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STARFIGHTER 
PILOT MANUAL 


• TECHNICAL 


data and operational use • 



INCOM X WING SPACE SUPERIORITY FIGHTER 


KOENSAYR Y-WING FIGHTER/BOMBER 
DODONNA/BL1SSEX A-WING FIGHTER/INTERCEPTOR 
St AYN a KORPIL B-WING HEAVY ASSAULT FIGHTER 






W elcome to the Rebel Alliance! This 
pilot manual contains highly confi- 
dential information on Alliance star fighters, 
their controls and weapon systems and their 
proper employment. To become a starfighter 
pilot, you must study this manual as if your 
life depended on it, because it does! As a 
member of the Rebel Alliance, it is your duty 
to ensure that this document does not fall into 
the hands of the Empire or its agents. Guard it 
with your life! Unauthorised possession or 
use is considered treason and will be pun- 
ished to the fullest extent of the law. 


Good luck and 
may the Force be with you! 


CONTENTS 


Aboard the High Command flagship Independence 6 

♦ Pilot Registration 6 

♦ Pilot Proving Ground 6 

♦ Historical Combat 7 
♦ Tour of Duty 7 

♦ Film Room S 

♦ Tech Room 9 

♦ Mission Briefing 9 

♦ Pilot Roster 10 

♦ Merits/Pilot Log 10 

♦ Mission Debriefing 10 

Cockpit Instrumentation for 
X-wing, A-wing, Y-wing & B-wingStarfighters 1 1 

Starfighter Computer Systems 16 
Manoeuvre Controls 16 
Cockpit Views 1 7 
Propulsion IB 

♦ Combat Systems 18 

Power 18 
Shields 19 
Weapons 19 
Targeting 19 

♦ NavCom Systems 21 

Da mage/1 n - F 1 igh t Map/ B r ieftng D i rect i ves 2 1 
Communications 21 

♦ Auxiliary Systems 22 

Ejection 22 
Flight Recorder 22 
Digital Clock 22 

♦ Options Dialog 23 


Additional Information (Technical Tips) 24 


R EG1STR ATI ON 

To join the Rebel Alliance you must first register. After the X-WiNG introduction you are trans- 
ferred to the flagship Independence. There you must enter your pilot- name to the registration protocol 
droid for security verification. A guard is present to make sure you are not an Imperial spy! 

STEP O Enter a new pilot name or select a name from your pilot list. 

STEP © Move the pointer to the door on the left and select HH ENTER SPACEPORT." 

ABOARD THE HIGH COMMAND FLAGSHIP I N DEPENDENCE 

Once aboard the Independence you have many options. These include the PILOT PROVING 
GROUND where you are expected to begin your training. HISTORICAL COMBAT, where you will hone 
your skills in re-creations of encounters with Imperial Forces, and TOUR OF DUTY where you will be 
assigned a series of real combat missions against the Empire. Between training exercises and missions 
you may wish to visit the FILM ROOM to view recordings made during your previous flights or the 
TECH ROOM where you can study detailed schematics of the spacecraft you will encounter. 

Throughout the following areas simply point and dick on die area, door, option or button you wish 
to activate. By pointing at an area of the screen, its function will be displayed with text appearing on 
the screen. (The Arrow keys followed by pressing Enter will work if you prefer.) Tire Esc key will 
activate the Game Options Dialog. 

PILOT REGISTRATION 

Should you wish to allow another pilot to fly, you will have to return to the registration droid to call 
up their records first. 

ft Select ' L REGISTRATION " by clicking on the bottom right door of the spaceport. 

© Type the name of the pilot or select one from the list. 

Once the registration droid has accessed the pilot's records, click on the left door to * ENTER 
SPACEPORT," 

© At this desk, you can also check on your selected pilot's log. his merits, and/or delete pilots from 
the record. 

© At the Pilot Registration Desk, there is an extra bn non labelled “Modify Pilot" Clicking on this 
button will bring up a window with three more buttons, "Revive, " "Delete,” and "Cancel.” 

Clicking on “Revive” will cause an inactive (either dead or captured) pilot to become active again. 
Revived pilots will have a score of 0 f but will otherwise be the same as they were when they were 
killed or captured. 

Clicking on "Delete” will cause the currently selected pilot's file to be deleted from your hard drive. 
A deleted pilot cannot be revived and will no longer appear in any pilot selection screen. 

Clicking on “cancel 11 will do nothing, except close the window. 

PILOT PROVING GROUND 

Also known as the “MAZE,” this is where you will fly an increasingly challenging series of obstacle 
courses. Each exercise briefing will outline the requirements for success. Be aware that the gates and 
platforms are actually holographic projections with which you can safely collide. You are scored on 
speed through the course, the total number of gates flown through, and the number of targets 
destroyed. 

© Select PROVING GROUND at the spaceport by clicking on the left hangar door. 

© Select your spacecraft and difficulty level at the READY Room, 


© Clicking on the viewscrecn will cycle through ihe greetings, high scores, instructions, and vailou* 
animations of Rebel starfighters, Clicking on the text bars will refresh the instructions in the viewscreen 

O Click on the door on the right to "ENTER MAZE," (If you wish to “RETURN TO SPACEPORT" 
choose the left door.) 

You'll now find yourself flying in your selected spacecraft through an obstacle course. The course Is 
designed to test your skills in manoeuvring through gates and firing at fixed targets in 3-D space, 

There are a total of eight levels for each starfighter, Complete all eight levels and receive a flight badge. 

You’ll get a post -flight evaluation in the DEBRIEFING Room, 

HISTORICAL COMBAT 

Tills is as close to the real thing as it gets! Here you will polish your skills in re-creations of actual 
encounters with Imperial Forces. Pay careful attention to the tactics used by the Empire, These reenacL- 
ments of historical engagements allow r you to develop the repertoire of combat skills you will need to 
successfully defeat your opponent(s) in battle. Completed Tour of Duty missions are replayed here. 

Q Select HISTORICAL COMBAT at the Spaceport by clicking on the middle hangar door, 

© Select your spacecraft and mission at the COMBAT READY Room. 

© Clicking ou the viewscreen will cycle through the greetings, high scores, instructions, and vari- 
ous animations of Imperial starfighters. Clicking on the text bars will refresh the instructions in the 
viewscreen. 

© Click on the door on the right to "ENTER COMBAT BRIEFING." (If you wish to "RETURN TO 
SPACEPORT,” click on the left door.) 

© A description of your mission will be displayed. (For detailed instructions, ciieck the MISSION 
BRIEFING section of this manual) 

© Click on the door on the right to proceed to the "PILOT ROSTER" flight deck, (You may “ABORT 
MISSION" by choosing the left door.) 

© At the PILOT ROSTER flight deck, dick on the starfighter launching bay to "ENTER MISSION." 
[You may also click on the locker door to “VIEW AWARDS” or “VIEW PILOT LOG/ 1 or dick on the hel- 
met to "RETURN TO BRIEFING ”) 

© The New Missions in X-Wing CD-ROM will be available here under “BONUS MISSIONS.” 

If you choose "ENTER MISSION," youTl find yourself flying in your designated starfighter and mis- 
sion. 

You'll get a post-flight evaluation in the COMBAT DEBRIEFING Room. 

TOUR OF DUTY 

Successful starfighter cadets are promoted to Flight Officer and may be assigned their first Tour of 
Duty. The success of the Rebellion depends on the efforts of every being. As a starfighter pilot, you 
will play a critical role in the struggle against the Empire. It is recommended, but not required, that you 
complete each Tour of Duty in order, 

© To begin a new TOUR OF DUTY, select the desk to the right of the spaceport. To continue an 
existing tour, select the hangar door behind the desk. 

© At the TOUR OF DUTY desk, make your selection by clicking the arrows until the tour you wish 
to fly is displayed, 

© To “ENTER TOUR,” click on the door on the right, (or dick on the left door to “EXIT TOUR DESK.”) 

© Some of the missions In X-Wing can be very challenging. For these missions, we have included 
two options, a NEW mission, which is easier, and the CLASSIC mission, which is the original, more 
challenging mission. 


To switch between the two versions, press the ESC key anytime before a mission to bring up the 
OPTIONS DIALOG box. Click on the NEW/CLASSICS button to change options. The game will automat- 
ically default to the NEW missions. Combat Briefings will be identical in either version. The modified 
missions are- 

Tour l , Mission 4 
Tour 1, Mission 8 
Tour 1, Mission 10 
Tour 2, Mission 1 
Tour 2, Mission 5 
Tour 3, Mission S 
Tour 3. Mission 13 
Tour 3, Mission 14 
Tour 4 r Mission 20 
Tour 5, Mission 1 9 
X-wing Historical Mission 3 
Y-wing Historical Mission 6 

Note: A successfully completed mission from the Tour of Duty may be replayed as an Histor- 
ical Combat mission* 

FILM ROOM (FLIGHT RECORD VIEWING ROOM) 

The ability to review your flight performance after and during a mission is the most powerful tool 
you have for evaluating your progress* You must activate your starfighters flight camera during flight 
to record a film. Thereafter* you have Hie choice of reviewing your him during flight or in the Film 
Room, To review a him clip in the Film Room, you must save it at the end of your mission* 

Use the Film Room to identify your mistakes. As you improve, you will lind it an excellent place to 
boast of your accomplishments! 

O Onboard the flagship Independence* select "FILM ROOM’ 1 by clicking on the small door in the 
centre right of the spaceport, 

© Select the flight him you wish to view and click on LOAD, Once your him clip is loaded you may 
activate the various film control options by pressing the keyboard key corresponding lo the highlighted 
letter on the him control button. 

NAME FILM CONTROL OPTION 

P LAY Stan s an d sio ps p I ay bac k of hi m 

REWIND Rewinds him to start 
ADVANCE Turns film advance mode on and off 

ENTER SIM You may enter your combat flight at any time during the film dip, how- 
ever, the camera cannot be reused and pilot records are not updated 
Loads a new film dip. 


key 



LOAD 



Toggles between FOLLOW and FREE view mode. 

FOLLOW: Camera will follow object selected in CAMERA POS box 
FREE: Camera is free floating in space. 


^ CAMERA Cycles through the camera position of each ship. 

POSITION 

Cycles through the camera position of each ship 
in reverse order. 

Track mode on and off, In track mode, the camera is always pointed 
ai the object selected in the object box. 

Cycles through objects to be tracked. 

Cycles through objects in reverse order- 

left mouse button/ Zooms camera in. 

1st joystick imtton 

right mouse button/ Zooms camera out. 

2nd joystick button 

You may change your camera position and angle by using your joystick, mouse, or direction keys. 



TECH ROOM (TECHNICAL SPECIFICATIONS 
AND SCHEMATICS VIEWING ROOM) 

This is where you will find detailed specifications and plans for ail of the spacecraft you arc likely to 
encounter. This information should help you formulate the best plan of attack for any situation. 

O Select TECH ROOM 11 by clicking on the small door in the centre left of the Spaceport, 

© You may view the different spacecraft by clicking on the upper righl or left arrows. 

© Within Schematics* you may also select specific ship systems to be highlighted by clicking on the 
bottom left or right arrows, 

© To H RETURN TO SPACEPORT," click on the left door. 


MISSION BRIEFING 

In the MISSION BRIEFING, you 11 be given a description of the mission beginning with an animated 
map showing the locations of the forces involved. The map will automatically scroll and zoom to each 
object or group to highlight mission priorities. The accompanying on screen text provides you with a 
brief description of your mission. 

You may pause, rewind or play the animation by using the buttons beneath the viewscreen. Click- 
ing on the “Page l of..," box will advance through each section of the mission's briefing* 

You may click on lower left and right arrows to select a more detailed description of the mission. 

By stopping the briefing and pointing to a ship displayed in the animated map, you will receive fur 
thcr information on that particular ship. 


PILOT ROSTER 

You may assign pilots to any or all friendly sun fighters in the mission by clicking on the ship and 
then clicking on the pilot. To cany out the mission, click on the right to “ ENTER MISSION." Click on 
the pilot helmet to return to the briefing room. 

You may also select different flight groups and assign pilots to them. 

Assigned pilots are highlighted yellow and light-green within the currently active flight group. 
Dark-green highlighted pilot names are assigned to other (light groups. Grey highlighted pilot names 
are not on duty and may be assigned to the current flight group. 

Selecting a yellow highlighted pilot name will dear the pilots current assignment. This pilot is now 
ready to he re-assigned to a new- llight group and starfighter. 

Selecting a light-green highlighted pilot name will activate this pilot and his/her corresponding 
starfighter. 

Dark-green highlighted pilot names can only be selected by changing the active llight group (using 
the top left and right arrows) until that pilot is highlighted yellow or light-green. 

The lower left and right arrows allow you to select additional pilots. 


Special note: If you have selected unlimited weapons, invulnerable mode or no starfighter 
collisions as pan of your in-flight options, the mission will not count and your pilot record 
will not be updated. 


MERITS / PI LOT LOG 

If you are successful in the mission you may be given an award by the A3 ha nee High Command* 
You will receive a Starfighter Badge Tor each spacecraft after successful completion of an entire mission 
series in the Pilot Proving Ground, Battle Patches are awarded for each successful Historical Combat 
mission. On a Tour of Duty you will earn campaign ribbons and special commendations. These medals 
are only awarded for exceptional achievements in battle by the Alliance Commander- in -Chief herself, 
Mon Mothma* To proceed, press Enter or click a button. Inside the Pilot Log desk drawer, you may 
review records of your current pilot. 

Medals and awards gained during the Imperial Pursuit or B-wing operations, may be viewed in 
your Medals Case, which may be accessed through the Merits or Pilot Log option. 

MISSION DEBRIEFING 

After each mission you survive you w ill be given a MISSION DEBRIEFING, There, an evaluation 
and statistics, showing your performance on your last mission, is displayed. Pay special attention to 
the mission goals, those completed and not completed. For your mission to be considered a success, all 
goals must he met, when you are ready to proceed, dick on the door and you will return to the appro- 
priate READY ROOM or BRIEFING ROOM. 

Selecting left or right arrows buttons will display additional debriefing informations pages. 


COCKPIT INSTRUMENTATION 
FOR X-WING, A-WING, Y-WING, 
AND B-WING STARF1GHTERS 


T he cockpit instrumentation of the X-wing, 
A-wing, Y-wing, and B-wing starfighters 
were deliberately designed to share much in com- 
mon with each other. While the weapons configu- 
ration and the actual positions of some instru- 
ments may differ, their overall similarity should 
allow you to familiarise yourself quickly with any 
of our starfighters once you’ve completed your 
training in one. 


INCOM X’WING SPACE SUPERIORITY FIGHTER 



Rear 

Sensor 


foil 

wing 

Lever 


Flight 

Recorder 


Huli/Shiekl 

Strength 

Indicator 


Digital 

Clock 


Engine 

Power 

Level 


Forward 

Sensor 


Proton 

Torpedoes 


Targeting 

Sight 


Laser 

Cannons 


Combat 
Multiview 

Dis P la y Com, mini- 
cations 


Enemy 
Missile 
Lock- On 


Engines Lasers Shields 

Power Configuration 
System 



S Foil Wing 


Proton 
Torpedo 
Shield Launchers 
Projector 


Sensor 


Systems 


Fusial Thrust Engine Assembly 

Thruster Control jets 
(trailing edge 




Cannon 


Dodonna/Blissex a-wing Fighter/Interceptor 


Forward Laser Enemy Missile Targeting Concussion Flight 

Sensor Cannons Lock-On Sight Missiles Recorder 



Engine 

Power 

Level 


Combat 
Multi view 
Display 


Digital 

Clock 


Hull/Shield 

Strength 

Indicator 


Commit ni- Throttle 
cations 

Speed 


Engines Lasers Shields 
Power Configuration 
System 


Real 

Sensor 



Fabritech Targeting 
Computer 


Thrtistor 
Control lets 


Sensor 

System 


Novaldex 

Engine 



Concussion 
Missile Launcher 
{ventral mounting! 


Laser 

Cannon 





KOENSAYR Y-WING FlGHTER/BO MBER 




Forward 

Sensor 


Targeting 


Laser 

Cannons 


Ion Proion Flight 

Cannons Torpedoes Recorder 


Rear 

Sensor 


Digital 

Clock 


Ion 

Cannon 


Sensor 

System 

\ 


Power 

System 


CommunL Throttle Combat 
cations Multi view 

Display 


\ 

Ion Fission 
Engine 

Sensor 

System 


Engine 
Power 
Enemy Missile Level 
Lock-On 


Engines Lasers Shields 

Power Configuration 
System 


Hull/Shield 

Strength 

Indicator 


Computer 
Targeting 
System 


Laser Cannons 


\ 

Proton 

Torpedo 

Launcher 


SUAYN 8* KORPIL B-WING HEAVY ASSAULT FIGHT K ft 



Forward 

Sensor 


Combat 
Multi view 
Display 


Engines Lasers Shields 
Power Configuration 
System 


S-Foil 

Wing 

Lever 


Flight Targeting Laser 

Recorder Sight Cannons 


Proton Ion 

Torpedoes Cannons 


Real 

Sensor 


Strength 

Indicator 


Communi- 

cations 


Engine 

Power 

Level 


Enemy 
Missile 
Lock On 



Computer 

Targeting 

System 


Engine 


s Ion 
Cannon 


- — ^ Laser 
Cannon 


S Foil 
Wing 


Camion 


Laser 


Urn non 


Torpedo 

Launcher 


S Foil wing 


Sensor 

System 


Laser 

cannon 


STARF1GHTER 

Computer Systems 


MANOEUVRE CONTROLS 

All srarfightcrs get their forward thrust exclusively through the main propulsion engines. The pilot 
is able to control the speed through the cockpit propulsion control system. These controls are inter- 
linked with the NAV computer or onboard R2 droid to provide and maintain automatic synchronisa- 
tion of the directional thrust and stabiliser jets for a smooth turning radius, 

JOYSTICK CONTROLS 


Nose Down 



Nose Up 


Pressing Lop button 
and moving right/left 



Rolls your spacecraft 
around Its axis. 


|tl 0 |13 


COCKPIT 

VIEWS 



m 

& 



Left 

Forward 

Right 

forward 


forward 

10 o’clock 

12 o'clock 

2 o'clock 

&& 




Over left 

Straight up 

Over right 

wing 


wing 

9 o’clock 


3 o’clock 


& 




Over left 

Rear view 

Over right 

shoulder 


shoulder 

7 o'clock 

6 o'clock 

5 o'clock 


^ & 

Toggles you between ' wing-level” Pilot view 

view and 45* "high” angle view with no cockpit 

Returns you to the starfighter pilot view 
from art external or missile view mode. 

Selects camera view of m issi I es^ torpedoes. Repeated 
key presses will step through multiple missile views. 



Repositions camera viewpoint 
in external view mode. 

1 . Use the manoeuvre controls to position the viewpoint 

2. Use the joystick/mouse buttons to zoom in or out (or the Ctrl key). 

3. Press F4 again to regain flight control. 


PROPULSION 

The current throttle settings of the engines is shown on the Engine Power Level Display. It is dis- 
played as a horizontal scale along with a digital readout of the current speed. 

KEY FUNCTION 
Increases 
throttle 


Decreases 

throttle 

:s throttle to zero power 


si 

Sets 

Sets throttle to 1/3 power 

Set throttle to 2/3 power 

Sets throttle 
to full power 

Engages hyperdrive. This will 
effectively end the mission. 

Toggles S Foil wing position on the X-wing and the B-wiug. 
Lasers cannot be fired with the wings closed. 

COMBAT SYSTEMS 


POWER 

The star fighter's power may be allocated to the engines, shields or lasers in any configuration you 
choose. This is shown in bar graph form through the Power Configuration System. Be aware of the 
trade offs this implies as Full power to one system will draw power away From the other systems. For 
example, full power to the engines will allow much greater speed, but will eventually drain the lasers 
and shields! 


KEY FUNCTION 


Adjusts 

Adjusts 


laser recharge setting 
shields recharge setting 


Directs energy 
(semicolon) 
A Directs energy 
(period) 


from 

front 


your 

your 


shields to lasers 
lasers to shields 


SHIELDS 


Current status is shown on the HuLl/Shield Strength Indicator. Status is indicated by cdom and 
shade. Bright green is full strength, yellow is medium strength, red is low strength and blac k in none 
Note that hull integrity is indicated in the same fashion on the Hull Display in the centre ol the Shield 
Display, A white flash on any part of these displays indicates a hit. 

KEY FUNCTION 

A Toggles shield configuration. 

The shield configurations are: 

All shields forward. 

All shields rear. 

Equal distribution of shields forward and rear. 


WEAPONS 

The current status of your Weapons Systems is displayed above your Combat Multi View Display, It 
incorporates your Laser Firing Configuration, Missile /Torpedo Firing Configuration, and Laser Energy 
Levels or your star lighter. 

Laser or Missile/Torpedo Firing configuration: The configuration light indicates your current 
weapon selection. It also lets you know when your weapon is charged and ready to fire. Your weapon 
is being charged when the light is yellow. A green light indicates your weapon is ready to fire. No light 
(gray) indicates you are not able to lire lasers or missiles/torpedoes. To charge up your laser cannons, 
change your power configuration appropriately. 

Laser Energy Levels: There is a laser energy level bar for each laser cannon on your ship. Each 
level indicates the remaining laser charge and its strength. There are two levels or charge. A yellow 
light indicates a boosted charge and a red light indicates a nominal charge. 

KEY FUNCTION 

T oggl es i h ro ugh 
'^0 weapon systems. 

X-wing: Laser cannons and proton torpedoes. 

A- wing: Laser cannons and concussion missiles. 

Y wing: Laser cannons, ion cannons, and proton torpedoes. 

Toggles firing 
configuration. 

For missiles or torpedoes the choices are right launcher, left launcher, or both. 

For X-wing camions: Single- lire, alternating dual fire-linked, or quad fire-linked. 

For A-wing or Y -wing cannons: Single-fire and dual fire-linked. 

Fires weapon. (Or use button I on the 
joystick, or the left mouse button.) 


TARGETING 

The starfighter's targeting systems consist of three highly sophisticated interlinked computer sys- 
tems: the Combat Multiview Display, Targeting Sight Display, and the Sensor Displays, This combi na 
tion of systems is designed to enable the pilot ro successfully engage and defeat the enemy. 

It is very easy to target other starfighiers and ships. You may select a target by pointing at and 
moving it within the targeting sight, and pressing either the top button on your joystick, right mouse 
button, or CTRL or U key. The selected target will then pulsate orange, be bracketed on your sensors, 
and be identified in the Combat MultfView Display, 


TARGETING SIGHT DISPLAY 

This is displayed in the forward view above the instrument panel It has two or four arrow indica- 
tors, which correspond (and are aligned) with the ship's cannons, and a targeting box. The Targeting 
Sight display has two different modes; cannon mode and missile /torpedo mode, 

in cannon inode the arrow indicators will turn light blue and the next-to-lire cannon (s) will have a 
green or yellow light at Lhe base of their arrow. When a positive firing solution has been calculated for 
a particular cannon, its arrow and the targeting box will turn green. 

in missile /torpedo mode the targeting box will turn light blue. Since it takes sonic time to acquire a 
solid lock on, the target must be kept within the targeting box. The box will turn yellow when it has 
acquired the target and red when it has achieved a solid lock -on. To achieve a lock on a large ship you 
must be within six kilometres, for smaller targets. 2.5 kilometres. This is the best time to fire the 
weapon. 


COMBAT MULTt VIEW DISPLAY ICMD) 

Tlie CMD lias two modes: Identification mode and Targeting mode, identification mode displays tar- 
get ID. a schematic of the target. Its contents and status, and its distance from your craft, in targeting 
mode, it assists the pilot by showing the current target as a green cross, the Target Sight, When the 
enemy ship overlaps the Target Sight, the Lock -on Indicator will light up. This is the best time to fire 
the weapon. 

KEY FUNCTION 


Toggles between CMLl Identification 


mode and Targeting mode. 

Activates CMD and selects ship within Target Sight. 
V (Or use button 2 on the joystick or right mouse button,) 
Selects nearest enemy 
starfighter as target. 

Activates CMD and 
selects next target. 

Selects previous target, 

Stores current target as 
to one • of fo u r p reset s. 

^ Selects preset target. 




SENSOR DISPLAYS 

These two circular sensor displays in the upper corners of the forward cockpit view' present the for- 
ward (on the left) and rear (on the right) long- and short- range sensors. Targets are colour coded for 
type and brightness coded for distance. The brightest dots are within 1500 meters, medium bright dots 
are 1500-3000 meters distant, and faded dots are more than 3000 meters away. The targeting com- 
puter designates the current target with brackets. 

Red dots are enemy spacecraft Green dots are friendly spacecraft 

Blue dots are neutral spacecraft Yellow dots are missiles or torpedoes 

white dots are mines and satellites 


NAVCOM SYSTEMS 

ONBOARD COMPUTER / R2 ASTROMECH DROID 


Navigation. Communications, and Damage Assessment is performed with the aid of an R2 
Astromech droid aboard the X-wingand Y-wing, and with the Awing and R wings' on board Nay 
Com computer. The R2 droids or NavCorn computers act as a second crew-member , This significantly 
reduces the pilot's workload by allowing him to concentrate on mission objectives while the 
Droid/NavCom watches over the ship 1 s systems. Your R2 unit is especially helpful in alerting you to 
incoming enemy missiles. He will ask you if you want the missile targeted. Press the spacebar to 
answer “yes." 

An in-flight map will display your current position relative to other star fighters and starships, or 
sector reference points, such as planets, satellites, etc The R2/NavCom unit also keeps your mission 
and its directives on-line and will display it when requested. 

The Damage Assessment Display will indicate which systems or parts of your starfighter have 
been damaged, and whether they can he repaired and how long it will take to reactivate them. The 
pilot may prioritise the order in which repairs are attempted for each system. 


KEY FUNCTION 

Skips current scene. 


Activates In-flight 
Map display. 
Activates Damage 
'^0 Assessment display. 
Activates Mission 
Briefing directives. 


m 


COMMUNICATIONS 


Each starfighter is connected through subspace transmission with all Alliance Forces, and have 
direct communication with other pilots within your squadron, pilots of other squadrons and the fleets 
High Command, You can give orders to other pilots by targeting them and then assigning one of ihe 
following orders: 


KEYS FUNCTION 



Head Home’ 

Report In! 

Evas i ve M a n oeu vre s! 
Wail, for further orders! 
Go ahead and engage! 


WIN6MAN COMMANDS ONLY 

Cover Me. Wi ngnum l 

Attack Target Wingman! 

(Note: select target through CMD.) 

Ignore Target. Wingman! 

During combat there is always a lot of communication. Therefore, many of those messages are 
colour-coded. 

Red Other Rebel pilots 

Blue R2 droid or Onboard Computer systems 

Green Confirmation ami Approval response 

AUXILIARY SYSTEMS 

EJECTION 




In the event that die ship has suffered catastrophic damage, the pilot may eject in the hope of being 
rescued. Be careful of your ejection location , since a distress signal is sent out immediately after a pilot 
ejects, which notifies the Rebel Alliance as well as Imperial Forces. Beware, your ejection system may 
become damaged in battle, 

KEY FUNCTION 



Initiates ejection 
sequence. 


FLIGHT RECORDER 


To view your actions during combat you must activate your flight recorder. The indicator w ill light 
up, and the number beside the camera, which indicates the him percentage remaining, will begin to 
decrease. 

Don't forget to turn it on if you warn proof of what happened during I he mission! 

KEY FUNCTION 


Toggles flight camera 
recorder off and on 


% 

& 


Allows the current mission 
recording to be reviewed 


During flight you can only review your currently recorded him dip. 


DIGITAL CLOCK 

Keeps track of remaining time for each mission. 


OPTIONS DIALOG 

The OPTIONS dialog lets you make configuration changes during the game There is an options 
dialog available on the flagship Independence and an options dialog during IHglu. 




Options Dialog on the flagship Independence ; 

Music on/off 

Sound-effects onto IT 

Music and sound-effects volume control 

Mission selection new/dassic 

Text display on/off 

Transitions on /off 

Exit to DOS 

Options Dialog during flight: 

Music on/off 

Sound-effects on/ off 

Music and sound-effects volume control 

Film Disk Cache on/off 

Film Disk Cache size control 


Unlimited Weapons 
Invulnerability 

Player to star fighter collisions detection on/ofl 
Starheld high/low detail 
(includes hyperspace detail) 

Planers and galaxies on /off 

Space debris on/off 

Starhghtcr polygon detail levels 

Texture /Marking detail on spacecraft on/off 

Starship detail levels (includes explosion detaih 

Uea i ft S lar s u if ace d eta i 1 1 eve I s 

Exit to DOS 




COMBAT 


ADDITIONAL 

INFORMATION 


TACTICS 

Lieutenant Wedge Antilles has come up with some tactics that seem to be working against the 
Empire, Pay attention because they may save your behind from being laser- roasted. 

Historical Missions These missions have not been chosen at random. They recreate some very teal 
situations yon may find yourself in. Fly them and practice before you sign up for your first lour. 

Shield Strength It is crucial you keep your shields as charged as possible. As you know, all 
Alliance ships come equipped with power distribution capabilities. This means you can draw power 
from one system and transfer it to another. The best use of this is to constantly draw power from your 
laser systems and direct it w your shields, since lasers recharge faster than shields. To do this, keep 
shield levels recharging at normal rate, recharge lasers at either increased or maximum rate (F9) and 
direct power from lasers to shields until shields are at lull strength (tap either SHIFT -F9 or the apos- 
trophe (’) key). 

LD. Key Enemies The Empire uses the classic Decoy tactic when attacking a specific target, but it 
still Ibols many pilots, A group of TIE fighters or interceptors will feint an attack and occupy a pilot 
while the real threat sneaks in and destroys what weTe trying so desperately to defend. TIE bombers 
are always a threat. When [he Empire deploys a group of bombers, you can bet they're not there to 
scrap with our fighters. 

Also, learn to use the map as a means of spotting attack patterns. If you notice a single TIE group 
surrounding one of our craft, that’s a sure sign they’re after it. 

The gun camera is another way to find out w hat is occurring around you. After an unsuccessful 
mission, go to the film room. Place the camera near the object you are defending and watch to see who 
attacks it. The Empire assigns specific flight groups to specific tasks. If, for example, TIE bomber group 
Beta attacks a frigate, then all bombers designated Beta will attack the frigate and all new groups of 
Beta in that mission will attack the frigate. 

Well that's it. Get into your [light gear and report to the Briefing Room. Admiral Ackbar will give 
you the mission parameters. Remember, the Alliance is depending on each and every one of us to end 
lire tyranny of the Empire. 

Good luck.,, and may the Force be with you. 


TOP ACE PILOT 


Flying with a quality wingman is as important as being a good pilot yourself, W o ve just assigned a 
new Ace to your squadron. He’s seen a lot of action so feel free to request his help on a mission H you 
need some battle savvy around. 

USING THE TOP ACE PILOT 

The TOP ACE pilot can he used as a skilled wingman, to view any of the Tour of Duty cutscenes, or 
to fly any of the Tour of Duty missions (from HISTORICAL COMBAT) in any order. 

To use TO PACES as a wingman: 

© From the Pilot Assignment screen, dick on the ship you want Top Ace to pilot, 

@ Select TOFACE5 from the list of available pilots. His picture will appear and his name will high 
light yellow. He has now been assigned ro that ship. 

To fiy any of the missions from the original three Tours of Duty: 

O From the Registration Desk, select TOPACE5 as your pilot, 

© Move the pointer to the door on the left and select ENTER SPACEPORT. 

© Select HISTORICAL COMBAT by clicking on the centre door on the upper level of the Spaceport. 
© Click on the upper arrows until the desired tour is showing, 

© Click on the lower arrows until the desired mission is showing. 

© Click on the door to the right to select ENTER COMBAT BRIEFING, 

You will go to the BRIEFING ROOM to prepare for the mission. The briefing procedure is identical to 
previous missions. 

To view any of the cutscenes from the original three Tours of Duty; 

O From the Registration Desk, select TOP ACE5 as your pilot, 

© Move the pointer to the door on the left and select ENTER SPACEPORT. 

© Select VIEW TOD CUTSCENES at the desk to the right on the upper level of the Spaceport. 

© Click oji the arrows to select desired cutscene, 

© Click on the door to the right to VIEW CUTSCENE. 

If the Top Ace is unfortunately killed or captured while acting as a wingman, he can be revived. To 
do this: 

© Select TOPACE5 from the list of pilots at the Registration Desk. 

© Select MODIFY PILOT below the pilot information, 

© Select REVIVE. 

The Tour ol Duty cutscenes and missions may still be accessed, however the Top Ace will now he a 
Flight Cadet with a TOD Score of zero, and will have a ROOKIE skill rating. 

The Top Ace can also be restored to original condition. When X Wing CD was installed on your 
hard drive, a backup copy Of TO PACES. PLT was also installed, called TOFACE5.EAK. To restore the 
Top Ace to full score and skill level: 

© From l he X-WingCD directory (C$XWJNGCD>) type: copy lopaceS.bak topaceS.pIl and press 
RETURN. 

This will write over the old Top Ace pilot while still keeping the backup copy. 



TROUBLESHOOTING 

DMA Conflicts While playing X Wing CD with a Sound Blaster or compatible, it is possible to trig- 
ger a digitised sound effect and then immediately cause your hard drive to be accessed. II your sound 
board and hard drive controller are both configured to use the same DMA channel (usually channel l) t 
then this may cause your system to lock up. or to freeze for a period of time. 

To test for a DMA conflict and to fix K refer to your README Me. To read the README hie: 

© From your X-WingCP directory (CAXWINGCD>) type install and press RETURN. 

© Select Read the READ, ME file and press RETURN. 

© Read section VI) SoundBlaster Issues. 

Advancing Through Missions If you complete and win a mission in a Tour of Duty but are not 
allowed to advance to the next mission, make sure you have not changed the original settings for 
slaughter collision, vulnerability, or weapons limitations. If any or all of these have been 
changed, you cannot advance to the next mission until the mission has been won with starfighter col- 
lision "on,” weapons "limited'' and you are "vulnerable." 



Memory 1 Concerns if you are using DOS 0.0, to play X-Wlng CD be sure to run the MmiM.ikn mil 

iiy. 

We recommend using EMM386 found in DOS 5.0. If you are using a different memory manager, 
please consult that program s manual to be certain it is installed properly. 

Sound Cards If you are experiencing problems with your sound card, try running the thuguosiii 
software that came with your card. Most sound card problems are due to configuration errors II you 
are using a sound card that is not listed on the system sticker on the outside of the box, or are running 
a sound card in emulation mode, your sound may not perform optimally. Sound card performance will 
also be affected if you do nor have enough free memory. Please be certain that you meet the minimum 
requirement for free RAM. 

Mouse Setup If you are having difficulty with your mouse, please be certain that its device driver 
has been installed and loaded properly, Windows and other software packages often have built in 
mouse drivers that will not function outside of their own environment- Most mouse drivers can be 
loaded by typing "mouse" or a similar command at the C: prompt. Please consult the original docu 
mentation that came with vour mouse to Find more information about enabling commands. 

Erratic behaviour in a mouse may also be due to a hardware conflict or incompatible mouse driver. 
Please check with your mouse's manufacturer to be certain you are using the most recent mouse driver 
version. 

Memory Concerns To receive speech, music, and digitised sound effects, X-Wing has a minimum 
requirement of 2MB EMS. 

DOS 6.0 provides a memory management utility called MemMaker. Please refer to the documenta 
bon provided by Microsoft to learn more about the MemMaker utility and how its use may help you 
free up memory. 

If you are using DOS 5.0 and a third party EMS driver (QEMM.386 Max, etc.) and are having diffi 
cullies, please refer to that program's original documentation to be certain it is installed and configured 
correctly. 

Technical -Assistance Our technicians are on duty from 1 0:00am to I :00pm and 2;00pm to 
5:00pm Monday to Friday. If you are having difficulties and are unable to solve them using the above 
suggestions, please contact us on (081 ) 064 8242 and we w ill be more than happy to assist you. 

When you call, please he either silting in front of your computer or have a complete and detailed list of 
your machine's current software and hardware configuration so that we may more readily assist you. 


CREDITS 


Created, designed, and project led by Lawrence Holland and Edward Kilham 
3D Polygon programming by Peter Lmcroft 
Cinematic Engine programming by Edward Kilham 
Mission M programming by Lawrence Holland 
Background Art by ]on Knotes* | ini McLeod, and Mark Ferrari 
3D Animation and Rendering by Martin Cameron, Jim McLeod. |on KnoJes 
3D Flight Engine Models by Wade Lady 
Mission Design by David Maxwell and David Wessman 
Additional Models by Jon Bell and Dan Colon 
Theme Music by John Williams 

Additional Music and Orchestration by Peter McConnell, Michael Z, Land, and Clint Bajakian 
Sound -effects by Clint Bajakian and Robin Goldstein 
Additional Voice Production by Tamlynn Barra & Kiwis Brown 
Additional Voice Editing by Khris Brown 
/Muse' Electronic Music System by Michael Z, Land and Peter McConnell 
Produced by Kalani Streicher Etnd Lawrence Holland 
CD-ROM Version Produced by Wayne Cline 
Lucas Arts QA Supervisor: Mark Cartwright 
Lead Testers; Dan Connors and Brian Kemp 
Compatibility Testers: Chip Hinnenberg and Doyle Gilstrap 
Testers: Reed Deleth, Sean Matheis and Bill Bums 
Product, Marketing Manager: Barbara Gleason 
Public Relations: Camela Boswell and Sue Seserman 
I n te rn ational Admin! si rator : Li sa Sta r 
Key Accounts Manager: Meredith Cahill 
Manufacturing Manager: Jason Horst man 
Manual Written by Wayne Cline 
Manual Design by Mark Shepard 
Package Design by Terri So o Hoo 
Cover Art by Ron Lusster 

Technical Support: Mara Kaelrn (Manager), Jason Deadrich, Ian Campbell. 

Ed Chin, Tabilha Tost! and the Technical Support team. 

Voice of General Dodonna by Clive Revill 
Voice of Admiral Ac k bar by Erik Boauersfdd 


Special Thanks to George Lucas 









oming soon for the IBM PC 
is a brand new Star 
3D action game: 

Dark Forces!" This 
first- person perspective 
game will feature fully 
texture- mapped 3D graphics, 
fast-paced action and an engross- 
ing story line. All the action takes 
place with a 360-degree view in an 
ultra- realistic, 3D environment. 



I n TIE Fighter, the thrilling sequel to 
X-Wing, you portray a new Imperial 
Navy recruit as you battle the Rebel 
Alliance. Train and fly in six Imperial 
star fighters under the command of Darth 
Vader himself. 


LIMITED WARRANTY 


Notice: Lucas Arts Entertainment Company ("LEC") reserves Ihe right to make changes in me product 
Ii-m liked in litis manual at any time and without notice. 

i He enclosed software product and this manual are copyrighted and ill! rights are reserved by LEC No 
i .mi ol this manual or any of the accompanying materials may be copied, reproduced, or translated in any 
i, 'i m or medium without the prior written consent of LEO 

U ,C warrants to the original consumer purchaser that the media furnished in this product will be free 
horn delects in materials and workmanship under normal use fora period of ninety (90) days From the 
dale of purchase (as evidenced by your receipt). If Ihe media supplied as part of this product prove to be 
del mi vo. and provided that the consumer purchaser returns the media ro Virgin Interactive Entertainment 
J urope) Ltd in accordance with the instructions in the following paragraph, Virgin Interactive Entertain 
mem Europe) Ltd will replace Lhe defective media free of charge. 

to obtain a replacement floppy disk or CL), please return ihe floppy disk or CD only, postage prepaid, to 
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base, a description of Ihe defect, and your name and return address. 

HIE ENCLOSED SOFTWARE, MEDIA AND DOCUMENTATION ARE PROVIDED "AS IS." EXCEPT FOR 
HU NINETY (90) DAY WARRANTY REGARDING DEFECTIVE MEDIA SET FORTH ABOVE, LEC MAKES 
\| * WARRANTIES WHATSOEVER REGARDING THE ENCLOSED SOFTWARE, MEDIA AND DOCUMEN- 

I \ 1 ION. WHETHER WRITTEN OR ORAL. EXPRESSED OR IMPLIED. INCLUDING, WITHOUT LIMITING 

I I U GE NERALITY OF Tl IE FOREGOING, WARRANTIES AND CONDITIONS OF MERCHANTABILITY OR 
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\ * I OK ANYONE ELSE FOR ANY CONSEQUENTIAL, SPECIAL, OR INDIRECT DAMAGES RESULTING 
I ROM POSSESSION. USE, OR MALFUNCTION OF Tl US PRODUCT, INCLUDING WTTI I OUT LIMITATION. 

I ■ \M AGE TO PROPERTY AND. TO THE EXTENT PERMITTED BY LAW. DAMAGES FOR PERSONAL 
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Ml STATES DO NOT ALLOW LIMITATIONS ON THE DURATION OF IMPLIED WARRANTIES AND/OR 
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HIE LAWS IN YOUR STATE, YOU AGREE THAT THE LIABILITY OF LEC ARISING OUT OF ANY KIND 
I LG AL CLAIM (Wl I ETHER IN CONTRACT. TORT, OR OTHERWISE) WILL NOT EXCEED Tl IE 
MOUNT YOU ORIGINALLY PAID FOR THE USE OF THIS PRODUCT. 


Y Wing game © 1992, 1994 Luca shim Ltd, and LueasArts Entertainment Company, All Rights 
Reserved. Used Under Aulhorlsation. X-wing is a trademark of Lucas lilni Ltd. Star Wars is a registered 
u.idemark of Lucas film Lid. LucasAns and /Muse are trademarks of LueasArts Entertainment Company, 
lire LueasArts logo is a registered trademark of LueasArts Entertainment Company. /Muse Patent No. 
’.315,007. All other trademarks are hereby acknowledged as the proprietary property of their respective 
owners. 


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LONDON WHO 5 AH