X-WING 1. Tips 2. Cheat 3. Programming 1. Tips: ======= There's no save game facility in X-Wing. If you can't avoid being killed or captured try backing up your pilot file after each mission by copying the .PLT file to a safe directory and then copying it back into the XWING directory when you want to resume play. To back up first make a subdirectory within the XWING directory. Type: c: [Enter] cd xwing [Enter] md safe [Enter] copy c:\xwing\*.plt c:\xwing\safe [Enter] When you want to reuse a saved pilot file type: copy c:\xwing\safe\*.plt c:\xwing [Enter] Dogfighting: ----------- The dashboard on the cockpit view obscures your vision so use the full screen view when dogfighting. However keep track of the condition and position of your shields when in this mode. Listen for the sounds they make when you take hits to work out if they are high or low shields and then after every hard hit press the [S] key three times to redistribute your shield energy. This is the best way to renew heavily damaged shields. Whenever it's safe to do so always have your shields regenerated at maximum power. If you're being chased use the shields wisely and concentrate them at the rear. Likewise put maximum power into your lasers in a dogfight and don't worry about loack of power to your engines - you're unlikely to need full thrust in a shoot-out. Another tip: never use your missiles on TIE Fighters because on missions where missiles are included there are usually TIE Bombers about which are far more important to destroy. The Imperial forces: ------------------- There are a variety of tactics you must emply when combating the different types of ship the Imperial forces use. Understanding and using these tactics is essential to succeed at X-Wing. Check this out: TIE Bombers - these are dangerous and should be blasted at all costs before they have a chance to release their load. They usually head for large targets like corvettes and frigates and have a habit of coming in letting their bombs do the damage and then scarpering while you're concentrating on small fry like TIE Fighters. Bombers move slowly in comparison with other TIE craft and thankfully they fly in straight lines moving deliberately towards their target so they are easy to get begind and shoot down. Because they don't weave about too much a good dousing with your lasers is usually sufficient to take them out. TIE Interceptors - these are deadly in a dogfight. They have four cannons at the front so head-on chicken runs should only be attempted with full frontal shielding. They can be taken out in much the same way as Bombers but because they are much faster they are trickier to catch in your laser fire. They usually head for smaller prey such as shuttles and transporters but it's just as important to blast them down before they get a chance to do much damage. TIE Fighters - like bees these are just annoying when you come across one on its own but encounter a swarm of them and you're in trouble. Fighters can be irritating because they try to distract you when you should be concentrating on thwarting the offensive manoeuvres of Bombers and Interceptors. There's no easy way of destroying Fighters bar locking on to them and hounding them down until you get a few shots in. Fighters can be devious so don't follow them blindly. They may be trying to lead you into danger. The big ones - Transports are slow lumbering beasts that usually only contain troops. Sometimes though they pack enough fire-power to wipe you out so always approach them with care. Shuttles are not to be taken lightly either. They have superior weapons belying their innocuous appearance. When attacking always go after them from behind - to get in front of them would be sheer folly. Forget about Star Destroyers and frigates unless you're in indestructable mode in which case it's great fun. Should you come across two capital ships exchanging broadsides stay around and watch because it makes quite a spectacle. Get in the way though and you're history because both ships are indisciminate about whom they blast away at when they're engaged. Incoming missiles: ----------------- As there are no missile avoidance systems to hlp cope with missiles you have to rely on your wits and flying skills. When a missile has been launched at you the PC gives you a verbal warning and the option to lock on to it. Take this option - it is the only way you can keep track of its position. You must then fly like a wild thing dodging all over the place in the hope that it won't get a lock. You have to keep this up until the missile runs out of steam or you get a chance to shoot it down. Wingmen: ------- Don't assume that your wingmen are doing their best for the mission - they have to be instructed to maximise their effectiveness. To amass a great team of wingmen you can clone your own pilot file with DOS. From the DOS prompt type: copy c:\xwing\.plt cfodd1.plt [Enter] Repeat this byt change the cfodd1.plt to cfodd2.plt increasing the number following cfodd by one each time until you have enough clones. At least 10 copies of your pilot should be made so that you have plenty in reserve. The next time your pilot significantly increases in ability repeat the process updating your wingmen files. Continue like this and you find yourself with a powerful force of fighters ready to take on the best the Empire can throw your way. 2. Cheat: ======== Anyone who's played X-Wing knows what a drag the first part of the game is where you have to fly all the rebel ships through the Maze to get promotion. Here is a way to complete this section with little effort. Enter the proving ground with your chosen ship and instead of going through the first gate press [\] to cut power to your engines and stop dead. Do a 180-degree turn so you're facing the other way and you can see the final section of three gates. Fly past them (not through them) and then on past the next section of gates. Stop and do another 180-degree turn and fly back going through the gates this time. You find you have completed the level and win loads of bonus points because you've done it in a short space of time. To complete the training section of the game you must go through this process for all eight levels using all three types of Alliance ship available to you - the X-Wing the Y-Wing and the A-Wing. This earns you a batte patch which means you can go on to start the main parts of the game and you are given a promotion. Plus you gain a massive score! Of course you don't actually have to play through the training section at all if you don't want to because you can obtain your battle patch by completing the historical missions. But remember even though they are more fun than the training ground they take far longer to complete. 3. Programming: ============== Use a Hex editor to edit your .PLT files in X-Wing to make things much easier. Use the Hex values detailed below to jump straight to the final level and join in with the attack on the Death Star saving you dozens of hours playing through earlier levels. You won't last five minutes though because you won't have developed your skills through the rest of the game. Still the choice is yours Hex Offset: Hex Value: Description: 02 00 Normal Health 01 Captured 02 Killed 03 From 00 to 05 From Cadet to General in rank 04-07 Any Tour of duty score 08-09 Any Rookie number 0A 01 Corellian Cross 0B 01 Mantooine Medallion 0C 01 Star of Alderaan 26-29 Any Maze score for X-Wing 2A-2D Any Maze score for Y-Wing 2E-31 Any Maze score for A-Wing 86 From 00 to 08 Maze level completed X-Wing 87 From 00 to 08 Maze level completed Y-Wing 88 From 00 to 08 Maze level completed A-Wing A0-A3 Any X-Wing score for History mission 1 A4-B7 Any X-Wing score for rest of History missions E0-F7 Any Y-Wing score for History missions 1-6 120-137 Any A-Wing score for History missions 1-6 220-225 Place 01 in position to complete mission History missions 1-6 complete for X-Wing 230-235 01 History missions 1-6 complete for Y-Wing 240-245 01 History missions 1-6 complete for A-Wing 2E0-2E2 00=Not active Tour of Duty missions 1-3 01=Active 2F0 From 00 to 0B No of missions complete for Tour 1 (1-12) 2F1 From 00 to 0B No of missions complete for Tour 2 (1-12) 2F2 From 00 to 0C No of missions complete for Tour 3 (1-13) 2F8-3FB Any Score for Tour 1 - mission 1 2FC-327 Any Score for Tour 1 - missions 2-12 25C-38B Any Score for Tour 2 - missions 1-12 3C0-3F3 Any Score for Tour 3 - missions 1-13