                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
<pilotname>.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\<pilotname>.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
*EOF*
