Documente Academic
Documente Profesional
Documente Cultură
THE CONCOURSE 4
the specifics of the Imperial Naval
Register 5
............................................................., .... ,, ....,.......... ,, ........., .................
starfighters at your disposal, their con-
::,r.~.?j.'.~~.~~.t~·a·t~~····.. ··················..·········....................................~.
Combat Chamber 6
trols, w~apons systems, and proper use.
• Mission Briefing 7
Learning this data thoroughly is the first .~.~!~S.!?~.~.~.?.~~~~~...................................................................... ?.
Tech Room 8
step to bringing glory to the Empire.
Film Room 9
• TIE Starfighrer 17
status; failure will bring .m ore unpleasant
.~ .!.~.!~~.~~~:~~P.~.?~: . .......................................................... ...............~.~.
results. • TIE Bomber 18
• TIE Advanced 19
This manual contains classified infor-
• Assault Gunboat ]9
mation of the highest level and is forbid- ST ARFIGHTER COMPUTER SYSTEMS 20
ON-BOARD INFORl\1ATION SYSTEMS 23
den to reach the hands of personnel not
AUXILIARY SYSTEMS 26
T
he Combat Chamber is designed to give the cl~sest Once t he playback is stopped, d icking again
experience t0 actual combat without endangenng will rewind the b1iefing.
man or machine. Each star6ghter in the Imperial D Resume / Rewind Brief1J1g: While
Navy has four missions to fly in increasing difficulty. the mission map is paused, click on this
Some missions were created specifically for training button to concinue playback. While tbe
purposes, while others are acmal 1nissions mission map is playing, dick to rewind to
---------· -----··---'
TIE Fighter Mission 1 (hf!~) · · \
.You wil fly a TIE fighter against /
o serf.es of helptess torgets.
from the past whic.h have been selected to
highlight certain combat tactics. Also. once
you have completed any Battle missions,
the first section.
D Skip Section: Click this button to
Destroy the targets and earn· , skip the current map section and move on to the next
·-- the .-espect of the Empire. ; they may be accessed in the Combat section.
Chamber to re-fly at yom leisure. II View Officer Questions: Click here to view a list of
For the best trai.ning experience, we rec- q uestions you may ask the Deck Officer. Once this button
onunend flying the first mission of eacl1 has been selected, it will change to a map, which, when
craft first, then the second missiom, and so dicked, will return to the briefing map.
on. The Chamber is designed so that the D Enter Mission: Click on the TIE Interceptor button
training difficulty progresses in this order. to enter the selected mission.
To Select a Combat Chamber Mission: D Eidt Briefing: Clicking bere will remove the Sim-
STEP 0 : Select the Combat Chamber from the Con- Visor and return you t0 the Chamber console, where you
course by clicking on the third door from the left on the may select another mission, or return to the Concourse.
lower level.
STEP @: To select a starfighter to fly, dick on tl1e left and M I S S ION DEB R JE FI NG
righc arrows co either side of the ship name. After each mission, you will receive a debriefing w hich
STEP $ : To select a mission, dick on the left and right will examine and report what you did right and what you
arrows to either side of the mission number. did wrong during the mission. Flor those who prove wor-
STEP 0: Once you are satisfied with your choice. click on thy, any promotions received will be reported as well. You
the red button co the right of the ship graphic. This will will also get a detailed breakdown of yomweapon accura-
lower the Sim-Visor and take you to the mission brief- cy, what goals, if any, you completed, a list of enemy craft
C OLOSSU S ing. destroyed, and Imperial losses.
C OURA GEOUS
6 TIE FIGHTER
S'fARFTGHTER PJLOT MAl\"UAL 7
D Last Question: Click on che arrow co gp co che FILM ROOM
T
previous question from the one you are viewing. he Film Room can be an invaluable tool for
II Next Question: Click to proceed to increasing your odds of survival. By activating
~ briefing bv Officer (Question 'i of 'i) · your ship's flight camera during a mission, you can
the following question from the one yo u
Debrief me on the mission, sir.
are viewing. replay it from the film room, viewing it from any angle or
TIE Fi-,hter !Hatd:•
Hist◊ricol tlission I Score 38155 D Next Page: If the answer to one of from the perspective of any craft in the combat zone. You
your questions is more than o:1e page, it are also able to re-enter the battle to attempt to correct
LOSfrf hits, ~;'5 of 600 (55%) will be reflected in the bottom right corner any errors made during the m ission. The Film Room may
lor, hits. O of O (0%/
Uarh;,od r,ih O of O (OX) of the view screen. Click on the Page also be used to verify kills to others.
button to change pages. To Enter tlte Film Room
II Fly Mission Again: Click.on the T IE STEP 0: From the Concou rse, click on the
Interceptor button to re-fly the mission. far right door on the second level.
D Exit Debriefing: Click t:) remrn to STEP 8: A hst of avail.able film dips will
the Combat Chamber console, where you appear. Choose the film dip you w ish to
may select a new mission or return to the Concourse. view and dick on Load Film. From here
To Select a Completed Battle Mission: you may also delete a film dip or exit
STEP 0: Cycle through the battle choices with the same the Film Room.
TECH ROOM
a
KEY NAME FUNCTION
T
he Tech Room is a chamber that allows you ro PLAY Starts and stops film playback.
view holographic images of all of the Rebel and
Imperial ships you may encounter. Information Rewinds film to start.
- R EWIND
includes craft size, top speed, and armament. Knowing a
craft's strengths and weaknesses may be
& ADVANCE Turns film advance mode
the critical factor between viaory and
on and off
destruction.
eLOAD Loads a new film dip.
To View Tech Room Halos:
STEP 0: From the Concourse, select the
Tech Room through the second door ~ ENTER SIM Places you into the mission
from the right on the second level. • where the clip is currently.
STEP & : To cycle through the various -EXIT Ren1rns you tO the Concourse.
ships, click on top set ofleft and right
hmtons h~ne:irh rhe hologram. Q FOLLOW / Toggles between Follow
STEP 0 : To rotate the ship on its pitch 1a FREE and Free view mode.
axis, click on the lower set oflefr and Follow: Camera w ill follo·w object selected
right buttons beneatl1 the hologram. in Camera Pos box.
STEP 0: To return to the Concourse, dick on the doors at Free: Camera is free-floating in space.
the lefr side of the chamber.
~ CAMERA . Moves the camera to the
a POSITION position of each ship.
~ B Moves the camera to the position
1iiii11 1a of each ship in reverse order.
DEVASTATION EMPEROR
l
8 TIE FIGHTER STA.RFIGHTER PTLOT MANUAL 9
Turns Track mode on and off To Enter the Campaign Room:
"TRACK
In Track mode, the camera is always STEP 0: From the Concourse, click on the first door on
pointed at the craft selected in the Object box. the left on the second level.
m OBJ ECT Cycles through STEP @: Select a Battle Area by clicking on the two
arrows located at the Campaign Desk.
,iii objects to be tracked.
STEP © : Once your decision is made, join the battle by
(A S Cycles th.rough objects to be
clicking on the door co your right.
, _ . ' • tracked in reverse order.
STEP O: You may ren1m co the Concourse by clicking on
Left mouse button / Zooms camera in. li1 Free mode,
the door tO yollr left.
1st joystick burcon this will move the camera forward.
Right mouse button/ Zooms camera out. In Free mode, T HE BATTLE ROOM
2nd joystick button tl1is will move the camera back. Here is where you w ill receive aJJ the
irlformation you need on your current mis-
NEW BATTLE/ CHANGE BATTLES
sion. You may consult the mission map,
T
~s is what it all comes down to. AU of the training
question the FUght Officer or receive fur-
1s for one putpose. To ensure you are worthy
ther instrnctions from the Cloaked Figure,
enough to become part of the most efficient fight-
if available.
ing force in the galaxy.
The mission map is similar to the mis-
Once you enter the Campaign Room, you must
sion map used in the Combat Chamber. It
approach the Campaign Desk to sign on for a battle. At
will give you a tactical overview of the mis-
first, as a rookie pilot, there are only a few campaign areas
sion area and exact mission instructions.
avaiJable to you. We are not going co let a green pilot
The Flight Officer is available to you for more detailed
enter a battle zone of strategic imporcance only to have
instructions. He can give you tactical advice, suggest a
inexperience cause a loss co the Empire.
weapons configuration, as well as provide background
To repeat, as a rookie you may choose
information on rhe mission. If you choose, you may
from a limited number ofbattle zones to
approach the Cloaked Figure co receive a report on any
sign on co. As you gain ex'Perience, more
covert activities to b e on the lookout for.
significa nt battle areas will become avail-
able to you. You may return co the Cam- To Review and Fly a 1\i1ission:
paign Desk at any time ro change batrles. If STEP 0: To view the mission map or talk co the Flight
you find a b attle zone difficult at first, try Officer or Cloaked Figure, click on the map or appro-
ano ther zone. There is no shame in suc- priate figure.
ceeding in a battle area oflesser impor- STEP @: Once you are satisfied with your knowledge of
tance, when compared to failing the the n,jssion, click on the right door on the lower level
Emperor in any situation. of the room.
If you are having difficulty completing a STEP © : To exit the Battle Room and rerum co the Con-
mission or battle, there are a number of steps you can take course, click on the le.ft door on the lower level of th e
co ensure victory for the Empire. To begin with, you can room.
change the difficulty setting using your Personal Datapad.
Also, if you find yourself overwhelmed in a mission, call WEAPONS SETUP
for reinforcements. There is no shame in strengthening AND DES I GNATION
the Empire's presence. Finally, always remember that you Loading rhe proper weapons onto your craft be.fore a
only need ro complete the Primary Mission Goals to mission is almost as essential as knowing how ro fly your
advance through tl1e barrles. If you are failing while starfi.ghter. You don't want to be caught unprepared by a
attempting co complete secondary or secret mission goals, squadron of X-wings. All ships are a1111ed with laser can-
complete the Primary GoaJs and move on. nons, ion cannons or both. Laser cam10ns are used co dam- FORMIDABLE
EMPEROR'S WILL
10 TJE FIGHTER STARf[GHTER PILOT MANUAL 11
age and destroy enemies. Ion cannons are used co disable STEP 0: Click on the doors to the left to re-Ay the mis-
ships by disrupting their energy systems. T here are also a sion. NOTE: lf you have failed a mission or wish to
number of warheads available to load onto properly fitted improve on your performance, choose this door. How-
craft. The different types of warheads you may load onto ever, if you fail the mission during the re-fly, any previ-
your ship are described 1::elow. ous success will be lost.
Concussion Missiles These are the weakest warheads
but a.Isa the fastest and most agiJe. They can even be used CONTIN UE BATTLE
to intercept other warheads. \Vhile you are involved in a campaign, you may return
Proton Torpedoes The to1pedo is a directly to the Mission Briefing Room from the Con-
well-rounded warhead. It is fast and rela- course. You only need to go back :o the Battle Desk if you
tively powerful. intend to change battle sites.
Heavy Bomb The most powerful war- To Proceed Directly to the 1\.fissionRoomfrom the Concourse:
head available is also the slowest. Use this STEP 0: From rhe Concourse, select the Continue Battle
warhead against capita.I ships. door located at the upper level.
Heavy Rocket A ve ry powerful STEP@: Proceed through the mission briefing as
weapon, it maintains a medium speed. Use described previously.
at short range when you have a sure hit.
We e11Ject more warhead types to COCKP I T INSTRUMENTATION
become available as the battles progress. FOR IMPERIAL STARFIGHTERS
T
To Co nfigure Weapons: he TfE series of craft as well as Cygnus' Assault
STEP 0 : Choose the warhead by clicking on the left and Gunboat have all been designed for maximum effi-
right arrows located above the warhead di~play. ciency. The layout of each of these crafts' cockpits
STEP @: When you are satisfied with your choice, click will reflect that style. Bach ship contains many similarities
on LAUNCH.. in cockpit design, allowing a pilot to move from craft to
STEP 0: If you wish to return to the brief- craft with a minimal learning curve. While weapons con-
i11g fo: more information, click on figuration and actual positioning of each instrument may
BRIEFING. differ slightly, the overall operation of each craft remains
similar. Below is a Ii.st of instrumentation and their func-
BATTLE DEBRIEFIN G tions, followed by layours of the individual craft cockpits.
As in the Combat Chamber debriefing,
you w ill receive a detailed report on your INSTR UM E N T AT ION
performance in battle. Both the Flight Offi- Sensors The sensor displays located at the upper cor-
cer and Cloaked Figure will be available to ners of your cockpit show all craft and objects in the vicini-
report or_your flight. Also, any promotions ty. The Front Sensor (upper-left) shows objects to t:be
or medat received for outstanding perfor- front and the Rear Sensor (upper-right) shows objects to
mance will be reflected in the debriefing. the rear. Objects are shown as dots on the sensors. The
To Receive a Battle Mission Debriefing: b righter the dot, the cJoser it is to your ship. T he dot rep-
STEP 0: Review the Flight Officer's debdefing. Click on resenring your cw-rent target will have brackets around it.
the text to go t0 the next page. To leave the Flight Offi- When the dot is centred on a sensor display, that means it
cer, click on "That's enough for now, sir." is directly in front or behind your ship.
STEP @: Click on the Cloaked Figure ro receive his
debtiefi.ng.
STEP $: Click on the doors to the rear to return to the
btiefing area.
FURIOUS G LORY
12 TIE F JGHT E R ST A R.FIGH T E R PILOT MAN U AL 13
Docs are colour-coded to show their allegiance. Leam see a yellow box around your target while it is out of
the following chart co be able to quickly .identify hostile range. Once in range, your target will flash red.
craft: Around the target box is a number oflights indicating
weapons armed and O utside Threat Indicator Array (OTIA).
......:R.-e.~.~..(~P.~.~!~!.............~~llow - W,~~l~.~.'.~~~.............................. Along the sides and under the aiming box are your
Green - Rebel White - Mines, Probes & Satellites
laser / ion indicators. They will light green when your
......~1.t~~.?.~'. .~.i:try~~.~.l_.!.n ~?~~............................ laser or ion cannons arc armed and ready to fire. The
CMD The CMD serves many functions. It gives all lights will also indicate if your lasers are on single. dual or
available information on your target's scants as well dis- linked fire modes. \Vhen your targeted craft is within
tance from your ship, cargo information and the currently range and a proper firing angle is achieved, the target box
targeted craft component. will turn green.
When you target a ship, it is displayed i.n the centre of Along the top is the OTIA. The left indicacor will light
the CMD. Above the display is its ship type and name. The up if you are being targeted by an enemy starfighter's laser
3 D display of tl1e ship will rotate to reflect its orientation systems. The middle Hghr indica tes a capital ship's lasers.
relative co you. This allows you to tell whether a ship is The right indicator wLll blink yellow if you are being tar-
heading cowards you or away from you. geted by an enemy craft trying to lock on with a warhead.
Your target's status is 1.isted in three areas. First is the When the lock is established, the light v.rill turn solid red.
target's shield strength (SHD). Once yon have knocked The HUD is also used w hen locking on with a war-
om its shields you will begin to decrease its hull integrity head. While your targeting computer is attempting to
(HULL). Once these two levels reach 0%, the ship is lock, the HUD will cum yellow. Once you have a lock, the
destroyed. Whe n disabling a ship with ion cannons, after HUD wilJ turn red.
the ship's shields are down, its systems level (SYS) will Weapons Laser and ion cannon power levels are .indi-
decrease. W hen the systems reach 0%, the ship is disabled. cated by lighted banks; green for lasers, blue for ion can-
The next readout shows the distance your target is nons. Theee are two levels of charge. Normal level, indi-
from you (DIST). The distance is displayed in kilometres cated by a dim light, and supercharged shown as a bright
(km) Distance is very important when locking on with tor- light. Supercharged weapons will give yon greater range
pedoes and missiles. Getting in the first shot is often crucial and power. Once the lights go dark, you will have to wait
to ensuring victo1ies. for them to recharge before you can fire again. To
In the lower-lefc corner ofrhe CMD is your target's recharge laser cannons, consult the section labelled LES
cargo readout. To identify rhe cargo of a craft, it must be lacer in rhis document.
targeted and you must fly close enough co allow your Near your laser / ion indicators is your wa rhead indica-
ship's sensors co scan the cargo hold. The smaller the ship, tor. If your starfi.ghter is equipped with a warhead, a counc
the closer you must fly to tl1e craft to inspect its contents. of the remaining load will be shown here. Like your laser
Shuttles, tugs, freighters, etc. must be approached with.in carn1ons, you can fire them singly or linked.
0.20 km co identify the cargo. Throttle Control Your throt tle conn·ol display has two
The lower-right comer of the CM D displays the cur- readouts; your throttle indicator and speed indicator. The
rently targeted component on the selected ship. Possible throttle indicator shows the percentage of power being
components co target include a ship's hull, laser tuner, given tO your engines. The speed indicator shows how fast
bridge, engines, etc. This is useful against capital ships, as your craft is travelling. For more information on how
knocking our its laser turrets makes it more vulnerable for speed and th.ruse may be affected, see the section labelled
destruction or capture. LES later in this document.
Targeting HUD Centred in your front viewport is the Hull / SWeld Indicacor This display shows the integri-
Targeting HUD. This floating display is used to indicate ty of your bull and the charge level of your shields if your
whe n a target is with.in range and when a proper firing craft is equipped with them.
GLORIOUS angle is attained. Through your cockpit windows. you will HARPAGO
14 Tl E l'IGHT E R STARFIGHTER PILO'.r M ANU AL 15
Your hull's integrity is reflected by the colour of the normal rate. Thls means, as laser cannon shots are fired,
ship icon; green shows undamaged, yellow is damaged, laser power will decrease until it is recharged. If the ilisplay
and red is critical. is below the mid-level line, laser cannons are charging at a
Snield SLTength is likewise reflected, Once your shields decreased rate, and your ship will lose laser power even if
are depleted, you must recharge them or your hull will you are not firing them. When the display shows above
begin to take damage. To recharge your shields, consult mid-level, your laser cannons are recharging and will con-
the section labelled LES later in chis document. tinue to recl1arge until they are at full supercharged capaci-
Mission Clock The mission clock is used for two pur- ty.
poses. In the Training Simulator ies used to display the Shields If your ship is equipped with shields, you will
ti.me remaining in the level. In combat it is used to keep have a ilisplay labelled "S". Similar to the laser cannon
track of elapsed mjssion time. recharging rates, the shields have two levels. The first tier
is normal shields. You may double cl1arge your shields by
Camera Indkator The Camera Inilicator will light up
increasing your shleld recharge rate until both from and
when you activate your combat camera. A countdown
rear shields are full. lfthe shield level di.splay is below mid-
will also begin showing the percentage of recording time
level your shjelds w.ill lose power, even if your ship is not
remairung. You may view your film anytime during flight.
being damaged.
E nergy Array or LES (Lasers, Energy, Shields) The
Energy Array is the most crucial aspect of your starfighter.
It allows you to control the power output to each of your
systems, allocating as much or as little power as needed.
Think of.it as a central battery that all systems draw from.
When all systems are charging at normal. rates, shields and S IE N A R F LEE T S Y S T E M S TI E STAR F I GHTER
lasers will decrease as damaged or used. To recharge one Designation: Space Superiority Fighter
of your systems, you must take power away from other Targeting Sight/
systems to redirect it co the system that needs recharging. Warning Lights
For example, if your ship's shields have taken damage,
you must recharge rhe shields. When you increase the
shleld charge rate, your ship draws the po,ver from the
engines. Therefore, even though your ship remains at the
same throttle rare, it will travel at a decreased speed. Con- Laser Cannon Engu1e Power
versely, if you need to gee somewhere in the shortest Recharge Level Level
amount of time, redirect all power to the engines by drop-
ping the laser and shield charge races co minimum. Speed
Engines Engines are controlled by thrnst. The readout Engine Thrust
Percenrage
labelled "E" shows the power dedicated to engines. You
Mission
do not have direct charging control of engine power. Clock
When power is redi.rected to or from lasers or shields, it is Flight
the engine level that increases or decreases. As noted Recorder
above, you may be at 100% power, but if another system Time
,\ccelerarion
is drawing power from the engines, you may not be travel- Commimications Lase!' Canons Combat :Vlultiview
Rate
ling at full speed. Display (CMD)
Tal'gerlngSiglu,
Warning Lights ~ =
Engine Power
Level Mission
Clock
Hull I Shield
Strength
lndicaror Engine Power
Level
SI ENAR FLEET SYSTEMS TIE BOMBER CYGNUS SPACEWORKS XG-1 STAR WING
Designation: Space Bomber Designation: Assault Fighter / Gunboat
Forward 'i 'argeting Sight I Warheads 'Targeting Sight/
Warning Lights Available Wan,ing Lighcs
Ion
Engine Po wer Cannons
Level
Engine Thrust
Percentage Fliglll
Laser Recorder
Cannon Speed
Mi,sicm
Clock
Hull Strength Hulli Shield
Indicator Strength Laser
Indicator Cannons
- -..-~Time T ime
.'\cceleration Acceleration
Com munications Communications ,;,;hield Laser lion Combat 1'1 ultiYiew Engine
Rate Rate
Red,arge Co n.non Display 1CMD) Power Level
Lcvd Recharge Level
IMPERATOR IMPLACABLE
18 TIE FIGHTllR STARF I GHT ER PI LO T M A N UA L 19
STARFIGHTER
COMPUTER SYSTEMS e
PROPULSIO N
Increases speed.
JO YST lC K CONTROLS
a Decreases speed.
e
Nose Down
~ Sets throttle to zero power.
Ban.k ~
Left """'C"
~Bank
- , R' h
ig t e Sets throLrle to 1 / 3 power.
e
~
~
~ Sets throttle to 2 / 3 power.
Nose Up
~:S.fA Sets throttle to full power.
COCKPIT VIEWS '.Num Lock must be on)
e
10 o'clock i
e
Forward
a
2 o'clock I
,\!.'iS!11 Secs throttle to current speed
,
m
of your target.
Engages / aborts hyperdrive
-e
Left Forward Right Forward , _ if available on your craft, also ends mission.
9 o'clock I
e
Straight Up
e
3 o'clock /
COMBAT SYSTEMS
- Adjusrs laser recharge setting.
-
Left Wing RighLWing
7 o'clock I 5 o'clock I
Left Shoulder
Rear View
Right Shoulder
{8 m - Directs energy from
, _ . ' • or ' • the shields to lasers.
fa Toggles between wing level { 8 fa aDirects energy
,iii view and 45 degree "high" angle view. , _ . ,_. or ,_. from the laseJs to shields.
S (Period) Toggles between cockpit
,iii and no-cockpit views. SH IELD S
m Returns you from a:1 external
,_. view to your cockpit.
{a Toggles shield configuration. Configurations are
' • All shields forward; All shields rear; and Equal distri-
fa Selects a camera view at the tip ofyour warhead. bution front and rear.
,_. Repeated key presses w ill cycle through m ultiple
,,
warhead views. WEAP ONS
m «A
Toggles between extemal
,_. or ,iii view and cockpit view.
G Cycles through available weapon systems;
,iii Lasers, Ion ca1mons, Warheads.
f;I\ a Releases control of your craft wl1-ile in
, _ or , _ external view and allows you to reposition
Q Cycles through firing configurations;
,iii linked or unlinked.
the camera viev,point.
0 Use the joystick co reposition the camera.
@ Press joystick button # 1 co zoom in and j oystick button
#2 to zoom out.
INDOMITABLE 0 Press F4 again to regain flight control. INFLEXIBLE
20 TlE FIGHTER STARFIGHTER PILOT. MAN U AL 21
CMD A N D T ARC ETI ' G ON - BOARD
- Selects next available target. I NFORMATION SYSTEMS
e
utilise the ship's various sensors and computers to pro-
Selects the newest craft in the area. vide you with exactly the data you need to maintain maxi-
mum situational awareness. Each of these systems may be
accessed at any time during flight To access any of the sys-
Q Selects the enemy fighter / mine
,,.. closest to you. tems, hit the corresponding key. Once in any of the
screens, yon may use the left or right arrows to move to
B Selects the nearest enemy
the next or previous system . Below is a list of these sys-
,_. attacking your craft
tems and their uses:
Q Selects closest attacker ofyour current targer.
~ - Example: lfyou are to protect a corvette, target the
m Flight Op~ons: Flig~t. Options allows. you to
~ - configure m-flight settmgs to smcyou1 needs.
corvette and press " i \ '.' The nearest ship attacking the
There are different options to customise ---,----;--;;;;;
corvette will be targeted.
detail levels and to set sound and m usic vol-
- Toggles component tracking display on / off. umes. You may also change your craft's
- m
m, Srores current target
, _ , _ to ~ - m one of three presets.
m m, Seleccs preset target.
,,..to ,_.
,_a or~-m Adjusts volume
up and down
~ Toggles option through
~'••• its different settings.
ft Confirms clitical system requests, such as
\€·rMJL entry into hangar, approval of reinforcements '\)-{' Returns to flight. •Mission coats•
p'r;,,,,;,..; Ga~s ~~plet,d.
a
or lock on to incoming warhead.
Clears CMD.
m Mission Goals: T his _scree~ lists all
~ - mission goals, mcludmg Pnma1y, Sec-
tootoioer .0 Tar!)et l uas desl,o~ed.
Contair.er:o Tar~t 2 was des!r~d,
Contain..- 0 fo, (>et ~ "'°'
deslro~'-<i.
Cc.,foiw OTor~I ~ wos desil"❖~e,j.
Confoin~r OTor9st 5 was desiro~ed.
Container O Tor:i,t 6 was d~1rQ\/LJJ.
Contain,r O Target ? wos ,ies1ro~ul.
· ··
D Threat Display: This system onda1y, and Bonus goals. Completed goals Container. 0 Tor:,,t $ r::,i:gt~"f.Jis
1-;s Heodh1J!,ler tlovor I was·desko9ecL
C.ll,iPief«!
,,.. analyses the sensor data of the target 2-;s H.,,dhont.,.- l'lov,r z \Kls d,str•~•d.
are shown in green, incomplete goals are 2·:lS Hwdt,vnler llover ~ ,.,as d,str~o.
craft to inform you whar the craft is doing. shown in yellow and failed goals are shown z-3; Heudhvnler nave, ~ "'" destroyed.
2'95 Headhvnter t1o~ 5 was 1esfr0\led.
The Threat Display provides vital informa- in red. Co~sult this list frequently to keep i. . . 8"/'olfs lisools Inr.0<1p!ek
2-35 Heodhvnkr H9hler i ""1st b.-destro~ed.
tion on your target's orders, destin ation, aware of the mission status.
2-55 H/Jldhuntec. Fighter 2 11ust be deslroied ·
,:i.tff.;s~-l.lf
Nf'.llltf~ (f'ffl - T
~,}'ffi'
l
Cl:b~.-nr rntti:~' tll41;1UC iiM (tMT liJ tltTIJ«(
1\-1
,
time to destination, etc. Use this sc'.·een to
quickly identify threats to the Empire. a a Scroll
~ - or,_. up and down
Off); 41lf~I ~KJ!l}l..:U
r:·/ WARNING: While studying the Threat
Display, your ship is still in combat. Do not f'a «3!l Returns to flight.
,_. or 1iii11
spend too much time in th.is vi.c w or you may find yourself
rnnning into a capital ship.
B «3!l Exits back to the cockpit.
m In-flight Map: T he map shows the battle area a~d .
, . . Or ,.iiiil , _ all ships currently in sensor range u1 both a 20 view
LIGHTNING and a 3D view. MAGNIF ICENT
22 T! E f- J GHT E R S T A RF J CJ{TE R P I LOT M AKUA L 23
In the 2D view the display can be
pa1med up, down, left, and right. In rhe 3D
e Scroll down to lase message.
•Message Log•
m Cycles through Neutrals Shown, ~-,_screen shows all available ff!
•Wingman Commands•
' • Icons Only, and Hidden. commands you can give your wingmen or 5H!FT·8 Boord me lo r,1,)0<i and rerair.
Tu9 T-),.1. J .-~od e d~dun~ w,rotiM comp!ete. o,;1 and replaced on your communicarions dis- ,_. 'iii to w111gman. Sff!FT-U IJ-Oil tor torther orders,
To9 T·)'.l 2 ho, &,er~~ wiih X·uing B¼e 2.
A·win9 Rtd 1 hos bern c1t,;tro~ed.
0,37
O'!0
play, they are stored in your Message Log. GI Q Tells re-supply sh_ip co board
To9 HQ l r,po;ts docl,jn~ o~•rnl1on C❖"'!'lele. ll'l9 You can access this log at anytime co 'iiiiiil 'iii and reload your craft. Curs
review past messages. The log will show
all messages and the time displayed on the
mission clock when they were received.
~ a
throttle to zero or reduces speed to zero.
Tells wingman to cover you.
di a
targeted craft
e Pauses game.
al Q
Tells all wingmen to
~ - , _ ignore your current target. ~ a Calibrates joystick.
Tell.s craft to report .in with
,iiiill ,iii their current orders.
al fa Sends for reinforcements
~ a Displays version.
A U XILIAR Y S YS T EM S
~ jecti.on If your ship has suffered damage beyond
repair, you may abandon it. However, if you eject near a
Y direct link to the Imperial Database where you
may download your pilot records, medals, and
merits. You may also control other functions co customise
settings to your playing style.
Rebel ship you may be captured. This, however. may be
~ Brings up yo~r Pers~nal Datapad
preferable to facing your commanding officer after losing a
,iiiill anytime you re not m flighc.
ship.
~ e Initiates eject seguence.
Your Datapad may access the following
areas of the Imperial Database:
Options When you initially mrn on
Flight Recorder r\s described earlier in the Fil m Room )'Our Datapad, you will see the Options
sect.ion,,vour flicrht
"' recorder is a valuable tool. Recording a mem1. There are many configurations
sect.ion of combat and then viewing it is a guick way to dis- available to you. Below is a list of the
cover an other craft's plans. After a mission, you may view options and their fuJ1ctions:
the film and save the fi.lm for fu rther viewing in the Film Music Turns cum music on or off, or
a
Ro om.
T urns the camera on / off.
sets the volume.
Soru1d Turns sound effects on or off. or sets the vol-
RECORD
Here you can review all aspects of your
career. You may access your pe1for111ance
in the Training Room and Combat Cham-
ber as well as your skill level in each craft
typ e. You will also receive an overall score
and skill rating.
To View Pilot Record:
STEP 0: Click on the Record button on your Datapad.
STEP@: To view the next page of your record, click on
Next Page.
STEP@: To view the previous page of your record, click
on Last Page.
RENOWN RESOLUTION
28 TIE F(GHTER STARFJGHTER PILOT MANU AL 29
IMPORTANT NUMBERS CREDITS
Any Questions? Pl'oject Leads and Design: Lawrence Holland and
Call o ur Technical Support line on 081-964 9361 . Edward Kilham
If possible, when you call please be sitting in front of your 30 Flight Engine: Pete r Lincroft
computer with paper and pen, and as much pertinent Cinematic Engin e : Edward Kilham
information about your compu ter as you can assemble: Missio n Al Engu1e: Lawrence Holland
model, periphe rals, RAM and disk size, graphics card, a11d Pilot Concourse Artwork: J im McLeod and Martin Cameron
monitor. You may also write to T echnical Support at: Cockpit Artwork: Martin Cameron
LONDON W l 0 5AH 30 Flight Engine Models: Wade Lady, Dave Bengel. Peter
Lincroft. and :\·lartin Cameron
Product Support hours are I 0:00 am to 1 :00 pm and
2:00pm to 5:00pm Monday to friday. iMUSE" lnrcra,rive t,..Jusic System: Michael I.a nd, Peter McConnell
and Justin G raham
!Vlusic and Orchescrarion: :-1ichael Land, Peter McConnell
and Cline Bajakian
Digital Sound Effects: Clim Baj akian
Voice Directing and Ediring: Khris Brown
Additional Directin g and Editin g: Clim Bajakian and Peter McConnell
Voice Producer: Tamlynn Barra
Producers: Kalani Streicher and \Vaync Cll ne
Lead Tester: Doyle Gilstrap
Testers; \ Villiam W. Bum s. Leyton Ch ew,
C hris Sn yder and Brcrc Tosti
Additional Testing: Dan Connors, Man Forbush.
Biian Kemp and D amon T ripodi
Compmibilit-y Testing: C hip Hinnc11berg
Quality Assurance Supervisor: :Vfark C artwright
Pro duct Marketing M anager: Barbara Gleason
Public Re lations: Sue Sescrman and Camela Boswell
Package Design: Terri Seo Hoo and Jon Knoles
Package Cover Art: Ron Lu ssier
Manual \V1inen by: Way11e Cline
Manu al Design: Shepard Associates
Product Su pport: Mara Kaeh.i1 (i\fanager) and the
Produce Suppo rt Team
Projecr Adminis Lrarion: Robin Holland
Special Thanks: Michael Bertram, Cary Summers
and Steve "Pizza Man" Daurerman
Invaluable Support: Laurie Canfield, H eidi Kilham,
Robin Holland, Yali Lincroft.
Debby Mcleod and MariaVen ezi~
Original Them e Music: John Williams
Ve!) ' Special T hanks: George Lucas
THUNDERER TRIUMPH
30 T l E F I GHTER STARF J GHT BR PILO T MANUA L 31
LIMITED W ARRANTY
Notice: Lucasf\rts Entertainment Company ("LEC") reserves r he righc
to make changes in rbe product described in this manual at any time
and without notice.
The enclosed software product and this manual at'e copyrighted and all
rights are reserl'ed by LEC. No pare of this manual or any ofrhc accom-
panying materials may be copied, reproduced, or translated in any form
or medium without the prior written consent o f LEC.
LEC warrants to the original consumer purchaser that rbe m edia fur-
n.ished in this product w ill be free from defects in m aterials and work-
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this produce prove to be defective, and provided_chat the consumer p ur-
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Virgin Interactive Enrerrainmenr rEurope) Ltd. will replace the defec-
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T o obcain a ceplacemenc floppy disk or CD, please return the floppy
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ARE PROVJDED "AS fS." T HERE IS NO WARRANTY OF FITNESS
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TIE Figlrrer TM and t:, I 994 Lucas Arts Entertainrncn, Com pany. Used L:nder
Authorisation. All Rig hts Reserved. Star Wars is a regisr1:red trademark of Lucas-
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other trademarks are hereby acknowledged as the proprietol')' property of their
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VANGUARD
32 T J E F I GHTER