MMMMMMMMMMMMMMSMO   vMMMMMMM
       TIE FIGHTER      MMMMMMMMMMMMVMMMO %MMMNNMMMM
      MISSION GUIDE        MMMM     @MMMO @MMMO MMMM
      v.0.8 3.15.06        MMMM     @MMMO @MMMO MMMM        OOGGGOOOOOOGO
  by Benjamin Paul Galway  MMMM     @MMMO @MMMO             OMNNNMMMMMSGGV
   bpgalway@netscape.net   $CvOGSQ@NMvOMO @MMMO             SvMMMMMMMMSMQv
     e-mail and PayPal     C7NNNNNMNv#7vO @MMMMMMMM        %N$OMNMMNNvSMMv
  TABLE OF CONTENTS        7CSNNNNNOvM%%O @MMM@OOC         vNNvMMNMMM8MMMvC
  -- INTRODUCTION          ?#vSNNNN7%NN%C @MMMO  ^^^       CNMNGMNNMvSMMMM7
  -- GENERAL ADVICE        M#OvNNNNCCNMC" @MMMO MMMM       ONMMVOMNHSNMMMMOC
  -- WALKTHROUGH           M##%7MNNv7NNM%v@MMMO CO$OCvGO   8NMMMOCQ$vMMMMMMv
  -- OTHER NOTES           M#NN7%#NvOMNN"%@MMMGOVO$OCvOOS@Ov$VQMV8QCvMMMMMMvv
  -- CREDITS               M##NNCCV$#NNNN%CHv7OvvC7%QMvHS@@QO$VVVOOvvS#MMMMMv
                           @#NN7v?$HNNNN%/MHCCCv7OQMNONg@#@VV8GV$GG7$NMMMMMCO
    #MMMMMMMMMMOM     #MMMM$S@NS%C"%NNNNN%CMOv$8QQ@##gHgQ#@VQONMVGv$MMMMMMMvV
  MMMMMMMMMMMgMMM   MMMMMMM%NN#HCO$vvvOO%C%MNvOOO%S@Hg@#Q#$MMMMQSMMOSMMMMMSC
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 MMMMH88C    MMMM  MMMMO     "NN7NMN7%MNMQ% ?MMMM     MMMM   #SNMMMMMMvvNM$M
 MMMMO       MMMM  MMMMOMMMMM^#H$MMMN7OMMg% ?MMMM     MMMMMMMvMNNMMMMMMvN@C
 MMMMO       MMMM  MMMMONMMMM %77NNMNHCHM@% ?MMMM     MMMMMMMN vGSG8NMNMOOC^
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 MMMMO       MMMM  MMMMO MMMM  CNNMMMMN7C@% ?MMMM     MMMM ?MMMM @MMMM MMMMM
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  ==========================================================================
  === ======= ========                                  ======== ======= ===
  ==== ==   == =======          INTRODUCTION            ======= ==   == ====
  =====         ======                                  ====== ==   == =====
  ====== ==\ \== =====     The introduction to the      ===== ==/ /== ======
  ======= ==\=\== ====     document and copyright.      ==== ==/=/== =======
  ===========\=\==============================================/=/===========

                   _________________________________________

                  |o|           Introduction             |o|
                   _________________________________________



  I'm no huge Star Wars fan, but how can anyone not love TIE Fighter? It has
  the great ship designs Star Wars is famous for along with a compelling
  story that has you playing as the Empire trying to restore order and
  expand your power throughout the galaxy. I also like how the Empire isn't
  some evil organization in the game; it's just a dominant force in the
  universe trying to get everyone to agree to its terms through power, with
  the obvious political parallels. If you at all enjoy flight combat games,
  you need to play TIE Fighter -- it really is the best of the genre.

  Note that this TIE Fighter guide is based on the original floppy disk
  version (the only one I have) and may or may not apply to the various
  rereleases available. I've read enough reviews and USENET posts to
  understand that the newer releases have some different AI routines and
  other subtle changes to the original missions as well as additional levels
  not available in the floppy disk version. The added missions from the
  Defender of the Empire add-on will also not be covered since that is not
  part of the original release as well. While I may choose to expand this
  document in the future to cover those additions, for now I am concerned
  only with the core game that is TIE Fighter.

  If you're new to TIE Fighter, well, good luck. The game is massively
  complicated, and it'll take a good while getting used to all the options
  available to you if you're new to flight simulations. Once you begin you'll
  notice that you only need to complete the primary missions to move on
  through the game; the secondary and bonus goals are extra challenges that
  demand more skill but also award you more points, which translate into a
  higher rank for your pilot. This guide lists all possible goals within a
  given battle and will explain the best method I know of to accomplish all
  of the goals. The extra goals do affect the story in a slight way, so while
  they are not mandatory to advance, it'll make the game more enjoyable and
  challenging. If you follow the walkthrough and accomplish all of the goals
  listed, you can guarantee a seat for yourself within the Secret Order of
  the Emperor's Inner Circle.

  Note: It's been over four months now since I've been able to work on this
        guide, and it doesn't look as though I'll be able to complete it any
        time soon. Thus, I've decided to release it in this unfinished form,
        something I was trying to avoid doing since I have enough unfinished
        guides already. I do intend to complete it once I fix the PC I use
        to play the game; I already have more information than what is being
        presented in this document, but I have chosen to truncate it so that
        it doesn't come across as a piecemeal walkthrough (and as such am not
        wanting help to finish this project).
		
	Version 0.8 - March 15, 2006 - Minor editing.
	Version 0.7 - March 19, 2003 - Initial release.


                   _________________________________________

                  |o|       Copyright Disclaimer         |o|
                   _________________________________________


  As always, this guide is free for personal use only. You may not profit
  from this document, either directly or indirectly, nor have permission to
  alter this file in any way. You may not use this in conjuction with any
  other form of media nor plagarise its contents. The latest version of this
  guide can always be found at GameFAQs [ gamefaqs.com ].



  ==========================================================================
  === ======= ========                                  ======== ======= ===
  ==== ==   == =======          GENERAL ADVICE          ======= ==   == ====
  =====         ======                                  ====== ==   == =====
  ====== ==\ \== =====     Quick notes and tips to      ===== ==/ /== ======
  ======= ==\=\== ====      help you play better.       ==== ==/=/== =======
  ===========\=\==============================================/=/===========


  |o| Get a good joystick. I cannot stress this enough. Trying to target tiny
      starships against a black backdrop whizzing at great speed is very
      difficult. You need a steady, accurate joystick to have any hope of
      targeting and dispatching the fast craft. Technically the game is
      playable with a mouse, but you'll never survive given its sluggish
      turning speed.

  |o| When you first start playing, the "K" key (which brings up the command
      list) will be your best friend. TIE Fighter's controls are quite
      complex, and you'll have to use all available functions to succeed.
      Don't hesitate to check how to activate some feature; time is stopped
      when using the game's menus. The most important keyboard functions
      you'll need during battle:

          |o| Start each battle by pressing the "G" key, which will display
              the primary and secondary goals for the mission. While you must
              use clues from the cloaked figure and your own hunches and
              instinct to ferret out the bonus goals, seeing what needs to be
              done isn't a problem. Always review the mission goals and check
              the map (with the "M" key) to plot the best route to nail all
              the level requirements.

          |o| Pressing SHIFT+F5, SHIFT+F6, and SHIFT+F7 will save the current
              target. You can recall the target from memory by pressing any of
              function keys during battle.

          |o| Know your target keys: The "R" key will target the nearest
              enemy while the "E" key will target your nearest attacking
              threat. While you have an object targeted, press the "A" key to
              change the target to the object's immediate threat. While you
              can and will often use the "T" and "Y" keys to cycle through
              all the objects on the field, it's just not quick enough during
              large scale ship destruction missions, when you have a fighter
              breathing down your neck, or must defend a craft with limited
              shields and weaponry.

          |o| BACKSPACE will set your engines at their maximum speed; the "\"
              key will stop your fighter; and the ENTER key will set your
              ship's speed so that it matches your target.

          |o| The "D" key will display a damage assessment of your craft.
              When enemy fire has damaged your ship, you can toggle this
              option to check your ship's status and see how much time must
              pass before it repairs the damage. Usually you won't have time
              to repair since an enemy will likely finish you off before the
              repair is complete, but you can always try to divert all power
              to your shields and/or engines to buy time for the repair to
              finish and complete the battle.

          |o| F9 and F10 can be used to divert power from the laser, engines,
              or shields into one or the other. Best used to obtain a higher
              maximum speed to travel across long distances as fast as
              possible.

          |o| SHIFT+I will have your wingmen ignore your current target while
              SHIFT+A will have them attack it. When a goal requires a craft
              to be disabled and captured, be sure to have them ignore it to
              prevent them from destroying the vital craft.

          |o| The "," key will cycle through the available firing targets on
              a targeted ship. If you target the lasers when attacking a
              heavily armed craft, you can lessen its ability to attack you
              and other friendly ships while still inflicting some damage.

  |o| When having to attack large, heavily armed craft, always look for the 
      safest spot if possible. For example, Corvettes are vulnerable from the
      rear, so launch your attack behind them. Since platform lasers are
      situated on the top, use that to your advantage to attack underneath.

  |o| Your wingmen will invariably attack the number 1 craft when told to
      attack a unit and work their way down through the ranks. When you order
      them to attack a flight group and will be attacking it yourself, start
      from the bottom of the group and work your way up through the list.

  |o| Choose your missiles wisely. If the mission requires a number of large
      vessels to be destroyed, then you should select a slower but more
      powerful weapon like the Heavy Bomb. If you must fight a number of 
      A-wings, then the standard Concussion Missile would be best since it
      has the speed needed to chase them down. Note whether or not you can
      reload during the mission, and try to learn how much damage a single
      missile will inflict on a given target to avoid wasting your supply.

  |o| Ships can and will hyperspace out of the field, dock inside larger
      craft, or get destroyed. Give priority to those goals which are more
      time sensitive -- for example, if a mission requires that you eliminate
      all X-wings and also destroy several nearby parked containers, be sure
      to deal with your flight risk first.

  |o| When dogfighting, it's best to roll to position your target's tracker
      to the top of the display then pull back so that it'll dip back into
      your crosshairs. Try to avoid dogfighting with ships that outclasses
      yours; a standard TIE Fighter can easily match up against X-wings,
      Y-wings, and B-wings but A-wings and other advanced ships will have
      their way with you.

  |o| Always move. Always shift and turn. Never, ever, ever fly in a straight
      line when there is a threat nearby. Your puny TIE Fighters are beyond
      weak. A handful of lasers will destroy it. Avoid letting your enemies
      get a fix on your position by always shifting and turning, and try to
      avoid doubling back on enemies or flying into them. The TIE Fighters
      were designed for speed and mobility -- use that to your advantage.

  |o| To get the best score and rank, make sure you accomplish all possible
      goals in a mission. Remember you can retry a mission as often as needed
      from the mission review screen; however, once you advance to the next
      mission, you will not be able to go back.


  ==========================================================================
  === ======= ========                                  ======== ======= ===
  ==== ==   == =======            WALKTHROUGH           ======= ==   == ====
  =====         ======                                  ====== ==   == =====
  ====== ==\ \== =====   Goal lists, logs, and battle   ===== ==/ /== ======
  ======= ==\=\== ====      tips for all missions.      ==== ==/=/== =======
  ===========\=\==============================================/=/===========


  Just a few notes and reminders about the walkthrough that follows. TIE
  Fighter's missions are in real-time, but not all events are scheduled with
  the clock. Some events are tied to actions such that when you, say, destroy
  one ship, it'll trigger the arrival of other ships (these "tied" events are
  noted in the schedule listed as "TI-ED"). The times vary slightly with each
  game, but they should help you see what needs to be done first in relation
  to the goals attempted.

  This walkthrough denotes specific difficulty level challenges with an "M"
  for "medium" and an "H" for "hard." If a goal is marked with an "M," that
  means it is only a requirement during the mission when played at the medium
  difficulty level; the other modes will not feature that particular goal. I
  should also preface this walkthrough by letting everyone know that I myself
  am not good enough to accomplish everything listed here regularly. I have
  much difficulty trying to destroye Lt Calamari Cruiser Falaricae without
  "cheating," and I still can't quite destroy Corellian Transport Cimigo in
  time before it leaves. Knowing what needs to be done is one thing; having
  the skill and talent to pull it off is another that only you yourself can
  provide with enough practice.

  Finally, your score appears to be based on every possible factor relating
  to the mission, from goals completed, your own shot accuracy, ships
  destroyed (both your enemies and your teammates), time taken to complete
  mission, etc. Obviously, the better you play and smarter the strategy, the
  better your score should be. Note that anything that makes the game easier
  has a tremendous negative affect on your score, so don't think you can turn
  on infinite ammo and invulnerability and think you can breeze through the
  missions with perfect runs and scores to match. Keep this in mind as you
  play through, since rank is tied into your score.



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

                                 Battle One
                             AFTERMATH OF HOTH
                       Pursue Rebels fleeing from Hoth.

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


                             Battle 1 Mission 1
              The Aftermath of Hoth I #1: Patrol Jump Point D-34
                  _________________________________________

       One TIE Fighter from Alpha, Beta, and Gamma Squadrons will be sent out
       on patrol around Outpost D-34. Your mission is to inspect all cargo
       carrying vessels at they pass by our station. We are on the lookout
       for Rebel forces that are fleeing from their base on Hoth.

    Primary Goals:
       -- 100% of Freighter group Onece must be inspected.
       -- 100% of Transport group Dayta must be inspected.
    Secondary Goals:
       -- Freighter Onece ? must be captured.
       -- 100% of Corellian Transport group Yander must be inspected. (M/H)
       -- 100% of Container Transport group Taloos must be inspected. (M/H)
    Bonus Goals:
       -- 100% of Escort Shuttle group Tough must be destroyed. (H)
       -- Transport Glich must be destroyed. (H)

    Schedule of Events:
       00:06 FRT Onece 1-5 enter field near buoy B-18.
       00:11 TRN Dayta 1-2 enter field following FRT Onece.
       04:13 TRN Dayta 1 enters hyperspace.
       04:16 TRN Dayta 2 enters hyperspace.
       08:47 FRT Onece 1 enters hyperspace.
       08:49 FRT Onece 2 enters hyperspace.
       08:49 FRT Onece 3 enters hyperspace.
       08:49 FRT Onece 4 enters hyperspace.
       08:49 FRT Onece 5 enters hyperspace.
       TI-ED TRN Sigma 1-2 enters field the moment FRT Onece 3 is inspected.
       TI-ED SHU Roe 1-3 enters field right after Onece 3's shields are down.
       TI-ED CORT Yander 1-3 enters shortly after the SHU Roe craft appear.
       TI-ED CTRNS Taloos 1-2 appear after CORT Yander 1-3 enter the field.
       TI-ED SHU Escro 1-3 appear after SHU Roe 1-3 are destroyed.
       TI-ED TRN Sigma 1 docks with FRT Onece 3 about two minutes after
                entering the field.
       TI-ED TRN Sigma 1 enters Platform D-34's hangar about two and a half
                minutes after docking to FRT Onece 3.
       TI-ED TRN Yander 1-3 hyperspace about six minutes after appearing.

    Strategy:
       Save TRN Dayta 1-2 as separate targets and you should be able to fly
       near and inspect them both on a single pass by switching saved keyed
       targets. Then fly around and begin inspecting FRT Onece. The Rebels
       are in Onece 3, so try to hold it off till last since inspecting it
       will trigger tied events. After inspecting, fire on Onece 3 to lower
       its shields to zero.

       SHU Roe 1-3 and SHU Escro 1-3 will be released to attempt an attack on
       the captured Freighter, but I've yet to see them launch any real
       attack on Onece 3, even after flying away from it and constantly
       ordering TIE Beta and TIE Gamma to head home. The Platform D-34 will
       more than likely destroy the Shuttle units itself, so you're clear to
       inspect CORT Yander 1-3 and CTRNS Taloos 1-2 when they arrive. Since
       the capture operation will complete soon enough, you're free to ignore
       the Shuttles.


  -------------------------------------------------------------------------


                             Battle 1 Mission 2
                    The Aftermath of Hoth I #2: Red Alert
                  _________________________________________

       Three TIE Fighters Alpha, Beta, and Gamma Squadrons will patrol the
       area around the station. Your weapon arming crew has added concussion
       missiles to your TIE Fighter for more firepower. All TIE Fighters will
       destroy any incoming enemy ships before they can destroy our station.
       Assume any trouble will come from the direction of Buoy 18, where we
       stopped the smuggled Rebel cargo. Our forces must survive until the
       Imperial Star Destroyer Hammer arrives to relieve us. 

    Primary Goals:
       -- Platform XQ1 D-34 must have survived.
       -- Imperial Star Dest Hammer must have arrived.
    Secondary Goals:
       -- Shuttle Scutz must be inspected.
    Bonus Goals:
       -- 100% of Corellian Corvette group Ubote must be destroyed.
       -- Shuttle Scutz must be captured.

    Schedule of Events:
       00:06 Y-wing Petdur enters the field near Buoy 18.
       00:16 Y-wing group Gold 1-5 enters field near Buoy 18.
       04:08 X-wing group Blue 1-3 
       05:03 SHU Scutz exits hyperspace a bit past Buoy 18.
       07:14 Y-wing group Red 1-2 enters the field.
       07:18 TRN Epsilon 1-2 exit hyperspace heading toward platform.
       08:57 CRV Ubote 1-3 appears heading toward Platform XQ1 D-34.
       09:00 VSD Hammer exits hyperspace to protect Platform XQ1 D-34.
       TI-ED Y-wing Laire appears about a minute after a couple of Y-wing
                group Gold fighters are destroyed.
       TI-ED GUN Mu 1-3 are dispatched once Scutz has been inspected.
       TI-ED TRN docks with SHU Scutz to begin capture about four minutes
                after Scutz has been disabled.
       TI-ED X-wing Derk appears about two minutes after Petdur is destroyed.
       TI-ED T/B Iota 1-3 appear shortly after CRV Ubote 1-3 enters.
       TI-ED T/F Eta 1-3 exit ISD Hammer about two minutes after T/B Iota
                appears and begins attack on CRV group Ubote 1-3.

    Strategy:
       Begin with the Heavy Bombs equipped to help take down the Corellian
       Corvettes at the end of the mission. Beyond attacking them, everything
       else about the mission is pretty straight forward. Engage and destroy
       all X-wings and Y-wings that enter the area; start by having your
       wingmen attack Y-wing group Gold 1-5 while dispatching Y-wing Petdur
       yourself, then join them to wipe out the remaining units. Always send
       your wingmen after the groups while you take on the individual
       fighters, Y-wing Laire and Shuttle Scutz.

       Have your wingmen ignore SHU Scutz while you inspect it and kill its
       shields. Engage in combat until the capture operation is complete. At
       the end of the mission, ignore the orders to return and take out all
       three of the Corellian Corvettes. You'll be safe launching your Heavy
       Bombs from the rear; it'll take just one per ship to bring them down.


  -------------------------------------------------------------------------


                             Battle 1 Mission 3
                  The Aftermath of Hoth I #3: Counter-Attack
                  _________________________________________

       We have traced the Mugaari pirates' hyperjump path to a cargo loading
       area in the Tungra sector. Your first objective is to stop the Cargo
       Ferries from escaping with their contraband. Then stop the transports
       and shuttles. Destroy anything that might be carrying weapons. Two TIE
       Interceptors will be launched to engage the Y-wings. The TIE Bombers
       will assist if needed. Do not let anyone escape. Be ready for any
       enemy reinforcements.

    Primary Goals:
       -- Cargo Ferry Gallon must be destroyed.
       -- Cargo Ferry Romold must be destroyed. (M)
       -- Cargo Ferry Kann must be destroyed. (M)
       -- Cargo Ferry Wess must be destroyed.
       -- Transport Prince must be destroyed.
       -- Transport Dawn must be destroyed.
       -- Transport Destion must be destroyed.
       -- Shuttle Xesre must be destroyed.
       -- Shuttle Dunns must be destroyed.
    Secondary Goals:
       -- none
    Bonus Goals:
       -- Transport Dawn must be inspected.
       -- 100% of B-wing group Gold must be destroyed. (H)
       -- 100% of X-wing group Red must be destroyed. (H)

    Schedule of Events:
       06:45 TRN Destion enters hyperspace (Destion can hyperspace apparently
                at 1:50 as well).
       07:13 CARG Wess enters hyperspace.
       07:22 CARG Romold enters hyperspace.
       07:23 CARG Kann enters hyperspace.
       07:53 CARG Gallon enters hyperspace.
       09:59 Y-wing Blue 2 enters hyperspace.

    Strategy:
       Check the map and notice how all of the craft are positioned, and
       divert all power to the engines to help get to the scene quicker. 
       TRN Prince will typically be destroyed by FRG Fogger when the
       Transport flies past it. The two Shuttles will also be handled by the
       TIE Interceptors along with all the Y-wings, although you should be
       able to destroy SHU Xesre yourself on the way to the Cargo Ferries and
       Transports. Have your wingmen attack the Cargo Ferries while you go
       after TRN Dawn, TRN Destion, and SHU Dunns. Use four topedoes on the
       two Transports, use lasers on the Shuttles, then help your wingmen
       take out the Cargo Ferries. Be sure to attack nearby enemy
       starfighters as necessary to protect both yourself and your wingmen.


  -------------------------------------------------------------------------


                             Battle 1 Mission 4
            The Aftermath of Hoth I #4: Outpost D-34 Has Fallen
                  _________________________________________

       Outpost D-34 has been captured. The Rebels and the Mugaari are looting
       it for arms and equipment. The Frigate Fogger will launch a transport
       to recapture the station. Several flight groups of TIE starfighters
       will provide cover for this operation. These groups will also hunt
       down the renegade craft that are making off with the station's
       equipment.

    Primary Goals:
       -- Transport Sigma must have finished docking.
       -- Platform XQ1 D-34 must be captured.
       -- Nebulon B-2 Frigate Fogger must have survived.
    Secondary Goals:
       -- Container Transport Gopher must be inspected.
    Bonus Goals:
       -- At least one of Escort Shuttle group Claf must be destroyed.
       -- Container Transport Gopher must be captured.

    Schedule of Events:
       00:11 TRN Ginger 1-3 exit Platform XQ1 D-34.
       00:36 A-wing group Gold 1-2 enters the field well beyond Buoy 18.
       00:41 Y-wing group Red 1-2 appears even further beyond Buoy 18.
       00:46 X-wing group Blue 1-2 enters behind Y-wing group Red.
       00:51 E/S Claf 1-3 exit Platform XQ1 D-34.
       03:43 Y-wing group Gold 1-2 enter beyond Buoy 18.
       05:35 TRN Sigma exits M/FRG Fogger.
       06:37 TRN Sigma docks with Platform XQ1 D-34.
       06:52 Platform XQ1 D-34 is captured; TRN Sigma finishes docking.
       TI-ED TRN Omega 1 docks with CTRNS Gopher about thirty seconds after
                being inspected then disabled.
       TI-ED TRN Omega 1 enters hangar about a minute and a half after
                docking with CTRNS Gopher.

    Strategy:
       This is a very simple mission. Send your wingmen after E/S Post 1-2,
       TRN Ginger 1-3, and then the A-wings while you fly to, inspect, and
       guard CTRNS Gopher (make sure to have your wingmen ignore it) and the
       M/FRG Fogger. Be careful of the lasers the Gopher has; note that it is
       better to approach from above as it is equipped with a single laser
       while the bottom has two. TRN Omega 1-3 will arrive quickly to disable
       CTRNS Gopher. Shoot down any enemy craft in the vincinity in the
       meantime. When E/S Claf exits, make sure to destroy at least one (use
       missiles to avoid the threat of the rear mounted laser). Your TIE
       Interceptor will be more than capable of keeping up with the A-wings,
       but their sudden, darting flight patterns will make it tough to keep
       focus. This is just a warm up for the battle which follows. Fight with
       the enemy while the mission runs its course.


  -------------------------------------------------------------------------


                             Battle 1 Mission 5
            The Aftermath of Hoth I #5: Attack Rebel Lt. Cruiser
                  _________________________________________

       Gunboat patrols have located a Rebel Cruiser taking on supplies in the
       Bruanii sector. We can assume the cruiser has a strong force of
       A-wing, X-wing, and B-wing starfighters. Our attack will proceed in
       waves. You will fly in the first wave made up of 3 flight groups of
       Gunboats. Your primary task is to destroy the starfighter defense that
       the cruiser will send into the battle. Once the starfighter defense
       has been eliminated, assist the second wave in their attack. The
       second wave will enter the battle in five minutes. They will escort
       transports carrying torpedoes. The supply containers need to be
       destroyed to prevent the cruiser from getting resupplied. 

    Primary Goals:
       -- 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. (M/H)
    Secondary Goals:
       -- 100% of Container C group C440 must be inspected.
    Bonus Goals:
       -- 100% of X-wing group Blue must be destroyed.
       -- 100% of X-wing group Red must be destroyed. (H)
       -- 100% of A-wing group Gold must be destroyed.

    Schedule of Events:
       00:16 TRN Modd exits CRL Lulsla.
       00:21 TRN Leven exits following TRN Modd.
       05:05 GUN Psi 1-2, GUN Epsilon 1-2, and TRN Sigma 1-3 enter the field.
       05:29 TRN Sigma 1 enters hyperspace.
       06:01 TRN Sigma 2 enters hyperspace.
       06:17 TRN Sigma 3 enters hyperspace.
       39:29 CRL Lulsla enters hyperspace.
       TI-ED B-wing group Gold 1-2 will hyperspace if damaged and given
                enough time.                
       TI-ED A-wing group Gold 1-5 enter close to Container C group C440 once
                a group of starfighters are destroyed. A-wing group Gold will
                attack in three waves; a new group is released to replace a
                destroyed group.
       TI-ED A-wing group Yellow 1-3 enters the field about a minute after
                A-wing group Gold appears. A-wing group Yellow will attack in
                three waves; a new group is released once you've defeated the
                current group of fighters.
       TI-ED X-wing group Blue 1-5 appear shortly after X-wing group Red is
                destroyed. X-wing group Blue will attack in four waves; a new
                group is released when the prior X-wing group is destroyed.
       
    Strategy:
       CRL Lulsla will quickly approach and anchor near Container C group
       C440, so to avoid trouble quickly fly straight to the group and
       inspect and destroy them as you go, then quickly move away from the
       approaching CRL Lulsla. You'll spot TRN Modd and TRN Leven exiting CRL
       Lulsla along the way -- try to pick them off with missiles before they
       have a chance to wreak havoc on your Gunboats and Transports.

       The battle is a major pain thanks to the numerous waves of fighters
       and the deadly Lulsla. You'll always want to stay far away from CRL
       Lulsla; not only is it equipped with double warhead launchers and
       several lasers, but the ship itself is invincible. Keep your shields
       regenerating at the highest rate you can manage, since the X-wings
       will be firing missiles and cross-linking their lasers quite a bit.
       Send your wingmen after X-wing group Red 1-3 while you destroy B-wing
       group Gold 1-2. After the B-wings are gone, help with the remaining
       X-wings then take your wingmen and go after A-wing group Blue 1-2.
       Save A-wing group Blue for last since they are the least threatening,
       though you can and should destroy one or so early on if possible since
       they are the first attack wave you'll encounter.

       A-wing group Yellow 1-3, A-wing group Gold 1-5, and X-wing group Blue
       1-5 will regenerate for several waves, and the bonus goals require you
       to wipe out all waves of that group of starfighters. This means you
       will find yourself going up against eight A-wings and five X-wings
       alone -- the other Gunboats will be destroyed quickly either by the
       fighters or mines. While you can try to clear out the mines, it is
       difficult to really focus on clearing the area of mines when you have
       a dozen ships launching missiles and firing lasers all directed at
       you. I'd strongly suggest trying to disable at least two of the
       X-wings and A-wing group Yellow if you can manage. If you can disable
       them, then you'll prevent the next wave from being triggered, allowing
       you to focus on destroying all of the A-wing group Gold waves without
       having another eight fighters to deal with. Once A-wing group Gold is
       cleared out, you can destroy the disabled X-wings to trigger their
       attack waves. Reinforcements can really help in this mission if you're
       going after the bonus goals given the large number of ships you need
       to destroy, but you will be penalized for it. If you call for backup,
       try to do it after you've cleared the primary and seconardy goals and
       lead the battle away from the Lulsla.


  -------------------------------------------------------------------------


                             Battle 1 Mission 6
            The Aftermath of Hoth I #6: Destroy the Lulsla
                  _________________________________________

       Our last attack rendered the Rebel Cruiser Lulsla vulnerable for a
       direct attack using torpedoes. Transports Sigma and Omega have been
       chosen for the honor of destroying the Rebel Cruiser. Gunboat Groups
       Tau and Nu will provide close escort for the attacking transports. The
       Rebel starfighter threat is low since the last battle, however some
       fighters may have survived. Besides the Lulsla's turbo lasers, the
       many mines that surround her may be the biggest threat.

    Primary Goals:
       -- Lt Calamari Cruiser Lulsla must be destroyed.
    Secondary Goals:
       -- 100% of Transport group Starway must be destroyed.
       -- 100% of Transport group Gargon must be destroyed.
       -- Shuttle Derris ? must be disabled.
    Bonus Goals:
       -- 50% of Shuttle group Derris must be captured.
       -- 100% of Mine group MX-A must be destroyed. (M)
       -- 100% of Mine group MX-B must be destroyed. (M/H)
       -- 100% of Mine group MX-C must be destroyed.
       -- 100% of Mine group MX-D must be destroyed. (M/H)
       -- 100% of Mine group MX-E must be destroyed.
       -- 100% of Mine group MX-F must be destroyed. (H)
       -- 100% of Mine group RQ-A must be destroyed. (H)
       -- 100% of Mine group RQ-B must be destroyed.
       -- 100% of Mine group RQ-C must be destroyed. (H)
       -- 100% of Mine group RQ-D must be destroyed. (M/H)
       -- 100% of Mine group RQ-E must be destroyed.
       -- 100% of Mine group RQ-F must be destroyed. (M)

    Schedule of Events:
       01:31 A-wing Blue exits CRL Lulsla and begins attack.
       01:36 X-wing group Red 1-2 exits CRL Lulsla and begins attack.
       01:42 Y-wing Gold exits CRL Lulsla and begins attack.
       TI-ED X-wing group Blue 1-4 launched once all enemy starfighters are
                destroyed.
       TI-ED SHU Derris 1-2 escapes from CRL Lulsla once the Cruiser's
                shields are down and suffers damage.
       TI-ED TRN Starway 1-2 escapes from CRL Lulsla once the Cruiser's
                shields are down and suffers damage.
       TI-ED TRN Gargon 1-2 escapes from CRL Lulsla once the Cruiser's
                shields are down and suffers damage.
       TI-ED TRN Zack 1 enters the field once SHU Derris ? is disabled.
       TI-ED TRN Zack 1 docks with SHU Derris ? about seven minutes after
                Zack appears.

    Strategy:
       Approach the minefield surrounding the Lulsla destroying as many mines
       as possible with missiles fired out of range. Mine group MX will fire
       lasers at nearby objects while Mine group RQ will fire concussion
       missiles. Since the RQ mines fire missiles that can quickly wipe out
       your ships, destroying them should be your top priority. Once you're
       out of missiles, set your shields at maximum and hit and run, firing
       on the closest mines to the outer perimeter and making a safe retreat.

       Once the Rebel starfighters are launched, send your wingmen after the
       X-wings and Y-wings and destroy any that come after you. I will call
       for reinforcements at this point since the potential of enemies and
       mines firing on your location can be ridiculous without enough other
       ships drawing their attention away. Since the bonus goals require all
       mines destroyed, you really want to dispose of as many as possible
       during the battle while the attention is split among several ships. At
       the end of the battle you will be left alone to clean up the mines,
       and the fewer left the better. When left alone at the end and going
       after the bonus goals, employ the same hit and run strategy, parking
       far enough outside the minefield as needed to recharge shields and
       lasers to their maximum levels before going on another attack run.
       Always attack from the outside and never actually enter the minefield;
       you have no chance against the dozens of lasers and missiles being
       fired at you from all sides.

       During the battle, keep an eye on the damage the Lulsla takes. When
       its shields are gone, be ready to intercept all fleeing craft. While
       you can quickly disable CRL Lulsla once its shields are down to
       prevent it from attacking the Imperial starfighters, this will make it
       easier for the Transports to attack it and possibly destroy the
       Cruiser before the four Rebel Transports and SHU Derris 1-2 have
       launched, making it impossible to complete four goals. Have your
       wingmen attack the Rebel Transports while you have them ignore SHU
       Derris 1-2. Disable both then go help destroy the Rebel Transports.

       Note that while any Shuttle will suffice the goal requirements, the
       Empire would prefer that you capture the one with the commander inside
       (evidenced how TRN Zack docks with it if both SHU Derris are
       disabled). Nonetheless, I don't know if you actually gain more points
       for capturing the "right" one. It's also interesting how after TRN
       Zack 1 hyperspaces after capturing a Shuttle Derris, another SHU
       Zack 1 will enter the field, looking for craft to capture, but will
       just sit there even if you've disabled both Shuttles Derris or even
       allowed the CN/C C440 3 with the IM Probes survive. While the game
       will let you destroy the Containers, the disabled SHU Derris is
       invincible.


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

                                Battle Two
                            THE SEPAN CIVIL WAR
                         End a prolonged civil war.

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


                             Battle 2 Mission 1
              The Sepan Civil War, Mission #1: Respond to S.O.S.
                  _________________________________________

       We have received a distress signal from a Ripoblus convoy under attack
       by Dimok marauders. The Dimok attackers are using a Modified Corellian
       Corvette and several Y-wings. Six TIE Fighters will deploy in two
       groups (T/F Alpha and T/F Eta) to attack the Y-wings. Additionally,
       three TIE Bombers (T/B Beta) will deploy to engage the corvette. The
       Dimoks are to be driven off, not annihilated, so be sure to let some
       of them escape. Those that escape will report back to their leaders.
       They will realize the Empire means to end this war.

    Primary Goals:
       -- 25% of all Dimok craft must be destroyed.
       -- At least one of Modular Conveyor group Asbo must be survived.
    Secondary Goals:
       -- 100% of Modular Conveyor group Asbo must be inspected.
    Bonus Goals:
       -- Transport Epsilon 1 must have completed mission.
       -- Transport Epsilon 2 must have completed mission.
       -- Lt Calamari Cruiser Falaricae must be destroyed.
       -- Modular Conveyor Asbo ? must be captured. 

    Schedule of Events:
       00:26 CARG Mangonel enters the field from behind VSD Protector.
       00:31 TIE Bomber group Beta 1-3 exit the Protector's hangar.
       01:24 Y-wing Baker 3 enters hyperspace.
       01:25 Y-wing group Adam 1-2 enters the field.
       02:28 CARG Delphine appears on the field by Nav Buoy B-76X.
       02:50 CRL Falaricae appears far right of the battle (check map).
       03:25 Y-wing Baker 1 enters hyperspace.
       04:36 CARG Delphine enters hyperspace.
       04:41 Y-wing group Charlie 1 enters hyperspace.
       05:14 Y-wing group Charlie 2 enters hyperspace.
       06:38 CRL Falaricae enters hyperspace.
       10:07 CNVYR Asbo 1 enters hyperspace.
       10:08 CNVYR Asbo 2 enters hyperspace.
       10:09 CNVYR Asbo 3 enters hyperspace.
       TI-ED TRN Epsilon 1 is dispatched once CNVYR Asbo ? is inspected.
       TI-ED SHU Ayalam enters after TRN Epsilon 1 disables surviving CNVYR
                units.
       TI-ED TRN Epsilon 1 docks with CNVYR units about three minutes after
                it enters the field.
       TI-ED SHU Noerbo and SHU Yawnor enter the field after SHU Ayalam is
                destroyed.

    Strategy:
       This is an easy battle unless you want to take on the bonus goals,
       particularly destroying CRL Falaricae before it enters hyperspace
       while keeping TRN group Epsilon alive. You'll probably want to call in
       reinforcements for this mission. It'd be nice if the TIE Bombers would
       help destroy the Cruiser, since all your flight group has is lasers to
       try and stop it with. Destroying CRL Falaricae seems to take both
       skill and luck; you'll have to hope it stays onscreen long enough to
       destroy it before leaving. Besides moving out to the position and
       calling your wingmen to attack it as soon as possible, I'd suggest
       cross-linking your weapons with a bumped up laser recharge rate and
       trying to destroy enough of its lasers in an area to create a "safe"
       spot so you can pelt the ship as much as possible without having to
       worry too much about it attacking you.

       Begin the mission by targeting and saving CNVYR group Asbo 1-3 while
       flying to them with all power diverted to your engines until you
       approach. Inspect them and order your wingmen to ignore them. Now you
       will have to check the map and fly as far right as possible to engage
       CRL Falaricae when it appears. It'll take a while to get there, and
       the Cruiser will only remain for just a few minutes.

       Meanwhile, you'll also have to protect TRN Epsilon 1, which is now
       quite a distance away if you've chosen to fight the Cruiser. Hopefully
       all three CNVYR group Asbo has survived to ensure Epsilon gets to dock
       with something before leaving. If you notice CRL Falaricae picking up
       speed, you can give up and return to defend your Transports. Fly back
       as quickly as possible and engage the Shuttles first, then any
       remaining Y-wings. Note that three of the four bonus goals all center
       around the capture of the Conveyor group, so it is in your best
       interest to ignore the Falaricae. Try to order TRN Epsilon 1 to head
       home after it finishes docking with one of the Conveyors; it can dock
       with the rest, leaving it out in the open longer and killing TRN
       Epsilon 2's launch.       
       
 
  -------------------------------------------------------------------------


                             Battle 2 Mission 2
              The Sepan Civil War, Mission #2: Intercept Attack
                  _________________________________________


       We are going to intercept a Ripoblus reprisal raid on a Dimok deep
       space research facility. The raiding forces are made up of a pair of
       Modified Corellian Corvettes and several Assault Transports. T/B Beta
       will deploy to destroy one of the corvettes as an example to the rest
       of them. The loss should convince the Ripoblus to break off their
       attack. If not, continue the attack. We are not seeking the complete
       destruction of the attackers. We merely want to force a withdrawal.
       The Ripoblus leadership must also be taught that further acts of
       aggression will be severely punished!

    Primary Goals:
       -- 25% of all Ripoblus craft must be destroyed.
       -- Container C Lab Module ? must have survived.
       -- Platform XQ1 Youst must have survived.
    Secondary Goals:
       -- Container C Lab Module ? must be inspected.
       -- Platform XQ1 Youst must be inspected.
    Bonus Goals:
       -- Shuttle Toten must be inspected.
       -- Transport Epsilon 1 must have complete mission.
       -- Transport Epsilon 2 must have complete mission.
       -- Nebulon B-2 Frigate Dromon must be destroyed.
       -- Container C Lab Module ? must be captured.
       -- Platform XQ1 Youst must be captured.

    Schedule of Events:
       00:11 ATR Sabre appears right behind you heading to the Platform.
       00:51 TRN Sword enters hyperspace.
       01:06 M/FRG Dromon enters near and attacks VSD Protector.
       01:25 ATR Sabre enters hyperspace.
       03:49 M/CRV Selander enters hyperspace.
       04:04 ATR Musket enters hyperspace.
       04:11 M/CRV Galliot enters hyperspace.
       05:44 ATR Halberd enters hyperspace.
       05:46 ATR Pilum enters hyperspace.
       TI-ED Z-95 Headhunter group Able 1-3 will hyperspace if damaged and
                given the opportunity.
       TI-ED TRN Epsilon 1 exits VSD Protector once Platform XQ1 Youst has
                been inspected.
       TI-ED TRN Epsilon 2 exits VSD Protector once Container C Lab Module ?
                has been inspected.
       TI-ED SHU Malat appears once all Containers have been inspected.
       TI-ED SHU Retec 1-2 exit Platform XQ1 Youst once Platform XQ1 Youst
                has been disabled.
       TI-ED SHU Toten appears about thirty seconds after Platform XQ1 Youst
                has been captured.
       TI-ED SHU Toten enters hyperspace less than a minute after appearing.
       TI-ED TRN Epsilon 1-2 enter hangar about three minutes after docking.
       
    Strategy:
       Fly quickly to Platform XQ1 Youst and Container C Lab Module 1-4,
       watching out for ATR Sabre as it exits hyperspace right in front of
       you. Destroy it with one Heavy Rocket and save both a Container and
       the Platform in your target memory. Don't inspect the Containers or
       Platform just yet. M/FRG Dromon will be appearing soon enough, so head
       toward the VSD Protector where it'll engage the other in battle. Try to
       destroy any craft along the way, particularly ATR Musket and ATR Pike,
       else send your wingmen after them.

       You can reload with CUV/L 11F5 near VSD Protector if you need more
       torpedoes, but you won't have the option in hard mode. Taking down
       M/FRG Dromon is so much easier than CRL Falaricae because you'll not
       only be equipped with torpedoes, but you'll have lots of help. VSD
       Protector should have its shields down to about 30% by the time you
       engage the Frigate. Dump your Heavy Rockets into the ship then reload
       if possible. Note that if you destroy M/FRG Dromon, you risk
       triggering a bug that will make finishing the game impossible (see
       "Other Notes" section below for details).

       Now go back to Platform XQ1 Youst and inspect it and the four
       Containers (you should be able to hit all four Containers by cycling
       through the objects while near). Call your wingmen off the Containers,
       but have them attack the Platform if they're still around. Fire any
       leftover missiles at Platform XQ1 Youst itself, lowering its shields
       so that TRN Epsilon 1 can quickly disable it before the Platform
       destroys it. Defend both Transports from any remaining enemies while
       they complete their mission. Note that SHU Toten identifies itself
       when it exits VSD Protector.


  -------------------------------------------------------------------------


                             Battle 2 Mission 3
           The Sepan Civil War, Mission #3: Rescue War Refugees
                  _________________________________________

       Some Ripoblus refugees of the civil war have hijacked System Patrol
       Craft Glas and are seeking asylum. The SPC has no hyperdrive, but is
       accompanied by a pair of Lambda-class shuttles providing escort. Their
       own government is trying to stop them. A team of Y-wings and Shuttles
       have just arrived! T/I Gamma (3 craft) will intercept the Y-wings
       while T/F Alpha (3 craft) attacks the shuttles. Scramble! SPC Glas
       must be kept safe long enough to dock with the Protector and transfer
       everyone aboard. The Glas will then be fitted with decoys and
       abandoned. Their shuttles will enter our hangar.

    Primary Goals:
       -- Patrol Craft Glas must have finished docking.
    Secondary Goals:
       -- none
    Bonus Goals:
       -- 100% of Escort Shuttle group Typhon must be destroyed.
       -- 100% of Shuttle group Nazaar must be completed mission.

    Schedule of Events:
       02:03 SHU Lambda 4 enters hyperspace.
       02:04 SHU Lambda 4 reenters for some reason.
       03:35 SHU Sigma 1-2 appear and begin their attack.
       03:36 Y-wing group Baker 1-3 appear and begin attacking.
       12:28 SHU Typhon 1 enters hyperspace.
       TI-ED SHU Lambda 1-3 enters as a new wave of attackers after the first
                SHU Lambda group is destroyed.
       TI-ED SPC Glas finishes docking about 30 seconds after reaching VSD
                Protector and departs with decoys on board.
       TI-ED SHU Typhon 1-4 enter near VSD Protector about a minute after SPC
                Glas has finished docking.
       TI-ED SHU group Nazaar 1-2 enter hangar about two minutes after SPC
                Glas has completed mission.
       
    Strategy:
       SHU Nazaar 1-2 will protect SPC Glas, so you should focus on keeping
       its two Shuttle escorts alive since they'll be quickly destroyed if
       left unattended. Without Imperial protection, the enemies can disable
       and destroy the refugee craft in about three minutes. Be sure to save
       all three ships in your target memory and use the "A" key to check and
       see what is attacking them (particularly SHU Nazaar 1-2) so you can
       kill the threat as quickly as possible.

       Begin by attacking Y-wing group Able 1-4 since its damage potential is
       the greatest threat to the refugee craft. Once SHU Lambda 1-4 is in
       range, keep your wingmen attacking the remaining Y-wings if any while
       you go after the Shuttles. Keep checking both of the refugee Shuttles
       since they'll be more enemies than Imperial forces, and it'll be very
       easy to let an enemy slip by unnoticed. Keep fighting the Shuttles
       while you send your wingmen after Y-wing group Baker 1-3 once it
       appears to keep the enemies occupied as far away as possible. When SHU
       group Typhon 1-4 appear, try to kill them as fast as possible.


  -------------------------------------------------------------------------


                             Battle 2 Mission 4
              The Sepan Civil War, Mission #4: Capture Enemies
                  _________________________________________

       Intel has discovered the time and place for a high level meeting
       between the Dimok and Ripoblus leaders. TRN Omega (two ships) will
       lead a Special Operations raid to capture the leaders of both sides.
       Each transport will have a four ship flight group of Assault Gunboats
       for escort and assistance. GUN Nu (You) will team with TRN Omega 1 and
       GUN Tau will team with TRN Omega 2.

    Primary Goals:
       -- Transport Omega 1 must have completed mission.
       -- Transport Omega 2 must have completed mission.
       -- Shuttle Keydon must be boarded.
       -- Shuttle Phantele must be boarded.
    Secondary Goals:
       -- Cargo Ferry Glaive must be inspected.
       -- Modified Corvette Runka must be inspected.
       -- Cargo Ferry Godendag must be inspected.
    Bonus Goals:
       -- Lt Calamari Cruiser Falaricae must be inspected.
       -- Nebulon B-2 Frigate Manus Ferre must be inspected.
       -- Nebulon B Frigate Shemsher must be inspected.

    Schedule of Events:
       00:26 Z-95 Adam 1-4 appears and begins attack.
       01:37 Z-95 Baker 1-4 enter the field.
       01:47 Z-95 Charlie 1-4 appear and attack.
       03:42 E/S Calitana 1-2 enters far away from the battle site.
       04:22 SHU Phantele enters hangar.
       04:27 SHU Keydon enters hangar.
       04:37 CRL Falaricae exits hyperspace far to the left of the battle.
       05:06 TRN Omega 1 enters hyperspace.
       06:13 CARG Glaive exits hyperspace north of battle and head toward the
                captured Shuttles.
       06:28 CARG Godendag exits hyperspace by CARG Glaive and follows.
       06:28 M/CRV Runka exits hyperspace near the two Cargo Ferries and
                escorts them toward the two captured Shuttles.
       07:23 FRG Shemsher enters hyperspace.
       12:28 CRL Falaricae enters hyperspace.
       13:43 CARG Glaive enters hyperspace.
       14:45 M/CRV Runka enters hyperspace.
       16:40 M/FRG Manus Ferre enters hyperspace.
       TI-ED TRN Omega 1 will dock with SHU Keydon and TRN Omega 2 will dock
                with SHU Phantele about a minute after the Shuttles are
                inspected and disabled.
       TI-ED TRN Omega 1-2 will finish capture operation about 50 seconds
                after docking.
       TI-ED TRN Omega 1-2 will hyperspace about two minutes after capturing
                the Dimok and Ripoblus leaders. 
       TI-ED E/S Degio 1-2 enters once the other E/S groups numbers are cut
                in half.
       TI-ED All Escort Shuttle groups will begin to hyperspace about seven
                minutes into the battle if they survive and given the chance.
       TI-ED All Z-95 Headhunter groups will begin to enter M/FRG Manus
                Ferre's about seven minutes into the battle if they survive
                and given the chance.

    Strategy:
       Have your wingmen ignore SHU Keydon and SHU Phantele while you race to
       them. Fire torpedoes at each to quickly lower their shields then
       disable them. Then start destroying as many Shuttles and Z-95
       Headhunters as possible. Have your wingmen go after the Shuttles while
       you guard TRN Omega 1-2 throughout the mission. The Transports are
       extremely vulnerable, especially with several groups of starfighters
       attacking them. Keep guarding TRN Omega 1-2 until they both enter
       hyperspace; don't assume that because it's pretty far away from the
       battle and about to enter hyperspace that they are safe. 

       All in all the primary goals here are fairly simple, though you will
       have to watch out for the Escort Shuttles' rear mounted laser (use any
       remaining missiles you have to take them out). The real challenge is
       inspecting so many well armed craft in your slow Gunboat. When you're
       ready to make your inspection run, go ahead and kill your lasers and
       divert all power into your shields. Try to have your shields at
       maximum before heading out and make a quick fly by of M/FRG Manus
       Ferre, FRG Shemsher, and CRL Falaricae first, then head over and tag
       the two Cargo Ferries and M/CRV Runka. Note that if SHU Phantele and
       the later ships don't appear in the mission, you have triggered a
       bug (see "Other Notes" section below for details).


  -------------------------------------------------------------------------


                             Battle 2 Mission 5
               The Sepan Civil War, Mission #5: Guard Resupply
                  _________________________________________

       VSD Protector is to rendezvous with the escort carrier Tropsobor near
       Gerbaud 2. Tropsobor is delivering the new TIE Advanced, or "Avenger"
       as the test pilots like to call it. T/F Alpha (3 craft) will be
       deployed to patrol the area during the transfer operation. The Dimoks
       and the Ripoblus are hoping to catch us while we're vulnerable with a
       joint attack. T/B Beta and T/I Gamma are on standby in case of
       trouble.

    Primary Goals:
       -- 75% of all TIE Advanced must have completed mission.
       -- Escort Carrier Tropsobor must have completed mission.
    Secondary Goals:
       -- Shuttle Omlaut must be inspected.
    Bonus Goals:
       -- 100% of all Dimok craft must be destroyed.
             AND 100% of all Ripoblus craft must be destroyed.
       -- 100% of TIE Advanced group AA must have completed mission.
       -- 100% of TIE Advanced group AB must have completed mission.
       -- 100% of TIE Advanced group AC must have completed mission.
       -- 100% of TIE Advanced group AD must have completed mission.

    Schedule of Events:
       00:11 ESC Tropsobor enters the field north of VSD Protector.
       00:37 T/A group AA 1-3 enter and head toward the Protector.
       00:52 M/CRV Long Tan appears far southwest of the Protector.
       00:57 CRL Ben Het enters near M/CRV Long Tan.
       01:03 T/B Beta 1-3 enters and begins attack on enemy ships.
       01:18 Z-95 Abo 1-4 appear far and quickly rush attack.
       01:24 T/I group Gamma 1-3 enter the battle.
       02:59 T/F group Delta 1-3 enter the battle.
       03:05 Z-95 Elba 1-4 appears near CRL Ben Het and begins attack.
       03:07 Y-wing Bordok 1-2 enter near ESC Tropsobor and move to attack.
       05:12 Z-95 Fuzzum 1-4 enter the battle.
       05:32 Y-wing Chubb 1-2 appear and begin attack.
       06:11 Y-wing Givin 1-2 appears and enters the battle.
       06:38 Z-95 group Ingo 1-4 enter the battle.
       06:39 Z-95 group Jenet 1-4 enter the battle.
       08:27 Y-wing Larkma 1-2 enter and begin attack on ESC Tropsobor.
       09:22 Y-wing Farsi 1-2 appears and begin attack.
       09:45 Y-wing Hurcha 1-2 appears and begin attack.
       14:39 M/CRV Long Tan enters hyperspace.
       15:06 ESC Tropsobor enters hyperspace.
       15:09 CARG Can Giouc enters north of battle site.
       15:10 CARG Soui Tre enters with CARG Can Giouc.
       15:22 SHU Omlaut appears far north of VSD Protector on the field.
       17:07 M/FRG Shemsher exits hyperspace.
       17:28 E/S group Raven 1-6 exit from Shemsher to attack the Protector.
       19:33 E/S group Seakyte 1-6 leave Shemsher to join attack.
       TI-ED T/A group AA 1-3 enter VSD Protector's hangar about three
                minutes after leaving Tropsobor.
       TI-ED T/A group AB 1-3 exit ESC Tropsobor once T/A group AA has
                entered the hangar and will complete mission about three
                minutes later.
       TI-ED T/A group AC 1-3 exit ESC Tropsobor once T/A group AB has
                entered the hangar and will complete mission about three
                minutes later.
       TI-ED T/A group AD 1-3 exit ESC Tropsobor once T/A group AC has
                entered the hangar and will complete mission about three
                minutes later.

    Strategy:
       This mission is easy enough except for making sure all Dimok and
       Ripoblus craft are destroyed. While you're in a guard position for the
       bulk of the mission, if you want to get the bonus destruction goal,
       you'll have to leave ESC Tropsobor unattended for just a bit while you
       immediately head over to M/CRV Long Tan and destroy it from behind.
       Leave CRL Ben Het for the TIE Bombers and rush back to ESC Tropsobor
       and engage the attacking Y-wing fighters.

       The T/A groups will be safe on their own during their flight to VSD
       Protector, so once T/A group AD 1-3 has left the Tropsobor and the
       waves of Y-wing fighters are destroyed, head over to CRL Ben Het to
       help bring it down. The TIE Bombers will take care of the late
       entering Cargo Ferries while you go race to inspect SHU Omlaut. Once
       Omlaut is inspected, ignore the two Escort Shuttle groups and begin
       the attack on M/FRG Shemsher. The Protector can take care of itself,
       but someone will have to destroy Shemsher to satisfy the 100%
       destruction requirements. Look to disarm as much of the Shemsher while
       attacking it as possible.


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

                                Battle Three
                            BATTLE OF THE FRONTIER
                         Establish a new Imperial base.

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


                             Battle 3 Mission 1
                Battle on the Frontier #1: Load Base Equipment
                  _________________________________________

       Our first step in building the new frontier station is to load
       material and parts for the base's assembly. This equipment is awaiting
       loading at a manufacturing facility near the planet Argoon. Our
       reconnaissance flight reports that the facility has been abandoned,
       but the containers are intact. We suspect that the Rebels have scared
       off the base personnel and are planning an assault. TIE Bomber Alpha 1
       will inspect the containers to identify the ones with the station
       assembly parts. Our forces must load the base assembly equipment on to
       the VSD Stalwart before the Rebel attack. 

    Primary Goals:
       -- Victory Star Dest Stalwart must have survived.
       -- 100% of Container A group THX-1136A must be inspected.
       -- 100% of Container D group THX-1137D must be inspected.
       -- 100% of Container B group THX-1138B must be inspected. (M/H)
       -- 100% of Container D group THX-1139D must be inspected.
       -- 100% of Container D group THX-1140D must be inspected.
    Secondary Goals:
       -- Heavy Lifter Mule 1 must have completed mission.
       -- Heavy Lifter Mule 2 must have completed mission.
       -- Heavy Lifter Mule 3 must have completed mission. (M/H)
       -- Heavy Lifter Mule 4 must have completed mission.
       -- Heavy Lifter Mule 5 must have completed mission.
    Bonus Goals:
       -- Transport Scouter must be destroyed.

    Schedule of Events:
       04:47 Y-wing Blue 2 enters amid the Containers and attacks Stalwart.
       TI-ED HLF Mule 1 will leave the Protector once CN/B THX-1136A 1 is
                inspected and seen to contain station parts, docks with it
                six minutes later, and enters hangar three minutes later.
       TI-ED HLF Mule 2 will leave the Protector once CN/B THX-1137D 2 is
                inspected and seen to contain station parts, docks with it
                six minutes later, and enters hangar three minutes after.
       TI-ED HLF Mule 3 will leave the Protector once CN/B THX-1138B 1 is
                inspected and seen to contain station parts, docks with it
                five minutes later, and enters hangar four minutes later.
       TI-ED HLF Mule 4 will leave the Protector once CN/B THX-1139D 2 is
                inspected and seen to contain station parts, docks with it
                seven minutes later, and enters hanger three minutes after.
       TI-ED HLF Mule 5 will leave the Protector once CN/B THX-1140D 1 is
                inspected and seen to contain station parts, docks with it
                seven minutes later, and enters hangar three minutes later.
       TI-ED TRN Scouter appears near the Container groups after two or so
                with station parts inside have been correctly inspected.
       TI-ED CRV Dragon and Y-wing Blue 1 enter approaching the Containers
                once a few with station parts are identified.
       TI-ED T/F Gamma 1-3 and T/B Delta 1-3 are launched from VSD Stalwart
                to attack CRV Dragon once it appears.
       TI-ED SHU Splinter and Y-wing group Gold 1-2 appear and join the Rebel
                attack about three minutes after it starts.
       TI-ED X-wing group Red 1-2 and B-wing group Blue 1-2 exit hyperspace
                and launch attack after all docking operations are complete.


    Strategy:
       Notice how the Container groups from a circle in space, so you should
       make a ring around them as you go inspecting. Once the battle begins,
       remain steady and guard the area with the Heavy Lifters and Containers
       from all starfighters that attempt to destroy them. You can easily
       destroy TRN Scouter with torpedoes once it's in range. The brunt of
       work in the mission is carried out by the fighters launched once the
       Rebel attack begins, making for a very easy mission so long as you do
       not leave the sluggish Heavy Lifters unattended.


  -------------------------------------------------------------------------


                             Battle 3 Mission 2
              Battle on the Frontier #2: Destroy Pirate Outpost
                  _________________________________________

       The Pakuuni system is an area rife with pirates and smugglers, where
       intergalatic trade is perilous. Under Vice Admiral Thrawn, the Empire
       will establish a new space installation to bring order to this sector.
       The outpost from which the pirates operate must be neutralized. The
       M/FRG Ludwick will lead the attack. TIE Bombers Alpha and Beta are to
       strike the Corvettes first using proton torpedoes. The pirates have
       assembled a strong armada of craft with which to defend themselves.
       Intelligence reports that the Pakuuni pirates are also getting
       protection from the Rebels. 

    Primary Goals:
       -- Nebulon B-2 Frigate Ludwick must have survived.
       -- Corellian Corvette Leach must be destroyed.
       -- Corellian Corvette Clavier must be destroyed.
       -- Corellian Corvette Grapler must be destroyed.
       -- 100% of Container A group DLC11A must be destroyed. (M/H)
       -- 100% of Container A group CRM908A must be destroyed.
       -- 100% of Container B group CG-78 must be destroyed.
    Secondary Goals:
       -- Container A CRM908A ? must be inspected.
    Bonus Goals:
       -- Assault Transport Tiger must have finished docking.
       -- Container A CRM908A ? must be boarded.

    Schedule of Events:
       04:52 A-wing Red 1 enters the field far away from the scene.
       TI-ED ATR Tiger exits the Ludwick when Container A CRM908A ? is found.
       TI-ED T/B Beta 1-3 will enter to replace the existing T/B group Beta
                if destroyed, then two waves of T/F Theta 1-3, then two waves
                of T/I Zeta 1-3. 

    Strategy:
       Save all three Corvettes in your target memory then send your wingmen
       after CRV Grapler while you send four torpedoes into the Clavier.
       Finish it off with lasers if needed, then replace the empty target
       memory slot with the Ludwick. Dogfight with the Z-95 Headhunters and
       Y-wings until the area is clear, sending your wingmen to destroy CRV
       Leach once Grapler is destroyed. When all minor starfighters are gone,
       make a pass over Container A group CRM908A, inspecting the units until
       you discover the one containing Rebels. Dispose of all Containers
       except for the Rebels one while ATR Tiger captures the bonus Container
       A CRM908A ?. After the Container has been boarded, destroy it and
       return to M/FRG Ludwick. Note that the Ludwick will attack and destroy
       all three Corvettes once they move into range, but that really should
       not happen during normal play.


  -------------------------------------------------------------------------


                             Battle 3 Mission 3
                  Battle on the Frontier #3: Hold Position
                  _________________________________________

       The pirates' outpost in Pakuuni system was destroyed during out last
       engagement. We have orders to defend out position and wait for the
       convoy carrying the new space installation. We expect that the M/FRG
       Ludwick will come under attack from the Rebels and pirates operating
       here. The convoy should arrive in fifteen minutes. You will escort it
       here when it shows up. We are running low on active TIE Bombers, so
       your TIE Fighter has been modified to carry missiles. 

    Primary Goals
       -- Nebulon B-2 Frigate Ludwick must have survived.
       -- 100% of Cargo Ferry group Bakkun must have arrived.
       -- 100% of Modified Corvette group Horvus must have arrived.
       -- 100% of Modular Conveyor group Gorfan must have arrived.
       -- 100% of Freighter group Ravn must have arrived.
       -- Victory Star Dest Stalwart must have arrived.
    Secondary Goals:
       -- none
    Bonus Goals:
       -- 100% of Shuttle group Escape must be destroyed.

    Schedule of Events:
       00:11 TIE Fighter group Beta 1-2 exit M/FRG Ludwick to protect it.
       00:46 FRG Huntress exits hyperspace and begins attack.
       01:18 Z-95 Headhunter Gold 1-3 leave Huntress and attack the Ludwick.
       01:27 Y-wing group Gold 1-2 appear and begin assault on M/FRG Ludwick.
       01:28 B-wing group Blue 1-3 enter and begin attack.
       04:31 T/B group Theta 1-3 enter to attack the Huntress.
       04:35 Y-wing group Gold 1-2 enter and begin attack.
       04:40 Y-wing group Red 1-2 enter and begin attack.
       04:49 X-wing group Red 1-3 enter and begin attack.
       07:16 Y-wing group Red 1-2 enter and begin attack.
       07:51 Z-95 Headhunter group Yellow 1-3 enter and begin attack.
       08:13 T/B group Theta 1-3 enter to attack the Huntress.
       08:25 T/I group Gamma 1-2 enter to protect the Ludwick from attack.
       09:27 M/CRV Horvus 1-3 enter speeding toward the M/FRG Ludwick.
       09:32 CARG group Bakkun 1-3 appear somewhat far behind the Ludwick.
       10:08 FRT Ravn 1-6 enter the field.
       10:09 VSD Stalwart appears to far away to take over.
       10:16 FRG Huntress enters hyperspace.
       10:23 CNVYR Gorfan 1-2 exit hyperspace far from the Ludwick.
       10:27 Y-wing group Blue 1-2 enter and begin attack.
       11:50 Y-wing group Blue 1-2 appear and attack.
       13:03 TRN Anta 1-3 enter the field.

    Strategy:
       The primary goals are simple enough -- just save the Ludwick in your
       target memory and make sure to attack any ship which threatens the
       frigate. The biggest threats are X-wings since they're equipped with
       warheads that can quickly bring down the Ludwick's shields and finish
       it off if left unchecked. Destroying them should be a priority once
       they enter the field; then just clean up the remaining starfighters
       until the convoy arrives.

       Getting the bonus goal is trickier as you'll have to damage the FRG
       Huntress enough to get the two Shuttles to launch. You'll have to
       bring the Huntress's hull to about 60% strength before SHU Escape 1-2
       will launch, so I recommend bringing your wingmen in to attack it for
       misdirection and making a pass dropping Heavy Bombs to bring the craft
       down as fast as possible. Given your vulnerability, it isn't wise to
       have to make multiple solo passes around the ship, so either Heavy
       Bombs or Heavy Rockets will allow you to do enough damage to activate
       the bonus craft, though it is definitely easier said than done. Bob
       and weave through the onslaught and try to make the run when the
       Huntress first appears both to save you time in case you die and
       because you won't have to worry as much about other starfighters
       picking you off unexpectedly. Of course, this method means you'll also
       have to destroy both Shuttles with just lasers, but that isn't too
       difficult if you allow them to move outside the Huntress' range.


  -------------------------------------------------------------------------


                             Battle 3 Mission 4
              Battle on the Frontier #4: Guard Space Station NL-1
                  _________________________________________


       While the new station NL-1 is under construction, our forces will
       protect the work crews. Gunboats Tau, TIE Interceptors Gamma and TIE
       Bombers Beta will provide station defense. 

    Primary Goals:
       -- Platform XQ3 NL-1 must have survived.
       -- Nebulon B-2 Frigate Ludwick must have survived.
       -- Victory Star Dest Stalwart must have arrived.
    Secondary Goals:
       -- Shuttle Shakker must be captured.
    Bonus Goals:
       -- Shuttle Shakker must be inspected.

    Schedule of Events:
       00:11 TIE Bomber group Beta 1-3 enter the field.
       00:25 FRT Layter 1 enters hyperspace. 
       00:28 FRT Layter 2 enters hyperspace.
       00:46 A-wing group Blue 1-2 appear and launch attack.
       00:47 M/CRV Moori 1-2 exit hyperspace and being attack.
       00:51 Y-wing group Blue 1-2 enter and launch assault.
       02:04 X-wing group Red 1-3 appear and begin attack.
       02:21 SHU Shakker appears on the field when M/CRV Moori 1 is about to
                be destroyed.
       04:58 TRN Del 1-3 enter the area a bit north of the battle.
       07:30 VSD Stalwart exits hyperspace to take over the battle.
       TI-ED TRN Soryi enters to capture SHU Shakker once its been disabled.
       TI-ED TRN Soryi docks with SHK Shakker about four minutes after it is
                launched and captures the Shuttle just a few seconds after.

    Strategy:
       Destroy all small starfighters paying attention to the Y-wings first.
       After the Y-wing threat is gone, you can begin the attack on the
       Corvettes. Send your wingmen after CRV Moori 2 while you destroy CRV
       Moori 1. Chase, inspect, and disable SHU Shakker when it escapes the
       Corvette. Send your wingmen after any additional Corvette groups or
       whatever might be threatening Platform ZQ3 NL-1. Finally, ensure that
       TRN Soryi makes it to SHU Shakker, intercepting any craft which
       threaten it. 

       The only difficulty in this mission will be chasing down the A-wing
       group in your Gunboat. While you could elect to equip concussion
       missiles to make destroying them easier, it's better to use torpedoes
       or more powerful missiles to take down the Corvettes. Thankfully, the
       A-wings pose little threat to the station or Ludwick and will likely
       be destroyed by the other Imperial fighters.


  -------------------------------------------------------------------------


                             Battle 3 Mission 5
               Battle on the Frontier #5: Thrawn Inspects NL-1
                  _________________________________________

       The NL-1 installation is nearing completion. Vice Admiral Thrawn has
       returned on the VSD Stalwart. Thrawn wishes to formally inspect the
       project's construction work that has been done so far. The Vice
       Admiral will fly over to the NL-1, inspect it briefly, then fly back
       to the VSD Stalwart. Needless to say, it is of extreme importance that
       Thrawn's transport proceed safely. You will fly a combat patrol
       mission until the VSD Stalwart arrives. Advanced missiles will be
       allotted. 

    Primary Goals:
       -- Platform XQ3 NL-1 must have survived.
       -- Nebulon B-2 Frigate Ludwick must have survived.
       -- Transport Sigma 2 must have completed mission.
       -- Transport Omega must have completed mission.
    Secondary Goals:
       -- none
    Bonus Goals:
       -- 100% of Shuttle group Gamer must be destroyed.
       -- 100% of Shuttle group Bliss must be destroyed.
       -- 100% of Shuttle group Noway must be destroyed.

    Schedule of Events:
       00:36 VSD Stalwart arrives carrying Vice Admiral Thrawn.
       00:42 TRN Sigma 1-2 exit VSD Stalwart headed toward Platform XQ3 NL-1.
       02:04 A-wing group Red 1-3 enter far away from the Platform.
       02:14 A-wing group Blue 1-3 enter far away from the Platform.
       02:24 A-wing group Gold 1-3 enter far away from the Platform.
       03:36 X-wing group Gold 1-2 enter far away from the Platform.
       03:43 TRN Sigma 1 enters Platform XQ3 NL-1's hangar.
       03:44 TRN Sigma 2 enters Platform XQ3 NL-1's hangar.
       03:46 X-wing group Red 1-2 enter far away from the Platform.
       03:56 Y-wing group Blue 1-2 enter far away from the Platform.
       06:55 SHU Bliss 1-2 exits hyperspace and races toward TRN Omega.
       07:42 SHU Gamer 1-2 appear to destroy TRN Omega.
       08:06 SHU Noway 1-3 enter and begin attack.
       09:14 T/I Gamma 1-2 enter the battle.
       TI-ED TRN Omega departs Platform XQ3 NL-1 after all initial Rebel
                attack waves are defeated.
       TI-ED SHU Bliss 1-2 exits hyperspace a little over a minute after TRN
                Omega leaves the Platform.
       TI-ED SHU Gamer 1-2 appears a minute after SHU Bliss enters.
       TI-ED SHU Gamer 1-2 enter hyperspace once TRN Omega enters VSD
                Stalwart if not destroyed quickly enough.
       TI-ED SHU group Noway 1-3 enters and begins attack.

    Strategy:
       TRN Sigma with Thrawn will arrive on the Platform well before all the
       Rebel starfighters are in range, so race as far as possible and engage
       the enemies while Thrawn is safe aboard the Platform. Use your
       advanced concussion missiles to dispose of the A-wings as soon as
       possible. Use TRN Resupply to reload and dispose of the remaining
       A-wings. Have your wingmen take on the X-wings and Y-wings while you
       finish clearing the area.

       If executed quickly enough, TRN Omega should have little threat on the
       return trip to VSD Stalwart. The three Shuttle groups will enter well
       out of range, so just engage them as you would any other fighter. Just
       make sure to destroy SHU Gamer 1-2 as soon as possible since both are
       an immediate flight risk.


  -------------------------------------------------------------------------


                             Battle 3 Mission 6
              Battle on the Frontier #6: Wait for Relief Forces
                  _________________________________________

       The Space Station NL-1 is complete. An Imperial Task Force is on its
       way here to relieve us. We are to protect the station and its new
       System Patrol Craft until Imperial reinforcements arrive. A standard
       defensive posture is to be maintained until our main forces arrive and
       relieve us.

    Primary Goals:
       -- Platform XQ1 NL-1 must have survived.
       -- Patrol Craft Ranger 1 must have survived.
       -- Patrol Craft Ranger 2 must have survived.
       -- Victory Star Destroyer Salwart must have arrived.
    Secondary Goals:
       -- Shuttle Electra must be captured.
    Bonus Goals:
       -- Transport Shark must finished docking.
       -- Shuttle Electra must be inspected.

    Schedule of Events:
       00:16 SHU Luft exits hyperspace heading for Platform XQ1 NL-1.
       00:24 VSD Stalwart enters hyperspace.
       00:41 ATR Thunder 1-2 appear and race to the Platform for attack.
       01:28 B-wing group Blue 1-3 join ATR Thunder and join the attack.
       01:32 SHU Electra enters close behind ATR Thunder.
       02:02 TRN Rover 1-3 enters and launches assault on SPC Ranger 1-2.
       02:13 A-wing Gold 1 appears and begins attack.
       03:49 SHU Luft enters the hangar.
       05:09 SHU Electra enters hyperspace.
       05:21 X-wing group Red 1-3 enter close to M/FRG Ludwick and attack.
       07:30 TRN Rover 1 enters hyperspace.
       07:32 TRN Rover 3 enters hyperspace.
       07:10 TRN Rover 2 enters hyperspace.
       11:39 A-wing group Blue 1-3 enters and attacks.
       TI-ED TRN Shark exits the Ludwick once SHU Electra is disabled.
       TI-ED T/I group Gamma 1-2 will replace existing Gamma group once
                removed from the battle.
       TI-ED B-wing group Blue 1-3 and A-wing group Blue 1-3 will enter
                hyperspace if heavily damaged and given the chance.
       TI-ED TRN Shark docks with SHU Electra and captures it about two
                minutes after being disabled.
       TI-ED VSD Stalwart reappears once most of the Rebels are destroyed.

    Strategy:
       TRN group Rover 1-3 is your biggest threat since they will enter while
       you are probably attacking and disabling the SHU Electra and because
       they will immediately go after SPC Ranger 1-2. At the start of the
       battle, destroy an ATR Thunder ship and send your wingmen after the
       other. Look for SHU Electra to escape and quickly disable it. Once
       Rover 1-3 appear, send your wingmen after it to buy some time while
       you finish engaging Electra if needed. Then unload whatever remaining
       torpedoes you have into the Rover group -- two per ship should work.

       Once TRN Rover 1-3 is gone, finish eliminating ATR Thunder 1-2 if they
       are yet to be destroyed and work on getting rid of the B-wings. You'll
       encounter an additional ATR group Taxel 1-2 on hard and will have to
       destroy them with just lasers. Boost power to your shields and
       concentrate on destroying them one at a time with your wingmen. By
       this point your forces should be free to redirect the majority of fire
       onto the ATR group which will make it easier. TRN Shark will be safe
       more or less while it performs its capture operation, but SHU Electra
       could get inadvertenly destroyed by the TIE Interceptors who you can't
       order to ignore the Shuttle. As long as you can disable Electra a
       reasonable distance away, you should be fine.


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

                                Battle Four
                            CONFLICT AT MYLOK IV
                         Battle pirates in outer rim.

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


                             Battle 4 Mission 1
               Conflict at Mylok IV, Mission #1: Escort Convoy
                  _________________________________________

       Escort the Habeen cargo convoy to a rendevous with Admiral Zaarin's
       M/FRG Shamus. Three groups of TIE Fighters are assigned to see that
       these freighters arrive with their cargo intact. The cargo is carrying
       newly developed starfighter technology that Admiral Zaarin wishes to
       evaluate. The M/FRG Shamus will rendevous with you and the convoy near
       Mylok IV.

    Primary Goals:
       -- 50% of Cargo Ferry group Verack must have finished docking.
       -- 50% of Cargo Ferry group Stimner must have finished docking.
       -- Nebulon B-2 Frigate Shamus must have survived.
    Secondary Goals:
       -- 100% of Cargo Ferry group Verack must be inspected.
       -- 100% of Cargo Ferry group Stimner must be inspected.
    Bonus Goals:
       -- Corellian Corvette Charger 1 must be inspected.
       -- Corellian Corvette Charger 2 must be inspected. (M)

    Schedule of Events:
       00:11 Y-wing group Red 1-3 enters and launches assault on the Cargo
                Ferries.
       00:21 Y-wing group Gold 1-3 enters and launches assault on the Cargo
                Ferries.
       00:31 Corellian Corvette Charger 1 enters the area.
       00:32 Corellian Corvette Charger 2 enters the area.
       01:09 Y-wing group Yellow 1-3 enters and launches assault on the Cargo
                Ferries.
       01:42 Y-wing group Blue 1-3 enters and launches assault on the Cargo
                Ferries.
       02:57 Y-wing group Yellow 1-3 enters and launches assault on the Cargo
                Ferries.
       02:59 Shamus enters.
       03:16 T/I group Zeta 1-3 exits the Shamus' hangar to assist.
       03:31 T/B group Eta leaves Shamus to help defend against the enemies.
       03:40 Y-wing group Yellow 1-3 enters and launches assault on the Cargo
                Ferries.
       04:25 Y-wing group Striker 1-3 enters and launches assault on the
                Cargo Ferries.
       04:43 T/B group Psi exits Shamus to replace T/B group Eta as needed.
       05:42 Y-wing group Scarlet 1-3 enters and launches assault on the
                Cargo Ferries.
       08:00 Cargo Ferry Verrack 1 docks with the Shamus.
       08:45 CARG Verrack 1 finishes docking operation.
       10:25 CARG Verrack 2 docks with the Shamus.
       11:10 CARG Verrack 2 finishes docking operation.
       11:54 CARG Stimner 1 docks with the Shamus.
       12:08 CARG Verrack 1 enters hyperspace.
       12:10 CARG Verrack 2 enters hyperspace.
       12:40 CARG Stimner 1 finishes docking operation.
       13:44 CARG Stimner 2 docks with the Shamus.
       14:29 CARG Stimner 2 finishes docking operation.
       16:06 CARG Stimner 1 enters hyperspace.
       16:08 CARG Stimner 2 enters hyperspace.
 
    Strategy:
       You'll be able to inspect all four Cargo Ferries easily enough at the
       outset of the mission. Right when you're finished the Corvettes should
       have arrived, so you can go inspect and destroy them. Use torpedoes or
       Heavy Rockets and you should have little problem bringing them down,
       but be careful because the Cargo Ferries will also be attacking the
       Corvettes, and you could miss a chance to inspect them before they are
       destroyed. While the Shamus will release a number of TIE Bombers to
       destroy them once it shows up, the Corvettes are best finished first.
       Have your wingmen keep the Y-wings occupied in the meantime.

       Once the Corvettes are gone, you'll have to defeat all 24 Y-wings to
       save the Cargo Ferries and complete the mission. Engage them right
       away and keep an eye out for the Cargo Ferries. It is best to save
       CARG Verrack 1-2, which is the most likely to be attacked, and one
       of CARG Stimner. The Y-wings will be launching quite a few warheads,
       so you'll want to engage the starfighters before they have a chance to
       launch them. If you are finding yourself easily pulled away from the
       scene, you can try equipping concussion missiles to attack Y-wing
       threats from afar while destroying the Corvettes with lasers from the
       blind spot at the rear. Either method works, but the first suggested
       plan is quicker and more efficient.


  -------------------------------------------------------------------------

                             Battle 4 Mission 2
               Conflict at Mylok IV, Mission #2: Attack the Nharwaak
                  _________________________________________

       Imperial patrols have located the secret base of Nharwaak ships
       carrying the hyperdrive technology. The first objective is to stop the
       Corvettes from escaping. Then get the shuttles and the transport,
       hopefully before the parked starfighters are activated. You will be
       among three groups of TIE Bombers launched from the M/FRG Shamus.

    Primary Goals:
       -- Container B Junker must be destroyed.
       -- Container A Hume must be destroyed.
       -- Container A Workshop must be destroyed.
       -- Container B Repo must be destroyed.
       -- Corellian Corvette Petor must be destroyed.
       -- Corellian Corvette Shotgun must be destroyed.
       -- Transport Sunbird must be destroyed.
       -- Shuttle Pamir 1 must be destroyed.
       -- Shuttle Pamir 2 must be destroyed.
    Secondary Goals:
       -- 100% of all Y-wings must be destroyed.
    Bonus Goals:
       -- none

    Schedule of Events:
       00:33 SHU Pamir 1 docks with Y-wing Red 1.
       00:38 SHU Pamir 1 completes docking operation.
       00:54 SHU Pamir 2 docks with Y-wing Blue 1.
       01:00 SHU Pamir 2 completes docking operation.
       01:10 SHU Pamir 1 docks with Y-wing Red 2.
       01:15 SHU Pamir 1 completes docking operation.
       03:52 CRV Petor enters hyperspace.
       TI-ED T/I group Delta 1-3 will exit the Shamus to replace any fallen
                TIE Bomber group.

    Strategy:
       The only immediate threat is CRV Petor which will hyperspace about
       four minutes into the battle. TIE Bomber group Beta will attack CRV
       Shotgun while T/B Gamma goes after the Y-wings. TRN Sunbird will
       attack the Shamus which will retaliate and destroy the Transport soon
       enough. With this in mind, destroy CRV Petor first -- six torpedoes
       will do it. Send your wingmen to help T/B Beta with bringing down CRV
       Shotgun at the start. Once Petor is destroyed, you're clear to attack
       the Shuttles and Y-wings. Once all starfighters are gone, clean up the
       remaining Containers. Note that it'll take the TIE Bombers about two
       and a half minutes to destroy CRV Shotgun, so if you're finding
       yourself overwhelmed by all the starfighters, go help destroy it so
       the other TIE Bombers can assist.


  -------------------------------------------------------------------------


                        REMAINING MISSIONS TO FOLLOW


  ==========================================================================
  === ======= ========                                  ======== ======= ===
  ==== ==   == =======           OTHER NOTES            ======= ==   == ====
  =====         ======                                  ====== ==   == =====
  ====== ==\ \== =====     Bugs, ranking, and other     ===== ==/ /== ======
  ======= ==\=\== ====       stuff you should know      ==== ==/=/== =======
  ===========\=\==============================================/=/===========


  |o| Battle 2 Mission 2 and Battle 2 Mission 4 bug:

         Yes, you can destroy M/FRG Dromon, and yes, it is an actual bonus
         goal in the game. However, if M/FRG is destroyed in Battle 2 Mission
         2, you will not be able to complete Battle 2 Mission 4 thanks to a
         bug (at least in the original disk version of the game). The 
         destruction of M/FRG Dromon triggers a bug which causes SHU
         Phantelle, M/FRG Shemsher, CARG Glaive, CARG Godendag, and CRV Runka
         not to appear in Mission 4 making it impossible to complete.

         The only workaround if you've already destroyed M/FRG Dromon and
         can't continue is to try replaying Mission 2 and doing your best to
         avoid destroying the ship. It's mainly a problem since M/FRG Dromon
         gets hammer by VSD Protector and a number of other ships during the
         mission. Have your wingmen ignore it and avoid going near it
         yourself, and it should hyperspace away before being destroyed. If
         replaying the mission doesn't work, you'll have to create a new
         pilot and start your career all over again and/or reinstall the
         game and make sure to avoid destroying M/FRG Dromon the next time
         you play through the game. LucasArts had offered to replace all
         disks with the bug with fixed versions years ago, but I'm not sure
         if that offer still stands now.



  |o| TIE Fighter rank list with approximate place scores:

         IMPERIAL NAVY
         -- FLT. CADET .......................................... 0
         -- FLT. OFFICER ................................... 10,000
         -- LEUTENANT ...................................... 50,000
         -- CAPTAIN ....................................... 150,000
         -- COMMANDER ..................................... 250,000
         -- GENERAL ....................................... 500,000

         SECRET ORDER OF THE EMPEROR
         -- FIRST INITIATE ................................ 100,000
         -- SECOND CIRCLE ................................. 200,000
         -- THIRD CIRCLE .................................. 250,000
         -- FOURTH CIRCLE ................................. 450,000
         -- INNER CIRCLE .................................. 600,000
         -- EMPEROR'S HAND .............................. 1,000,000
         -- EMPEROR'S EYES .............................. 1,400,000
         -- EMPEROR'S HANDS ............................. 1,700,000
         -- EMPEROR'S REACH ............................. 2,000,000


  ==========================================================================
  === ======= ========                                  ======== ======= ===
  ==== ==   == =======             CREDITS              ======= ==   == ====
  =====         ======                                  ====== ==   == =====
  ====== ==\ \== =====      What I can and cannot       ===== ==/ /== ======
  ======= ==\=\== ====        claim credit for.         ==== ==/=/== =======
  ===========\=\==============================================/=/===========


  Benjamin Paul Galway -- All text and information above is credited to the
                          author of this document except from the mission
                          introductions and goals which are from the game.

  LucasArts -- For releasing such a great game. I suppose the planets were
               aligned and there was a full moon on the Vernal Equinox for it
               to happen, but it did.

  GameFAQs -- I never really bother to thank the site, but it is the best
              video game resource available. I doubt anyone who be able to
              make use of my guides if it weren't for the site.


                            End of Document