlucky task of dealing with a
Rebel Cruiser, as well as its compliment of fighters. You better pray those
T/A are still around, because the craft you're in is probably the worst to
dogfight in. You'll need multiple passes with your space bombs, so make sure
that ATR Mako survives; if you see it targeted by any enemy fighters, destroy
them! It is all but impossible to take down a Cruiser in a TIE Bomber with
only lasers.

Finishing this mission, along with the first, will earn you the
Bronze Medallion.

Training Mission 3: Torpedo Run

Craft: T/B Alpha (you - Alpha 1), CRV Control
Primary Objectives:     CRV Control must survive until other goals completed
                       100% of SHU group Enouck must be destroyed
                       100% of SHU group Xarxis must be destroyed
                       100% of TRN group Axet must be destroyed
                       Tug T-ST must be destroyed
                       Tug T-SP must be destroyed
                       100% of CN/A group Vic must be destroyed
                       100% of CN/A group Limi must be destroyed
Secondary Objectives:   None
Bonus Objectives:       100% of SHU group Enouck must be inspected
                       100% of SHU group Xarxis must be inspected
                       100% of TRN group Axet must be destroyed
                       100% of CN/A group Vic must be inspected
                       100% of CN/A group Limi must be inspected
                       100% of A-Wing group Red must be destroyed
                       100% of Y-Wing group Red must be destroyed
                       100% of B-Wing group Red must be destroyed
Reinforcements:         GUN group Mu

This mission is designed to teach you how to use your wingmen effectively
in a torpedo run on a Rebel outpost. First, have your wingmen target
one of the tugs while you make a flyby of the transports and the shuttles
before they start taking off. Once you have them inspected, target one of the
transports, and order your wingmen to destroy it. Then, destroy the other
threee using a pair of torpedoes for each. Once the transports are destroyed,
you can then take care of the shuttles.

Before you destroy the containers, make sure you inspect them. Once they're
destroyed, your primary goals will be complete, but you should also notice
that some Y-Wings dropped out of hyperspace quite far from your location. If
you've met your goals, start heading toward them. It'll take a while, but that
is not a bad thing.

As you get closer, a group of A-Wings will appear and begin to head towards
you! Now is a good time to call in some reinforcements, particularly if your
wingmen have already bit the big one. The gunboats provide excellent support,
as they are not only shielded, but they also carry missiles. Take great care
while fighting against the A-Wings, because they have the maneuvering
advantage here.

Once the A-Wings are destroyed, B-Wing group Red will hyper in, and both they
and the Y-Wings will target you. This is the most dangerous part of the
mission, because you'll be outnumbered and constantly dodging fire. Focus on
the B-Wings first, as they'll deal out, and take, more punishment. With the
gunboats helping you, it should only be a matter of time before the Rebels are
completely destroyed, and your bonus goals achieved.

When you've finished the first three training missions, you'll be awarded
the Silver Medallion.

Training Mission 4: Bombers Armed with Missiles

Craft: T/B Alpha (you - Alpha 1), FRG Compton
Primary Objectives:     FRG Compton must survive until other goals completed
                       100% of TRN group goode must be destroyed
                       Tug T-DP must be destroyed
                       CN/B Clip must be destroyed
                       100% of CN/C group Berm must be destroyed
Secondary Objectives:   100% of SHU group Trail must be destroyed
                       100% of SHU group Guild must be destroyed
Bonus Objectives:       100% of SHU group Trail must be inspected
                       100% of SHU group Guild must be inspected
                       100% of TRN group Goode must be inspected
                       100% of CN/C group Berm must be destroyed
                       CN/B Clip must be inspected
                       100% of X-Wing group Red must be destroyed
                       100% of Y-Wing group Red must be destroyed
                       A-Wing Red 1 must be destroyed
                       100% of B-Wing group Red must be destroyed
Reinforcements:         GUN group Mu

This mission is very similar to the last one, except you are armed with
a double load of concussion missiles, as opposed to proton torpedoes. Just
as in the previous mission, order your wingmen to target the tug; that way,
those parked A-Wings won't become a threat. Meanwhile, you fly by the
transports to inspect them, then order your wingmen to target them while you
inspect and destroy the shuttles. Be careful; they like to get in close, and
that does not bode well when you destroy them.

When all the shuttles are destroyed, your secondary objectives are complete.
Once all the moving craft are inspected and destroyed, do a fly-by
of the containers before ordering your wingmen (if they're still around) to
destroy them. Before you blow them all up, a pair of X-Wings will drop out of
hyperspace, so have your wingmen attack one of them while you take care of
the other. Usually this is when I lose my wingmen, so I'm forced to deal with
both of them, in addition to the Y-Wings that'll hyper in around the same
time. Feel free to call in reinforcements if you feel overwhelmed. GUN group
Mu is quite helpful in this situation; they'll even destroy the remaining
containers and parked A-Wings if they're still there.

Once the Y-wings are destroyed, there's a bit of a lull before a single
A-Wing pops in. If you have missiles, now is the time to use them. When in
range, fire a pair of missiles to lower its shields, then switch to cannons
while avoiding its laser fire. Facing you one on one is a bit of a challenge,
but with the gunboats backing you up, it won't stand a chance. Lastly, a pair
of B-wings will pop in. These can pose a challenge if only cause they have
staying power, but their lack of mobility will ultimately prove them inferior
to you. Once both are destroyed, your bonus objectives will be complete.

If there are any containers remaining, you can destroy them now without fear
of additional attack. When the last one blows up, your primary mission will be
achieved.

Assuming you completed the other three training missions, successful
completion of this one will earn you the Gold Medallion. Even in a craft that
is viewed negatively, you have proven the superior pilot! Now we get to the
good stuff...

D. TIE Advanced

Training Mission 1: Concussion Missiles

Craft: T/A Delta 1 (you), PLT/1 Training, Tug C.A. Cadiy
Primary Objectives:     X-Wing Target 1 must be destroyed
                       X-Wing Target 2 must be destroyed
                       X-Wing Target 3 must be destroyed
                       X-Wing Target 4 must be destroyed
                       X-Wing Target 5 must be destroyed
                       X-Wing Target 6 must be destroyed
                       X-Wing Target 7 must be destroyed
Secondary Objectives:   X-Wing Shooter 1 must be destroyed
                       X-Wing Shooter 2 must be destroyed
                       X-Wing Shooter 3 must be destroyed
                       X-Wing Shooter 4 must be destroyed
                       X-Wing Shooter 5 must be destroyed
Bonus Objectives:       100% of A-Wing group Duo must be destroyed
                       100% of A-Wing group Trio must be destroyed
                       100% of A-Wing group Quad must be destroyed
                       100% of A-Wing group Quin must be destroyed
                       100% of A-Wing group Hex must be destroyed
Reinforcements:         None

Here we are, the TIE Advanced fighter. While the game says you should use
concussion missiles to take out the primary targets, I advise using your
lasers; not only will it further accustom you to dogfighting, but it will
allow you to save your missiles for the targets that fire back at you.

First, set your laser recharge rate to full, then pump some of your laser
power into your shields by pressing the ' key. Once you feel comfortable,
destroy the stationary target in front of you with your lasers. The next 6
targets will hyper in one at a time as you destroy them. Again, use your
lasers, as they are not going to shoot back at you. When all seven are
destroyed, your primary mission will be complete.

To signal the next wave of X-Wings, head over to the Tug and signal for a
reload, even if your warhead launcher is full. You don't have to dock; just
get close enough and an X-Wing will come in. You can use your warheads to
destroy them, but again, I advise using lasers; the A-Wings are a lot tougher
and you'll need your warheads against them. Eliminate the 5 X-Wings to fulfill
your secondary objectives.

Shortly after the last X-Wing is taken care of, the first of the A-Wing groups
will appear. You'll start with 2 against one odds, and gradually increase all
the way to six against one. Try and use your warheads if you have enough
distance, but if you are close in, link your laser fire and get off some good
shots against the A-Wings to take them out. The more quickly you do this, the
less time your opponents have to fire their lasers and get a missile lock on
you. Be warned: even I have trouble with 6 against 1 odds, particularly when
they work in concert so that one can get a missile lock on you while the
others are firing constantly upon you. Keep your shields up and you can take
them all out. Defeating all the A-Wings will complete your bonus objectives.

Training Mission 2: Rocket Attack

Craft: T/A Alpha (you - Alpha 2), T/A Beta
Primary Objectives:   100% of all CN/Ds must be destroyed
                     FRG Inamo must be destroyed
Secondary Objectives: CRS Ardent must be destroyed
Bonus Objectives:     100% of all Z-95s must be destroyed
                     TRN Mule 1 must be destroyed
                     SHU Argus must be destroyed
                     100% of X-Wing group Red must be destroyed
                     100% of A-Wing group Gold must be destroyed (Med/Hard)
                     100% of A-Wing group Blue must be destroyed (Med/Hard)
Reinforcements:       T/A group Rho

This is the first mission where you can, with some ease, take down a couple of
capital ships with just your own effort as well as that of your wingmen.
However, your first target should be TRN Mule. Charge up your shields and
divert power to your lasers while your wingmen will lead the attack on the
Inamo and T/A Beta will destroy most of the containers. Once the transport is
destroyed, head over to the Inamo and get in close, but don't use your rockets
just yet. Save them for later. If you can, destroy the warhead launcher first;
it is located on the underside of the front of the frigate. By now, its
shields should be down, so use your lasers to further take down its hull.

At some point before the Inamo goes, a group of X-Wings will hyper in. Don't
worry about them just yet; T/A Beta will handle them until you can destroy the
frigate. Once its hull is down to 0%, then you can head over and engage the
X-Wings; they won't put up much of a fight.

If there are any containers remaining, destroy them to fulfill your primary
objectives and lure in CRS Ardent. You'll notice that some of your wingmen,
as well as some of those in T/A Beta, will have hypered home. If you need to,
call in reinforcements to help deal with the Z-95s that will be launched.

Now, here's where the fun begins. Start taking out the warhead launchers and
the laser guns on one side of the Ardent. Keep your shields up and keep moving
in the process. Once you've completely eliminated the laser defenses on one
side, you can basically park underneath it and start lowering its shields
with just your laser weapons. Don't use your rockets yet; I know its tempting,
but patience will serve you well here. Keep an eye out for reinforcements in
the form of six A-Wings if you're playing on Medium and above; once they
come in, you'll have to break off your attack to take them out. Another
group will come in shortly after that. Leave none alive.

Once the A-Wings are done for, return to attacking the cruiser, and order your
wingmen to do the same. Once all the Z-95s are destroyed, CRS Ardent will try
and make a break for it. This is when you use your rockets, preferably if
their shields are already down. SHU Argus will launch when its hull is down to
around 50%, so break off your attack and destroy it quickly; the cruiser needs
a lot more time to hyper out than that shuttle does. This should complete
the bonus objectives.

At this point, concentrate your fire on the cruiser, and it will eventually
explode, finishing the secondary objectives and the overall mission. With the
first two training missions complete, you'll be awarded the Bronze Medallion.

Training Mission 3: Preemtpive Strike

Craft: T/A Alpha (you - Alpha 1), FRG Lightning
Primary Objectives:     100% of A-Wing group Red must be destroyed
                       100% of Z-95 group Red must be destroyed
                       100% of B-Wing group Red must be destroyed
                       100% of X-Wing group Gold must be destroyed
                       TRN Trole must be destroyed
                       100% of Y-Wing group Gold must be destroyed
Secondary Objectives:   None
Bonus Objectives:       CN/A Retinue must be inspected
                       CN/A Reyue must be inspected
                       CN/A Garble must be inspected
                       100% of CARG Juble must be destroyed (Med/Hard)
Reinforcements:         GUN group Tau

It seems the Imperials enjoy raids almost as much as the Rebels do. Anyway,
order your wingmen to attack one of the tugs while you target the other;
this will prevent some of the craft from becoming piloted. Once this is
accomplished, take care of any craft that is moving and shooting at you or
your allies; usually, the Z-95s will be the ones attacking. After that, go
after the cargo ferries if you're playing on at least Medium. They'll take
a bit of punishment and they can fire back, so order your wingmen to attack
as well and combine your efforts. There are only two of them, so it shouldn't
take too long.

With the cargo ferries gone, you can inspect the containers while you order
your wingmen to destroy the parked starfighters. T/B group Theta will leave
the hangar to assist at this point, but you won't really need it. When all
the fighters are destroyed, your primary goal will be achieved, and inspecting
the containers fulfills your bonus objectives.

If you have completed the first two missions, you'll receive your Silver
Medallion.

Training Mission 4: Hyperdrive Upgrade

Craft: T/A Alpha (you - Alpha 1), FRG Laantis, FRT Rasvin, T/I Beta, T/F Gamma
Primary Objectives:     FRG must survive until other goals completed
                       FRT must have finished docking
Secondary Objectives:   (100% of) X-Wing (group) Red must be destroyed
                       (100% of) Y-Wing (group) Red must be destroyed
                       (100% of) B-Wing (group) Blue must be destroyed
                       (100% of) A-Wing (group) Blue must be destroyed
                       (100% of) Y-Wing (group) Blue must be destroyed
                       (100% of) SHU (group) Silver must be destroyed
                       (100% of) TRN (group) Logan must be destroyed
                       100% of Y-Wing group Scarlet must be destroyed (Hard)
                       100% of E/S group Jackal must be destroyed (Hard)
Bonus Objectives:       CRV Glaser must be destroyed
                       CRV Chiller must be destroyed (Med/Hard)
                       CRV Spurtzer must be destroyed (Hard)
Reinforcements:         None

You'll noticce the varied objectives here. On Easy, you'll only face one of
each, while higher difficulties will have more opponents. I did my best to
keep it organized for ya, so I apologize if it seems a little confusing.

First, pump engine power into your lasers and charge up your shields. You're
going to need it. When the first group of Y-Wings and X-Wings drop out of
hyperspace, head toward them and take them out with your lasers, assigning
targets to your wingmen as needed. Pay attention to any craft that go after
the freighter or the frigate; both must survive!

More craft will continue to arrive and attack both you and your allies,
including up to three Corvettes. Leave them be for now, as the Laantis will
launch a squadron of Bombers to deal with them. Focus your attention on the
fighters and, when they appear, the transports. The shuttles & escort shuttles
can wait, because they'll come after you, not who you're trying to protect.
Be careful with the escort shuttles; their rear cannon protects them quite
effectively.

When all of the enemy forces are destroyed, all you have to do is wait around
for the freighter to finish its docking operation with the Laantis. Only then
will your mission be complete

Finishing all of the training missions will earn you the Gold Medallion. Now
no one can doubt that you possess great power when in the cockpit of this
wonderous fighter!

E. Assault Gunboat

Training Mission 1: Shields

Craft: GUN Mu 1 (you), SPC Scythis
Primary Objectives:     100% of Mine group T1-A must be destroyed
                       100% of Mine group T1-B must be destroyed
Secondary Objectives:   CN/D Pi must be inspected
                       TRN Weet must be captured
Bonus Objectives:       100% of Y-Wing group Red must be destroyed
                       100% of B-Wing group Blue must be destroyed
                       100% of X-Wing group Gold must be destroyed
                       100% of A-Wing group Red must be destroyed
                       100% of Y-Wing group Blue must be destroyed
Reinforcements:         None

Welcome to the Assault Gunboat! This thing, in terms of defense, is nothing
short of a tank. It has the strongest hull of any craft that you fly, and
is also one of only two craft armed with ion cannons, which allow you to
disable craft. Add in a warhead launcher with a significant capacity, and you
are a one-pilot killing machine.

Your assignment here, though, doesn't involve wreaking havoc on many things,
just a minefield. However, make sure you charge your shields fully before
heading in; otherwise, you'll get eaten alive. The farther away you can target
one of the mines, do so; the nose-mounted cannon will enable pretty accurate
shooting.

If you notice a transport heading out, cease your work on the minefield and
immediately disable it. You can use your lasers to lower its shields, but you
will need to use your ion cannons to do so. They have a shorter range than the
lasers, but you're getting up close anyway, right? Once disabled, the Scythis
will board the transport and capture it. While this is going on, destroy the
remaining mines and inspect the container to complete your primary and
secondary objectives.

Destroy the container, then wait around a little bit for the first pair of
Y-Wings to pop in. They're similar to your gunboat, but they're no match for
your superior firepower. Next, a trio of B-Wings; again, they're similar to
you, but they'll ultimately fall to you. Four X-Wings will be your opponent
following that; it may get a little hairy at times, but they won't take
too much punishment.

If you were hoping for a challenge, well how's five A-Wings? This is where
things get tough, because they're fast, they work together, AND they're armed
with missiles, so you have to be on your toes. I find that decreasing my laser
recharge rate to half helps me keep up better with my opponent, and you'll
need that against these guys.

If you survive against the A-Wings, your last challenge will be 6 Y-Wings,
armed with missiles. Make sure you blast those warheads before dodging the
incoming fire. Keep it tight and close, and you'll find they drop like flies.
When the last one is destroyed, your bonus goals will be achieved.

Training Mission 2: Teamwork

Craft: GUN Mu (you - Mu 2), TRN Sigma
Primary Objectives:     50% of all Rebel craft must be destroyed
                       CARG Filcher must be disabled
                       CARG Riirdo must be disabled
                       100% of E/S Devil must be destroyed
Secondary Objectives:   CARG Redbill must be destroyed
                       CARG Wippett must be destroyed
Bonus Objectives:       HLF Argis 1 must complete mission
                       HLF Argis 2 must complete mission
Reinforcements:         GUN group Rho

Often times, when flying a mission in a gunboat, you'll be called upon to
disable craft so that others can capture it. Here is one of those missions.

You'll notice the three escort shuttles; those will head towards you once
you drop out of hyperspace. However, you'll soon notice Rebel forces join
the fray! Its your call as to what to target first, though I'd say go after
those shuttles; the Y-Wings can't fire from behind, but they can. TRN Sigma
will disable and board the cargo ferries, so just make sure to keep their
backs clear.

Once you've cleared out the shuttles and most of the fighters, you can head
over to the other two cargo ferries; they'll fire back at you, but if you
disable them before you destroy them, it makes your job that much easier. When
both bite the dust, your secondary objectives will be complete.

At this point, there's little else to do but mop up the remaining fighters.
You only need to destroy 50% of them, but keep your eyes open for a pair of
A-Wings that'll pop in when your heavy lifters appear. You'll need to
intercept them before they can attack; missiles work wonders here. The B-wings
that'll appear after the A-wings are destroyed pose a lesser threat because
they are slower and you can intercept them sooner. If you have missiles, you
can use them here as well, but lasers will work just fine here.

Once the last of the Rebels are gone, all you have to do is wait for the</pre><pre id="faqspan-2">
heavy lifters to dock and then return into hyperspace. At that point, your
bonus objectives are achieved and you can head home yourself, to a lovely
Bronze Medallion (if you completed the first training mission)

Training Mission 3: The Challenge

Craft: GUN Tau (you)
Primary Objectives:     Y-Wing Red must be destroyed
                       100% of Z-95 group Gold must be destroyed
                       100% of X-Wing group Blue must be destroyed
                       100% of B-Wing group Blue must be destroyed
                       A-Wing Gold must be destroyed
Secondary Objectives:   None
Bonus Objectives:       FRG Challenge must be destroyed
                       CRL Luklucle must be destroyed
                       CRS Trident must be destroyed
                       100% of X-Wing group Red must be destroyed
                       100% of X-Wing group Gold must be destroyed
                       100% of B-Wing group Red must be destroyed
                       100% of Z-95 group Red must be destroyed
                       100% of Z-95 group Blue must be destroyed
                       100% of A-Wing group Blue must be destroyed
                       100% of A-Wing group Gold must be destroyed
                       SHU Movt must be destroyed
                       100% of TRN group Jupit must be destroyed
Reinforcements:         GUN group Mu, GUN group Nu, CRV Shotgun, CRV supreme

Ok, I'm going to be brutally honest here; if you are playing on medium or
hard, completing ALL of the bonus objectives is going to be almost impossible.
Yes, that's right. I haven't said that about anything yet, but this really
does take the cake thus far.

If you wish to take on all the objectives, here is how you start going about
it. First, DISABLE the first Y-Wing, do NOT destroy it. After that, start
your strafing attack against the frigate. Make sure you break off to recharge
your shields and lasers when your shields run low; you do not want to get
ripped apart. It will take a while, so you're going to have to be patient.
When its shields are down, disable it. That will remove that headache
completely. Now you can whittle its hull down with lasers to completely
destroy it. This will not only complete that particular bonus objective, but
two others as well, in addition to all but one of your primary objectives.

Shortly after the frigate blows up, CRL Luklucle will hyper in and launch
three A-Wings and three Z-95s to combat you. DISABLE one of each and destroy
the other two, then you can focus on the cruiser. Take out its warhead
launchers before focusing on a particular side to attack. If you can take out
all the lasers on one particular side, you can basically park yourself under
it and fire at will. Disable it at the soonest opportunity, then destroy it,
thus fulfilling that and other bonus objectives.

Your last challenge is a full-blown cruiser, the Trident. Again, take out the
warhead launchers before focusing on a side to "neuter." If it launches
fighters, disable one of each group before destroying the rest, then return to
attacking the cruiser. Disable, then destroy. That should take care of most of
the bonus objectives.

Now you have some disabled fighters scattered around. Destroy them all to
complete all the bonus and primary objectives, and presumably earn your
Silver Medallion.

Training Mission 4: Escort Duty

Craft: GUN Tau (you - Tau 1), FRT Rugle
Primary Objectives:     100% of FRT group Rugle must complete mission
Secondary Objectives:   50% of all Rebel craft must be destroyed
Bonus Objectives:       FRG Dodger must be destroyed
                       SHU Leap must be destroyed
Reinforcements:         GUN group Mu, GUN group Nu

The last of the gunboat training missions is also the simplest. The freighters
are about 10 to 15 minutes from their jump point, and the position is rife for
an ambush. FRG Dodger will pop in and begin launching fighters. Some will
target you, while others will attack the freighters. Assign targets to your
wingman while attacking any Rebels going after the freighters; use your
missiles if you must.

Pay special attention to when a pair of Y-Wings launch; they are armed with
proton torpedoes that can devastate a freighter's shields. Destroy them before
they can launch! Keep at it, and you'll ultimately complete the secondary
objective before your primary one.

Once the fighter screen is cleared out, you can start going after the
frigate if you wish. Just remember; its lasers can rip you to shreds, and
always take out the warhead launcher before getting in close. If you need to,
call in reinforcements to help take the fire off you. It helps to target the
laser guns and turrets; if you can take them out, that's less dodging you
have to do. While you're doing this, the freighters will reach their jump
point and hyper off into safety.

Once the frigate's shields are down, disable it to prevent its escape, then
bring its hull down with your lasers. After its hull drops to 50%, a shuttle
will launch from the hangar, carrying officers. Make sure you destroy it
before it escapes. Once both the frigate and the shuttle are blown up, your
bonus objectives will be completed.

Assuming you've completed the other training missions, you will ean your
Gold Medallion. Now you are ready to show those Rebel scum just how potent
the Assault Gunboat really is!

F. TIE Defender

Training Mission 1: Dogfighting!

Craft: T/D Delta 1 (you), CUV Reload
Primary Objectives:   At least one of X-Wing group Novice must be destroyed
                     At least one of Y-Wing group Novice must be destroyed
                     At least one of A-Wing group Novice must be destroyed
                     At least one of B-Wing group Novice must be destroyed
Secondary Objectives: At least one of X-Wing group Officer must be destroyed
                     At least one of X-Wing group Veteran must be destroyed
                     At least one of X-Wing group Ace must be destroyed
                     At least one of X-Wing group Top Ace must be destroyed
                     At least one of Y-Wing group Officer must be destroyed
                     At least one of Y-Wing group Veteran must be destroyed
                     At least one of Y-Wing group Ace must be destroyed
                     At least one of Y-wing group Top Ace must be destroyed
                     At least one of A-Wing group Officer must be destroyed
                     At least one of A-Wing group Veteran must be destroyed
                     At least one of A-Wing group Ace must be destroyed
                     At least one of A-Wing group Top Ace must be destroyed
                     At least one of B-Wing group Officer must be destroyed
                     At least one of B-Wing group Veteran must be destroyed
                     At least one of B-Wing group Ace must be destroyed
                     At least one of B-Wing group Top Ace must be destroyed
Bonus Objectives:     CN/E Challenge must be destroyed
                     100% of T/D group Novice must be destroyed
                     100% of T/D group Officer must be destroyed
                     100% of T/D group Veteran must be destroyed
                     100% of T/D group Ace must be destroyed
                     100% of T/D group Top Ace must be destroyed
                     100% of X-Wing group Novice must be destroyed
                     100% of X-Wing group Officer must be destroyed
                     100% of X-Wing group Veteran must be destroyed
                     100% of X-Wing group Ace must be destroyed
                     100% of X-Wing group Top Ace must be destroyed
                     100% of Y-Wing group Novice must be destroyed
                     100% of Y-Wing group Officer must be destroyed
                     100% of Y-Wing group Veteran must be destroyed
                     100% of Y-Wing group Ace must be destroyed
                     100% of Y-Wing group Top Ace must be destroyed
                     100% of A-Wing group Novice must be destroyed
                     100% of A-Wing group Officer must be destroyed
                     100% of A-Wing group Veteran must be destroyed
                     100% of A-Wing group Ace must be destroyed
                     100% of A-Wing group Top Ace must be destroyed
                     100% of B-Wing group Novice must be destroyed
                     100% of B-Wing group Officer must be destroyed
                     100% of B-Wing group Veteran must be destroyed
                     100% of B-Wing group Ace must be destroyed
                     100% of B-Wing group Top Ace must be destroyed
Reinforcements:       None

For the first mission for the T/D, they sure give you a doozie. Sure, at first
glance it doesn't seem like a lot, until you realize there each group consists
of ten fighters a piece. So that's 10 fighters per group, times 5 different
levels, times 5 different types of fighter, and that's a grand total of 250
kills for this mission, plus the container.

The best advice I can give is to not try and tackle it all at once. Go one
class of fighter at a time. Disabling a fighter will prevent it from being
replaced, which you can use greatly to your advantage. For example, once you
destroy a Novice pilot, a Novice and an Officer will take its place. If you
disable the Officer, you can focus solely on the Novices that will come in.
I won't lie; this process WILL take a while, and I am not exaggerating when
I say it took me three hours to complete all the goals.

Again, you only NEED to destroy one of each of the novice levels of the Rebel
fighters to achieve your primary goals, but I like to use this mission as a
way to keep my dogfighting skills sharp, particularly when I go up against
other T/Ds. Those things are freakin' fast, and you're going to need to
practice for later missions (I won't say more).

If you manage to complete all the goals, then you can take some great
satisfaction in yourself and your abilities. 250 kills in a single mission
is something to be proud of, as it takes not only skill, but one heck of a lot
of stamina.

Training Mission 2: Tractor Beam

Craft: T/D Delta 1 (you), T/A Alpha, T/A Gamma, ATR Sigma
Primary Objectives:     CORT Lin must be disabled
                       CORT Kaar must be disabled
                       CORT Ko must be disabled
Secondary Objectives:   PLT/3 AZ 77 must be disabled
                       FRT Renspects must be inspected
Bonus Objectives:       PLT/3 AZ 77 must be captured
                       SHU Poltroon must be destroyed
                       CORT Lin must be captured
                       CORT Kaar must be captured
                       CORT Ko must be captured
                       FRT Renspecs must be destroyed
                       B-Wing Scarlet 4 must be captued
Reinforcements:         GUN group Rho

This mission is supposed to teach you how to use the beam; however, if you
direct that energy to you engines, you can match speeds with the transports
and simply let loose with your lasers and ion cannons. You'll need to act
quickly; when one is disabled, immediately head back towards the platform to
disable the second as it leaves. The last transport has a pair of A-Wings for
escorts, so utilize your missiles to take the transport's shields down
quickly. The sooner you can do this, the less damage you'll ultimately take
from the A-Wings. The moment you disable the last craft, your primary goals
are achieved.

You're far from done, though. You'll immediately have to take out those
A-Wings before they take you out. If you need reinforcements, now is a good
time to call them in. If the SPC powers up, make sure to take it out quickly,
as you'll need to keep your eyes out for a solitary B-Wing that'll hyper in.
A message will come over your intercom saying to disable it, so do so.

You'll notice the SHU Poltroon docking with a freighter. Take it out before
it finishes its operation; if you have any missiles left, those will help
greatly in this situation. When it is blown to kingdom come, inspect and
destroy the freighter. Keep an eye out for four A-Wings that will hyper in
and target you; they should be no match for you.

During this time, ATR Sigma will be docking with and capturing the transports
you disabled. If you notice them under fire from any craft, destroy them!

All that's left now is disabling the platform. The assualt transports and
your reinforcements should have taken the shields mostly down, so all that's
left is a pass or two with your ion cannons to completely disable it. Doing
so will finish the secondary objectives. Once it is captured, six Y-Wings will
join the fray about 8 clicks away. Fly over and engage them. When they've
suffered enough losses, they'll retreat, but don't worry about it if one does
get away. All you're doing is buying enough time for the heavy lifter to dock
with and capture that B-Wing you disabled. When its operation is complete,
your bonus goals will be completed.

When you've returned to base, assuming you finished the first mission, you'll
earn your Bronze Medallion.

Training Mission 3: Inspect & Disable

Craft: T/D Alpha 1 (you), TRN Omega
Primary Objectives:     100% of CRV group Red must be inspected (Med/Hard)
                       CORT Hatch must be inspected (Med/Hard)
                       CTRNS Olumpa must be inspected (Med/Hard)
                       100% of CNVYR Trawler must be inspected
                       100% of CNVYR Switch must be inspected
                       100% of CARG Juble must be inspected
Secondary Objectives:   CARG Juble 2 must be captured
Bonus Objectives:       A-Wing Red 1 must be destroyed
                       100% of B-Wing group Blue must be destroyed
                       100% of X-Wing group Gold must be destroyed
                       100% of Y-Wing group Gold must be destroyed (Hard)
                       Nav Buoy B-52 must be destroyed
                       Nav Buoy B-53 must be destroyed
Reinforcements:         VSD Elite

A nice, easy mission, especially considering you are in the superior craft.
Inspect the craft one by one as they come in, breaking off to destroy the
Rebel craft that will pop in. There won't be many of them, so you won't
have to worry about being overwhelmed.

When CARG Juble hyper in, inspect both and then disable the one carrying the
Rebels. TRN Omega will assist in disabling the craft, then proceed to capture
it. All that remains is inspecting the remaining craft, then destroying the
two nav buoys. When Juble 2 is captured and all craft inspected and/or
destroyed, all mission objectives will be completed.

Return to base, and receive your Silver Medallion. You've earned it.

Training Mission 4: Disable and Capture

Craft: T/D Alpha (you - Alpha 2), CRV Burke
Primary Objectives:    50% of ESC group Prowler must be captured
Secondary Objectives:  100% of ESC group Prowler must be inspected (Med/Hard)
                      100% of CRV group Sharky must be destroyed
                      100% of CRV group Spear must be destroyed
Bonus Objectives:      100% of A-Wing group Red must be destroyed
                      100% of X-Wing group Blue must be destroyed
                      100% of A-Wing group Gold must be destroyed
                      100% of B-Wing group Red must be destroyed
                      FRG Egale must be destroyed
Reinforcements:        GUN group Mu, TRN Down

This mission is going to test your skills against both capital ships and
starfighters. Target ESC Prowler 2 (which is what your wingman will do) and
align yourself for a run with your space bombs. Don't release them until you
are about 2 clicks from the target. Once away, switch to lasers and target
its warhead launcher. You'll want to destroy that as quickly as possible. Next
weaken its shields with you lasers, then switch to ion cannons right before
its shields fail. Disable it, then fly over to inspect the other carrier
before it escapes into hyperspace.

At this point, the craft that will capture the disabled carrier, INT Suelu,
will enter (for some reason I don't know why it doesn't prevent the other
carrier from leaving), but so will Rebel reinforcements. The X-Wings aren't
too much of a threat, but those corvettes will give anyone a headache,
especially if caught between'em. Take out the fighters before focusing on one
corvette at a time. I find disabling them useful, as it will shut off those
annoying missle launchers. Once the corvettes are all destroyed, your
secondary objectives will be complete.

Around this time, the Suelu should have finished its capture operation,
fulfilling your primary mission. At this point you could hyper home, but a
frigate will drop out of hyperspace and launch fighters at you. Destroy them,
then move on to the frigate itself, focusing first on its warhead launcher,
then its individual laser guns and turrets. The INT will prevent it from
escaping, so you have as much time as you need. Again, disabling it will work
wonders.

If you manage to destroy the frigate before it launches all its waves of
fighters, those waves will be counted as destroyed (which makes sense), thus
allowing you to finish all your bonus objectives.

At this point, you can hyper home or return to the hangar of either the Suelu
or the Burke to finish up the mission. You'll receive the Gold Medallion for
successful completion of the T/D missions, and this one certainly will hold
a special place in the collection.

G. Missile Boat

Training Mission 1: Dual Warheads
Craft: MIS Mu 1 (you)
Primary Objectives:     100% of all CN/Is must be destroyed
                       100% of all SHUs must be destroyed
                       FAC/1 Organarms must be destroyed
Secondary Objectives:   100% of FRT group Atrivis Day must be destroyed
                       100% of FRT group Rimrunner must be destroyed (Med/Hard)
                       100% of CNVYR group Altar Moon must be destroyed
                       100% of CTRNS group Kempman must be destroyed
Bonus Objectives:       100% of Y-Wing group Red must be destroyed
                       100% of B-Wing group Gold must be destroyed
                       FRG Dahome must be destroyed (Med/Hard)
                       100% of X-Wing group Red must be destroyed (Med/Hard)
                       100% of A-Wing group Blue must be destroyed (Med/Hard)
Reinforcements:         None

Welcome to the missile boat! If only all craft had the warhead capacity of
this bad boy. Oh well. Anyway, when you hyper in, divert all beam power to
the engines and set shield & laser recharge rates to max, then target the
factory and find its warhead launcher. As the game says, link your missile
launcher and fire 2 pairs at it. This will be a major help when you actually
go to destroy the factory, but first, we have other things to take care of.

Engage the SLAM system and start targeting the shuttles. A single missile
will be enough to destroy, so once you get a lock, fire and move right on
to the next one. Once all four on a particular side are destroyed, attack
the containers with your lasers. You're going to want to save the rockets
for later.

Make sure you destroy all the shuttles and containers; if you miss a
shuttle, it'll power up and escape eventually, while a cargo ferry is in the
area to snatch any containers you miss. This may seem hard with the Z-95s on
your tail, but with the SLAM system, they won't have a chance of keeping up
with you.

With the shuttles and containers destroyed, four Y-Wings will enter the
battle, and now is the time to clear the starfighter defenses. However, if you
find you have a lull, launch your rockets at the factory, but don't destroy it
until you've cleared out the fighters. 12 rockets will bring it to a critical
point, then you can destroy the Z-95s and Y-Wings, then one more pair of
rockets will completely destroy the factory. Primary objectives completed.

At this point, the Strike Cruiser Arjun will hyper in, as well as the first
parts of a Rebel convoy. You should have six rockets left, as well as some
missiles. Head over to the FRT group Atrivis Day, and attack. Two rockets
is enough to destroy a freighter, so you should be able to clear out three
of the four with no trouble whatsoever. Save your missiles for now, and switch
to lasers to attack the last one, then break off when you see B-Wings hypering
in. You'll want to use your missiles to take them out.

If you can manage to destroy the B-Wings and the last freighter, this is when
you head back to the Arjun to rendezvous with CUV Arjun Jr. It won't launch
until both your launchers are completely empty, so make sure when you fire, it
always counts! Get close to it, then order it to board you for a refill. It
will take about 30 to 45 seconds for it to completely replenish you, and you
only get one refill, so make sure it counts!

Now, you should see a trio of Modular Conveyors and a pair of Container
Transports. Each will take a pair of rockets to destroy, but since you're
at a premium, I suggest using one rocket and then finishing each one off with
your lasers. If you're fighting the frigate later, you'll want to take that
out with ANY remaining rockets you have. If you're playing on Easy, then all
you have to do is blow what's left up to complete your secondary objectives.

For those playing on Medium or Hard, once you destroy the Container
Transports, four more freighters and the FRG Dahome will enter. IMMEDIATELY
go after the frigate, engaging your slams so you can avoid its laser fire
more easily. If you have at least 14 rockets left, you can destroy the
frigate with impressive speed. Just make sure they hit; their lasers can blast
your rockets right out of the sky, and you don't want that to happen! It will
launch A-Wings and X-Wings to attack you, but simply focus on the frigate
until it is destroyed. This will prevent any future waves of fighters from
launching, and it will not affect completing your bonus goals.

With the frigate out of the way, take out the fighters, starting with those
pesky A-Wings. A single missile, coupled with a couple of laser shots, is
enough to take down one. With them out of the way, switch to the X-Wings.
Its ok to use a pair of missiles on them because of their slightly stronger
hull. When they're eviscerated, your bonus goals are achieved.

Now we have the freighters to deal with, but its so much easier now that
the Frigate and its starfighters are out of the way! If you have rockets left,
feel free to use them; if not, spread whatever missiles you have left and then
finish the job with lasers. They won't fire back and they won't have enough
time to hyper out before you can destroy them. This should complete your
secondary objectives.

If the Arjun is still around, you can return to its hangar now; if not, hyper
home and prepare for your next training mission.

Training Mission 2: Anti-Warhead Defense

Craft: MIS Mu 1 (you), CTRNS Silver Bull, FAC/1 Specwar Fab
Primary Objectives:     100% of all TRNs must be destroyed
                       CTRNS Silver Bull must survive until goals complete
                       FAC/1 Specwar Fab must survive until goals complete
Secondary Objectives:   CTRNS Silver Bull must be boarded
                       SHU Aluma must have finished docking
                       100% of Y-Wing group Gold must be destroyed
                       100% of X-Wing group Red must be destroyed
                       100% of B-Wing group Blue must be destroyed
                       100% of A-Wing group Rogue must be destroyed
Bonus Objectives:       CTRNS Silver Bull must complete mission
                       SHU Aluma must complete mission
                       100% of ATR group Z-Omega must be destroyed
                       100% of T/D group Z-Alpha must be destroyed
Reinforcements:         T/F group Alpha

First off, immediately call for reinforcements. They won't help you against
the transports, but it will all make sense in a little bit. Next, divert
all beam AND shield power to your engines; nothing is going to target you
here, and you will need the extra speed. Also, set your laser recharge rate to
maximum; you'll be needing the SLAMs badly for this mission. Lastly, do not
use the advice given  to you regarding taking out the transports. One torpedo
a piece will destroy them, and you'll save much-needed missiles for later. If
you are fast enough, none of the transports will even have an opportunity to
launch their warheads at the Silver Bull. When the last one is destroyed,
your primary goal will be achieved.

Now comes the hard part. Immediately after the last transport is destroyed,
four Y-Wings will hyper in and begin an attack run on the Silver Bull. Engage
SLAMs and set your missile launcher to dual fire. As soon as you are in range,
fire 2 missiles at each of the Y-Wings. Don't even bother waiting for a lock;
they're too slow to dodge, and you'll need to get them quickly. If you're
lucky, three will go after the T/F group Alpha while the other goes after
the Silver Bull. Target that one first, then take the others out.

Your next targets will be four X-Wings that hyper in. Again, get over there as
fast as you can, fire two missiles at each. Speed is key here; you don't want
the Silver Bull to sustain any damage if at all possible.

The next part is probably the hardest, as you'll have SIX B-Wings to deal
with. If you're starting to run low on missiles, you can use a pair of
torpedoes to take one out, particularly if you're at close range. If the
T/Fs are still around, they'll distract some of the B-Wings long enough for
you to blast them out of the sky. With a little skill and a whole lot more
luck, you'll get to them all.

Lastly, a pair of A-Wings will enter and target the Aluma. Compared to what
you faced before, this is a piece of cake, considering they won't target you.
A pair of missiles for each is enough to take them out.

Now all that remains is for the Silver Bull to reach its rendezvous point
with the Aluma. Use this time to get on the opposite side of the factory
to prepare for the bonus objectives. You should have at least 2 pairs of
missiles and plenty of torpedoes, which is more than enough firepower
for what is coming in.

As soon as you see the T/D hyper in, head towards them and fire two missiles
at each, then target the assault transports with your torpedo launcher and
fire a pair at each of them. Again, if you are fast enough, then they won't
have had time to launch anything at the Silver Bull.

Wait for the Silver Bull to enter hyperspace, and pat yourself on the back.
You've really proven your worth here if you've completed every single
objective. Hell, even if the Silver Bull doesn't survive the last wave,
getting that far is impressive in and of itself. That Bronze Medallion will
never have looked so good.

Training Mission 3: Disabling Minefield

Craft: MIS Tau (you - Tau 1), M/CRV Dagger, TRN Omega
Primary Objectives:     100% of M/CRV group Dagger must complete mission
                       100% of Mine group M2 must be destroyed
Secondary Objectives:   None
Bonus Objectives:       CRL Planka must be destroyed
                       100% of SHU group Lacoda must be destroyed
                       100% of X-Wing group Yellow must be destroyed
                       100% of X-Wing group Gold must be destroyed
                       100% of A-Wing group Yellow must be destroyed
                       100% of A-Wing group Red must be destroyed
                       100% of A-Wing group Blue must be destroyed
                       100% of A-Wing group Gold must be destroyed
Reinforcements:         GUN group Mu

When you hyper in, you will see a whole bunch of mines around you. The ion
blasts travel slower than regular laser blasts, so just keep moving and take
out the mines one by one with your lasers. You won't have a beam weapon to
redirect to your engines, so just make due with what speed you do have.
It should take no time or effort at all to clear them all out.

Around the same time you finish clearing out the mines, two different ships
will drop out of hyperspace. One is ATR Omega, which will repair the ships
you need to complete the mission. The other is a Rebel light cruiser which
will launch Y-Wings to attack the corvettes, and Z-95s to attack you! Focus
first on the Y-Wings; you do not want anything to get through. The Z-95s won't
pose much of a threat.

When the Y-Wings are disposed of, B-Wings will take its place. Again, they are
the primary threat here, so break off your attack of the Z-95s or the cruiser
and take care of them first. When you're finished, feel free to attack the
cruiser if you wish. To do so effectively, switch to your heavy bombs and
engage the SLAMs. Six bombs will be enough to destroy the cruiser completely,
and if you're quick enough, you won't even have to worry about its missile
launchers. Also, keep your eyes peeled for SHU group Lacoda that will escape
the cruiser when its hull goes critical. If you have any missiles left, use
them to destroy the shuttles; otherwise, switch to lasers and get them fast!

With the cruiser and its fighters gone, head back to TRN Omega (not ATR Omega)
and signal for a reload when you're close. It'll take a while, but during the
process, CRVs Dagger should finish their repairs and head into hyperspace,
completing your primary goals. If you see a whole bunch of Rebel fighters join
in, don't worry; they should be far enough away for you to fully reload your
launchers.

With a full load of missiles, start charging towards the fighters. Some should
target the transport that just reloaded you, while the others will go straight
for you. Get within missile range, then fire away. One missle should suffice
for each craft, but if you need to use a second, feel free. The A-Wings are
the biggest threat, because of not only their missiles, but also their sheer
numbers. Take them out first, then go for the X-Wings. If you can intercept
some on the way to the transport, that's all the better. Defeat all the craft
to fulfill all your bonus objectives.

At this point, return to base and receive your Silver Medallion.

Training Mission 4: Missile Boat vs. TIE Defender

Craft: MIS Tau (you - Tau 1)
Primary Objectives:     100% of all T/Ds must be destroyed
                       T/D Baker 1 must be destroyed
                       T/D Baker 2 must be destroyed
                       T/D Baker 3 must be destroyed
                       T/D Baker 4 must be destroyed
                       T/D Charly 1 must be destroyed
                       T/D Charly 2 must be destroyed
                       T/D Charly 3 must be destroyed
                       T/D Charly 4 must be destroyed
                       100% of T/D group Rover must be destroyed
Secondary Objectives:   100% of CN/A group Domm must be destroyed
                       100% of CN/A group Duce must be destroyed
Bonus Objectives:       100% of CN/A group Domm must be inspected
                       100% of CN/A group Duce must be inspected
                       CTRNS Thor must be destroyed
                       100% of Z-95 group Puprle must be destroyed (Med/Hard)
                       100% of R-41 group Gray must be destroyed (Med/Hard)
                       100% of R-41 group Blue must be destroyed (Med/Hard)
                       100% of T/A group Blue must be destroyed (Med/Hard)
                       100% of T/A group Red must be destroyed (Med/Hard)
                       STRKC must be destroyed (Med/Hard)
                       100% of CRV group Xtram must be destroyed
                       CRV Xtram 3 must be destroyed (Hard)
Reinforcements:         GUN group Eta

This one is going to show you just how hard it is to fight against the T/D
in any other craft than, well, a T/D, and to complete all your goals,
particularly on medium or hard, you're going to need to act fact, fire
missiles only when needed, and utilize your SLAMs to maximum effectiveness

When you first hyper in, set your beam recharge rate to zero, and your laser
recharge rate to max. Switch to your missile launcher, and set it to dual
fire mode. Press E to target the T/D targeting you, then press T to target
the one after it. That's the one you're going to go after. Do so quickly, so
your wingman has a chance to survive. Two missiles is what it takes to
destroy a T/D, and if you do it right, he won't see it coming.

Once you destroy that one T/D, immediately switch to your torpedo launcher and
engage the slams to destroy the CTRNS that is about to hyper out of the area
Three torpedoes will destroy it. If it has launched any escort shuttles, take
them out with a pair of torpedoes each. This will prevent any of the parked
T/Ds from becoming piloted at any point.

Hopefully your wingman is still alive; if so, return to aid him in destroying
the remaining piloted TIE fighters. Make sure you get them all. At this point,
tell your wingman (if he's around) to hold his position while you inspect all
the containers. You won't have a better chance to do so. When that is done,
start attacking the parked T/Ds, and use your laser cannons. You'll need your
missiles for later on. I would also suggest calling in reinforcements. The
additional gunboats will help later on.

When all of the T/Ds are destroyed, your primary goals will be finished, but
there is more to be done here. When most of the containers are destroyed,
a pirate Strike Cruiser will hyper in, and not long after it will be a pair
of corvettes. Let your wingman and/or the reinforcements deal with the initial
wave of fighters while you quickly destroy the corvettes. Four torpedoes each
will take them out. Normally I'd say wait, but they will hyper out on you if
you let them sit there too long.

Now comes the fun part: dogfighting against two craft you haven't had the
privilege of seeing in combat yet. One is the R-41 Starchaser; its slow and
can't take more than one missile, but they're heavily armed with both lasers
and missiles, so keep your guard up with them. And the other is your old
friend, the TIE Advanced. How pirates managed to get hold of them puzzles me
to this day, but its a nice challenge. Rather than using two missiles on them,
switch to single fire; that will lower their shields completely and bring
their hull down to critical. Switch to lasers to finish them off. You'll have
to destroy 8 T/As to complete those two particular bonus goals.

With the fighter screen clear, all that's left is the strike cruiser. Engage
SLAMs and start strafing it with torpedoes until your load is completely
empty. If you've got any missiles left, use them as well. With both of your
launchers completely empty, a TRN will hyper in and make itself available to
you for a reload, so head over and take full advantage. With the fighters
gone, you'll have no worries of it, or you, being destroyed during the
process. If your'e within torpedo range of the cruiser while reloading,
let off as many as the game will let you. That should be enough to take it
out; and if not, well, keep letting loose, and your bonus goals will
(hopefully" be achieved.

If there are any containers left at this point, you can destroy them, provided
they've been inspected. Finish off the last of'em to complete your secondary
objectives, the mission as a whole, your missile boat training missions,
and, if you've been following this guide, ALL the training missions! Wear that
Gold Medallion with pride, soldier!

V. Tours of Duty

Here we are; actual combat. Your service to the Empire may seem insignificant
at first, but as you progress, not only will you realize your worth, but so
will your superiors, envoys of the Emperor, and even Lord Vader. So take no
shame in starting small; by the end, you will have no peer.

A. The Aftermath of Hoth

Your first assigment, after completing your training, is aboard a deep space
platform, Outpost D-34. To give a timeframe, the Battle of Hoth has already
occurred, with Imperial forces under the command of Lord Vader decimating Echo
Base and scattering Rebel survivors. High priority is given to search for and
capture any survivors of the attack.

Check out the briefing for your first mission, then speak to your flight
officer if you have any additional questions. When ready, head to your craft.

Battle 1: Patrol Outpost D-34

Craft: T/F Alpha 1 (you), T/F Beta 1, T/F Gamma 1, PLT/1 D-34
Primary Objectives:     100% of FRT group Onece must be inspected
                       100% of TRN group Dayta must be inspected
Secondary Objectives:   FRT Onece 3 must be captured
                       100% of CORT group Yander must be inspected
                       100% of CTRNS group Taloos must be inspected
Bonus Objectives:       100% of E/S group Tough must be destroyed (Hard)
                       TRN Glich must be destroyed (Hard)
Reinforcements:         None

Your first mission is a standard patrol of an outpost overseeing a hyper jump
point. Five freighters and two transports are all you have to inspect, so
fly over and do so. When all are inspected, your primary objectives will be
met. Easy enough, right?

Well, if you're looking for more, more will come. TRN group Sigma will launch
from the platform to disable the freighter. You can assist by firing your
lasers to help lower its shields, but break off when you see a trio of Rebel
shuttles enter the area. One will go after you, so make sure you get to it
first. Be wary; the T/F can't take much punishment, so get behind it and
avoid its laser fire.

Depending on what difficulty you're playing on, either 3 more shuttles or
three escort shuttles will hyper in when the last of the first group is
destroyed. use this time to inspect the craft that hypered in while you were
fighting the first group, then turn to engage, but again, be VERY careful,
particularly if you're facing the escort shuttles. My advice is to use the
cover of another craft, whether it be one of the container transports, or
the platform itself. You can't take more than 2 hits, so be aware!

While this is ongoing, TRN Sigma will disable the freighter and capture it,
completing your secondary objectives.

If you manage to survive your encounter with the escort shuttles, then you
are indeed a powerful pilot. Make sure TRN Glich is still in the area, and
destroy it to finish your bonus objectives. Return to base for debriefing and
your next mission.

You'll notice this time around that there is a cloaked figure to speak to,
in addition to your flight officer. He is an envoy of the Secret Order of
the Emperor, and will give you additional objectives to achieve in your
missions. He won't always appear, but if he does, make sure to talk to him;
he'll give you insight.

Battle 2: Red Alert

Craft: T/F Alpha (you - Alpha 1), T/F Beta, T/F Gamma, PLT/1 D-34
Primary Objectives:     PLT/1 D-34 must survive until other goals completed
                       ISD Hammer must have arrived
Secondary Objectives:   SHU Scutz must be inspected
Bonus Objectives:       100% of CRV group Ubote must be destroyed
                       SHU Scutz must be captured
Reinforcements:         GUN group Nu

Given the Rebels' attempt to flee with the aid of the Mugaari, the platform
is on high alert and anticipating a full-on attack. You will have two wingmen
to assist you in defending the platform, and you'll also be equipped with
a special load of four concussion missiles. You may not need them necessarily,
but it is always nice to have them.

Head towards the buoy where the freighter traffic came from in the previous
mission; this is where the assault will come from. The first wave will be
five Rebel Y-Wings and one Mugaari Y-Wing. Order your wingman to attack one
of them while you go after another. Even if they manage to get off a couple
of torpedoes, the platform can take quite the beating.

There will be a bit of a lull between waves, so use the time to position
yourself and check on your wingmen and the other fighter groups. Ultimately,
Y-Wings will give way to X-Wings, which don't pose that much more of a threat
if you know what you're doing. However, keep your eyes open for a Rebel
shuttle that will hyper in outside of the buoy. This is the Scutz, and you
need to inspect it. Doing so will complete your secondary objectives.

You'll hear the cloaked figure's voice come over your intercom, and three
gunboats will hyper in to disable the shuttle. You can assist if you like, but
remember your primary goal is to ensure the survival of the platform. When the
shuttle is disabled, a pair of transports will enter and proceed to capture
it.

At this point, if all the waves of fighters are destroyed, all you need to do
is wait for the Hammer to arrive to complete your primary objectives. However,
I suggest you wait around for a little bit after that. Now you can focus on
the bonus objectives. One will take care of itself, and that is the Scutz
being captured. The other involves taking down a trio of Corvettes. Now, you
can get involved yourself, but I advise strongly against that. Not only will
the gunboats attack, but any remaining fighters from the platform will as
well. Additionally, the Hammer will launch bombers and fighters to attack. You
can either sit back and watch, or launch your missiles at one of them to do
some damage and get some credit on the kills. Once all three are destroyed,
your bonus goals are achieved.

Rather than head back to the platform, follow orders and head to the hangar of
the Hammer for debriefing. Your flight officer awaits with new orders for you.

Battle 3: Counter-Attack

Craft: T/B Alpha (you - Alpha 1), T/B Beta, T/B Theta, T/I Gamma, FRG Fogger
Primary Objectives:     CARG Gallon must be destroyed
                       CARG Romold must be destroyed (Med/Hard)
                       CARG Kann must be destroyed (Med/Hard)
                       CARG Wess must be destroyed
                       TRN Prince must be destroyed
                       TRN Dawn must be destroyed
                       TRN Destion must be destroyed
                       SHU Xesre must be destroyed
                       SHU Durns must be destroyed
Secondary Objectives:   None
Bonus Objectives:       TRN Dawn must be inspected
                       100% of B-Wing group Gold must be destroyed (Hard)
                       100% of X-Wing group Red must be destroyed (Hard)
Reinforcements:         TRN Thor, T/B group Delta

Now you can exact your revenge on those Mugaari pirates and Rebel scum.
First, order your targets to ignore TRN Dawn; this is the one you need to
inspect. Next, keep an eye out for those shuttles; one or both may head
towards you to attack. If this is the case, use your lasers to take them
out. As soon as you can, do a quick fly-by of TRN Dawn to inspect it, then
destroy it with a pair of torpedoes. Do the same for the two other
transports. T/I Gamma and the other T/Bs will more than likely handle the
Y-Wings

Some of your wingmen should have already attacked the cargo ferries; if not,
launch whatever remaining torpedoes you have and finish them off with your
lasers; these are the only craft that will try to escape, so you need to
get to them before they succeed. Order your wingmen to attack to give you some
needed assistance.

When all the shuttles, transports, and cargo ferries are destroyed, your
primary goals will be completed. At this point you can assist in fighting the
remaining Y-Wings, or return to base. However, if you're playing on hard, keep
an eye out for a group of B-Wings and a group of X-Wings. The X-Wings
shouldn't be too much trouble, but the B-Wings are powerful dogfighters in
addition to their role as a heavy bomber, so take great care around them.
Defeat them to complete your bonus objectives and then return to base. Your
next mission awaits you.

Battle 4: Outpost D-34 Has Fallen

Craft: T/I Alpha (You - Alpha 1), T/I Beta, T/I Delta, FRG Fogger
Primary Objectives:     TRN Sigma must have finished docking
                       PLT/1 D-34 must be captured
                       M/FRG Fogger must survive until other goals completed
Secondary Objectives:   CTRNS Gopher must be inspected
Bonus Objectives:       At least one of E/S group Claf must be destroyed
                       CTRNS Gopher must be captured
Reinforcements:         T/B group Gamma, T/I group Iota

It seems as though you were lured into a trap! While away, Outpost D-34 was
captured in a raid by the Rebels and the remaining Mugaari. Treacherous swine!

You'll be under fire immediately, so engage full throttle and target your
nearest opponent, which should be an escort shuttle. Fortunately, it will be
under fire from both the Fogger and your wingmen, so let loose and destroy it
completely, then take out its counterpart. Meanwhile, other T/Is will take
care of the transports, so you can focus on getting over to the Gopher and
inspecting its contents, thus completing your secondary objectives.

If they haven't appeared already, keep your eyes peeled for E/S Claf. They are
more skilled than the other group you already destroyed. While you only need
to kill one, it is best to try and take them all out; that way, they won't
wreak havoc on the others. Just be aware of their rear cannon. During this
time TRN Omega will disable the Gopher and capture it, fulfilling your bonus
objectives.

The remaining Rebel threat is minimal; just a couple of Y-Wings that'll hyper
in as a last-ditch effort. Provided the other T/I groups took care of their
own targets, you can wait around while TRN Sigma launches from the Fogger,
docks with and captures the platform, and completes your primary mission
objectives.

Return to the Fogger at this time; if you've been following the guide, the
Secret Order has something in store for you before your next mission.

Battle 5: Attack Rebel Light Cruiser

Craft: GuN Tau (you - Tau 1), GUN Nu, GUN Mu
Primary Objectives:     100% of X-Wing group Red must be destroyed
                       100% of B-Wing group Gold must be destroyed
                       100% of A-Wing group Blue must be destroyed (Med/Hard)
Secondary Objectives:   100% of CN/C group C440 must be inspected
Bonus Objectives:       100% of X-Wing group Blue must be destroyed
Reinforcements:         GUN group Rho

Ok, this one is going to seem easy at first, but can quickly spiral out of
control if you don't follow my precise instructions. First, do not go straight
for the B-Wings. Rather, take out one of the A-Wings first, then a couple of
the X-Wings. The B-Wings will go after you, but they won't get to you until
you've gotten a couple of kills. Take care of both of the B-Wings; that'll
keep them off your back.

Now, head over to the containers and inspect them, but I warn you; do NOT
destroy them, and absolutely keep your distance from the cruiser. If you get
too close, it'll launch FIVE A-Wings to attack you and you alone. You do not
want that. Head back to the fray, if there is one left, and take care of
the remaining craft in your objectives.

Now, you should see a large group of X-Wings launch from the cruiser. Try and
build up some distance between you and the cruiser, complete with its own
minefield now, so you can do battle effectively with the X-Wings. They are
all armed with concussion missiles, so be very careful. I won't lie; fighting
five on one with them is going to be tough, so don't get discouraged. When you
get down to one on one, DISABLE the last fighter, then build up your shield
strength to maximum before destroying it. It'll help you immensely in the
long run.

Ultimately, the cruiser will launch four waves of those X-Wings at you. Kill
them all to complete the one and only bonus objective in this mission. You
can't destroy the cruiser, and destroying the mines won't help for the next
mission, so you're best bet is to return to base at this point, but don't
worry; there'll be some serious fireworks in the next mission.

Battle 6: Destroy the Lulsa

Craft: GUN Tau (you - Tau 1), GUN Nu, TRN Sigma, TRN Omega
Primary Objectives:     CRL Lulsa must be destroyed
Secondary Objectives:   100% of TRN Starway must be destroyed
                       100% of TRN Gargon must be destroyed
                       SHU Derris 1 must be disabled
Bonus Objectives:       100% of Mine group MX-A must be destroyed (Med/Hard)
                       100% of Mine group MX-B must be destroyed (Med/Hard)
                       100% of Mine group MX-C must be destroyed
                       100% of Mine group MX-D must be destroyed (Med/Hard)
                       100% of Mine group MX-E must be destroyed
                       100% of Mine group MX-F must be destroyed (Hard)
                       100% of Mine group RQ-A must be destroyed (Hard)
                       100% of Mine group RQ-B must be destroyed
                       100% of Mine group RQ-C must be destroyed (Hard)
                       100% of Mine group RQ-D must be destroyed (Med/Hard)
                       100% of Mine group RQ-E must be destroyed
                       100% of Mine group RQ-F must be destroyed (Med/Hard)
                       100% of Mine group RQ-G must be destroyed (Hard)
                       50% of SHU group Derris must be captured
Reinforcements:         ATR group Charity

While the cruiser may appear defenseless, appearances may be deceiving! All
those mines around the cruiser provide pretty damn good protection, in
particular the Type C mines. They fire lasers at targets, but when destroyed,
they will fire a missile at the target that destroyed them! Ouch. Needless to
say you should be careful when taking them out.

First off, try and get rid of the Type A mines first; this will make clearing
the Type C mines a lot easier. While you're doing this, the transports will
make runs on the cruiser with rockets and torpedoes. Don't worry if they are
destroyed; more waves will come in to replace them. Just focus on the mines
and, when they appear, the remaining fighters from the Lulsa.

My advice when taking out the type C mines is to keep a click or so distance
and snipe them, then destroy the missile with your lasers while its incoming.
This is a lot easier, and ultimately more successful, than trying to weave
out of the way of it. Again, break off your attack if you see groups of
transports and shuttles launching. You'll need to disable Derris 1, which
carries the Lulsa's commanding officer. Once that is taken care of, destroy
the transports; one group will already be attacking you while the other will
make a run for it. Killing them will finish your secondary objectives.

If there are any mines left after this, destroy them. A transport will hyper
in once the shuttle is disabled and capture it. With all the mines gone and
the shuttle captured, your bonus goals will be completed. Hopefully by this
point, the Lulsa will be finished. Once it goes, more than likely without
any direct effort towards destroying it on your own, it will be destroyed and
your primary mission will be completed.

Return to base once all your goals are completed, and you'll see a cutscene
with a traitorous Imperial admiral conspiring to defect, along with his
forces, to the Rebel Alliance! So this is the one who has been feeding them
all that juicy information. In a small ceremony aboard your ship, you will
be awarded the Medal of Redemption, signifying that you have successfully
completed this tour. Take this time to prepare for your next assignment.

B. The Sepan Civil War

Battle 1: Respond to S.O.S.

Craft: T/F Alpha (you - Alpha 1), T/F Eta, T/B Beta, VSD Protector
Primary Objectives:     25% of all Dimok craft must be destroyed
                       VSD Protector must survive until other goals completed
                       At least one of CNVYR group Asbo must survive until
                       other goals completed
Secondary Objectives:   100% of CNVYR group Asbo must be inspected
Bonus Objectives:       100% of all E/S must be destroyed
                       CRL Falaricae must be inspected
                       CARG Delphine must be inspected
                       M/CRV Falx must be inspected
                       CARG must be inspected
                       CNVYR Asbo ? must be inspected
Reinforcements:         GUN group Rho

You have been transferred from the FRG Fogger to the VSD Protector, on duty
currently in the Sepan system. While on patrol, you respond to an SOS from
a Dimok convoy under attack from Riplobus fighters. Your T/F is more than
a match for their Y-Wings, but you do have some distance to cover, so throttle
up and get moving!

Rather than immediately attack, however, first move to inspect the corvette,
then the cargo ferry. Those are the most likely craft to be destroyed first,
so you want to make sure you get to them before the Riplobus do. Next, inspect
the three Modular Conveyors. One of them will be carrying Imperial arms, so
the Secret Order will send in TRN Epsilon to capture. At this point you can
engage the Riplobus forces. You only need to kill 25% of them before they
retreat into hyperspace, and as long as one of the conveyors survived
(preferably the one with those illegal arms), your primary mission will be
completed.

At this point, head over towards the second cargo ferry that should have
hypered in by now. If it hasn't done so yet, an E/S will also have entered and
be heading for TRN Epsilon! Quickly inspect the cargo ferry, then assist in</pre><pre id="faqspan-3">
destroying the E/S and its 2 replacement waves. For some reason, T/B Beta will
also assist, and with their missile armament, they are quite the welcome
addition. Destroy them to ensure the survival of TRN Epsilon and enable its
capture operations.

Your last step is to inspect the Falaricae. Do NOT attack it; it will rip you
to shreds. You need to get within a click or so to inspect it, but once you
do, your bonus objectives will be complete. With nothing left to do, head
back to the Protector for debriefing.

Battle 2: Intercept Attack

Craft: T/B Beta (you - Beta 2), T/F Alpha, T/I Gamma, VSD Protector
Primary Objectives:     25% of all Riplobus craft must be destroyed
                       VSD Protector must survive until other goals completed
                       CN/C Lab Module ? must survive until other goals
                       completed
                       PLT/1 Youst must survive until other goals completed
Secondary Objectives:   CN/C Lab Module ? must be inspected
                       PLT/1 Youst must be inspected
Bonus Objectives:       SHU Toten must be inspected
                       TRN Epsilon 1 must complete mission
                       TRN Epsilon 2 must complete mission
                       M/FRG Dromon must be destroyed
                       CN/C Lab Module ? must be captured
                       PLT/1 Youst must be captured
Reinforcements:         GUN group Rho

Rather than fitting your craft with torpedoes, I suggest you use heavy
rockets instead. Considering that one is more than enough to take out one of
those assault transports, and you get four of them, you can't lose.

First, head towards the platform. Before you get there, a Riplobus ATR will
hyper in right in front of you. Destroy it with a single rocket, then target
the M/CRV Galliot. As soon as you're in range, fire your remaining rockets; it
doesn't matter if they hit or not, because you're simply trying to get the
utility tug to pop out for you to reload your launchers. Head back to the
Protector to do so.

While en route to your reload, a Riplobus frigate will drop out of hyperspace
and immediately attack the Protector. While in no danger of being destroyed,
you'll want to destroy that sucker as quickly as you can. If you can target
it while reloading, its a perfect opportunity to let loose with your rockets.
When it is destroyed, reload to a full load if need be, then head back towards
the platform.

Before inspecting the containers and the platform, let the Riplobus take down
a good portion of the shields. When the platform's shields dip below 50% or
so, then you can inspect the containers and the platform to trigger the
arrival of TRN Epsilon and T/B Theta, as well as completing your secondary
objectives. They will launch more torpedoes to lower the platform's shields,
but that's not the major concern here.

You need TRN Epsilon to disable the platform, but they can't do that unless
the platform's turrets are distracted. That's why destroying the Riplobus
quickly will not allow you to accomplish this. Rather, let the platform become
disabled, then clear out the Riplobus ATRs. This will let you complete your
primary objectives and allow the transports to dock with the container and
the platform, respectively.

When the transports are done docking with their respective craft, they will
head back to the Protector. Also, a shuttle will launch from the Protector;
all you have to do is target it; you don't need to do a flyby because it is
(technically) a friendly craft. Just target it and you will have "inspected"
its contents.

Once the transports enter the hangar, your bonus objectives will be complete
and you'll be free to enter the hangar yourself.

Battle 3: Rescue War Refugees

Craft: T/I Gamma (you - Gamma ), T/F Alpha, VSD Protector
Primary Objectives:     VSD Protector must survive until other goals completed
                       SPC Glas must finish docking
Secondary Objectives:   None
Bonus Objectives:       100% of E/S group Typhon must be destroyed
                       100% of SHU group Nazaar must complete mission
Reinforcements:         GUN group Rho

A nice, refreshing mission. Not a lot to do here, but don't slack off just
yet! You'll need to head straight for the attacking Riplobus forces. Make sure
you target SHU group Lambda, not Nazaar. That is the group you need to have
complete their mission later on.

The Y-Wings and shuttles will quickly fall to you in your superior craft, but
wait: when the Riplobus are about finished, the Dimok will launch their own
raid! Something is fishy here. Way too fishy if you ask me. Anyway, they will
send the same craft (Shuttles and Y-Wings) to attack, so intercept and destroy
them.

Once all attacking craft are destroyed, head back to the Protector and wait
for SPC Glas to finish its docking operation. Once that happens, your primary
mission objectives will be complete. Almost immediately after this happens,
four escort shuttles will hyper in right next to the Protector! Fortunately,
you'll have the defensive fire of the Protector and the Glas, in addition to
a group of T/Bs that will launch to attack. If you choose to attack, just
remember that despite your superior speed and armament, you lack shields, so
don't get hit!

If you manage to destroy them all, and allow for SHU group Nazaar to enter
the Protector's hangar, your bonus goals will be achieved and you can return
to the hangar yourself for some well-deserved R&R

Battle 4: Capture Enemies

Craft: GUN Nu (You - Nu 2), GUN Tau, TRN Omega
Primary Objectives:     TRN Omega 1 must complete mission
                       TRN Omega 2 must complete mission
                       SHU Keydon must be boarded
                       SHU Phantelle must be boarded
Secondary Objectives:   CARG Glaive must be inspected
                       M/CRV must be inspected
                       CARG Godendag must be inspected
Bonus Objectives:       CRL Falaricae must be inspected
                       M/FRG Manus Ferre must be inspected
                       FRG Shemsher must be inspected
Reinforcements:         GUN group Rho

You'll need to act fast here. First off, set your laser recharge rate up
one level (not to max), and target SHU Keydon. If your wingmen launch missiles
at it, great; if not, no big deal. When in range, switch to your ion cannons
and disable it. Immediately after that, move to disable SHU Phantelle. You'll
be within range, so it should be no problem.

Once the two shuttles are disabled, the transports will dock with them and
complete their operations. While this is ongoing, you'll need to take out
E/S group Ayaba and then z-95 group Adam. They pose the biggest threat to your
mission! When they're taken care of, move on to E/S group B ;with their
firepower and proximity, they can still pose a threat to the transports you
are supposed to protect. When both transports are finished docking, it will
take roughly 2 minutes for them to hyper out. Give them the cover they need,
and your primary objectives will be complete when they are safely away.

Now, you are going to need some extra speed, so dump your lasers completely
into your engines and send the remaining laser charge into your shields; you
won't need to destroy anything else in this mission. For the bonus goals,
inspect the FRG Shemsher, M/FRG Manus Ferre, and the CRL Falaricae, in that
order. The Shemsher will be the first to make a run for hyperspace, but you'll
have plenty of time to get over to the Falaricae. You'll need to get within
a click or so to inspect them, so if they open fire, make sure you take some
evasive maneuvers. When the last craft is inspected, your bonus goals will
be complete.

Lastly, you should have noticed a convoy enter the area. This was the one the
cloaked figure was mentioned in your preflight briefing. Inspect all three
craft to complete your goals, but note that they will fire on you, so make
sure your shields have a charge and you evade their attacks. Inspect them,
complete your secondary objectives, and then return to base.

Battle 5: Guard Resupply

Craft: T/F Alpha (you - Alpha 2), T/B Beta, t/I Gamma, VSD Protector,
ESC Tropsobor
Primary Objectives:     75% of all T/As must complete mission
                       VSD Protector must survive until other goals complete
                       ESC Tropsobor must complete mission
Secondary Objectives:   SHU Omlaut must be inspected
Bonus Objectives:       100% of all Z-95s must be destroyed
                       100% of all Y-Wings must be destroyed
                       CRL Ben Het must be destroyed
                       CARG Suoi Tre must be destroyed
                       CARG Can Giouce must be destroyed
                       M/CRV Long Tan must be destroyed
                       100% of E/S group Raven must be destroyed
                       100% of E/S group Seakyte must be destroyed
                       100% of T/A group AA must complete mission
                       100% of T/A group AB must complete mission
                       100% of T/A group AC must complete mission
                       100% of T/A group AD must complete mission
Reinforcements:         GUN group Rho

Ok, this one is going to be almost impossible if you wish to complete your
bonus objectives, mostly because of the craft you're in. A T/F is no match
for a capital ship one on one, so you'll have to participate in attacks as
a group.

First, head over to the Tropsobor and begin escorting the first group of T/As
to the Protector. While this is ongoing, the Dimok forces will enter and begin
their assault. T/B Beta will launch to attack the cruiser, while T/I Gamma
will attack the Z-95s. When the Z-95s are within 3.5 clicks of your location,
turn towards them and engage. You can take them out just as fast, if not
faster, than your counterparts. The T/As should have no problem making it to
the Protector at that point. As you destroy each wave of Z-95s, more will
take their place.

As soon as you notice a pair of Y-Wings enter the fray, immediately head
towards them. They are attacking the Tropsobor, and while she can take quite
a bit of punishment, you'll need to take out the Y-Wings before they become
so numerous it makes that task impossible. Don't worry about the Z-95s;
they'll head towards the latest group of T/As, and if they just launched from
the Tropsobor, then they'll head right to you.

Clear out most of the Y-Wings (or all, depending on how the T/Is are doing
against the Z-95s) before taking care of the remaining Z-95s (if there are
any left). With all the starfighters taken care of, all the remaining fighters
are free to engage the Ben Het. While you can't control T/I Gamma, you can
control the fighters in your group, so order them to ignore the Ben Het. Trust
me; you're going to need them for later.

Hopefully, the Ben Het has taken some serious damage by this point and is
making its way into hyperspace. As each wave of bombers and interceptors are
destroyed, more will take their place. If you wish to attack the cruiser, do
so with the most delicate of touches. As soon as it starts firing at you,
turn around and get out of its cannon range! One shot from it is more than
enough to take you out!! If you're smart, and lucky, enough, the Ben Het
will meet its demise.

While this is ongoing, the remaining T/As will make their way to the Protector
uninterrupted, and the Tropsobor will make its way to hyperspace when the last
group launches. Your primary objectives should all but take care of
themselves.

When the cruiser is destroyed, the bombers and interceptors (if there are any
remaining) will target the Long Tan; fortunately, it can take a lot less
punishment than the cruiser, and shouldn't last long at all. A Dimok convoy
will also hyper in, and with any luck, should be destroyed by these guys
as well.

If you see a shuttle hyper in, head over to inspect it on its way to the
Protector. This will complete your secondary objective, but will also earn
you a reprimand from Admiral Harkov. Something sure isn't right, but ya can't
seem to put your finger on it yet.

Some people may be wondering "where are the Riplobus?" Well, they'll enter,
and in force. You'll see your old friend, the FRG Shemsher, and it'll launch
six escort shuttles to attack the Protector; fortunately, the Protector can
take care of itself with its dual warhead launcher and its multitude of
turbolasers. If you feel you need to (and you haven't already), call in for
reinforcements in the form of a pair of gunboats. They will move to engage
the escort shuttles, leaving you free to make, if you wish, a run on the
Shemsher.

Hopefully you have some T/Bs and/or some Interceptors left (I know I didn't),
because you'll need all the help you can get in taking this beast down. Once
the first, and second, waves of escort shuttles are destroyed, the Shemsher
will make a run for hyperspace, and it will do so quite quickly. If you can't
manage to destroy it, I wouldn't hold it against you. If you had a gunboat
or a T/D, then you'd have better means, but in a T/F, you're basically flying
around in a 10 meter tin can with a couple of laser guns. Anyway, I digress.

Once the frigate either escapes or is destroyed, return to the Protector for
debriefing. In addition, you are presented with the Medal of Unity for your
efforts in ending the Sepan Civil War.

C. Battle on the Frontier

Battle 1: Load Base Equipment

Craft: T/B Alpha 1 (you), VSD Stalwart
Primary Objectives:  VSD Stalwart must survive until other goals complete
                    100% of CN/A group THX 1136-A must be inspected
                    100% of CN/D group THX 1137-D must be inspected
                    100% of CN/B group THX 1138-B must be inspected (Med/Hard)
                    100% of CN/D group THX 1139-D must be inspected
                    100% of CN/D group THX 1140-D must be inspected
Secondary Objectives:HLF Mule 1 must complete mission
                    HLF Mule 2 must complete mission
                    HLF Mule 3 must complete mission
                    HLF Mule 4 must complete mission
                    HLF Mule 5 must complete mission
Bonus Objectives:    TRN Scouter must be destroyed
Reinforcements:      None

Once again, you've been transferred. This time, you are in the service of
Vice Admiral Thrawn, who has been tasked with setting up an Imperial outpost
in the Outer Rim.

Your first task is to inspect a series of containers that were left abandoned
for some strange reason. Thrawn suspects a Rebel trap, and he would be
correct. As you inspect the containers, Y-Wings will appear and attack the
Stalwart. Keep on your task, though; T/F group Gamma will launch to deal with
them. Once you have inspected all the containers, your primary mission will
be complete.

Now you can move to engage enemy forces. Y-Wings will prove no match for you,
but also keep your eye out for a single TRN that will hyper in. That is your
bonus target. Use your missiles to weaken its hull, then finish it off with
laser cannons. Of course, this is if you're the one that gets to it;
sometimes, your compatriots will beat you to the punch, but no matter. As long
as it is destroyed, your single bonus goal will be complete.

Keep attacking incoming forces. You'll want to keep them off the backs of the
heavy lifters, though for some reason they tend not to be the targets. Ensure
that all five complete their missions, and your secondary goals will be
achieved.

At this point, you can mop up the remaining Rebel forces, or you can return to
the hangar. Its your call.

Battle 2: Destroy Pirate Outpost

Craft: T/B Alpha (you - Alpha 1), T/B Beta, FRG Ludwick
Primary Objective:      M/FRG Ludwick must survive until other goals complete
                       CRV Leach must be destroyed
                       CRV Clavier must be destroyed
                       CRV Grapler must be destroyed
                       100% of CN/A DLC11A must be destroyed
                       100% of CN/A CRM908A must be destroyed
                       100% of CN/B CG-78 must be destroyed
Secondary Objectives:   CN/A CRM908A ? must be boarded
Bonus Objectives:       ATR Tiger must have finished docking
Reinforcements:         T/B group Delta

For this battle, I suggest you arm yourself with heavy rockets, as opposed
to torpedoes. It'll only take two rockets to completely destroy a corvette,
so go for it. If you can destroy two out of the three corvettes before you
make an inspection run on the containers, that's a lot less you have to deal
with later.

Now, you only have to inspect one group of containers, and once it is properly
identified, an ATR will launch from the Ludwick to board it and capture the
Rebels onboard. Order your wingmen to ignore the target; that way, it won't
be destroyed before it is ok to do so.

At this point, you can either attack the remaining corvette, or you can engage
the enemy starfighters. The Y-Wings and attack shuttles won't prove much of a
challenge, but when an A-Wing comes in, leave it to your wingmen and/or your
counterparts. That is one craft you do not want to screw with in a T/B.
Instead, focus on the other craft attacking the Ludwick.

When the Rebel container has been boarded and the ATR has finished its
operation, destroy that particular container and any others that remain to
complete your primary, secondary, and bonus objectives all in one fell swing.
At this point, you can mop up the remaining Rebels, or you can return to the
Ludwick for your next mission.

Battle 3: Hold Position

Craft: T/F Alpha (you - Alpha 1), T/F Beta, T/I Gamma, M/FRG Ludwick
Primary Objectives:     M/FRG Ludwick must survive until other goals completed
                       100% of CARG group Bakkun must have arrived
                       100% of M/CRV group Horvus must have arrived
                       100% of CNVYR group Gorfan must have arrived
                       100% of FRT group Ravn must have arrived
                       VSD Stalwart must have arrived
Secondary Objectives:   None
Bonus Objectives:       100% of SHU group Escape must be destroyed
Reinforcements:         T/B group Theta

Again, when choosing your armaments, go with heavy rockets. You'll need them
to attack the Rebel frigate and ultimately trigger the launch of the shuttles.

When the FRG Huntress arrives, immediately head towards it and launch your
rockets (from a safe distance, of course). Then proceed to engage its fighter
screen. The Z-95s won't prove much of a threat, but the X-Wings and B-Wings
are formidable adversaries. If you need to, call for reinforcements to help
you out.

If you notice a pair of shuttles launching from the frigate, break off your
attack and go after them. They won't try to flee at first, but its better to
take them on sooner, rather than later. Destroy them to complete the only
bonus objective for this mission.

Now its just a fight against the clock. The Ludwick can take some punishment,
but it is not invincible. Make sure you take out any X-Wings or Y-Wings that
are making torpedo runs against it. With enough luck and skill, you'll start
to see the convoy arrive. When the last of the craft have made their
appearance, your primary goals will be complete. You can hang around and go
for some more kills, or you can head back to base.

Battle 4: Guard Space Station NL-1

Craft: GUN Tau (you - Tau 1), T/I Gammma, T/B Beta, PLT/3 NL-1, M/FRG Ludwick
Primary Objective:      PLT/3 NL-1 must survive until other goals complete
                       M/FRG Ludwick must survive until other goals complete
                       VSD Stalwart must arrive
Secondary Objectives:   SHU Shakkar must be captured
Bonus Objectives:       SHU Shakkar must be inspected
Reinforcements:         GUN group Pi

It has become quite apparent that the Rebels do not want an Imperial foothold
in this sector, so they will send a formidable force after you. A pair of
corvettes, along with numerous starfighters, will be your opponents. Rather
than torpedoes, I would go with either heavy rockets or missiles, depending
on what craft you want to focus on.

When the corvettes take enough damage, SHU Shakkar will launch; immediately
head over and disable it. Inspect it to complete the bonus objective, then
head back into the fray. A transport will come and capture it to complete
your secondary objective.

You only have to hold out until the Stalwart returns. Once it does, your
primary mission will be complete. You can return to base at this time; a
mission that will define you is upcoming.

Battle 5: Thrawn inspects NL-1

Craft: T/B Alpha (you - Alpha 1), PLT/3 NL-1, M/FRG Ludwick, VSD Stalwart
Primary Objective:      PLT/3 NL-1 must survive until other goals complete
                       M/FRG Ludwick must survive until other goals complete
                       TRN Sigma ? must complete mission
                       TRN Omega must complete mission
Secondary Objectives:   None
Bonus Objectives:       100% of SHU group Bliss must be destroyed
                       100% of SHU group Gamer must be destroyed
                       100% of SHU group Noway must be destroyed
Reinforcements:         T/B group Theta

The nice part about this mission is
you can elect to have advanced missiles as your armament. I suggest you do so;
they are the best when taking on enemy starfighters.

TRN group Sigma will launch from the Stalwart at the beginning of the mission.
One will be carrying Vice Admiral Thrawn, so make sure it arrives safely!! All
you need to do is keep enemy forces off his back. It will take around three
minutes for him to make his journey to the platform, and he is quite
vulnerable during this time.

Once aboard the platform, engage any remaining forces. It shouldn't take long
cause the Rebels are losing resources in this ongoing battle. Once Thrawn's
inspection is complete, he will head back to the Stalwart aboard TRN Omega, so
escort it back.

As the Pakuuni shuttles enter, head over and engage them. Use your missiles
if you have any left, then finish them off with your lasers. Destroy all
three groups to complete your bonus objectives. While this is ongoing, Thrawn
will safely make his way back to the Stalwart, completing your primary mission
and earning his personal thanks and favor. Return to base when the last of the
shuttles are destroyed.

Battle 6: Wait for Relief Forces

Craft: GUN Tau (you - Tau 1), T/B Beta, T/I Gamma, SPC Ranger, PLT/1 NL-1,
M/FRG Ludwick
Primary Objectives:     PLT/1 NL-1 must survive until other goals complete
                       SPC Ranger 1 must survive until other goals complete
                       SPC Ranger 2 must survive until other goals complete
                       VSD Stalwart must arrive
Secondary Objectives:   SHU Electra must be captured
Bonus Objectives:       TRN Shark must have finished docking
                       SHU Electra must be inspected
Reinforcements:         T/B group Theta

Immediately reverse course and set your laser recharge rate to full while
pumping your laser power into your shields. You want a max charge for the
battle ahead.

The advance forces include a pair of assault transports, followed by a group
of B-Wings. Ignore both of them, unless you elected to be armed with rockets;
if that is the case, fire one rocket at each to destroy them. Your primary
target, however, is the SHU Electra. You will want to disable it as quickly
as possible, because not only will incoming craft start targeting you, but you
will need to take out the transports that will come in and pose the greatest
threat to SPC Ranger.

With the shuttle disabled (you can inspect it, but for some reason that goal
will complete itself once its been captured), you can move to engage the
X-Wings and A-Wings that will certainly be attacking you. Once they are
taken care of, go straight after the transports. One rocket, or a pair of
missiles with some laser fire, will be enough to destroy them. The sooner you
can get to them, the better; they will wreak havoc on those SPC.

Once the Stawlart arrives, your primary mission will be complete. All that
remains is for TRN Shark to capture the Electra, completing your secondary and
bonus objectives.

At this point, return to the hangar of either the platform, the Ludwick, or
the Stalwart for another small medal ceremony. You will be rewarded with the
Medal of Progress for your efforts in establishing control in this sector.

D. Conflict at Mylok IV

Battle 1: Escort Convoy

Craft: T/F Alpha (you - Alpha 2), T/F Beta, T/F Gamma, M/FRG Shamus
Primary Objective:      50% of CARG group Verack must finish docking
                       50% of CARG group Stimner must finish docking
                       M/FRG Shamus must survive until other goals complete
Secondary Objectives:   100% of CARG group Verack must be inspected
                       100% of CARG group Stimner must be inspected
Bonus Objectives:       CRV Chaser 1 must be inspected
                       CRV Chaser 2 must be inspected
Reinforcements:         CRV Nihema, T/B group Delta, GUN group Tau

Another tour, another transfer. This time, you are in the service of Grand
Admiral Zaarin, who leads research on new TIE starfighters. In this mission,
you are to escort a convoy of Habeen cargo ferries to a rendezvous with the
Shamus in order to transfer new technology for Zaarin to evaluate.

Immediately move to inspect the cargo ferries, considering this is the
best location you'll have and its simply easy as heck to do it. Then move
to engage the incoming Y-Wings. There's going to be a lot of them, so just
keep plugging and chugging.

When you get a small break, move to inspect the two corvettes before they
are destroyed. You won't need to destroy them yourself; the cargo ferries and
other craft will take care of that for you. Just keep attacking any incoming
Y-wings; they'll make torpedo runs on the cargo ferries, and you need to keep
at least one from each group alive.

I usually lose at least one cargo ferry, but its an acceptable loss given
the mission parameters. Once the last group of Y-Wings is destroyed, you'll
need to hang around until one of each group of cargo ferries has finished
docking with the Shamus. Only then will your primary objectives be complete.

Return to the Shamus now for debriefing; you're needed for a new offensive.

Battle 2: Attack the Nharwaak

Craft: T/B Alpha (you - Alpha 2), T/B Beta, T/B Gamma, M/FRG Shamus
Primary Objective:      M/FRG Shamus must survive until other goals completed
                       CN/B Junker must be destroyed
                       CN/A Hume must be destroyed
                       CN/A Workshop must be destroyed
                       CN/B Repo must be destroyed
                       CRV Petor must be destroyed
                       CRV Shotgun must be destroyed
                       TRN Sunbird must be destroyed
                       SHU Pamir 1 must be destroyed
                       SHU Pamir 2 must be destroyed
Secondary Objectives:   None
Bonus Objectives:       None
Reinforcements:         None

The key to this mission is not getting shot out of the sky by the incoming
Y-Wings. Most of your targets won't fight back, but you need to get to the
ones that do before they pose a threat to you or your wingmen.

First off, choose heavy rockets for your payload, as opposed to torpedoes.
Next, head immediately for TRN Sunbird; it will make a run for the Shamus. Use
your laser cannons to destroy it, then deal with the incoming Y-Wings. By now,
all the parked Y-wings should be piloted, so you'll need to deal with them.
However, they shouldn't pose too much trouble. Also, take out the shuttles;
they won't flee, but they will attack.

During this time, the other group of T/Bs should have taken care of the
corvettes. If they haven't, then you'll need to. Two rockets a piece will be
enough. The containers should come last; they're not going anywhere nor
will they fire back. When the last of them are destroyed, your primary mission
will be complete. Now you can head back to the Shamus for debriefing.

Battle 3: Defend Tech Center

Craft: T/B Alpha (you - Alpha 1), M/CRFV Phoenix
Primary Objective:      75% of all Y-Wings must be destroyed
                       M/CRV Phoenix must survive util other goals complete
                       TRN Runner must finish docking
                       SHU Doyle must finish docking
                       SHU sgindek must finish docking
Secondary Objectives:   None
Bonus Objectives:       None
Reinforcements:         GUN group Mu, GUN group Nu

Immediately call in for reinforcements; while you may be able to handle all
the Y-Wings, you need all the speed you can in taking as many out as possible.

You'll need to make sure at least one of the containers survives long enough
for TRN Runner to dock with it. Unfortunately, those Y-Wings and their
torpedoes will make that very, very difficult. You can ignore the Y-Wings that
go after the corvettes; your first priority is the transport and at least one
of the containers. If the transport cannot dock, it will hyper out and you
will fail the mission.

It takes what seems like an eternity for the transport to get to the container
and finish its docking operation. If you can manage to guard it and the
container long enough, you'll complete your primary objectives. Now head
back to the Phoenix for debriefing.

Battle 4: Diplomatic Meeting

Craft: T/I Alpha (you - Alpha 1), T/B Zeta, M/FRG Shamus, SHU Nexus
Primary Objective:      M/FRG Shamus must survive until other goals complete
                       FRG Lendova must survive until other goals complete
                       SHU Fairfax must survive until other goals complete
                       SHU Nexus must complete mission
                       TRN Ferry 1 must complete mission
                       TRN Ferry 2 must complete mission
                       TRN Ferry 3 must complete mission
                       TRN Ferry 4 must complete mission
Secondary Objectives:   TRN Ferry 1 must be inspected
                       TRN Ferry 2 must be inspected
                       TRN Ferry 3 must be inspected
                       TRN Ferry 4 must be inspected
Bonus Objectives:       None
Reinforcements:

Finally, a mission where you have a decent craft! Anyway, the forces you'll be
facing are the same; Y-Wings and corvettes. While the frigates will be able to
take a bit of damage, make sure no Y-Wings get through to the two shuttles!
The Nharwaak will send everything they have to make sure this falls through,
so you'll need to take them down quickly and efficiently.

Once the negotiations are complete, the first transport will head over to the
Shamus. You should have taken care of most of the Y-Wings, while the corvettes
will be taken care of by other craft, so head over and inspect it and the
three others that will follow suit. You just want to make sure that the
Habeen are honoring their end of the agreement.

When the last transports have entered the hangar of the Shamus, your primary
mission will be complete. You can now return to the Shamus for one last
mission.

Battle 5: Rebel Arms Deal

Craft: GUN Tau (you - Tau 1), T/B Zeta, T/B Delta, M/FRG Shamus
Primary Objective:      M/FRG Shamus must survive until other goals complete
                       FRG Xerxes must be destroyed
Secondary Objectives:   None
Bonus Objectives:       TRN Tela must be destroyed
Reinforcements:

Now that you have the new hyperdrive technology, your mission is to prevent
the Rebels from getting their hands on it. FRG Xerxes has made arrangements
to take on the cargo from two of the last corvettes the Nharwaak have. Rather
than take out the cargo, however, you're going for broke and attacking the
Xerxes itself.

Given you're in the superior craft, you'll be responsible for starfighter
defense, and the Rebels will throw a large force at you. The A-Wings pose the
greatest threat to your own survival, but you can't focus solely on them.
Y-Wings and X-Wings will make direct runs on the Shamus, so you'll need to
take them out.

Once the Xerxes takes significant damage, TRN Tela will launch and make a run
for it. Make sure you destroy it to complete the one bonus objective you have
in this mission.

You won't need to clear all the fighters out, but the more you can destroy,
the better. When the Xerxes is destroyed, your primary mission will be
complete. At this point you can either clear out the remaining Rebel and
Nharwaak forces, or you can return to the Shamus.

Admiral Zaarin, now with the technology he needs to perfect the Tie Advanced,
will give a demonstration to Lord Vader, who is impressed with what he sees.
He will also order Zaarin to produce prototypes of a new, unnamed fighter
for transport to Coruscant.

You will receive the Medal of Order in a small ceremony, recognizing your
contributions to bringing calm to this sector and to advancing the development
of new fighters for the Empire.

E. Battle for Honor

Battle 1: Clear Minefield

Craft: T/I Gamma (you - Gamma 1)
Primary Objective:      None
Secondary Objectives:   100% of CN/D group Psi must be inspected
                       100% of CN/D group Chi must be inspected
                       M/FRG Osprey must arrive
                       SHU Lambda must be inspected
Bonus Objectives:       T/I Gamma 2 must be destroyed
                       T/I Gamma 3 must be destroyed
                       100% of Mine 1A group must be destroyed
                       100% of Mine 1B group must be destroyed
                       100% of T/A group H-Alpha must be destroyed
                       100% of T/A group H-Delta must be destroyed
                       100% of T/B group H-Beta must be destroyed
                       100% of CN/D group Psi must be destroyed
                       100% of CN/D group Chi must be destroyed
                       100% of X-Wing group Blue must be destroyed
                       100% of Y-Wing group Red must be destroyed
                       SHU Lambda must be destroyed
Reinforcements:         M/FRG Osprey

You've been transferred again to Admiral Harkov's control, but things are not
as they seem. This seems like too easy a mission, and believe me when I say
it is going to get quite hairy.

First off, immediately send for reinforcements, then set your laser recharge
rate up one notch before taking out your "wingmen." Better to take them out
now rather than later. Proceed to take out the mines, but be careful not to
get hit; you're going to need as much hull strength as you can for later.

By this point, Harkov will have launched a trio of T/Bs and, worse, a trio of
T/As! Yikes! However, the Osprey should have arrived by now as well, and will
launch craft to aid you. Assist in taking them out, but break off when you see
a shuttle launch from the Protector. You need to inspect it, then destroy it.
This is probably the most dangerous part of the mission, because you'll more
than likely have craft on your tail. Inspect its contents, then blow it up;
traitors deserve nothing less than death for their crimes.

Now you nee to start getting rid of all these fighters. Focus on the ones
closest to you. X-Wings and Y-Wings are manageable, but its those damn T/As
that will give you the most problems. They're fast, shielded, and they have
the same armament as you. Don't waste your laser fire by firing constantly;
Get as clean as shot as you can, then let loose with a quad blast; they won't
take much damage, but you won't exactly have much opportunity to get too many
shots in, especially if you're constantly under fire. Just trooper through,
and you'll eventually destroy all of the T/As, 24 in all (a heck of a lot,
but it IS possible to achieve.

With the fighters completely cleared, you'll be able to inspect and destroy
all the containers in peace. Do so, then return to the Osprey. You have
certainly earned some downtime after this one.

Battle 2: Assault Gunboat Recon

Craft: GUN Mu (you - Mu 2)
Primary Objective:      100% of all CN/Bs must be destroyed
                       100% of CN/C Pi must be destroyed
                       100% of CN/E Xi must be destroyed
                       100% of CN/D Psi must be destroyed
                       VSD Protector must have arrived
Secondary Objectives:   At least one of all CN/Bs must be inspected
                       At least one of CN/C Pi must be inspected
                       At least one of CN/E Xi must be inspected
                       At least one of CN/D Psi must be inspected
                       PLT/1 DS 5 must be inspected
Bonus Objectives:       100% of all freighter craft must be inspected
                       At least one of A-Wing Blue must be destroyed
                       At least one of T/A H-Alpha must be destroyed
                       At least one of T/A H-Beta must be destroyed
                       VSD Protector must be attacked
                       CORT Cimigo must be destroyed
Reinforcements:         GUN group Rho

This mission can be really easy or really hard, depending on how many bonus
objectives you're going for. If you're going for them all, prepare for a
hair-splitting experience. For armament, choose advanced missiles. You'll need
every one of them.

First off, you'll need to dump ALL power into your engines, then redirect your
shield energy into your lasers. Target the Cimigo and fire enough missiles to
completely deplete its shields. Then, switch to your ion cannons and pump as
much power from your draining shields into your draining lasers as you can.
Next, as SOON as you are in range, disable the Cimigo. You'll need to be spot
on with your attacks, because you're still at full engine power. It'll take
many tries to perfect, but it is possible to do. When its disabled, inspect
and destroy it, but not before setting your shield and laser recharge rates
up to the maximum; you're going to need every ounce later on.

If you come under attack from one or two of the Z-95s, take care of them
quickly before moving to inspect the platform and all the containers. Keep
moving in different directions to avoid the fire of the platform, and do not
directly fire on it; you will be sorry if you do.

With the containers inspected, you are now free to destroy them. Use your
lasers and not your warheads, as tempting as it may be. It won't take long
at all to destroy them all, and while you do, Harkov and the Protector will
arrive. completing your primary mission.

Now, you can hyper home right now, or you can take on the more challenging
aspects of the bonus objectives. The worst part is, your wingmen will leave
you high and dry, and if you call for reinforcements, they will too. You're
totally on your own on this one, and I can promise you it won't be easy, even
on easy. Six A-Wings will hyper in and target you, and in addition, six T/As
will launch from the Protector. Yikes! Fortunately, you only need to destroy
one of each, but even that is going to prove challenging. If you have
missiles, now is the perfect time to use them.

I should note: disabling is as good, if not better, than destroying all of
them. Destroying the first wave of A-Wings will only bring another wave in,
and that's the last thing you need. But you will need to drive off the first
wave of T/As in order for the second to launch. Again, one kill from that
second group is all you need, so at that point, high tail it out of there!
Your bonus goals will be complete, thank the Emperor!

Battle 3: Convoy Attack

Craft: GUN group Mu (you - Mu 2)
Primary Objective:   100% of FRT group Karflo must be destroyed
                    100% of CNVYR group SoroSuub must be destroyed
                    CTRNS Morgath 1 must be destroyed
                    CTRNS Morgath 5 must be destroyed
                    100% of CRV group Sundog must be destroyed
Secondary Objectives:At least one of FRT group Karflo must be inspected
                    At least one of CNVYR group SoroSuub must be inspected
                    CTRNS Morgath 1 must be inspected
                    CTRNS Morgath 5 must be inspected
                    At least one of CRV group Sundog must be inspected
Bonus Objectives:    At least one of CN/E group Pi must be inspected
                    HLF AAA Tow must be destroyed
                    HLF A1 Tow must be destroyed
                    HLF A2 Tow must be destroyed
                    VSD Protector must be attacked
                    At least one of T/A group H-Alpha must be destroyed (Med/Hard)
                    At least one of T/A group H-Beta must be destroyed
                    At least one of T/A group H-Gamma must be destroyed (Med/Hard)
                    At least one of T/A group H-Delta must be destroyed
Reinforcements:      GUN group Rho

Again, this is going to be a challenge if you want to complete all the bonus
objectives, so you'll need to follow my precise instructions. Stick with
heavy rockets; they'll help greatly in your mission ahead.

First, as soon as you can, drop all your laser and shield power into your
engines and race over to destroy the first heavy lifter, and order your
wingmen to ignore the three freighters; instead, have them attack one of
the A-Wings. That should keep them occupied, and if it doesn't, have them
attack another one.

You should make it into rocket range before the lifter makes it into the
hangar of the Protector. One is enough to take it out completely. Hardest goal
accomplished right off the bat. Now that you're out here, inspect at least one
of the containers and start recharging your lasers and shields before the
second lifter comes out. This time, use your lasers to destroy it; you will
want to save the rest of your rockets for the other craft you'll face.

When the last of the lifters destroyed, fire one laser blast at the Protector
and then make your way back to the freighters. Groups of T/As will launch, but
only one from each group will attack you; the rest will go after your wingmen,
and they should be able to handle themselves. Destroy the ones attacking you,
then go after the freighters, but don't immediately destroy them; you'll want
to inspect at least one of them to satisfy that particular secondary
objective.

Two modular conveyors will enter once the last of the freighters goes kaboom,
but you'll have to make your way towards them. Agai, inspect at least one of
them before you take them out. I suggest using a combination of a single
rocket with lasers, not only for these craft, but for all of them; you want to
conserve as much ammo as possible.

Your next targets will be two container transports, both of which will have to
be inspected before they are destroyed. Lastly, two corvettes will enter.
Inspect one, then destroy them both to complete your primary mission.

Now you can move to help your wingmen (if any are left, and hopefully there
are, cause otherwise you'll be under fire while making your attack runs!) take
down the A-Wings. You can ignore the T/As so long as you've destroyed one from
each of the respective groups. At this point, high tail it back to base; you
are needed immediately for another mission.

Battle 4: Tactical Superiority

Craft: T/A Mu (you - Mu 2)
Primary Objective:      50% of all T/As must be destroyed
Secondary Objectives:   At least one of M/CRV group Wurger must be inspected
                       SHU Toten must be inspected
Bonus Objectives:       VSD Protector must be attacked
                       100% of M/CRV group Wurger must be destroyed
                       CARG Badger 1 must be destroyed
                       CARG Badger 2 must be destroyed
Reinforcements:         GUN group Rho

Once again, you are going to need to act quickly if you wish to complete all
your bonus objectives. And rather than choosing advanced missiles, go with
heavy rockets; you'll need them, trust me on that.

The difficulty level you're playing on will determine how many T/As will be
out there to attack you initially, but in a T/A, you have a much higher chance
of actually surviving an attack. But first, you need to deal with those cargo
ferries; as soon as they're done laying their mines, they will hyper out of
the area. A single rocket is enough, but you need to get into range, and that
can be tough. Order your wingmen to cover you or attack the targets attacking
you, giving you the time you need to make your attack.

With that out of the way, begin engaging the T/As. At the very least, get the
ones going after you directly; your wingmen should be able to take care of
themselves long enough for you to achieve your next goal, which is to attack
the Protector. You can use a rocket (no more than 1; you don't have to destroy
the damn thing) or, if in range, your lasers. You can't waste too much time,
though; once enough of the T/As are destroyed, the Protector will launch
a shuttle and then hyper out of the area. That is the shuttle you need to
inspect; do so.

Do NOT destroy the shuttle; it contains someone of extreme importance (I won't
spoil it here), and you ultimately will need to capture that person alive. Let
it enter the platform's hangar; you'll deal with it later. Continue to engage
the T/As; their numbers should begin to dwindle eventually. When you've met
your goal of 50%, your primary mission will be complete, but you will have one
more task.

Start to make your way over to the pair of corvettes; if you find the T/As are
harassing you, engage and destroy them, then keep making your way over; it may
take a bit, depending on how many of those buggers are still around, but you
will either get there eventually or, as I did, just plain kill them all before
you do. You'll want to inspect one to complete your secondary objectives, then
destroy them both to complete your bonus objectives. With nothing left to do,
head back to base; the last part of your plan is about to come to fruition.

Battle 5: Capture Harkov

Craft: GUN (you - ), T/A , ATR Omega
Primary Objective:      CORT Geddawai must be disabled
                       SHU Toten must be disabled
                       TRN Kolermigon must be disabled
                       100% of all Mines must be destroyed
                       PLT/1 DS 5 must be disabled
Secondary Objectives:   SHU Toten must be inspected
                       TRN Kolermigon must be inspected
                       CORT Geddawai must be inspected
                       PLT/1 DS 5 must be captured
Bonus Objectives:       FRG Olinor must be inspected
                       100% of M/CRV group Wurger must be destroyed
                       CORT Geddawai must be captured
                       TRN Kolermigon must be captured
Reinforcements:         GUN group Rho

Here it is: you finally get to get your hands on that traitor; you know, the
one that left you out to dry? No one and nothing is going to escape the fate
that faces him or his men. Oh, and Lord Vader is dealing with this personally,
so you KNOW that this is serious.

First, target the SHU Toten, CORT Geddawai, and the TRN Kolermigon, and store
them in your targeting computer. These three craft are all ones you need to
disable, with the Geddawai having the highest priority, because it will make
its way into hyperspace first. Use your missiles to bring down its shields,
then switch to your ion cannons to disable it. Inspect its contents, and you
will find you've found the most valuable content of all: Admiral Harkov
himself.

The other two craft will have launched from the platform by now, but if you
are lucky, they'll be heading straight towards you, and they'll be moving
much more slowly than that lovely CORT. Disable each craft and then
inspect their contents. Bam, the hardest part of this mission is done and
over with.

Now you need to get to those mines. Sadly, they're type C mines, so you'll
have to keep your eyes out for those God-foresaken missiles. Ugh. Fortunately
there aren't too many of them, and if the Rebel fighters are done, your
wingmen will help you with them. Just keep your distance from the platform;
the ATRs will take care of the platform just fine. When its disabled, your
primary mission will be complete.

You're not done yet, though. One of the ATRs will move to capture the platform
while two others will take two of the craft you disabled. You will need to
protect them from the incoming waves of Rebel fighters, and unfortunately they
are A-Wings. Use your missiles if you must, but keep your eyes open for a
Rebel frigate that will enter. You don't need to destroy it, but you do need
to inspect it. Do so quickly, before it enters hyperspace.

Your last task, should you choose to accept it, is to destroy those two
corvettes (I know what you're thinking; if you destroyed them last mission,
why are they here again? What is the problem with continuity?). They won't
put up much of a fight. Disable them to prevent any escape into hyperspace,
then blast them into tiny little pieces. BY now, the two craft, including
Harkov's, should be captured and on their way to the Garrett.

With your goals complete, hyper home or return to the Garrett's hangar. Harkov
will be brought before Lord Vader, who will "interrogate" him before carrying
out his sentence. Don't end up in that situation; its not fun at all. You
will be presented with the Medal of Valor for your efforts in bringing the
traitor to justice.

F. Arms Race

Battle 1: Protect Prototype

Craft: T/A Alpha (you - Alpha 2), CARG Sela, PLT/6 Research
Primary Objective:      100% of all T/Ds must complete mission
                       100% of all CARGs must complete mission
Secondary Objectives:   None
Bonus Objectives:       100% of all Rebel craft must be destroyed
Reinforcements:

It seems like you're constantly on the go; never in one place for very long.
Once again, you have been transferred, but this time it is back into the
services of Admiral Zaarin. Those T/Ds that he has been working on are finally
ready to be delivered to the Emperor. Your job is to ensure that this happens
without a hitch.

Three cargo ferries will hyper in to take the prototypes to their rendezvous
with an escort carrier. There are six prototypes, and two will be assigned to
each cargo ferry. Seems simple enough, right?

Well, it seems word has gotten out to the Rebels that all this is happening,
and they've decided to crash the party. Fortunately, you're in a T/A, and you
can more than handle anything that they throw your way. The A-Wings will come
after you and your wingmen, while the other craft will go after the platform
and the cargo ferries. Keep them clear until they make their jumps into
hyperspace; the Empire cannot afford to lose such precious cargo.

When the last of the ferries are away, your primary mission will be complete,
though I would advise taking out the rest of those Rebel fighters; after all,
you need to keep your skills sharp, right?

Battle 2: Prevent Rebel Ambush

Craft: T/A Alpha (you - Alpha 2), CARG Sela, ESC Hininberg
Primary Objective:      100% of all T/Ds must complete mission
                       ESC Hininberg must complete mission
Secondary Objectives:   CRV Mar Dunn must be inspected
                       CRV Vop Hui must be inspected
Bonus Objectives:       100% of all Mines must be destroyed
                       100% of all Rebel craft must be destroyed

Reinforcements:

It seems there are more traitors in your midst, and these have ties within the
Rebel Alliance! Your services are needed to protect what could be the key tool
in destroying those scum, and they are needed immediately.

You'll hyper in right before the arrival of the cargo ferries, but not far
behind you are those pesky Rebels. The A-Wings will go after you, but the
other craft will use their torps against the Hininberg and the cargo ferries,
so take out as many of the A-Wings as quickly as you can, but make sure you
keep the Hininberg alive! It has to complete its vital mission!

You'll notice the pair of corvettes dropping mines. Before you close in on
them, you'll want to take out those pesky mines. Fortunately, they're Type A
mines, so you won't have to worry about missiles, but don't slack off! Those
lasers, especially in such large amounts, can still wreak havoc on you,
not to mention the Hininberg. Destroy them all, but inspect the two corvettes
if you get a chance; once they're done, they have this awful tendency to try
and hyper out. If this happens, try and destroy them before they do; the mines
won't be going anywhere.

With the initial waves of fighters, the corvettes, and the mines taken care
of, you shouldn't have much else to worry about. The subsequent waves should
pose little threat to your mission. Once the ESC is safely away, your primary
mission will be complete. At this point, you can take out any remaining Rebel
forces, or you can head home. I prefer the former; nothin like the sight of
burning X-Wings in the morning.

Battle 3:

Craft: GUN Tau (you - Tau 2), PLT/6 Research, E/S Omicron 5, FRT Antereab,
FRT Degathem, FRT Docking Platform
Primary Objective:      FRT Anterab must complete mission
                       FRT Degathem must complete mission
Secondary Objectives:   HLF U-3F14 must complete mission</pre><pre id="faqspan-4">
                       At least one of B-Wing group Red must be boarded
Bonus Objectives:       100% of X-Wing group Blue must be destroyed
                       100% of A-Wing group Gold must be destroyed
Reinforcements:

It seems Zaarin has more up his sleeve than anyone thought. Another delivery
of new technology is en route to Zaarin, but this time no one has any idea
as to what it contains. You'll need to ensure that both freighters complete
their missions, but again, the Rebels will be hot on your tail.

What makes this mission interesting is the debut of a new Rebel weapon, hereby
referred to as the Mag Pulse. What this weapon does is drain all the weapon
energy from a craft, whether it be a fighter or a starship. When used on me
I find it minorly annoying, because I can recharge my weapons a lot quicker
than a capital ship can, but if used on, say, a corvette or a star destroyer,
then its effects are indeed impressive. You'll hear a voice come over your
intercom once this weapon has been employed telling you to disable one of
those B-Wings. Not only does Zaarin want another look at this new technology,
but those responsible for passing it along must ultimately be punished.

Keep the fighters off the freighters, and of course yourself, and you should
have no problems completing this mission. Just remember the B-Wing and Y-Wings
both use ion cannons, so you can't let them disable the craft you're supposed
to protect! When the last of the freighters enter hyperspace, head home; it is
now time to exact revenge.

Battle 4: Punitive Raid

Craft: GUN Tau (you - Tau 2), ATR Omega
Primary Objective:      75% of all Z-95s must be destroyed
                       PLT/2 Pondut must be captured
                       TRN GEC U-47 must be disabled
                       CORT Lucky Day must be disabled
                       SHU Kalree must be disabled
Secondary Objectives:   At least 1 of Y-Wing group Blue must be disabled
                       TRN GEC U-47 must be captured
                       CORT Lucky Day must be captured
                       SHU Kalree must be captured
Bonus Objectives:       100% of A-Wing group Red must be destroyed (Med/Hard)
                       CARG Bujiboi must be destroyed
                       100% of B-Wing group Gold must be destroyed
                       Tug U4F91 must complete mission
                       Tug U4F92 must complete mission
                       Tug U4F93 must complete mission
                       Tug U4F94 must complete mission
Reinforcements:

It seems as though a company has been supplying this technology to the Rebels
at a pretty penny. Time for them to learn what happens to those who betray the
Empire.

First, when you're choosing your armaments, pick heavy rockets; it'll make
sense in a little bit. As soon as you hyper in, take out the first group of
Z-95s; they won't last long against you and your gunboats. Next, target
the platform itself and let loose ALL your rockets. This will bring its shield
strenght down to a sliver and make it a lot easier for the ATRs to disable it
when they arrive. Now, take out some more of those Z-95s, but break off
immediately when you see a transport making a run for it. You need to disable
it before it escapes.

Next, a shuttle will depart the platform; disable it as well, but do so
quickly because your last target will be the biggest pain. A CORT will leave
the platform as soon as that shuttle is disabled, and you'll need to intercept
it and disable it before it heads into hyperspace. Match speeds with it as
best you can; dump energy into your engines if you must. When it finally
succumbs to your ion cannons, you're in the clear. Return to the fray, taking
out the Z-95s and helping disable the platform (if it isn't already disabled,
which it may well be). Those fighters shouldn't last long against you.

With the platform captured, your primary mission will be complete, and the
ISD Glory will arrive to take possession of the platform and its assets.
However, the Rebels have caught wind of the Empire's activities, and are here
to put a stop to it. Disable at least one of the Y-Wings per Zaarin's
instructions, and then turn your attention to the cargo ferry that is making
a run for the containers. Take it out before it succeeds.

You'll notice four tugs will launch from the Glory. If you've disabled fewer
than four of the Y-Wings, then you'll need to figure out which of the tugs
are en route to a target. Those without a target can be sent home. It doesn't
matter if they return to the hangar with or without a Y-Wing in tow; they
merely have to get there safely.

By this point, the three craft you disabled should be captured, completing
your secondary objectives. It may take a while, but those tugs will get back
to the Glory, and providing you've defeated the rest of those Rebel scum, you
will have achieved total victory.

Hyper home, and you'll see a cutscene of Zaarin installing a new weapon onto
a T/A. It appears to be some sort of beam weapon, though what purpose it
serves is unknown at this time. You will also be awarded the Medal of Destiny
for your efforts.

G. Treachery at Ottega

Battle 1: Trap the Protector

Craft: T/A Alpha (you - Alpha 1), T/A Beta, T/A Gamma, INT Harpax
Primary Objective:      INT Harpax must survive until other goals complete
                       100% of CN/B group HX must be destroyed
                       100% of CN/E group HM must be destroyed
                       100% of CN/C group Oxin must be destroyed
                       100% of CN/D group c223 must be destroyed
                       100% of ATR group Lambda must complete mission
Secondary Objectives:   None
Bonus Objectives:       CARG Whell must be destroyed
                       100% of HLF group Waq must be destroyed
Reinforcements:

The remainder of Harkov's forces have finally been tracked down. It seems
they are hellbent on finding sanctuary with the Rebels. You have been assigned
to forces determined to take them down at all costs. Traitors must feel the
Emperor's wrath.

Start off by taking care of the fighter screen. You will be in the superior
fighter, so the T/Fs and T/Is shouldn't pose much of a threat, nor should the
few T/As that will launch from the Protector. When you get an opportunity,
make sure you destroy the CARG Whell; it will try and make a run for it if
you manage to blow up all the containers. HLF Waq won't take much fire,
either, but for some reason it appears multiple times. Keep taking them out,
but don't neglect the other fighters; those T/Bs are armed with missiles, so
you'll need to get them before they get to you. Make sure at some point you
do get all of the containers; these traitors can't afford to get their hands
on such needed supplies.

More of the traitorous forces will arrive in the midst of this, as well as a
Rebel cruiser sent to assist. You can't take them out at this point, so don't
even try. Instead, focus on the fighters it will launch to take you and the
Harpago down. Without that interdictor, all of Vader's plans will fall to
ruin.

As time progresses, a trio of ATRs will enter and rendezvous with the Harpax;
make sure they make it there safely. Doing so will complete your mission
objectives. At this point, return to the Harpax yourself; the next phase is
about to begin.

Battle 2: Destroy the Akaga

Craft: T/A Alpha (you - Alpha 2), T/A Gamma, INT Harpax
Primary Objective:      INT Harpax must survive until other goals complete
                       FRG Akaga must be destroyed
                       ISD Garrett must arrive
Secondary Objectives:   None
Bonus Objectives:       100% of Y-Wing group Red must be destroyed
                       100% of Y-Wing group Gold must be destroyed
                       100% of Z-95 group Red must be destroyed
                       100% of Z-95 group Blue must be destroyed
                       100% of X-Wing group Gold must be destroyed
Reinforcements:

The traitor forces are trapped thanks to the Harpax, but you need to ensure
that remains the case. While outnumbered, you certainly are not outgunned in
this case.

Before targeting any of the fighters, set up for a run on the Akaga and fire
your bombs. This will severely weaken its shields. Next, take out the T/Bs
that will launch, followed by all those Rebel fighters. They won't stand a
chance against you.

With the fighter screens cleared, you can take down the Akaga with little
other worries. Just make sure you aren't ripped to shreds by its turbolasers,
and you'll be just fine. Destroy it, ensuring the survival of the Harpax and
the ultimate victory by your forces.

When the Garrett arrives to take command of the situation, your primary goals
will be complete. Vader himself will come over the intercom and call all
forces back for the final assault. He's not one to ignore, so return to the
Garrett and prepare for the crucial battle ahead.

Battle 3: Retribution

Craft: T/A Alpha (you - Alpha 2), INT Harpax, ISD Garrett
Primary Objective:      VSD Protector must be destroyed
                       CRL Warhawk must be destroyed
                       ISD Garrett must survive until other goals complete
Secondary Objectives:   100% of M/CRV group Ardita must be destroyed
                       100% of M/CRV group Falcon must be destroyed
                       100% of M/CRV group BaKaar must be destroyed
                       100% of ATR group Upsilon must be destroyed
Bonus Objectives:       100% of all Rebel craft must be destroyed
                       INT Harpax must complete mission
Reinforcements:

At last, you finally have an opportunity to end this uprising once and for
all. The Protector and its Rebel allies are trapped, and with no way out
and no reinforcements on the way, they are doomed to their fate. Again,
choose heavy rockets over advanced torps; the damage they can do will be
of great help to you.

Your first target should be the Warhawk, already at half shields. Ignore
the Protector for now; it can do way too much damage to you even in your
current craft. When in range, target the Warhawk and let your rockets loose;
the sooner you can take it down, the better. Head back over to the transport
and reload your warheds; you'll need them for later. By the time you get
back to the battle, the Warhawk will either be critical or completely
destroyed.

You'll see some assault gunboats enter the battle; take them out, before they
wreak some serious damage on the other groups of T/As that are there to
assist you. While this is ongoing, a Rebel corvette group and some fighters
will appear in a last-ditch effort to help out. Take care of the B-Wings
before they can launch their warheads at the Harpax, then proceed back
to take care of the two corvettes; they'll go down without much of a fight.

As the Protector becomes gradually weakened, Zaarin's forces will arrive. But
instead of helping you out, they move against the Garrett! Was he in cahoots
with Harkov the whole time? Either way, you need to move quickly to save
the Garrett and destroy all those traitorous forces. The ATRs will be the
biggest threat, considering the payload they carry. Get rid of them first; the
Garrett's fire will help you out, but you need to ensure their destruction
yourself.

The corvettes, and their replacement waves, should be your next target. If
you have rockets left, two will be enough to destroy a single target. Expend
them, then switch to laser cannons. Again, any other T/As and the Garrett will
help you in this task. Complete destruction of all of Zaarin's forces will
complete your secondary objectives. Meanwhile, the Garrett will continue to
launch T/B to take down the Protector, so you won't need to lift a finger in
order to see its final demise. When it is destroyed, your primary mission is
finished.

If the Harpax has survived, and you destroyed all the Rebels, simply wait
for it to enter hyperspace. Then you can return to the Garrett's hangar; there
are new developments that require your immediate attention.

Battle 4: TIE Defender

Craft: T/D Delta (you - Delta 1), M/FRG Osprey
Primary Objective:      T/D Delta 6 must complete mission
                       M/FRG Osprey must survive until other goals complete
Secondary Objectives:   INT Harpago must be destroyed
Bonus Objectives:       100% of all GUNs must be destroyed
Reinforcements:

This will be your first experience flying the new T/D in actual combat, and
considering that Lord Vader will be flying with you, it makes it all the more
important that you succeed. Instead of advanced torpedoes, go with heavy
rockets; they'll be able to take down a greater portion of the Harpago's
shields more quickly.

First, engage the gunboats. They shouldn't put up too much resistance. One
group will be utilizing advanced missiles, so make sure that they don't get
an opportunity to use them. When the Osprey arrives, the Harpago will launch
T/Bs in an attempt to take it out. If there are still gunboats out there, take
care of them while your wingmen go after the bombers.

With the gunboats gone, you can engage the Harpago. Take out its nose-mounted
warhead launcher with your cannons, then launch your rockets at it to take
out most if not all of its shields. Disable it at first opportunity, then you
can take it out at your leisure. By this point, Vader should have made his
way to the Osprey; once he does, your primary mission will be complete. Finish
off the Harpago to take care of your secondary objectives and clear the way
to the Emperor. Time is of the essence!

Battle 5: Save the Emperor

Craft: T/D Alpha (you - Alpha 1), ISD Majestic
Primary Objective:      E/S Haven ? must be boarded
                       ISD Vanguard must survive until other goals complete
                       M/CRV Mescue must survive until other goals complete
Secondary Objectives:   None
Bonus Objectives:       None
Reinforcements:         None

You made it to the Emperor, but his ship, the Majestic, has been hijacked and
the Emperor himself taken hostage! A group of escort shuttles will leave
the Majestic and make their way to the Glory, Zaarin's flagship. You must
find the ship that is carrying the Emperor and disable it, and you must do
so quickly, for Zaarin has launched T/As to take you out!

Quickly inspect the shuttles to find the one with the emperor onboard. Order
your wingmen to ignore that target, then disable it. You'll be under fire as
you do so, but once its systems are drained, the laser fire will stop. As soon
as this happens, move to engage the other enemy forces while the Mescue drops
out of hyperspace and docks with the shuttle. You'll have to protect it while
this is going on, but that should not be too much trouble.

Once the Mescue has finished docking with the shuttle, your mission will be
complete; at this point, head home or mop up the remaining forces. You don't
have to destroy the Glory, but if you're looking for a challenge, go for it,
though it will hyper out unless you disable it in time.

For personal service to the Emperor, you are presented with a special medal,
The Emperor's Will. In a grand ceremony at the Imperial Palace on Coruscant,
in a scene thatinvokes similar feelings to the award ceremony after the
Battle of Yavin, the Emperor personally presents you this award, one of the
highest honors one can receive!

H. Strategic Warfare

Battle 1: TIE Advanced Plants

Craft: T/D Alpha (you - Alpha 1), FAC/1 Omar
Primary Objectives:     CORT Timber must complete mission
                       CORT Hut must complete mission
                       CORT Libro must complete mission
                       FRT Subcom must complete mission
                       FRT Teal must complete mission
                       CORT Nomme must complete mission
Secondary Objectives:   None
Bonus Objectives:       M/FRG Raptor must be destroyed
Reinforcements:         GUN group Nu

This mission is the first of many where you find yourself quite outmanned,
but not necessarily outgunned. It seems Zaarin fully understands the influence
of technology on the outcome of battles, especially with starfighters. He is
seeking to take out the Imperial advantage in that regard by targeting the
many facilities and plants that produce the T/A and the T/D.

Three of any other craft would be horribly inadequate for this mission, but
you are in the mighty T/D, and there is little to nothing you can't do. For
armament, choose heavy rockets; you shouldn't need anything but your lasers
for the many, many T/Bs that you'll be taking out.

Order your wingmen to go after the bombers, then make a run on the Raptor.
Make sure ALL of your rockets hit, and you'll lower its shields to a critical
level. At this point, it will direct ALL of its laser fire onto you, and will
also launch countless warheads at you. If you can take out its warhead
launcher with your lasers, great, but don't make it a sticking point; your
goal here is to stay alive.

As more groups of bombers launch, you'll have to break off your attack of the
frigate to take care of them, and quickly; they're armed with bombs and heavy
rockets which can wreak havoc on even the strongest of targets. While they
won't take much punishment, it seems the Raptor is packed to the gills with
them, so you'll be quite busy.

When enough of the bombers are taken out, you can move back to destroying the
frigate. Switch to your ion cannons as soon as its shields are completely
gone, and it'll make your job a hundred times easier. At this point, park
yourself and just whittle its hull down with your lasers. It will eventually
succumb to its injuries and complete your only bonus objective.

More craft will hyper in to try and take out the factories; if you can manage
it, destroy them all; they shouldn't put up much resistance. Just make sure
the freighters and CORTs make it safely away; their cargo is much more
valuable than even the factories themselves. When the last is safely away,
your mission is complete and you can return to base. Zaarin is launching
another offensive.

Battle 2: Save T/A Factory

Craft: T/D Alpha (you - Alpha 1), FAC/1 ZA-13
Primary Objectives:     CNVYR Z-Cod 1 must be destroyed
                       CNVYR Z-Cod 2 must be destroyed
                       CORT Z-Coral must be destroyed
                       100% of M/CRV group Z-Oz must be destroyed
                       FAC/1 ZA-13 must survive until other goals complete
Secondary Objectives:   CNVYR Z-Cod 1 must be boarded
                       CNVYR Z-Cod 2 must be boarded
                       CORT Z-Coral must be boarded
                       100% of M/CRV Z-Oz must be boardded
Bonus Objectives:       100% of M/CRV Z-Oz must be inspected
                       CNVYR Z-Cod 1 must be inspected
                       CNVYR Z-Cod 2 must be inspected
                       CORT Z-Coral must be inspected
                       100% of ATR group Tiger must complete mission
                       E/S Sigma 1 must complete mission
                       E/S Sigma 2 must complete mission
                       E/S Sigma 3 must complete mission
                       TRN Z-Elpi must be captured
                       E/S Omega must complete mission
Reinforcements:

Zaarin's knowledge of Imperial production facilities is indeed vast, and it
certainly gives him an advantage. Without this factory, production of the T/A
will grind almost to a halt; therefore, it is of utmost importance to keep
it up and running, and under loyal Imperial control.

Start out by having your wingmen clear the fighter screen while you inspect
and disable the various cargo-carrying vessels. Order your wingmen to ignore
the targets you've disabled; you want them to be boarded before they bite the
dust.

As the craft fall one by one, keep an eye out for enemy reinforcements; those
T/As can give people some trouble, and you'll need to keep the ATRs and E/Ss
clear of enemy fire while they perform their docking operations. As they
finish, you can destroy the now-empty craft safely.

When you see a transport launch from the factory, break off whatever you are
doing and disable it. Those onboard are of interest to your superiors, and
may well provide insight in to Zaarin's plans. When it is captured, and all
enemy forces destroyed, your mission will be complete. Hyper home; you don't
have much time to prepare for your next mission.

Battle 3: Save T/A Plant

Craft: T/D Alpha (you - Alpha 1), FAC/1 XA-13
Primary Objectives:     ATR Java must finish docking
                       100% of ATR group Themor must finish docking
                       SHU Sigma must complete mission
                       E/S Omega must complete mission
                       FAC/1 XA-13 must survive until other goals complete
Secondary Objectives:   None
Bonus Objectives:       None
Reinforcements;

It seems Zaarin has caught wind of efforts to save this particular plant, and
has determined that this cannot stand to pass. You, however, do not care what
Zaarin thinks, and are determined to shut him up and thwart his efforts.

Zaarin will send in corvettes, gunboats, and transports to try and take over
the factory; nothing that you in your T/D can't stand up to. However, once
the corvettes are taken care of, a Carrack cruiser will hyper in to take
command. You can't take it down as easily as the corvettes, but it will
go down eventually.

Again, you'll need to keep the craft that need to dock with the factory
clear of enemy fire. If the fighter screens are cleared and the threats from
the capital ships neutralized, this mission should be a relative cakewalk; if
not, well then you're in for a real fight. When the last of the craft are
safely away, your mission is complete, but you won't be gone for long; the
factory is far from safe yet.

Battle 4: Supply T/A Plant

Craft: T/D Alpha (you - Alpha 1), FAC/1 XA-13
Primary Objectives:     FAC/1 ZA-13 must survive until other goals complete
                       100% of CARG group Terry must finish docking
                       CTRNS Cartel must finish docking
                       CNVYR Vendor must finish docking
                       100% of CNVYR group Dromii must finish docking
Secondary Objectives:   None
Bonus Objectives        CTRNS Cartel must complete mission
                       100% of CNVYR group Dromii must complete mission
                       100% of CARG group Terry must complete mission
                       CNVYR Vendor must complete mission
Reinforcements:

I swear, the Imperial navy has more holes in it than Swiss cheese. Somehow,
the Rebels have found out about this factory and have made a move to destroy
it. once again, you are needed in order to protect this place. A convoy is
en route to supply the factory with parts and other needed commodities, and
it is your job to make sure they make it there safe and sound.

The biggest threats in this mission are the Y-Wings, B-Wings, and corvettes
that will make runs for the convoy. Assign targets to your wingmen while you
go after others. Every ship must survive. When it comes to the corvettes,
target one at a time, and disable them. When all four are disabled, you can
safely take them all out.

Future waves of craft will mostly target you, but keep an eye out for any that
do go after the convoy or the factory. They are the priority here. When the
last of the convoy has docked and is away, your mission will be complete;
return to base at this time; your superiors have their eyes set on the mag
pulse technology that has plagued them for a long time now.

Battle 5: Capture Mag Pulse Weapon

Craft: T/D Alpha (you - Alpha 2), VSD Sceltor
Primary Objectives:     ATR Leopard must finish docking
                       TRN Omega 1 must finish docking
                       TRN Omega 2 must finish docking
                       E/S Sigma 1 must finish docking
                       PLT/2 RS-32 must be captured
Secondary ObjectiveS:   TRN Blue must be captured
Bonus Objectives:       TRN Blue must be disabled
                       ATR Leopard must complete mission
                       TRN Omega 1 must complete mission
                       TRN Omega 2 must complete mission
                       E/S Sigma 1 must complete mission
                       100% of M/CRV Rampart must be inspected
Reinforcements:

An opportunity has presented itself to capture some of these new mag pulse
weapons for study and, ultimately, use against both the Rebels and Zaarin.
However, this facility is quite well guarded, so you must take caution in
battle. Choose heavy rockets for your armament; they will help immensely in
taking down the platform's shields. Next, disable it and then deal with the
oncoming waves of T-Wings, Z-95s, and then the corvettes that will respond to
the platform's distress call.

When you see a transport launch from the platform, move quickly to disable it;
those onboard will prove most valuable to your superiors. With that out of the
way, continue to take down the craft, but don't destroy the corvettes until
you manage to inspect them; intel wants to know where all these scum are
coming from.

Once your craft have taken over the platform and hypered to safety, your
mission will be complete, but it ultimately turns out your success was just
the diversion Zaarin needed to finally destroy XA-13. It is unknown what
forces he committed to its destruction, but without your help, all efforts to
save it were futile. All that is left is to return to the Sceltor and make
your way out of this sector; it seems Thrawn has other plans on how to take
Zaarin down.

Battle 6: Trapped

Primary Objectives:     VSD Sceltor must complete mission
                       INT Grappler must be destroyed
Secondary Objectives:   None
Bonus Objectives:       None
Reinforcements:

Even in retreat, it seems you are being constantly outmaneuvered. Zaarin has
sent an interdictor and a frigate, complete with their own fighters, to take
you and Thrawn down in one quick stroke. However, Zaarin is constant in one
regard: he underestimates your abilities. Rather than utilize the mag pulse
in this battle, choose heavy rockets. You'll be better off destroying the
enemy instead of merely crippling their weapons for a few seconds.

Focus first on the fighters; they pose the biggest direct threat to you and
the Sceltor. Being in the superior craft is certainly a help here. When you do
take them down, you can go after either the frigate or the interdictor; it is
your call. Do make sure to take down the warhead launcher on either craft you
decide to take on first; it'll make your job a heck of a lot easier. Also,
as I'm sure you realize by now, disabling the craft makes taking it down so
much easier, so do so.

Once the Grappler is destroyed, the Sceltor will make its way into hyperspace;
make sure it does so safely. If you haven't already, you can go after the
frigate, but it doesn't have an impact on your mission objectives. Just keep
it distracted long enough for the Sceltor to get the heck out of here, and you
will have completed your mission. Hyper home as well; there's nothing left for
you in this sector of space.

A cutscene will show Zaarin planning out his next moves. I don't know how he
manages to stay a step ahead of you, but don't worry, because as the old
saying goes, "every dog has his day." Even though you have failed in your
efforts to stop Zaarin, you will still be presented with an award, the
Medal of Dignity, for your efforts. Clearly, failure wasn't your fault in this
case.

I. TIE Defender Technololgy

Battle 1: Capture Platform

Craft: T/D Delta (you - Delta 1), ATR Omega, ISD Adarga
Primary Objectives:     75% of all CARGs must be destroyed
                       75% of all T/Bs must be destroyed
                       PLT/3 R+D Lab must be captured
Secondary Objectives:   50% of all SHUs must be captured
                       ESC Jitte must be destroyed
Bonus Objectives:       100% of all T/Bs must be destroyed
                       100% of all T/Fs must be destroyed
                       A-Wing Red 5 must be destroyed
                       100% of A-Wing group Red must be destroyed
                       100% of X-Wing group Gold must be destroyed
                       SHU Upsilon 1 must be captured
                       SHU Upsilon 2 must be captured
                       SHU Lambda 1 must be captured
                       SHU Lambda 2 must be captured
                       SHU Sigma 1 must be captured
                       100% of B-Wing group Blue must be destroyed
                       50% of T/D group Delta must complete mission
Reinforcements:

I have to give credit where credit is due: Zaarin is quite keen when it comes
to the use of starfighter technology. If he can manage to get a hold of enough
T/Ds, he can decimate any opposing force, Imperial or Rebel. He must be
stopped at all costs, and this provides the perfect opportunity to thwart his
plans.

The facility you are looking to capture is currently under Zaarin's control,
and contains technology that would give his T/Ds the same hyperdrive
capabilities that the T/A and your T/Ds currently have. This would only make
him more dangerous. Therefore, you and an accompanying force has been sent to
capture the facility and stop any craft trying to run off with the containers
that hold this precious technology.

First off, take out a couple of the bombers before moving directly to the
cargo ferry that is making a run for it. Use whatever warheads you have to
take it out. Next, move to disable any shuttles and make sure your wingmen
ignore those targets. If you find yourself being targeted by any T/Bs, take
them out quickly.

At the same time, keep an eye on any incoming cargo ferries; they need to be
taken out before they escape. Zaarin cannot get his hands on anything that is
here. When enough of the cargo ferries and T/Bs are taken out, ATR group Omega
will enter the battle and move to disable the platform, but Zaarin will also
send reinforcements in the form of an escort carrier, complete with squadrons
of T/Fs. You wil notice, though, that they are equipped with shields! How did
he manage to do this (and why couldn't they have equipped MY craft with that
oh so many missions ago?)? Fortunately they are still easy to take out, but
you'll need to move quickly.

When the fighter screen is cleared, move to take out the carrier. Take out its
warhead launcher, then lower its shields before disabling it. At this point
you can either take it out yourself or let your wingmen and the ATRs do the
work for you. Once its destroyed, you can move safely against the platform;
with the ATRs helping you out, it shouldn't take too long to lower its shields
and disable its weapons.

ISD Adarga will hyper in take control of the situation, launching HLFs to take
possession of the technology and transports to further solidify the platform
and capture any disabled shuttles. However, you're not off the hook just yet.
Again, the Rebels have found your position and have launched strike forces to
take you out. Tackle the waves A-Wings, B-Wings, and X-Wings; none may leave
alive.

When the last of the shuttles are captured and the rebels are all destroyed,
send your wingmen home; their services are no longer required here. You, on
the other hand, are still needed here, so head to the Adarga for debriefing.

Battle 2: Hold Platform

Craft: T/D Dlta (you - Delta 1), T/B Beta, T/I Gamma, ISD Adarga,
PLT/3 R+D Lab

Primary Objectives:     100% of all ATRs must be destroyed
                       100% of E/S group Red Knight must arrive
                       PLT/3 R+D Lab must survive until other goals complete
Secondary Objectives:   At least one of T/D group Z-Alpha must be boarded
Bonus Objectives:       Tug 7F9 must complete mission
                       100% of Probe group Keyhole 1 must be destroyed
                       100% of Probe group Keyhole 2 must be destroyed
                       CRV Uhu 1 must be destroyed
                       CRV Uhu 2 must be destroyed
                       Tug 8F9 must be destroyed
Reinforcements:

Hellbent on getting what he wants, Zaarin has sent a large attacking force to
take out both the platform and anything accompanying it. The ATRs are powerful
and numerous, but they are still vulnerable, and can be stopped. However,
their escorts may prove to be the more difficult craft. You are going up
against enemy T/Ds. Not since you went up against Harkov's T/As in a T/I
have you had such a challenge, but you are certainly up to it.

First, move to disable as many of the ATRs as you can. The other fighters will
destroy them, and you merely want them to stop firing their lasers and
warheads for the time being. Next, make sure you disable at least one of the
T/Ds. While they won't serve Zaarin as scrap metal, its more useful to us in
one piece; in addition, the pilot may be able to shed some light on Zaarin's
future plans.

Ultimately, the Adarga will succumb to its wounds, but that's ok; it doesn't
have to survive this mission. Hopefully, you've destroyed enough of the
ATRs that you can start picking them off one by one. Disable one, move onto
the next. Repeat until all of them are disabled, then use your lasers to
finish them off. Once all of them are destroyed, or a little before, depending
on how long you take, E/S group Red Knight will show up to provide just a
little more protection for the platform.

At this point, your primary mission will be complete, but there is still much
to be done. The platform will launch a pair of tugs to capture any of the
disabled T/Ds. If there's only one, figure out which one is going to disable
it and then send the other one home. Trust me; it is going to take quite a
while for the tug to reach the T/D, so you'll have a lot of time to kill.

I think I spoke too soon. Rebel corvettes, quite far away from each other,
will hyper in to drop a couple of probes each, then try and make their way to
hyperspace. When the first one arrives, beeline for it and disable it, then
speed toward the other one before it gets away. If you need to dump power into
your engines, you can do so safely; the corvettes have no fighter escorts;
just make sure you reset your recharge rates once you do manage to make it
in range of the corvette. Disable it, then destroy it and the probes it
has launched. Return to the first corvette to destroy it and the probes
it launched.

If you still have time to kill, you can set the time rate to go faster, though
you will be waiting quite a bit as is. Let it dock to complete your secondary
objective, then wait for it to return to the platform to complete your bonus
goals. Head back to the platform; you've earned a well-deserved rest, albeit
a short one.

Battle 3: Protect Evacuation

Craft: T/D Delta 1 (you), E/S Red Knight, FRT Mharsup, SHU G'nabgib,
PLT/3 R+D Lab
Primary Objectives:     T/D Proto 11 must complete mission
                       T/D Proto 12 must complete mission
                       FRT Mharsup must complete mission
                       SHU G'nabgib must complete mission
Seconary Objectives:    None
Bonus Objectives:       100% of GUN group Z-Mu must be destroyed
                       At least one of T/A group Z-Alpha must be destroyed
                       At least one of T/B group Z-Beta must be destroyed
                       At least one of T/A group Z-Gamma must be destroyed
                       At least one of T/B group Z-Eta must be destroyed
                       At least one of T/A group Z-Theta must be destroyed
                       At least one of T/D group Z-Zeta must be destroyed
                       At least one of T/D group Z-Iota must be destroyed
                       100% of all TRNs must be destroyed
                       100% of Tug group 20F16 must be destroyed
Reinforcements:

It has become clear that defense of the platform is impossible, so the time
has come to evacuate and retreat to safe ground, which in this case is
the capital of Coruscant. With all other forces in the area destroyed or
otherwise unavailable, a freighter has been contacted to transport the two
remaining T/D prototypes and the associated personnel to a rendezvous with
stronger forces. You will be flying escort, though you must not forget that
you are precious cargo as well.

The first group of gunboats shouldn't prove much resistance. Follow the
instructions given to you and disable the craft; Red Knight will be able
to take care of the rest. However, the rest will not be so easy, I can assure
you.

The mission briefing said to expect a frigate or other similar craft. Who
would think that Zaarin would send his flagship, the ISD Glory, to oversee
this operation? Not only that, it is armed to the teeth with T/As, T/Bs, and
TRNs. Yikes. But fear not; you are in a good position to do some serious
damage to Zaarin's forces.

First, make a move against the transports; they are the biggest threat to the
platform and the freighter, so they need to go. Next, ignore the fighters
as best you can and launch an all-out offensive on the Glory. If you've
elected to have heavy rockets, they will come in great use here. You can
weaken its shields by roughly half if they all manage to hit. Next, take out
its nose-mounted warhead launcher, saving yourself all that grief.

I should mention that you should not neglect the T/Bs that will make attacks
on the Mharsup; they pose the greatest risk to your mission objectives; take
them out before they manage to ruin your chances. The E/Ss will do their best
to keep the T/As off your back. If you need to, call for reinforcements; more
help here is better than less.

Once the Glory's shields are down, disable it so it can't run away. Now you
can let it be while you finally take care of the multitude of T/As and T/Bs,
buying enough time for the Mharsup to make it into hyperspace. When it does,
your primary mission is complete, but the battle is quite far from being over.

As if the Glory's presence wasn't enough, it seems Zaarin is willing to commit
his T/Ds to stopping you as well. Ouch. And these ones will bite back, unlike
the ones in the previous mission. Be prepared for a serious fight, even with
reinforcements. Once the first group is gone, a second will appear! Turn them
into scrap metal.

When the last of the fighters are destroyed, you can park yourself over the
Glory and blow it to kingdom come. Doing this will not destroy it in terms of
the storyline, but it will destroy the tugs onboard. If I remember correctly,
if you ignore the Glory as a target, then it will make a beeline for the
platform and launch the tugs once certain criteria are met, but I find taking
the Glory down does just fine; plus, who doesn't like trying to take down
an ISD by themself? Anyway, regardless of how you achieve your objectives,
hyper out of the area once you do so. You're not out of the woods yet.

Battle 4: Escort to Rendezvous

Craft: T/D Delta 1 (you), GUN Nu, FRT Mharsup, SHU G'nabgib
Primary Objectives:     100% of M/CRV Hasheem must arrive
                       T/D Proto 11 must complete mission
                       T/D Proto 12 must complete mission
                       FRT Mharsup must survive until other goals complete
                       SHU G'nabgib must complete mission
Secondary Objectives:   None
Bonus Objectives        FRT Mharsup must complete mission
                       FRG Hunu must be destroyed
                       100% of all Rebel craft must be destroyed

Not only are you fleeing from Zaarin's forces, but you're also trying to evade
any hostile Rebel or pirate forces that are in this sector. Things are
perilous indeed. And until your gunboat escorts arrive, you are the only
protection. No pressure. Again, elect to use heavy rockets; the reasons
will become more apparent later.

Your first targets will be a squadron of A-Wings that will enter in a
staggered fashion. Take care of the first few, but keep an eye out for a
group of B-Wings and a trio of transports that will hyper in. They are your
biggest threat because of their ion cannons. You must make sure the Mharsup
does not become disabled. If you need to, call for reinforcements; the
additional support is certainly welcome in this situation. The X-Wings and
A-Wings will go after you, so you can shrug them off while you take down
the transports and B-Wings.

Once the first wave of Rebels is suppressed, the corvettes and their escorts
will arrive, but they'll be quite far apart from each other. Another wave,
this time consisting of Y-Wings, will make an appearance. Destroy them all;
they must not be allowed to succeed.

With the last wave of fighters gone, the threat is seemingly vanquished. Oh,
wait; spoke too soon again. A Rebel frigate will hyper in and launch waves of
Z-95s; fortunately, it'll be quite far away, so you'll have time to prepare
yourself. Let your escorts take care of the Z-95s while you go directly after
the frigate. Your rockets should take its shields down almost completely, so
all you'll need is some laser fire and then ion bursts to completely disable
it. If you find yourself being harassed by Z-95s, you can safely take care
of them once the frigate is disabled. They won't put up much of a fight.

Take out all the fighters that are directly threatening you, then move to
destroy the frigate. These Rebels need to be taught that messing with the
Empire is only going to get them killed. If you must, break off your attack
to deal with a group of Zaarin's T/As that managed to find you. Destroy them,
then the frigate. No quarter given by you, that is for sure.

By this point, the T/D prototypes should be aboard their respective
corvettes and on their way to Coruscant; make your way to your corvette so
you can get underway. Time is of the essence, especially considering your
position has been compromised!

Battle 5: Trapped by Pirates!

Craft: T/D Delta 1 (you), M/CRV Hasheem, SHU G'nabgib
Primary Objectives:     100% of all capturing craft must be destroyed
                       100% of all Mines must be destroyed
                       M/CRV Hasheem 1 must survive until other goals complete
                       M/CRV Hasheem 2 must survive until other goals complete
                       M/CRV Hasheem 3 must survive until other goals complete
                       100% of GUN group Nu must arrive
                       100% of GUN group Tau must arrive
Secondary Objectives:   None
Bonus Objectives:       100% of all R-41s must be destroyed

Yet another trap, this one laid by Rneeki pirates. The ion cannons will
disable the corvettes, and there's not much you really can do about it;
instead, your immediate attention should be on any and all tranports; you
cannot let them live, much less capture any of the corvettes and their most
precious cargo.

When the transports are taken care of, you can turn your attention to all
those fighters that are around. The R-41s aren't overly fast, but they are
well armed and numerous, so don't slack off. Destroy them all while you buy
time for GUN groups Nu & Tau to arrive and help you out.

When the gunboats arrive, finish off any remaining fighters before moving to
clear the minefield. The ion cannons won't pose too much of a threat to you,
but that doesn't mean you can take an infinite number of hits; take the
same caution you would as if they were lasers. When they're all destroyed,
your primary mission is complete. Return to the Hasheem 3; it seems a new way
out is needed here.

Battle 6: Transfer Prototypes

Craft: T/D Delta 1 (you), GUN Nu, M/CRV Hasheem, CARG Mssan
Primary Objectives:     CARG Mssan 1 must complete mission
                       CARG Mssan 2 must complete mission
                       CARG Mssan 3 must survive until other goals complete
                       100% of B-Wing group Blue must be destroyed
Secondary Objectives:   100% of T/D group Z-Alpha must be destroyed
                       100% of T/D group Z-Beta must be destroyed
                       100% of T/D group Z-Gamma must be destroyed
                       100% of T/D group Z-Delta must be destroyed
Bonus Objectives:       100% of X-Wing group Red must be destroyed
                       100% of X-Wing group Gold must be destroyed
                       100% of A-Wing group Azul must be destroyed
                       At least one of all Nami craft must be destroyed
                       At least one of all Rneeki craft must be destroyed
Reinforcements:

Another transfer, another trap. It seems the Rebels have been in cahoots with
these various pirate groups. Small groups A-Wings, X-Wings, and B-Wings will
make runs for the corvettes and cargo ferries. Your task will be to take out
the B-Wings, and do so quickly; use your advanced missiles for maximum speed
and effect.

While you're so far away from the corvettes, a group of Nami pirates will
hyper in and disable Hasheem 1! Because of your distance, there is very little
you can do to prevent its capture and ultimate escape. Damn. This is not a
good turn of events. If you can manage to, destroy at least one of their craft
to show them the might of the Empire, but don't forget about those Rebel scum
that are either taking on your escorts or are on your tail!

If things weren't bad enough as is, it seems Zaarin has tracked you down yet
again. This time, he's not taking any chances: he's assigned squadrons of T/Ds
to take you down. Call for backup; you can't handle all of these guys on your
own. Just focus on one at a time, and you'll ultimately work your way through
them all. It won't be easy, but then where would the fun be?

Hopefully the cargo ferries will have made their rendezvous with the corvettes
by now; As soon as two of them hyper out of the area, your primary mission
will be complete. However, a Rneeki cruiser will enter the area and launch a
full squadron of Z-95s. You don't have time to fool around, so take one or two
out before you get the heck out of Dodge. Your fighter is much too valuable to
fall into enemy hands.

Once you've completed your mission, the cargo ferries will dock with Thrawn's
ship, the Sceltor, and transfer their cargo. Thrawn will then order his
subordinates to proceed directly to Coruscant. He not only wants to get this
cargo to the Emperor, but he also has something planned to take down the
T/D. Though the whole campaign could be classifed as a failure, you will still
be rewarded for your efforts. Fitting how it is titled the Medal of Futility.

J. New Threats

Battle 1: Ransom

Craft: GUN Mu 1 (you), SHU Lambda 1
Primary Objectives:     100% of all R-41s must be destroyed
                       SHU Lambda 1 must complete mission
                       INT Red Claw must survive until other goals complete
                       STRKC Ayenzi must be destroyed
                       TRN Ibutho 1 must be disabled
Secondary Objectives:   CORT Choora must be disabled
Bonus Objectives:       100% of T-Wing group Oro must be destroyed
                       100% of Y-Wing group Boegis must be destroyed
                       CORT Choora must be captured
Reinforcements:         GUN group Rho

Building off the conclusion of the last tour, it seems the Rneeki pirates have
opted to sell the technology to the highest bidder. With the vast resources,
how could the Empire lose that battle? Anyway, you are to escort the shuttle
that is making the exchange with the pirates; however, your superiors have a
trap planned to get both the ransom and the tech back. Once the exchange is
complete, an interdictor is going to hyper in to trap the Rneeki craft, and
more fighters will launch to come to your aid.

You'll have about 90 seconds between the mission start time and the entry of
the Imperial forces, so use that time to charge up your shields and your
weapons. After that, IMMEDIATELY start targeting the R-41s. Use your missiles
if you have to; you'll want them destroyed as quickly as humanly possible,
because they'll go after the shuttle and you won't have the speed to catch up
with them in a footrace. If they're going after you, that's not as much of a
problem, but that shuttle must survive.

When all the R-41s are gone, SHU Lambda 1 should be in the clear, but much to
your chagrin, T-Wings will hyper in and disable it almost as it reaches the
the Red Claw. Damn! Drop as much power into your engines and start going after
this new pirate group, but if you can, break off and disable the CORT that
will try to dock with your shuttle. You'll notice that they're Nami craft, as
opposed to the Rneeki that you were dealing with previously. Something here is
not as it should be. For now, put this in the back of your mind and get rid
of these fighters; they shouldn't pose too much of a threat, but don't let
your guard down.

Your last target should be the strike cruiser. Considering it won't be able to
flee because of the interdictor, you'll have as much time as you need to
disable and destroy it. While this is ongoing, a tug will make its way to
Lambda 1 to repair its systems and ensure it makes it back to the Red Claw.
Also, the Secret Order will send out craft to capture the CORT you disabled
earlier; there are plans being set in motion that involve their leader, who
was believed to be on board. Again, don't worry about this so much right now.

With the shuttle safely aboard and the strike cruiser gone, your primary
mission will be complete. Return to the Red Claw yourself; the next move is
currently being planned out.

Battle 2: Rescue

Craft: GUN Mu 1 (you), INT Red Claw, T/B Beta, T/I Alpha
Primary Objectives:     INT Red Claw must survive until other goals complete
                       INT Red Claw must be boarded
                       M/CRV Chemeti 1 must complete mission
                       M/CRV Chemeti 2 must complete mission
Secondary Objectives:   None
Bonus Objectives:       100% of T/D group Z-Alpha must be destroyed
                       100% of T/D group Z-Beta must be destroyed
                       100% of T/D group Z-Gamma must be destroyed
                       100% of T/D group Z-Delta must be destroyed
                       100% of T/A group Z-Eta must be destroyed
                       100% of T/A group Z-Theta must be destroyed
                       100% of T/A group Z-Zeta must be destroyed
                       TUG must complete mission
                       STRKC Z-Kopsh must be destroyed
Reinforcements:         GUN group Rho

Those pirates did more damage than anyone thought. The Red Claw's hyperdrive
has been damaged beyond repair, so a pair of Corvettes has been requisitioned
to not only bring a new hyperdrive, but also to whisk the T/D techs away to
safety. Them being on board makes the Red Claw a huge, stationary target that
is rife for attack, and you're the only one that can ensure both make it to
safety.

As you leave the hangar, the first corvette will arrive to take possession of
the T/D techs, but it seems Zaarin has caught wind of these pirate activities,
and is sending in his prized T/Ds to take everything out. Trust me when I say
things could not possibly get any worse.

You are going to need to call for reinforcements, and quickly; there is no way
you can take out a full squadron of T/Ds in the craft you're in, especially
considering that they'll wreak havoc on the corvette and the interdictor. Go
after the T/Ds that go after them first; you'll find your missiles work
wonders here. If you're quick enough, the ones coming after you won't make it
to you before you take out at least three or four of them.

Focus your efforts on the remaining T/Ds; the corvette will dock with the
Red Claw and whisk the techs away to safety within a few minutes. However,
the ruse will reveal itself shortly after. TWO corvettes will hyper in,
claiming to be of the same group as that was just there. Then, who was running
the one that was just here?! Damn that Zaarin; only he could pull such a
trick, being able to disguise a ship right down to the identification codes!

However, you have bigger problems to worry about right now; one of Zaarin's
strike cruisers will hyper in and launch more fighters to take you and the
Red Claw out! Fortunately, none of them are T/Ds, but the T/As are still a
formidable foe. Go after them with the same caution as you would a T/D! If you
need a reload of missiles, a tug will launch from the Red Claw. I suggest you
make sure your tail is clear before signalling for a reload; you don't want
to get blown out of the sky while you're taking on more missiles. Once you've
finished, make sure you send the tug home; ensuring its safe return to the
Red Claw will complete one of the most overlooked bonus objectives.

When the fighter screen is relatively cleared, you can make a move on the
strike cruiser. Get its shields down as quickly as you can because you want to
disable it; otherwise, it'll make a run for it. Once the corvette carrying the
hyperdrive has finished its mission, you'll be in the clear; destroy the
cruiser and head home. Your services are needed elsewhere in this sector.

Battle 3: Under the Gun

Craft: T/A Alpha (you - Alpha 1), CNVYR Ulzepdi
Primary Objectives:     CNVYR Ulzepdi must complete mission
Secondary Objectives:   None
Bonus Objectives:       None
Reinforcements:
</pre><pre id="faqspan-5">
I'm not going to lie; this mission can be a real pain if your focus is in the
wrong area. Your ONLY goal here is the survival of the Ulzepdi. There are no
bonus goals or incentives otherwise, unless you enjoy the pure challenge of
fighting against superior opponents, and trust me when I say they are indeed
superior to you.

To start with, target the T-Wings that are launching heavy rockets at the
Ulzepdi. Wait, rockets? CRAP! Blast them ALL with your lasers; it only takes
one to destroy it and end your mission right here and now! Once that's done,
engage the T-Wings; they shouldn't last long against you. More waves will be
incoming, but you'll have some time to get to them. The closer wave will
target you, while the other will go after the Ulzepdi. Systematically take
them out, but be quick about it; you don't want any more rockets launched
at the Ulzepdi.

With the last of the T-Wings gone, head back to the Ulzepdi as quickly as you
can. Those T/Ds will soon notice your presence and make a beeline for you.
Moreover, your wingman will make a run for it. I'm going to tell you now:
unless you are SUPREMELY confident in your abilities as a pilot, there is no
way you can go up 4 on 1 with these guys in your current craft and come out
alive. It is best if you do not engage at all unless absolutely necessary to
the successful outcome of this mission. And fortunately, they won't go after
the Ulzepdi, only you.

Once the Ulzepdi makes it to its jump point and gets out of here, do the same
yourself; ultimately, survival is the best option in this case.

Battle 4: Missile Boat Diplomacy

Craft: MIS Tau (you - Tau 1), GUN Mu
Primary Objectives:     ISD Grey Wolf must survive until other goals complete
                       ATR SIgma must complete mission
                       STRKC Nuance must be boarded
Secondary Objectives:   None
Bonus Objectives:       Probe Yey must be destroyed
                       CRKC Prism must be destroyed
Reinforcements:

Welcome, my friends, to the missile boat, a veritable floating fortress. There
is no craft that can withstand the amount of punishment that this bad boy
can bring, and you are about to demonstrate its true effectiveness in combat.
For your weapon choice, go with heavy rockets. They'll serve you quite well
in this situation.

Start off by switching to your missile launcher and going after the fighter
screen. Some will target you, so be aware. When enough are cleared, you can
move on the Prism first, because it will escape and not be targeted by any
other craft. Switch to rockets and let loose. You'll have more than enough
to completely obliterate it and still have enough left to lower the shields
of the Nuance. Also, while you're out here, destroy the probe the Rebels had
deployed. Cutting off their intelligence will impress your superiors greatly.

With the Nuance disabled, ATR Sigma will begin its mission, but the Rebels
will send reinforcements. Switch back to missiles and show them that they need
to fear the craft you pilot. Let none leave alive.

At this point, wait for ATR Sigma to return to the Grey Wolf. You'll be good
to go at that point, so return yourself; Thrawn is going further on the
offensive.

Battle 5: Rebel Assault

Craft: MIS Tau (you - Tau 1), T/F Alpha, T/F Beta, ISD Grey Wolf
Primary Objectives:     ISD Grey Wolf must survive until other goals complete
                       CRKC Kingdom 1 must be destroyed
                       CRKC Kingdom 2 must be destroyed
                       CRKC Kingdom 3 must be destroyed
Secondary Objectives:   E/S Black Box must be destroyed
Bonus Objectives:       E/S Black Box must be inspected
Reinforcements:         GUN group Mu

The Rebels are attempting to counterattack with a force of three Carrack
Cruisers and a large number of fighters. Still, this is not enough to take
out you in your missile boat. Again, choose rockets; they'll come quite in
handy.

Start out by clearing some of the fighters, particularly those making torpedo
runs on the Grey Wolf. While the Grey Wolf can take quite a bit of punishment,
you don't want to risk any injury to Thrawn. The A-Wings will go after you, so
use your missiles and blast'em to pieces.

Keep your eyes open for an E/S that will launch from one of the cruisers; this
carries the officers that are in charge of this counteroffensive. Inspect it,
then destroy it, but make sure you don't get wiped out by its rear laser
turret.

Lastly, get on destroying those cruisers. Use your rockets and whatever
missiles you have left. If you run out, I believe a CUV will launch to
replenish your launchers. Of course, if you feel you need help, you can always
call for reinforcments; the gunboats are quite effective at taking down the
cruisers. When the Rebels are completely eliminated, return to the Grey Wolf -
it seems Thrawn has finally located the source of your troubles.

Battle 6: Eliminate T/D Factory

craft: MIS Mu 1 (you), T/I Alpha, T/F Gamma, ISD Grey Wolf
Primary Objectives:     100% of all CN/Is must be destroyed
                       100% of all T/Ds must be destroyed
                       ISD Grey Wolf must survive until other goals complete
                       FAC/1 Tarrak must be destroyed
                       100% of Mine group PAN must be destroyed
                       100% of Mine group PAS must be destroyed
                       100% of Y-Wing group Gold Devil must be destroyed
Secondary Objectives:   CORT Dhoora must be captured
Bonus Objectives:       100% of all A-Wings must be destroyed
                       100% of all X-Wings must be destroyed
                       CRS Independence must be destroyed
                       STRKC Lonsigaar 1 must be destroyed
                       STRKC Lonsigaar 2 must be destroyed
Reinforcements:

This mission can be either really easy or really hard, depending on how you go
about it. Again, elect to carry rockets; you're going to need them against the
targets you're going up against.

For starters, engage SLAMS and feed your beam power to your engines for extra
speed. Next, switch to warhead launchers and target the nearest stationary
T/D. As soon as you have a lock, fire a pair of missiles to quickly destroy
it; repeat until they're all gone, though undoubtedly some will get underway
before you have the chance. That being said, keep your tactics the same; a
pair of missiles will take one down, even with full shields, but you won't
necessarily get a lock, and even if you do they can simply maneuver out of the
way. You'll have to trust your instincts; if you notice they're staying
somewhat stationary, let loose. If they move, so be it, but once you've got
the timing down right, you'll find you'll become more accurate.

With all the T/Ds clear, SLOWLY take out the mines; there are a lot of them,
and they are all of the annoying Type C variety, so you'll have to either do
some fancy flying or shoot the missiles out of the sky with your laser cannon;
either way its going to take some time, but time is certainly the one thing
you have; there is no need to rush, as no fighters will hyper in to aid your
enemy at this time.

Once the minefield is almost clear, the Grey Wolf will launch T/Bs to take
down the factory. Continue to take down the mines until they're all gone, and
then you can join in on destroying the factory. However, break off when you
see a CORT evacuate; Tarrak is fleeing, and the Secret Order wants to capture
her, in order to "convince" her that allying herself with Thrawn and the
Empire is the only path to salvation. Use your missiles to lower her shields,
but don't destroy it! She must be taken ALIVE.

When either the factory or the containers are destroyed, the Rebels will show
up to aid the Nami pirates. And man did they come in force this time: it seems
they've sent their flagship, the Independence, along with a pair of strike
cruisers, to ensure the survival of the plant. And that's in addition to a
whole mess of fighters accompanying it.

Let the bombers go after the factory; its not going anywhere, so you can focus
on what's moving first. The fighters are going to be your concern, so I hope
you've got some of those missiles left. Fortunately, the Rebels won't stand a
chance against you in your missile boat, so let them have it, then go after
the captial ships. If you've reserved your rockets, then taking down the
Independence should be no issue at all. Switch to your missiles once you run
out of rockets. Send that wretch of a ship to its rightful doom!

Once your launchers are completely empty, a craft will launch to resupply you;
provided the fighters are clear, take full advantage and continue to wreak
havoc on the Rebels, who by now are probably making a run for it. Do not let
them succeed in their efforts. When the factory, and the Rebels, are utterly
destroyed and/or driven off, your task is complete. Return to the Grey Wolf;
it seems Thrawn has been called back to Coruscant for an audience with the
Emperor.

With your new missile boat, you are truly a force to be reckoned with against
any opponent. However, you are not the only one who is being rewarded for
their service. Thrawn's success has earned the Emperor's gratitude, and also a
promotion to Grand Admiral, the same rank Zaarin held before his treachery.
Thrawn is also tasked with hunting down and destroying Zaarin and his forces
once and for all; accompanying him will be none other than yourself. After
all; together, you two seem to be all but unstoppable.

Completion of this tour will earn you the Medal of Horror (weird name, huh?);
perhaps with this new missile boat, other pilots won't have to face the horror
that is the T/D in combat.

K. Hunt for Zaarin

Battle 1: Intercept Convoy

Craft: MIS Mu 1 (you), GUN Tau
Primary Objectives:     75% of all T-Wings must be destroyed
                       At least one of all FRTs must be captured
                       DREAD Rahmat must be destroyed
                       FRT Furlo 1 must be inspected
                       FRT Furlo 2 must be inspected
                       FRT Furlo 3 must be inspected
Secondary Objectives:   M/FRG Strident must be inspected
                       SHU Z-Sigma 1 must be captured
                       DREAD Rahmat must be inspected
Bonus Objectives:       100% of all T-Wings must be destroyed
                       M/FRG Strident must be destroyed
                       100% of T/A group Eta must be destroyed
                       100% of T/A group Zeta must be destroyed
                       TRN Upsilon 1 must complete mission
                       TRN Upsilon 2 must complete mission
                       GUN Tau 2 must complete mission
                       100% of all FRTs must be captured
Reinforcements:

Even with his many resources, it seems Zaarin is needing to reach out to third
party sources for supplies. Now is the time to strike, and strike you shall!

A convoy has been detected and it is to rendezvous with Zaarin after its next
hyperjump. For protection, it has an old Republic dreadnaught as well as a
group of T-Wings. Easy enough for you in your missile boat. Take down the
fighters before moving on the dreadnaught. Its an old ship, but it can still
take one hell of a beating. Inspect it when you get the chance, but don't
hesitate for a second to blow it completely away. Once its gone, you can
inspect the freighters and lower their shields.

Anticipating an attack, Zaarin has sent a frigate to meet up with the convoy
for additional escort. Sadly for you, it is carrying a contingent of T/As, so
that's just more you have to deal with. Even still, they shouldn't last long
against you; its hard not to win when you have the sheer number of missiles
that you do.

With the fighters cleared, go after the frigate. If you were smart, you held
some rockets in reserve; now you can let loose with them and whatever
remaining missiles you have. Deprive Zaarin of yet another of his ships; he
can ill afford to lose them at this stage.

While engaging in your attack, the gunboats should have been taking care of
the freighters, a job made easier with a lack of fighters harassing them. Two
transports will hyper in to capture the freighters and their cargo. Assuming
they're pretty efficient at their job, you'll have completed all your mission
objectives in no time at all. Once all craft have hypered to safety, you can
head home; a major offensive is being planned with you on the front line!

Battle 2: Preemptive Strike!

Craft: MIS Mu 1 (you), ISD Courageous, T/B Beta, T/F Alpha
Primary Objectives:     100% of all Mines must be destroyed
                       100% of all freighter craft must be destroyed
                       PLT/6 Supply Base must be destroyed
                       INT Bomb must be destroyed
Secondary Objectives:   100% of all starships must be inspected
                       100% of all freighter craft must be inspected
                       PLT/6 Supply Base must be inspected
Bonus Objectives:       SHU Epsilon 2 must be inspected
                       M/FRG Kuma 1 must be destroyed
                       M/FRG Kuma 2 must be destroyed
                       M/FRG Kuma 3 must be destroyed
                       50% of all T/Ds must be destroyed
Reinforcements:         ATR group Rover, GUN group Rho

It seems Zaarin's base of operations in this area has been found, and the time
has come to strike hard. ISD Courageous is spearheading this operation, and
you will lead the fighter attack in your missile boat. Choose heavy rockets as
your payload; you'll need every single one.

First off, head towards the platform and target the mines; getting rid of them
quickly is going to be quite important. Next, inspect the platform and all the
containers before your allies come to destroy them! It won't take long, but
you will be dodging fire in the process. Also, you'll see a shuttle take off
from the platform and head towards the Bomb. Inspecting it is a priority, but
you don't absolutely have to destroy it. Lastly, inspect the Bomb, but don't
attack it at this point; let your allies handle it while you go after the
more salivating targets.

With the mines gone and a good chunk of your inspection duties taken care of,
you can make your move against the frigates. Get close enough to inspect them
as you attack, and then use a combination of heavy rockets and missiles, and
if need be laser fire, to bring them down; you'll have to conserve your supply
to tackle the large number of forces that'll be incoming. When the first two
frigates are destroyed, the second phase of this fight'll begin.

Sensing the threat you're posing, Zaarin is not hesitating in sending out his
T/Ds to deal with you. Go after the ones that target you first, then you can
move against the others. You only need to destroy half of them, but there's
quite a large number, so it may take a while. Also, another frigate will have
entered the fray. Hopefully, you'll still have some missiles and maybe a
rocket or two left, cause the most critical phase of the mission is at hand.

A freighter will hyper in, as will a container (don't ask me how; I honestly
don't know). As quickly as you can, move over to inspect and then destroy the
freighter before it heads into hyperspace. Often times if I'm engaged with the
T/Ds too long I run out of time to destroy it and end up having to start the
whole damn thing over again, so don't let it happen to you! WIth the freighter
gone, you can go back and take care of the container while you're there.

When your warheads are completely expended, a transport will launch to reload
you; I highly suggest you do so, because you're gonna need it. Around this
time, the last few waves of T/Ds will hyper in and go directly after you. Hope
you're ready for some fancy flying, because you're going to need it. Take them
out as quickly as you can. If the interdictor is stil around, great; it means
that your enemy can't escape just yet. If not, then the pressure is on to get
the fighters off your back and the rockets lodged in the side of that
frigate's hull. Don't forget to inspect the frigate as well!

Ultimately, your mission will be complete when the platform, all the
containers, the freighter, and the interdictor are all destroyed. You should
have taken out at least two of the three freighters by now as well, in
addition to a large number of those pesky T/Ds. But it seems Zaarin has saved
the best for last: a pair of ISDs will enter towards the end of this battle to
trap the Courageous! What we thought was the perfect opportunity ended up
being a potential death trap, though luck ended up being on our side in this
case. Inspect the two star destroyers and then get the heck outta there; the
craft you're flying is MUCH too valuable to fall into anyone else's hands!

Battle 3: Bait and Switch

Craft MIS Mu 1 (you), ETR Bob, CTRNS Neelie
Primary Objectives:     CTRNS Neelie 1 must complete mission
                       CTRNS Neelie 2 must complete mission
                       100% of T/A group Alpha must be destroyed
Secondary Objectives:   M/CRV Kormoran 1 must be inspected
                       M/CRV Kormoran 2 must be inspected
                       M/CRV Kormoran 3 must be inspected
                       M/CRV Kormoran 4 must be inspected
                       M/CRV Kormoran 5 must be inspected
Bonus Objectives:       M/CRV Kormoran 1 must be destroyed
                       M/CRV Kormoran 2 must be destroyed
                       M/CRV Kormoran 3 must be destroyed
                       M/CRV Kormoran 4 must be destroyed
                       M/CRV Kormoran 5 must be destroyed
                       ETR Bob 1 must complete mission
                       ETR Bob 2 must complete mission
Reinforcements:

Knowing how appealing a target the missile boat is, Thrawn has set up another
trap for Zaarin, leaking false intelligence that one of them is being taken
via cargo ferry to coruscant. However, it is actually a trap set up to lure in
Zaarin; once he launches his attack, Thrawn will launch an all-out offensive
from the Grey Wolf. For your armament, go with heavy rockets instead of
advanced torpedoes.

The offensive starts slowly enough, with the advance force consisting only of
3 T/As, but the main force will arrive shortly, consisting of five M/CRVs,
each carrying a trio of T/Bs. Wait, T/Bs! Suddenly this became a bit harder to
accomplish, particularly if you weren't fast enough in taking out those T/As.
Go after the T/Bs quickly, but also remember to make passes of each of the
corvettes before sending a pair of rockets into their sides.

When you think things are going to get worse, it seems the fighting just stops
for some reason. Perhaps Zaarin knows this is merely a trap and has not fully
committed his forces. Don't worry about it right now; just ensure that all
craft reach their destinations safely; when the area's clear, you can send the
ETRs home. Once they're in the hangar, make your way there yourself. The grand
victory that Thrawn had envisioned will have to wait until another day.

Battle 4: An Unexpected Attack

Craft MIS Mu 1 (you), INT Whirlwind, STRKC Triumph, STRKC Iron Duke,
STRKC G'neeenow, STRKC Indomitable, T/I Alpha, T/I Gamma
Primary Objectives:     100% of all traitor craft must be destroyed
                       INT Whirlwind must survive until other goals complete
Secondary Objectives:   None
Bonus Objectives:       100% of all T/As must be destroyed
                       100% of all T/Ds must be destroyed
Reinforcements:

To fully trap Zaarin, Thrawn had envisioned using the INT Whirlwind, with a
group of strike cruisers, to trap Zaarin's forces and force that final battle
upon him, with the Grey Wolf leading the way. However, Zaarin caught wind of
the trap, and sent his forces to delay and/or destroy the Whirlwind so it
wouldn't be able to serve its purpose. You'll need to act extremely quickly
in order to ensure Thrawn's plans do not fall through.

Start off by going after the fighters; they will pose the biggest direct
threat to the Whirlwind and to your allies. Even in your missile boat, you
cannot underestimate the threat that the T/Ds pose, especially given their
superior numbers.

With the fighters either destroyed or occupied, move against the enemy INT
with great speed; the sooner it is destroyed, the sooner you and your forces
can get underway. Time is of the utmost essence, though to be honest, Zaarin
will have already succeeded by buying enough time for the bulk of his forces
to escape Thrawn's trap and launch an attack of their own. Clear out all enemy
forces and then hyper out; you're needed elsewhere.

Battle 5: The Real Thing

Craft MIS Mu 1 (you), E/S Omicron, CTRNS Nichevo
Primary Objectives:     50% of all traitor craft must be destroyed
                       CTRNS Nichevo 1 must complete mission
                       CTRNS Nichevo 2 must complete mission
                       CTRNS Nichevo 3 must complete mission
Secondary Objectives:   100% of all ATRs must be destroyed
                       ISD Glory must be inspected
                       CRKC Yaai must be inspected
                       FRG Thinin must be inspected
Bonus Objectives:       100% of GUN group Z-Mu must be destroyed
                       100% of GUN group Z-Nu must be destroyed
                       100% of GUN group Z-Tau must be destroyed
                       100% of all T/As must be destroyed
                       100% of all T/Ds must be destroyed
                       CRKC Yaai must be destroyed
                       FRG Thinin must be destroyed
Reinforcements:

Damn that Zaarin. Through his inside source, he caught wind of an actual
convoy carrying actual missile boats. These precious craft must NOT fall into
his hands, and you are the only thing standing in his way. For your armament,
go with heavy rockets again; they're the best when it comes to taking down
capital ships.

Start out by heading towrads and getting rid of as many gunboats as you can;
some will go after you, so be careful. They can take 2+ missiles, so you'll
have to finish them off with your lasers (I make it a rule never to use more
than 2 missiles to finish off a fighter; there's too many others to waste
all of them on a single target.

Just when you think you've won, the bulk of zaarin's forces will arrive,
spearheaded by his flagship, the ISD Glory. The first craft to launch will be
a trio of ATRs; they must be taken out as soon as you can reach them; a single
rocket will be enough to blow them to kingdom come. Be quick about it, because
the next wave of craft will be a little bit harder to take out. I don't know
where he manages to get them all, but those damn T/Ds make flying a living
nightmare sometimes.

While you're engaged in dogfighting, make sure you do pass-bys of the capital
ships; the Secret Order wants to know what Zaarin has committed and what he
has remaining in reserve. When enough of the fighters are destroyed (and
hopefully off your tail), use your remaining rockets to destroy the frigate
and the strike cruiser. You want to deprive Zaarin of as many of his resources
as possible. With that out of the way, move back to engaging the the remaining
T/Ds and T/As. With help from the Grey Wolf and its contigent of fighters, it
shouldn't take too long.

Don't worry about the ISD Glory escaping; Zaarin was not on board to lead the
attack himself. Instead, once all enemy forces are either withdrawn or
destroyed, return to the Grey Wolf; a distress call has come out from a remote
Imperial research station, and you are being sent to investigate.

Battle 6: Protect Vorknkx Project

craft: MIS Mu 1 (you), SCT Sentry, PLT/5 V1, PLT/5 V2, CRV Vorknkx
Primary Objectives:     50% of all traitor craft must be destroyed
                       PLT/5 V1 must survive until other goals complete
                       PLT/5 V2 must survive until other goals complete
                       CRV Vorknkx must survive until other goals complete
                       SCT Sentry 1 must complete mission
                       SCT Sentry 2 must complete mission
Secondary Objectives:   M/FRG Z-Borus must be inspected
Bonus Objectives:       M/FRG Z-Borus must be destroyed
                       100% of T/A Z-Eta must be destroyed
                       100% of T/A Z-Theta must be destroyed
                       100% of T/A Z-Zeta must be destroyed
                       100% of T/A Z-Iota must be destroyed
                       100% of all traitor craft must be destroyed
                       100% of Mine group D-Array must arrive
                       100% of Mine group V-Array must arrive
Reinforcements:         GUN group Rho

Before he turned traitor, Zaarin was privy to some of the most secretive of
knowledge within technological development. one of the projects that was kept
secret from all but the highest of the Imperial echelon was the Vorknkx
project. The Emperor had charged his top scientists with creating a cloaking
device that would be suitable for use on both capital ships and smaller
fighters. The technology to cloak a ship or a larger body, such as an asteroid
or even a moon or planet, already existed, but the power drain from such a
device makes it highly impractical for use on smaller ships. However, it seems
a breakthrough has been reached, and through his connections, Zaarin has
learned of it, and thus has launched an attack to claim this new piece
of technology, one that if truly successful would turn the tide against
whoever was going against it.

Your mission is to ensure the survival of the two research platforms and the
CRV that is carrying the new technology. Also, a pair of SCTs are laying an
elaborate minefield to protect the facility; they must be allowed to complete
their missions. Fortunately, your opposition is relatively light; only a M/FRG
and its fighter complement. However, the fighters are all shielded, so it'll
take a little more effort to take them out than it normally would. Focus
primarily on the bombers; they'll launch torpedoes and warheads at both the
platforms and the corvette.

When the bombers are completely destroyed, you can turn your attention to the
M/FRG that is leading the attack. Inspect it, then use your rockets to wipe
it from existence. If all the fighters are already destroyed, you have a bit
of a reprieve; if not, hop to it, but keep your eyes open for several groups
of T/As that will hyper in and move to your location. That is when you break
off your attack and engage them. Hopefully you still have some missiles left,
because they will be of great assistance to you.

Ultimately, you're simply buying time for the SCT to set up the minefield and
get out of the area. Once they finish their task, they'll hyper away and you
will have completed your mission. Finish off any remaining craft, then return
to one of the platforms. The evacuation is currently being planned, and you
will be needed to help cover it.

Battle 7: Evacuate

Craft: MIS Mu 1 (you), T/I Beta, T/B Theta, PLT/5 V1, PLT/5 V2, CRV Vorknkx,
MUTR Shadow
Primary Objectives:     CRV Vorknkx must complete mission
                       MUTR Shadow must complete mission
Secondary Objectives:   100% of all ATRs must be inspected
                       100% of all CRKCs must be inspected
Bonus Objectives:       100% of all ATRs must be destroyed
                       100% of all T/Ds must be destroyed
                       CRKC Z-Pata 1 must be destroyed
                       CRKC Z-Pata 2 must be destroyed
                       CRKC Z-Pata 3 must be destroyed
                       PLT/5 V1 must be boarded
                       PLT/5 V2 must be boarded
Reinforcements:

with the secrecy of the project and its location compromised, the only move
left is to evacuate while there is still time and protection. A MUTR has been
contracted to get the CRV's hyperdrive up and running, while other forces are
still en route to evacuate the tech and personnel on the platforms. You don't
have the luxury of time, because Zaarin is dead set on acquiring it for
himself, or at the very least ensuring that no one has access to it.

Your first targets should be the ATRs that are making their way to the CRV
just as you're getting underway. Show them why you're a force to be reckoned
with by destroying each with a single rocket. When they're gone, you'll be
thrust into combat with much more formidable opponents in the T/Ds. They'll go
after the minefield first, so use that opportunity to take out a few while
they're occupied.

Keep your eyes on MUTR Shadow and CRV Vorknkx and any craft attacking them;
they are your first priority, and they must make it to safety. The cruisers
won't go anywhere for the time being, so continue to focus on the waves and
waves of T/Ds that will make their presence quite known. Its going to be one
heck of a battle, so don't be afraid to call in reinforcements if need be.

Once the fighters are relatively clear, you can make your move on the cruisers
without worry of the CRV or MUTR, or you for that matter, getting blasted to
scrap metal. If you're lucky, your allies will already have made some attack
runs on the cruisers, making your job even easier. Your rockets will rip
through their shields and hull like a hot knife through butter. Send'em to the
junkyard where they belong. Hopefully, while you're doing all this, the Shadow
and the Vorknkx will make their way into hyperspace while all this is going
on. Then, and only then, can you make your own escape.

When you return to base, the Vorknkx has safely made its way to a more secure
location, where Admiral Thrawn is witnessing a test and inquiring as to its
operational status and any potential weaknesses. He is quite clever, so
perhaps he may find a use for it in the future. In addition, you will be
awarded the Medal of Liberty for your many accomplishments againt Zaarin in
this campaign.

L. Prelude to Endor

Battle 1: Escort Prison Ship

Craft: T/A Alpha (you - Alpha 1), T/A Delta, DREAD Dargon
Primary Objectives:     DREAD Dargon must complete mission
Secondary Objectives:   None
Bonus Objectives:       100% of CRV group Keeper must be inspected
Reinforcements:

You have been reassigned once again. This time, though, you answer directly,
and only, to Lord Vader himself. It seems he requires your services in a
matter that will have a direct outcome on the future of the Empire, but all
you know for now is that you are to escort a prison ship that contains some
high-priority prisoners scheduled for interrogation.

You're back in the cockpit of a T/A for this mission, and you're relieving the
previous escort. All is quiet for now, but the Rebels, knowing the importance
of the prisoners onboard, will make a concerted effort to free them from their
confines. Their fighters won't pose a threat to you or the dreadnaught, but
the corvettes can be a bit trickier.

Keep the fighters that are making torpedo and rocket runs on the Dargon clear,
and inspect the corvettes when you get a chance. Considering the Rebel craft
you're facing now are far inferior to what you've been dealing with on prior
tours, you should have no trouble at all dealing with these scum.

once the Dargon has made it to its jump point and gotten away, you'll be free
to return to the Garrett yourself. Do so; Vader does not like to be kept
waiting.

Battle 2: Deliver Prisoners

Craft: T/A Alpha (you - Alpha 1), T/F Beta, ATR Sigma 1, DREAD Dargon,
ISD Garrett
Primary Objectives:     ATR Sigma 1 must complete mission
                       ISD Garrett must survive until other goals complete
Secondary Objectives:   None
Bonus Objectives:       M/FRG Bay Point must be inspected
Reinforcements:

More delays; it seems once the Dargon exited hyperspace near the Garrett, its
sublight engines failed, rendering it it a sitting duck. While you were in
transit, an ATR launched from the Garrett and docked with the Dargon to
transfer the prisoners itself. However, the Rebels have learned of your
location, and have sent a frigate, replete with starfighters, to thwart your
efforts.

Start out by making your way to the Dargon and the ATR. When the frigate drops
out of hyperspace, mark it in your computer, but focus solely on the fighters
at first. If you can destroy the A-Wings quickly enough, the Y-Wings will be
all the more easier to pick off. And trust me; speed is going to be key here;
you do not want the ATR to become disabled. If it does, the frigate will
launch even more fighters to not only take the Dargon out, but also you!

Destroy all the Y-Wings as they launch; they are the only craft that can
disable the ATR carrying the prisoners. For some reason, the Rebels won't go
all out and destroy it. Also, if you can manage to destroy all the fighters,
you can basically kick back and relax once you've inspected the frigate. I do
want to warn you, though, that attacking it in the craft you're in is asking
to be blown out of the water. Merely inspect it, but do not open fire upon it!

When the ATR has made it aboard the Garrett, your mission will be complete. At
this point you can return to the hangar. Lord Vader wants to interrogate the
prisoners as soon as possible.

Battle 3: Attack at Bothawui

Craft: GUN Tau (you - Tau 1), GUN Mu
Primary Objectives:     ATR Omega 1 must complete mission
                       ATR Omega 2 must complete mission
                       ATR Omega 3 must complete mission
                       ISD Garrett must survive until other goals complete
                       MUTR Bothi 1 must be captured
                       MUTR Bothi 2 must be captured
                       MUTR Bothi 3 must be captured
Secondary Objectives:   E/S Sigma 1 must complete mission
                       E/S Com 1 must be captured
Bonus Objectives:       CN/F B133 must be destroyed
                       CN/F B134 must be destroyed
                       CN/F B135 must be destroyed
Reinforcements:

Chalk another one up to Lord Vader; his interrogation of the prisoners has
revealed a convoy that is en route to Bothawui, and it may have information
that could lead to a much deeper plotline.

First off, fire a pair of torpedoes at each of the three MUTRs. It won't be
enough to destroy them, but it'll make the task of disabling them all the more
easy. Then, move on to getting rid of the fighter escorts. They will honestly
be quite annoying, so be quick about it. When you see an E/S attempt to flee
the scene, move over and disable it; the crew onboard may be of use to Vader.

Your last step is to disable the three MUTRs, and I'm not going to lie; this
will be quite challenging, because they are faster and better-armed than you
are. If you took my advice and used your torps to drain their shields, you'll
only need to fire you ion cannons to shut those things down. Don't take too
long, though; they have this annoying tendecy to escape.

With the MUTRs disabled and the fighters destroyed, you'll only need to wait
around for all the ATRs to complete their tasks. Also, if your allies don't
take care of this for you, make sure you destroy the three containers. When
your allies hyper out, do the same; the next phase of the operation is now
being planned out.

Battle 4: Strike on Kothlis

Craft MIS Tau (you - Tau 1), T/F Beta, ISD Garrett
Primary Objectives:     75% of all Bothan craft must be destroyed
                       ISD Garrett must survive until other goals complete
                       ATR Omega 1 must survive until other goals complete
                       PLT/5 Kothlis II must be captured
Secondary Objectives:   M/CRV Timoth 4 must be inspected
Bonus Objectives:       None

The information gleaned from your most recent batch of prisoners has led you
to attack this platform, guarded by the bulk of the remaining Bothan forces;
there is also a corvette, but you are under strict orders to simply inspect
the craft, not destroy it. Vader wants the corvette to escape in order to
further investigate the true problem.

The Bothan craft are mostly older Rebel fighters, but that doesn't mean you
can slack off; their sheer numbers can be enough to overwhelm even the best of
pilots. Just focus on one at a time; if you take on too many at once, you'll
end up in the junk heap with the rest of them. Also, make sure at least a
few of the gunboats that will enter survive; they have the ion cannons needed
to disable the platform for capture.

Use your rockets to lower the platforms shields to critical or nonexistent
levels, making the job of the gunboats that much easier. When you do manage to
disable it, ATR Omega 1 will enter and board the platform, taking its crew
prisoner and forcing them to reveal their secrets. Return to the Garrett;
with the new information, you'll be able to expose the Bothans for what they
really are: traitors to the Empire.

Battle 5: Bothan Treachery

Craft: MIS Tau (you - Tau 1), T/A Delta, ATR Omega
Primary Objectives:     CRS Knights must be captured
                       DREAD Doom must be destroyed
Secondary Objectives:   M/FRG Tarken must be captured
Bonus Objectives:       SHU Doomet must be destroyed
                       At least one of ATR group Omega must complete mission
Reinforcements:

With the forces of the Garrett behind you, the time has come to capture these
traitorous filth. It seems the Bothans have rendezvoused with the Rebels and
are exchanging informatio; you must prevent them from returning to their fleet
with such valuable information about the Emperor's plans; nothing must prevent
the total destruction at the hands of the Empire's ultimate weapon, a newly
constructed Death Star!

Start out by weeding out the fighters; it shouldn't take long considering the
havoc you've wreaked on both the Bothans and the Rebels in previous missions.
Next, go after the Doom; it will be attempting to escape, and you must prevent
this from happening. Only break off when you notice a shuttle leaving to board
the Knights. It must be destroyed.

Once the dreadnaught is destroyed, move to capture the cruiser. Lower its
shields with your rockets, and let the ATRs do the rest. Make sure you keep
any reinforcement fighters off their backs! Also, keep your eye out for Rebel
reinforcements in the form of a frigate and its fighters. Take out those
fighters before using whatever warheads you have left to help lower the
frigate's shields. The ATRs will disable it with their ion cannons.

Both ships will be boarded and captured, along with their entire crews. Lord
Vader will be pleased with the outcome, as he'll have many new "victims" to
process. The tech department will also be happy, as they'll be able to study
the Rebel craft quite closely. Head back to base; you've performed well today,
and you deserve a little R&R.

Battle 6: Recon Military Summit

Craft: MIS Tau 1 (you)
Primary Objectives:     100% of all starships must be inspected
                       CRS Lutdze must be inspected
                       CRL Sullute must be inspected
                       M/FRG Kracke must be inspected
                       FRG Viper must be inspected
Secondary Objectives:   E/S Swen 2 must be destroyed
Bonus Objectives:       SHU Armor must be inspected
                       SHU Channel must be inspected
                       TRN Reep must be inspected
                       CRV Deep must be inspected
                       100% of E/S group Swen must be inspected
                       CORT Nahosus must be inspected
                       50% of all starfighters must be destroyed
Reinforcements:         T/A group Alpha

This one can be tough if you don't keep your priorities straight. You're here
to inspect craft, not destroy them, so keep your focus solely on that. Divert
all beam power to your engines and set your laser recharge rate to high, then
target SHU Armor and CRV Deep and save them in your computer. You'll want to
engage your SLAMS and inspect them as quickly as possible, because fighters
will be launching with you as their sole target. If you need to, call in for
reinforcements, just to keep some of those fighters off your damn back.

When you see a pair of escort shuttles launch, hopefully you'll have already
gotten to the corvette and the first shuttle, because you'll have to break off
otherwise. Inspect both of the escort shuttles and destroy the one with the
programmer (usually Swen 2). There goes any chance of the Rebels getting hold
of that data.

Another shuttle and a transport will hyper in, so inspect them as well, but
don't also forget to inspect the four capital ships if you happen to be close
enough; save yourself the time and trouble now. The tug you can ignore if you
so choose. By now, things'll be getting a little hairy, so hopefully those
T/As have taken out some of the fighters for you. When the last of the capital
ships have been inspected, your primary mission will be complete and you can
head home, but there's still a little more to do if you so choose.

The last craft to hyper in will be a Corellian transport, so zoom over to
inspect it, and you can FINALLY engage the fighters without worry of missing
a craft. You only need to kill half, and thank goodness because there are
quite a lot of them. When you've met your quota, head home; it seems bigger
plans are afoot.

Battle 7: Delay Strike Force

Craft: MIS Tau (you - Tau 1), GUN Mu
Primary Objectives:     50% of all starships must be destroyed
                       STRKC Red Dog must be destroyed
Secondary Objectives:   50% of all starfighters must be destroyed
Bonus Objectives:       None
Reinforcements:

The Rebels are gathering their entire fleet together at Sullust, knowing full
well that they will need all the power they can muster to stand up to the
new Death Star. That being said, you need to weaken their forces to ensure
their total destruction at Endor.

All you need to do is destroy the first three ships that enter, which are a
pair of frigates and a strike cruiser. Of course, they certainly won't be
alone; starfighters galore will be accompanying them as well. Choose heavy
rockets instead of space bombs; you won't regret it.

Start off by taking out the initial waves of fighters; the A-Wings can launch
missiles at you, so you want that threat eliminated quickly. With them off
your tail, either go after the strike cruiser or continue to take out the
fighters with your missiles or your lasers (depending on what kind of state
each fighter is in; you don't want to waste a missile on a craft with no
shields and a critical hull).

When you get a bit of a lull in the fighters, make a run on one of the
starships; with your rockets, they won't last long at all, and hopefully your
wingmen or the gunboats will have already made attack runs, further weakening
them and saving you a rocket or two. When the Red Dog goes, turn your
attention to the frigates. Again, your rockets will work wonders, but always
make sure your tail is clear of fighters. Break off and engage if you need
to, but your primary targets are those frigates, and if you're not quick
enough, they will escape.

When the frigates are destroyed, your primary objectives will be complete.
Assess your situation; if you still have a large number of missiles and are
in relatively good shape, keep going after the fighters. If you need a reload,
make sure your tail is clear and then head over to the transport before
signaling it for a reload. With another full load of rockets and missiles,
you are once again a killing machine.

When you've destroyed enough fighters, you will have met your mission goals
and can head home. There'll be some more fighters and starships that'll hyper
in; I leave it up to you if you want to destroy them or head home.

With his mission complete, Lord Vader will return to Coruscant and report to
the Emperor. Both will now make their way to Endor to witness the final
destruction of the Rebel Alliance. All is as the Emperor has foreseen, or so
he says.

For your service on this tour, you will be awarded the Medal of Guile. For
the time being, you aren't going anywhere. It seems Lord Vader has taken a
liking to your skills as a pilot ,and trusts your abilities quite deeply.

M. The Emperor's Will

Battle 1: Surprise Attack

Craft: MIS Tau 1 (you), T/A Delta, T/A Alpha, LINER Excalibur
Primary Objectives:     None
Secondary Objectives:   LINER Excalibur must complete mission
Bonus Objectives:       None
Reinforcements:

En route back to the Garrett after your last tour, a distress call comes out
from the Secret Order; it seems the Emperor's luxury liner, the Excalibur,
has come under attack from traitor forces! With no defensive weaponry, the
only one capable of saving the Emperor is you. Do not fail; this mission is
much too critical!

While the enemy forces don't seem overwhelming at first, the reinforcements
that will come on their side will be quite powerful indeed. A total of TEN
M/CRVs will enter once one of the initial gunboats are destroyed. Without its
own defense mechanisms, you are the only thing preventing the Excalibur's
destruction. I hope you chose rockets, because they will come quite in handy,
and honestly, you'll need every single one to get rid of them.

Once they're all gone, the second half of the attacking force will make its
entrance in the form of many T/As. As if things couldn't get worse. Luckily,
you still should have your complement of missiles to wipe them out. You don't
have to destroy them all; you only need to buy enough time for the Excalibur
to hyper out of the area. Once it does so, get out of there; you're of much
higher value to the Empire alive.

Battle 2: Capture the Turncoat

Craft: MIS Tau 1 (you), GUN Mu, ATR Omega 1, ISD Garrett
Primary Objectives:     ISD Garrett must survive until other goals complete
                       ATR Omega 1 must complete mission
                       VSD Zeplin must be captured
Secondary Objectives:   CRS Link must be inspected
Bonus Objectives:       TRN Z-Epsilon 1 must be inspected
                       100% of A-Wing group Blue must be destroyed
                       TRN Sigma 1 must complete mission
                       TRN Sigma 2 must complete mission
                       E/S Lambda 1 must complete mission
                       100% of B-Wing group Red must be destroyed
                       100% of A-Wing group Red must be destroyed
Reinforcements:

Through the efforts of Lord Vader, the one who set up the attack on the
Emperor has been found and cornered, and you are to lead the effort to capture
his ship, the VSD Zeplin. When you arrive, you'll notice a Rebel cruiser has
already gotten to the Zeplin and is powering up its hyperdrive. Engage your
SLAMs and move as quickly as you can to inspect the craft; you won't have a
chance to attack it.

When its gone, you'll be able to start taking down the attacking fighters;
they shouldn't last long against you. When you see a transport enter the area,
move to inspect it; it contains persons of interest to the Secret Order.
Continue your attacks on the fighters, then turn your rocket launchers on the
Zeplin to lower its shields. The gunboats will disable it with their ion
cannons.

You'll need to keep on guard, though; that cruiser requested reiforcements be
sent to the Zeplin's aid. Those fighters can do some serious damage, in
particular the B-Wings. Shoot them all down and ensure the capture of the
Zeplin. When all craft are safely away, return to base; the Link is presumed
to have highly sensitive information at the very least, and must be stopped
before it reaches Rebel Command!

Battle 3: Track Down Rebels

Craft: MIS Tau 1 (you), T/A Alpha, GUN Mu, ATR Omega 1, ISD Garrett
Primary Objectives:     ISD Garrett must survive until other goals complete
                       ATR Omega 1 must complete mission
                       CRS Link must be captured
Secondary Objectives:   CN/C Rubol must be inspected
Bonus Objectives:       TRN Fetch must be destroyed
                       MUTR Confal must be destroyed
Reinforcements:

Its worse than anyone thought; not only did the Link's captain obtain valuable
info on the impending confrontation at Endor, but they also acquired one of
the precious missile boats! This must not be allowed to pass.

First off, go after those annoying Rebel fighters. Compared to you, they are
nothing. Your missiles should be able to quickly finish them all off. Next,
make a quick pass of the container before your allies destroy it; it must be
known whether there is anything of value in there. Lastly, keep your eyes open
for a transport that will launch from the Link as it is under seige; the
officers on board must not survive this encounter.

Use your rockets to help lower the Link's shields; the less the gunboats have
to go up against the many laser turrets on that monstrosity, the better. When
it is finally disabled, ATR Omega 1 will board and capture the ship. A MUTR
will hyper in around this time, perhaps on a rendezvous course with the Link;
you know what to do here.

With the Link captured and the ATR safely aboard the Garrett, return there
yourself; you have a break for now, but only for as long as it takes for Vader
to acquire the information he seeks regarding the location of the stolen
missile boat.

Battle 4: Missile Boat Trouble

Craft: MIS Tau 1 (you), T/F Delta, T/I Zeta, T/A Eta, ISD Garrett
Primary Objectives:     CN/B Niicee ? must be inspected
                       ISD Garrett must survive until other goals complete
                       CN/B Niicee ? must be destroyed
Secondary Objectives:   CARG Omega 1 must finish docking
Bonus Objectives:       CORT Opos must be destroyed
                       PLT/4 Enin'sd must be destroyed
Reinforcements:

Intel has traced the location of the captured missile boat to this base,
though it is unknown whether the Rebels have dismantled it and examined it for
weaknesses. Your mission is to find the container it is located in and either
destroy it, or allow enough time for a cargo ferry to dock with it and recover
it (preferably the latter). This mission will not be easy, though, as the
platform is strongly defended.

You will be facing wave after wave of Rebel fighters, each tougher than the
last. And even when you get past them, the platform itself will put up quite
the defense, and more fighters will both launch from the platform and hyper
in  to try and take you out. Keep them off your tail while searching for the
container that has your stolen property.

Once you find it, a cargo ferry will enter and attempt to dock with the
identified container. You will need to cover it during this operation; for
some reason fighters love targeting it, and it can be quite the challenge
destroying four or five fighters within the span of, oh, between 30 seconds to
one minute. Anyway, once the cargo ferry has recovered the missile boat, go
ahead and destroy the container to complete your primary mission.

When a CORT hypers into the area, immediately go after it; the personnel on
board must not hyper out and report what has happened here. Also, just for
good measure, destroy the platform if you can. Heavy rockets work wonders in
this task. With all the craft destroyed, you'll have successfully ensured that
the Rebels know nothing of the trap that awaits them at Endor. This will be
the last time you face them, so take pride in knowing that you managed to
defeat them every single time you faced them. Well done!

After this last mission, it seems new word has come from Admiral Thrawn; he
finally has a strategy to take down Zaarin once and for all, but he requires
your services. You will be given the duty, and the honor, of hunting down
Zaarin once and for all. With the power of the Empire and the tactics of
Thrawn on your side, there is no way you can lose.

Battle 5: Return to Vorknkx

craft: T/A Alpha (you - Alpha 2), T/I Gamma, PLT To-Phalion
Primary Objectives:     100% of all PLTs must survive until other goals complete
                       75% of all MUTRs must be destroyed
                       PLT To-Phalion must survive until other goals complete
Secondary Objectives:   SHU Lambda 3 must be inspected
Bonus Objectives:       100% of all MUTRs must be destroyed
                       SHU Lambda 3 must be destroyed
Reinforcements:

Thrawn's plan to ensnare Zaarin involves the technology he so covets: the
cloaking technology of the Vorknkx project. Through a leak (intentional or
otherwise), Zaarin has located the project at the To-Phalion base, which is
heavily defended by missile batteries as well as its inherent defense (its
inside of an asteroid). He has also launched an attack, hoping to catch the
crew off-guard.

You'll no longer be in your wonderful missile boat, but the T/A is still a
potent craft. You'll be going up against a large number of MUTRs, but in a
stroke of luck, they won't attack you; they'll only be going after the defense</pre><pre id="faqspan-6">
batteries. With your speed and quad lasers, you should be able to make
relatively quick work of them. When you see a shuttle launch from the main
base, go after it, inspect it, then destroy it. Congratulations; you've
FINALLY found the spy that has been leaking all this information to Zaarin and
his forces. Maybe now we can actually use the element of surprise effectively.

Once you destroy 75%, you can return to base, but I always prefer to go for
them all, mostly because they're pretty hard to miss. When the last one has
either escaped or met its fate, return to the main base; Zaarin will attack
again, and its only a matter of time until that happens.

Battle 6: Corvette Attack

Craft: T/A Alpha (you - Alpha 1), PLT To-Phalion
Primary Objectives:     75% of all traitor craft must be destroyed
                       PLT To-Phalion must survive until other goals complete
Secondary Objectives:   50% of all M/CRVs must be inspected
Bonus Objectives:       M/CRV Z-Rok 1`must be destroyed
                       M/CRV Z-Rok 2 must be destroyed
                       M/CRV Z-Rok 3 must be destroyed
                       M/CRV Z-Rok 4 must be destroyed
                       100% of all GUNs must be destroyed
                       100% of all ATRs must be destroyed
Reinforcements:

Showing he is serious about this, Zaarin has committed more of his forces,
including a quartet of corvettes as well as his gunboats and ATRs. This is a
much more potent attack force, and as such will require much more care than
the previous mission. Instead of missiles, elect to use rockets; they will be
of greater help against the capital ships and larger transports.

First off, inspect at least two of the corvettes; it seems intel wants to know
where Zaarin is pulling his remaining forces from. Once you've done that, you
can pump your rockets into the corvettes before going after the gunboats. They
annoy me in this mission because they almost exclusively use their ion cannons
to disable the many missile batteries. Anyway, use your lasers to rip them to
shreds, but break off when the ATRs enter the battle; they pose the biggest
threat to your mission objectives. When you need a refill of rockets, a craft
will launch from To-Phalion to replenish you.

75% destruction of these traitors is all that HQ requires, but if you can
manage to destroy all of those annoying gunboats and ATRs, in addition to the
four M/CRVs, then you'll be golden. However, when you see a large group of
T/Ds enter the battle, that is when you retreat; without missiles, you are not
in any condition to dogfight with them. Simply fall back and prepare for the
evacuation of the base.

Battle 7: Zaarin takes the Bait!

Craft: T/A Alpha (you - Alpha 1), T/B Beta, T/I Gamma, PLT To-Phalion,
M/FRG Maru Ki, CRV Vorknkx
Primary Objectives:     ISD Grey Wolf must arrive
                       INT Corvus must arrive
                       CRV Vorknkx must complete mission
Secondary Objectives:   100% of SHU group Lambda must complete mission
Bonus Objectives:       100% of T/D group Z-Delta must be destroyed
                       100% of T/D group Z-Eta must be destroyed
                       100% of T/D group Z-Theta must be destroyed
                       100% of T/D group Z-Zeta must be destroyed
                       100% of T/D group Z-Iota must be destroyed
                       M/FRG Maru Ki must complete mission
Reinforcements:         T/A group Rho

This mission is going to test you to the limits of your abilities. Zaarin is
hellbent on getting this technology, and has arrived personally, aboard his
flagship the ISD Glory, to engage in its capture. In addition to its normal
complement of fighters, Zaarin is committing the bulk of his remaining T/Ds
to wipe out any fighter resistance. I hope you're ready for this.

First off, take out the first group of T/Ds; order your wingmen to go after
one while you take out the rest. Next, ignore the other incoming groups of
T/Ds and take out those T/Is that are going after the Maru Ki. If you can
intercept some of those rockets that are being launched, all the better. Once
they are gone, the Glory will return and launch ANOTHER group of fighters to
go after the Maru Ki! Go after them and intercept the many, many rockets that
they will fire.

Its not over yet, though, as Zaarin will launch a pair of ATRs to finish the
job. Take them out before they get their shots off. With them gone, you can
finally turn your attention to those T/Ds that I'm sure are giving you hell
by now. If any are going after the shuttles that will launch from the Maru
Ki, they must be stopped at all costs; one of them is carrying Thrawn himself!

As you clear out the forces, your ships will begin to arrive, starting with
the Grey Wolf. It'll soon become clear that the platform is going to fall, so
the Vorknkx will launch from the platform, but instead of making a run for it,
it'll head directly for the hangar of the Glory! Don't tell me Zaarin is
actually going to get away with this?! With the Vorknkx on board, the Glory
will head into hyperspace before the Corvus arrives to trap it. Damn. He got
away.

Fortunately for you, a tracking device was placed aboard the Vorknkx shortly
before this battle got underway. Thrawn had a feeling that something like this
might happen. Now that he can track Zaarin's location, he can prepare for the
final battle. Return to the Grey Wolf's hangar and begin your pursuit. The
time for judgment is nearly at hand!

Battle 8: The Trap is Sprung!

Craft: T/A Alpha (you - Alpha 1), T/F Eta, T/B Beta, ISD Grey Wolf,
INT Corvus, STRKC Ebolo, STRKC Daring
Primary Objectives:     75% of all traitor craft must be destroyed
                       ISD Glory must be destroyed
Secondary Objectives:   100% of all SHUs must be inspected
                       ISD Glory must be inspected
Bonus Objectives:       INT Corvus must survive until other goals complete
                       ETR Z-Lambda 1 must be destroyed
                       MUTR Z-500 2 must be destroyed
                       100% of all SHUs must be destroyed
                       100% of all T/Ds must be destroyed
                       100% of ATR group Z-Omega must be destroyed
Reinforcements:

Just a heads up: when this mission begins, you will already be in the middle
of the fray, and will need to take IMMEDIATE action to avoid getting shot
at.

Immediately go after the T/Ds that are targeting you. You need to get your
own back clear before you can start engaging other forces. With that taken
care of, make a quick inspection of the Glory before going after the ETR and
the MUTR. They shouldn't last too long against concentrated fire from you
and your allies. Lastly, go after the ATRs that are making their move on the
Corvus.

When the Glory's shields are down, it will begin launching shuttles containing
Zaarin's staff. Inspect them one at a time, then blow them to smithereens.
These traitors must pay the ultimate price. When you notice the Glory's hull
at 50% of its hull strength or less, you can safely order all the craft
attacking it to head home. You want the honor of doing this deed yourself.

As a final bit of revenge for all you've been put through, make sure that none
of the T/Ds survive this encounter. Trust me when I say this will feel really,
really good. With no craft left to support it, the Glory is all but dead in
the water. If you have missles left, send'em right into the Glory's bridge,
then finish it off with lasers. Enjoy watching it finally meet its demise.

This last mission is the only one that will end once all the primary
objectives are complete; the game will automatically cut out and into the
final cutscene. Zaarin, left with no choice, will flee aboard the Vorknkx and
attempt to hyper out. However, Thrawn counted on this, and knew that the
cloaking device would become unstable in the presence of an active
hyperdrive. Zaarin was doomed the moment he sought to capture the Vorknkx; his
reliance on technology ended up being his final undoing.

For completing the final tour, you will be awarded the Medal of Victory. You
will also have earned the personal respect of Grand Admiral Thrawn, as well as
the attention of Lord Vader and Emperor Palpatine. Not that they'll exactly be
around much longer (cough cough).

Congratulations; if you've made it this far, you've beaten the game! However
you can replay all your missions in the Combat Chamber; ramp up the difficulty
level if you want a real challenge. That's part of what makes this game so
fun; you can always go back and try to outdo yourself.

VI. Technical Specifications

TIE Fighter (T/F)
10 meters in length
100 MGLT Top Speed
Dual Laser Cannons
15 RU Hull

The TIE Fighter is the standard Imperial starfighter, and is certainly
representative of how the Empire used to view starfighter combat: throw
a large number of cheap fighters at your opponent and pray for the best.

As your starfighter, you have to be quite careful because you don't have
shields, and your hull can't exactly take a hit, even from a laser cannon.
As for combating the craft, all it will take is one or two hits to send this
sucker to the scrapyard.

TIE Interceptor (T/I)
10 meters in length
110 MGLT Top Speed
Quad Laser Cannons
20 RU Hull

The TIE Interceptor is an improvement over the standard TIE Fighter. Equipped
with quad laser cannons and an improved engine for higher top speed, this
craft was designed to combat the Rebel X-Wing starfighters, but can also be
used effectively against almost any number of Rebel or Imperial craft.

When flying the Interceptor, keep in mind that you still do not have shields,
so make sure you avoid getting hit at any cost. You speed will play a great
role in this. Again, one or two hits from laser cannons will normally be
enough to destroy the craft.

TIE Bomber (T/B)
10 meters in length
80 MGLT Top Speed
Dual Laser Cannons
Dual Warhead Launchers
50 RU Hull

The TIE Bomber is a heavily armed variant of the TIE Fighter. It is slower
than its counterparts, but what it sacrifices in speed it makes up for in
heavier armor and a dual warhead launcher. While not as capable a dogfighter
as the Interceptor or the Fighter, the Bomber can hold more than its own,
especially if equipped with concussion missiles!

Take care with a Bomber; your speed will not allow you to hang long with
superiority fighters such as the A-Wing, T-Wing, or similar Imperial craft.
You have a limited cargo of missiles, if that's what you're carrying, and if
not, it is best to leave those craft to your escorts.

As opponents, you'll often see Bombers going after capital ships with proton
torpedoes or heavy rockets. If the mission objectives call for ships to
survive, make sure you destroy these craft before they launch their warheads;
it will not only allow you to complete your mission, but you'll also rack up
some serious points.

TIE Advanced (T/A)
10 meters in length
145 MGLT Top Speed
Quad Laser Cannons
Dual Warhead Launchers
100 SBD Shield
20 RU Hull

Finally, a TIE Fighter with shields!! The TIE Advanced is the result of
research that ultimately saw first combat when Darth Vader piloted the X1
prototype during the Battle of Yavin. This will become THE standard craft
of both your allies and your enemies once it becomes available.

Now, of note is this. With shields comes responsibility. Always make sure you
pump power to your shields, but do so by redirecting laser power to your
shields. You'll need your lasers to dogfight, but if you charge beforehand,
then you won't sacrifice speed to keep your shields up, just your lasers.
That being said, there are very few craft you have to fear when fighting with
this bad boy.

As for dogfighting against? Well, you will need speed to keep up in a close
range fight, and missiles will definitely help when trying to take them out
from longer range. Just be aware that they are quite able to dodge missiles
long enough for them to self-detonate, thus wasting precious missiles. When
you fire, make damn sure they're gonna hit!

Assault Gunboat (GUN)
15 meters in length
90 MGLT Top Speed
Dual Laser cannons
Dual Ion Cannons
Dual Warhead Launcher
100 SBD Shield
50 RU Hull.

I liken the Assault Gunboats to the starfighter equivalent of a tank. Again,
shields are a lifesaver with this puppy. Also, its one of two craft that you
can pilot that come equipped with ion cannons, a powerful tool when used
correctly. By disabling craft, rather than destroying them, you can sometimes
prevent future waves of craft from entering, thus enabling you to deal with
other problems.

With shields, ion cannons, and warheads, you have the power to take down not
just starfighters, but also capital ships. I always like to disable frigates
and cruisers before I destroy them (if I destroy them). Its always easier to
take out a target that isn't firing back at you, especially if its equipped
with a warhead launcher.

As for takedown strategy, Assault Gunboats are able to withstand a direct
missile hit. I advise using one missile, followed by laser fire, to take one
down. The advantage you can use is that they are quite slow compared to the
other fighters you'd use to fight against them, so be grateful!

TIE Defender (T/D)
10 meters in length
155 MGLT Top Speed
Quad Laser Cannons
Dual Ion Cannons
Dual Warhead Launcher
200 SBD Shield
20 RU Hull

Damn, this thing is a beast. Not only is it fast, its shields are strong and
it is armed to the teeth. Its just too bad that the Empire didn't design such
a craft sooner; they could have decimated Rebel forces with the power of this
craft.

There's little advice that I can give when flying this craft; basically, you
are the superior fighter when in the cockpit of this thing, with very few
craft even able to pose a threat to you.

The problem lies in going up against them. These things can rip you to shreds
if you're not careful, even if you're flying the same damn craft! My best
advice is to use missiles to get rid of them from a distance, then switch to
cannons if you have to get in close. Keep your speed up as much as possible;
they can run laps around you, thus making it that much harder to get hits on
them.

Missile Boat (MIS)
10 meters in length
125 MGLT Top Speed
Single Laser Cannon
Two Dual Warhead Launchers
120 SBD Shield
20 RU Hull
SLAM System Doubles Speed

I used to think of this thing as nothing more than a mobile missile platform,
but then I realized; with so many missiles, I can take out almost anything!
That was the thought when this craft was created. Designed to counter the
TIE Defender, it is uniquely equipped with a SLAM system. How this works is,
by engaging the system, your engines will work at up to 200% and effectively
double your speed, but in the process will drain power from your laser cannon.

Combat with this is easier than it seems. You will always carry at least 40
advanced concussion missiles, and you can take out almost any craft with them;
with your other launcher, you can choose what to arm yourself with, depending
on what your mission objectives are and what craft you are going up against.

Fortunately, you do not have to fight against any enemy missile boats, because
the enemy does not have any. A small victory, if I say so myself

X-Wing (X/W)
15 meters in length
100 MGLT Top Speed
Quad Laser Cannon
Dual Warhead Launcher
50 SBD Shield
20 RU Hull

The X-Wing fighter is the standard Rebel craft you will face in combat. It is
a capable dogfighter, but can serve a dual role with its warhead launcher.
That being said, it is not inherently superior to any craft you fly, and can
be destroyed relatively easily.

Y-Wing (Y/W)
20 meters in length
80 MGLT Top Speed
Dual Laser Cannon
Dual Ion Cannon
Dual Warhead Launcher
75 SBD Shield
40 RU Hull

The Y-Wing is an older fighter in Rebel use, but it is still a highly
versatile craft. While not as fast as its counterparts, it is armed with
laser and ion cannons, as well as a warhead launcher. Its hull and shielding
allow it to withstand a direct missile hit. Like the X-Wing, it is not
superior to any craft that you fly, and you should have little problem taking
it out in close combat.

A-Wing (A/W)
10 meters in length
120 MGLT Top Speed
Dual Laser Cannon
Dual Warhead Launcher
50 SBD Shield
15 RU Hull

The A-Wing serves as the Rebels' superiority fighter. Armed with concussion
missiles, they can quickly take you down if you are not careful. Their speed
enables them to outmaneuver TIE Fighters and TIE Bombers, but the other craft
are able to keep up with them. Though fast, a few hits from your lasers, or
a single missile, will usually be enough to take them down.

B-Wing (B/W)
15 meters in length
90 MGLT Top Speed
Triad Laser Cannon
Triad Ion Cannon
Dual Warhead Launcher
125 SBD Shield
60 RU Hull

The replacement for the Y-Wing, the B-Wing certainly serves as a multipurpose
fighter. It is mobile enough to dogfight with most craft, armed enough to take
them down in relative quick order, and can carry enough warheads to take down
a large number of fighters, or a couple of capital ships.

The key to defeating them lies in getting their shields down. They'll slow
down to recharge their shields, and that's when you pile on the pain. Just
make sure you watch your six in the process!

Z-95 Headhunter (Z-95)
15 meters in length
85 MGLT Top Speed
Dual Laser Cannon
Dual Warhead Launcher
20 SBD Shield
15 RU Hull

The predecessor to the X-Wing, the Z-95 Headhunter is still used by the
Rebels, but it is also used by many bands of pirates who don't have access
to better technology. Though old and relatively weak, they can still pack a
punch if you don't destroy them quickly. Remember: anything with a missile is
a threat, so take care of them; a few laser blasts, or one missile, will
suffice.

Tyderian Shuttle (SHU)
20 meters in length
65 MGLT Top Speed
Quad Laser Cannon
100 SBD Shield
25 RU Hull

Tyderian Shuttles are among the most common craft you will encounter. While
most are used to ferry cargo or personnel, some are actually used in an attack
capacity, and their laser cannons can rip you to shreds if you don't dodge.
Its not their speed you have to worry about; its their LACK of speed,
to be honest. Match speeds with them to have the best opportunity to destroy
them.

Escort Shuttle (E/S)
30 meters in length
75 MGLT Top Speed
Triad Laser Cannon
One Rear Laser Cannon
120 SBD Shield
35 RU Hull

Escort Shuttles can be a real pain if you don't remember that they have a rear
laser turret. You can't just sneak up behind them to destroy them. You'll have
to use missiles and/or strafing tactics in order to defeat them.

Patrol Craft (SPC)
150 meters in length
80 MGLT Top Speed
Triad Laser Cannon
One Rear Laser cannon
150 SBD Shield
60 RU Hull

For some reason, I've never had a problem going up against SPCs. Because they
are large, it means more surface area to strike. Concentrated laser fire is
usually enough to finish these guys off.

Transport (TRN)
20 meters in length
55 MGLT Top Speed
Dual Laser Cannons
80 SBD Shield
40 RU Hull
Able to repair and rearm craft.

Transports are quite commonplace. Despite what the game description says,
they are sometimes armed with ion cannons as opposed to lasers. Often they
are used to disable and board craft, but they also can be used to reload
your warheads. Missile fire willusually take care of them, but lasers work
just fine as well.

Assault Transport (ATR)
45 meters in length
65 MGLT Top Speed
Dual Laser Cannons
100 SBD Shield
50 RU Hull
Able to repair and rearm craft

Assault Transports are powerful upgrades to the standard transport, and they
are larger to boot. I have seen ATRs armed with both ion cannons and/or
warhead launchers, so it is important to keep that in mind when engaging them.

Corellian Transport (CORT)
35 meters in length
65 MGLT Top Speed
Dual Laser Cannons
100 SBD Shield
50 RU Hull
Able to repair and rearm craft

I have a personal vendetta against these things. They're fast (faster than
their description says, I have to say), their narrowprofile makes targeting
them damn near impossible, and their cannon is omni-directional, making it
impossible to hide in a blind spot.

If you have a beam weapon, I highly suggest you use it. That, and missiles.
If you're out of them, well then good luck.

Tug (TUG)
10 meters in length
10 MGLT Top Speed
5 RU Hull
Able to repair and rearm craft

Tugs are quite easy to take out, but at the same time you need to take them
out quickly, especially if there are stationary starfighters. These tugs carry
the pilots, and I have to say it is a lot easier to take out a target that is
not firing constantly at you.

Also of note is that tugs will often be able to rearm you with additional
warheads; but, because they move so slowly, it is best to come to a stop
within 0.05 clicks of them. Otherwise, you'll be waiting a long, long time
for them to come to you.

Container A (CN/A)
75 meters in length
50 SBD Shields
10 RU Hull
Carries Bulk Cargo

You'll find containers like these all over your travels. They carry any form
of cargo, and can even be converted into makeshift bases for pirates and spy
forces. Luckily, they have no offensive weapons of their own, and are all but
reliant on any fighters, starships, or platforms for defense.

Container B (CN/B)
55 meters in length
50 SBD Shields
10 RU Hull
Carries Bulk Cargo

Another design of container, with the exact same stats as any other, except
for length. This one is a little harder to hit, though.

Container C (CN/C)
75 meters in length
50 SBD Shields
10 RU Hull
Carries Bulk Cargo

Another design of container, with the exact same stats as any other, except
for length. Roughly the same size as the CN/A, this one tends to serve most
often as a hangar for fighters.

Container D (CN/D)
50 meters in length
50 SBD Shields
10 RU Hull
Carries Bulk Cargo

Another design of container, with the exact same stats as any other, except
for length.

Container E (CN/E)
40 meters in lnegth
50 SBD Shields
10 RU Hull
Carries Bulk Cargo

Another design of container, with the exact same stats as any other, except
for length. The smallest of the containers, I believe this was designed for
use with the modular conveyors.

Heavy Lifter (HLF)
55 meters in length
20 MGLT Top Speed
10 RU Hull
Capable of moving other craft

These craft perform as advertised; they are capable of moving containers
and disabled starfighters, but their downsides lie in their speed and
their lack of shields. Just a few hits from lasers will be enough to eradicate
them.

Freighter (FRT)
100 meters in length
16 MGLT Top Speed
120 SBD Shields
30 RU Hull
Carries Bulk Cargo

These freignters are the standard cargo-carrying vessels in the galaxy,
carrying anything from food and water to weapons to hyperdrive units. They
are shielded and their hulls can take a little punishment, but they are no
match for a concentrated attack using warheads and/or laser fire.

Modular Converyor (CNVYR)
150 meters in length
24 MGLT Top Speed
70 SBD Shields
30 RU Hull
Carries Bulk Cargo

Designed to carry specific containers (I believe it is CN/B), these conveyors
provide an alternative method of transportation of bulk cargo. Like the
Freighters, they can't take too much punishment before they succumb to their
wounds, so warheads and/or laser fire will take them down.

Cargo Ferry (CARG)
90 meters in length
20 MGLT Top Speed
60 SBD Shields
30 RU Hull
Capable of moving other craft

Cargo Ferries are an improvement over the standard Heavy Lifters. Because they
are shielded, they can take a lot more punishment than their counterparts, but
that doesn't mean they are invincible. Laser fire and/or a pair of warheads
will do them in easily enough.

Container Transport (CTRNS)
200 meters in length
30 MGLT Top Speed
50 SBD Shields
35 RU Hull
Carries Bulk Cargo

A variation of freighter that carries 3 CN/As, the Container Transport is not
that well defended. Laser fire will usually suffice in taking these ships
out of commission. I should note that some of these ships are armed with
laser turrets, so be careful.

Corellian Corvette (CRV)
150 meters in length
20 MGLT Top Speed
Twin turbolaser turrets
Single warhead launcher
100 SBD Shields
50 RU Hull

Corellian Corvettes are older ships, but still widely used by the Rebel
Alliance. Also known as Blockade Runners, the Corvette is armed well enough
to defend successfully against most starfighter attacks. However, a well
placed rocket or a couple of torpedoes are usually enough to take one of
these ships down.

I should note that there IS a warhead launcher aboard Corvettes, but for some
reason you can't target them. It must be integrally built into the hull, which
I think is dirt cheap. Best way to take it out, then, is to destroy the ship
altogether.

Modified Corvette (M/CRV)
150 meters in length
20 MGLT Top Speed
Six turbolaser turrets
Single warhead launcher
100 SBD Shields
50 RU Hull

Modified Corvettes pack much more of a punch than their older counterparts.
If you're not careful, their lasers will rip you to shreds, as well as destroy
any warheads you fire at them. Add to that an integral warhead launcher
(impossible to destroy unless the ship goes completely), and you have one
formidable foe.

Nebulon B Frigate (FRG)
400 meters in length
16 MGLT Top Speed
Many turbolaser turrets
Single warhead launcher
160 SBD Shields
80 RU Hull

Nebulon B Frigates are an older, but effective, design used both by the Empire
and the Rebel Alliance. They are capable of carrying two squadrons of
fighters, and are designed to repel starfighter attacks with both a warhead
launcher and numerous laser turrets. Taking one on alone is tantamount to
suicide, and even if its fire is directed elsewhere, it will take a while
to completely drain its shields.

The best advice I can give is to disable it if possible. That way, its nothing
more than a giant target for you and your allies. Otherwise, you are going to
have to do a heck of a lot of evading to get this thing to go critical.

Modified Frigate (M/FRG)
250 meters in length
16 MGLT Top Speed
Many turbolaser turrets
Single warhead launcher
160 SBD Shields
100 RU Hull

Building off the design of the Nebulon B Frigate, Modified Frigates are
smaller, yet with a stronger hull and the same punch as its predecessor.
Again, taking one head-on is foolish, but it is possible to take them down.
Disabled starship = giant target.

Escort Carrier (ESC)
500 meters in length
12 MGLT Top Speed
Many turbolaser turrets
Single warhead launcher
160 SBD Shields
90 RU Hull

Escort carriers are mobile starfighter platforms, able to carry entire
wings of fighters. They are armed well, with many laser turrets and a warhead
launcher. However, they are easier to take down than Frigates and Corvettes
because their turrets are more spread out. With more surface area, that means
more area to strafe and strike.

Interdictor Cruiser (INT)
600 meters in length
8 MGLT Top Speed
Many turbolaser turrets
Single warhead launcher
180 SBD Shields
70 RU Hull
Interdicts enemy hyperspace jumps

Interdictors play a key role in overall combat, largely due to their gravity
well generators. These prevent enemy forces from escaping into hyperspace,
thus ensuring total victory. They are armed decently as well, with a warhead
launcher and turbolasers for defense.

If going up against one, take out the warhead launcher first; it poses the
most serious threat to you. Other than that, you can dodge the lasers with
relative ease. Disabling it will prevent it from escaping and
counterattacking, so try that as well.

Victory Star Destroyer (VSD)
900 meters in length
8 MGLT Top Speed
Many turbolaser turrets
Dual warhead launcher
200 SBD Shields
100 RU Hull

Victory class Star Destroyers are derived from an earlier design that
originated in the Clone Wars. They were built with both starship combat
and planetary assault in mind, with the capacity for starfighter squadrons
and Stormtrooper regiments, and will often serve as the command vessel for
Imperial commanders.

To effectively combat such a beast, make sure you take out the warhead
launchers; they will pose the greatest threat to you and your allies. Also,
this thing can take some punishment, so be sure you use your hard-hitting
warheads to lower its shields and take out its hull.

Imperial Star Destroyer (ISD)
1,600 meters in length
10 MGLT Top Speed
Many turbolaser turrets
Single warhead launcher
300 SBD Shields
150 RU Hull

Here they are: the heavy hitters of the Imperial Fleet. They are imposing,
powerful, and basically mobile fortresses. Unless you have some help, taking
one down is going to be quite the challenge.

Needless to say, destroy the warhead launcher before you do anything else;
nothing is harder than trying to destroy a target while avoiding getting hit
by a missile. Once that's taken care of, take out its shields with your
heaviest weaponry. Space Bombs work wonders here because, at close enough
range, it is impossible to miss. If you can disable it, great; if not,
it is large and slow enough to destroy eventually with laser fire.

Light Calamari Cruiser (CRL)
500 meters in length
12 MGLT Top Speed
Many turbolaser turrets
Dual warhead launchers
160 SBD Shields
80 RU Hull

Light cruisers are smaller versions of the Rebels' main attack ship, the
Mon Calamari Cruiser, though it still packs quite a punch. With dual warhead
launchers and multiple turbolaser batteries, taking one out requires heavy
artillery and great speed. If you can take out the launchers, I suggest you
do so; it will help you greatly. Be wary, as these cruisers often carry
multiple squadrons of fighters as additional defense!

Calamari Cruiser (CRS)
1,300 meters in length
10 MGLT Top Speed
Many turbolaser turrets
Dual warhead launchers
240 SBD Shields
140 RU Hull

The backbone of the Rebel fleet, the Calamari Cruiser is heavily armed
and carries full wings of fighters, in addition to its turbolasers and
warhead launchers. Despite these defenses, it is possible to take them
down, but you must do so carefully. The warhead launchers must go, and if
you can destroy enough of the turbolasers, then it becomes that much easier.

Platform Class 1 (PLT/1)
250 meters in length
Many turbolaser turrets
Single warhead launcher
200 SBD Shields
100 RU Hull
Stationary launch and supply site

Platforms are often set up in systems and locations that are strategic in
value, and can serve many purposes. Some serve to protect and inspect cargo
traffic in an area, while others are used for research purposes. Needless to
say, they are heavily armed in and of themselves, and will often have fighter
squadrons to augment their already potent defenses.

To take a platform out, always target the warhead launcher first; the lasers
are intense, but dodge-able, but the missile will usually find its way to you!
Even if its the only thing you destroy on the platform, you will save the
lives of many of your comrades through this one, small action.

Platform Class 2 (PLT/2)
250 meters in length
Many turbolaser turrets
Single warhead launcher
200 SBD Shields
100 RU Hull
Stationary launch and supply site

Platforms come in many shapes and sizes, though they all contain the same
specfications in terms of length and deadliness. Again, the warhead launcher
makes this thing a force to be reckoned with, so render it nonexistent.

Platform Class 3 (PLT/3)
250 meters in length
Many turbolaser turrets
Single warhead launcher
200 SBD Shields
100 RU Hull
Stationary launch and supply site

Platforms come in many shapes and sizes, though they all contain the same
specfications in terms of length and deadliness. Again, the warhead launcher
makes this thing a force to be reckoned with, so render it nonexistent.

Platform Class 4 (PLT/4)
250 meters in length
Many turbolaser turrets
Single warhead launcher
200 SBD Shields
100 RU Hull
Stationary launch and supply site

Platforms come in many shapes and sizes, though they all contain the same
specfications in terms of length and deadliness. Again, the warhead launcher
makes this thing a force to be reckoned with, so render it nonexistent.

Platform Class 5 (PLT/5)
250 meters in length
Many turbolaser turrets
Single warhead launcher
200 SBD Shields
100 RU Hull
Stationary launch and supply site

Platforms come in many shapes and sizes, though they all contain the same
specfications in terms of length and deadliness. Again, the warhead launcher
makes this thing a force to be reckoned with, so render it nonexistent.

Platform Class 6 (PLT/6)
250 meters in length
Many turbolaser turrets
Single warhead launcher
200 SBD Shields
100 RU Hull
Stationary launch and supply site

Platforms come in many shapes and sizes, though they all contain the same
specfications in terms of length and deadliness. Again, the warhead launcher
makes this thing a force to be reckoned with, so render it nonexistent.

Satellite
5 meters in length
5 RU Hull
Stationary communications system

Satellites are commonplace throughout your missions, though they are not
usually your direct targets. One laser blast is enough to take them out, and
they won't fight back.

Mine Type A
15 meters in length
Single laser cannon
5 RU Hull
Contact mine

Type A mines fire lasers at targets within range. While one is not deadly
in and of itself, trying to weave and dodge through 2 dozen firing on you can
prove quite the challenge. Fortunately, they only take a single hit, so once
you nail it, its gone.

Mine Type B
15 meters in length
Single ion cannon
5 RU Hull
Contact mine

Type B mines, unlike their counterparts, fire ion blasts at craft within
its range. Unlike laser blasts, ion blasts travel slow enough to dodge with
relative ease. They also only take one hit to destroy, so simply make sure to
dodge and weave while dealing with them.

Mine Type C
20 meters in length
Single laser cannon
Single warhead launched when destroyed
5 RU Hull
Contact mine

Ok, these are the biggest pain in the ass. Not only do they fire lasers when
you are in range, but when you destroy one, it fires a damn missile at you!
Now that is just not fair, especially when you're half a click away and don't
have time to dodge or fire your lasers at it. Best way to take these out is
to keep your distance, do it one at a time, and then target the missile.
Repeat until minefield is clear.

Probe Type A
5 meters in length
5 RU Hull
Spy probe

Type A probes are sensor probes, and they serve either as an enhancement to a
station's or starship's own sensors, or can serve as a spy probe. One shot
will destroy them, and they do not possess any countermeasures.

Probe Type B
5 meters in length
5 RU Hull
Nav buoy

Type B probes tend to serve as navigation buoys for starships. One shot is
enough to destroy them, and they do not possess any countermeasures.

T-Wing (T/W)
10 meters in length
110 MGLT Top Speed
Dual laser cannons
Dual warhead launchers
20 SBD Shields
15 RU Hull

T-Wings are an experimental fighter developed for, but ultimately rejected by,
the Rebel Alliance. Many of these ended up in the hands of pirate groups, such
as the Rneeki. They are similar to the X-Wing in every way, except that they
are slightly smaller in size and are a tad bit faster. Honestly, though, they
shouldn't even be a threat, considering what you'll be flying against them.

R-41 Starchaser (R-41)
15 meters in length
100 MGLT Top Speed
Dual laser cannons
Dual ion cannons
Dual warhead launchers
30 SBD Shields
15 RU Hull

Another dated starfighter, R-41s still must be taken seriously because of
their quite heavy armament. While not as agile as other fighters, they tend
to be quite annoying because of their heavy armament and seeming tendency to
launch a lot of missiles. Take them out quickly, before they do so to you.

Scout Craft (SCT)
75 meters in length
80 MGLT Top Speed
Triad laser cannons
180 SBD Shields
60 RU Hull

Scout craft are launched for just such a purpose; they'll do advance recon
on a particular area. They're defended pretty well, just in case they come
under fire, but they definitely aren't designed purely for combat. I wouldn't
take one on if I were you, but it IS possible to take them down.

Escort Transport (ETR)
45 meters in length
70 MGLT Top Speed
Many turbolaser turrets
Dual laser cannons
Dual ion cannons
Dual warhead launchers
250 SBD Shields
125 RU Hull

You only go up against them at the end of your career, but I do know that
they are armed to the freakin teeth. Turbolasers and front-mounted laser
cannons, ion cannons, warheads, and some impressive shielding and armor make
this the ideal capture vessel. If by some chance you do come across this,
you're better off running. Even in the best of craft, odds are you are at a
disadvantage.

Combat Utility Vehicle (CUV)
15 meters in length
35 MGLT Top Speed
Dual laser cannons
Dual warhead launchers
8 RU Hull
Able to repair and rearm other craft

To be honest, I've never seen a CUV actually attack anything. They usually
just serve as reload vehicles for your weapons.

Muurian Transport (MTRN)
80 meters in length
90 MGLT Top Speed
Dual turbolaser turrets
Triad laser cannons
80 SBD Shields
30 RU Hull

I used to hate these things, but then I realized they're easy as cake to
take out. While fast, they're quite large, which means you shouldn't have
too much trouble hitting it. You'll encounter them at a point in the game
where you should have no problem taking them out in large numbers.

Carrack Light Cruiser (CRKC)
350 meters in length
18 MGLT Top Speed
Many turbolaser turrets
Dual warhead launchers
160 SBD Shields
100 RU Hull

Carrack cruisers are ships that are designed as escort ships for larger
groups, but are also able to defend themselves. They're faster than larger
ships, but can still pack quite a punch. Utilized mostly by the Empire,
some are also in the hands of the Alliance.

To take one down, you'll have to deal with its warhead launchers; they can
wreak havoc on enemy fighters. If you can take out enough of its turbolasers,
then you can park yourself in a safe spot and take it out, either with lasers
or warheads, or a combination of both. Its a strong ship, but its not the
toughest ship you've faced.

Strike Cruiser (STRKC)
450 meters in length
18 MGLT Top Speed
Many turbolaser turrets
Single warhead launcher
180 SBD Shields
100 RU Hull

A newer craft, the strike cruiser was built as a speedier alternative to
heavy ships such as the ISD and the Calamari cruisers. Capable of carrying
both fighters and troops, and signifcantly well armed, these cruisers can
serve as both group elements and self-contained combat forces.

The weakness lies in their seeming lack of shield and hull strength. For some
reason, they seem a lot easier to take out than even the frigates, so you
should play that to your advantage. Given that you'll usually be fighting
these craft in missile boats, you shouldn't have too much trouble taking
these guys out.

Dreadnaught (DREAD)
600 meters in length
14 MGLT Top Speed
Many turbolaser turrets
Single warhead launcher
160 SBD Shields
80 RU Hull

Dreadnaughts are large, ancient ships whose design dates back at least to the
Old Republic. While they're not as armed to the teeth as newer counterparts,
they are still well enough defended to pose a threat. While the Alliance and
Empire both possess Dreadnaughts, they will often be seen in the employ of
smaller factions.

Take them down as you would any capital ship: CAREFULLY. You'll have no real
hiding spot when fighting one of these things, so you'll need to either keep
moving or take out most to all of their turbolasers.

X7 Factory Station (FAC/1)
500 meters in length
Many turbolaser turrets
Single warhead launcher
200 SBD Shields
100 RU Hull
Stationary manufacturing facility

Factories are large manufacturing facilities that produce anything from droids
to starfighters. In addition to their size, they are often quite well armed,
with both a missile launcher and numerous turbolasers. They also can take
quite a beating, so you'll need to keep moving as you're attacking. I can't
underestimate the importance of disabling something like this if at all
possible.

C3 Passenger Liner (LINER)
400 meters in length
18 MGLT Top Speed
160 SBD Shields
110 RU Hull
Civilian cruise ship

Passenger liners are a huge status symbol. While many people often have their
own small transports or personal craft, a ship as large as this is reserved
for the uber-wealthy and powerful. The only one you see in this game belongs
to such a person: the Emperor himself.

Container F (CN/F)
50 meters in length
50 SBD Shields
10 RU Hull

Another design of container, with the exact same stats as any other, except
for length.

Container G (CN/G)
25 meters in length
50 SBD Shields
10 RU Hull

Another design of container, with the exact same stats as any other, except
for length.

Container H (CN/H)
20 meters in length
50 SBD Shields
10 RU Hull

Another design of container, with the exact same stats as any other, except
for length.

Container I (CN/I)
40 meters in length
50 SBD Shields
10 RU Hull

Another design of container, with the exact same stats as any other, except
for length.

VII. What Weapons to Choose

You'll notice that, after the first mission, you'll have the option of picking
what you want equipped to your craft. Below, I've listed the different choices
and their respective advantages and disadvantages.

Concussion Missile
Advantage - Useful against starfighter attacks; plentiful supply
Disadvantage - Not useful against capital ships; outperformed later in game
by Advanced Missile.

Advanced Missile
Advantage - Highly useful against starfighter attacks; plentiful supply;
standard in Missile Boat.
Disadvantage - Not useful against capital ships.

Proton Topredo
Advantage - Useful against capital ships; higher supply compared to heavy
rockets and space bombs.
Disadvantage - Useless against starfighter attacks; less damage compared to
rockets and space bombs; outperformed later in game by Advanced Torpedo.

Advanced Torpedo
Advantage - Useful against capital ships; higher supply compared to heavy
rockets and space bombs.
Disadvantage - useless against starfighter attacks; less damage compared to
rockets and space bombs.

Space Bomb
Advantage - Incredibly useful against capital ships
Disadvantage - Low supply compared to rockets and torpedoes; useless against
starfighter attacks; requires you to get awful close to your target to ensure
a hit.

Heavy Rocket
Advantage - Incredibly useful against capital ships; higher supply compared to
space bombs.
Disadvantage - Useless against starfighter attacks; slower and smaller supply
compared to torpedoes.

Tractor Beam
Advantage - Probably the one thing that can hold a TIE Defender stationary
long enough to knock it out of the water
Disadvantage - Drains engine power to charge; opponents can often be
outmaneuvered without use of the tractor beam

Jamming Beam
Advantage - Prevents other craft from getting a missile lock on you
Disadvantage - Trust me; good maneuvering will serve you better and longer
than a jamming beam.

VIII. Titles

As you earn points on your various tours of duty, your rank will increase.
You start the game as a mere flight cadet, but by the end you could end up as
a general! Meritocracy at work, to an extent.

Also, in addition to your rank in the Imperial Navy, there is an organization
known as the Secret Order of the Emperor. Consisting of unknown members spread
across the galaxy, the Secret Order ensures that the will of Emperor Palpatine
is enforced. By completing secondary objectives, you can become an integral
part of this shadowy cabal. The sign of your rank is, quite literaly, a mark
on your forearm.

A. Imperial Rank - This is your rank in the Imperial Navy

   Flight Cadet - You start the game at this rank.

   Flight Officer - To earn this rank, score roughly 10,000 points in actual
   combat. It is possible to achieve this in a single mission. Also, you
   could complete training missions (a combination of up to 8 combat training
   missions and/or training patches) to earn this rank.

   Lieutenant - To earn this rank, score roughly 50,000 points in actual
   combat; this equates to, on average, completing 2 or 3 missions.

   Captain - To earn this rank, score roughly 150,000 points in actual
   combat. On average, this rank can be achieved in the second tour.

   Commander - To earn this rank, score roughly 250,000 points in actual
   combat. I had achieved this rank during the fourth tour.

   General - The highest rank, this requires around 500,000 points in
   actual combat. I attained this a little after Harkov's treachery was
   exposed.

B. Secret Order - This is your standing in the Secret Order of the Emperor

   None - You start as a complete outsider; thus, your arm is bare

   First Initiate - After scoring roughly 100,000 points, as well as
   achieving secondary objectives, you will be initiated into the Secret
   Order. A small mark on your arm is imprinted.

   Second Circle - Once you achieve 200,000 points, you will proceed further
   into the order. An additional mark will be imbued upon your arm.

   Third Circle - Around 300,000 points, admittance to the Third Circle is
   granted. The mark on your arm will be added to as well.

   Fourth Circle - 450,000 tour points, roughly, will gain you this rank; is
   it just me, or are there a lot of layers to this organization?

   Inner Circle - Around the same time you attain the rank of General, you
   will be granted status in the Inner Circle. The mark on your forearm will
   be completed

   Emperor's Hand - A prestigious status given to only a select few in the
   entire galaxy. The Emperor's Hand is directly accountable to the Emperor
   and, as such, is responsible for the most secret and important tasks
   handed down. This will be given to you upon attaining, roughly, 1 million
   points.

   Emperor's Eyes - The Emperor's Eyes are Palpatine's vision throughout the
   galaxy. Through them, in combination with his mastery of the Dark Side of
   the Force, is able to foresee a great many things. After achieving
   approximately 1.4 million points, this title will be bestowed upon you.

   Emperor's Voice - The words of the Emperor must be heard throughout the
   galaxy; by his command does the Empire exist. Working your way towards
   1.7 million points will earn you this title.

   Emperor's Reach - The highest status you can achieve in the Order. As
   proof of your ability to enforce the Emperor's will throughout the galaxy,
   Secret Order has bestowed upon you this unique title. To attain this,
   you will need to score almost 2 million points. Please note that it is
   quite hard to achieve this on easy, usually because points are at a bit of
   a premium on that difficulty level. Its less of a challenge to get more
   points on higher difficulty levels.

IX. Conclusion

It has been a long process, but I have to say I feel fulfilled. This game is
truly a masterpiece, and for a PC game that is twenty years old, that is a
remarkable feat. I have to issue my thanks to the following:

To LucasArts. I don't know who's still there that worked on this game, but
thank you for putting some time, effort, and a whole lotta love into this
game. It is a testament to you.

To GameFAQs. This is the third guide I've written for the site, and I am
happy to say that I feel this is my best work so far. Thank you for giving
me an outlet for not only my writing abilities, but for all of us who choose
to contribute.

Lastly, a big thank you to Totally Games! for rrleasing the game in a format
that is readable by Windows XP. Trying to run this, with a joystick, using
DOSBox is the biggest pain you can imagine. Without an XP-compatible version,
I would not be able to play this game, nor would I have the desire to write
this guide.