Hints For the Chasekk Campaign Tour Of Duty For Tour Of Duty 2, missions 1-12 Author's note: All missions in this Tour Of Duty have been tested and beaten THREE (3) times EACH. I make certain my missions are beatable because I know what its like to download a TOD with un-beatable missions. Operation 1: B-wing Delivery This mission is fairly simple. When the Star Destroyer Chimaera Launches TIE Interceptor group ZETA, stop what you're doing and order your wingmen to assist you in destroying T/I ZETA. There will be 9 waves of ZETA T/Is following this wave, as long as you continually attack this group when it arrives you should be able to beat this mission. The only tough part is staying alive long enough. If you know how to do the "Wotan Weave," then you should be okay. (Don't worry about the TIE Bombers that attack the HESSAKK II Frigate.) (Don't worry if you Don't know what the Wotan Weave is, you can still beat this operation without it.) Operation 2: ID Supply Containers This mission is also quite simple. First set your laser recharge rates at maximum, then convert ALL laser energy to shields. After doing so target the first Container and ID it. After you have identified the four closest Containers convert the remaining laser energy to shields, then turn off lasers completely by redirecting them to engines. Identify all other Containers in the order they are in on your CMD. The trick once again is to evade enemy TIEs by going as fast as you can. The Wotan Weave is also useful here as well. Operation 3: Recover Shield Generators Here's where things start getting tough. This is a hard one to give away hints for, so I'll give you a map: (TOP VIEW FROM BRIEFING MAP) (Note: On the briefing map there are only 3 FRT icons. The 3rd FRT icon from the left represents 2 FRTs.":Sneaky aint it!:") (1) (2) (3) (4) SHU FRT FRT FRT FRT B-W (You) (1) (2) (3) CRV CRV CRV First target FRT (2), which carries 9 waves of 6 TIE Fighter Squadrons. Fire off 6 Torps at it, then use the remaining 6 Torps on CRV (3). As soon as the Assault Gunboats arrive send your wingmen after them. Since there will be 5 waves of 3 Gunboats you may want to destroy 2 and Disable 1 to prevent the following wave. ------------------------------------------------------------------------------ (Note: By destroying FRT (2) you are automatically wiping out the other 9 TIE waves in one fell swoop. By disabeling 1 Gunboat and destroying the other two you are preventing the other Gunboat waves from arriving. Finally, by destroying CRV (3) you are making it easy to fly from directly behind the Freighters to make your attack.) ------------------------------------------------------------------------------ The situation should look now like this: (TOP VIEW FROM BRIEFING MAP) (Note: On the briefing map there are only 3 FRT icons. The 3rd FRT icon from the left represents 2 FRTs.":Sneaky aint it!:") (1) (3) (4) FRT FRT FRT (1) (2) CRV CRV You must do the following very quickly or else the FRTs will jump to hyperspace before you can disable them. Next go after the TIE Fighters and destroy them ALL. You may also need to help your wingmen with the Gunboats. Eventually it should be to where just you, any of your Wingmen who survived, 3 Freighters, and two Corvettes are left. (Remember to disable 1 Gunboat, but don't destroy it.) Next DISABLE BOTH FRTs (3) and (4). The TASHI FRTs are the ones carrying the Shield Generators. To better understand these quick maps you may want to use your InFlight Camera or the Briefing room map. It's not over yet so don't get cocky. Stay close to the CAPTURE shuttles as soon as they arrive. Assault Gunboat RHO will arrive and try to destroy the CAPTURE shuttles. There will be 9 waves of 1 RHO Gunboat, after that you're in the green. ------------------------------------------------------------------------------- (Note: You can also Disable Gunboat RHO and keep the others from arriving, I just sorta put RHO in here as something to shoot at while you wait for the Freighters to be captured.) ------------------------------------------------------------------------------ Operation 4: Guard Cargo Transfer As soon as Assault Gunboat group TIK arrives go after them and order your wingmen to assist. There will be 5 waves of 2 TIK Gunboats, so stay close to where they hyperspace in at. Once the TIK Gunboats have been taken care of, help out the Frigate Basi II by going after Gunboat group ETA. There will be five waves of each Gunboat group in this mission. (Concentrate mainly on TIK. Once ALL TIK Gunboats have been destroyed then go after ETA.) ------------------------------------------------------------------------------ (Note: Rogue Squadron arrives 9 minutes into the mission and in pretty bad shape. You'll find out why in the next mission.) ------------------------------------------------------------------------------ These are the ones you have to worry about. TIK will attack the TASHI FRTS. (2 Guns with 5 waves.) ETA will attack the Frigate Basi II. (6 Guns with 5 waves.) RHO will come after you as its primary target. (2 Guns with 5 waves.) Operation 5: Investigate Hyperspace Route This is really a quite simple mission. First go after the TIEs and Assault Gunboats, don't worry about the Corvettes until the end. B-wing Squadron Gold usually rips the Corvettes to shreds by the time you take care of the TIEs and Gunboats. Operation 6: Rescue the Basi II As soon as the mission starts set laser and shield recharge rates to maximum. Redirect some laser energy to shields to be ready for the first attack run on the Haddekk I. Don't worry about the Frigate that hyperspaces out at the begining of the mission, that's the Haddekk II. Switch to dual fire Torps and come to a full stop, then order you eight wingmen to attack the Haddekk I (The Frigate closest to you...the one you are flying towards at the begining.) When they have launched their massive salvo of Torps at the Haddekk I the first wave of enemy TIEs should be arriving. Send you wingmen after the closest TIE immediatley so they don't get taken from behind while attacking the Frigate. Once you've sent them on their way quickly fire off all of your Torps at the Haddekk I (You should already have a steady lock on it.) switch to lasers and accellerate to attack speed (Full throttle and Shields at NORMAL recharge rates.) and help your wingmen pick off a few TIEs. Don't destroy them all or their replacement waves will arrive. Destroy at least 3 or 4 from each group, once the TIE Squadrons have been "Neutralized," have your wingmen comence their attack on the Haddekk I, meanwhile you stick around and play around with the TIEs until you see SHLDS DOWN on the Haddekk I. ------------------------------------------------------------------------------ Don't worry about the TIEs attacking the Basi II or the RESCUE 4, B-wings are considdered a threat to any Nebulon B Frigate...especially when there's 9 of them!!! ------------------------------------------------------------------------------ When the shields are down on the Haddekk I switch to Ion cannons and DISABLE it. This will make it easier for you and your wingmen to finish it off. Wait until the Haddekk I is destroyed before taking out the rest of the TIEs. When the 5 Corvettes arrive take them out from top to bottom. Tell your wingmen to attack one while you stay behind (Full stop) at a safe distance. When you see a salvo of missiles being launched quickly order you wingmen to attack the CRV beside the "Current Victim." Don't let your wingmen waste all their Torps on just 1 CRV. Once the first 5 have been destroyed another wave of 5 CRVs will arrive. This will be the last wave so don't worry. Follow the same attack plan as before, escept this time you're going to have to help out because your wingmen will be without Torps. Finally...don't leave until Rogue Squadron arrives and the Basi II has been repaired. Good Luck! Operation 7: Destroy TIE Base This is kind of a tough mission. Set laser recharge rates to MAXIMUM and send your wingman after the closest TIE. You may need to re-direct some energy from lasers to shields, it gets a little vicious from here. While your wingman is doing the dirty work, target the Freighers that have SHLDS DN and take them out with lasers. Once this is done take the time to help your wingman in clipping a few TIEs. The TIE groups have been programmed to "Select Random Enemy Targets." So they won't act the same every time you play the mission. If you're going after a Freighter and you start to get pounded...PULL UP AND KICK SOME TIE FIGHTER TAIL PIPE!!! Don't even think for a split second that you'll survive an attack from behind while attacking a Freighter. There have been times, without warning, when all of a sudden my A-wing just blew up...I found out that at least ten or twelve enemy Blasts hit me from behind all at once! You will have to systematically take out the rest of the Freighters using missiles and lasers. (Try and destroy as many Freighters as you can with Lasers, save the heavy fire power for when Lasers are a little low on power.) Keep moving around, try not to stay too close to the Freighters while attacking them. Operation 8: Escort Chasekk Transports This mission is a little half and half...half easy and half impossible. Concentrate mostly on TIE Interceptor groups GAMMA and ZETA. There will be 9 waves of 2 fighters in each of these groups. You can not let ANY of the Transports in this mission be destroyed! There are 2 Transports in each group, and each group has 2 follow up waves. Once ALL Transports have entered the Basill's hangar bay you must see to it that the Basill hyperspaces out to safety. Good Luck! Operation 9: Escort the Basill As soon as the TIE Fighters arrive order your wingman to attack the closest, take out the second closest yourself. Destroy all but one TIE Fighter, don't enguage TIE Interceptor group ZETA until only one TIE Fighter remains. When only one TIE Fighter is left, order your wingman to attack the closest TIE Interceptor, meanwhile you take out the second closest yourself. Ignore the remaining TIE Fighter, this means that you will have to put up with it trying to ice you...you'll just have to maneuver some. Concentrate on ZETA until all are destroyed, then fly towards the two Frigates and switch to single fire TORPs. Be ready to take out the three TIE Bombers that will arrive. (The Bombers arrive six seconds after T/I Group ZETA has been eliminated.) Continue this pattern for the following waves of T/Is and T/Bs. When T/I Group THETA arrives that means that the attack has been greatly weakened and is practically over. Usually by the time the second ZETA group arrives the Basill will have already jumped to hyperspace, it just depends on how fast you are at eliminating your targets. By eliminating all but one TIE Fighter you prevent the follow up waves from arriving. By flying towards the two Imperial Frigates when they arrive you draw their fire away from the Basill and onto yourself. It is pretty easy to out maneuver the blaster fire from these two Frigates. Good Luck! Operation 10: Abandon the Basill You kind of get a break in this operation, there are about five or six different ways I could have made it tougher...(Believe me...you're lucky I left it like this.) As soon as the mission starts set TORPs to Dual fire then switch back to lasers. Set laser recharge rates to MAXIMUM then convert ALL laser energy to shields. Continue to convert energy from lasers to shields until shields are FULLY charged. Once shields are fully charged set laser recharge rates to NORMAL. Next, quickly find the Transports on your CMD and assign them to memory...(You don't have to...it just makes it quicker to find out where they are durring the attack.) About now, if not already, Assault Gunboat group RHO should just be arriving. As soon as Gunboat group RHO arrives target the closest and assign it to your wingmen...then go after the second closest yourself. Fire off two TORPs at the RHO Gunboat that isn't under attack: ------------------------------------------------------------------------------ (Note: set laser recharge rates to MAXIMUM and convert some energy from shields to lasers once Gunboat group RHO is only 2 km away.) ------------------------------------------------------------------------------ Example: Your wingman are taking out RHO 1, you have targeted RHO 2. Before you get into a serious dog-fight with RHO 2 fire off 2 TORPs at RHO 3...this will keep his mind off of shooting up the Transports. Don't concentrate on the "Stray" RHO Gunboat until your target is space dust. When your target is gone then go after the RHO Gunboat you fired the 2 TORPs at...finish him off them worry about those TIK Gunboats. You're more than likely going to loose a few wingmen...that's the way it is...then again you already know this...destroy Two TIK Gunboats while your wingmen tackle their RHO target. Continue this proceedure with the following Gunboat waves, this time try not to use your TORPs as much...you only have six...and you need to use them in DUAL mode in order for them to be effective. This is really an easy mission. When the Transports are about 8 km away then you don't really have to worry about them as much...so long as you can keep those Gunboat waves under control. Don't get cocky...and don't loose your guard. The Gunboats WILL still go after the Transports...it really depends on just how interested they are in shooting at you. ------------------------------------------------------------------------------ Here is how the Gunboats arrive: 1) There are 3 TIK Gunboats, they have 3 follow-up waves and attack you. 2) There are 3 RHO Gunboats, with no replacement waves. 3) There are 3 MU Gunboats, with no replacement waves. 4) There are 3 NU Gunboats, with no replacement waves. (Usually by now the mission is over.) 5) There are 3 BETA Gunboats, with no replacement waves. 6) There are 3 HAL Gunboats, with no replacement waves. 7) There are 3 more HALs, with 9 follow-up waves. ------------------------------------------------------------------------------- Operation 11: Fleet Assembly This is really just what I call a "Fun Mission." It fits the story plot and leads you into the next mission...which will be the tough one. There really is'nt a threat to the DEFIANCE, the Corvettes, or any of the Frigates. Really all you have to do is wait for the DEFIANCE and all the other ships to hyperspace out. 1 Y-wing will arrive eight minutes into the mission to back you up, it has no replacement waves. If there is any threat at all in this mission it will be the Advanced TIEs, Assault Gunboats, and the TIE Bombers...you really don't have to worry about them though. So, just target something and shoot while you're waiting for the Capitol ships to hyperspace out. Have Fun! Operation 12: Battle of Tellisai As soon as the first two Corvettes arrive assign one to your wingmen, and take the other out with your six TORPs. When they have both been destroyed go after the other two Corvettes. Assign one to your wingmen and help them destroy it, then target the last one and do the same. Ignore the Imperial Frigate, B-wing Squadron Rogue will slaughter it for you. Next take out the shield generator towers on the Havoc II, order your wingmen to take out a few TIE Bombers while you do so. When the Havoc II's shields are down order your wingmen to assist you in destroying it. The mission is over when the Defiance and all three Frigates have hyperspaced to safety. Good Luck! Xwing game Concept and Design Copyrighted (C) 1993 LucasArts Games Company.