TIE Fighter is the best space combat game ever made. Having said that, I know I face the wrath of Wing Commander fans everywhere. Too bad, because while Wing Commander has always been a fantastic game, TIE Fighter and its noteworthy predecessor, X-Wing, offer a little more. Not only does their flight modeling "feel" better, but they benefit from drawing on George Lucas's Star Wars universe, which over the years has become ingrained in the American psyche.
The original TIE Fighter put you into the cockpit of one of Darth Vader's fighter ships, those nasty, nimble pests that gave you so much trouble in X-Wing. There's a diverse mix of spacecraft available, which helps keep mission diversity pretty high, since each has its own strengths and weaknesses.
The latest incarnation of TIE Fighter is the Collector's CD-ROM, which gives the game a needed facelift and brings the total number of available missions to over 100. Furthermore, graphics resolution now goes as high as 640x480 in high-res mode for combat sequences. This, coupled with the addition of small details like rotating turrets and more sophisticated shading, lends TIE an even more impressive look. The new missions run the gamut from tricky escorts to strikes, to other battles that draw on the full range of TIE spacecraft.
With such a rich selection of ships and missions, chock-full of scorching action, TIE Fighter is an easy game to get hooked on. It can get pretty tough in some of those later missions, but don't worryyou can handle it. After all, you're working for the Dark Side.
Star Wars TIE Fighter: Collector's CD-ROM Game Walkthrough
The long, long history of Tie Fighter Collectorís Edition:
A long, long time ago, in a galaxy far, far awayÖ there was
me-AceJoel. I am a Rebel sympathizer, a High Royal Captain
from the Battle of Naboo. Unfortunately, the Republic I
used to fight for is now an evil Empire. Being in the good
graces of the Emperor has its perks: money, esteem, powerÖ
and a one-way ticket to double-agentís ville. Being on the
Rebel Allianceís side would be great, but I can help them
out much more by attacking the Imperials from the inside.
This history is intended for those who wish to infiltrate
the Empire as fighter pilots. It covers the difficult
decisions you must make to maintain your cover and inflict
maximum damage to the Empire. I will guide you through my
own missions, offering strategies that will keep you alive
and grow in rank and in the trust of higher-echelon
Like every other Tom, Dick, and Han, I had to start out in
the Empireís lowest position: Cadet. All those platinum
medals I earned wouldnít have meant a thing if I couldnít
prove myself within the Imperial Space Navy. I fought my
way into the Emperorís Secret Inner Circle, becoming the
Emperorís Reach. I eventually became a General,
accomplishing every primary, secondary, and secret goal
(which the Emperor had set forth). Iíve earned every flight
simulator medal, training medal, and meritorious
accomplishment award for winning battles available at the
The history below contains a history of the events
commencing with the Rebel defeat at Hoth, and ending just
before the Battle of Endor. The main battles involved
pirates, the Imperial traitor Admiral Harkov, and Admiral
Zaarin, who sought to usurp the Emperor. It also covers
Grand Admiral Thrawnís rise to power, and provides an
inside look at the Emperorís plot to trap the Rebel
Alliance at the Battle of Endor. The history shows why the
Empire lost the battle to achieve space superiority with
fighter craft. I also include a list of the names of every
ship involved in every battle, just in case one of these
ships later turns out to have a greater historical
After a brief summary of each battle and commentary on the
surrounding events will be a more detailed discussion of
winning strategies. These strategies will prove useful in
combating the remaining imperials, and in flight simulator
practice of the historical battles Iíve fought.
The history will be examined from the Imperialís point of
view. This will give us a better understanding of the
enemy, and equip us with the tools of education needed to
fight the war against Imperial ignorance. Iíve learned
through my battles that many Imperials arenít bad: they
think they are fighting for the same peace, freedom, and
order that we are. We can gain potential allies by clearing
up these misunderstandings spread by Imperial propaganda.
Included in the history is the explaining Iíve had to do in
front of the Allianceís war tribunals, intelligence agents,
and old friends. Gaining the trust of the Empire meant
killing members of the Alliance and foiling plots that had
the potential to topple the Emporer. But by doing so, I
weakened Imperial forces many times more, ultimately
forcing them into their own trap at Endor. I will show how
my seemingly treacherous acts were the most faithful things
I could have done in the service of the Alliance.
Basic TIE Fighter Chronology:
Historical Battles 1- 4 and the Steele Chronicles.
Battles 1- 4.
Historical Battle 5 debuts
Battles 5 and 6
Historical Battle 6 debuts
Historical Battle 7 debuts
Battle 1: The Aftermath of Hoth
Summary: This particular series of missions took place in
the Javin sector in the outer rim, as well as the Tungra
sector and the Bruanii sector. The battle consisted of
Rebel attempts to take over an Imperial base. This group of
Rebels was allied with the Mugaari pirates.
Until this battle, the Mugaari had been independent raiders
with a moderate influence in the Outer Rim. By joining the
Rebels, they became mercenaries for hire in addition to
their occupation of piracy.
Prior to this battle, Cygnus Spaceworks had released the
Escort Shuttle. This craft is a design modification of the
older Lambda Class Tyderian shuttles, made for use as a
military assault and heavily armed escort vehicle. The
Mugaari stole several shuttles, used a few of them briefly,
and soon sold the remainder to the Rebels.
Commentary: The Rebel attacks failed because of the massive
defeat at Hoth. This was not the right time to go on the
offensive; it was a time for retreat. Plus, this group of
Rebels allied themselves with pirates, could have betrayed
them as soon as they were paid to do so by the Empire. I
ended this uneasy alliance before the pirates could get to
know the Rebels closely enough to do some real damage.
During my training in the Navy, I had this message drilled
into my head: Imperials are the good guys. The following is
an expert from one of my orientation manuals:
ďAt the battle of Yavin Rebel terrorists [Even the most
sheltered, ignorant being has had some exposure to at least
one of the Empireís wrongdoings. No matter where you went,
there were always rumors that the Rebels were the good
guys. Despite this, if you hear it enough times, even if
you know itís false, you start to believe it. Compound this
by multiple missions where youíre given bad intelligence as
to the motives of the Rebels, and it makes a pretty
compelling case against usÖ unless youíre given the truth
as well] aided by spies [Admiral Ackbar, former slave of
the late Grand Moff Tarkin] and traitors within the Empire
[By Imperial definition, anyone who disagrees with you]
struck a cowardly blow [Of the dozens of X-Wings and Y-
Wings involved in the assault, less than five made it out
alive. They knew going into the assault what the chances of
survival were, and they did it anyway. No matter which side
you fight on, going to war ainít for chickens. Or those
things Jabba flicks off the railing in the Phantom Menace.]
at the new symbol of Imperial power. The Death Star! [Which
also had the power to blow up peaceful planets like
Alderaan. Iíd call it more of a symbol of Imperial misuse
ďDarth Vader brought swift justice to the rebels by
destroying their main base on Hoth. The pitiful remnants of
the Alliance [Endor is one of our greatest victories. It
shows we were down but not out.] have now scattered to the
ďIn the days ahead, the Emperor will call upon the Imperial
Navy to eradicate the last vestiges of rebellion and
restore law and order in the galaxy! [Iíll keep this as
short as possible. The Emperor was an evil Sith bent on
oppressing freedom and killing anyone who opposed his
Battle 1 Mission 1: Patrol Jump Point D-34
Summary: A routine deep-space inspection near base XQ1 D-34
turned into a Rebel offensive. Rebel refugees from Hoth
were found aboard a Mugaari pirate transport, captured, and
interrogated. This led to the discovery of another group of
Rebel refugees. The attack on the second Rebel group would
take place in B1M3. The interrogation also revealed that
the Rebels had been planning to destroy the station prior
to this mission.
Commentary: The first mission is always the hardest, and
this one sure was. During a routine inspection mission at a
deep space based platform, a freighter was found containing
Rebel refugees from Hoth. They were captured and
interrogated, but not before ten Rebel fighters were lost
trying to rescue it. Again, the problem was that they
attacked at all. Friendships are important, but more
Alliance members can be saved if this loss had been written
The location of a group of more Rebel refugees was revealed
during the interrogation. I didnít like having to destroy
ten Rebel ships and their crew, but it was the first step
to gaining the confidence of the Emperor. If I couldnít
complete my first mission, there was no way I could have
made the tough decisions of later missions.
From the Imperial POV, this was a matter of war against
terrorist aggressors, and of defending an Imperial base
Ship List: Platform XQ1 D-34, B-18, B-16, Glich; groups:
Dayta, Yander, Taloos, Onece, Tough, Roe, Escro.
Strategy: The way to beat this is to fly straight by Dayta
1,2 at maximum speed, with laser power redirected to
engines. [I hit ďTĒ fast so that I would inspect both.]
Inspect them. Freighter group Onece will be arranged in a
V-formation. Onece 3 contains Rebels. Save it for last,
inspect the others first. When shuttle group Roe comes in,
go straight towards them. (Tip #1: Keep a bogie coming
towards you at the edge of your left radar. So long as he
stays there, he canít shoot you.) (Tip #2: Match speed or
reduce speed to zero for slow-moving targets.) Apply Tips 1
and 2 to the shuttles. Then destroy group Escro. After
theyíre destroyed, head over to whoever is closest to you
of Yander and Taloos. Destroy Glich [Tie Fighter has many
easter eggs in it, but they all come in the form of hidden
names. Glich might be the first one: glitch, as in a
computer bug] as soon as he comes in. Glich is your first
priority. Now for the hard part: Escort Shuttle group Tough
will come in soon after you destroy Escro. While they
number only three, they have three lasers on the front, and
a rear-firing laser on the back that is very difficult to
avoid. Also, youíre in a tie fighter, so it only takes
about three shots to bring you down. Re-direct power to
engines, and go back to the base. Hide behind it. (Tip #3:
Use a large battleship, cruiser, or station to destroy
fighters for you by making fighters shoot at it. The
battleship will react in self-defense, shooting at an
attacking ship whether or not it is a friendly. To
accomplish this, switch to the outside camera, fly toward
the battleship, and by dodging your attackerís shots, force
him to hit the battleship). [In the game, Escort shuttles
react like a battleship when attacked, meaning theyíll
destroy each other if one accidentally shoots the other. I
got lucky when this happened, and only narrowly beat the
mission. This mission took me weeks to beat, but my brother
beat it in a few tries by being bold about attacking the
Escort shuttles. He didnít attack them head-on though. ] If
all goes well, you can finish off the weakened shuttles.
Fly home to the base.
Battle 1 Mission 2: Red Alert
Summary: The Imperials stepped up security in anticipation
of the impending Rebel attack. During the Rebel assault,
ISD Hammer arrived as a relief force. Rebel officers who
had stolen an Imperial shuttle during their escape from
Hoth were captured during the attack.
It was during this mission that I first met a special envoy
of the Emperor. He would give me my secondary mission goals
that had been defined by the Emperor. He and the XO
survived until the end of my time with the Empire. I don't
know what happened to them, but since we haven't heard from
them since, I assume that they died in the Battle of Endor.
I don't know much about that mysterious cloaked figure, not
even his name. I do know that he was an upper-echelon
member of the Emperor's secret inner circle, because he
administered the promotion ceremonies. He also had Force
powers, including the ability to use Force lightning to do
Ship List: XQ1 D-34, Hammer, Scutz, , Flanken, B-16, B-17,
B-18, B-19; groups: Petdur, Laire, Derk, Ubote. [EE: Ubote
= U-Boat, as in Underwater Boat. Think WWII.]
Battle 1 Mission 3: Counter-Attack
Summary: The Mugaariís inbound hyperjump was traced back to
a cargo loading waypoint in the Tungra sector. During a
weapons transfer between the Rebels and the Mugaari, the
Imperials attacked, destroying all cargo ships, shuttles,
and fighters present.
During the mission, a group of Rebels not present at the
loading were alerted that the Imperials were occupied with
the attack on the loading area. Reasoning that the base
would be left defenseless, the Rebels captured the base
with the help of the Mugaari. They began raiding the base's
arms and equipment.
The timing of the Rebel's attack on the base was perfect.
The only way the Rebels could have known that the Imperials
were had left the base unguarded would be if the Rebels had
been informed by an upper-level Imperial officer. This leak
contributed to the Emperor's later suspicions that Admiral
Harkov was a secret ally of the Rebels.
Commentary: At this time, the Mugaari had mostly old star
Ship List: Hammer, Fogger, Gallon, Romold, Kann, Wess,
Prince, Queen, Thor (see also H7M4; not related), Dawn,
Destion, Xesre [EE: Xerxes?], Dunns.
Battle 1 Mission 4: Outpost D-34 Has Fallen
Summary: The Imperials learned that the base in the Javin
sector had fallen to the Rebels and Mugaari, and recaptured
the base. Some of the Rebel raiders were destroyed as well.
Commentary: We know later on that Harkov was responsible
for the leak of intelligence in B1M3. But why would he
allow an Imperial base to fall into Rebel hands? It could
have been a gift of good faith to the Rebels, or he may
have sold the information to them for money. Either way,
Harkov showed that he did not have the best interests of
the Empire in mind.
This attack saw the Escort Shuttles used in Rebel hands for
the first time.
[The Rebel attack that was never seen would make a good mod
mission, played as a Rebel.]
Ship List: XQ1 D-34, Fogger, Hammer, Gopher, B-16, B-17, B-
18, B-19; groups: Claf [EE: Gopher = Go for = Go for this,
go for that. It's a transport, remember?]
Battle 1 Mission 5: Attack Rebel Lt Cruiser
Summary: The Imperials found the cruiser that the attack
was launched from in the Bruanii sector. This mission
stripped the cruiser of its star fighter defenses.
Imperial probes, stolen from D-34, were found at the sight,
providing the single greatest piece of evidence that an
Imperial traitor was selling goods to the Rebels. This was
further supported when the second wave of Imperials
destroyed the evidence.
Admiral Harkov was later revealed to be the traitor in
B5M1. The traitorous second wave had been under his
The Imperials probably found the Rebelís hideout through
the captured CORT Gopher.
Youíll notice that even though the probe containers are
destroyed in this mission, in B1M6 there are three more
identical containers with the same contents. In B1M6, there
is a minefield, even though two of the minelayers were
destroyed in this mission. Harkov explains both of these
discrepancies. He didnít want this mission to succeed, and
he knew where the cruiser was from supplying them
previously. So he equipped the Rebels in between the two
missions with more mines and replaced the supplies.
Ship List: Lulsla, Container C group C440, Modd, Leven.
Strategy: [Before I get into strategy, let me state that
this mission took me two and a half months to beat. The
main reason for this applies to the other extremely hard
missions: lack of realism. If this had been a real battle,
I would have had more control during the pre-mission
preparation. I would have had the opportunity to teach my
fellow wingmen how to dogfight, and given them specific
instructions on what not to do. I would have given some
wingmen heavy rockets, and some advanced missiles. If it
were real, I would have been able to tell the
reinforcements to be a positive presence, despite not being
under my control.]
Do not, at any point in this mission, let any weapons fire
hit the Lulsla. If it does, give up. A virtually endless
supply of A-Wings and X-Wings will come from the Lulsla,
and the Lulsla will attack you with missiles. This includes
you, your wingmen (thatís why you have to kill Mu 1 and 2),
and enemy fighters. Later on, youíll be luring your
attackers away from the Lulsla to prevent this.
Runners: a fighter that has lost his shields, and usually
taken heavy hull damage, who then proceeds to hyperspace
out, or run for his home shipís hanger. I canít blame them,
because itís what I would do. Wedge Antilles ran when he
ran out of proton torpedoes, and look at how he turned out.
(Tip #4: Spotting runners- look for a ship who isnít
fighting, who is heading in a straight line, who has taken
heavy damage, and is going slower than normal. The long way
to spot them is to use your map: any runner will have a
line going clean off the map. If a mission has a moderate
occurrence of runners, cycle really fast through your
targets, looking for yellow in the shield and hull
percentages. [This is easier in the DOS version, where you
can cycle through targets by holding ďtĒ or ďyĒ down.] The
best way to confirm it is to use the ďzĒ key to view the
description of their current and intended activities. But
donít use this as your first option. It blocks out your
flight view while the mission keeps going, leaving you
There will be plenty of opportunity for runners in this
mission. Keep a wary eye out for them.
Immediately go to full throttle. Switch to heavy rockets.
Fire one missile each at Mu 1 and Mu 2 without waiting for
a lock. Put all power to engines. Divert all power from
lasers into shields using the /í/ key (the apostrophe).
Target Modd, the first transport that comes out. Fire as
soon as you get a lock. On your way over to where the next
transport, Leven, will be less than 20 seconds from now,
youíll probably pass by the B-Wings. Wait until youíre less
than 2 klicks away to fire. It may lay a mine before you
destroy it, so charge up shields and lasers, and destroy
the mine (If you were too slow or inaccurate). Youíll be
under fire from the B-Wings at this point. While dodging
the B-Wings, inspect the cargo containers. Start attacking
the B-Wings with heavy rockets (when you get near point
blank range), and lasers (when theyíre within laser range).
Donít use ion cannons. If they get disabled, youíll
probably run in to them. Dumb-fire your rockets when they
get close enough. Tell your wingman to help you destroy
fighters. Youíll soon get your shields recharged
completely, so you can turn them to normal recharge rate
when they do. This is the time when youíre most likely to
get runners. Attack the X-Wings next, using lasers. Attack
the A-Wings using ion cannons. Tell all Imperials to leave
at least one of them alone. After youíve disabled all of
them, recharge completely (youíll hear me use this often.
It means you must have your shields completely green, where
you canít divert any more power into shields. Your lasers
should also be completely charged). Allow your remaining
wing mate(s) to recharge completely as well. Destroy all
but one of the A-Wings with lasers. Leave the one closest
to a point about 2 klicks from the Lulsla. Fly to a point
on the hanger side of the Lulsla about 1.5 klicks away, and
orient yourself so that you are parallel to the Lulsla. Get
ready for the hard part. Destroy the last A-Wing. Start
firing with lasers at the X-Wings as soon as they come out.
Follow them out to about 2 klicks from the Lulsla, and
remember to avoid putting the X-Wings into a position where
they could accidentally fire at the Lulsla. Alternate
between targets, not letting any one get a lock on you.
Constantly hit either ďeĒ or ďrĒ. I kept my laser recharge
rate at max, and my shield recharge rate at partway. After
youíve disabled every X-Wing, start destroying them with
lasers or rockets. Use the same criterion in picking out
which one youíll destroy last as you did with the A-Wings.
Make sure youíre completely recharged after every round.
After four rounds of five X-Wings each, youíll get the
ďsecret mission objectives completeĒ message. Hyperspace
out. [My brother completed this mission on Hard, along with
all of the bonus and secondary goals. He did it in less
than 90 minutes of trying, and didnít kill off Mu 1 and 2.
I still donít know how he did it.]
Battle 1 Mission 6: Destroy the Lulsla
Summary: The cruiser, its remaining defenses and supplies,
and fleeing crew were destroyed in the second phase of the
attack. Several commanders were captured while fleeing.
The destruction of the last of the forces involved in the
post-Hoth offensive signaled the end of this battle. The
Rebels changed their offensive tactics to brief raids
Commentary: The fleeing crew would have brought
reinforcements. It wasnít great that they were destroyed,
but I was still gaining the trust of the Emperor at this
Ship List: Lulsla, Zack, Charity; groups: Container C group
C440, Starway, Gargon, Derris, MX-B, MX-C, MX-D, MX-E, MX-
F, RQ-A, RQ-B, RQ-C, RQ-D, RQ-E, RQ-F, RQ-G. [E.E.: I think
a Gorgon is a mythical Greek monster.]
Battle Two: The Sepan Civil War
Summary: The Imperials ended a prolonged civil war between
the Dimok and the Riboblus in the Sepan system near the
outer rim. After the Empire helped each side counter acts
of aggression from the other, the forces attempted to forge
a peace treaty without the supervision of the Empire. As a
result, the Empire destroyed the joint forces of both, and
seized power in the region.
Battle Two Mission One: Respond to S.O.S.
Summary: The Imperials began efforts to eliminate acts of
aggression from both sides to quell the civil war. The
Imperials received a distress signal from a Riboblus under
attack from Dimok raiders. The Empire drove off the Dimok.
The Dimok reported their leaders, who then realized the
Empire sought to end the war.
Commentary: The Dimok and Riboblus were guilty of
committing atrocities against the other. The Imperials
intervened at a time when the Sepan Civil War threatened to
break out into full fury, spilling over into neighboring
This is one battle Iím glad the Empire fought. They brought
some semblance of order to a region involved in a bloody
war. It saved the Alliance from having to spare the
resources to settle this conflict.
The Dimok fleet of battleships was small, consisting mainly
of small to medium warships. Many were converted
Admiral Harkovís poor performance had caught the Emperorís
suspicions before this war even started. B1M4 was an
example of leaked intelligence that Harkov may have been
responsible for. Suspicions of Harkov supplying both sides
were fueled by the revelation of Imperial supplies in
Ship List: Falaricae, Delphine, Falx, Mangonel; groups:
Battle Two Mission Two: Intercept Attack
Summary: The Riboblus staged a reprisal attack on a Dimok
research facility. The Imperials drove off the attack,
proving that they favored neither side in the war.
Commentary: To their credit, the research facility was
actually a secret Dimok weapons lab, but the Empire still
sought to end aggression.
Youíll notice that shuttle Toten, which will later appear
in B5M1, also appears in this mission.
[E.E.: Atawar = at war? ĎAt a war = that a war = thatís a
war = that is a war = way to go, war?]
[E.E.: Malat = Mallet]
Ship List: Toten, Dromon, XQ1 Youst, Selander, Tug CUV/L
11f5, Sword, Pike, Galliot, Retec, Atawar, Musket, Halberd,
Pilum, Nipasa, Sapre, Malat; groups: C Lab Module
Battle Two Mission Three: Rescue War Refugees
Summary: A Group of Riboblus refugees tried to flee the
Civil War, but the government of the Riboblus sought to
destroy them rather than let them escape. The refugees
found a safe Haven aboard Star Destroyer Protector. The
Dimok joined into the fray, attacking all sides.
Commentary: System Patrol Craft Glas had no hyperdrive
engine. Glas was accompanied by a couple of shuttles. Glas
docked with the Protector, transferred the passengers, and
was fitted with decoys. All of them made it alive. The
abandoned Glas was later destroyed.
The refugees were mainly scientists weary from the misuse
of their technology by the Riboblus. Iím guessing that
several of them were from the weapons lab from B2M2.
Ship List: The Protector, Glas, P-87, B-145; groups: Typhon
[E.E.: Typhoon], Nazaar, Able, and Baker
Battle 2 Mission 4: Capture Enemies
Summary: This mission took place near Sepan 8. The Dimok
and Riboblus put aside their differences and joined forces
against the Empire. The Dimok and Riboblus attempted to
formalize the peace by forging a treaty.
To ensure that neither side would betray the other, each
exchanged the children of their own leaders. The Imperials
captured both craft, ensuring their safety; however, this
act by the Imperials was enough to solidify the Dimok and
Riboblus unification against the Empire.
With the increased power of two combined enemies, the
Empire needed significant reinforcements to pacify the
More evidence was found in the possession of the joint
forces showing that Imperial supplies were being illegally
Ship List: Kedon, Phantele, Glaive, Runka, Godenday,
Falarcie, Manus Ferre, Shemsher, Moran; groups: Adam,
Baker, Charlie, Arabu, Berono, Calitana, Degio
Commentary: Nebulon B Frigate Shemsher was destroyed during
this mission; by the next one, the Riboblus had renamed a
Nebulon B-2 Frigate ďShemsherĒ to replace it.
The Manus Ferre was the Dimok flagship at the time.
Imperial Intel had intercepted the communications regarding
the meeting. The Emperor suspected that the Dimok and
Riboblus were getting Imperial weapons because the Sepans
did not have sufficient supplies manufacturing
capabilities- they needed to have an outside source.
The reason why the Dimok and Riboblus joined forces was
probably because neither liked the fact that the Empire was
more powerful than either of them.
Battle Two Mission Five: Guard Resupply
Summary: The Dimok and Riboblus put aside their differences
to fight a common enemy- the Empire. An Imperial
fortification of newly developed TIE Advanced fighters to
the Sepan region coupled with destruction of the majority
of Riboblus-Dimok joint forces resulted in the end of the
Sepan Civil War. This took place near Gerbuad 3. The
Imperials took direct possession of the government and
Commentary: The primary purpose of this mission was to
replace the Interceptors and TIE fighters that had been
lost in previous battles with TIE advanced fighters. In
addition to gaining the edge by sheer number of fighters,
the threat of a highly developed superiority fighter proved
too much of a deterrent to maintain a war with the Empire.
The Dimok-Riboblus joint forces staged a desperate last-
ditch attack to stop the Empireís aggression in the system.
The Imperials were alerted to the attack that took place on
the rendezvous through stationary space probes. These
probes picked up the plan from communications traffic. I
think you can see these same probes when you enter the
By the Dimok and Riboblus sat aside their differences to
fight the true enemy it was too late. The dark horse of the
already united Empire destroyed their forces, and seized
When shuttle Omulaut was inspected, a Rebel envoy was
onboard. This greatly contributed to the growing suspicions
of Admiral Harkovís waning loyalty, in addition to Harkovís
chronically missing Imperial supplies turning up in Rebel
hands. Initially, Harkov had been selling Imperial supplies
to the highest bidder, but he later gave himself wholly
over to the Rebels.
After this mission, the TIE advanced fighter was put into
service for the Empire.
[This is the single hardest mission in the game. It took me
about 2 or three months of exhausting every imaginable
strategy before I realized that the developers didnít beta
test this mission on Hard, with the intent to get all the
goals. In fact this mission is impossible to beat on
Medium. It isnít so much a matter of difficulty as it is a
lack of realism. In virtually every aspect of the mission,
there is an element that could be made easier through
simple communication orders, craft choice, weapons choice,
timing, and flight physics. The final element that makes
this mission unbeatable on Hard is that the Shemsher
hyperspaces out as soon as the escort shuttles are
destroyed. Be encouraged though, because you can still
achieve all of the bonus goals on Easy, with a lot of
strategy. The one I list is by no means the only way to get
it done. After months of varying my attempts, I
consistently got to the Shemsher with all other goals
complete, using vastly different strategies.]
Ship List: the Protector, Tropsobor, Ben Het, Long Tan,
Suoi Tre, Can Guoic, Omulaut, IDSNB G1 and G2 (probes);
groups: Abo, Bordok, Chubb, Elba, Fuzzum, Givin, Killam,
Larkma, Raven, Seakyte.
Immediately go to full power and request reinforcements.
Destroy the Protectorís laser gun on the right side of the
conning tower, and then destroy the one on the top of the
bridge. (You are reducing the Protectors firepower in order
to give the escort shuttles more time. Youíll need all the
time you can get to destroy the Shemsher.) Divert power to
engines. Plot an intercept course to the Ben Het before
itís even there- you want it to hyperspace in so that
youíre right on top of its hanger bay, fully charged and
ready to take out Z-95s. Save the Tropsobor to F5, Ben Het
to F6, and Long Tan to F7. Destroy as many Z-95s as you
can, but stay close enough to destroy Killam 1 when he
comes out. Tell your wingmen to attack Y-Wing Bordock, but
when they get close, tell them to wait for further orders
(They wonít be able to do much damage, and they will get
themselves killed in the process. But you want them to be
out there to help you take them down eventually). Try to
take out any Z-95s close to the Ben Het, and stay around
there until the TIE bombers get within laser range. After
the first few laser hits contact the Ben Het, start
destroying its laser guns and laser turrets. After the
first round of TIE bombers are destroyed, break off your
attack. There might be some Z-95s close by that you can
take down. Whenever the TIE advanced fighters are
threatened, tell your wingmen to attack their attacker. You
may have to go help out if it looks like one is taking a
lot of damage. After your hit-and-run efforts have stripped
Ben Het of its defenses, start shooting it yourself. Lasers
that are charged up to overcharge supposedly do more damage
and have greater range (though Iíve never seen convincing
proof of this), so when you start to go to the darker
green, wait for them to fully recharge. After Ben Het is
destroyed, go get the Y-Wings off of the Tropsobor, and get
your wingmen to help you. After all of Y-Wing groups
Bordock, Chubb, Givin, and Larkma have been destroyed, go
to the Long Tan. Tell your wingmen to wait further away
from it, at least 2 klicks, so theyíll be safe from laser
fire. (Tip #6: Blind Spots. Most battle cruisers and
corvettes have a blind spot where you are relatively safe
from weapons fire. From here, you can completely destroy
even the biggest and toughest of battleships. Sometimes
youíll have to destroy one or more guns before you can use
it. The spots are usually towards the back, by the engines,
and any lasers will be blocked by the shipís hull.) The
blind spot for a modified corvette is .13 km behind the
engines. Match its speed. Get its shields down to 4%,
recharging as needed. Youíll want to be near the right side
of the engine banks. When you put the next few shots in,
Get ready to go back and forth between full throttle, and
matching its speed, still firing. Slow down when it is
destroyed, but donít break off until it is vaporized. You
may not have to worry about doing this though. Sometimes it
is destroyed by the bombers or by the gunboats. The two
cargo ferries should come in soon. Get over to them as fast
as possible. The blind spot on cargo ferries must be
reached by destroying one of the wing guns, and then
staying underneath it, and to the side. Destroy both. As as
Omulaut hyperspaces in, finish up whatever it is you are
doing, divert everything to engines, plot an intercept
course, and then inspect it. You, the Imperials, Harkov,
and the Rebels will benefit from the Rebel onvoy onboard
When Shemsher comes in, tell your wingmen to attack it, but
before they get within laser range, tell them to wait for
further instructions. Escort Shuttle group Raven will exit
from hyperspace a few seconds after the Shemsher. Allow the
Assault Gunboats and TIE interceptors to get closer to
Raven, but donít allow them to attack (You want them to be
closer to the Shemsher.). You should be close to the
Shemsher, approaching it head on. The TIE bombers will be
the only ones attacking the Shemsher, using their
torpedoes. Slow down to zero and fully recharge about 2
klicks away. Set lasers to single fire. The Shemsher is a
very fast ship, and it may pass you up. Stay with it to the
side if it does.
Any time one of them starts heading back to the Protector,
finish them off. Once the last of the three bombers is
weakened partially destroy him.Youíll get a fresh wave of
bombers if all of them die. Check from time to time that
they arenít attacking the Escort Shuttles.
Once theyíve fired their first laser shots at the Shemsher
and the Shemsher fires back, tell your wingmen to attack
the Shemsher. You must shoot off all of the Shemsherís
weapons, except for the missile launcher. Your main goal is
to keep yourself and the bombers alive, so the destruction
pattern can vary. Once you start shooting a turret, try to
completely destroy it. Your recharge rate should be set to
maximum. They take 12 to 14 shots. Keep your speed pretty
slow, probably less than one third. Running into it will
kill you. Chances are good that your wingmen will be killed
shortly after beginning their attack. When a fresh wave of
TIEs comes in, tell them to wait for further instructions.
Depending on the timing of all of this, youíll either be
about 1km away from the nose, or slightly to the side. The
front position is better, because the nose and ventral guns
are harder to shoot off.
If you are at the front, shoot off these two cannons, go
along the back of the Shemsher, and shoot off its rear gun.
If you are on the starboard side of the Shemsher (Avoid
going to its port side. It doesnít pose an immediate threat
to the bombers.), then take out the wingtip cannons,
starboard turret, and dorsal turret. On your next pass,
shoot off the guns that are on the right wing tip, the left
underside wing tip, and the right wing turret. Then shoot
off the dorsal turret, left upper side gun, and port
Now begin taking down its shields. You should have a full
charge at all times. If you go to dark green, wait until
youíve fully recharged to begin your attack again. Stay
behind the Shemsher, not focusing on destroying any one
part; your top priority is to youíre your laser shots hit
some point on the hull. Around this time, the last of the
Escort Shuttles will be destroyed [when I played it on
Easy, the last of Seakyte was destroyed after the Shemsher
was destroyed, however.]. When this happens, tell everyone
to commence his attack (Shift + G). The Shemsher will make
a run for it. He hyperspaces out when the ďZĒ information
says he is 13 seconds away. If it starts getting near this,
donít worry about keeping your lasers charged up- empty
everything you have into him. Donít stop shooting until he
blows to smithereens. [E.E.: Dimok = Democrat, Riboblus =
Battle 3: Battle on the Frontier
Summary: This battle took place in the Pakuuni system in
the Outer Rim, near the planet Argoon, planet Pakuuni, and
Arecka. It followed Vice Admiral Thrawnís efforts to
establish an outpost from nothing. Resident Pakuuni pirates
were replaced by the Imperials as the dominant power.
The Pakuuni pirates were receiving backing from the Rebels.
Commentary: This was my favorite battle, mostly because
Thrawn was in it, and thus was easy.
Battle 3 Mission 1: Load Base Equipment
Summary: Thrawn began by transferring supplies from an
outpost near Argoon. Prior to Thrawn's arrival in the
Stalwart, the outpost learned of an impending Rebel attack.
The base was abandoned, and the Rebels attacked when Thrawn
The Rebels were defeated and Thrawn left with the supplies.
Ship List: Stalwart, Vanguard, Beecon, Dragon, Viper,
Splinter, Scouter; groups: THX-1136A, THX-1137D, THX-1138B,
THX-1139D, THX-1140D, and Mule (also seen in H5M2).
[E.E.: Arecka = A wreck; THX-1138B = THX-1138; this was the
name of George Lucasís first movie. Mule = a mule is a pack
animal, a transport. This ship is a transporter. Beecon =
Battle 3 Mission 2: Destroy Pirate Outpost
Summary: Near the planet Pakuuni, M/FRG Ludwick destroyed a
Pakuuni pirate station and its fleet to neutralize the
pirates's influence in the sector. Rebel advisors to the
pirates were captured. Thrawn was not present.
Commentary: Once again, the Imperials got some dirty work
done for us. The Imperials restored order to an area rife
with smugglers and pirates, who had preyed upon innocent
The Rebel advisors had it coming. Consorting with pirates
isn't good business.
Ship List: Sonia, Ludwick, Tiger (see also B8M2 and B5M2
(no relation); this is an ATR), Leach, Clavier, Grapler;
groups: DLC11A, CRM908A, CG-78, and Jiggs.
Battle 3 Mission 3: Hold Position
Summary: M/FRG Ludwick defended the area until the base
parts convoy, the relief forces, and Thrawn arrived. The
Pakuuni and Rebels were defeated in their joint attack.
Thrawn left in the Stalwart to get more supplies.
Ship List: Ludwick, Stalwart, Huntress; groups: Bakkun,
Anta, Amber, Horvus, Gorfan, Ravn, Escape
[E.E.: Ravn = Raven]
Battle 3 Mission 4: Guard Space Station NL-1
Summary: NL-1 was constructed near planet Arecka and was
mostly functional, but its shields were not fully
operational. The Rebel-Pakuuni joint forces attacked the
station, but were defeated. Thrawn arrived again partway
through the mission. The station survived. Thrawn left
High-ranking Rebel officers were captured fleeing an
attacking Rebel M/FRG. They provided information on their
future plans in the sector.
Ship List: NL-1, Ludwick, Stalwart, Baruu, Hord, SI-78, SI-
79, DI-49, Soonya; groups: Del, Layter, Moori, Runeer, and
[E.E.: Soonya and Layter = Sooner and Later; Soryi = Sorry;
Maaser = Master Ė it only appears when you play it on Hard;
Hord = Hoard, it is a tool used to collect things; Baruu =
Borrow; Del = Dell computers?]
Battle 3 Mission 5: Thrawn Inspects NL-1
Summary: Thrawn arrived again. Thrawn formally inspected
the station. His shuttle was defended from a Rebel-Pakuuni
This mission marked the debut of advanced concussion
missiles. These missiles were smarter, faster, and stronger
than their predecessors.
Ship List: NL-1, Ludwick, Stalwart, Reef, Resupply; groups:
Gamer, Bliss, Noway.
[E.E: Noway = No way = they are difficult to defeat]
Commentary: Even with the Rebels captured from two seperate
missions, the Imperials still didn't know that this attack
was going to happen. I guess the Rebels didn't crack.
I received this briefing from the XO: "Almost all of our
TIE Fighters and Interceptors are out of service undergoing
maintenance repairs at this time. We have no choice but to
use the TIE Bomber in a defensive role, something it was
not designed to do. " Thrawn was either a mad man or a
brilliant man to inspect the station under these
conditions. He was correct in assuming that with one of the
best pilots in the galaxy guarding him, he wouldn't be in
any real danger.
Thrawn bestowed me the honor of guarding his shuttle.
Battle 3 Mission 6: Wait for Relief Forces
Summary: NL-1 was completed. The resident Rebels had been
stripped of their medium-sized capital ships. The Rebels
had captured several Imperial assault craft and transports.
Thrawn left, escorted two System Patrol Craft back, and
The Pakuuni-Rebel forces attacked. Thrawn arrived with the
last of the stationís fleet and supplies late in the
mission. The last of the Pakuuni-Rebel forces were
defeated, establishing a permanent Imperial stronghold in
the Pakuuni sector.
Rebel officers were captured.
Ship List: Luft, Clue, Shark (see also H5M2; no relation),
NL-1, Ludwick, Stalwart, Gaarni, Clipper; groups: Ranger,
Sivaa, Taxel, Thunder (see also H6M2; not related),
Electra, and Rover
Commentary: Thrawn would go into hiding in the Unknown
Regions after the Battle of Endor. I suspect that he used
many of the same techniques used for establishing Imperial
control as he did here, but he had less supplies to work
This was the Rebelís last stand. They were desperate.
Battle 4: Conflict at Mylock IV
The Imperials battled pirates in the Outer Rim. The Habeen
and Nharwaak pirates had a group of scientists that had
developed hyperdrive technology for small starfighters. The
Habeen were pro-Empire, but the Nharwaak were pro-Rebel. In
exchange for being allowed into the Empire, the Habeen
would give the Imperials the hyperdrive technology.
The Habeen were safely accepted into the Empire, the
Nharwaak were destroyed, and the Imperials gained the
Battle 4 Mission 1: Escort Convoy
Summary: This mission was the evaluation of the piratesí
hyperdrive technology by Admiral Zaarin.
The Nharwaak ambushed the transfer of the fighters from the
Habeen to the Shamus, but were defeated.
Admiral Zaarin was a research scientist who would later
produce the TIE Advanced and TIE defender. He would also
commit mutiny later.
Commentary: This marks the first appearance of Admiral
I canít think of how more powerful Imperial ships would
help the Rebellion, so Iíll put this in the ďtrying to keep
my coverĒ category. Any time a technological development
happens, both sides will eventually gain control of the
Ship List: Shamus, Nihema; groups: Verack, Stimner, Striker
Y-Wings (see H1M4), Charger
[E.E. Nihema = Nehemiah?]
Battle 4 Mission 2: Attack the Nharwaak
Summary: Negotiations with the Nharwaak failed, so their
main base and technology was destroyed.
Commentary: The Rebels were supplying the Nharwaak with
older star fighters.
Shotgun made a previous appearance in H4M3. Because this is
a group of CRVs instead of a single one, they probably
arenít related. However, maybe Shotgun was formerly an
Imperial group, and the pirates hijacked most of them, so
now the three are separated from the last one. I doubt it
Ship List: Shamus, Junker, Hume, Workshop, Repo, Petor,
Shotgun, Sunbird; groups: Pamir.
Battle 4 Mission 3: Defend Tech Center
Summary: The main Habeen base was attacked and destroyed by
the remnant Nharwaak in reprisal for the Imperial raid. The
Imperials arrived during the attack, drove off the
Nharwaak, and the Habeen personnel escaped completely. All
of the vital equipment and technology was saved.
Commentary: Donít go on the offensive against the Empire
unless you know you can win. The Nharwaak actually stood a
good chance though, and it would have been a good thing if
they had been able to destroy the technology.
Ship List: Shamus, Phoenix, Notz, Phalanx, Runner, Doyle,
Sgidek; groups: CN/A Order, Baker.
Battle 4 Mission 4: Diplomatic Meeting
Summary: The Habeen formalized relations with the Empire in
a final contract signing. The Nharwaak made a last ditch
attack that failed. Immediately afterwards, the Habeen
hyperdrive units were transferred to the Shamus.
Commentary: The Habeen threw in bonus experimental
technology in the transfer.
Trident is also the name of a Rebel cruiser in B4M3; the
two are not related.
Ship List: Shamus, Trident, Lendova, Fairfax, Nexus;
groups: Phazer, Star, Ram, Scarlet, TRN Ferry.
[E.E. Phazer as in Star Trek phaser?]
Battle 4 Mission 5: Rebel Arms Deal
Summary: The Nharwaak followed through on their threat to
sell their hyperdrive technology to the Rebels. Their
attempt to transfer the advanced equipment to the Rebels
was prevented. The Nharwaak were completely destroyed, and
the Rebels took heavy damages.
Commentary: The hyperdrive technology was a high priority
to the Rebels. They threw in a great amount of star
fighters, piloted by some of their best. Thus, it was a
huge loss to the Rebels.
After this battle, Admiral Zaarin showed Darth Vader the
first hyperdrive-capable TIE advanced fighters. Darth Vader
commissioned Zaarin to begin work on TIE Defender
prototypes, but these would not make their battlefield
debut until B6M1.
Glazer makes a prior appearance in H2M3, and played a
supporting role in it as well. The similarly named Glaser
is probably not related to it; Glaser is a Rebel craft.
Ship List: Shamus, Glazer, Janson, Xerxes, Coffey, Fonel,
and Tela; groups Flash, Vite, Strike
[E.E.: Coffey = Coffee; Tela = Tea; Glazer = Glazed donut;
Vite = Vitamin; Fonel = Funnel Cake]
Battle 5: Battle for Honor
Summary: Admiral Harkov openly defected to the side of the
Rebels. Harkov fled, but the Imperials found him, and
blockaded his supplies. Harkov departed his flagship
temporarily for the increased safety of a Rebel supply
station, and his fleet fled. The station and Harkov were
Harkovís rebellion segued into Admiral Zaarinís coup-de-
Battle 5 Mission 1: Mineclearing
Summary: Admiral Harkov set a trap to kill an Imperial
loyalist before defecting to the Rebels. Under the guise of
a mineclearing operation, the pilot was to be destroyed by
his own wingmen. The pilot survived the attack, and
discovered Harkovís first officer en route to a Rebel
Cruiser. Harkov became a traitor of the Empire, marked by
the Emporer for interrogation and execution.
Commentary: The growing suspicions of the Emporer were
validated when Harkov attempted to kill me using standard
manuver 717 [You can see another example of this in ďWalk
the Path Thatís GivenĒ from Star Wars Tales #23]. Luckily,
since Harkov never does anything right, I was put in a TIE
Interceptor instead of a regular TIE. The cargo containers
provided more proof that Harkov was exchanging supplies
with the Rebels.
Youíll notice that shuttle Toten, which appears in M2M2,
also appears in this mission.
Ship List: The Protector, Osprey, Toten, and Margaret
Strategy: [I turned In-flight speech off for this mission.
Harkovís lame taunts get annoying fast. The hard part about
this mission is runners. Also, remember that the TIE
Advanced fighters use lasers, but not warheads. Theyíre
plenty deadly without warheads, anyway. I took only one hit
when I won this mission for the last time, and it was from
a stationary mine, not a TIE Advanced fighter. ]
Do not, at any point in the mission, let your laser fire
hit the Protector. Immediately request reinforcements. Use
single fire to take out the Interceptors in front of you,
right one first [I had to replay this part so many times
that I could take them out with six shots total, with 100%
accuracy.]. Set laser recharge to maximum. Go to full
throttle, and steer towards the Protectorís hanger bay. Go
to 1/3 throttle a couple times before you get there. Be
sure you are at full throttle before the fighters come out.
Link your lasers. Twist so that youíre level with the
Destroy the bombers quickly when they come out. After
theyíre all destroyed, Go back towards the Protector, using
your outside camera view to avoid the laser fire from the
avengers. Donít run into the Protector, but get really
close to it. Youíll be using Tip #3 for the next few
minutes. Be on constant lookout for runners, using Tip #4.
In this mission, this means checking your map every 20
seconds or so, and checking your messages for the word
ďhangerĒ. If you see it, restart. When a ship is getting
close to the Protector, switch to single fire, destroy it,
and then link your lasers again. The next wave of bombers
should exit within a few seconds. Destroy them completely.
Sometime during this destruction, shuttle Lambda will exit
the Protector. Fire about five salvos, but donít destroy it
until youíve inspected it.
Divert laser power to engines. Head over towards the Osprey
(You can save targets while in your map view. Switch to map
view, and save the Osprey to F5). Now is a likely time for
runners. The Osprey will fire on your attackers with lasers
and, more importantly, missiles. It is a friendly, so it
wonít fire at you.
On your way over, destroy Y-Wing group Red. This is the
easy part. (This is the key to getting all the secret bonus
goals.) Orbit around the Osprey (about .13km away), being
careful not to run into it. Use your outside camera view.
Keep the Osprey between you and your attackers. Watch for
runners. There will be 4 waves each of groups Alpha and
Gamma. X-Wing group Blue will probably be the last to be
destroyed. When the last of your attackers are destroyed,
breathe a big sigh of relief, confirm that they were all
destroyed, and then fully recharge.
Use your map view to target one of the corner mines. Set
your laser recharge rate to normal, and keep your lasers
linked. Keep moving as you destroy the mines, using the
outside camera view to avoid laser fire. Donít get caught
in the middle of them, or get close to the Protector. When
it gets too hot, run for the Osprey, recharge, and then
continue clearing the mines. After theyíre gone, inspect
the containers, and donít run into them. After youíve
inspected them all, destroy them. Check your goals, and fly
home to the Osprey.
Battle 5 Mission 2: Assault Gunboat Recon
Summary: The Imperials begin a search for the defecting
Admiral Harkov at Rebel supply depots. Harkov was found
during the reconnaissance when he arrived for supplies.
Darth Vader was notified of Harkovís location. By
inspecting the Rebel supplies, the Imperials knew what
supplies were critical to Harkov.
Commentary: After obliterating much of Harkovís fleet in a
defensive gesture, I finally got a chance to go on the
offensive. The last mission revealed Harkovís
misappropriations of Imperial supplies, and his plan to
defect to the Rebels. The Imperials split up, and found a
Rebel supply depot. Harkov arrived at a Rebel base to pick
up these supplies during the reconnaissance mission. Darth
Vader began his journey towards the location where Harkov
was last seen. He planned on interrogating and then
executing Harkov. The supplies, Rebel defensive screen, and
a portion of Harkovís fleet were destroyed.
Again, Harkov joining the Rebels could only be a
detrimental thing. He did enough damage to the Imperials
while he was on their side, and he would have betrayed the
Rebels as soon as it was personally beneficial.
This mission was a case example of how Rebel fleet
strategy: supply bases are hidden in deep space, relatively
secure from discovery. It is not necessary to heavily
defend them, as they are behind friendly lines. Therefore,
they have the leftovers of the Rebels: a few Z-95s. On the
off chance that a Rebel base is discovered, it usually
wipes out the base, its defensive screen, and any supplies.
This was a target rich environment.
However, due to Harkovís presence, there were B-Wings and
A-Wings present, in addition to his own fleet of TIE
Containers were inspected to determine what was critical
for Harkovís fleet.
Ship List: Cimigo, Protector, Platform XQ DS 5.
Strategy: Compared to the last mission, this one is easy.
[It takes a really long time to complete though. It took me
about an hour and a half of flying to beat it. This is also
easier with the DOS version, because ships are clearer to
see, and I think the AI is easier.] Choose advanced
missiles. As soon as you get out of hyperspace, go to your
map. Target Corellian Transport Cimigo. Immediately after
you close out of your map, divert all power to engines.
Switch to missiles. Link them. As soon as you get a lock,
fire three salvos. Plot an intercept course to Cimigo. On
your way there, switch to ion cannons and divert power from
shields into lasers using the ď;Ē key. Disable him, inspect
him, and then destroy him (You must inspect him to meet
your bonus goals). Start charging up lasers and shields
while you take out all the Z-95s. Fully recharge. Inspect
all the containers and the station. Request reinforcements.
Start destroying the containers. As soon as you get your
first layer of shields knocked out, fly away from the
station. (Tip #5: Use your outside view to avoid lasers by
hitting ďF3Ē, especially by looking backwards by using the
ď2Ē key. Be careful you donít run into anything, though.)
Fully recharge. Repeat the hit-and-run strategy until all
the containers are destroyed. Harkov will arrive soon. Take
out any remaining Z-95s and B-Wings, even if A-Wings have
already arrived. Your wing mates and reinforcements will
run as soon as Harkov arrives, so the next hour is going to
be pretty busy with some of the most fighter opposition
youíve faced so far. I ended up fending off one Z-95, three
B-Wings, six A-Wings, and six TIE Avengers. Thatís sixteen,
folks. The good thing is, youíre in a craft with shields,
for once, and remember battleship programming: if you hit
me, then Iíll hit back. With such dense fighter activity,
ships will hit each other, doing some of your job for you.
[When I played it, the TIE Avengers soon left the dogfight
and started patrolling for targets.] Destroy everyone with
lasers, unless you run out of energy. In that case, use ion
cannons to weaken fighters. You wonít want to disable
fighters, because you arenít going to be able to clean them
up later. Concentrate on one fighter group at a time: first
the Z-95s, then the B-Wings, and then the A-Wings. Try to
stay away from the station and the Protector. Keep moving,
using Tip #5 and charging up whenever your first layer of
shields is gone. When your shields are at least in yellow,
lower your shield recharge rate to normal, while keeping
your lasers on full charge. Go for the A-Wings; you have to
be moving fast to catch them. You can use missiles, but
save some for later for the Avengers. Once all of the A-
Wings are gone, the Avengers will come for you, probably
one at a time. If theyíre far enough out, you can dual-fire
your missiles. Donít waste time trying to get a lock after
youíre in a dogfight, though. They juke around so much that
youíre better off with lasers. After youíve destroyed the
first three, the remaining three will come for you. Do what
youíve been doing: keep away from the station, concentrate
on one fighter at a time, and keep moving. After youíve
destroyed the last one, the hardest part comes up: six new
TIE Advanced fighters. You have to destroy at least one, so
try to take one out with missiles at long range. I kept
alive by going towards the Protector, and having Harkov
weaken them for me. Pick the weakest one while avoiding
laser fire, and destroy him with lasers. The Protector
should have taken at least one hit from the Avengers. As
soon as you get the ďsecret mission objectives completeĒ
message, try to hyperspace out. I had some difficulty doing
this, because there were so many objects in the way.
Battle 5 Mission 3: Convoy Attack
Summary: An Imperial attack on an emergency supply convoy
en route to Harkov near a Rebel base. It gave the Imperials
the upper hand in the following mission.
Commentary: This mission insured that the following mission
would be a decisive victory, without more loss of life than
necessary. Without supplies, Harkovís forces would be
weakened. Like the previous two missions, many of Harkovís
fighters were destroyed, making the odds more even.
Ship List: The Protector, Platform XQ DS 5, group Karflo,
Modular Conveyor Group SoroSuub, group Morgath, group
Strategy: You'll be flying an Assault Gunboat. Choose
advanced missiles. You must inspect at least one of group
Karflo, SoroSuub, Sundog, Morgath 1 and Morgath 5. Destroy
everything after that.
You'll have to divert everything to engines in order to
make it over to Heavy Lifter AAA Tow in time [Easter Egg:
AAA is a car insurance group. Part of being a member means
that you get deals on tow truck services. A Heavy Lifter
tows stuff like a tow truck, and this one has ďtowĒ in the
name]. Divert what laser power you have at the start into
Go towards the Protector. Keep hitting "U" until Karflo
comes out of hyperspace. Target Karflo 3, and inspect it on
your way over. As soon as the A-Wings come out of
hyperspace, tell your wingmen to destroy the closest one.
As soon as that A-Wing is destroyed, tell them to destroy
the next A-Wing. Then tell each of them to head home;
theyíll get themselves killed, and donít have the skill
needed to destroy a fleeing A-Wing. Plus, youíll get a
Save HF AAA to F5. Switch to missiles, and link your
missiles. On your way over, target Alpha 1. When it gets
within 3.5km, head towards it. Donít bother getting a lock,
fire when youíve gotten about 4 beeps. Switch back to
single fire. Target AAA. After you get 5 beeps, fire.
Go towards the station, with all power still at your
engines. Do not hit the Protector, or Platform XQ DS 5. In
fact, donít fire energy weapons unless youíve got a good
chance of hitting a straight moving, target that is not
darting around, and is not between you and the station.
Keep your shields fully aft. Donít worry about runners.
Only one fighter each from groups Alpha, Beta, Delta, and
Gamma need to be destroyed. Once you get there, set shield
and laser recharge rate to maximum. Use Tip #3, donít run
into the station, constantly even out shields (That is,
unless an attacker has a missile lock on you. In that case,
switch shields to aft.), and constantly divert power to
engines. The station will hit you with lasers, but
infrequently. It will fire lasers and missiles at the TIE
Advanced fighters. Whenever a new batch of TIE advanced
fighters comes out, use your map to target one, get a lock,
and then fire two missiles. You might be able to get all
three if youíre lucky. Destroy HF A1 when it comes out just
like you did with AAA. Repeat this when A2 comes out.
Staying alive through the next few minutes is the hard
part. You canít continue your mission until every single
fighter is gone from the battlefield.
There is a good chance that Alpha and Gamma will be
destroyed, but Beta and Delta havenít come out yet. This is
usually because none of group Karflo has been destroyed, or
the Protector was never hit by a stray shot. In this case,
Karflo will probably be very near the station. It will
still take them about 15 minutes to hyperspace out. Fully
recharge, and destroy one of them with lasers. Beta should
However, the more likely scenario is that Beta and Delta
will come out while youíre still dodging Alpha and Gamma.
Continue to use the above strategies until every last
fighter is gone.
Once you are safe, inspect one of container group Pi,
destroy group Karflo, inspect one freighter from Sorosuub,
destroy group Sorosuub, inspect Morgath 1, destroy Morgath
1, inspect Morgath 5, destroy Morgath 5, inspect one
corvette from group Sundog, and then use Tip #6 to destroy
If you didnít get a secondary or secret mission objectives
complete message, check your goals list. It could be the
Protector was never attacked. If you did get the messages,
then you should hyperspace out.
Battle 5 Mission 4: Tactical Superiority
Summary: The last mission left Harkov stranded at the Rebel
supply station. The remaining TIE Advanced fighters were
destroyed to ease Harkov's capture. Harkov temporarily
abandoned his followers and sought refuge onboard the Rebel
supply base. The Protector temporarily left the area.
Commentary: The last three missions severely weakened
Harkov's forces by destroying his fighter support and
supply venue. This mission saw some of the first battles
where TIE Advanced fighters were used by both sides. After
the last two missions, the base made an attempt to increase
its defenses by setting up a minefield, and by using two
I think it was at this time that I was promoted to be the
Emperorís Hand. Apparently, Mara Jade wasnít the only one.
Who knows, there could be more of us out there somewhere.
Before Harkov left for the base, the Empire had been
planning to board the Protector to capture Harkov. By
moving to the base, he made the next mission easier for the
Ship List: the Protector, Platform XQ1 DS 5, group Wurger,
Toten; group Badger.
Strategy: Choose advanced torpedoes before you go in. Send
for reinforcements. Switch to warheads. Divert laser energy
to shields, and then divert power to engines. Head for the
cargo transports. Continue dodging fire and picking off
missiles before they hit you. Fire three warheads at each
transport. After they're destroyed, head for the Protector,
avoiding fire. Shuttle Toten will come out soon, carrying
Harkov. Inspect it. He must be captured alive, so Toten
must finish its mission. You must then attack the Protector
if the TIE advanced fighters haven't already. Soon, the
Protector will leave the area. Finish off the mines, then
the TIE advanced fighters. Stay away from the base. Fully
recharge, and then inspect one of group Wurger. Tip #6
isn't effective, or necessary. After you've fired a few
shots at both, fly between them. They'll kill each other
for you, but you should finish them off. Hyperspace out.
Battle 5 Mission 5: Capture Harkov
Summary: The Imperials captured the Rebel base, supplies,
and ships, as well as Harkov. Harkov was interrogated and
Commentary: [E.E.: Geddawai = Get away.] Several ships left
the station as decoys. Harkov was on board Corellian
Transport Geddawai. Reinforcement arrived for the Rebels,
including the second half of Modified Corellion Corvette
group Wurger. However, despite the many reinforcements, the
Rebels lost the base, Harkov, and the battle.
Darth Vader was present for this mission on board the
Garrett. After Harkov was captured, Vader executed him
before Harkov got a chance to answer a single question,
diminishing the purpose of the last three missions, which
was to catch Harkov alive so that he could be questioned.
Ship List: Platform XQ1 DS5, Toten, Kolermigon, Geddawai,
Wurger, Olinor, Garrett, Tug CUV 8f1.
Strategy: Choose advanced missiles. Donít worry about the
mines; while youíre busy with other goals, the TIE advanced
escort and your wingmen will take care of the mines. Go
towards the base. Donít send for reinforcements yet. Tell
your wingmen to attack the nearest fighter. Youíll be
pretty busy, but if you can spare the attention, tell them
to attack the next fighter after theyíve destroyed the
current one. Switch to warheads and link your missiles.
Inspect Geddawai, Toten, and Kolermigon. Geddawai will be
the first to leave the station. Divert everything to
engines in order to keep up with him. Fire a total of six
missiles, or three salvos. By the time you get within ion
cannon range, youíll be out of energy weapon power. You