Call our Technical Support line on:
(081 )-964 8242
When you call please be sitting in front of your computer with paper .irul pen, ami
gather as much pertinent information about your computer as you can assemble
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information in your CONFIG.SYS and AUTOEXEC.BAT hies. You can also wnte
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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!
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
♦ Combat Systems 18
♦ NavCom Systems 21
Da mage/1 n - F 1 igh t Map/ B r ieftng D i rect i ves 2 1
♦ Auxiliary Systems 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.
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
© At this desk, you can also check on your selected pilot's log. his merits, and/or delete pilots from
© 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
© 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,
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
© 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-
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
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
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.
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.
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.
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.
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
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.
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.
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
Dis P la y Com, mini-
Engines Lasers Shields
S Foil Wing
Fusial Thrust Engine Assembly
Thruster Control jets
Dodonna/Blissex a-wing Fighter/Interceptor
Forward Laser Enemy Missile Targeting Concussion Flight
Sensor Cannons Lock-On Sight Missiles Recorder
Commit ni- Throttle
Engines Lasers Shields
KOENSAYR Y-WING FlGHTER/BO MBER
Ion Proion Flight
Cannons Torpedoes Recorder
CommunL Throttle Combat
cations Multi view
Enemy Missile Level
Engines Lasers Shields
SUAYN 8* KORPIL B-WING HEAVY ASSAULT FIGHT K ft
Engines Lasers Shields
Flight Targeting Laser
Recorder Sight Cannons
- — ^ Laser
S Foil wing
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,
Pressing Lop button
and moving right/left
Rolls your spacecraft
around Its axis.
|tl 0 |13
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.
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.
:s throttle to zero power
Sets throttle to 1/3 power
Set throttle to 2/3 power
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.
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
laser recharge setting
shields recharge setting
A Directs energy
shields to lasers
lasers to 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.
A Toggles shield configuration.
The shield configurations are:
All shields forward.
All shields rear.
Equal distribution of shields forward and rear.
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.
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.
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.)
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
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
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.
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
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
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.
Skips current scene.
'^0 Assessment display.
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
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
Red Other Rebel pilots
Blue R2 droid or Onboard Computer systems
Green Confirmation ami Approval response
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,
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
Don't forget to turn it on if you warn proof of what happened during I he mission!
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.
Keeps track of remaining time for each mission.
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 ;
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:
Sound-effects on/ off
Music and sound-effects volume control
Film Disk Cache on/off
Film Disk Cache size control
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
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
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
© 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
This will write over the old Top Ace pilot while still keeping the backup copy.
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
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
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
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.
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
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
vngm hueractive Entertainment (Europe) Ltd, at ihe address below, accompanied by proof of dare of pur -
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
ill MSS FOR A PARTICULAR PURPOSE, EVEN IF LEC HAS BEEN INFORMED OF SUCH A PURPOSE,
OKDINCLY, THE ENTIRE RISK AS TO THE USE, RESULTS AND PERFORMANCE OF THE SOFT-
Kt MEDIA AND DOCUMENTATION IS ASSUMED BY YOU. IN NO EVENT WILL LEC BE LIABLE TO
\ * 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
■ |i KY , EVEN IF LEC HAS BEEN ADVISED OF THE POSSIBILITY OF ANY SUCH DAMAGES OR LOSS.
Ml STATES DO NOT ALLOW LIMITATIONS ON THE DURATION OF IMPLIED WARRANTIES AND/OR
: i 1 EXCLUSION OR LIMITATION OF INCIDENTAL OR CONSEQUENTIAL DAMAGES, AND THUS THE
I'M l LD1NG LIMITATION AND/OR EXCLUSIONS AND LIMITATIONS MAY NOT APPLY TO YOU. I I US
. , \RKANTY GIVES YOU SPECIFIC LEGAL RIGHTS. AND YOU MAY HAVE OTHER RIGHTS DEPENDING
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
Virgin Interactive Entertain mem (Europe) Lid
- Y8A Outbroke Grove
LONDON WHO 5 AH