Looks like 1999 is going to be a great Star Wars year. Not only will the new movie be released soon, there are also a pile of Star Wars games to be released. X-Wing Alliance is one of these games and it does again: great atmospere, improved graphics, stunning FMV sequences … in short: a great game.
This is a mission guide and it will give you an overview of the missions you have to fly, including a highlight on the specific difficulties of the missions and some tips. I'm not going to ramble about tactics and how to fly … that's something you'll have to learn for yourself (or maybe you can use the force).
If you are having some difficulties with the abbreviations I sometimes use in the opponents topic, I suggest you check out the reference section at the bottom of the guide!
Note: I played the whole game (version 1.0) at medium difficulty, so there might be some small differences between the descriptions I give here and the missions you play at easy or hard difficulty. I also noticed that their might be differences in the gameplay as you install an upgrade (cfr. battle 7, mission 2). Also, keep in mind that the bonus points mentioned might defer too, but in general, I urge you to try to get as much bonus points as you possibly can (usually by destroying extra ships, a squadron of fighters, but also by rescueing certain ships).
This option is there for MP games but is also an excellent way to familiarize yourself with some of the crafts you'll be flying and therefore a must-do for rookies. For the veterans among us: it's an excellent way to polish up your piloting skills (mine were getting quite rusty). Furthermore, you can increase your pilot rating by flying either previous missions or quick skirmishes.
None really, maybe intercepting the CARG Raider in time?
You don't have to repel the cargo raider, you can also kill him … which is much easier if you ask me. Make sure you first target and take out the RzR/F's before heading toward the PES. They pose the greatest threat in this mission, but shouldn't give you a hard time.
Keep in mind that there is an error in the mission if you are playing version 1.0. The game states that a mission objective is complete, when you only inspected 97% of the cargo. Watch out for this, if you don't search the last container, you can't complete the mission!
Viraxos 측에서 우리 화물에 불법물품들을 심으려고 하는 것을 알아냈다. 선제타격을 위해서 스파이스 화물을 몰래 심고, 공격을 하여, 제국군이 조사를 하도록 하자.
자동 타게팅 되는 파이터들만 잡아서는 안되고, 화물선의 화물칸을 1-2개 정도 부셔줘야 25%를 채울 수 있다.
파이터들을 잡아줘야, 구출이 가능하므로, 엔키두를 잡고 나면, 화물칸 2개를 부수고, 다시 돌아와서 파이터들을 빠른 속도로 잡아 줘야, 제국군이 도착하지 전에 구출이 된다.
The PES Enkidu is the only threat worth mentioning (RzR/F are taken out fairly easy)
First take out the wave of Rzr/F fighters (about 4 ships), then take out the PES Enkidu followed by the remaining RzR/F fighters (about 6 remaining). Watch out if you are taking on the PES. If you can trail the PES it doesn't take much effort, but take care if you are coming head-on with it. It can do some serious damage if you don't watch out!
Take out some extra cargo ships and containers to get bonus points or to reach your 25% mark if you haven't taken out all the fighters.
Make sure you destroy the CORT Venix before you leave … the first time, I forgot to do this, which resulted in a failure.
This can be a tricky mission sometimes. Head straight for the oncoming batch of Razor Fighters. When you have destroyed those and the second patrol of two ships, head for the PES Enkidu and take it out.
Now make a run for whichever VCF is closest to the base - usually CF VCF 085. Link your turret and destroy the rear-engine object, and then return to helping Emon destroy Viraxo fighters. When the Squadron is destroyed, quickly head back out and destroy the engine for CT/2 VCF 098.
While Emon picks up Aeron, destroy the front (pilot) sections for CF and CT/2 to pick up an additional 300 points - the containers don't need to be destroyed and are worth little.
Head back towards the Venix and destroy it after Aeron is picked up. You will actually get bonus points - so don't worry about the message regarding lost points.
Try to make it back before 8:00 or a squad of T/Fs will come looking for you along with a VSD2.
None, if you take out the GSP asap
You know that the pirates are going to double-cross you, so you might as well target one of the Clk/F ships. Once the double-cross is obvious, you can shoot him out of the air in a few seconds. Then go straight after the GSP, don't waste any time with the other ships. Once the GSP has been taken out, the Vasudra should be able to withstand all the other attacks.
Note: Do not attack prematurely as this results in a mission failure.
Hitting the 66% mark can pose some difficulties for some players.
No tips really, just keep on fighting. If there's even 1 second that you are not fighting, you must be doing something wrong or you are being a real chicken. I suggest you stay clear of the ISD. Not because it will attack you or anything, it's because it launches the TIE's. If you have to make an escape in case of an emergency, it's best that you are not too close to the source of all your troubles.
First take on the T/F, but make sure you take out the T/B once they are in range, since they pose the biggest threat to the other ships. After the T/B are disposed off, resume picking off the T/F's. Retreat once you passed the 66% mark.
Keeping your cargo intact.
There is one big tip for this mission: avoid combat as much as possible. Why? You will survive but your cargo won't and you need it to complete the mission. This includes the request to hold off the incoming T/F at Twin Sun Station. The Sabra can leave without any scratch, even without your defence. At the Azzameen home base, let Aeron take out the Viraxo fighters and keep your distance from the Imperial fleet once it arrives.
This might be a good time to load countermeasures for the first time, since you'll probably get some torpedoes fired at you. Activating the turrets in defensive mode is also a big help.
Not getting blown away by the escort of the convoy
To destroy the cargo containers swiftly, it's best to destroy a few (8-12) of the containers (to do some blast damage to the space station) and then star shooting at the space station. Once it explodes all of the remaining cargo containers will explode too, this will save you a lot of time.
Fly straight in, hit the CRKC with some torpedoes or laser fire and fly back the way you came in. This way you'll avoid the gun emplacements, which can do some serious damage to your slow manoeuvering Y-Wing. (If you used some torpedoes, return to the defiance to reload)
This is the hardest part. The A/S can do some serious damage and can blow your Y-Wing out of there in no time. I try to avoid them, if possible … you can reach the 25% mark without paying attention to the A/S.
Maybe 4-1 situations for some players?
Don't ever fly head to head with any of your opponents. This causes too much shield loss/ damage to your fighter. You can try it once, but it's better to do evasive manoeuvers and pull back once you've passed them … that way you can get a clear shot from the rear and since we are dealing with TIE's here, we don't have to worry to much about hitting them 100 times before they die.
Also make sure you have at least that Pentium 200 they were talking about. I have a Pentium 133 and the framerate was dropping like hell once I got in the mass dog fight between the squadrons of X-Wings and TIE's. So if anybody whishes to buy a new computer for me so I can finish writing this guide … :)
One more tip: don't listen to what they say during the mission. It will get you killed, just fly the way you usually fly your fighter craft.
None, but try to stay clear of the Strike Cruiser. It isn't deadly, but I wouldn't recommend doing some sight-seeing around that starship, unless you want the bonus points of course.
First take out the TIE's, then start hitting the convoy.
Don't waste any torpedoes on the STRKC, you can finish the mission without attacking it!
Withstanding enemy fire during the boarding procedure & reaching the hyperspace navigation buoy afterwards.
Help Emon take out the planetary fighters. Make sure you take them out quickly enough, since Emon will hyper out when he has too much damage to his ship and you'll need him later on to give cover.
After you have taken out the planetary fighters (12 ships) you should board (=Docking) the platform. Make sure your shields are strong enough to withstand enemy fire, since you have to wait for quite a while on top of the platform. 3 Planetary fighters will start to fire at you, Emon's cover should give you one less opponent … your shields have to hold off the other 2. After that, take out at least 2 of the 3 remaining ships. Then rush to the buoy since you'll have a squadron of TIE's following you and that's something you can miss after absorbing such a load of enemy fire.
You are heavily outnumbered and outgunned, so you can expect some heavy enemy fire.
Keep doing evasive manoeuvers at a high velocity (I use no laser charging/maintaining and level 2 charging of shields).
The Star Destroyer should be the last ship to inspect, but before you do, take out some of the TIE's which are trailing you. This makes the job easier for your wingmate and therefore it will take longer before she's heavily damaged. During the dog fight with the TIE's you probably inspected the ISDII.
After you ID'ed all the craft the ISDII will launch some probes. Don't go straight after them, since they pass too close to the engine wash and you'll get damaged if you do so. Instead, take on some more TIE's. Once you've taken out all/the majority of them, go after the probes. Once you've taken them all out, it should be easy to use a missile lock in order to destroy them from a distance (otherwise you would be under fire and therefore you would not be able to fly straight for a long period of time). Once you get in close, use your laser to finish them off (don't forget to increase the recharge rate in time).
Be sure you take out the probes fast enough. If you are too slow in destroying them, they will either escape or some groups might not be launched from the ISDII.
Once you've taken out all the probes, head on out of there. New squadrons of TIE's will be launched by now and they are not trailing you to have a nice, little chat with you. So, keep doing evasive manoeuvers while you are heading for the buoy.
Just do your regular dog fight routines and you'll be fine.
Make sure the T/B don't get too close to the ATR, but normally you should be able to take them out quite easily and fast.
Let the MUTR release the probe without destroying it. Keeping the probe in one piece when you are being fired at with torpedoes.
Normally I wouldn't recommend this but take the R-41 head-on. They do minimal damage (maybe a few % shield damage) and you can take them out in pairs with just one pass, if you fly head-to-head.
If the MUTR has docked with the probe, make sure you attack it from above. Otherwise you are going to destroy the probe.
At customs, fly straight for the buoy. Once the pirates arrive and start firing some torpedoes at you, activate the automatic turret targeting (by pressing the F-key). This should take out the torpedoes in time. Make sure you always have enough laser power though, there's nothing more frustrating than a torpedo hitting you if you only have 1 more km to go.
Watch out for enemy fire (especially the T/B at the end of the mission which launch concussion missiles).
Try to take out as many craft of the convoy as you possibly can BEFORE they make the hyperjump to the ISDII Corruptor. You can do this by destroying them, but also don't forget your ion cannons. You can disable your targets faster than you can destroy them, so it is a good option.
Also make sure you have some torpedoes left once you do the hyperjump. Some of the bigger starships probably have escaped and in order to take them down easily, you'll need the torpedoes (unless you want to shoot with your laser for 1/2 hour).
Once the shuttles are launched, go immediatly after them. The bigger ships of the convoy aren't going anywhere.
Take out the GW/P's first, they pose the biggest threat at the beginning of the mission since none of the TIE's have been lauched at that time. After you finished them off, go after the TIE's.
Also don't forget to take out the shuttle. One of your commanders will warn you once it is launched. After that, pick of the remaining TIE's (if any).
A-Wing is not a good craft to start attacking an ETR Keeping at least 50% of the convoy alive.
Do not engage the ETR, he'll shred your A-Wing to pieces.
About the T/e1, just take them out with your regular dog fight routines. Make sure you always attack a TIE which is attacking the convoy, since you have to save at least 50% of the convoy. There may be a few TIE's trailing you, but when they are attacking you, they aren't attacking the convoy! Take them out later on or once they really become an annoyance.
Disabling the one of the ETR's is quite challenging with a weak ship like the Z-95.
First disable/destroy a few of the experimental TIE's. You can destroy a few of them since you'll only need one of each. I suggest that you keep your Ion Pulse warheads for the ETR.
Once this is done, give your squadron the order to disable (not attack) one of the ETR's and help them doing this. Don't attack the ETR alone! The Z-95 has mediocre shielding and hull ratings, so you'll get shot down pretty easy if you try to do this, even if you have your shields at 200%. Also keep in mind that most of your companions are low on Ion Pulse Warheads, so you are probably the one who has to disable it. You'll need a few warheads to accomplish this, so don't start firing them at long range, which enables the ETR to shoot them out of the sky. Once one of the ETR's is disabled, the mission is as good as finished.
Let the heavy lifters pick up the ships while you destroy the remaining, disabled TIE's.
Escaping into hyperspace can pose a problem.
The R-41 are once again no match for your YT-2000. Once they are blown out of the sky, inspect and shoot down the LT 3000 for a nice bonus.
Now it's time to head out of there, so start flying towards the hyperbuoy. You'll have to tangle a bit with 2 MUTRs and a couple of Z-95, but keep in mind that you don't have to destroy them all in order to complete the mission. Take out the Z-95's, that way you'll get the break you need in order to reach the buoy. If you feel up to it, you can also take out the MUTR, but keep in mind that gun boats might arrive at any given time.
Take out the TIE's first, not the static defences. The TIE's reach you earlier than you can reach the gun emplacements. They pose the biggest threat and therefore should be targeted first. Take out the static defences once you have the opportunity to do so.
Once the mission is complete, get out of there. TIE Defenders are bound to arrive/be lauched shortly and they pose a serious threat to your X-Wing (unless you fancy a challanging dog fight).
Keeping the CRS Liberty and yourself in one piece.
You are heaviliy outnumbered, making this the most challenging mission up till now. I had to replay this mission several times before I succeeded in all my mission goals.
The biggest problem are the T/e4 fighters assigned to the Beta squadron, since they are kamikaze fighters, which are always heading on a collision course with the CRS Liberty. Somebody should take them out, but not you. Assign your squadron to take them out, you can't possibly do it all by yourself.
More importantly to take out, are the ETR's. They should be your primary target. Also don't forget to call for backup. The more fighters that attack the ETR, the more efficient your attack will be. So, let your wingmates assist you in between their trips to take out the beta squadron.
Don't forget the other TIE's though! Having a few of them behind you isn't very healthy. It's imperative that you back-up from the ETR attacks from time to time to take out the TIE's that are trailing you. This guarantees not only the survival of the CRS Liberty, but also your own.
The attack of TIE's combined with the platform defences?
I found this mission to be fairly easy, I handled it like this: Fire 2 torpedoes at every hanger (4 in total), this should make it easy to destroy them with laser fire later on. Head straight for the hangers, should you be attacked by any TIE's, retaliate. If you take out the hangers, a significant number of experimental TIE's will not launch. All you have to do after this is make sure you don't get shot down by any of the remaining TIE's.
Take out the platform and the SRS Sardis … mission complete.
The Golan One platform is a big problem if you disable the L/C's too late.
Make sure you only disable the L/C's with slaves on them. You have several L/C's with another cargo load and you don't want to waste your time disabling them. It's very important that you disable them quickly, if they are disabled too late, they will be too close to the G/1. This is not a big problem for you but it is for the ATR's that have to pick up the slaves.
Once you disabled all L/C's concentrate on not getting shot down by TIE's and you might try to take some of them out yourself, although the Y-Wing isn't really fit to do some serious dog fighting.
The Sup/F in the end pose the biggest problem. They are slow, but very sturdy and they can do some serious damage.
Forget about the Rzr/F at first, just put your turret on defensive fire and don't recharge your lasers. This will allow you to inspect all the containers at a high speed and the Rzr/F won't bother you while you are doing it. Once you inspected them all, start recharging your lasers and let the turret autofire at your target. The fighters and the GPLT will be taken out in no time.
By the time you finish up with them, the Black Sun suppa fighters will have arrived. Attack them, but don't go head-to-head with them or it'll cost you dearly. Like I already said: they are reasonably slow, but dangerous none the less. If you would happen to get into trouble with them, but you notice that most of the other Azzameen ships have already entered hyperspace, do the same. The convoy will probably make it and you'll be safe too.
Flying through the blast door of the IRC Kuat?
Just do what is told. First take out the satellites. While you are flying at them, you might want to target the research station and fire 4 torpedoes at it. Then take out the Sat with your laser. You'll have some spare time at your hands now, use it to take out some gun boats and to reduce the shields of the IRC a little further.
Once your wingmates are finished taking out the GPLT's, they fire there torpedoes at the station. Check how low the shields are and reduce them further to 0. Now target the hatch (IRC Kuat component) and shoot it out with laser fire. (If you are bothered by some TIE's, just take them out) Now fly through it (make sure you fly in horizontally) and fire your 2 remaining torpedoes at the reactor. If necessary, finish it off with laser fire and get the hell out of the station through the blast door before the station explodes.
Keeping the M/CRV Python alive?
First inspect the C/RLY comm center and the satellites. Once you have done this take out the mines and any of the remaining TIE's. Once you've done this, take out the CN/Hgr.
After a while the ESC Halberd will arrive and it will launch T/F and T/I squadrons at first. Try to take out as many as possible at this time, once the T/B are launched you should divert all your attention to them, since they pose the biggest threat to the M/CRV.
You can try to take out the ESC afterwards, but that isn't advisable without the help of your wingmates.
The ZG/S are a real pain in the @ss. They are small and therefore hard to hit. On top of that, they can pack quite a punch if you are not careful.
First take out the 2 GUN's and the mines afterwards. Once this easy task has been done (don't forget the autofire option on this ship), start searching for a suitable Satellite (n° 6).
After a while the A/S should arrive and launch some ZG/S'. The ones attacking you, should be left alone, since they do not endanger the mission directly. Concentrate on the ones that attack Aeron or Satellite-6. After that's done, the mission shouldn't be that hard to finish.
Large numbers of TIE's?
First attack the T/F's and then proceed with the PLT/6. Once the shuttles depart, go ID them at once! If you find the defector too late, he will hyper out of the area.
Once you are back at the frigate the ambush will be launched. Engage in the dog fights and keep an eye out on those T/B, who are the biggest threat to the FRG. Don't stare yourself blind on them either, you got to make sure you survive the attacks of the other TIE's, so divert your fire power to them (if necessary).
The INT Restrainer should be taken out as quickly as possible. Reload your torpedoes on board of the CRS Liberty, if necessary. Once the INT has been destroyed, you can concentrate fully on the dog fights with the other TIE's. The T/A should have launched by now too. They are harder to take out since they have shields.
The homing mines are hard to take out and are lethal at first contact. Keeping the ATR alive.
Head after the shuttle at full speed while firing 4 missiles at it, that way you'll only need to hit it once with your laser in order to make it stop. The faster you can make it stop, the shorter the distance the ATR has to travel in order to seize it. At that point you should have 3 homing mines behind your tail. Order your wingmate to take them out. You might want to give it a shot yourself, but it is difficult and dangerous, so watch out!
Once you are clear of the homing mines, engage any fighter which poses a threat to the ATR (especially the T/B's and GUN's). Once the ATR is out of the area, increase your speed by turning off the laser recharge rate and head for the buoy.
The supa fighters might give some players a hard time?
This mission is fairly easy if you just remember two words: autofire mode. With your turrets turned on in this mode you should be able to take out a lot of ships at a very high frequency. Just target the nearest enemy and engage.
Once the job is done, go for some bonus points. No other ships will arrive in the area any more, so you don't have to worry about a thing. Just make sure you have your shields recharged to a reasonable level before you jump to the Rebel base, because 4 more Sup/F are waiting for you there. Once they are taken out of commission, dock with the base …
Once the convoy arrives, 2 T/A will be launched. You have 2 options: you use your charged laser power to take them out or you leave them alone and you use the power to recharge your shields if necessary.
Anyway, once they are destroyed (if you decide to take them on) you should start inspecting the convoy. Set the laser recharge level to 0, that way you can inspect the convoy at the nice speed of 150. Normally, you shouldn't experience any more trouble. You might take a bit of fire while you are heading back to the hyperbuoy, but nothing serious if you do evasive manoeuvers.
Getting Aeron off the base without dying.
I wonder if any tips would help here, because a part of this mission has to do with luck. Anyway, I'll tell you how I managed to get through, but I can't guarantee it works for everybody.
First of all, put your laser turret on defensive mode. That way it will target incoming fighters, but also incoming torpedoes. Now divert all laser power to the engines (maintain shields). Once the TIE's engage, don't hang around too long, just head straight for the base, the defensive laser fire might even kill a few.
By the time you arrive at the base, you should have a bit of time to dock, without being annoyed by enemy fire. Once you started the docking procedure make sure you set the recharge levels of the shields and the lasers at full! In the meantime you can also switch back to your rear gun turret (press G once) and target any incoming fighters. Remember, it's more important to target the closest fighter that has targeted you, than it is to target the closest enemy in general (which might be engaging some X-Wings). Try to shoot them out of the sky as quickly as possible, because more are inbound. Keep on fighting them off until Aeron has boarded the ship. With a bit of luck, you'll still have your shields at a reasonable percentage (more than 100%).
Divert all the laser energy to your engines and maintain your shields. Remember to put the turret back in defensive mode. It will provide cover while you are heading for the hyperbuoy. With some fancy flying and a bit of luck you'll be hypering home in no time.
No big obstacles in this mission, maybe the INT gives some people a headache.
This is one of those slow paced missions again, because of the Y-WING (you might have noticed that I'm not so fond of flying an Y-WING). Disabling the MOB shouldn't be a problem. Just make sure you stop firing in time, since your wingmates will continue to fire at the MOB for a while and that might destroy it.
Once you made the jump, head for the interdictor. This is your responsibility! Your wingmates do little or nothing. Link your ion cannons and laser weapons and make attack runs with intervals in between them to recharge your shields. I usually attack the weapons systems on an interdictor, that way I will encounter fewer defensive laser fire in later attack runs and I do the damage I need to do. If you happen to be attacked by a GUN or T/F, take them out first, then proceed with the INT. Once it's shields are down, it'll make a run for it.
Keeping the CRV Razor alive and well.
I must say that the Rebellion has a lack of brain cells from time to time. If I had to lead this mission, I would let the SHU land on the Liberty in the first place and head out of there (without all the base transfer nonsense). Now you've got to defend the CRV also, which isn't an easy task.
The key to succes in this mission is to take out the ATR's in time. They pose the biggest threat to the CRV and must be taken out immediatly. Once this job is done, return to your dogfights with the TIE's. Make sure the CRV keeps clear of T/B fire. After the CRV has left the area, the mission is as good as done. The CRS Liberty shouldn't have such a hard time escaping.
Once you arrive at the CRV, take on the GUN's immediatly. While you are dogfighting with them, the ISDII Avenger should arrive and launch some TIE's. The ISDII can be taken out, but not before it has boarded the CRV, so concentrate your fire on the TIE's for now.
Make sure the E-POD isn't destroyed and follow the other craft into hyperspace. The ISDII will follow and the SDS Executor will join the battle. Engage the TIE's and in your spare time you can take down the ISDII. Handle it like you would handle any other ISD: take out both shield generators first and then shred it into little pieces.
If you have difficulties comleting this mission, I suggest flying the B-Wing instead of the X-Wing. It has greater fire power, a bigger torpedo/missile load and is an excellent dog fighter. The ion cannons that are installed on this baby might also come in handy if you want to disable the ISDII.
I repeat: do not go head-to-head with the Z-95, since it's an extremely weak craft. The success of this mission depends on your dogfighting skills. If you do experience difficulties completing this mission, spend some more time in the combat simulator.
Frustrating mission, since you need to have a bit of luck.
The mission itself isn't that hard, you can easily kill every opponent with your Y-Wing. The frustrating thing is that you seem to be the only one fighting. I once killed 7 of the Pry/F but the 8th one managed to destroy another craft of the convoy. What are your wingmates doing? Sightseeing?
Once you've stopped the Pry/F you will still experience the same frustration when engaging the T/I's. Ok, so you can order your wingmates to engage your target, but they don't seem to listen. So, once again it's all up to you. The downpart is that the Y-Wing isn't terribly fast and you can't be everywhere at the same time, so … let's hope you have some luck.
Once you arrive at the first station, start taking out the T/F. They shouldn't be too much a problem. Once they are taken out, start inspecting the containers. The bomb is in one of the Pr/Tk's, so check them out first! After you made the pick-up head for the base where Emon is located.
Move in closer and drop the cargo between 1 and 1,5 clicks from the base. Don't be alerted by the presence of the T/F's or G/P's, they won't attack until the bomb has exploded. Once the bomb explodes engage every craft that poses a threat to the MUTR. These will be the TIE's and the G/P's in the beginning and later on some GUN's. You can take the SPC out in your spare time.
Most of your adversaries are a lot weaker than the Otana, so you shouldn't experience any problems. If you do, change your dogfighting tactics with the Otana.
Escorting the shuttles and other transport craft of the personnel.
First take out all the gun boats. By the time you are finished with them, the TIE's should be well underway to intercept the escaping personnel, so head for the ones that pose the biggest threat to them. Once these threats have been eliminated, several more fighters will come your way. Just hold them off, in the meantime the B-Wings should have destroyed the STRKC. At a certain point the waves of fighters just come to a stop, that means that you've completed the mission succesfully.
Keeping the shuttle in one piece.
This a patheticly, difficult mission, you are heavily outnumbered (2 to 14 or something) and you have little time to protect a weak craft like a SHU. The key is not to engage every Pry/F until he's completely destroyed. You'll have to engage multiple craft at once in order for them to break off their attack on the SHU (and to draw some of their attention towards you … gulp!). Also don't wander off, don't let any of the Pry/F lure you away from the SHU or you'll have to restart the mission.
Once the shuttle enters hyperspace, follow it. Once in the asteroid field, it'll stop for a moment in order to disable a homing device. The Hurrim will attack one last time. The best way to handle the situation is by drawing all of the attention to you, by attack the MUTR. This should give the shuttle a chance to flee.
Keeping the Andrasta or Emkay alive and even that is easy.
Search for the datacore in one of the CN/K's and drop of Emkay. T-Wings should arrive shortly after you dropped him off. Engage the T-W's at once. Take out as many targets as fast as you can, but be on the lookout for fighters which attack the FRS Andrasta or Emkay. Your own shields can take a beating, they can't!
My experience with this mission learned me that most fighters go after the Andrasta, I haven't seen a single T-W go after Emkay. Which is kind off weird since he has the weakest defence. The T-Wings aren't a match for the shielding and firepower of the Otana on top of that, they are the only fighters that'll oppose you in this very easy mission.
After you jump back to the liberty, remember to dock with the Andrasta to transfer the Datacore.
Keeping the FRG alive if you don't take out the M-CRV's in time.
Let your wingmates attack both M-CRV while you take out the static defences. Most of the statics don't pose a real threat as long as you aim for the turrets which are on top of the asteroid. Keep an eye on your wingmates' progress with the attack on the M-CRV's, so you can dispatch them to attack the second one.
Once you've taken out the statics, concentrate on the Pry/F. Attack the base once the fighters don't pose a threat to you any more. I suggest you aim for the laser turrets first, but don't use your torpedoes just yet. You should be able to disable the base without using them. In the meantime, the Imperial forces should have arrived, but don't worry too much about them just yet. Keep an eye on the shuttle that leaves the base. You should ID it and disable it as soon as possible, because some of the other fighters shoot at it with regular laser fire. If you are too late, there is a fair chance that the shuttle is destroyed.
Once all that is done, you should head for the ISDII, the TIE's won't give you a hard time and if they do, kill them. Target the shield generators with your torpedoes and finish the job with some ion/laser fire. Once the shields are down, you shouldn't have any more troubles. Attack it with all you've got (remember to use your ion cannons in this situation too, you can disable an ISD II faster than you can destroy it). Once you are heading back home, you can take out the platform as well.
Nothing in particular, it's just that something always tends to go wrong the first few times. If you are on time for this, you are too late for that, …
Once you entered the mission area, do a 90° turn, that's were the DREAD and his escorts will arive. Once they launch the shuttle, store it in one of the target presets (eg. Shift-F5). Engage the S/B's once they arrive. Before you can attack the S/B's themselves, try to take out a few of the torpedoes launched at the DREAD. It does take most of them out himself, but this will make the task at hand easier.
Because off the limited offensive capabilities of the A-Wing, you won't be able to take out many S/B's before you have to divert your attention to some incoming IRD's, which go after the shuttle. Once the M-CRV arrives, you should start heading for the shuttle, that way you can intercept the IRD's in time. In the meantime, you should let your wingmate attack the M-CRV, since his turbolasers do a lot of damage to the FRG.
Once the IRD's are taken out, head back toward the FRG and start attacking the M-CRV. This is not easy because of the specific weaknesses of the A-Wing. Evasive manoeuvering is essential and even then the task at hand is difficult. Once the M-CRV has been taken out go and inspect the E-POD. Make sure the S/B doesn't pick it up, once it's inspected you should start defending the SHU Jade (the meeting should be over by now) but also the SHU Compassion. You should definetly be spending more time defending the Compassions, since more fighters seem to engage it!
Bulk Cruiser (Does not attack) Mercenary Prey Fighters
2 Imperial Star Destroyers 2 Imperial Star Destroyers II Imperial TIE-Fighters Imperial TIE-Interceptors
Mercenary Authority IRDs
Defending your ship when docked.
You should know the drill by now. Fly in and dock with the B/CRS and put your shields and laser at full recharge rates. Once the Pry/F arrive you should go to the rear gun turret and attack them. Just do enough damage so the fighters will break of their attack, then switch to another target which is still firing at you! Once Aeron has downloaded the transport logs, head out of there with shields at maintenance level and lasers at an increased recharge rate. Now that you are in mid-air (eeuh, space) you can easily take out all the Pry/F.
Once you make the jump into hyperspace, you'll arrive at an Imperial "target-practice". Put your lasers on defensive fire mode and start flying toward the ISD's in the back, because that's where the re-calculated nav buoy will appear.
Once you are back, dock with the platform … same story as above. There is one big advantage though. The IRD are much more fragile than the Pry/F, and therefore should be easier to take out.
Now you can hyper to the mercenary base … which once was the Azzameen home base. The mercenary IRDs shouldn't be too much of a problem. Remember that ships that are leaving the hangar, don't engage the enemy yet. That way, you can take out all the IRDs before they even managed to fire a single shot at you.
Making sure the Otana doesn't get shot during the docking procedure.
Once you arrive at the base, let your squadron take out the GPLT's, while you take on the fighters together with the X-Wings. Once that is done, let them engage the B/CRS, go and help them if you get the chance (but don't waste all your torpedoes on it). The ATR Storm should arrive right about now, so engage any fighter that poses a threat.
After a while the M-CRV should arrive, let your squadron, except the Otana, attack it. Aeron needs to disarm the bomb on the base, so letting her engage the M-CRV is not such a good idea. After this job is done, engage the remaining fighters.
You must make sure that the Otana does not get hit by enemy fire during the docking procedure. If this happens, it will cancel the docking and start shooting at the base. Since the bomb won't be disarmed, you know you will lose the mission. Restart.
Imperial Interdictor Imperial Star Destroyers II Imperial TIE-Fighter Squadrons Imperial TIE-Interceptor Squadrons Imperial TIE-Bomber Squadrons
Getting the Bothans out of the region.
Once you arrive, start IDing the convoy immediatly. Once that is done, head for the INT and engage it (don't worry too much about the TIE's, unless one of them is giving you a hard time). Once you've managed to destroy or drive off the INT, concentrate on the remaining TIE's, especially the T/B are a big threat for the convoy. If you don't let any slip through, you should be able to complete this mission with relative ease.
Keeping the shuttle in one piece.
The first part of the mission is easy, just always target the closest enemy fighter/ship and avoid it. After you have jumped into hyperspace, fly around the station to determine the location of the SHU. Now dock with the space colony (and bump into a ship or 2). Once the SHU has been captured, call for reinforcements. There are a lot of TIE's out there and you can't handle them all by yourself. You must make sure that the T/B don't destroy the SHU. After that's done, you shouldn't experience any more troubles.
Alternative method of completing the mission Instead of docking with the station, pick up the shuttle (like you pick up cargo) then fly out of the station at full speed (dumping all shields and laser power) … that way you can stay clear of the bombers. Once you are in range of the jump point, drop the shuttle and continue to fly forward at full speed. Once you are about 20km away from the station turn around (but fly AROUND the bombers or you'll be ID'ed). Then dock with the station (in order to complete the mission objective) while you are docked, recharge cannons and shields to full. Once that is done, head out of there (again at full speed, dumping all energy to the engines). With some fancy flying you should easily make it to the jump point.
Getting the Independence home.
The key to this mission is taking out all craft carrying warheads. This means: T/B and GUNs. Concentrate all your fire on them.
The first part of the mission, defending the Defiance, is pretty easy. You have some fighter resistance, but all the T/B are easy to take out. Once the GUNs arrive, take them out as well. Around this time, the CRS Defiance should be hypering out of there. Once it's out of there, do the same.
Reload you warheads on the CRS Liberty and continue the mission.
This is the more difficult part of the mission. The Independence is already in pretty bad shape and under heavy attack. The problem is that you can't concentrate on the T/B (not even with your missiles), if you do, you'll get shot down by incoming T/F and T/I. Once the first wave of fighters has passed, things get a little easier. You can take out the T/B from a certain range from the CRS, before the pose a threat. The downpart is that on one point or another you'll get fighters behind you, leaving you with a difficult choice: should I continue my pursuit/interception of the T/B, securing the safety of the CRS or should I engage my attackers and leave the T/B on an intercept course with the Independence? Even I can't answer that one … it's a difficult choice.
Remember that you can fly in for repairs and reloads, but you have little time in between the waves, so make sure you don't compromise the mission by doing so.
I guess it's pretty obvious we're dealing with a trap here. Once you are on the Kessel station the ISD II should arrive and launch some TIE's. All you have to do is go through your regular dogfighting routines until Dunari arrives. Once he arrives, head for the nav buoy, putting your laser turret on defensive mode (or you can keep it in autofire mode, as you prefer).
Once you made the jump, you'll be in an asteroid field with some LAS/BAT's. The ISD II will continue pursuit, so you'll get some more TIE's after you (incl. T/A's). Just dump all your laser power to the engines and head for the buoy. The pursuing TIE's and the LAS/BAT aren't a real threat any more!
This is the last family mission in X-Wing Alliance, which is a shame actually. One extra
Again, all you have to do is some dogfighting. That's something you'll have to do for yourself. Basically, all you have to do is target the closest enemy craft and start shooting at it (make sure you use the laser turret, it's there for something).
Keep in mind that there is a time limit on this mission!
Don't mind the TIE's too much, but don't neglect them either. Attack them if they attack you, otherwise keep focused on the shield generators of the SSD. Order all your wingmates to attack the shield generators too. Once they are knocked out, the SSD will go down!
Keep in mind that there is a time limit on this mission!
Note: If you are playing version 2.01 you could have difficulties completing the mission because the Independance gets shot down every time, try playing a different version of the game. If you play with version 1.0 (the version I played), you won't experience this problem.
Reaching the rally time might be a problem
The first time I played this mission, I didn't reach the rally point. So the time limit is the real problem in this mission. I suggest you concentrate your fire on the TIE's. The ISD II will be taken out eventually by Y-Wings, they don't need your help. Don't forget to rerout the energy from the lasers & shields to the engines if you have to engage an enemy which is further away or need to reach the rally point and you don't have much time left.
Keep in mind that there is a time limit on this mission!
Flying through the Death Star will give you a headache for sure!
The fighters which are trailing you aren't really the problem. It's the flying itself that poses the problem. Lot's of obstacles which can be hard to dodge or destroyed in time. This mission will have to be played over … and over … and over again.
It may be a good tactic to destroy a lot of the obstacles on the primary escape route BEFORE you enter the reaction core. That way, you'll have less difficulties escaping in time. Once you reach the reactor, shoot 2 missiles at the power regulator (just for fun) and head back the way you came in … this will give you some slack while escaping. Some people mailed me that they have difficulties taking out the core, well I find that strange. I had to play the mission several times and I had quite a lot of difficulties, but I was always able to destroy the core without any troubles.
Problems destroying the core?
This little tip from [email protected] should solve the question: What part is the reactor core? When you enter the reactor area, you need to press the "," (comma) key to target the reactor. You will know that you have done it right when the word "Reactor" appears in the CMD at the bottom of the screen. Fire two missiles (one doesn't always do the trick) and GET THE HECK OUT!!!
This was sent to me by Michael (Huntsman) ([email protected]): There is a bug it seems in that, BUT time does not seem to be to major. I found that the problem was if I had a solid lock with torpedoes before firing they hit the reactor half way up on it, and there is does not seem to damage it. However if I dumb fire them at the base that worked fine. Odd, might be a bug, but if you fire when you get the tone for torpedo lock it does not do ANY damage. It goes down to 75% when wedge hits it… As long as you dumb fire at the base where the blue core of it is up it goes….
Also take caution if you want to take out the superlaser lens. There will still be laserrays in the shaft. If it hits you, you are dead.
Once the reactor is out, you should head out at a high speed (+80-85 or something), otherwise you'll be destroyed by the explosion of the Death Star. Also make sure you head out the right way! I once took a wrong turn, deviating from the primary escape route. I ended up in a black void space … and I could see the lenses of the death star weapon, but there was no way out. I was able to keep on flying … probably an error of some sort.