TIE-TC 76: Mirror Universe

Battle Information

Game platform: TIE Fighter
Missions: 6
Release date: 1997-01-19
Last updated: 2003-09-09
Creator:

Lee_1

Average rating 4.3
Reviews: 48
Bug reports: 2
Times completed: 432
Patches used: None
Medal of Reflection
Battle Medal:
Medal of Reflection

Battle Reviews

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.


Interesting battle plot, I liked it. It was different and unique, sort of a reverse Infiltrator Wing thing.


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.


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.


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.


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.


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!


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.


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.


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!


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.


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.


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.


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.


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.


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.


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.


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!


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.


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!


Amazing battle! Quite challenging but passable. Very refreshing with a completely new idea.


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.


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!


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 :) )


Amazing! Plotline beter than some of Lucas! A must fly, for sure,


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.


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.


This was a very good battle, my only problem is you were not able to use X-wings or something like that.


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.


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


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 ;)


"Wow!" is all I have to say!


This is THE battle to fly. If you want to fly a nice-length, entertaining, and fun battle, this is the one for you.


Pod seeding! Great idea in mission 4!Burn, Tozar, Burn!!!


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.


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.


This is by far the coolest battle ive ever flown. The last mission is a work of art!! Congrats to the maker!!!


It´s a good battle.


Very well done battle! I'm definitley saving this one to play again!


This is an excellent mission and proved to be a challenge. It was worth the extra time spent.


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!


This is my favourite TC Battle so far...for once: an original plot, that has been executed with quality.


Exceptionally done and extremely fun battle. The origin of the calamari ships is especially a nice touch. A must play for every pilot.


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!


An excellent plotline and realisation....a "must fly" !


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. =)


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.


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.


Battle Bug Reports

MAJ Kalve Ryder

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.


VA Robert Hogan

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.


High Scores

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

Top Ten

(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

Battle Completion Statistics

This battle has been flown by 409 pilots a total of 427 times.

GN Aardvark - 2021-03-10

LT Aaron Darklighter

GN Abel Malik - 2005-03-04

COL Absolut Vodka

MAJ Ace

LC Ace Hobbes

COL Adrenaline

LT Adrian Tepes

LT Aenyc Kreahyde

CM Agace

LC Alec Qarni - 2004-08-17

LCM Aleksey Chugunov - 2003-12-16

LT AlexanderDS

CPT Alexi Stukov

CPT Amadeo

HA Anahorn Dempsey - 8 times, last on 2021-06-20

LT Andreev Anton

LT Andrew

CM Andrew

CM Andrew Strinder

COL Angel - 2004-05-30

CPT Anthony Starr

CM Aragorn

MAJ Arathar

LC Ardeth Mordor

LC Argon Viper

MAJ Arid Foxtrot - 2002-08-21

LCM Arkady Grigorovich Ourumov

CM Armandus Hellfire

COL Arso Slyth

LCM Artur Knight - 2003-01-24

COL Astin

CPT Atmos Myremod - 2002-12-18

CPT Avantar

LT Avatar - 2004-06-25

LC Azazel

VA Azazel Djo'Tarr

CPT Backfire

CM Bearstyle

LCM Bebop

COL Beef

LT Belal

CM Benjamin Colley

LT Big-J-Q

COL Bilbo

LCM Bill Tar

CM Bip

COL Blackbird

CM Blade

CM Bonzo

LC Brandon

CPT Bret K'thraz

GN Brian

LCM Brian Klem

LC Brin Chaser - 2003-08-04

COL Brucmack

FA Brukhar - 2005-01-24

LT Buhweet

FA Bull

CM Cahir - 2002-08-07

COL Calias

COL Callista

MAJ Caltin Doros

MAJ Calvin Senzin

COL Calzeo Inkwolf - 2002-08-07

COL Carl Lost

LT Cesium - 2002-08-07

VA Chandler

COL Chei-Ras

LCM Chris

LC Chris McCollum

CM Colin Graves - 2003-07-23

VA Colo Delste - 2021-03-28

SA Compton

GN Coranel Both

Corran Force

SL Corran Horn

CM Corsair

MAJ CrazyR2

COL CrimsonFury - 2005-02-11

CPT CTXclr

LC Curtis - 2002-11-18

CPT Dagger

LC Daisuke Airyu

LCM Dakkon

LCM Dall Star

COL Dan Malaktos

LCM Dan-Elin - 2016-08-07

MAJ Daniel Klivian

COL DarkC - 2005-01-23

CM Darkfire

COL Darkfire

AD Darksaber

CPT Darkstar

CPT Darkstar

Darth Vader

COL Dave

LCM Dave

CPT Dave Darklighter

GN Dax Corrin

CPT Deamon

CPT Death Angel

CM Death Knight

CM Deathlord

LT Declan Raynor

MAJ Deleted Member - 2003-01-29

CPT Demon Yoda

CPT Derek Dan

LCM Desmos

MAJ Devin Taralis - 2003-01-31

MAJ Dharmy

CPT Dharus

LC Diaboli - 2005-05-29

CM Dirk Logan - 2002-09-03

COL Dirty Vader - 2004-06-20

MAJ Dodger

LT Dorja

GN Doyon

COL Drak

COL Drako

COL Dras Hempor

LCM Drax Remlinger - 2003-09-11

CPT Dujhod

CM Dulcatos - 2003-03-18

COL Duncan Idaho

CM Edvard

LT Edward De'Galeon

LCM Ehart

CM Elvaron Starfire

GN Elwood the Brave - 2 times, last on 2013-11-27

COL EmpReach

MAJ Eugene

MAJ Evo Sarnok

MAJ Exar Khaland

CPT Face Loran

CM Fahrer - 2005-01-01

LCM Falcone

LT Fieldmarshall

MAJ Fink

COL Fireclaw

CPT Firzam Coldsteel - 2005-06-02

LC Freelancer

MAJ Fritz Von Stukart - 2003-03-17

HA Frodo March - 2002-12-03

COL Gallows

CM Garrett Hap'Kette

VA Genie - 2021-03-22

AD Gidda

LT Gil-Galad

GN Gilad Pelleaon

FA Giovanni Palermo - 2009-05-15

GN Golbez Harvey - 2015-06-30

CPT Great Griffin - 2005-01-30

CM Gward

COL Gyssler

COL Gytheran - 2025-02-26

COL Hades

LC Harkonnen

AD Hav Antiel - 2 times, last on 2018-06-26

LT Hendl Fin`Rotha

LCM Herman

MAJ Hermann - 4 times, last on 2021-03-24

MAJ Hunter

LT Hyuga Seithen

LC Iceman - 2003-02-23

AD Impulse - 2014-06-24

VA Indaro Gallia

CM Infamus - 2003-02-02

VA IQ Pierce

COL Ixion Deathbringer

Jack

MAJ Jagged Fell III - 2025-01-16

Jakar

CPT Jaques Landeux

GN Jarek La’an - 2016-01-23

MAJ Javelin

LT Jay Terrel

CPT Jay Urick

LC Jdf1984

LCM Jean Paul Gerard

MAJ Jedgar - 2 times, last on 2021-03-14

AD Jeff 'Tiger' Loruss

CPT Jens Vigsted

LC Jesseb Skyrauch

LCM Jofus

LCM John Edwards - 2003-01-05

LCM Josepy Killrath - 2002-08-07

COL Josh Popelka

CPT Juve

LC Kadon Beir - 2004-06-24

LCM Kaedryl Di'Mathe

LT Kaek - 2003-06-30

MAJ Kalve Ryder - 2022-06-03

SA Kamjin Maverick Lap'lamiz

VA Kane Reese - 2002-11-18

CPT Kaneda Pellail

SA Kawolski

LCM Kayjahal Krhon

MAJ KEBLAOMEGA - 2024-04-02

MAJ Keiran Laserlight - 2003-06-17

VA Keldorn Cochrane

LT Kelvin Ray

LC Kenath Zoron

COL Kermee

FA Kessler

FA Khadgar

AD Khaine

SL Khalitar

CPT Killer

COL Killraven

LC Kodiak Kereban

MAJ Koriel - 2002-08-07

CPT Kou Taiki

LT Kronar

VA Ky Terrak - 2003-05-17

CPT Kyle Fardreamer

CM Laerox

CM Lafeber

LCM Lelio Moloch

COL Lenvik

LC Linkan

AD Locke Setzer

COL Loor - 2002-08-30

LCM Lordhelmet

LCM Lordhelmet

CPT Machinari - 2003-07-08

MAJ Mairin Astoris

FA Manesh

Manitsas

FA Marcin Szydlowski

COL Marconius

GN Mark Schueler - 2 times, last on 2016-06-10

LT Martelus

LCM Mateusz - 2003-05-19

CM Matti Kuokkanen

CPT Matu Vonnegut

MAJ Mauser

LC Maverick

AD Mell Kerrigan

LC Menacer

MAJ Michael

LC Michael Emrys - 2003-10-19

COL Mike Chistu

LT Min

COL Moagim Daar - 2004-10-15

COL Mobiles

LC Monaghan

HA Mordechi Wolfe

CPT Mordred Pendragon

MAJ Morgoth - 2021-04-21

COL Mosh - 2003-01-20

LCM Mulder

CM Mycroft

CM Nazghul

MAJ Neko Nuwen - 2003-01-14

COL Nightmare

CM Nightwolf

COL NiksaVel - 2 times, last on 2021-03-28

CPT Ninj Prefect

Ninja

MAJ Nolij - 2014-08-23

LCM Nom Ramadon

CPT Nomad

LT Nomanic

COL Nurel Turr - 2003-01-22

VA Oldham

CPT Onwai Starborne

LCM Oorl Quygg

AD Pel

FA Pellaeon

HA Pete Mitchell - 2017-06-03

COL Phalk Sturm - 2 times, last on 2021-03-20

VA Philo

MAJ Picard

FA Pickled Yoda - 2 times, last on 2021-03-30

COL Piett

HA Plif

CPT Predator

MAJ Prinz von Hoffman

MAJ Prophet

LT Rabakadalalapan - 2002-08-08

CPT RAF

GN Rancorous

AD Ranthier Khaen

GA Rapier

LT Raven Arestar

CM Raven Lockholme

LCM Ravenwood

CPT Rea

AD Reaper

LT RebelEliminator10

LC Repulsor - 2014-02-05

LCM Rhinok Maul

LCM Rian Tolock

GN Ric Hunter

COL Ricardo

COL Ricaud

MAJ Richlet - 2021-03-29

CPT Roger

CPT Rogue

CM Roulex

CPT Rover

CM Rue Sokky

MAJ Ryan Chi'Cath

CPT Saadam

LT Saadam

MAJ Sanj

GN Sasquatch

COL Sauron

LC Savageaz - 2003-08-01

LT Scorch - 2003-05-17

COL Scoser

MAJ Seggybop

CM Sergeyli - 2009-08-23

CM Serin Jansj - 2002-08-20

CPT Shador

CM Shadow - 2002-08-07

COL Shae Kitane - 2003-07-01

MAJ Shakur

COL Shawshank

CM Shinobi

GN Silwar Naiilo - 2021-03-23

COL Sindar Naranek

LC SkyShadow - 2021-03-10

CPT SL8c8 - 2021-03-31

LC Solohan50 - 2021-03-13

LC Spade - 2003-05-16

CM Spearhawk

FA StarLion

CPT Steele

AD Stele Pellaeon

LC Steve Strangelove

LC Strahd - 2003-05-13

CM Strahl

LT Streck Dara

HA Striker

COL Stuart - 2002-08-07

COL Styles

GN SureFire

COL Tad Taliesin

CPT Taf'ron Daro

COL Talons Pryde

LCM Tarkinan

CM Tarmel Telnor

LC Tempest

CM Tentor

LT Terek Kesh

LC Thaas Pobyn

LCM The Cyber Baron

COL TheBlackxRanger - 2023-07-28

CM Thomas Solo

LC Thorn - 2003-08-18

LCM Thorper

CPT Tiamat

LC Tissaya Argat

MAJ Titus - 2002-08-07

COL TK-7764 - 2004-06-10

CM TK-9780

COL Todbringer

LCM Topace31

VA Toran Dan

COL Torres

GN Triji Boliv - 2023-07-14

AD Tron

AD Troutrooper

LC Turr Phennir

CPT Tvan'Oris

MAJ Tycho Atreides

CM Var Zoraan

MAJ Veers

CPT Veers

SL Vexan

MAJ VinDoros - 2003-04-24

CPT Viper

FA Viper Pred

CPT Von Predator - 2004-06-18

FA Von Reinthaler - 2004-09-09

CPT Voort SaBinring - 2003-10-25

CPT Vuffi Raa

CPT Wap Eal

CPT Wedge

COL Wes Janson

CM William Flechette

COL William Waffennass

LCM Wilq Fastclaw

VA Wlodek

COL Wolly

MAJ Wolve Excelsior Berkana - 2023-02-21

COL Wraithdog - 2014-06-29

MAJ Wreckage - 2021-03-21

CM Xalin

CPT Xander Drax

AD Xanos Goatham Zorrixor

CPT Xanthos Deia

CM Xeraan Rhazzazor

MAJ Xye - 2021-03-08

CM Yarik Kelve

FA Yodavin

SL Zekiel Masters

SL Zekk Terrik - 2 times, last on 2021-03-08

CPT Zept Leeartic

SL Zero Lestat

COL Zeth Durron

MAJ Zhaim Jifarr

COL Zorn Starn

VA Zósite Kónstyte Styles

HA Zsinj

CPT Zyrax - 2002-11-17

COL Zystem Fryar

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