3
MAJ Jagged Fell III
Reviewer's rating profile
2025-01-16
Played on easy with cheats. I am really torn on this one, on one hand the story is great, but on the other hand there is a lot of waiting on craft to be captured and I do not like having to look up a guide on the final mission. So, I will settle on a middle score.
4
GN Triji Boliv
Reviewer's rating profile
2023-07-14
Interesting battle plot, I liked it. It was different and unique, sort of a reverse Infiltrator Wing thing.
2
MAJ Wolve Excelsior Berkana
Reviewer's rating profile
2023-02-21
Read Kalve's notes for mission 6 or don't bother to fly this one. This has some crazy mechanics to it that made me hate it. A final mission that requires you to follow specific steps or you won't be able to complete it due to random things.
2
MAJ Kalve Ryder
Reviewer's rating profile
2022-06-03
Childish plotline and writing, decently conveyed plot points via mission design, with well put together missions that have obviously had time spent on them. But it felt like the effort was on design gimmicks rather than truly solid mission design. Missions 1-5 are passable, mission 6 aims to be something special, but if you have to refly it for hours trying to get it to work, resort to checking all ship conditions in YOGEME _and then_ have to fly it essentially on rails laid out by the designer to ensure the best chances for objectives to complete, it becomes less of a fun mission and more of a painful interactive cinematic that the game wasn't designed to do well or at all. See bug report for potential issues with mission 6.
4
LC SkyShadow
Reviewer's rating profile
2021-04-02
Quite a clever battle in both design and in its flying, utilising some unique elements to flying. Some missions do require long waiting times which I found to be frustrating but all in all a fun challenge to fly and a good story.
5
FA Pickled Yoda
Reviewer's rating profile
2021-03-30
This is a very well constructed battle with a very imaginative concept and some neat technical tricks. Although the missions are on the long side and occasionally a little bit frustrating, I think it's a must-fly and definitely worthy of five points.
5
VA Colo Delste
Reviewer's rating profile
2021-03-28
A fun battle with a very interesting concept. Difficulty curve is huge between missions 1 and 2, but it comes back to being doable very quickly. The last mission gets interesting with the end game, but it all worked out in the end. Good fun!
5
COL NiksaVel
Reviewer's rating profile
2021-03-28
Definitelly one of the most original battles with an unexpected storyline. Recommend! The problem I have with it is that on the last mission I kept getting the „oh no you blew it, the mission can not be completed” message - all the way down to the end where the mission was a success :/
Also the whole complicated parking maneuver in the last mission is not „really” needed, but I guess there isn't any way to code something like that in the mission.
The briefing for the last mission references a clip in the film room that is nonexistant.
4
LC Solohan50
Reviewer's rating profile
2021-03-24
I only played this on easy, but they were decent missions. Playing as an Imperial craft and having to shoot down other Imperial craft was a nice twist. I could definitely see this being more difficult on higher levels of difficulty.
4
GN Aardvark
Reviewer's rating profile
2021-03-24
I liked the original story and twists of the 'Mirror Universe'. I found the missions were quite difficult on HARD, especailly with the unshielded craft and some goals that have time limits. I enjoyed the ending - the 'parking' had me nervous and on the edge of my seat but was a fun way to finish the battle!
5
COL Phalk Sturm
Reviewer's rating profile
2021-03-20
Challenging, original, surprising, amazing. One of the best battles I have flown out there. There is a lot a tactical thinking in order to have every goal in some missions, and the flying itself is like a thousand years of fun. Unshielded flying coffins, tough-to-the-nails war-mules and the Space Cadillac. You will sweat and swear throughout the missions. The plotline is very original and superbly crafted into a reality through every battle. The last mission is one of the most entertaining that I've faced so far. Not idiotically hard, yet it will demand your best tactical and situational awareness to have a decent score, and some quick thinking to juice up the power in your fighter. Trying to get everywhere in time, even in the Space Cadillac, the almighty TIE Defender, will prove a tough bone to crack, while facing multiple opponents with advanced missiles will require some fast dodging and keen sights to survive. Gritty and nasty, this battle has it all. One of the golden classics in my book.
5
VA Genie
Reviewer's rating profile
2021-03-13
The storyline is original and the mission objectives quite varied and original in some cases (will not give spoilers). Briefing and debriefing are flawless. Where this battle occasionally fails is in the details of the missions themselves and the dreaded mission #2. I do like the fact that to crack open higher scores you have to think twice on how to go about it. Its rating is closer to a 4 than a 5 and for that will give it a 4. I've only tried it on hard and the missions worked fine, though the commands on some ships are not... ideal. Enjoyable and original, despite some frustrations of a shieldless TIE Fighter. EDIT: After some thought, I am changing my score to a 5. It is not perfect, but it's good enough for a 5. Also, for a unique experience, I do recommend following the instructions on Mission #6 and parking inside the freighter (between its containers). Be warned it might get you killed if not done properly. Park inside and turn to face its rear. And just wait... you will be rewarded for it.
3
SL Zekk Terrik
Reviewer's rating profile
2021-03-08
This battle was honestly just okay. I thought the plot line was interesting – an alternate universe where the Empire flies alphabet fighters and the Rebellion flies gunboats? Sure, give the crappy ships to them I guess. I hate gunboats. Many of these missions were unbelievably long. The shorter ones were 10 minutes, a couple of them were close to 20. Make sure you are really, really paying attention during your briefing or you are not going to know what the hell is going on – I was guilty of this several times. Also, in mission 4, SHU Flavia did not show up for me during my first attempt. I think maybe it was a craft limit issue? When I replayed it again, I had no issues. Also, in the last mission, you do not really need to fly inside the CTRNS, you can just keep flying around and the mission will complete itself.
4
AD Impulse
Reviewer's rating profile
2014-06-24
Good battle. Missions are well designed, dificulty is good.
But the plot is too naive and ending of last mission need some improvements- i failed to use container transport and still had completed the mission.
5
COL Astin
Reviewer's rating profile
2007-06-07
Very fun, incredibly creative, and not too hard but not too easy. I enjoyed every mission of this battle, which is very rare with custom battles.
0
CM TK-9780
Reviewer's rating profile
2005-06-21
Total waste of time. Wasted good two hours trying to complete mission 6 - mission critical flight-groups just didn't arrive - each time it was different flight group - I do wish mission designers would double check any arrival conditions. Missions 1 -5 weren't too bad, although flying around in T/F against Gun's with Adv missiles isn't my idea of fun.
5
COL Dirty Vader
Reviewer's rating profile
2004-06-20
Excellent battle. Original, intersting and comical plot,great game play and superb editing make this battle a must fly. The last mission's parking is a very well done although I had to re-start this 20 min mission a few times before getting this right. Nevertheless its worth a 5 and its one of the best, if not THE best TIE mission I've flown so far.Outstanding work Lee.
4
LC Michael Emrys
Reviewer's rating profile
2003-10-19
Loved this battle, normally I don't like flying un-shielded craft, but this was good. Plenty of help around to keep the bad guys jumping and away from you! Loved the way certain names were used backwards in the game AG Ni-nor. LoL!
5
MAJ Fritz Von Stukart
Reviewer's rating profile
2003-03-18
Excellent battle! Superbly crafted! i had to think about it; sometimes the "kill everything" tactic doesn't apply, quite a thinker i must say. i love the theory behind the plot. lengthy but worth it.
5
COL Calzeo Inkwolf
Reviewer's rating profile
2002-08-07
This battle had many annoyingly long and difficult missions. That's not necessarily a problem, of course: just a comment. I feel it deserves a full 5 for its cleverness, originality, and weirdness!
5
COL Stuart
Reviewer's rating profile
2002-08-01
Amazing battle! Quite challenging but passable. Very refreshing with a completely new idea.
0
CPT Alexi Stukov
Reviewer's rating profile
2002-07-24
I find this battle one of the worst I've played. Friendly A.I. was poor, plot was confusing, ridiculously long missions. I greatly anticipated what would happen at the end of mission 6 but sadly was possibly the most dissapointing endings. You are suppoused to fly into the Container Transport and wait for the Interdictor and there is suppoused to be a spectacular explosion propelling you to your universe. Now, here's what really happend. I'm fling to the Trasport and all of a sudden, the Interdictor consumes the ship, blocking my entry. 6 TIE Defenders fly in, and the Transport is destroyed, the other 3 TIEs ram the Interdictor forcing me to destroy it. If I had been inside the Transport, I would have died and wasted 30 minutes playing the single worst mission ever created by this club.
3
LT Big-J-Q
Reviewer's rating profile
2002-07-12
Well... Interesting plot for once, reminds me of Star Trek... Too bad TIE (disk/CD/95) engine doesn't let you achieve great effects needed for this kind of battles. I don't know if I should rate this battle 3 or 4. Although the idea was fresh (?), the technical side is still a little unprofessional. The battle lacked that something that can be sensed in LA battles. But all in all, it's definitely worth your time!
5
LT Edward De'Galeon
Reviewer's rating profile
2002-06-30
Although rivaled, it hasn’t been dethroned yet. This is still my favorite of all the EH missions I’ve played, and of all TIE Fighter missions I’ve played. I love it and I couldn’t possibly recommend it more. If you only play one EH missions, and by all means play more if you can, play this one. I can’t see how you could go wrong. I give this battle a 4.95 (rounded up to a 5 for the purposes of the EH review scale)(Note: My full review is more detiled. If you'd like the full review I'd be glad to e-mail it to you, but without line breaks it looks sloppy here :) )
5
CM Tarmel Telnor
Reviewer's rating profile
2002-06-17
Amazing! Plotline beter than some of Lucas! A must fly, for sure,
5
CPT Rogue
Reviewer's rating profile
2002-04-22
Great battle. Good idea with the first mission how you crashed into the tie fighter to make you spin. Good plot line as well. Well worth taking the time to fly.
5
CPT Dujhod
Reviewer's rating profile
2001-09-09
Excellent plot. Lots of fun. The only thing that would make it better is using a patch to allow the player to fly a Rebel craft.
5
LCM Kir Kanos
Reviewer's rating profile
2001-08-21
This was a very good battle, my only problem is you were not able to use X-wings or something like that.
5
AD Locke Setzer
Reviewer's rating profile
2001-05-01
In 4 years of TIE Fighter gaming, I have yet to find a battle that captivates the intrest, comes up with a more original plot, and is just plain out extremely more fun than than this one. The best battle I've played to date.
5
LCM Desmos
Reviewer's rating profile
2000-11-26
Suberb! Everything was exceptional, and the finale when you had to park you T/D was incredible! I also liked the subtle eference to Magic: The Gathering in mission 2
5
FA Khadgar
Reviewer's rating profile
2000-11-07
A great battle... A tad challenging for my liking, but it is a 5 none the less. Well crafted, full briefing officer and briefing support, amazing plotline... This is one you won't forget ;)
5
CPT Demon Yoda
Reviewer's rating profile
2000-07-31
"Wow!" is all I have to say!
5
CPT Vuffi Raa
Reviewer's rating profile
2000-06-07
This is THE battle to fly. If you want to fly a nice-length, entertaining, and fun battle, this is the one for you.
5
VA Wlodek
Reviewer's rating profile
2000-05-27
Pod seeding! Great idea in mission 4!Burn, Tozar, Burn!!!
3
MAJ CrazyR2
Reviewer's rating profile
2000-05-12
To be honest, it was rather confusing the first time I flew through it; I even started attacking the friendly Y-wings. But after you get used to the strange craft selection, it's a good battle.
5
LCM The Cyber Baron
Reviewer's rating profile
2000-04-26
The best battle I've flown in my TIE Corps career. The plot is brilliant all leading to an innovative conclusion with the parking of the T/D. I'd like to see a few more like this.
5
AD Troutrooper
Reviewer's rating profile
2000-04-24
This is by far the coolest battle ive ever flown. The last mission is a work of art!! Congrats to the maker!!!
4
MAJ Dodger
Reviewer's rating profile
2000-03-17
It´s a good battle.
5
LT Jakar Streng
Reviewer's rating profile
1999-12-30
Very well done battle! I'm definitley saving this one to play again!
3
COL Talons Pryde
Reviewer's rating profile
1999-11-02
This is an excellent mission and proved to be a challenge. It was worth the extra time spent.
5
GN Sasquatch
Reviewer's rating profile
1999-10-01
Just the best TIE Corps Battle to date, hands down. Innovative plot that the folks at LucasArts could be proud of. Little touches add to the atmosphere greatly (IE -- Your ship collides and spins wildly at the very start of the battle). The last mission is a thing of beauty. This ought to be a required battle!
5
SL Corran Horn
Reviewer's rating profile
1999-09-01
This is my favourite TC Battle so far...for once: an original plot, that has been executed with quality.
5
LCM Kaedryl Di'Mathe
Reviewer's rating profile
1999-08-31
Exceptionally done and extremely fun battle. The origin of the calamari ships is especially a nice touch. A must play for every pilot.
5
LT Fieldmarshall
Reviewer's rating profile
1999-08-26
This is the coolest TC battle. The story lines are good, and it is very realistic (the last part of the last mission). Great idea on the portal thing!
5
HA Striker
Reviewer's rating profile
1999-08-25
An excellent plotline and realisation....a "must fly" !
5
Corran Force
Reviewer's rating profile
1999-08-25
This is one of the highest possible scoring battles that I have flown, if not THE best. Its a totally fun battle to have played. =)
5
LC Steve Strangelove
Reviewer's rating profile
1999-08-25
This is my all time favourite. I think this should be an officer's first battle. It isn't too difficult and the "parking" is a nice change from every other battle.
5
FA Manesh
Reviewer's rating profile
1999-08-25
This is an excellent battle, and all EHers should fly it. Although the last mission can be a little tricky (parking the fighter). I'd also like to note that this battle won first place in the EH Battle poll.
2022-06-03
Mission 6 will fail due to...
* Despite it not being an objective if you don't inspect the SHU Fox containing the President (quickly enough) it can be destroyed and CORT Eagle will not arrive or arrive and be unable to leave, if this happens, restart.
_Inspecting group SHU Fox should be a primary condition, not being Disabled.
* If you don't disable INT Volstagg early enough, your ships can destroy it and CORT Xerxes will not arrive to complete it's mission, if this happens, restart.
_Rebel INT Volstagg primary goal should be being Boarded, not being Disabled.
* TRANS Hercules can (randomly) not arrive with the CRL Osirin (despite Osirin's arrival being the only condition to meet), and so it cannot capture GUN New. If this happens, restart.
_This could be due to the 1 second delay and the requirement for CRL Osirin AND CRL Osirin to arrive rather than CRL Osirin AND ALWAYS (TRUE) ... or in this case a secondary OR condition occurring later in the mission just to be robust_.
The issues mentioned by Robert Hogan relating to CORT Eagle and Xerxes not departing are likely also related to the above issues regarding friendly craft destroying the objectives the CORT are trying to board/capture ... they will not be able to leave the area unless they've completed their objectives and cannot do so if their objectives are destroyed, and presently there are no failure conditions for when these situations occur.
2021-03-18
Mission 6. On at least medium and easy difficulty levels, transports Hercules and Eagle never leave the area. All other goals have been completed, but the CORT's will not leave the arena to be 'inspected' or be recognized as having survived, even despite orders through radio messages to return home. This issue has been happened during 4 play throughs of the mission, 3 on easy and 1 on medium, and has prohibited battle completion.
Battle Total: | 600,348 | MAJ Titus | |
---|---|---|---|
Mission 1: | 121,427 | COL Fireclaw | |
Mission 2: | 80,166 | COL Callista | |
Mission 3: | 98,518 | MAJ Titus | |
Mission 4: | 88,106 | CPT Rea | |
Mission 5: | 111,626 | LCM Arkady Grigorovich Ourumov | |
Mission 6: | 190,031 | MAJ Exar Khaland |
(of available records)
1 | 600,348 | MAJ Titus | 2002-08-07 |
2 | 534,874 | CM Shadow | 2002-08-07 |
3 | 524,168 | VA Genie | 2021-03-22 |
4 | 509,464 | CM Cahir | 2002-08-07 |
5 | 492,750 | COL Calzeo Inkwolf | 2002-08-07 |
6 | 492,429 | LT Avatar | 2004-06-25 |
7 | 491,979 | COL Phalk Sturm | 2021-03-20 |
8 | 489,929 | AD Impulse | 2014-06-24 |
9 | 489,468 | LCM Artur Knight | 2003-01-24 |
10 | 488,788 | LC SkyShadow | 2021-03-10 |
This battle has been flown by 409 pilots a total of 427 times.
GN Aardvark - 2021-03-10
GN Abel Malik - 2005-03-04
LC Alec Qarni - 2004-08-17
LCM Aleksey Chugunov - 2003-12-16
HA Anahorn Dempsey - 8 times, last on 2021-06-20
COL Angel - 2004-05-30
MAJ Arid Foxtrot - 2002-08-21
LCM Arkady Grigorovich Ourumov
LCM Artur Knight - 2003-01-24
CPT Atmos Myremod - 2002-12-18
LT Avatar - 2004-06-25
LC Brin Chaser - 2003-08-04
FA Brukhar - 2005-01-24
CM Cahir - 2002-08-07
COL Calzeo Inkwolf - 2002-08-07
LT Cesium - 2002-08-07
CM Colin Graves - 2003-07-23
VA Colo Delste - 2021-03-28
COL CrimsonFury - 2005-02-11
LC Curtis - 2002-11-18
LCM Dan-Elin - 2016-08-07
COL DarkC - 2005-01-23
MAJ Deleted Member - 2003-01-29
MAJ Devin Taralis - 2003-01-31
LC Diaboli - 2005-05-29
CM Dirk Logan - 2002-09-03
COL Dirty Vader - 2004-06-20
LCM Drax Remlinger - 2003-09-11
CM Dulcatos - 2003-03-18
GN Elwood the Brave - 2 times, last on 2013-11-27
CM Fahrer - 2005-01-01
CPT Firzam Coldsteel - 2005-06-02
MAJ Fritz Von Stukart - 2003-03-17
HA Frodo March - 2002-12-03
VA Genie - 2021-03-22
FA Giovanni Palermo - 2009-05-15
GN Golbez Harvey - 2015-06-30
CPT Great Griffin - 2005-01-30
COL Gytheran - 2025-02-26
AD Hav Antiel - 2 times, last on 2018-06-26
MAJ Hermann - 4 times, last on 2021-03-24
LC Iceman - 2003-02-23
AD Impulse - 2014-06-24
CM Infamus - 2003-02-02
MAJ Jagged Fell III - 2025-01-16
GN Jarek La’an - 2016-01-23
MAJ Jedgar - 2 times, last on 2021-03-14
LCM John Edwards - 2003-01-05
LCM Josepy Killrath - 2002-08-07
LC Kadon Beir - 2004-06-24
LT Kaek - 2003-06-30
MAJ Kalve Ryder - 2022-06-03
VA Kane Reese - 2002-11-18
MAJ KEBLAOMEGA - 2024-04-02
MAJ Keiran Laserlight - 2003-06-17
MAJ Koriel - 2002-08-07
VA Ky Terrak - 2003-05-17
COL Loor - 2002-08-30
CPT Machinari - 2003-07-08
GN Mark Schueler - 2 times, last on 2016-06-10
LCM Mateusz - 2003-05-19
LC Michael Emrys - 2003-10-19
COL Moagim Daar - 2004-10-15
MAJ Morgoth - 2021-04-21
COL Mosh - 2003-01-20
MAJ Neko Nuwen - 2003-01-14
COL NiksaVel - 2 times, last on 2021-03-28
MAJ Nolij - 2014-08-23
COL Nurel Turr - 2003-01-22
HA Pete Mitchell - 2017-06-03
COL Phalk Sturm - 2 times, last on 2021-03-20
FA Pickled Yoda - 2 times, last on 2021-03-30
LT Rabakadalalapan - 2002-08-08
LC Repulsor - 2014-02-05
MAJ Richlet - 2021-03-29
LC Savageaz - 2003-08-01
LT Scorch - 2003-05-17
CM Sergeyli - 2009-08-23
CM Serin Jansj - 2002-08-20
CM Shadow - 2002-08-07
COL Shae Kitane - 2003-07-01
GN Silwar Naiilo - 2021-03-23
LC SkyShadow - 2021-03-10
CPT SL8c8 - 2021-03-31
LC Solohan50 - 2021-03-13
LC Spade - 2003-05-16
LC Strahd - 2003-05-13
COL Stuart - 2002-08-07
COL TheBlackxRanger - 2023-07-28
LC Thorn - 2003-08-18
MAJ Titus - 2002-08-07
COL TK-7764 - 2004-06-10
GN Triji Boliv - 2023-07-14
MAJ VinDoros - 2003-04-24
CPT Von Predator - 2004-06-18
FA Von Reinthaler - 2004-09-09
CPT Voort SaBinring - 2003-10-25
MAJ Wolve Excelsior Berkana - 2023-02-21
COL Wraithdog - 2014-06-29
MAJ Wreckage - 2021-03-21
MAJ Xye - 2021-03-08
SL Zekk Terrik - 2 times, last on 2021-03-08
CPT Zyrax - 2002-11-17
Required patches ---------------- * none Installation instructions -------------------------- 1] Double click the .EHM file, the EH Battle Launcher will install the battle 2] Check the Misc folder in your TIE95 one for additional material like patches, sounds etc. 3] Press the TIE Fighter button on the EHBL to start the game 4] Create a new pilot and fly the first battle THESE LEVELS ARE NOT MADE, DISTRIBUTED, OR SUPPORTED BY LUCASARTS ENTERTAINMENT COMPANY. ELEMENTS TM & (c) LUCASARTS ENTERTAINMENT COMPANY.
MIRROR UNIVERSE created by CMDR/BG Lee_1/Viper-1/Wing IX/ISD Vanguard, MoT-rh, DJK (Sith) submitted 12/16/96 Medal Name: Medal of Reflection Files included in MIRROR.ZIP MIRROR.WRI ==> this document MIRROR1.TIE ==> mission #1 MIRROR2.TIE ==> mission #2 MIRROR3.TIE ==> mission #3 MIRROR4.TIE ==> mission #4 MIRROR5.TIE ==> mission #5 MIRROR6.TIE ==> mission #6 DSKPRK.CLP ==> for TIE disk version users only! a short film to clarify the parking procedure for mission #6 if needed. CDCRTN.CLP ==> for TIE CD users only! README.TXT ==> quick overview and play instructions Prologue: You are flying a TIE Defender designated Delta-1. You are part of a strike team that lead an assault against a Rebel weapons cache. The Rebels were handily defeated and the weapons were confiscated. The stockpile of weapons is large and the cargo vesels sent to haul them away cannot get all of them. Rather than wait for another group of freighters to arrive, your commander orders that the remaining weapons be loaded aboard the starfighters. Your TIE Defender is loaded with a consignment of mag-pulse torpedoes, and you download the navigational coordinates for the Imperial holding area Unbeknownst to anyone, one of the mag-pulse torpedoes you are carrying is damaged. Just as you enter hyperspace, the warhead misfires; shorting out your hyperdrive motivator, and killing your engines. You hurtle through hyperspace out of control -- without a clue of where you will end up or even if you will survive this strange jump. You never thought it would end like this... Mission #1: Arrival Your TIE Defender spins into what appears to be normal space. Your navigational computer is not functioning, and the hyperdrive is out. Visual scans indicate that you are in the middle of an asteroid field ?!? You attempt to restart your engines and are successful. Two Corvettes with an Assault Gunboat escort hyper in nearby. You never thought that you would be glad to see an old gunboat. They will be able to tell you where you are. However, all is not as it seems. Ships Used: Imperial: T/D Delta (You) w/mag-pulse torpedoes Y-W Guardian A-W Angel Y-W Echelon Y-W Fade CORT Eagle CORT Xerxes CRL Osirin Rebel: GUN Escort CRV Vorpal T/F Cover ESC Javelin GUN Straggler Other: T/F Reality Asteroids Primary Mission Objectives: T/F Reality must be destroyed 100% of CORT Eagle must complete mission 100% of CRV Vorpal must be boarded ESC Javelin must be boarded 100% of CORT Xerxes must complete mission CRL Osirin must be inspected Bonus Goals: 100% of CORT Eagle must be inspected 100% of GUN Escort must be destroyed 100% of CRV Vorpal must be captured CRL Osirin must be inspected ESC Javelin must be captured 100% of CORT Xerxes must be inspected 100% of T/F Cover must be destroyed 100% of GUN Straggler must be destroyed Mission #2: Raid On Shipping At the end of your last mission, you are taken aboard the Imperial Calamari Light Crusier Osirin and debriefed. Being around all of these Rebel ships is unsettling, but you figure that this is probably a secret group operating out of the Infiltrator Wing. However, the officers eye your craft suspiciously and ask you some strange questions. "Are you a Rebel defector?" "What kind of ship is this -- some new prototype?" "Are you one of the scientists who developed this starfighter, and what are these 'mag-pulse' torpedoes?" After a lengthy interview with flag officers and scientific personnel, the following conclusions and observations are made: You have entered a parallel dimension through some kind of freak phenomenon during your hyperspace jump. In this mirror universe, some things have developed quite differently. For years, the war against the Rebels has been going badly; mostly because of antiquated tactics and lack of resources. The Rebel League, as they are called, hails from outside this galaxy, and they have grow rich off of the wasting of countless planets. The Rebels have superior technology and vast resources, but are poor leaders. The Empire has retreated back towards the Inner Core, and now even that has been threatened of late. The Emperor, still alive in this universe, is so consumed with his hatred of the Rebel League that he has taken ill. He has entrusted his last Absolute General, Ni-nor to do what he can to save the Empire from the Rebel League. The Empire recently began laying traps to disrupt and capture Rebel commerce, mostly out of necessity, and they have been partially successful. Technology has also progressed differently here. The most advanced starfighter is the Assault Gunboat. They and swarms of T/Fs, T/Is, and T/Bs have helped the Rebels gain near supremacy in space. The Empire, comprised mainly of races from Corellia and Mon-Calamari has a dwindling fleet of older types; the Y-wing, being the most dominant and versatile of their starfighters. There are no B-Wings or T-Wings or even TRNs. However, desperate times have made some interesting modifications. The lowly Z-95 has been cast in the role as a hit-and-run bomber because of its speed and availability -- in fact, Z-95 flight Mirage has attained quite a reputation for itself as a capital ship neutralizer. Also, the YT-1300 Corellian Transport has been heavily modified for multiple roles and is the "workhorse" of the fleet. From zero-g capture team deployments to advanced cargo handling to starfighter reloading the CORTs reign supreme. Although they lack sufficent offensive weaponry, the CORTs make up for this with their speed and armor. Imagine a fleet of "Millenium Falcons" -- it makes you wonder. You have worked with Imperial tacticians for weeks now; showing them what would be regarded as "elementary" back home. You have volunteered your knowledge of "Rebel" ships and helped technicians and pilots to understand the strengths and weaknesses of these newly-captured TIEs. Your Tie Defender is a wonder of technology for them, but they will have to gain more resources than they currently have in order to produce them in vast quanties. The mag-pulse torpedoes seem to interest the technicians more with whispers of a "secret project." In any event, your Tie Defender will be out of service for some time while repairs and analysises are made. The raids on Rebel commerce continue, and the recently captured ESC Javelin has already participated in many missions. The Empire has a vast intelligence gathering network consisting of spies, recon patrols, etc. It is through this network that the Empire has learned of the transport of some of the Rebel's most advanced weaponry and technology. ESC Javelin has hypered into the suspected area where the convoy will pass near. Sure enough, a patrol spotted the convoy: two Cargo Conveyors, escorted by two flights of Assault Gunboats. Y-Wing Vicarious has drawn the lot of disabling the CNVYRs for capture. Given your extensive skill with TIE craft, you have volunteered to lead a flight of TIE Fighters to help eliminate starfighter defenses and protect support ships. Ships Used: Imperial: T/F Delta 1 of 4 (You) 2x Advanced Concussion Y-W Vicarious ESC Javelin T/F Cain T/I Loki CORT Eagle Rebel: CNVYR Trans-Star GUN Raven GUN Usher CRV Parlor T/F Spider T/B Cocoon FRG Juzam T/F Mishra T/B Urza Primary Mission Objectives: 100% of CNVYR group Trans-Star must be captured ESC Javelin must survive until all other goals completed CORT Eagle must survive until all other goals completed Bonus Goals: 100% of CNVYR group Trans-Star must be inspected CRV Parlor must be destroyed 100% of GUN Raven must be destroyed 100% of Gun Usher must be destroyed FRG Juzam must be destroyed Mission #3: Pacification Attack Imperial raids have netted us many supplies and weapons, and the Rebel League is angered and frustrated to our delight. Imperial technicians contiune their work on a high level secret project as well as a way to get you to your home dimension. Recon reports learn that the Battle Station/Tech Depot KFS-3 has just received two containers of sophisticated power and mnemonic plasma conversion systems for installation onboard Rebel capital ships in this sector. Imperial technicians desperately need these systems for our use; as well as the data tapes in the central computer of KFS-3. CRL Osirin will hyper in the far side of the area and launch a fighter attack. You will lead a flight of TIE Interceptors that have been modified to temporarily emit a Rebel transponder code. We hope that the code and the diversionary attack will trick the Rebels long enough for your flight to deliver their load of heavy rockets to weaken the stations shields. Y-W Guardian will arrive shortly to disable the station. CORT Respite can be called to give you rocket reloads. CORTs Download and Margo stand by to seize the data tapes and the containers. We can only hope that our attack will be fast enough to prevent the calling of Rebel reinforcements. The famed Z-95 Mirage flight stands by to cope with such a threat. If the mission is sucessful, destroy the station after the data tapes have been taken. This action will show the Rebels that we mean business. Ships Used: Imperial: T/I Delta 1 of 5 (You) Heavy Rockets CRL Osirin X-W Sargasso Y-W Guardian CORTs Margo CORT Download CORT Respite Rocket Reloads A-Wing Angel Z-95 Mirage Rebel: PLT/D KFS-3 CNE Outproduct 2 of 2 T/F Patrol T/I Backup M/FRG Vengeful T/F Defense T/I Calamity T/B Strike 23 Primary Mission Objectives: CRL Osirin must have survived until all other goals completed PLT/D KFS-3 must be boarded 100% of CNE group Outproduct must be captured 100% of CORT group Margo must have survived CORT Download must have survived Secondary Goals: 100% of CNE Outproduct must be inspected PLT/D KFS-3 must be destroyed Bonus Goals: 100% of T/F Patrol must be destroyed 100% of T/I Backup must be destroyed M/FRG Vengeful must be destroyed 100% of T/B Strike 23 must be destroyed 100% of T/F Defense must be destroyed Mission #4: Secret Project You are called to join in at a high-level meeting of a few top military officials and scientists. Security is extremely tight as the meeting room is sealed. At long last, the Empire has gathered enough technical materials to carry out its most bodacious scheme -- the secret project. If successful, the Empire could regain superiority in space almost overnight. The Emperor himself sent a communique to the meetiing wishing the project success. Absolute General Ni-Nor explains the project: "There are reasons not obvious that our esteemed Mon-Calamari allies vessels are of such an unorthodox design and shape. You see, Calamari ships are not built, they are grown... they are in fact organic constucts!" Upon hearing this, you nearly fall out of your chair with astonishment. However unbelievable, it is true, for you learn that genetically-engineered seed pods that are planted in special mineral asteroids common around the Calamari homeworld grow into what become Calamari Crusiers. The only drawback is time, it takes several years for even the smallest Light Cruiser to be ready. A specially formulated seed pod schematic that would produce much faster growth has been tried before but failed because of an insufficent catalyst to initiate the regeneration sequence. Now you learn why the technos were so interested in your mag-pulse torpedoes -- they are the perfect catalyst! A pair of seed pods has been developed at the Calamari homeworld and will be dropped off by a pair of CARGs at the secret test area. However, a Rebel spy was recently discovered and was silenced permanently during a hyperwave communication. We don't know how much the spy told the Rebels, but we must continue with the test. If the test is successful, crews from SHUs Osai and Flavia will board the pod yields and initiate final startup sequences. You and your TIE Defender will be needed to fire a single mag-pulse torpedo at each seed pod to initiate reaction. You will be accompanied by flights from our best A-W and Y-Wing groups. If the situation gets out of hand, call for reiinforcements; Z-95 Mirage is standing by. The success of this mission will determine a turning point for the Empire! Ships Used: Imperial: T/D Delta-1 (You) Mag-Pulse Torpedoes CARG Seeder 1 CARG Seeder 2 CNE Pod 1 CNE Pod 2 CRS Manticore No shields, systems = 0 CRL Dragon No shields, systems = 0 Y-Wing Guardian A-Wing Angel SHU Osai SHU Flavia Z-95 Mirage Called to reinforce Rebel: INT Tozar T/B Sting GUN Whisper T/F Banish T/I Cracker Primary Mission Objectives: 100% of all CNEs must be attacked CRS Manticore must have survived CRL Dragon must have survived INT Tozar must be destroyed SHU Osai must complete mission SHU Flavia must complete mission Bonus Goals: 100% of T/B Sting must be destroyed 100% of GUN Whisper must be destroyed 100% of T/F Banish must be destroyed 100% of T/I Cracker must be destroyed Mission #5: Stike At Sylvan IV The secret project results were even better than was projected! In a matter of weeks, the Imperial fleet grows to numbers greater than before the Rebel League conflict. Through continued hijacking of Rebel starfighters, either those in transit or those at outlying Rebel shipyards, can the hangars of the Imperial Calamari be filled. However, the process is much too slow, and the Rebels are developing strategies to counter our hit - grab - run tactics. What is needed is a surplus of collateral and galaxy credits to finance Imperial industrial expansion. The Imperial Intelligence Division has located through its spy and computer networks several targets. The most interesting of these is the Rebel League Treasury & Collateral Exchange Outpost Wilhelm ( designated Wilhelm after the name of an early Rebel pirate turned capitalist, Wilhelm Solo). The only major problem strategically is that the Treasury is deep in the heart of Rebel territory. However, a successful Deep Strike mission of this caliber would not only strengthen Imperial resolve but throw Rebel morale to an all time low. Imperial recon reports also show that a C-3 Luxury-Class Passenger Liner is in vicinity of the Treasury and has just finished sending and receiving shuttles. We no doubt suspect that the LINER is carrying some important Rebel magnate or industrialist. It is also known to us that the Rebel Cargo Container Transport Munnin is preparing to leave the Treasury with a large portion of the Rebel League payroll for distribution to the Rebel fleet. The CRL Osirin will lead and oversee the assault on the Rebel Treasury Outpost. You will fly your reknowned TIE Defender and disable CRTN Munnin for capture. You will also provide perimeter defense for our assault teams, but you may assist as necessary. It is equally important that you inspect the LINER Melange, so we may determine if its passengers are worth capturing later. The LINER will attempt to flee, but you should be able to complete most of your mission goals before it can escape into hyperspace -- just keep an eye on its progress through your targeting computer. Remember that you will be deep in Rebel space and can expect the Rebels to defend their Treasury to the death. Ships Used: Imperial: T/D Delta (You) Mag-Pulse Torpedoes Y-W Vicarious Z-95 August A-W Angel Y-W Benton CRL Osirin CORT Eagle CORT Xerxes CORT Silver CORT Hercules T/I Loki T/F Cain T/I Scarlet Rebel: PLT/D Wilhelm Treasury CNC Bin CNC Prab Type A Mines SHU Relay E/S Farrel CRTN Munnin SHU Bail GUN Moray GUN Challenger ATR Harbinger M/FRG Azmael T/F Trample T/B Kulkiss LINER Melange Primary Mission Objectives: CRL Osirin must have survived until all other goals completed CORT Eagle must have completed mission CORT Xerxes must have completed mission CORT Silver must have survived CORT Hercules must have survived PLT/D Wilhelm must be disabled CNC Bin must be inspected CNC Prab must be inspected CRTN Munnin must be disabled LINER Melange must be inspected 100% of Type A Mines must be destroyed Bonus Goals: PLT/D Wilhelm must be boarded 100% of SHU group Relay must be destroyed CRTN Munnin must be captured 100% of T/F Trample must be destroyed Secret Goals: M/FRG Azmael must be destroyed SHU Bail must be destroyed E/S Farrel must be destroyed Mission #6: Homeward Bound The raid on the Rebel Treasury was magnificent! AG Ni-Nor was pleased to get our report on the mission's results! Your discovery of the Rebel League President onboard LINER Melange gives us an extraordinary opportunity. Our recon ships followed the LINER to a nearby Gunship Factory (United Gun Works). Apparently the LINER was not fully fueled before leaving the Treasury and is having to stop at the factory. We are not fools; it is obviously a trap of some kind! However, the chance to kidnap the Rebel President must be attempted no matter what the risk -- we could end this conflict here and now! Z-95 Mirage will hyper in and destroy the factory. You will accompany them in your TIE Defender to disable the LINER Melange When the area is secure, CRL Osirin will join you to receive prisoners. A group of new Assault Gunboat Prototypes are in the factory's holding area; we will capture these as well. Again, it is stressed that this is probably a trap. The communications officer of the Osirin reports intercepting a garbled summons to the Rebel Interdictor Volstagg. We relayed this information to Imperial Command, and have received this directive: Every effort must be made to capture the Rebel League President and to DISABLE the INT Volstagg. The reasons for the capture of the interdictor is to reward you for your service to THIS Empire and allow you the means to return to your own dimension. Imperial technicians have configured a theoretical, never-before-tried, dimensional portal energizer. This device has been installed in the cargo holds of the recently captured CRTN Munnin which was met by a convoy of Imperial Corellian Transports as it returned to our sector of space. The technicians, under direct orders from the Emperor, have exchanged the currency cargo of the CRTN with the portal device. CRTN Munnin stands by to hyper in to the capture area if the mission is a success. CORT Xerxes, which has been assigned to capture the INT Volstagg when it is disabled, will signal us the capture is complete, and we will send the CRTN Munnin into your area by remote. The INT Volstagg will meet the Imperial convoy and its prisoners will be offloaded onto a prison ferry. Our technicians will then program the navigational array of the INT Volstagg to automatically return to your area at a precise point. IMPORTANT: As soon as CRTN Munnin arrives, park your TIE Defender inside CRTN Munnin at a point behind its bridge but just forward of the 3 support beams at the center of the vessel. Also, try to position your craft as close to the center hull as you can. Face the rear of CRTN Munnin and wait for INT Volstagg to arrive. (For a brief video of the parking procedure, see either DSKPRK.CLP or CDCRTN.CLP in the Film Room) You will have less than two minutes to take your position inside CRTN Munnin before INT Volstagg rearrives, so don't waste any time! If you have parked properly, when INT Volstagg rearrives it will envelop you and CRTN Munnin. The interdictor's gravity well projectors will power the portal device, but the power levels must be halted at a critcal point in order for your return to be successful. It is for this reason that both ships have been programmed to self destruct at the critical moment. To prevent interference with the portal effect, maintenance crews aboard the Osirin have been ordered to disconnect your hyperdrive, so be careful! In any event, the Empire thanks you for your inspiration and cooperation in dealing with the threat of the Rebels. No matter what the outcome, you will be hailed forevermore as Hero of the Empire! Ships Used: Imperial: T/D Delta-1 (You) Heavy Rockets, Hyperdrive Out Z-95 Mirage CORT Respite 1 Rocket Reload CRL Osirin CORT Eagle CORT Xerxes CORT Hercules Y-Wing Guardian A-Wing Angel X-Wing Vortex T/F Cain T/I Loki CRTN Munnin Portal Device INT Volstagg After capture ISD Vanguard Emperor's Hammer Rebel: FAC/X7 U.G.W. United Gunship Works LINER Melange SHU group Fox GUN group New Prototypes INT Volstagg GUN Fafnir GUN Hela T/I Bifrost T/F Ymir GUN Hemdall M/CRV group Balder Other: T/D Hero T/D Faith Primary Mission Objectives: FAC/X7 U.G.W. must be destroyed LINER Melange must be disabled INT Volstagg must be disabled CRL Osirin must have survived until all other goals completed CORT Xerxes must have survived CORT Eagle must have completed mission CORT Hercules must have completed at least one mission 100% of All SHUs must be disabled 100% of M/CRV group Balder must be destroyed CRTN Munnin must have arrived INT Volstagg must have arrived ISD Vanguard must have arrived Bonus Goals: INT Volstagg must be captured 100% of GUN group New must be boarded 100% of GUN Fafnir must be destroyed 100% of T/I Bifrost must be destroyed 100% of T/F Ymir must be destroyed 100% of GUN Hela must be destroyed 100% of GUN Hemdall must be destroyed Epilogue: The explosions of the INT Volstagg and CRTN Munnin temporarily pierce a hole through the dimensional fabric and push you through in a blinding flash of light! Bewildered and shaken, you find yourself in an empty region of space. You wonder if you made it home at all. Suddenly, light bends in the distance and out of it emerges the ISD Vanguard! You made it back! The comm link crackles to life, "Delta-1 is that you? Report!" You reply as you race towards the hangar, "Sir, have I got a story for you!" ============================The End====================================