Star Wars - Rogue Squadron ____________________________________________________________________ / ___________ __ ____ __ __ __ ____ _____ | / ____ __|/ | _ / / / / | _ / ___|| | | | / / | |_) ) / / / / / | |_) ) | | ____ | | / ____ | /___ / / / ____ | /___ | | |_______/ |_|/_/ _|_|_____| / / /_/ _|_|________/ | |______________________________________________________________________| | __ __ __ __ __ __ _ __ __ | | |__) | | | _` | | |_ (__` | | | | / | |__) | | | | | | | |__| |__| |__| |__ .__) |_| |__| /-- |_/ | |__| | | | ________________________ ______ __ _______ _________________________/ / ____ | ___ '-' ___) | | | | |___ < | | | | .-.____) | | |___/ | ______/ |_______/ ******************************************************************************* **====================================***====================================** ** 1. - FAQ Information ** **====================================***====================================** ******************************************************************************* Game: Star Wars: Rogue Squadron Platform: DOS/Windows (PC) Genre: Flying Simulator Author: TimmyTheRabidTurtle Last Updated: Thursday, 8th April 2004 Date Created: Saturday, 5th April 2003 Current Version: Version 1.46 FAQ Size (.txt format): 209kb Guide Type: FAQ/Walkthrough ******************************************************************************* **====================================***====================================** ** 2. - Table of Contents ** **====================================***====================================** ******************************************************************************* 1. - FAQ Information 2. - Table of Contents 3. - Version History 4. - Introduction 5. - Controls 6. - Characters 7. - Craft 8. - Other Alliance Craft 9. - Enemies 10. - Mission Walkthroughs 11. - Frequently Asked Questions 12. - Weapons List & Power-Up Locations 13. - Ranks 14. - Craft Availability 15. - Tow Cable Help & Tips 16. - Strategies 17. - Passcodes 18. - Credits ******************************************************************************* **====================================***====================================** ** 3. - Version History ** **====================================***====================================** ******************************************************************************* Version 1.46 Updated an error. Version 1.45 Took out the old crappy logo and replaced it with a new, correct ASCII logo. Thanks to osrevad for some amazing work! Version 1.41 - You don't care what I've done, do you? Version 1.39 - Me so sleepy... - Things were done, unnoticeable as they may have been. Go about your business as usual. - ASCII editing. Version 1.36 - Re-did the Characters section. - My first guide over 200kb! m/! - Changed some incorrect information. Version 1.29 - Changed the section dividers slightly. - Did some unnoticeable work on the ASCII front. - Added Crix Madine, Chewbacca, Han Solo and Moff Seerdon to the Characters section. - Added the Planets to each level. Version 1.19 - Corrected a few unnoticeable mistakes. - Added gold walkthroughs to Hoth, and added more detail to the Kile II and Sullust ones. - Added much more detail to the Enemies section, as well as more enemies. - Also added the Other Alliance Craft section. - Added pwning amounts of new information to the Craft section. - Searched through the entire guide looking for mistakes on the word 'Crafts'. The plural of craft is 'craft', don't you know? The word 'Crafts' is no longer present in this guide, apart From twice in this section when I was pointing it out. - Added Patrick Conroy to the Credits section. Version 1.06 - New ASCII Art. Like this, I do. - Changed a nit-picky error thanks to Patman. Version 1.02 - Added two forgotten enemies to that section. Version 1.00 - Added silver medal to Fest. Version 0.99 - Added some more silver medals to the walkthrough. There are seven silver medals yet to be added. - Changed all subsection dividers. - Centred the medal status tables for the walkthrough. - Added more questions to the FAQ section. - Added two more weapons to that section. - A lot of this update is down to Starvenus' critique. Thanks! Version 0.97 - Finished the Tow Cable help section. - Added some medals to the walkthrough. - Added some questions to the FAQ section. Version 0.95 - Added the Craft Availability section to the guide. - Added the Gold walkthrough to Chandrila. Version 0.9 - Added the Tow Cable Help & Tips section. - Added some things to the FAQ section. - Added the Strategies section. Version 0.84 - Added gold + bronze medals for some levels. - Added both the AT-ST and the Millennium Falcon to the craft section. - Added the Frequently Asked Questions section. Version 0.79 - Added the walkthrough for 'Moff Seerdon's Revenge'. - Added the Passcodes section. - Added the power-ups section. - Added the Characters section. - Added TIE Interceptor to the Craft section. Version 0.5 - Added Introduction. - Added Controls. - Added Walkthroughs. - Added Enemies. - Added Ranks. - Added Credits. - Added Copyright information. ******************************************************************************* **====================================***====================================** ** 4. - Introduction ** **====================================***====================================** ******************************************************************************* In Rogue Squadron, you take the place of Luke Skywalker, the heroic Jedi of the original Star Wars movies and future Jedi orders, who, along with his eleven other comrades, make up Rogue Squadron. Rogue Squadron is the Rebel Alliance's elite starship fighting force. As Luke, you will pilot a spacecraft, in which you engage in missions ranging from seeking and destroy-types, to protect- types. In general, sadly, there are more protect kinds than any other kind. The story is set in the time where the Rebel Alliance has just destroyed the Death Star, but the Empire has made new threats. The game takes place between A New Hope and The Empire Strikes Back. There are eight different craft to use (excluding passcode for AT-ST), upon many different settings, to make up an amazing game. ******************************************************************************* **====================================***====================================** ** 5. - Controls ** **====================================***====================================** ******************************************************************************* These are the default controls, and the controls I use. I find them easier to use, somehow. I recommend you use these: [Directional Buttons] - Pilot craft and change direction Space Bar - Fire Blasters W - Thrusters Alt - Secondary Weapon S - Brake (Hold to fly at minimum speed) F - Special Feature E - Roll or Flip (hold key and use arrows) X - Switch Firing rate of Blasters Esc - Pause F1-F5 - Change Camera View Z - Drop Camera A - Sharp Airspeeder and V-Wing turn left D - Sharp Airspeeder and V-Wing turn right ******************************************************************************* **====================================***====================================** ** 6. - Characters ** **====================================***====================================** ******************************************************************************* **====================================***====================================** ROGUE SQUADRON PILOTS **====================================***====================================** ****************** * Luke Skywalker * ****************** Luke was the son of Anakin Skywalker and Padme Amidala, and the twin brother to Princess Leia Organa. He was separated from his sister just after their birth, in order to conceal his potential Force-sensitivity from the Emperor and Darth Vader. He was hidden on the planet Tatooine by Obi-Wan Kenobi, and lived his early years under the watchful eyes of Owen and Beru Lars. Luke was an eager boy, and was always flying his T-16 skyhopper in the canyons near his home while dreaming of being a starpilot at the Academy. Known as Wormie by his friends, he was a reckless youth whose best friend was Biggs Darklighter. When Biggs went off to the Academy, and later the Alliance, Luke felt that he was being mistreated by his Uncle, who annually refused to allow Luke to enrol. Fate and fortune intervened, however, when Owen purchased two well- worn droids named R2D2 and C3PO. With their purchase, Luke was catapulted into the midst of the Alliance. Obi-Wan Kenobi began to instruct Luke in the use of The Force. Luke then rescued Princess Leia from the first Death Star with the help of Han Solo. Following Kenobi's death, Luke destroyed the Death Star by calling on The Force. Later, Luke was visited by Kenobi's spirit, and directed to the planet Dagobah, where Luke trained under the Jedi Master Yoda. Following Yoda's death, Luke became the last of the Jedi Knights. He used his newfound strength to defeat Emperor Palpatine and turn Darth Vader from the Dark Side of the Force, returning Anakin Skywalker to the Light Side. In the years following the formation of the New Republic, Luke was instrumental in the New Republic's defeat of the Ssi-ruuk, the reborn Palpatine, as well as Imperial Admirals Thrawn and Daala. Luke continued his training on his own, and eventually became a Jedi Master. He set up a new Jedi Academy on Yavin's fourth moon, and began teaching the ways of The Force to a new set of Jedi Knights. During the period following the revelations of the partial Caamas Document found on Wayland, Luke travelled to Nirauan to search for Mara Jade. Mara was reported missing and out of touch, after tracing the paths of several unusual starships. They discovered the Hand of Thrawn complex, and managed to eliminate any potential threat it held to the New Republic. During their escape, Luke and Mara worked together with the Force, and both were opened up to the other's inner thoughts and feelings. This deepened and strengthened their relationship to a point that neither could ignore. Just before leaving Nirauan, Luke proposed to Mara. She agreed, and they were married, first in a solemn ceremony performed by Kam Solusar and witnessed only by the Jedi, and later in a public ceremony when they returned to Coruscant. Luke and Mara then left the Jedi Academy on Yavin 4 in the hands of the new Jedi Knights and travelled the galaxy teaching potential Jedi about the ways of the Force. Luke proposed to the New Republic that a new Jedi Council be established, but many members of the Senate feared that the Jedi would become too powerful. Shortly afterward, Luke and Mara were forced to bring the Jedi into battle when the Yuuzhan Vong invaded the galaxy. Despite their ties to the Force, the Jedi were unable to defeat the alien invaders. Several Jedi, led by Kyp Durron, struck out on their own to fight the battle their own way, much to Luke's dismay and to the consternation of the Senate. However, even in battle, Luke was surprised to find that Mara was pregnant with a son. His devotion to Mara, and his deep connection to the Force, allowed Luke to drive out the Yuuzhan Vong disease and help Mara give birth aboard the Errant Venture, shortly after Borsk Fey'lya ordered Luke's arrest. They named their son Ben, in remembrance of Obi-Wan Kenobi. Luke and Mara spent less time with Ben than they had hoped to, when they were pressed into action defending the Eclipse base from invasion and, later, defending Coruscant. With the fall of Coruscant, Ben was separated from them, but was kept safe by Leia Organa Solo and her husband, Han. Luke, obviously, the series' most famous character, is the person you play as in Rogue Squadron. He is Rogue Leader, and is best known for his Jedi status, and not just his X-Wing piloting abilities, though they are top-notch. Luke was raised on Tattooine. It was Luke who destroyed the Death Star, and his mentor, Obi-Wan Kenobi, is quite famous, and he trained Luke's father also, Anikin Skywalker. I don't want to give out any more spoilers, so I'll just shut up now... ****************** * Wedge Antilles * ****************** Born on Corellia, Wedge spent much of his childhood working for his parents on the last planet in the Gus Treta system. Note that the Marvel Comics adaptation of Star Wars: A New Hope indicates that Wedge was a native of Tatooine. His parents, Jagged and Zena, owned a fueling station there, and Wedge became proficient at starship systems. He also gained a great deal of piloting skill there, and was ready to go to the Academy when a pirate ship, the Buzzzer, under the command of Loka Hask, got spooked at the fuel depot when a Corellian Security Force fleet arrived. Hask ordered them to lift off, but the crew forgot to unhook their refuelling coupling before blasting away. The resulting fuel leak was ignited, and Wedge's parents were forced to eject the fuelling station in order to save the rest of the station. Note that Star Wars Screen Entertainment software indicates Wedge was away at school when the accident happened, that the accident was caused by smugglers, and that the smuggler's ship was destroyed in the resulting explosion. Both of Wedge's parents were killed in this effort, and Wedge - who was with Booster Terrik at the time - went after the pirates in an old Z-95 Headhunter. Although he managed to destroy the Buzzzer, Wedge's lack of funding led him to start taking all kinds of odd jobs, and was getting nowhere as a smuggler when he decided to join the Alliance. He quickly demonstrated his abilities as a fighter pilot, and also ran a number of reconnaissance and escort missions before being tapped as one of the X-wing pilots in the Battle of Yavin. Since then, Wedge's growing skills have earned him a number of distinctions, the greatest of which came when he was named squadron leader of the famous Rogue Squadron. While with Rogue Squadron, Wedge assisted Lando Calrissian during the Battle of Endor, and helped destroy the incomplete Death Star being built there. He remained as Rogue Leader through the restructuring of Rogue Squadron, and his squadrons provided invaluable support in the battles against Ysanne Isard and Grand Admiral Thrawn. It was during this time that Wedge also developed the idea of Wraith Squadron, which he successfully implemented and modified into a crack infiltration unit. After turning down two promotions, Wedge was promoted to the rank of General about a year before the defeat of Thrawn, and was offered the command of the Star Destroyer Lusankya. He also chose to remain with the Rogues, but was assigned, along with Calrissian, to command the captured Star Destroyers Emancipator and Liberator when Emperor Palpatine's clone emerged from Byss. He fought bravely at Coruscant and Calamari, although the Emancipator was destroyed on Calamari. He later returned to Coruscant, where his primary role in the New Republic was changed from pilot and warrior to General and clean-up supervisor following the near-destruction of the planet. This was a short-lived assignment, though, for his desire to pilot a starship quickly outweighed the ease of being a supervisor. When that effort was launched, Wedge wanted to get back into piloting. He became the escort for the ship which dropped the Eol Sha colonists off at Dantooine, and then was named Qwi Xux' bodyguard. During this time, Wedge began to fall in love with Qwi, while also returning to Rogue Squadron and assisting the Republic in the assault on the Maw Installation. Wedge was assigned to the Lusankya, which served as his base of operations, for the purposes of commanding a special task force. However, after several years of war, Wedge began to realize that he had grown apart from Qwi. What he didn't know was that she felt they had grown apart as well, so they both agreed to end the relationship and go their separate ways. Wedge decided to take a vacation and figure out what to do with his life, when he was chosen by Airen Cracken to lead the delegation to Adumar. Wedge's diplomatic skills were not the greatest, but his gut instincts proved more valuable in swaying the Adumari to join the New Republic. During the mission, he also discovered that he and Iella were in love with each other, and he quickly proposed to her. Iella accepted almost as quickly. Shortly after peace was negotiated between the New Republic and the Imperial Remnant, Wedge retired from active duty, and he and Iella set to work starting their own family. Wedge was eventually succeeded by Gavin Darklighter, although the former pilot provided assistance to Gavin during the Yuuzhan Vong invasion. Wedge served as Rogue Alpha during the struggle against the Vong, piloting a reconnaissance X-Wing to gather data. Shortly after the Battle of Garqi, Wedge discovered that he was not only a father but an uncle as well, after meeting Jagged Fel for the first time *************** * Dack Ralter * *************** Born on the Imperial labour colony of Kalist VI, Dack was seventeen when an Alliance pilot was shot down near the colony. The pilot survived, and helped a group of prisoners escape. Dack then joined the Alliance. He was Luke's gunner during the Battle of Hoth Unfortunatly, Dack was killed in the battle by a stray laser bolt. **************** * Derek Klivan * **************** A native of the planet Ralltiir, this Alliance pilot was known to his comrades as "Hobbie". He served as Biggs Darklighter's executive officer aboard the Rand Ecliptic. Hobbie was known as a sceptic in his early years of service to the Alliance, but that seemed to change when he met Biggs. He was always eager to get into a starfighter and shoot down the enemy, much like a rookie on every flight. Hobbie served under Captain Heliesk on the Rand Ecliptic, and when Heliesk staged a mock mutiny and stole the Ecliptic from the shipyards of Bestine, Hobbie defected with Biggs and several others. Later in his career, Hobbie assisted in the defence of Echo Base on Hoth, and was later assigned to Wedge's Rogue Squadron as Rogue Six. Many of his comrades often said that Hobbie enjoyed bacta baths too much, and that he could crash any starship he touched. He was given the nickname Bugbite by Iella Wessiri, a reminder of their first meeting on Corellia, after Hobbie had been stung by a local insect. Shortly after the Imperial Remnant agreed to a peace treaty with the New Republic, Hobbie and most of the other veteran Rogues retired from active duty. **************** * Zev Senensca * **************** Zev grew up on Kestic Station, near Bestne. He and his parents were sympathetic to the Alliance, and worked to supply the Alliance with arms. When the Empire discovered their gun-running scheme, the Star Destroyer Merciless was sent to destroy the station. Zev was able to escape the destruction, and joined the Alliance soon after. He single-handedly held off three TIE fighters during the Alliance's evacuation of the Alis Point base. He later served at the Alliance outpost on Hoth, and was the snowspeeder pilot who found Han Solo and Luke Skywalker after they had been stuck outside all night. Unfortunately, Zev was killed in the battle. ************** * Wes Janson * ************** A native of Taanab, Wes Janson joined the Alliance at Tierfon, and quickly showed his abilities as a pilot and sharpshooter. He gained True Gunner status while serving at Tierfon as an X-wing pilot in the Yellow Aces. It was while of Tierfon that Janson and Jek Porkins were forced to shoot down the rogue pilot Kiseek Doran. He came down with a strain of Hesken Fever just before the Battle of Yavin, and was unable to fly his X-Wing. Jek Porkins drew the duty of filling in for him, and the importance of this occurrence has haunted Janson ever since. He managed to recover, and eventually became a member of Rogue Squadron under Luke Skywalker. He served as Wedge Antilles' gunner in the Battle of Hoth, and was known by the callsign of Rogue Five. Janson was a native of the planet Coruscant. In the years which followed, Janson remained a fixture of Rogue Squadron, serving as the team's comic relief with Hobbie Klivian. He was reported dead when the Rogues were ambushed at Distna, while searching for evidence of Pulsar Station, but he was rescued by Booster Terrik and the Errant Venture and returned to Coruscant. After recovering from his injuries, Wes rejoined the squadron during the hunt for Prince-Admiral Krennel. Like most of the veterans of Rogue Squadron, Janson retired shortly after the negotiation of peace between the New Republic and the Imperial Remnant. However, his retirement did not last for long. With the arrival of the Yuuzhan Vong in the galaxy, Wes renewed his commission as Captain and took command of the Taanab Yellow Aces Squadron ************** * Kasan Moor * ************** This woman was one of the best starfighter pilots the Empire recruited from the planet Alderaan. She was tops in her class, and moved quickly up the Imperial ranks until she was given the command of the 128th TIE Interceptor Squadron shortly before the Battle of Hoth. However, by this time, Kasan had begun questioning her loyalties. The destruction of Alderaan by the first Death Star was an emotional blow, for Kasan dearly loved her family and friends who died in the cataclysm. She felt that she could no longer serve a government that would wantonly destroy people for its own ambitions. When the 128th was sent to intercept Rogue Squadron on the planet Gerrard V, Kasan offered herself and her ship as a defector, and joined the Alliance. **====================================***====================================** OTHER CHARACTERS **====================================***====================================** *************** * Crix Madine * *************** A Corellian General with the Alliance, his strict military background was formed during years of service to the Imperial Academy and the Empire. He took pride in the fact that, regardless of other Imperial squadrons' tactics, his team never took unnecessary liberties during a battle. However, when he began to see that his personal tactics were never going to be accepted, he tried to accept the Empire's ways himself. When this failed, he decided that it was time to seek out the Alliance. Using information on the Darktrooper project of Rom Mohc, Madine made his first contact with the Alliance. After his Storm Commandos were ordered to release the Candorian Plague on Dentaal, any vestige of support for the Empire left Madine completely. He erased all Imperial records of himself and sought out the Alliance. Mohc tracked him down and imprisoned him at Orinackra, but Kyle Katarn managed to rescue him. He made contact with his old friend, Carlist Rieekan, who put in some good words for him. When the Alliance accepted Madine, his Imperial training made him the logical choice to plan the assault on the second Death Star. There are rumours that the true reasons behind his defection deal with the receipt of a set of highly criminal orders from Emperor Palpatine himself. They so assaulted his sensibilities that he left the Empire. After Endor, he turned down a seat in the New Republic's Inner Council, preferring to remain with the Republic's growing military. He became the Republic's commander of Special Forces, drawing together a crack team of commandos who were prepared to enter any situation for the sake of the Republic. Not many of his accomplishments are known, due to their often-secret nature. The one mission that was lauded by the New Republic, unfortunately, was also his last. He had taken a small team to infiltrate the Hoth asteroid field and determine the status of Durga the Hutt's Death Star revision, the Darksaber. A series of mishaps left Madine alone; Korenn had died entering the asteroid field, and Trandia died giving Madine a hope for escape. Madine chose not to escape, and was captured by Durga's alien guards. Durga, pleased with himself for hatching the Darksaber plot and capturing Madine, executed Madine with a blaster bolt through the heart. ************* * Hans Solo * ************* Han Solo was born on Corellia. He was a good student, and caught the eye of Imperial Senator Garm Bel Iblis with his pointed questions during a school political rally when Han was 11. Some of his friends goaded him to ask Bel Iblis about the growing xenophobia in the Senate, as well as the apparent internal corruption in the Old Republic. This helped Han get an appointment to the Academy on Carida, where he excelled. Following his graduation, he was considered for Naval Officer's training, but he was sidetracked by Imperial atrocities against the Wookiee race. On a particular mission, Han tried successfully to rescue a Wookiee slave named Chewbacca. Chewbacca claimed a life-debt to Han even as Han was receiving a dishonorable discharge from the Imperial Navy. They were forced to flee Imperial control and live their lives at the fringes of the lawful world. For a number of years, Han tried to shake Chewie, who was always at his side. Even though Han took the worst kinds of jobs, Chewie stuck with him. Eventually, Han realized the depth of a Wookiee life debt, and accepted Chewie as part of his life. Han was awarded a second-level set of Corellian Bloodstripes for his bravery and selflessness in rescuing Chewbacca. (It is unknown at this time how Han earned his first-level Bloodstripes.) They turned to smuggling, using Han's starship knowledge and Chewie's muscular and mechanical skills to quickly gain recognition in the smugglers' world. Han's skills at gambling became equally sharp, and in a famous Sabacc match, he managed to win the smuggling ship Millennium Falcon from Lando Calrissian. With a ship and a partner, Han had many adventures. He spent a number of years based on Nar Shaddaa, working with Shug Ninx and falling in and out of love with Salla Zend. He left that life behind to work in the Corporate Sector, and spent a number of years there with Doc, Jessa, and Roa. After all these adventures, Han ended up in the domain of Moruth Doole and Jabba the Hutt. Han was one of many pilots who were contracted to make the Kessel Run and smuggle spice out from beneath Imperial control. Han made the run a number of times, once in under twelve parsecs. However, his last run almost cost him his life. He was set up by Doole, who was in the process of being set up by Jabba the Hutt, and the Imperials were tipped of as to the time of Han's Run. In order to escape the Imperials, Han was forced to dump Jabba's spice and flee. This earned him a death mark from Jabba, and Han was again forced to go underground. In an effort to make some extra credits and pay off Jabba, Han accepted Obi-Wan Kenobi's offer of 17,000 credits to transport Kenobi, Luke Skywalker, R2-D2 and C-3PO to Alderaan. The mission was sidetracked as the Millennium Falcon was captured by the first Death Star. Han and Luke rescued Princess Leia Organa, and brought her to Yavin 4. Han tried to leave with his reward money and pay Jabba off, but his conscience interfered again. He destroyed Darth Vader's wingmen and gave Luke the time he needed to destroy the Death Star. Following the Battle of Yavin, Han spent time with the Alliance, helping them gain key victories against the Empire while trying to stay one step ahead of Jabba's mercenaries. He was even promoted to the rank of General in the Alliance. After a close call with a bounty hunter on Ord Mantell, Han again tried to return and pay Jabba, only to be forced to Cloud City while escaping Darth Vader and the Imperial Navy. During this time, he and Princess Leia began to fall in love. This trip reunited Han with Lando Calrissian, but led to Han's being tracked by Boba Fett, imprisoned in carbonate, and returned to Jabba for the reward money. Han was freed by an elaborate plot by Luke Skywalker on Tattooine, and Han rejoined the Alliance to lead the ground assault on the forest moon of Endor. His timely destruction of the second Death Star's main shield helped the Alliance destroy the space station and the Emperor, thus ending the Imperial Civil War and restoring the Republic. Following the formation of the New Republic, Han and Leia tried to continue their relationship, but Leia's duties often interfered. Han resigned his commission with the New Republic, but stayed on as a freelance pilot. Following the Battle of Bakura and the fighting on Dathomir, Han and Leia were finally married. Their marriage produced twin children - Jaina, a daughter; and Jacen, a son - as well as a second son, Anakin. Leia's Force sensitivity was passed onto all of the children, and this made them prime targets for the Jedi clone Joruus C'Baoth and the reborn Emperor Palpatine. Han and Leia continued to protect their children against the Imperial threat. During a vacation from his wife's Republic world, Han and Chewie were shot down over Kessel, and captured by Moruth Doole's forces. He was forced to work the spice mines for Doole, which led him to discover Kyp Durron and the Maw Installation. Han's friendship with Kyp helped avoid serious damage when Kyp was corrupted by Exar Kun's spirit. Despite the fact that Han had resigned from service to the Republic after his marriage to Leia, he was often pressed into service. One of those times occurred during the Yevethan Purge. After Etahn A'baht was unable to blockade the Koornacht Cluster, Han was temporarily promoted to Commodore and placed in command of the Fifth Battle Group. This move was designed to keep Leia's supporters, as well as the supporters of Borsk Fey'lya, from arguing over the position and focused on the battle. However, the deceit of Tig Peramis provided this information to Nil Spaar, who sent several of his Interdictor cruisers to intercept Han's shuttle before it reached the fleet. Han was tortured and interrogated by Spaar himself. Later, Han was instrumental in the resolution of the problems in the Corellian Sector, overcoming the Human League and the actions of his cousin, Thrackan Sal-Solo. Han and Chewbacca continued to serve the New Republic, despite the fact that they had resolved their commissions long ago. At fifty-four years old, however, Han met his match when the Yuuzhan Vong invaded the galaxy. During a rescue mission to Sernipdal, Chewbacca was stranded on the planet while trying to ensure that Han and his son, Anakin Solo, made it to the Millennium Falcon. Chewie died saving them, and Han immediately blamed Anakin, who had been piloting the Falcon. He soon realized that there was no fault to be given in Chewie's death, since the Wookiee was simply honouring a life-debt with all his strength and energy. This did nothing to soothe Han's heart, though, and he distanced himself from his friends and family while trying to come to terms with his grief. He found an outlet when Roa asked him to help locate Reck Desh. Han took off for Ord Mantell, only to have Roa captured by the Yuuzhan Vong. As Han fled the Jubilee Wheel, he found an unexpected ally and friend in Droma, a nomadic Ryn. However, Han's relationship with Leia deteriorated when he explained that he was headed back out to find Roa and help Droma locate his family. Their estrangement only worsened in the aftermath of the Battle of Fondor. Han remained behind, helping to get Droma and his family settled on Abregado-rae, then helping Roa recover from his captivity. Leia continued to work with SELCORE, and refused to meet Han on Coruscant. After the loss of Kalarba, Han ran into Leia on Duro, and they decided to stop being foolish and restore their lives. ************* * Chewbacca * ************* Born on Kashyyyk around 183 PE, Chewbacca (Chewie, for short) grew up without a great deal of human intervention. He excelled the various hand-to-hand combat skills a Wookiee is taught, and also gained a great deal of mechanical aptitude. At the age of 80 (WEG has him leaving at age 50, SCRE at 80), he left Kashyyyk to explore the stars. For 60 years (WEG says 140, SCRE says 60 years), he answered to no one but himself, until the Empire declared Wookiees a slave commodity. Chewie captured as a rogue Wookiee and imprisoned, where her heard about the Imperial mandate, and he spent the next 30 years doing hard labour in the Empire's slave camps. Note that this assumes the Empire existed for more than 30 years, which is debatable. Chewie was doomed to a short life when an Imperial Navy trainee named Han Solo rescued him. Chewie claimed a life-debt to Han, and the two fled Imperial observation and began living underground as smugglers. Chewie's physical strength and mechanical abilities made him a formidable partner, and he and Han had many adventures during the 15 years prior to taking on Obi-Wan Kenobi and Luke Skywalker for passage to Alderaan. Chewie's actions in rescuing Princess Leia and helping Han Solo give Luke some breathing room during the Battle of Yavin earned him a commendation from the Alliance. His life-debt to Han Solo kept Chewie active. Following Han's need to repay Jabba the Hutt, he continued to help the Alliance, becoming a part of the ground assault team that disabled the shield generator on Endor's Sanctuary moon, allowing the Alliance to destroy the second Death Star. Following the formation of the New Republic and Han's resignation from the Republic, Chewie and Han continued to assist the Republic as pilots, and Chewie was forced to expand his hnor family to include Princess Leia following her marriage to Han Solo. Chewie's family continued to grow after the births of Jaina, Jacen, and Anakin Solo. Chewie became a guardian of Jacen and Jaina after their return from Anoth, but the siblings eluded him and got lost in the underground of Imperial City. Chewie and C-3PO managed to find them. On a vacation flight to Kessel with Han, Chewie and Han were shot down over the planet and forced to work in the spice mines. Their escape led them to the Maw Installation, and a group of Wookiee slaves still under Imperial domination. After convincing the Republic's leaders that they needed to establish an occupation of the Installation, Chewie also lobbied for the Republic to rescue the enslaved Wookiees. He was granted permission to accompany the occupation team and free the Wookiees. He was successful in rescuing the Wookiees, and helped get them out of the Installation before Daala destroyed it. Even though Han retired from active duty to spend time with his family, Chewbacca never left his side. His life-debt to Han had grown to encompass the entire Solo family. During the initial stages of Yuuzhan Vong invasion, Han, Anakin, and Chewbacca were on Sernpidal, helping Lando Calrissian with a shipment. They were on the planet when the Yuuzhan Vong used a dovin basal to draw the moon Dobido into an impact trajectory with Sernpidal, and were assisting with the evacuation effort when Anakin and Chewie were trapped on stony outcropping. Recognizing that Dobido was going to crash any second, Chewbacca flung Anakin onto the landing ramp of the Millennium Falcon, ensuring Anakin's survival. When Han realized Chewie didn't get onboard, he ordered Anakin to fly back while he searched for Chewie. Anakin, torn between his love for Chewie and the cargo hold full of refugees, was forced to retreat before the Falcon was destroyed. Chewbacca died on Sernpidal while giving the highest service to his life-debt. Han grieved for a long time before he could come to grips with the realization that Anakin hadn't killed Chewie, but that the Wookiee had saved them all. *********** * Rieekan * *********** A native of Alderaan, Rieekan was the Rebel General in charge of Echo Base on Hoth, just prior to the Battle of Hoth. He joined the Army of the Republic when he was 17, and returned to Alderaan for active duty. There, he became a secret member of the Alliance, and was assisting with the inspection of the satellite transmitters around Delaya when the Death Star moved into position near Alderaan. He knew that Tarkin had been secretly building the battle station, but felt that any transmission warning Alderaan about it would result in the Empire's knowledge of the security breech. He held off in warning Alderaan, but Tarkin destroyed the planet anyway. This single incident hardened Rieekan's resolve to never hesitate in battle, and to never let the Empire surprise him again. After fleeing Delaya with as many of the Alliance's personnel as possible, Rieekan continued to assist the Alliance as commander of Echo Base on Hoth. It was his foresight and planning that allowed the Alliance to escape from Hoth, once its location was discovered by one of Darth Vader's probe droids. Following the loss of Echo Base, Rieekan continued to assist the Alliance, as well as the New Republic, as a General in the armed forces. After Leia Organa- Solo was chosen as the Republic's Chief of State, Rieekan accepted a promotion to Minister of State. He later became the head of New Republic intelligence before retiring. Unfortunately, Rieekan was called out of retirement during the Yuuzhan Vong invasion of the galaxy, to act as the commander of Coruscant's Planetary Defence Force. **************** * Moff Seerdon * **************** This Imperial Moff was one of the first individuals to recognize the true importance of bacta to the Alliance. Many Imperial officers and leaders felt that the control of arms and foodstuffs would eventually choke out the Alliance, while Seerdon realized that the Alliance would keep on fighting until it could no longer sustain itself. He felt that, in order to eliminate the Alliance's forces, the Empire would have to control bacta. Keeping the healing fluid from the Alliance would mean that it couldn't restore its wounded troops, thereby reducing its numbers and eliminating resistance. He sought to control the world of Thyferra, but was kept from achieving his goals by the combined efforts of Rogue Squadron and the Alliance, dying the process. ******************************************************************************* **====================================***====================================** ** 7. - Craft ** **====================================***====================================** ******************************************************************************* Thanks to Patrick Conroy who donated just about all of the in-depth information given for each craft. THANK YOU. I - X-Wing II - Y-Wing III - A-Wing IV - Speeder V - V-Wing VI - Millennium Falcon VII - Naboo Starfighter VIII - T-16 IX - TIE Interceptor X - AT-ST ************** * I - X-Wing * ************** The common name for the Incom T-65c A2 Starfighter, this is a 12.5-meter snub fighter with two wings that split in two by activating S-foils. This allows for greater manoeuvrability and firing accuracy; each of the split wings has its own laser cannon (total of four). It is a single-pilot ship, with an R2 astromech droid socket. The R2 unit is used in place of a navigationa computer. It is extremely manoeuvrable, even at its top sublight speed of 110 MGLT. It has also been clocked at 1,050 kilometres per hour in an atmosphere. Incom designed the X-Wing just before the Empire stopped contracting out naval construction. The Empire believed that Incom was infiltrated by Alliance sympathizers, and relieved the X-Wing team of duty. The X-Wing team then defected to the Alliance, flying out with all the X-Wing prototypes and the starfighter's plans. Their parting gesture to the Empire was to destroy all records of the X-Wing in Incom and Imperial databases. The Alliance then began to produce the X-Wing themselves, recognizing its potential. It continued to gain acceptance after the Galactic Civil War due to its manoeuvrability and durability. Several upgrades and modifications from the liberated Incom design team didn't yield major improvements until the advent of the T-65d A1, which eliminated the astromech droid in favour of more computer power to provide the pilot with more in-flight options in terms of manoeuvrability and management of shipboard resources. The T-65c A2 boasts the following shipboard components: Incom GBk- 585 Hyperdrive Motivation Unit, Incom MKI Drive Module, 4 wing-mounted Incom 4j.4 Fusial Thrust Engines (some models use Incom 4L4 Fusial thrusters), IN- 344-B Sightline Holographic Crosshairs, 4 Taim and Bak IX4 Laser Cannons (some models use Taim and Bak KX9 laser cannons), Fabritech ANq 3.6 Target Tracker, Fabritech ANs-5d Sensor Unit, Fabritech k-blakan Mini Sensor, S-foil Activator, Gax Revival Life Support System, Guidenhauser Ejection Seat, Novaldex O-4Z Ionisation Reactor, Chempat Defender Shield Projector (rated at 50 SBD), Cryogenic Power Cells, Torplex Rq8.Y Avionics Control Package, Carbanti Universal Transceiver Package, Melihat Multi-Imager Dedicated Energy Receptor, Tana Ire Electro-photo Receptor, Long Range Phased Tachyon Detection Array Model Number PA-9r, Short Range Primary Threat Analysis Grid Number PG-7u, Bertriak Screamer Active Jammer, Krupx MG7 Proton Torpedo Launchers (2 racks of 3), Titanium Alloy Hull (rated at 20 RU), Transparisteel Canopy, R2 Astromech Navigation Droid, 4 Exhaust Nacelles, Sarylcorp Reactant Agitator Injector, Surge Vent and Extinguisher The X-Wing is the standard Rebel spacecraft for Rogue Squadron. Its manoeuvrability is just behind that of the A-Wings and V-Wings. It can do flips and rolls which flying, which are surprisingly useful. The secondary weapons are Proton Torpedoes. These are missiles with huge penetrating damage. Six are given at the start of a mission, with the stock being replenished if you should die or crash. When flying for a large distance, you may close the S-Foils of the craft to make it go much faster. While the S-Foils are closed, you CANNOT fire a blaster or secondary weapon. The X-Wing's shields give a good enough cover. Overall: 95% *************** * II - Y-Wing * *************** This is the common name of the Koensayr BTL Longprobe Starfighter. Originally designed for long-range reconnaissance, this J-type snub fighter has twin- propulsion systems behind a single cockpit. The BTL-A4 is a 16-meter-long, one- man fighter with space for an astromech droid. The BTL-S3 is a two-man fighter, also equipped with an astromech droid. They can make 80 MGLT at sublight speeds, and can manoeuvre at 1,000 kilometres per hour in an atmosphere. Because the Y-Wing required constant repairs, the Alliance - and many other independent parties - stripped off the outer hull covering the craft, aft of the cockpit, to make repairs easier to execute. The durability of the Y-Wing made it a staple in the Alliance's starfighter corps, and it was rumoured that the Alliance lost more Y-Wings than any other ship type during the Galactic Civil War. It boasts the following shipboard systems: Gax Revival Life Support System, R2 Astromech Unit for Navigation, 2 ArMek SW4 Laser Cannons mounted on top, Titanium Reinforced Alusteel Alloy Hull (rated at 40 RU), Thiodyne O-3R Ionisation Reactor, Koensayr R300-H Hyperdrive Motivation Unit, Long Range Phased Tachyon Detection Array Model Number PA-9r, Short Range Primary Threat Analysis Grid Number PG-7u, 2 Disk Ventrals for manoeuvring, Cryogenic Power Cells, Subpro NH-7 Avionics Control Package, Fabritech ANs-5d Sensor Unit, SI 5G7 Quickscan Vector Imaging Crosshairs, 2 Koensayr R200 Ion Fission Engines, 2 Taim and Bak KX5 Laser Cannons mounted on nose (early versions and many BTL- S3's used IX4 cannons), Novaldex Power Generator, Chempat Shield Projector (rated at 75 SBD), 2 Exhaust Nacelles, Fabritech ANc-2.7 Tracking Computer, Arakyd Flex Tube Proton Torpedo Launchers (2 racks of 4 each) The Y-Wing, being slow and cumbersome, is usually only used as a bombing craft in RS. It can do flips and rolls, but alas, there are slow to be done. This craft's shields are amazingly high, which barely compensates for it's slow speed. There are two missile turrets, which fire at a slow rate (to me, at any rate), which make it tough to bring down fighters. The secondary weapons for the Y-Wing are bombs. These give excellent damage to a structure, though to a small area. Twenty of these can be carried at a time. The Y-Wing also has an Ion Cannon fixed above its cockpit. These are used to disable craft, and make them stand still. This feature is used little though. Overall: 49% **************** * III - A-Wing * **************** The generalized name of the Dodonna/Blissex RZ-1 Starfighter, this ship was designed from the R-22 Spearhead. It was a flat, one-man, wedged-shaped snub fighter built for the Alliance after the loss of Echo Base and prior to the Battle of Endor. The A-Wing was designed, as its name implies, by Jan Dodonna and Walex Blissex. Because the Alliance was short on funds, most A-Wings were custom-built in private shops. The ship Tycho Celchu flew at the Battle of Endor had its cockpit inlaid with Fijisi wood. It measured 9.6 meters in length, and was designed for interception and long-range reconnaissance. A unique feature of the A-wing is the short hydro-servo bearing installed in each wingtip, allowing the pilot to tilt the laser cannons up to 60 degrees up or down. Its top sublight speed is 120 MGLT, and can manoeuvre at 1,300 kilometres per hour in an atmosphere. It has limited NavCom capabilities, being able to calculate only two jumps before requiring recalibration. It boasts the following shipboard systems: MPS Bpr-99 Power Core and Fusion Reactor, Twin Novaldex J-77 Event Horizon Engines, Torplex Rq9.Z Advanced Avionics Control, Microaxial LpL-449 NavCom Unit, Incom GBk-785 Hyperdrive Motivation Unit, Long Range Phased Tachyon Detection Array Model Number PA-9r, Short Range Primary Threat Analysis Grid Number PG-7u, Fabritech ANq 3.6 Target Tracker, 2 Borstel RG-9 Laser Cannons, Dymek HM-6 Concussion Missile Launchers (up to 6 missiles), Sirplex Z-9 Shield Projector (50 SBD), Fabritech ANs-7e Sensor Unit, IN-3444-B Sightline Holographic Crosshairs and Titanium Alloy Hull (15 RU). The fastest ship in the Rebel Alliance's fleet, the A-Wing can travel over land extremely quickly and without tire. While it gets few standard missions in Rogue Squadron, this may be due to the lack of suitability of the missions given. The shields are short in supply, which is almost made up for by its speed. The laser cannons are ok, two turrets, but at a faster rate than the Y- Wings' blasters. Secondary Weapons come in Missile-form here, though the A- Wing's missiles are slightly less powerful than the X-Wing's Proton Torpedoes. Overall: 76% **************** * IV - Speeder * **************** An Incom Airspeeder, which can transport 2 passengers and limited cargo. Because of the T-47's 250-kilometre ceiling, the Alliance modified them for military use on the frozen world of Hoth. Alliance technicians added two fire- linked laser cannons, a power harpoon, and heavier shields. These craft could attain speeds of nearly 570 kilometres per hour. The Airspeeder can't really be compared to the other spacecraft. It is only used as a land craft, more so than the others. Despite its name, it doesn't really move very fast at all, and its manoeuvrability is even worse. It cannot do rolls or flips, probably because it is a land-hugger. The blasters are average, and the secondary weapons are non-existent. Instead of a cool missile or bomb or something, the Speeder gets... A Tow-Cable! It's only used for wrapping around the legs of AT-Arts, though it takes time. One good thing about it is that you cannot crash into flat into horizontal ground... Not that I ever would... >_> <_<... Anyway, I dislike the Speeder for many reasons. Overall: 63% ************** * V - V-Wing * ************** An Airspeeder used by the New Republic at the first Battle of Calamari, it was designed by Slayn & Korpil to be an all-environment speeder and an interface transport used to move the speeder from its docking space. The transport section is loaded in order, and can carry four or six transports. They transport is then launched, and plunges through the atmosphere under snubfighter escort. The speeder pilots enter their ships during this plunge, moving through sleeves to their ships. When all is ready, the speeders are launched from the transport, which disengages from any battles. It flies back to the parent ship, to refuel and be ready to launch more speeders. The four- speeder transport, designated Model A, is 20 meters long; the six-speeder version is the Model B, and is 27 meters long. The transport is unarmed. The speeder is 6.3 meters in length, and is armed with a double blaster cannon. The speeder's design allows it to channel air into Chab-Ylwoum scramjet intake channels, which help the craft obtain speed (the base 1,000 kilometres an hour can be boosted to 1,400 kph) but reduce manoeuvrability. The V-Wing is a new addition to the Rebel Fleet. Its blasters are worthless until you switch on the Rapid Fire Mode. Then, you can shoot about twenty blasts per second, though you should be careful - they burnout quickly. The V- Wing's secondary weapons are cluster missiles, which I don't think are very good until the seeker power-up is received. Then, they are incredibly useful. One shot can take out about five fighters, given that each hits at different fighter. Also, the V-Wing has booster jets, which give it speed much faster than the A-Wing, but only for five seconds or so. Overall: 87% ************************** * VI - Millennium Falcon * ************************** The Millennium Falcon, Han Solo's souped-up YT-1300 smuggling ship, which has been modified from its "original" specifications over the years. Han came to own it after winning it in a Sabacc game from Lando Calrissian. Lando had won the Falcon in an earlier sabacc match at Bespin, just before he started hunting for the Treasure of Rafa. He had no idea how to pilot it, but he recognized its abilities. As he grew to become a better pilot, Lando continued to upgrade the ship's systems, and it became his primary mode of transportation. After Han and Lando (had just completed a run of the Kessel Spice Mines together/got together on Bespin), Lando was in a gambling mood. He was running low on credits, so he added Han's choice of any ship in his used ship lot. Han chose the Falcon from among the Junkers, much to Lando's dismay. Once Han got control of it, he added a non-spec Imperial power plant and Hyperdrive system, as well as an impressive amount of armament: upper and lower quad laser cannons, an underside sweep gun, multiple forward laser gun pods, and a pair of concussion missile tubes. The ship continued to astound those not familiar with its military-issue components and higher than normal lift/mass ratio. The ships' central ladder-well, leading to the upper and lower quad- laser cannons, is equipped with separate gravity generators, allowing the two people manning the cannons to operate in reciprocal gravity fields. After the Battle of Bakura, the Falcon was swapped back and forth by Han and Lando in a series of Sabacc matches. Lando won the Falcon finally, but opted to give it to Han as a gift, in order to end the inane series of card games. The Millennium Falcon contains much of its original systems, as well as many modifications: a Novaldex Stasis-type Shield Generator, a Koensayr TLB Power Converter, a Fabritech Sensor Array Controller/Interpreter, a Chedak Frequency Agile Subspace Radio, a Fabritech ANy-20 Active Sensor Package, an Imperial IFF Transponder, a Corellian Engineering Corporation Emergency Power Generator, a retractable Taim and Bak Auto Blaster Cannon, a Quadex Power Core, 2 Escape Pods, a Hanx-Wargel SuperFlow IV Shipboard Computer, a Torplex Tandem Flight Computer, an Incom N21-4 Power Converter, a Corellian Engineering Corporation Subspace Hyperdrive, a KDY Aft Deflector Shield Generator, a Seinar Fleet Systems Active Sensor Pulse Generator, Cryonic Reserve Power Cells, a Torplex Fore Deflector Shield Generator, a Siep-Irol Passive Sensor Antenna, a Carbanti Signal-Augmented Sensor Jammer, a Carbanti 29L Electromagnetic Countermeasures Package, a Nordoxicon-38 Anti-concussion Field Generator, a Corellstand C-8 Life Support System, 2 Arakyd ST2 Concussion Missile Launchers (2 racks of 4), an Ion Flux Stabilizer with Alluvial Dampers, a KapriCorp Acceleration Compensator, a Microaxial HyD Modular NavCom Unit, Gelieg 20m-Cp Strobe/C-beam Lamps, an Enlarged/modified Cargo Bay, and an Ax-108 Surface Defence Cannon. In the years following the births of Han Solo's three children, he began refitting the Millennium Falcon and removing some of its more military components, in favour of safety and security. The concussion missile launchers were the first weapons removed, making it easier to load and unload cargo. During the struggle to defeat the Yuuzhan Vong, Han painted the Falcon with matte-black paint, hoping to make it harder to spot. In this way, he hoped to work with Droma to locate and rescue Roa and the Ryn's family. In Rogue Squadron, however, the Millennium Falcon is shitty. It's manoeuvrable, yes, and it has good blasters from the turret on top. They are linked to two at a time and are pretty powerful, and the firing rate is pretty quick, too. The shields are pretty good too, though the ship is pretty bulky, and always seems to get in the way onscreen. Its secondary weapons are Torpedoes. To be honest, I don't think you should use this ship for a serious attempt at any mission. Use it for fun only. Another problem I have with it is that its blasters are locked to any Imperial target, and don't always go where you want them too. Overall: 54% *************************** * VII - Naboo Starfighter * *************************** The Theed Place Space Vessel Engineering Corps created this starfighter design for the use of the Royal Naboo Air Defence Fleet. It is a sleek, needle-shaped craft with two short wings. It uses an astromech droid to offload key functions from the single pilot. Unlike future designs which load the astromech from the top, the smaller N-1 loads the droid from the bottom. The legs and lower body fit snugly into position, and the droid's head is raised up to extend above the fuselage. This allows greater connectivity to the ship's computers and frees up valuable space. The wings support a pair of modified Nubian 221 sublight engines arranged in a J-type, or twin-radial, configuration, which makes the craft extremely manoeuvrable in atmospheres. The N-1 is also equipped with a Nubian Monarc C-4 hyperdrive for interstellar travel. The ship is armed with a pair of laser cannons and a Proton torpedo launcher, and has a sophisticated sensor and shielding suite. Overall, the N-1 fighter measures 11 meters in length. The distinctive rat- tail, which extends from the rear of the ship houses a computer communications package that allows ground-based controllers on Naboo to relay battle information to each N-1 starfighter while in combat. In keeping with the Naboo culture and ecology, the N-1 is also equipped with propulsion systems that produce a limited amount of emissions. The ship's yellow fuselage was contrasted with a highly polished chromium finish, which indicated that the ship served the ruler of Naboo. In the PC Version of Rogue Squadron, you must download a patch to receive the Naboo Starfighter in your game. The Naboo Starfighter is, in my option, the best ship in the game. It flies with excellent speed and manoeuvrability. Shields are slightly less powerful than the X-Wing, but its speed making it a tougher target to hit. Its blasters have two turrets, are more powerful than other ships' (though I dislike the green colour ^_^), and are also very accurate. The secondary weapon is powerful enough, though doesn't lock on quick enough when upgraded to Seeker status. The N-1 can do flips and rolls with ease, also. Seeing as how it is not a standard default craft, you can use the N-1 in most missions. Overall: 100% (Link to N-1 Update: http://www.lucasarts.com/products/rogue/default.htm) *************** * VIII - T-16 * *************** The T-16, a three-winged, triangular craft built by Incom for terrestrial transportation. Similar in controls to an X-Wing, they are often referred to as Skyhoppers. The T-16 was equipped with an E-16/x ion engine afterburner, in addition to a pair of DCJ-45 repulsor lift engines, which gave it a top cruising speed of 1,200 kilometres per hour, as well as a 300 kilometre ceiling. The 5.2-meter craft was armed only with a single laser cannon and carried no shields. Luke Skywalker's uncle Owen Lars purchased a T-16 for him to use on Tatooine, which Luke used to fly the canyons and shoot womprats The T-16 Skyhopper is only used in one mission. The mission is a bonus, where you must race three other members of Rogue Squadron through Begger's Canyon, on Luke's home planet. There are no shields and no secondary weapon. Also, there is only one blaster turret, which make for tough shooting. It can do flips and rolls, though. It is also the slowest craft available, apart from the AT-ST. I don't know why but, despite its low stats and uselessness, I really like the T- 16... It's just so... cool! Especially the three-wing-thing. Overall: 15% (Compared to the other ships) ************************ * IX - TIE Interceptor * ************************ Three words - TIE. Interceptors. Pwn. One of the three Imperial craft available to fly, the TIE Interceptor is one of my favourite ships in the game. Powered by twin ION engines, the TIE Interceptor is quick, manoeuvrable, and tough to take down. In Rogue Squadron, however, it is the most common foe you come across, though, lacking in shields, it can be taken down with a few direct hits. Its blasters are excellent too, firing quickly and penetrating in a flash of green. There is no secondary weapon for the Interceptor. View the Enemies section for more information on the TIE Interceptor. Overall: 91% ************* * X - AT-ST * ************* Pointless, really. I have absolutely no idea why the AT-ST was included in the game available to fly... It is stuck to walking around on the ground. Slowly, too. I'd prefer to use an AT-AT. Really. Its cool to play with at times. To unlock this vehicle, type 'chicken' into the passcodes section. It will not show up in the Rebel hangar, though it IS actually there once you start the mission. You cannot use it in missions like... the Battle on Calamari, as there is a lot of water involved, and the AT-ST would be deemed even more useless than ever. The blasters are ok, though the firing rate isn't great. There are no secondary weapons. Shields are at minimum. As you would expect, you cannot do flips or rolls. View the Enemies section for more information on the AT-ST. Overall: Pointless ******************************************************************************* **====================================***====================================** ** 8. - Other Alliance Craft ** **====================================***====================================** ******************************************************************************* I - Lambda-Class Shuttle II - Sentinel-Class Shuttle III - Sorosubb PLY-3000 IV - Y-4 Transport V - Gallowfree Yards Medium Transport VI - Bespin Motors Storm IV Cloud Cars VII - Corellian CR90 Corvette VIII - Armoured Hovertrain **************************** * I - Lambda-Class Shuttle * **************************** Three-winged transportation used by the Empire, it is also built in a military configuration as the Cygnus Spaceworks T-4a shuttle. The Lambda-class shuttle was designed to swiftly transport personnel and cargo between ships in the Imperial fleet. Sienar Fleet Systems built the original shuttles to carry up to twenty passengers in relative safety, for the Lambda-class has standard reinforced hull plating and multiple shield generators. The Lambda-class is also fitted with a hyperdrive for travel between fleets. The basic Sienar Lambda-class shuttle measured 20 meters in length, and was armed with three double blaster cannons and two double laser cannons. It was designed to have a crew compliment of four, with two additional positions for communications and power regulation. The Defection on Corellia, Search for the Nonah, Blockade on Chandrila and Rendezvous on Barkesh missions both have Lambda-Style-Shuttles on the Alliance side. Lambda-Classes in Rogue Squadron are usually used for collecting Rebels (like Crix Madine, for instance). Personal transport, really. ******************************* * II - Sentinel-Class Shuttle * ******************************* This Sienar Fleet Systems' design was derived from the Lambda-class shuttle, retaining the Lambda's triple-wing design. As with the Lambda, the Sentinel's two lower wings fold during landing. The Sentinel differs from the Lambda in terms of cargo space and weapons. There are eight retractable laser cannons mounted on the hull, two concussion missile launchers, a retractable ion cannon, and a pair of retractable repeating blaster cannons mounted beneath the cockpit. This weapons system of retractable mounts means the Sentinel-class is sleek and aerodynamic when swift transport is needed, but it can handle its own in a fight. The Sentinel also has enhanced armour plating for defence. The 20- meter-long central section of the Sentinel is widened and elongated to allow for the transport of up to 54 soldiers and six speeder bikes, and drives the length of the craft to 20 meters. The Sentinel-class was introduced after the Battle of Yavin, but never became widely used in the Imperial fleet. Following the Battle of Endor, SFS allowed Cygnus SpaceWorks to build their own version of the Sentinel, and the craft became available to private, pro-Imperial concerns. In this way, it also found its way into New Republic fleets via front companies. Sentinel-Class Shuttles are the stronger of the two types of Shuttle seen in Rogue Squadron. You will see them in Prisons of Kessel only on the side of the Alliance. The Rebels don't use shuttles for dropping mechanical units, but that is their primary function, such as the one Imperials use them for. The Rebels use them as passenger or cargo transports (from what I can tell in Rogue Squadron). Crix Madine's personal transport is a Sentinel-Class Shuttle. *************************** * III - Sorosuub PLY-3000 * *************************** SoroSuub's personal luxury yacht, the PLY 3000 is a 50-meter starship which has three main levels: the main deck, which features a full galley, six deluxe cabins, a dining area, and the bridge; an engineering level below the main deck; and an observation area above the main deck, in the rear. The ship is armed with a single laser cannon, but has minimal shielding. The PLY 3000 alsop has limited Hyperdrive capability. These appear on the Taloraan and Gerrard V missions. They aren't really to be fired at though. ********************** * IV - Y-4 Transport * ********************** A transport ship built by Incom, the Y-4 was designed for military duty. It was introduced to the Empire shortly before Incom was nationalized, and so never gained much popularity due to its assumed "Rebel" creators. Following the Battle of Endor, the Imperial Warlord Zsinj began using these ships as part of his Raptors squadron, thus the nickname Raptor became added to the Y-4 designation. At just under thirty meters, the Y-4 is a small ship. Its design is simple: a thin, deep body with basic engines and weapons. The unique thing about the Y-4 is its S-Foil-controlled wings, which aid the ship when dropping off cargo. Though small, the wings greatly stabilize the transport during military missions. The primary role of the Y-4 is the ferrying of troops and supplies between starships. It can accommodate up to forty troops and four AT- ST scout walkers. These can be delivered to docking bays or ground sites by via three folding access ramps on the left side. The military version of the Y-4 comes with a pair of forward-mounted laser cannons and a recessed concussion missile launcher. A civilian version of the Y-4 was eventually produced, lacking the weaponry, armour plating, and enhanced engines of the military version. The Y-4 only appears once in Rogue Squadron, and that is even brief. It is a cut-scene in Mission Twelve, Escape From Fest. ***************************************** * V - Gallowfree Yards Medium Transport * ***************************************** Developed and manufactured by Gallofree Yards, this clamshell-hulled craft was noted for its ability to carry virtually any type of cargo. The upper and lower sections of the hull could be opened independently, so that modular cargo crates could be loaded in a variety of configurations. At ninety meters in length, the Gallofree Medium Transport could accommodate up to 19,000 metric tons of cargo. It required a crew of six to operate, and was originally designed with quarters for up to forty passengers. In its basic configuration, the Gallofree Medium Transport was armed with four turret-mounted twin laser cannons, and was giving an enhanced shielding package to handle the various cargo configurations. ***************************************** * VI - Bespin Motors Storm IV Cloud Car * ***************************************** One of Bespin Motor's cloud cars, the seven-meter-long Storm IV is a twin-pod car with handling and propulsion characteristics similar to a B-Wing fighter. They are driven by a Quadex Kyromaster ion engine, modified to fit between the small pods. Each pod can hold a single passenger. The Storm IV can reach a maximum cruising speed of 1,500 kilometres per hours, with a flight ceiling of 250 kilometres. They are also armed with two fire-linked blaster cannons. In Rogue Squadron, they are only seen in Mission Eleven, Battle Above Taloraan. They do little to help the Alliance in that mission, though. ********************************* * VII - Corellian CR90 Corvette * ********************************* A hammer-headed, fast transport ship built by the Corellian Engineering Corporation, often used as blockade-runners because of their speed and mobility. They have a modular interior, which can be modified for specific needs. They have a standard crew complement of 46-104, depending on the mission. Some military missions require a crew upwards of 165 men. These ships are 150 meters in length, and can make 60 MGLT at sublight speeds. They are regarded as extremely vulnerable, however, since the primary solar collector and stabilizer fin are located dorsally, and when disabled can cripple the ship's ability to manoeuvre. The CR90 boasts the following shipboard systems: 6 Taim & Bak H9 Dual Turbolasers, 8 Faberstien-Lago 37s Emergency Escape Pods, 4 Faberstien Maximum Capacity Life Ships, 2 Pax Hustana Variable Array Sensor Units, Mason-Branger 7085 Ionization Reactor and Regulator, Corellian Engineering Corporation Subspace Hyperdrive, Corellian Chain Management NavCom Unit (26640 limited non- AI processing, Phoah-Kingsmeyer 484-J4e Screen Control and Shield Projector (rated at 100 SBD) and Ferro-Magnesium Ceramic Hull (rated at 50 RU). During the Galactic Civil War, many Corellian Corvettes were modified to make up for the original design's weaknesses. The main solar collectors and stabilizer fins were incorporated into the hull, creating a long, pod-like shape instead of the angular shape of the original design. Most other shipboard components remained intact. In Rogue Squadron, the CR90 only appears in Mission Eleven, The Battle Above Taloraan. I have absolutely no idea why it was in that mission though. ****************************** * VIII - Armoured Hovertrain * ****************************** This repulsorlift cargo transport has a main cockpit pod, behind which are connected a number of repulsorlift cargo modules. Often, there are segments of the hovertrain dedicated to weaponry, in order to protect the transport of its cargo. The hovertrain is used on the Alliance's side in Mission Thirteen, Blockade on Chandrila. The plan was to deliver desperate supplies to the city, which was under siege. It got there, however partially destroyed. ***************** * IX - Commando * ***************** Commandoes appear in very few missions. There are some littered about the missions, but the main instance they appear is in Mission Ten, The Prisons of Kessel. They enter Imperial Prisons to free captured Rebels and take them back to a Shuttle. Surprisingly, the plan worked and many Rebel Pilots were freed that day. They dress in grey with cloaks billowing behind them. ******************* * X - Rebel Pilot * ******************* Rebel Pilots appear few times either. They are weaponless, too. The first time would be in Mission Four, Defection on Correllia, though this is a bit of a glitch. If you destroy the surrounding city, a Rebel Pilot will run around the hills, but he cannot be destroyed. Odd, eh? The next time is in, previously mentioned, Prisons of Kessels. Rebel commandoes enter the prisons and free any Rebels locked inside. A Rogue was taken out in Mission 19, Hoth, and escaped his fighter. However, three AT-STs were nearby and he was almost dead, really. Lucky guy. Thanks to Patrick Conroy who added almost all the information in this section. For him a special salute: m/ ******************************************************************************* **====================================***====================================** ** 9. - Enemies ** **====================================***====================================** ******************************************************************************* Thanks to Patrick Conroy who donated just about all of the in-depth information given for each craft. THANK YOU. I - TIE Fighter II - TIE Bomber III - TIE Interceptor IV - Lambda-Class Shuttle V - Sentinel-Class Shuttle VI - AT-AT VII - AT-ST VIII - AT-PT IX - Armored Hovertrain X - Stormtrooper XI - Scouts XII - Probe Droid XIII - Tank Droid XIV - Wavewalker XV - Wavespeeder XVI - Missile Turret XVII - Blaster Turret XVIII - Turbolaser XIX - Blaster Tower XX - Radar Dish XXI - Silo XXII - Barrack XXIII - Shield Generator XXIV - Geo-Thermal Shield Generator XXV - Imperial Container XXVI - World Devastator XXVII - TIE/D ******************* * I - TIE Fighter * ******************* TIE Fighters (nicknamed 'Eyeballs' as a slang term by Rebel Alliance pilots) are the craft, which formed the backbone of the Imperial's stronghold on the galaxy before the TIE Interceptor became the most widespread ship used. Supported by two ion engines on each side, the TIE Fighter is quick and manoeuvrable. The TIE Fighter is seen less in Rogue Squadron than other ships such as Interceptors. The X-Wing would probably be the Rebel Alliance's equivalent of the TIE Fighter. This ship is usually taken down with about two or three direct blaster hits. Sometimes called the TIE/ln starfighter, this was the first flat-winged, single-pilot TIE ship developed by Seinar Fleet Systems, and the basis for all other TIE ships. It is 6.3 meters in length, and can make 100 MGLT at sublight speeds. It has also been clocked at 1,200 kilometres per hour in an atmosphere. Like all TIE ships, it has a titanium alloy hull and quadanium steel armoured solar panels. All visual information on TIE Fighters shows that they have six-sided solar panels, although X-Wing: The Bacta War indicates that they are octagonal. Also, like other TIE ships, it is built exclusively from Seinar Fleet Systems components, and lacks primary life support systems. It is a short-range starfighter, requiring a nearby base of operations from which to obtain fuel and guidance. It also boasts the following shipboard systems: Seinar Fleet Systems T-s8 Targeting Computer, Seinar Fleet Systems I-a2b Solar Ionisation Reactor, Seinar Fleet Systems N-s6 NavCom Unit, Seinar Fleet Systems P-s4 Twin Ion Engines, Seinar Fleet Systems F-s3.2 Avionics Control, 2 Seinar Fleet Systems P-w401 Ion Manoeuvring Jets, 2 Seinar Fleet Systems L-s1 Laser Cannons, Titanium Alloy Hull (rated at 15 RU) and Quadanium Steel Armoured Solar Panels. ******************* * II - TIE Bomber * ******************* The TIE Bomber is the second most common fighter in Rogue Squadron, as it is often used for bombing in the Imperials' seek and destroy missions (protect missions for the Rebels) and the like. TIE Bombers can be taken down in about four or five direct hits though it's a lot easier to hit these than TIE Fighters though, seeing as how it is much bigger. TIE Bombers have the nickname of 'Dupes' for Imperial pilots. Built by Seinar Fleet Systems, this version of the TIE fighter is a double-hulled bomber ship with bent wings for increased stability. It is 7.8 meters in length, is a single-pilot craft, and can make 80 MGLT at sublight speeds. It was designed for surgical strikes against ground and deep-space targets. It suffers in manoeuvrability due to its double-hulled configuration, but when complemented by TIE Fighters or TIE Interceptors, it makes a lethal combination. They have enhanced targeting capability, making them much more accurate than many capital ships. These ships eventually evolved into the Scimitar assault bomber. It boasts the following shipboard systems: Seinar Fleet Systems P-s4 Twin Ion Engines, Seinar Fleet Systems N-s4 NavCom Unit, 2 Seinar Fleet Systems L-s1 Laser Cannons, Seinar Fleet Systems M-s3 Concussion Missile Launchers (2 racks of 4), Seinar Fleet Systems I-a2b Solar Ionization Reactor, Seinar Fleet Systems F-s3.2 Avionics Control, Seinar Fleet Systems T- s7b Targeting Computer, Seinar Fleet Systems T-s5 Proton Torpedo Launchers (2 racks of 2), Titanium Alloy Hull (rated at 50 RU) and Quadanium Steel Armoured Solar Panels. ************************* * III - TIE Interceptor * ************************* The TIE Interceptor, or 'Squint', a Rebel slang, is an incredibly swift fighter. The most common Imperial fighter in Rogue Squadron and piloted again by one, the interceptor is the only Imperial fighter available to fly in Rogue Squadron for the Rebels. With no shields at all, this craft relies completely on its manoeuvrability and speed to defend itself from any attacks. Two or three direct hits would be able to down a TIE Interceptor, assuming you can hit it, of course. Built by Seinar Fleet Systems, these single-pilot bent-winged attack craft were designed so that the wings are longer in front than behind, and have been cut out at the front for better visibility. They are 9.6 meters in length, and can run at 110 MGLT at sublight speeds. They have been timed at 1,250 kilometres per hour in atmospheric conditions. It boasts the following shipboard systems: Titanium Alloy Hull (rated at 20 RU), Quadanium Steel Armoured Solar Panels, Seinar Fleet Systems I-a3b Solar Ionization Reactor, Seinar Fleet Systems S-c4.1 Multi-range Tracking Array Grid, Seinar Fleet Systems F-s4 Avionics Control, Seinar Fleet Systems T-s9a Targeting Computer, Seinar Fleet Systems P-s5.6 Twin Ion Engines, Seinar Fleet Systems N-s6 NavCom Unit and 4 Seinar Fleet Systems L-s9.3 Laser Cannons. ***************************** * IV - Lambda-Class Shuttle * ***************************** Three-winged transportation used by the Empire, it is also built in a military configuration as the Cygnus Spaceworks T-4a shuttle. The Lambda-class shuttle was designed to swiftly transport personnel and cargo between ships in the Imperial fleet. Sienar Fleet Systems built the original shuttles to carry up to twenty passengers in relative safety, for the Lambda-class has standard reinforced hull plating and multiple shield generators. The Lambda-class is also fitted with a Hyperdrive for travel between fleets. The basic Sienar Lambda-class shuttle measured 20 meters in length, and was armed with three double blaster cannons and two double laser cannons. It was designed to have a crew compliment of four, with two additional positions for communications and power regulation. The Lambda-Class Shuttles are the weaker of the two types of Shuttle seen in the game. Assault on Kile II and The Imperial Construction Yards are the only missions to have Lambda-Style-Shuttles on the Imperial side. On the Kile II mission, it even leads you to one of the objectives ^_^. Lambda Classes have weaker shields and are smaller, physically, thus easier to destroy. Shuttles are usually used for dropping Imperial troops and units, such as AT-ATs, AT-PTs and Tank Droids. ****************************** * V - Sentinel-Class Shuttle * ****************************** This Sienar Fleet Systems' design was derived from the Lambda-class shuttle, retaining the Lambda's triple-wing design. As with the Lambda, the Sentinel's two lower wings fold during landing. The Sentinel differs from the Lambda in terms of cargo space and weapons. There are eight retractable laser cannons mounted on the hull, two concussion missile launchers, a retractable ion cannon, and a pair of retractable repeating blaster cannons mounted beneath the cockpit. This weapons system of retractable mounts means the Sentinel-class is sleek and aerodynamic when swift transport is needed, but it can handle its own in a fight. The Sentinel also has enhanced armour plating for defence. The 20- meter-long central section of the Sentinel is widened and elongated to allow for the transport of up to 54 soldiers and six speeder bikes, and drives the length of the craft to 20 meters. The Sentinel-class was introduced after the Battle of Yavin, but never became widely used in the Imperial fleet. Following the Battle of Endor, SFS allowed Cygnus SpaceWorks to build their own version of the Sentinel, and the craft became available to private, pro-Imperial concerns. In this way, it also found its way into New Republic fleets via front companies Sentinel-Class Shuttles are the stronger of the two types of Shuttle seen in Rogue Squadron. You will see them in The Search for the Nonah, Defection on Corellia and Moff Seerdon's Revenge for the Imperials, though Moff Seerdon's, I have reason to believe, is a bit stronger, probably upgraded and modified. Somehow, the Sentinel-Class on the Nonah mission is not destroyable. Again, these shuttles are often used for dropping heavy mechanical units on terrain in seek and destroy Imperial missions. ************** * VI - AT-AT * ************** Imperial All-Terrain Armored Transport vehicle, an elephantine assault tank built at the Kuat Drive Yards. These 15-meter-tall machines lumber around on four articulated legs. They require a crew of three to operate, although much of the war machine's motion is controlled by sophisticated artificial intelligence. The AT-AT can carry up to 40 troops and 400 kilograms of cargo. Armed with two fire-linked heavy laser cannons and two fire-linked medium blasters on its head-like cockpit, the AT-AT was designed to inspire fear in the enemies of the Empire. General Veers was a proponent of the AT-AT, and purposely overlooked the fact that the AT-AT could be toppled by a cable wrapped around its legs. Although this weakness was used effectively by the Alliance on Hoth, the Empire continued to use the AT-AT to instil fear. The massive, four-legged, turtle-like Imperial walkers are a huge danger for Alliance buildings. With two blaster turrets on it's head, AT-ATs are slow to get anywhere, but cause enormous damage once they arrive. The main way to defeat them is to use the Airspeeder. Use the tow cable on them and wrap around their legs. The only other ways would be to shoot blasters at either their undersides or directly at their heads. Shooting anywhere else other than the underside won't yield anything other than a higher accuracy rating, which is a good thing, I think. It takes a lot of shots, due to the fact that the AT- AT has extremely thick protection and armour. Once they're downed, you can shoot off their head to humiliate them a bit :). There are four levels in which these are met, the first being Defection at Correllia. *************** * VII - AT-ST * *************** The All-Terrain Scout Transport vehicle is a two-legged version of the AT-AT, used as a scout vehicle and in areas where agility is required. The 8.6-metre- tall AT-ST was mass-produced by the Balmorrans, and was also built by Kuat Drive Yards. It has a crew of two, and can transport up to 40 kilograms of cargo. It is armed with a twin blaster cannon, twin light blaster cannons, and a concussion grenade launcher. Because of its small size, the AT-ST lacked a dedicated power supply. Instead, it used disposable, high-intensity power cells, which tended to limit the AT-ST's range. Walking only on two legs, AT- STs are, compared to other stationary targets, tough to take down. Usually, it should take about fifteen or more shots, or one torpedo/missile and about five blasts. Their blasters are pretty powerful, so you shouldn't mess with these short keepers of death. AT-STs can be played in Rogue Squadron by typing the cheat 'chicken' into the Settings area. **************** * VIII - AT-PT * **************** The AT-PT is a new machine for the Imperials, and is a bit more mobile than the other two All Terrainers. Smaller than the AT-ST, and walking on two legs, you might underestimate them. Trust me, they are pretty tough if you don't take them too seriously - their blasters are really powerful. Rebel Alliance members, on the Escape On Fest mission, stole three AT-PTs, but luckily (if you do the mission well), they escaped. AT-PTs have the ability to climb slopes at the maximum of a forty-five degree angle. This is Kuat Drive Yards' All-Terrain Personal Transport vehicle. A squat, single-pilot transport which was developed about the time of the Katana fleet but which has never been mass-produced, it's similar to the AT-ST, only smaller in stature. It is armed with a twin blaster cannon and a concussion grenade launcher. **************************** * IX - Armoured Hovertrain * **************************** This repulsorlift cargo transport has a main cockpit pod, behind which are connected a number of repulsorlift cargo modules. Often, there are segments of the hovertrain dedicated to weaponry, in order to protect the transport of its cargo. An Armoured Hovertrain appears only once for the Imperials throughout the game, and that is in the Rescue on Kessel mission (nine). In that mission, Wedge Antilles, a Rogue Squadron member, is being transported to a larger prison system. Other than that there is the front engine and that's all there is. It's quite easy to destroy Hovertrains, so the best bet is to disable them with ION cannons. ******************** * X - Stormtrooper * ******************** These white-armoured Imperial troopers were the footsoldiers of the Emperor's war machine. Considered separate from both the Imperial Army and the Imperial Navy, they are extremely loyal to the Empire but are also extremely expendable. Although there are many rumours about Stormtroopers being clones, in general the average Stormtrooper is a normal human male who fits within a certain physical and mental profile. They wear an 18-piece suit of white armour covering a two-piece, temperature-control body suit. The armour houses an energy source and various implements, and snaps together around the trooper. The helmet contains a polarized visor and communication gear. The utility belt worn at the waist had compartments for a grappling line, spare batteries, and survival gear. The image of the white-clad soldiers was one of the primary ways the Empire instilled fear in its subjects, but the bright white armor was not suited for many environments, as the Empire learned at the Battle of Endor. So, in the years following the death of the Emperor, Imperial factions began camouflaging their armour to blend in with their surroundings. Stormtroopers train for one of a number of different mission profiles, based on the environment in which they will operate. Basic training allows Stormtroopers to operate in temperate or controlled interior environments, but there are several specialized types of Stormtroopers: Cold Assault Troops wear specially-modified armour so that they can operate in harsh, frozen environments; Zero-G Troops, also known as Spacetroopers, wear highly-refitted, vacuum-resistant armour for use in deep space; Scout troops are assigned to garrison posts, employing speeder bikes and other swift craft to patrol surrounding areas; Aquatic Assault troopers, also known as Seatroopers, are equipped to operate in marine or other underwater arenas; Desert Assault troopers, also known as Sandtroopers, were trained to do battle in the harsh conditions of a desert; Radtroopers were specially-trained to perform operations in areas with high concentrations of radioactivity. Shadowtroopers, also known as the Storm Commandoes, were among the most elite special forces troops in the Imperial military. The one exception to the standard Stormtrooper is the Dark Trooper, which was a mechanized weapons platform. The Stormtrooper is only one man on the ground and a small target, but they still count. They can be destroyed in one shot, so pick these off to increase your Enemies Count, though you might want to take care with your accuracy, as they are quite small. Storm Troopers often appear on the ground after buildings are destroyed, so keep your eyes open. While they may not seem to do much on their own, many in a group can do much damage towards take you down. Once you destroy them, the sort of... explode, which I think is pretty cool. ********************** * XI - Speeder Bikes * ********************** Speeder Bikes are tough to spot against the ground (Especially in the Construction Yards and on Kile II, seeing as how they are almost the same colour as rock), so you'll mainly have to check the radar to find them. They are seldom used, so they shouldn't cause much trouble. Being small and quick, they are tough to shoot at, so I wouldn't waste too much time on them. They usually come in either twos or threes. ********************* * XII - Probe Droid * ********************* An Arakyd probe droid used by the Empire, the Viper was a squat, spherical droid which moved about on a small repulsor engine and had six segmented arms. Manufactured to specifications detailed by Darth Vader, they were armed with a light blaster cannon and a self-destruct mechanism. They were also equipped with a variety of sensor systems and recording devices. The first wave of Viper probots to come into Imperial service were produced on Mechis III, at the time when IG-88 controlled the planet. The assassin droid added secondary programming to these droids, mandating that the droids also report back to IG- 88 on Mechis III if they found any weakness or flaw which the assassin droid could exploit in its quest for galactic dominance. In essence, IG-88 hoped to use the Viper probe droids as the advanced scouts in the droid revolution. The Viper was extremely sensitive to external stimuli, and were known to turn themselves on during transport if jostled too much. They were delivered to a specific destination by a hyperspace jump pod, which was specially designed to carry the droid without damaging it. Probe Droids are common throughout Rogue Squadron, though taken down in one or two shots. In Rogue Squadron, however, probe droids are used to block paths, even though they do it badly. In swarms, droids can do you quite a bit of damage. ********************* * XIII - Tank Droid * ********************* Designation of Ubrikkian's Floating Fortress, this repulsorlift craft was designed to extinguish urban uprisings without the need to call in AT-AT walkers. These floating cylinders have fully independent, full-sweep heavy blaster cannons mounted on a topside turret. The two guns sweep across the field of fire, eventually locking onto the target. The fortress is also equipped with a sophisticated sensor package modelled after assassin droids. The package creates a 30-meter bubble around the vehicle which is extremely effective at locating targets. This has made the HAVr A9 all the more effective, as the sight of a huge repulsor tank homing in on a single target and swiftly eliminating it is awesome to behold. Tank Droids are surprisingly tough nuts to crack. They pack a powerful punch embedded in their blasters, and are often used by the Imperials as ground defence. They are used well at the Battle of Fest. Often, though their target is pre-set, and not aimed at you or your Rogue Squadron companions. ******************** * XIV - Wavewalker * ******************** Wave Skimmers only appear (to my knowledge) in the last normal level, which is The Battle of Mon Calamari (mission sixteen). They are built in such a shape as make it tough to hit, and if you do hit them, they will take many shots before finally becoming destroyed. They do barely any damage so don't spend too long on them. ******************** * XV - Wavespeeder * ******************** Speedboats, driven by one Stormtrooper but manned by two others, only appear on Mission Four, Defection at Corellia. They are tough enough to hit, as they are quick and stealthy, and especially hard to see against the black ocean. They do little or no damage to you, just speed around in circles. On occasion, one of the Stormtroopers may fire a single shot at you, but it rarely hits. ************************ * XVI - Missile Turret * ************************ Missile Turrets are the bane of Rogue Squadron's existence. They lock on to your ship as a target and send their cursed seeker missiles relentlessly at you. Either their power is a glitch or LucasArts like making things tough. Sadly, they are pretty common, though, fortunately, they can be downed in a few shots, so that's ok. Also, a note on their missiles: If you shoot at them, sometimes they can be destroyed, so sometimes try it. ************************* * XVII - Blaster Turret * ************************* Blaster Turrets are the standard Imperial defence against attacking craft. They shoot twin lasers at your craft though; turning your craft sideways can help dodge them. They somehow seem to lack accuracy in shooting upwards, and their accuracy isn't the best shooting upwards. Coming at them head on is NOT a good idea. Seriously. Make sure you're dodging a bit when coming at them. They can be defeated and blown up in six or so shots. ********************** * XVIII - Turbolaser * ********************** Turbolasers are only found on Taloraan. They are the cylinder-shaped turrets. They shoot relentlessly at you and your Rebel friends, damn them. They should be downed in eight blaster shots or so. There's a good few of them on that mission, so be careful. *********************** * XIX - Blaster Tower * *********************** Blaster towers are found in only three levels, Rendezvous on Barkesh, Liberation of Gerrard V and The Death Star Trench Run. They are much harder to take down than any other turret. Twin blasters pack powerful shots to puncture your ship and its shields. To take it down, try two or three missiles/torpedoes, or twenty-thirty shots of your laser blasters. ******************* * XX - Radar Dish * ******************* Radar Dishes are pretty inconsistent as far as appearances go, with only about two levels (I think), which have them in them (Imperial Construction Yards, Kile II). They are taken down easily enough and pose no damage. ************** * XXI - Silo * ************** I seem to be the only one whom calls these silos. I guess that's what they look like, to me. They're grey and cylinder-shaped. They are just standard Imperial buildings. I can only guess what they hold... Grain? Food? Puppies? Foreign Immigrants? ******************* * XXII - Barracks * ******************* Like before, they're probably not really barracks, I just think that they look kinda like what a barracks would look like. They're black in colour and sometimes have Stormtroopers coming out of them. By the way, they're cuboid- shaped. Also, pretty common, barracks are just common Imperial buildings, found everywhere and destroyed in about six or eight blaster shots. Upon recent re-observations, I have found these 'barracks' are called 'bunkers' in the game. My mistake. **************************** * XXIII - Shield Generator * **************************** Shield Generators, are large and hard to miss. You'll find them in The Jade Moon, The Prisons of Kessel and Escape From Fest missions. They are pretty tough to destroy, but offer no resistance themselves. Often, there will be turrets and All-Terrainers to guard them too. Just like the name says, these buildings power the shields for large or important buildings. *************************************** * XXIV - Geo-Thermal Shield Generator * *************************************** Geo-Thermal Shield Generators are radically different than the normal shield generator. They only appear on the Sullust mission. The heat from the volcano in which they were placed was used to power the shield around the capacitor. There are about eight littered throughout the volcano. They are tough to take down and are but on two occasions unguarded. **************************** * XXV - Imperial Container * **************************** Tiny little black boxes, these can be taken down in about three blasts. Not really very important, to be honest, but why the heck not? They still count on the enemies defeated list, huh? *************************** * XXVI - World Devastator * *************************** The World Devastators, appearing (thankfully) only on Mission 16, The Battle of Mon Calamari, are huge Imperial machines, capable of destroying entire planets. An energy shield surround them, but that can be taken down by destroying the shield generator on the top. Also to defend it are many laser turrets. They don't fire too often though, so you don't need to bother much if you're quick at taking them out. Once you have taken down the shield, destroy two of the four suction jets and the Devastator will become deactivated, having now power to move. A job well done. Designed by the scientists at the Maw Installation, the plans for the World Devastator were sent to Grand Moff Tarkin years after his death at Yavin. The plans were intercepted by Umak Leth, who convinced his superiors that the designs were his own. This was easily accomplished, since the existence of the Maw Installation was well-hidden by Tarkin. Leth saw the creation of the World Devastator as his chance to surpass the genius of Bevel Lemelisk. He took the basic idea of a molecular furnace that broke down matter into its basic elements, and expanded on it. The plans were transmitted to GM Tarkin just after he left the Maw Installation with Bevel Lemelisk and the plans for the first Death Star. As with the original Death Star plans, their source was never revealed to Emperor Palpatine. The World Devastators were eventually implemented by the clone of Emperor Palpatine and used against Calamari. It was the second generation of superweapon from the Installation, and was designed to "eat" the material from a planet's surface (buildings, cities, spaceships, etc.) and reconstitute them into raw materials for creating new Imperial war machines. As with the Death Star before them, the World Devastators were described to the engineers working on them as beneficial, to be used to recycle useless rubble into useful industrial components. In a similar vein to the Mon Calamari starships, each World Devastator was slightly different than the others. This stemmed from the fact they built themselves over time. The basic skeleton is the same, but the ships are "grown" under supervision until they are ready for deployment. Then, their programming is altered to allow them to attack a planet and begin consuming its resources for use in creating other war machines, rather than for expanding themselves. ***************** * XXVII - TIE/D * ***************** TIE/Ds are extremely quick, nimble and manoeuvrable. They are almost impossible to take down without using one of the seeker secondary weapons, the V-Wings' seeker cluster missiles being the most effective. Luckily, they only appear in level sixteen, The Battle of Mon Calamari, attacking the city. As with many other Imperial fighters, they carry no shields, and rely completely on agility to survive. They are pretty new at the time of Rogue Squadron. The pilotless TIE/Droid unit fighters run by onboard droids, designed by Arndall Lott following the Battle of Endor. Lott used the Katana fleet as an inspiration, seeing that the automated systems could work if implemented correctly. Lott originally automated the AT-AT, but his early work suffered from lack of computer power. The TIE/D has received the best automation the Empire could afford, and could be used as independent fighters or computer-slaved squadrons. However, the initial TIE/Ds were not very powerful, and were only effective in large numbers. The TIE/D measures 6.1 meters, and resemble the centre section of a TIE Fighter with squared-off TIE Interceptor-like wings which were flat and tilted. The TIE/D is armed with a pair of laser cannons, and lacked a hyperdrive. A Cybot Galactica Ace-6 combat droid brain is the heart of the ship, but was shown to be greatly inferior to human pilots. The TIE/D, although produced in large volumes to overwhelm New Republic starfighters, is primarily produced by the nuclear furnaces and factories of World Devastators. When these were destroyed over Calamari, the primary sources of the TIE/Ds were eliminated. ******************************************************************************* **====================================***====================================** ** 10. - Mission Walkthroughs ** **====================================***====================================** ******************************************************************************* First, I think I'll give a little introduction to the way this walkthrough is laid out. The name will be shown in a special, bulletproof section divider as seen below. Next, is the available, standard, and recommended craft(s) to use in that particular mission. Following then is the actual walkthrough for that particular level. Next is a table, which shows the gold, silver and bronze medal requirements. After that is a note on how to get gold medals on the selected level and whatever different you need to do to get the gold. By the way, to get the Naboo Starfighter on the PC version, you must download a patch. I'm uncertain of where to get the patch, but in a future version I will post the link. Link to Naboo Starfighter patch: http://www.lucasarts.com/products/rogue/default.htm **------------------------------------***------------------------------------** -----* * Chapter I * *----- **------------------------------------***------------------------------------** THE REBEL OPPOSITION Six months have passed since the battle of Yavin. The Death Star has been destroyed, but the fight for freedom is far from over. As the war against the Empire rages across the vastness of space, Luke Skywalker forms the legendary Rogue Squadron from the Rebel Alliance's most skilled X-Wing pilots. Their mission: to defend the struggling Rebel Alliance against the still powerful and battle hardened Imperial foe, in a last ditch effort to control the galaxy... ************************ * Ambush at Mos Eisley * ************************ Location: Tattooine Available Craft: X-Wing, A-Wing, V-Wing Standard Craft: X-Wing Recommended Craft: Anything. This level is EASY! The X-Wing, if you're making me choose. This is the first mission, and is just a little taste of Rogue Squadron for all you beginners out there (*points fingers at various readeers*). You will start off the mission with one of your comrades saying that there are probe droids in the area surrounding the city of Mos Eisley. Kill the three droids in front of you, making sure you hit the one in the hollow next to the hut. Slam on the accelerator and head to the right, destroying all the probe droids in the following two hollows, using the radar to guide you to where the clusters of droids are. If you're a beginner, it may take two or three passes to get them all. It's helpful, by the way, to slam on the brakes. Next, just follow the radar to the next two. There will be two huts, one droid at each. Once you destroy those two. In a cut-scene, two sets of TIE Bombers (making a grand total of six Bonmbers) will appear and start attacking the Mos Eisley city. Take these six out to complete the level and watch RS fly through Mos Eisley as a treat. ____________________________________________ | | Bronze | Silver | Gold | |___________________|________|________|______| | Completion Time | 5:00 | 4:00 | 3:00 | | Enemies Destroyed | 27 | 27 | 31 | | Accuracy | 5% | 10% | 15% | | Friendly Saves | 45 | 49 | 50 | | Bonus | 0 | 0 | 0 | |___________________|________|________|______| For the gold medal, you will need to find four more enemies to destroy, other than the probe droids and TIE Bombers. There are some Imperials somewhere near Mos Eisley, though I cannot remember where exactly. There are some Stormtroopers. Kill them. That will bring your total up to thirty-one. (Sorry for being so vague!) You should have the available time to go look for them if you've done the previous part well. The four imperials are storm troopers investigating a crashed escape pod (A New Hope, anyone?) ************************** * Rendezvous on Barkesh * ************************** Location: Barkesh Available Ship Craft: X-Wing; A-Wing; V-Wing Standard Craft: X-Wing Recommended Craft: X-Wing or Naboo Starfighter The next mission is Rendezvous on Barkesh. In this mission, you must escort a convoy of rebel supplies through Barkesh, making sure to ward off any attacks from Imperial enemies. You start off in the corner of the area. Dead ahead there are some probe droids: take them out quickly. Then, turn 180 degrees around and take out the AT-STs nearby. There should be about three of them. Fly down that path, eliminating all you see, until General Reiken says, "Alright Rogue Group, the supplies have begun moving, their escorts will follow shortly." Then, close your S-Foils and follow the radar to where they are. Eliminate the probe droids and the AT-ST nearby. You may fly around a bit more and destroy a few more imperials. But, about the time the convoy turns left, some bombers will appear. Destroy those. The convoy will then move into the shuttle landing space and the mission will be complete. Note that Reiken will often say something like, "Commander, it's imperative you stay with the supplies vehicle." He doesn't mean it. He'll say it if you aren't near the convoy. There is a base somewhere near where the Rebel landing space is. There are some Stormtroopers, two AT-STs, a barracks and a large blaster tower. Destroy them all to increase your enemies destroyed rating. Go here when the Rebel convoy is going through the first valley. ____________________________________________ | | Bronze | Silver | Gold | |___________________|________|________|______| | Completion Time | 5:45 | 5:45 | 5:45 | | Enemies Destroyed | 20 | | 30 | | Accuracy | 20% | | 40% | | Friendly Saves | 5 | | 19 | | Bonus | 0 | | 0 | |___________________|________|________|______| Getting gold on Barkesh isn't too tough. The time will always be 5:45, so you don't need to worry about that. Destroying enough enemies isn't too hard either. Remember that there is an imperial base there somewhere, so destroy its contents for a higher rating. Accuracy shouldn't be too much of a problem. 40% isn't too much, though I remember when I started playing Rogue Squadron, I could rarely get over 35%. Just keep at it. Make sure you are close to a bomber before shooting at it. The Friendly Saves rating is crucial here. You MUST make sure all the convoy containers DON'T get blown up. Destroying TIE Bombers first before anything else will help stem this problem. One or two bombs will destroy a vessel, so you must take them out. Other than that, this task isn't too hard either, though it will cause the most problems. There is no bonus in this level. If I may say so, take every chance you can to fly away from the convoy to attack any imperial structures or troops, which may be around. **************************** * The Search for the Nonah * **************************** Location: Chorax Available Craft: A-Wing; X-Wing; V-Wing Standard Craft: A-Wing Recommended Craft: X-Wing A Rebel ship has crashed on the planet of Chorax while travelling with some Rebel soldiers and stolen Imperial equipment. You must find it, and defend it and the pickup shuttle from the invading Imperials. With the A-Wing, straight away there will be six TIE Interceptors coming straight at you. Destroy all of these and then take a left. There are many Imperial probe droids around here. Destroy them all to take your Enemies destroyed rating up a few notches. The Nonah will be at the bottom of one of the branches in the centre of a lake. Usually, though it seems, it is found in the left branch. Once found, patrol the area, shooting down any Imperials you come across. At Imperial Landing Shuttle should appear some. Shoot at it as often as you can to increase you Accuracy rating. Some Tank Droids and an AT-ST should come from it once it lands. Destroy them quickly, as the tank droids can do a good bit of damage to the ship and the Rebel Shuttle. Many TIE Bombers and TIE Interceptors will appear around the Nonah for the next few minutes. Destroy them as quickly as possible, but PRIORITISE THE TIE BOMBERS. They can do SO much damage to both ships. The Interceptors aren't as bad, but worth taking out to avoid having them shoot you or your comrades down. Soon, the Landing Shuttle should deploy some AT-PTs. Destroy these and the remaining Bombers, and the Rebel shuttle will leave. It won't leave right away though, so you must escort it for about forty-five seconds. BE CAREFUL OF THE TIE INTERCEPTORS. In a group they can do astronomical damage, so be sure to take out at least five of them, which follow. Soon enough, the shuttle will blast off out of the atmosphere. ____________________________________________ | | Bronze | Silver | Gold | |___________________|________|________|______| | Completion Time | 10:00 | 10:00 | 10:00| | Enemies Destroyed | 20 | 30 | 38 | | Accuracy | 10% | 15% | 20% | | Friendly Saves | 1 | 1 | 1 | | Bonus | 0 | 0 | 0 | |___________________|________|________|______| For the Gold Medal, you needn't do much more than you already have been doing. The time is no problem, I don't think, friendly saves are compulsory, as they come with the level. There is no bonus, so the only real problem is enemies defeated. Just defeat all you see. Any skilled pilot should have no problem here. Accuracy can be improved by shooting at the Imperial Landing Shuttle at every change given. I'm pretty sure it cannot be destroyed, but it will help your accuracy rating. ************************* * Defection at Corellia * ************************* Location: Corellia Available Craft: Airspeeder Standard Craft: Airspeeder Recommended Craft: Airspeeder Crix Madine, an Imperial General, wishes to defect to the Rebel Alliance. Rogue Squadron must protect his escape route before Imperial fighters take him out. Corellia is the first REAL test you'll come across in Rogue Squadron, you will probably get stuck here for a while, I know I did. Straight off the bat, turn 90 degrees left and accelerate in that direction. Wait until someone says something about a strange reading on his scanner. Follow the radar until you reach a hollow. There should be some probe droids in it. Defeat them, preferably in one pass, before your comrades arrive and head back towards the city once you have. A short sequence will appear, and General Reiken will have been besieged and will have TIE Bombers attack him, raining bullets on the Capitol Tower. Race back towards the city, and take down the group of TIE Bombers whom you will meet. There are many TIE Bombers around, a lot being out in the lumpy areas behind the capitol tower, and you must destroy them all. Once you do have taken them all out, a cut-scene will appear, and you will discover that Madine is trapped in the Tech Centre and Rogue Squadron must try get him out before the TIE fighters attacking blow up the building. Your comrade's hands are full with other matters, so Luke must go. Follow the radar to where the Tech Centre is situated. There are four fighters around it. Defeat them all. Once you do, more fighters will appear... To save the day, Han Solo and Chewbacca appear in the Millennium Falcon, and will take both Bombers out. The radar will point back towards the Capitol Tower. ***** Follow it, but stay out near the shore. You will find clusters of Imperials landing in speedboats and heading into the city. Take them all out for extra enemies downed. Once you've got a good few of them, return to the Capitol Tower. What appears to be an AT-AT walker will start to attack the Capitol Tower. Use the Airspeeder's Tow Cable Secondary Weapon to take it down quickly. (For help on using the tow cable, see the Frequently Asked Questions section). Shoot at it a little bit on approach to improve accuracy. Destroy the remaining TIE Bombers also when given the chance. Once this task is completed, an Imperial shuttle will let loose some AT- STs and Stormtroopers near the Tech Centre. Race to the Tech Centre and destroy the AT-STs. Kill the bigger part of the cluster of Stormtroopers and then use the Tow Cable to wrap around the legs of the AT-AT. Shoot its head off for fun when it has been downed >:). Two Rebel Alliance Shuttle's will then appear. One will head to the Tech Centre to get Crix Madine, and the other, with the help of the Millennium Falcon, will evacuate the Capitol Tower. You'll only have to protect the one that hangs around the Tech Centre area. Six TIE Fighters will attack it. Take them all out and follow its route towards the sea. When it has left, the other shuttle and the Millenium Falcon will leave, just in time too, as seconds later, two TIE Bombers drop two bombs on the tower, and it is blow to smithereens. ____________________________________________ | | Bronze | Silver | Gold | |___________________|________|________|______| | Completion Time | 15:00 | | 10:00| | Enemies Destroyed | 20 | | 50 | | Accuracy | 10% | | 20% | | Friendly Saves | 90 | | 95 | | Bonus | 0 | | 1 | |___________________|________|________|______| Getting gold in this level is the hardest you'll have met so far. The only really tough parts are the Bonus parts, and the time may cause some problems. If you look in the main walkthrough of the text you will see a section with ***** in it. This is on the return to the Capitol Tower. I think this is the perfect time to get the bonus and get some kills on the shore. There are six speedboats around, kill them all. Kill all the Stormtroopers nearby too. Again, to increase your accuracy rating, shoot at the two AT-ATs upon approach. *************************** * Liberation on Gerrard V * *************************** Location: Gerrard V Available Craft: X-Wing; A-Wing; V-Wing; Y-Wing; Standard Craft: X-Wing Recommended Craft: X-Wing Gerrard V, which had been previously controlled by the Imperial Forces, is fighting for its independence, though the Imperials are looting the city. Rogue Squadron must defend Crix Madine's Y-Wings while they disable the Imperial yachts. When you start, you will be reminded of the fact that Rogue Squadron must only disable the yachts, not destroy them. Close your S-Foils for about 1.5 seconds, then re-open them and destroy the two turrets immediately in front of you. Quickly, fly through the city, destroying any turrets you see. Make sure you don't dwell or spend too much time there. Once that objective has been completed, search the perimeter of the city for AT-PTs and missile turrets. Then, for about thirty seconds, fly around the city, making sure every non- yacht red dot is destroyed. Once you're ABSOLUTELY CERTAIN all are dead, fly towards the second part of the city and begin work on defeating all enemies there. After you get one or two warnings, return to the first city and clean up any new Imperials, which can be found. Soon enough, Wedge will say that the 128th TIE Interceptor Squadron have taken the other part of the city. Return there and first of all knock out any turrets to be found and the very large turret also. Defeat the AT-PTs, and finally go after the Interceptors. These ones are tougher, as the 128th Squadron is the best the Universe has to offer in the line of skill. Soon enough, all the yachts should be destroyed and the outro sequence will appear. A pilot by the name of Kasan Moor will defect to the Rebel Alliance. ____________________________________________ | | Bronze | Silver | Gold | |___________________|________|________|______| | Completion Time | 7:00 | 6:00 | 5:15 | | Enemies Destroyed | 18 | 27 | 33 | | Accuracy | 20% | 25% | 30% | | Friendly Saves | 2 | 4 | 6 | | Bonus | 0 | 0 | 0 | |___________________|________|________|______| The gold medal on Gerrard V isn't really too tough. You just got to make sure you destroy all turrets, and make sure all Y-Wings live for the entire battle. Time is a factor too. Destroy any inconveniences around so the Y-Wings can continue with their work. By the way, the more Y-Wings there are, the quicker they will work, so time and Friendly Saves go hand in hand in this level. The more fire-power you have makes a quicker-disabled yacht. **------------------------------------***------------------------------------** -----* * Chapter II * *----- **------------------------------------***------------------------------------** ROGUE SQUADRON Kasan Moor, Imperial ace and leader of the dreaded 128th TIE Interceptor Squadron, has now defected to the Rebel Alliance. As a loyal soldier for the Empire, Moor witnessed both its cruelty and hypocrisy in the destruction of her home world, Alderaan. Convinced to join Rogue Squadron, Moor offers her flight expertise, in addition to knowledge of hidden Imperial strongholds... ***************** * The Jade Moon * ***************** Location: Jade Moon (A moon of Loronar) Available Craft: X-Wing; A-Wing; V-Wing; Y-Wing; Standard Craft: X-Wing Recommended Craft: X-Wing or Naboo Starfighter Kasan Moor has provided the Rebel Alliance with the location of an Imperial Base, which is on the Jade Moon of the planet Loronar. Down the energy shield to have General Reiken release his firepower on the Imperial scum! First off, Wedge will warn Luke, thinking Kasan is leading the Rebels into an Imperial trap. Anyway, accelerate ahead and then slam on the breaks to destroy the few buildings and the four AT-PTs. In the clearing, destroy the four blaster turrets and the two silo buildings. There is an energy shield surrounding the base, so you must find the shield generator and destroy it. Fly down the trench leading away from the base to the left and destroy the few missile turrets around. Get away from the trench once you reach a missile turret and quickly destroy the line of them. Enter the hollow and blow up all the buildings, AT-PTs and turrets inside. *** Next, take out the shield generator and follow the radar away to where Reiken's commandoes are taking shots at the base. Destroy the nearby AT-PTs and then the TIE Interceptors. Once finished, the mission will end _. ____________________________________________ | | Bronze | Silver | Gold | |___________________|________|________|______| | Completion Time | 7:00 | 6:30 | 6:00 | | Enemies Destroyed | 25 | 35 | 45 | | Accuracy | 20% | 30% | 40% | | Friendly Saves | 4 | 5 | 7 | | Bonus | 0 | 0 | 1 | |___________________|________|________|______| Getting gold in this level is relatively easy. The only difficulties are the bonus and the Friendly Saves. You must have all assault vehicles alive at the end, so take care here. The bonus is inside a building, which can be found by going down the opposite trench to the one taken to find the shield generator. I prefer to go above the trenches and over flat ground. It's faster, and you shouldn't have too much of a problem with the missile turrets. The power-up is Advanced Shields, which are important. They add a new layer of shields to each craft. Also, accuracy may be a bit of a problem for some people. To improve this, try take out the shield generator with just blasters and not Proton Torpedoes. ******************************* * Imperial Construction Yards * ******************************* This is a tough level for beginners who are not yet used to the game. Kasan Moor has engineered another assault on a hidden Imperial base. This time, you aren't protecting anything, and you can do whatever you want to destroy this base. Location: Balmorra Available Craft: Airspeeder Standard Craft: Airspeeder Recommended Craft: Airspeeder To enter the construction yard in stealth, you must destroy the six radar shields on approach to the yard. Failure to do so will result in your security being breached and almost certain death for the mission fliers. In Rogue Squadron though, if you fail, we only get to see as far as Reiken saying, "Your security has been compromised", and then the mission fails. The six radar shields are easily destroyed. However, it would be best to follow your other Rebel friends the first few attempts at this mission. Trust me, you should. They are easily destroyed, but don't get too close as you the mission will fail otherwise. After this objective has been completed, there is a lone AT-AT, and later a TIE Fighter factory on the immediate right. Destroy the turret dead ahead first, then on to the factory. Don't take too long a time here - only take one or two passes at taking out all the buildings and targets you can to improve your enemies rating. Stormtroopers come out after buildings are blown up, so be careful (Bi Curamach!), as, in swarms, they can do an awful lot of damage. Go to the shuttle landing space next. The shuttle, which takes off straight away, is easily blown up, but you don't need to bother. It'll leave straight away and won't fire at you. Again, only take a couple passes at this factory, making sure to tackle the turrets first as to not waste a life. To get on with the mission objectives, go to the AT-ST factory first, which is just past the second Factory. Approach the factory from the left above the fire of the turrets and on the shelf. Destroy the main grey building, which is the actually factory and is the one that counts for the objective. All the other targets are easily destroyed, and can be destroyed in a couple passes, but don't count anything towards your objectives. Don't bother trying to destroy the AT-STs as they take too long. Just destroy the incomplete AT-STs. Exit discreetly, making sure not to be shot down, of course. Head off to the AT-AT factory, which is the first left of the AT-AT near the TIE factory. Don't waste time on the walker! Again, approach the factory on the left on the little path luckily produced previously to avoid the missile and turret fire. There is another AT-AT ahead, so don't bother with him. Only bother with the main three buildings. They are the ones that count. Destroy most of the other targets and then take out the factory. ____________________________________________ | | Bronze | Silver | Gold | |___________________|________|________|______| | Completion Time | 7:30 | 7:00 | 6:30 | | Enemies Destroyed | 45 | 60 | 80 | | Accuracy | 25% | 35% | 45% | | Friendly Saves | 0 | 0 | 0 | | Bonus | 0 | 0 | 1 | |___________________|________|________|______| Getting gold on The Imperial Construction Yard is tough. The main toughness lies down to the low time and high enemies count. There are many targets, but some aren't as easily taken down as would be thought. The first factory should yield about twenty-five enemies downed to add to your total, with the second yielding about twenty. It's useful to pick off Stormtroopers too, as they can be killed with one shot, even though illusive. The Bonus is located on the Shuttle Landing Facility in a cylinder-shaped building. The power-up is Advanced Bombs for the Y-Wing. Excellent. ********************** * Assault on Kile II * ********************** Location: Kile II Available Craft: Y-Wing Standard Craft: Y-Wing Recommended Craft: Naboo Starfighter Rogue Squadron must seek out and destroy the Imperial facilities in this area. Destroy surrounding elements to help stop production of the Imperial Navy. (YES! A SEEK AND DESTROY MISSION!) First, we're going to the Imperial Garrisons, then to the Sensor Array, and finally to the Kile II Spaceport. Accelerate down the trench and past the other Rebel Y-Wings. Take the first left you come to and destroy the base you come to with blasters. Continue straight down the path and take out the next base with more blasters. Fly on for a little bit until you come to a little take left near a missile turret. Go in there and take a left, and continue straight until you reach a large hollow. Destroy the missile turrets first and then take out the garrisons (the four large buildings) with lasers. They fall surprisingly easy. Then, fly close to the ground and fire at the radar dishes of the sensor array nearby. Another helpful thing is that when you are finished taking out the two bases here, Stormtroopers will appear, so you can pick up ten or twelve of them with blasters, however you need to be particular, as accuracy ratings may be damaged when firing at the Troopers. When you're done, a shuttle should appear and will fly around the clearing for a bit before going down a different trench. Follow it closely, but DO NOT shoot it down. Yet. It will lead you to the Spaceport. Destroy it once you enter the spaceport. First, fly around the perimeter of the port, destroying all the turrets, so as to lose the risk of getting shot down while you're destroying. Again, fly close to the ground and use blasters to take out all the buildings you see. With about three or four buildings left, a cut-scene will appear, where Wedge and Hobbie are being ambushed. Hobbie will tell Luke that Wedge survived the crash, but he will be probably taken hostage by the Imperials. Sadly, you don't get to help Wedge, and you are free to destroy any remaining Imperial buildings in the spaceport before the mission ends. By the way, (if you are using the Y-Wing) remember that you only have twenty bombs. When you're out of them, a combination of ion cannons and laser blasters can take out some buildings. Though if you're starting to get the crap beaten out of you by turrets, try some suicide bombing into a large enough building to restart with more bombs. Remember, you only have three lives. Also, when using the Y-Wing, fly high so as any comrades won't drop any bombs on you. It's also useful because when you are targeting your bombs, you might fly into a building. When using the N-1, fly close to the ground. This is very important, as not only is it tougher for the turrets to shoot you, but you'll be flying at this level to take out any buildings you see. The Starfighter is the best for Kile II anyway. Don't even bother trying with the Y-Wing. Recently, I made a great discovery: A map of Kile II on GameFAQs. It tells you exactly where the Garrisons, Spaceport and Sensor Array are, too! A nice adition to it would be to show where there are other Imperial bases too, though it doesn't really matter too much. Go to GameFAQs.com, and type 'Rogue Squadron' in the search box on the left. Next, click on the 'Rogue Squadron' link which is next to 'Nintendo 64'. The map is on the next screen under 'In- Depth FAQs'. Check it out if you're having problems on this level. Print it out for best results. ____________________________________________ | | Bronze | Silver | Gold | |___________________|________|________|______| | Completion Time | 8:00 | 7:00 | 6:00 | | Enemies Destroyed | 45 | 55 | 65 | | Accuracy | 40% | 50% | 60% | | Friendly Saves | 0 | 0 | 0 | | Bonus | 0 | 0 | 0 | |___________________|________|________|______| Gold on Kile is not actually too hard. Friendly saves and bonus are no problem, and the enemies are pretty easy to get many of. As I've mentioned before, when you destroy the Imperial Garrisons, you should get about ten to fifteen Stormtroopers out of the farthest one. You should get about ten from the Sensor Array. The other forty you should be able to pick up from the turrets around, the spaceport and the array. However, accuracy is something of a problem, especially seeing as how sometimes buildings can become transparent, and your shots go through them. It's only really a glitch when flying close to the ground. However, it still hurts accuracy. ******************** * Rescue on Kessel * ******************** Location: Kessel Available Craft: X-Wing Standard Craft: X-Wing Recommended Craft: X-Wing At the Battle of Kile II, Wedge was captured and taken hostage by Imperial forces. He is aboard a hover train en route to an Imperial Prison. Rogue Squadron must equip Ion Cannons to their X-Wings, and disable the hover train to liberate Wedge. The first of the two Kessel mission is pretty easy. Just fly towards the train and use the secondary weapons button to take out the train. Take out the turrets at the end first, though. Along the way you might encounter some AT- STs, Blaster Turrets and Missile Turrets. These can be taken out easily, like before. The train can be disabled in a few shots at each compartment. Once the train is disabled, Rogue Squadron bring in Wedge's X-Wing to take him home. ____________________________________________ | | Bronze | Silver | Gold | |___________________|________|________|______| | Completion Time | 5:00 | 4:45 | 4:30 | | Enemies Destroyed | 7 | 15 | 26 | | Accuracy | 30% | 35% | 40% | | Friendly Saves | 3 | 4 | 5 | | Bonus | 0 | 0 | 0 | |___________________|________|________|______| Getting gold on Rescue on Kessel requires a completely different walkthrough. Here it is: As soon as you start, close your S-Foils and head left by about 120 degrees. There should be an AT-ST, a convoy and a barracks. Destroy them all and take out all the turrets you find on the way to the prison. Fly down through the hover train tracks and take out all the enemies you see. Note that there is a barracks and a few poles at the start of the level. Make sure you get them too. Also, you MUST kill all the enemies in the level to take the gold. Once you have them all, return to the train and take it out. ********************* * Prisons of Kessel * ********************* Location: Kessel Available Craft: X-Wing; A-Wing; V-Wing Standard Craft: X-Wing Recommended Craft: X-Wing With Wedge returned to your squadron, Rebels have discovered the location of the main Prison of the Empire on Kessel. Protect Reiken's commandoes as he frees other Rebel Alliance members whom are imprisoned here. Off the mark, close your S-Foils and fly straight until you reach a cluster of probe droids. Take them all out and then fly to the nearest base, taking out everything BAR THE BARRACKS. First of all though, take out turrets. They deploy critical damage to your commandoes if left too long. Soon enough, a cut-scene will take place where Reiken will explain that there is a shield around each prison. He will tell you to take out the Shield Generator, which should be nearby. Follow the radar to its whereabouts and take out the two turrets, the silos and the AT-ST. Then, jam on your brakes and fire at the generator. Once done, race back to the situation of the Rebel Shuttle, killing all Imperials you find along the way. Once there, immediately take out the blaster turrets. Don't destroy the barracks yet. Destroy the surrounding fighters and silos though. When Reiken shouts, "OK Rogue Group, I'm clear", or something to that effect, four storm troopers will come out of each of the barracks. Destroy them all and then the barracks to raise your hits total by ten on EACH prison. Reiken will soon leave to go to the next prison. Along the way, if you follow the shuttle, will be some probe droids. They won't do much damage, but worth taking out at the expense of one blast all the same. Also, there will be two turrets on the lead up. Repeat the same practise on this prison, involving taking out all fighters and interceptors, and the eight storm troopers. Also, note that the bonus for this level is here. Fly past the prison and there should be a shelf. Take out the Missile Turret, and destroy the barracks. The bonus, the power-up of Seeker Missiles, is inside the barracks. There are two more prisons to go to after this one. Repeat the exercise, destroying all around to complete the message. Note that there are a few AT-STs in the last few prisons. ____________________________________________ | | Bronze | Silver | Gold | |___________________|________|________|______| | Completion Time | 13:00 | 12:45 | 10:30| | Enemies Destroyed | 75 | 85 | 103 | | Accuracy | 30% | 35% | 40% | | Friendly Saves | 9 | 25 | 35 | | Bonus | 0 | 0 | 1 | |___________________|________|________|______| The above walkthrough tells you just about everything you need to know for getting the gold. The Stormtroopers thing is a good trick for picking up forty extra kills for your total. Also, I may remind you about the bonus which appears on the second prison above main battleground on a shelf. Also, time shouldn't be a problem if you kill all Imperials surrounding the commandoes quickly, as they will not leave the shuttle until all are destroyed. **------------------------------------***------------------------------------** -----* * Chapter III * *----- **------------------------------------***------------------------------------** THE NEW THREAT With the rescue of Wedge Antilles, and Rogue Squadron at full strength, the Rebel Alliance turns its attention to a new Imperial threat - Moff Kohl Seerdon. Preparing to capture Thyferra, with its precious supply of healing bacta, Seerdon is now consolidating his power for a massive attack. His success could very well break the fledging Rebellion, and surely doom the galaxy to Imperial rule. Luke Skywalker and Rogue Squadron are assigned to disrupt his operation with swift hit-and-run missions against key targets such as he Imperial mining operation on Taloraan... ************************* * Battle Above Taloraan * ************************* Location: Taloraan Available Craft: X-Wing; A-Wing; Standard Craft: A-Wing Recommended Craft: Naboo Starfighter The Rebel Alliance takes on the Imperials to battle for control of the Typhera gas supplies above Taloraan. Destroy the Imperial silos, but make sure to protect civilians! This mission is pretty tough the first few times. Anywho, first destroy the Imperials on the first platform. Follow the radar to the next. There will be some fighters around this one, but you don't really have to bother with them too much. Just destroy the Imperial silos and continue to the next. There will be two platforms right next to each other on the next. There will also me some Turbo Blaster Turrets. MAKE SURE YOU DESTROY them, as you will not receive a Friendly Save if you do not protect the large Rebel ship, which follows you. Anyway, once done continue to the next. The ship won't follow you to this one, so you now have your friendly save. If you're not going for gold, it doesn't matter though. The next platform will be loaded with Imperials, so get level with the bottom floor and fire like mad. There are five Turbo Blaster Turrets on the inside, so be wary. There are no Imperial silos on the top floor. Continue to the next, once ready. There is another double next. After destroying all, follow the radar to the next. Before you reach it, however, a huge swarm of Imperial TIE Fighters and TIE Interceptors enter your sight. Once they overtake you, use a combination of Seeker Missiles and blasters to take the majority out. Once this is done, follow the radar again. A city will appear before the last platform. Inside is a bonus. The bonus is Advanced Lasers. Like Corellia, buildings will surround it, so you'll by relying on the A-Wing's manoeuvrability to get it. Once you collect it, fly past the city and finish off the last platform to go home and complete the level. ____________________________________________ | | Bronze | Silver | Gold | |___________________|________|________|______| | Completion Time | 10:00 | 8:00 | 7:00 | | Enemies Destroyed | 70 | 80 | 90 | | Accuracy | 40% | 60% | 70% | | Friendly Saves | 0 | 0 | 1 | | Bonus | 0 | 0 | 1 | |___________________|________|________|______| Gold on Taloraan... A heinous task, if ever there was one. The bonus is needed for the gold, you know where to find it. At the city, surrounded by buildings. Also, you must make sure the Rebel carrier-ship stays in tact to account for your only friendly save needed. I'd also like to pay particular attention to the swarm of fighters before you reach the city. Make sure you take at least fifteen of them. They're everywhere, so you shouldn't really miss. That swarm greatly improves your accuracy, as accuracy may be a bit of a problem in this level. ******************** * Escape From Fest * ******************** Location: Fest Available Craft: Airspeeder Standard Craft: Airspeeder Recommended Craft: Airspeeder During the Battle Above Taloraan, a team of Rebels captured three AT-PTs, and have hit trouble while escaping. Rogue Squadron must protect (yawn... again) the three and escort them to the Rebel landing space to be picked up. The level will start with Rogue Squadron reporting in while flying over a hill. Destroy the tank droid and Stormtroopers upon it. Destroy the two turrets immediately ahead, and then the turret on the left next to the shielded buildings. Fly above those buildings and destroy the two turrets above the hill. Destroy the bunker and take the Advanced Seeker Torpedoes bonus inside. Next, fly down to where the AT-AT is, along with the Rebel AT-PTs. Use the cable on the walker. You will get a warning from Moff Seerdon, it being to leave the Imperial airspace. Destroy some of the troopers on the ground and then the two barracks. Fly towards the gate and make a one pass at it, shooting as much as possible at it. Destroy the barracks, turrets and shield generator if you can fit it in, which are in the next hollow. Also destroy the walker as quickly as possible before the AT-PTs arrive there. Make sure to destroy the ground cover before going at the walker, as you'll need to stay healthy. By then, the gate should be destroyed. Destroy all the tank droids, and also destroy the AT-AT in the next passage. DESTROY ALL THE TANK DROIDS IN THE AREA. I cannot stress this enough. They will KILL your AT-PTs. After a while, some TIE Bombers will enter the area. Destroy them all and wait for the AT-PTs to enter the Rebel landing space. Once they have been shuttled away, your next objective is to take down the Imperial base in the area. If you haven't already, destroy the shield generator, which you will find in the space just after the gate. Once destroyed, follow the radar to its whereabouts. Take down the barracks and missile turrets, and finally place your blasters on the main building. ____________________________________________ | | Bronze | Silver | Gold | |___________________|________|________|______| | Completion Time | 7:00 | 6:45 | 6:30 | | Enemies Destroyed | 40 | 50 | 65 | | Accuracy | 15% | 20% | 25% | | Friendly Saves | 5 | 6 | 7 | | Bonus | 0 | 0 | 1 | |___________________|________|________|______| To get gold, ALL the AT-PTs must survive. That is your main concern. Also, the bonus is needed, which as previously mentioned, can be found in the barracks above the Imperial tech centre. Take out the AT-AT walkers quickly as they will do much damage to the Rebel AT-PTs. This is where you usually hone your Tow Cable skills. Shoot at stationary targets on approach to improve your accuracy. ************************* * Blockade on Chandrila * ************************* Location: Chandrila Available Craft: X-Wing; A-Wing; V-Wing Standard Craft: X-Wing Recommended Craft: V-Wing or Naboo Starfighter A Rebel Hovertrain of supplies upon its way to the city of Chandrila has been besieged be Imperial forces. Protect the hovertrain and fight off the blockade on the city. The train will fall easily, so make sure to take out any TIE bombers before they do too much harm. Keep a bit away from the back of the train at all times and then shoot down all fighters, which will overtake you. There is not much I can say to you here, except that you MUST FOLLOW THE TRAIN, otherwise your mission is doomed. Also, there will often be some TIE Interceptors flying at ground level on the left side of the train. Don't bother with them. They will lead you away from the train, therefore making it open for attacks. If you really feel the need to destroy them, Once the train reaches the city, a cut-scene appears, where Moff Seerdon gloats about how he has blockaded the city and now pwns it. Once it's over, destroy all the fighters and bombers you can find until the Rebel evacuation Shuttles appear in a cut-scene also showing some AT-STs firing at them. You must keep at least one alive, otherwise the mission fails. As quick as possible, preferably on the first run, destroy the attacking AT-STs to allow the shuttles escape. To take them out quicker, jam on the breaks and use torpedoes or missiles to take them out. They can destroy the shuttles pretty quick if you're not careful. There will soon be more fighters around though, so, as Luke says, "Clean up the remaining Imperials and go home." After the mission, Seerdon confronts Kasan Moor. She waves his challenge though thanks to Luke's advice. ____________________________________________ | | Bronze | Silver | Gold | |___________________|________|________|______| | Completion Time | 6:15 | 6:00 | 5:45 | | Enemies Destroyed | 20 | 30 | 35 | | Accuracy | 10% | 15% | 20% | | Friendly Saves | 2 | 3 | 4 | | Bonus | 0 | 0 | 1 | |___________________|________|________|______| Gold on Chandrila is tougher than it seems. You must keep all carriages of the hovertrain in tact. You also have to save all the shuttles, which you find at the end of the level when the city is being evacuated. Just stay close to the hovertrain, making sure to take out any TIE Bombers as quickly as possible. Accuracy isn't too much a problem, neither is time. The Enemies Destroyed rating is also ok and easily kept in check. You need the bonus for gold too. It is in a lone AT-ST, which can be found on the outskirts of the city. The AT-ST will be attacking three small towers. ******************* * Raid on Sullust * ******************* Location: Sullust Available Craft: Y-Wing Standard Craft: Y-Wing Recommended Craft: Naboo Starfighter Kasan Moor has engineered an attack on another Imperial base. This one is inside a volcano upon Sullust. There is a capacitor inside protected by shields. There are shield generators littered about the volcano. Destroy the capacitor and the generators. You will notice while flying this mission that there is an assload of missile turrets around. Kill them, and kill them quickly, especially if you are using the Naboo Starfighter as your ship of choice. Anyway, immediately, head left and destroy the blaster turrets and the generator by dropping bombs on them. Continue slightly into the centre of the volcano and take out the next generator, which will be guarded by a missile turret. Head back to the perimeter and bomb the next. Follow the radar to the location of the next and destroy it with the Y-Wing's bombs. The next will be alone in the centre of the volcano. Bomb it. Fly over the Imperial landing ground, which you will see next, and destroy a few of the Imperial Containers just after it. Destroy the turrets and the generator. To the right of the bunker, there will be a large grey building. Destroy it and get the Bonus, which will be inside. Follow the radar for the next generator. Destroy it, along with its sidekick of a turret... For the remaining two generators, use the radar to find them. This first objective should be complete by now. Go to the centre of the volcano and fly to the top of the capacitor. Fire at the yellow and blue cylinders, which rotate in the top of it. Once they are all destroyed, the mission is over. General Reiken will tell Rogue Squadron how Moff Seerdon has started attacking Typheria, so they fly off into the night. ___________________ ________________________ | | Bronze | Silver | Gold | |___________________|________|________|______| | Completion Time | 6:00 | 5:00 | 4:00 | | Enemies Destroyed | 20 | 30 | 40 | | Accuracy | 25% | 50% | 75% | | Friendly Saves | 0 | 0 | 0 | | Bonus | 0 | 0 | 1 | |___________________|________|________|______| Getting gold on Sullust is extremely tough. The fact that the Y-Wing is the standard craft sucks even more. The only way this feat can be achieved is with the Naboo Starfighter. While it may be possible with the Y-Wing, it will take you too long to do. The accuracy is pretty high, and will cause you a few problems. Just remember not to shoot too many blasters when firing at targets. Turn away before you run over and the target is destroyed (the extra blasters you fired won't hit a building, damaging your accuracy rating). On the run up to a cluster of turrets, buildings and generators, use a few blasters on them to up the rating. Also, the bonus is compulsorily to get gold. Enemies destroyed shouldn't cause too many problems. Just make sure to take out the turrets before going after the generators. You shouldn't take more than two passes at any one cluster, this will weaken your time. The time is also a tough factor to get around, but once you know what you're doing and know where each of the generators are, it shouldn't be too much of a problem. ************************** * Moff Seerdon's Revenge * ************************** Location: Thyferra Available Craft: X-Wing; A-Wing; V-Wing Standard Craft: X-Wing Recommended Craft: V-Wing Moff Seerdon has attacked Thyferra, and will take the Rebel's bacta supplies from it. The blockage of bacta, a powerful healing tool, from the Rebel Alliance would be a major crush for them. Making a walkthrough for this is quite tough, but I'll do my best anyway. First, destroy the missile turret right ahead of you, then turn 160 degrees to your left and continue that way until you reach an Imperial bunker. Destroy it and pick up the bonus inside. Fly up above the shelf and destroy the turrets and bunkers. There will be some AT-STs attacking civilians too. Take them out. Leave the height and go down the slope into a hollow. Use your blasters on the missile turrets, AT-STs, and bunkers. Further on, there will be more Missile Turrets and bunkers. Go up the steep hill and take out all the nearby bombers. Continue on and take out the turret and bunker later. Further on there will be more bombers - kill them swiftly. Go to the opposite side of the level and destroy the turret and AT-ST in the hollow. Fly past the large civilian building and destroy the missile turret. Next, you must destroy all TIE Interceptors. This is where the V-Wing's seeker cluster missiles come in handy. Even Seeker Missiles or Seeker Proton Torpedoes will come in handy here. There will be about eight of them, to my knowledge. Once they are all destroyed, Moff Seerdon will duel Luke in an Imperial Shuttle. The shuttle is pretty tough, so take long runs at it, mainly using missiles or torpedoes on it. It will soon blow up, Moff Seerdon inside. ____________________________________________ | | Bronze | Silver | Gold | |___________________|________|________|______| | Completion Time | 7:30 | 6:30 | 6:00 | | Enemies Destroyed | 45 | 45 | 45 | | Accuracy | 10% | 20% | 30% | | Friendly Saves | 40 | 47 | 55 | | Bonus | 0 | 0 | 1 | |___________________|________|________|______| Gold is also pretty tough here. Accuracy and enemies destroyed are no problem. The time, you'll want to watch. Time is a huge factor. Note that you should make sure you take the bonus. Friendly Saves is the one of the toughest parts. The Imperials can destroy some bacta containers, but YOU CANNOT. Otherwise, you will not be able to get gold. You will end up trying many times to take the gold. **------------------------------------***------------------------------------** -----* * Chapter IV * *----- **------------------------------------***------------------------------------** DARK EMPIRE Six years after the Battle of Endor, the fight for freedom continues. Even without the thousands of Jedi Knights who formed the backbone of the Old Republic, the Rebel Alliance has managed to control three quarters of the galaxy. Darth Vader is dead, but a reborn Empire under a mysterious new leader strikes back at the struggling Rebel Alliance, hoping to crush the fledging new Republic. Massive World Devastators, more powerful and unstoppable than the Death Star, ravage entire planets. Rogue Squadron, which is now commanded by Wedge Antilles, persists in mounting daring missions throughout the galaxy... ************************** * The Battle of Calamari * ************************** Location: Mon Calamari Available Craft: V-Wing; X-Wing; A-Wing Standard Craft: V-Wing Recommended Craft: V-Wing This time fly as Wedge, in the new V-Wing's first standard mission. The new menace for the Rebellion, the World Devastators, have assaulted the peaceful planet of Mon Calamari. Straight away hit your boosters and follow the radar. While on your way, make sure you link your blasters so they are in rapid-fire mode. Go as high as you can before reaching the first of the World Devastators. They are huge box- shaped black-coloured machines with a whole bunch of blaster turrets on them. Soon enough, you will view a cut-scene, which tells you to destroy the shield generator on top. It looks something like this: _____ / / / _ _/ | | / _ / / / / ___| |_____| |___ Do so, as it is not very tough. Then, fly down a bit, and maybe shoot a cluster missile or two to take out some of the turrets. Destroy two of the leg jets to stop the devastator's propulsion, being careful not to get caught beneath, nor to be sucked into the hole at the back. There will also be an aerial assault of TIE/Ds on Mon Calamari. TIE/Ds are a new type of fighter to the Imperial ranks. They are extremely manoeuvrable and fast, so the best way to deal with these is to shoot cluster missiles from a distance at them. Soon enough, you will have defeated all the TIE/Ds, and the radar will point off in a new direction. Follow it by hitting your boosters. There will be another World Devastator on the attack, so repeat the process of taking out the shield generator on top, and then shooting down two of the leg jets on the bottom. Again, there are fighters attacking the city, so use your clusters to take them out. There are some Wave Skimmers also. Take them out with your blasters. Follow the radar to the third and final devastator. Again with the shield generator and leg jet destroying, while this time there is a larger assault on the town. First, destroy the two Waveskimmers and wait for the TIE/Ds to arrive. When they do, destroy them with cluster bombs to finish the level. ____________________________________________ | | Bronze | Silver | Gold | |___________________|________|________|______| | Completion Time | 7:00 | | 5:30 | | Enemies Destroyed | 24 | | 24 | | Accuracy | 20% | | 25% | | Friendly Saves | 80 | | 87 | | Bonus | 0 | | 0 | |___________________|________|________|______| There's not much to do different than the main walkthrough given above. You might want to watch your accuracy though. This mission, the sixteenth, is the last of the normal missions. Depending on your medal status, you will get the following hidden missions. **------------------------------------***------------------------------------** -----* * Hidden Missions * *----- **------------------------------------***------------------------------------** Once you complete all missions with more than a Bronze Medal, you will get the following mission: ******************* * Begger's Canyon * ******************* Location: Tattoine Available Craft: T-16 Standard Craft: T-16 Recommended Craft: T-16 Begger's Canyon, probably the most unique mission in the game, is also my favourite, though short. You pilot a T-16 Skyhopper and run through Begger's Canyon while racing against three other of your Rogue Squadron companions. There are three routes. The main route, which is the easiest, yields the bronze medal. The Left branch, which is slightly tougher, yields the bronze medal once completed. The right branch, by far the toughest, yields a gold medal. Main Route: If racing through the main route, you will race against Zev, a veteran X-Wing pilot. There are few tough spots, if any, so no help is needed here, I believe. The only thing to watch for is the sand crawler, which can be found in one of the clearings. Just fly over it. Left Branch: The left branch is also pretty simple, and can be completed without your hand being taken off the accelerator. There are many more twists than the main route, and you will face Dack in this branch. Eventually it leads back inside to the main route and finishes up in the same place. Not too much bother, but still much tougher than the previous route. Right Branch: Much tougher than the others. You will face Wedge this time, your closest pal and the best non-Luke member of Rogue Squadron. There are two methods to beating Wedge in Begger's Canyon. I like to call one the Sportsmanship Way or the Cheater's Way. Myself, I prefer the latter. The first would be just to fly quickly, rarely take your finger off the accelerator and beat Wedge with your skill. The Cheater's Way involves cheating, oddly enough. There are two turns at, which you can bring your T-16 straight up and over and occur about fifteen seconds into the race. You must keep close to the ground though, as, if you go too high, the other members will know you cheated. At the end, there's a circle made of stone erected. Fly through it for fun. ____________________________________________ | | Bronze | Silver | Gold | |___________________|________|________|______| | | | | | | Competitor Beaten | Zev | Dack | Wedge| |___________________|________|________|______| ************************* * Death Star Trench Run * ************************* Location: Death Star Available Craft: X-Wing Standard Craft: X-Wing Recommended Craft: X-Wing Travel back in time to fly through the Death Star, under the fire of Imperials to shoot into the Exhaust Port at the end of the trench. Accelerate (and keep the button held for the entire mission, taking out the two incoming TIE Fighters with blasters. Also, destroy the three looming turrets and continue on, eliminating all stationery targets as possible. There will somehow be a corner in the trench, so turn it and take out the Tower Turret just after it. There will be plenty more Tower Turrets along this stretch, and you don't need to destroy them all, so close the S-Foils and rocket beneath the jutting-out things usually on the right side. Soon enough, the Millennium Falcon will fly in, which prompts Luke to ask "Han, Chewie... Wha What are you doing here?" The Falcon's answer: "*Chewbacca's Roar*". Nice answer, kid. There will soon be another corner, so turn it, destroy most of the turrets you find, and once you reach the clearing with the Exhaust Port in it, use a torpedo to lock on and fire into it. ____________________________________________ | | Bronze | Silver | Gold | |___________________|________|________|______| | Completion Time | 4:00 | 3:30 | 2:45 | | Enemies Destroyed | 25 | 27 | 30 | | Accuracy | 50% | 60% | 70% | | Friendly Saves | 0 | 0 | 0 | | Bonus | 0 | 0 | 0 | |___________________|________|________|______| The main problem with getting gold here would be time. You cannot destroy all enemies and get inside the required time in this mission. Your best bet is to just take out the stationary targets, such as turrets and the like, and, once you have about twenty seven enemies downed, close your S-Foils and race to the end of the mission. Destroy a few Blaster Turrets and lock on the Exhaust Port. Fire. Boom. Death Star = Destroyed. ********************** * The Battle of Hoth * ********************** Location: Hoth Available Craft: Airspeeder Standard Craft: Airspeeder Recommended Craft: Airspeeder The Battle of Hoth, as you may remember from the Empire Strikes Back, turned ill for the Rebel Alliance. Being attacked by much power from the Imperials, they were forced to evacuate their base on Hoth. In the movie, however, there was much more destruction. Once you start, you will be told that you must take out the probe droids blocking the escape of the Rebel Transports. They are right ahead, and there is about eight of them, if my memory serves me well. You should get them all with one pass. Continue on and you will have a cut-scene involving a Rogue Squadron member running around on the ground after his Speeder has crashed. Three AT-STs surround him. Rush to the location pinpointed by the radar and take they three down, making sure not to kill the Rogue on the ground. When this objective is complete, another cut-scene will be shown, whereas you find two turtle-walkers, two AT-STs and some Stormtroopers have been released. Go through the pass of the mountains straight ahead. Take out the two AT-STs straight away, and then search for the others, which have been landed. First, go for the AT-STs and then wrap the walkers with your tow cable. You might want to be a bit more careful here, because of the tight space. When finished, finish off the remaining Stormtroopers (the other rogues have killed the rest for you) and then take the corner. There is another AT-ST and another AT-AT. Defeat the two of these to complete the level. ____________________ ________________________ | | Bronze | Silver | Gold | |___________________|________|________|______| | Completion Time | 6:00 | | 3:45 | | Enemies Destroyed | 29 | | 29 | | Accuracy | 20% | | 60% | | Friendly Saves | 0 | | 0 | | Bonus | 0 | | 0 | |___________________|________|________|______| It's not really much of a problem to get gold here (trying to get bronze, however, now THAT's a task. I'm serious). Just make sure to take out the turtle walkers quickly and without more than two shots at wrapping them. Be precise in taking out the probe droids and AT-STs at the start of the level. You can't afford to waste too much time. Take out the AT-ATs first of all when you reach that area(the one on the left from behind view before the others). Accuracy is pretty easy, shoot at the AT-ATs to build on that. Enemies destroyed is compulsory for the level, so no need to worry about that. Time is your greatest enemy. ******************************************************************************* **====================================***====================================** ** 11. - Frequently Asked Questions ** **====================================***====================================** ******************************************************************************* Q: How do I take down AT-ATs? -------------------------------- Like in The Empire Strikes Back, you must use the Airspeeder's tow cable to take them down. Wrap the tow cable around the legs of the walker until it tumbles. Q: Have you any tips on using the tow cable? ---------------------------------------------- Sure, a wealth of them. Approach the walker from behind (if possible, to stop the walker's blasters hitting you. Hit the Alt button as quick as possible upon approach to be sure to make the harpoon fire quickly. For beginner to medium-ly advanced pilots, stay at medium distance from the legs of the walker. Just hold down the inside directional button until you get too close. Then let it go until you reach the end and then hold it again. For advanced pilots, use the right and left brakes to make sharper turns. The latter method also saves much time. Be careful not to crash into the walker's legs or body. Sometimes, the camera can get in the way though. View the Tow Cable section for more. Q: Are there any other ways to destroy AT-ATs? ------------------------------------------------ Firing a hundred billion blasters at the underside will take it down alright. It takes a long time though, so the tow cable is best and quicker, even though it is tough to get the hang of. Q: Should I bother getting the bonuses? ----------------------------------------- Yes. It's just about imperative you get them. The shields and blasters bonuses, especially, are a must. You need all bonuses to take the gold medals, at any rate. Q: How come some ships can't be used on certain stages? -------------------------------------------------------- Different missions suit different craft. For example, on the missions which have AT-ATs in them, you cannot take any other craft but the Speeder (or the AT-ST?). After you beat all missions on gold medals, all craft will be available to select for missions. There will be standard craft, too. The X-Wing is the most common standard craft. Q: How do I beat [insert a mission]? -------------------------------------- Look in the walkthrough section for tips on each mission. Q: Is there a Rogue Squadron 2? --------------------------------- Yes, it's on the GameCube console. It's called Rogue Squadron: Rogue Leader. Q: Is there a Rogue Squadron 3? ---------------------------------- There is an upcoming game for the GameCube console called Rogue Squadron III: Rogue Strike, or something to that effect. Q: I've heard Rogue Squadron is available for Nintendo 64 too? Is this true? ----------------------------------------------------------------------------- Yes, it is true. Rogue Squadron was first released for Nintendo 64, though it soon made its way to PC. Q: Would you recommend using a joystick for this game? ------------------------------------------------------- I've never tried using a joystick or joy pad. However, I've done ok on the keyboard... Q: Is it possible to complete any mission with the AT-ST? ----------------------------------------------------------- I seriously doubt it. The fact that it can move VERY slowly, shoots few blasters, and has no aiming crosshair... No. If you wanted to, I'm sure you could, all the same. An easy one. Q: ARGGGHHGHGH! How do you get gold on Sullust?!?!?!?! ------------------------------------------------------ Look that guide. (Yes, I FINALLY got gold on Sullust today! 7/25 Praise me, all!) Q: What are the minimum system requirements for Rogue Squadron? ---------------------------------------------------------------- Operating System: Windows 95/98 CPU: Pentium 90 or faster required. Memory: 16mb RAM required CD-ROM: 2X CD-ROM required. Graphics Card: 100% DirectX compatible, PCI graphics card required. Sound Card: DirectX compatible 16-Bit sound card required. Input Device: Joystick required. DirectX: Microsoft DirectX 5.2 is included on CD. Q: What are the recommended system requirements to play Rogue Squadron? ------------------------------------------------------------------------ Operating System: Windows 95/98 CPU: Pentium 133 or faster recommended. CD-ROM: 4X CD-ROM recommended. 3D Acceleration: Supported through Direct3D with most major cards. Q: How come I cannot select the Naboo Starfighter and it does not appear in the hanger? ------------------------------------------------------------------------------- You must download the 1.2.1 patch. Get it here: http://www.lucasarts.com/products/rogue/default.htm More questions as they happen... ******************************************************************************* **====================================***====================================** ** 12. - Weapon List & Power-Up Locations ** **====================================***====================================** ******************************************************************************* I - Introduction II - Weapon List & Description III - Upgrades Locations ******************** * I - Introduction * ******************** During Rogue Squadron missions, you might notice there are some bonuses lying around. These take the form of yellow boxes with red cones on top, and appear when you destroy certain buildings in certain levels. In this section is a list of the bonuses, what levels they appear in, and how to get them. In total, there are nine bonuses to be picked up. Sometimes, bonuses are compulsorily to receive a gold medal for a certain level. ********************************** * II - Weapon List & Description * ********************************** -Blasters These are just the normal firepower for all craft. They do small amounts of damage, though they are infinite, meaning they don't run out. -Ion Cannons Ion blasters are rarely used, if at all. They come as the special feature for the Y-Wing, though you have them attached to the X-Wing for the Rescue on Kessel mission. They disable the target from doing any of its usual features, though I think sometimes the disability status wears off, though I haven't used it enough to be sure. -Proton Torpedoes The normal torpedo for the X-Wing. They do a good lot of damage. -Missiles The normal secondary weapon for the A-Wing craft. They do slightly less damage to targets than torpedoes. -Cluster Missiles These are pretty useless until seeker status is achieved or received. These are for the V-Wing. -Advanced Proton Torpedoes These power-ups are for the X-Wing, upgrading the previous Proton Torpedoes to Advanced status. Of course, they make them stronger... -Advanced Shields Advanced Shields add another layer to your shields for EACH craft. The shields status can be seen in the top left corner during flight, and this power-up adds a blue layer to them. -Advanced Bombs Advanced Bombs are the upgrade of previous Bombs for the Y-Wing. Again, these make the craft's secondary stronger. -Seeker Missiles Seeker missiles are for the A-Wing. The new 'Seeker' status makes the missiles just like the missiles from a Missile Turret - Lock on and destroy. These come in very handy, though a new strategy is used to fire them. -Advanced Blasters Advanced Blasters increase the firepower of EACH CRAFT's blasters by roughly 50%. -Seeker Proton Torpedoes As with the Seeker Missiles, these make the original, Advanced Proton Torpedoes, Seeker status. See Seeker Missiles for more help. -Seeker Cluster Missiles In my opinion, the best Secondary Weapon upgrade in the game. Seeker Cluster Missiles fire about eight shots from the V-Wing's turrets and, unlike the other Seeker Weapons, these automatically follow Imperials. *************************** * III - Upgrade Locations * *************************** ----------- ---- 1 ---- ----------- Mission: Defection at Corellia Bonus: Advanced Proton Torpedoes Difficulty Level: 9/10 This bonus is pretty hard to get, especially considering you must use the Airspeeder. After rescuing Crix Madine, the Imperial general, from the Tech Centre, fly back towards the Capitol Tower. Along the way, there are various districts of the city. One of them, close to the shore, should have two Stormtroopers between a cluster of buildings, with the bonus nearby. Fly in from the opposite side to the ocean and swoop low to take the bonus. ----------- ---- 2 ---- ----------- Mission: The Jade Moon Bonus: Advanced Shields Difficulty Level: 7/10 This bonus is also relatively difficult to receive. You know the trenches along the way to the shield generator? Take one of them to where there is a hidden Imperial building, along with some turrets nearby. Destroy the building to take the most important bonus in the game. ----------- ---- 3 ---- ----------- Mission: Imperial Construction Yards Bonus: Advanced Bombs Difficulty Level: 3/10 This bonus is located in a silo at the second Imperial factory. It is the factory which the Imperial shuttle flies out of upon reaching it. At the back, on the side of the cliff, there is a collection of Imperial buildings. Take the bonus here. ----------- ---- 4 ---- ----------- Mission: Prisons of Kessel Bonus: Seeker Missiles Difficulty Level: 6/10 At the second prison, which Reiken flies to, Fly above the prison to a shelf. There will be a missile turret there along with an Imperial bunker. Take out the bunker to pick up the bonus. ----------- ---- 5 ---- ----------- Mission: Battle Above Taloraan Bonus: Advanced Blasters Difficulty Level: 8/10 Just before the last platform, there is a city. Upon arriving near it, Kasan will tell Rogue Squadron (as if WE care!) about how it reminds her of an Imperial city she once considered attacking... Anyway, like on Corellia, there are some buildings scattered around, and the bonus is in the middle. With out the speeder it makes the task easier, but the buildings are also closer together. I think this bonus adds (roughly) a 50% power-up to your blasters. ----------- ---- 6 ---- ----------- Mission: Escape From Fest Bonus: Seeker Proton Torpedoes Difficulty Level: 5/10 In the dying moments of this mission you should have to take out an Imperial Research Facility after rescuing the AT-PTs. Behind the building is a bunker. Take it down and catch the bonus. ----------- ---- 7 ---- ----------- Mission: Blockade on Chandrila Bonus: Advanced Bombs Difficulty Level: 6/10 When the Rebel shuttles have arrived and departed, there will be three buildings on the outskirts of the city, with a long AT-ST firing at it. Kill it and you will receive the bonus. ----------- ---- 8 ---- ----------- Mission: Raid on Sullust Bonus: Seeker Proton Torpedoes Difficulty Level: 4/10 At the fifth (or so) generator, there will be two large grey buildings. Take the larger of the two, and the lighter coloured, out. It will take very few shots for some reason. The bonus will be inside. ----------- ---- 9 ---- ----------- Mission: Moff Seerdon's Revenge Bonus: Seeker Cluster Missiles Difficulty Level: 3/10 This one is pretty easy. To complete the mission, you will have to destroy the building which it is situated in anyway, so not much worries. It is a lone Imperial bunker anyway, and can be found if you turn roughly 120 degrees left from the start and head off in that direction for a while. ******************************************************************************* **====================================***====================================** ** 13. - Ranks ** **====================================***====================================** ******************************************************************************* Sometimes, after you beat a level or get a certain medal, you will receive a rank upgrade. There are sixteen different ranks, with these being them: - Trainee - Cadet - Ensign - Officer - Lieutenant - Flight Leader - Captain - Squad Leader - Gold Leader - Major - Commander - Colonel - General - Line Admiral - Fleet Admiral - Supreme Allied Commander You will start off as a trainee. ******************************************************************************* **====================================***====================================** ** 14. - Craft Availability ** **====================================***====================================** ******************************************************************************* This section shows how, once you beat a certain level, you will unlock different craft to use on various missions. As mentioned later, completing the game and getting gold on all missions will let you use any craft on any mission. ______________________________ ______________________________________________ | | | | MISSION | WHAT HAPPENS | |______________________________|______________________________________________| | | | | Liberation at Gerrard V | A-wing becomes available for Ambush at Mos | | | Eisley, Rendezvous on Barkesh, and | | | Liberation at Gerrard V. | | | | | Jade Moon | A-wing becomes available for the Jade Moon. | | | | | Prisons of Kessel | V-wing becomes available for Mos Eisley, | | | Barkesh, Search for the Nonnah, Gerrard V, | | | the Jade Moon, and Prisons of Kessel. | | | | | Blockade on Chandrila | All ships become available for Chandrila. | | | | | Moff Seerdon's Revenge | X-wing becomes available for Search for the | | | Nonnah and Battle above Taloraan, and all | | | ships become available for Moff Seerdon's | | | Revenge. | | | | | Battle of Calamari | All ships become available for Mon Calamari. | |______________________________|______________________________________________| When you get gold on all stages, all ships become available everywhere. All information in this section was created by Brother Reed - many thanks go to him for the work put into this section. ******************************************************************************* **====================================***====================================** ** 15. - Tow Cable Help & Tips ** **====================================***====================================** ******************************************************************************* I - Introduction II - Tips III - Missions with AT-ATs in them ******************** * I - Introduction * ******************** The Airspeeder's secondary weapon, the Tow Cable, has limited uses, though it is still pretty cool. Used for taking out AT-ATs only, it requires much skill to get the hang of it. This mini-guide is here for that purpose alone. If you have seen "The Empire Strikes Back", you should know what this is supposed to look like. Wrapping a cable around a walker's legs to trip it up and take it out of the battle. ************* * II - Tips * ************* The angle you should come in on to wrap an AT-AT is parallel to its legs. Preferably from the back, as from the front the AT-AT can shoot at you and damage your craft. Also, I believe it easier to take it out coming in on its left side. Thrash the Secondary Fire button upon entry of range and when you've turned the first corner, let it get in a comfortable position and hold the inside key. Let it go when you're a little close to its legs. Make sure not to fly too far away from it, as you will break the cable. For advanced pilots, you might want to use the left and right breaks to turn quicker and sharper. This method is a bit more risky, though it saves much time. Watch out for when the walker moves its legs, as you might crash into it. For a little but of extra speed, hold the accelerate button. Be prepared. The camera often gets in the way. When you've got around the AT-AT three times with your Tow Cable in tact, it will trip up and fall to the ground, eliminating all its grace and glory. For fun, shoot its head off while it lies down helplessly. A little something I found out recently is that if you shoot at the AT-AT's head for about one or two long passes it should destroy. It's not as quick as the Wrapping mode, but it still works. ************************************** * III - Missions With AT-ATs in Them * ************************************** Mission IV - Defection on Correlia Mission VII - Imperial Construction Yards Mission XIII - Escape From Fest Mission XIX - The Battle of Hoth The first will be at mission number four, Defection on Corellia. There are two AT-ATs in this mission. Both have little surrounding them, so are easy enough to take down once you know how. There are no Imperial Forces around to shoot you down. The next one is in a less wide-open space, however, but still no Imperials to shoot at you. You need to destroy them soon as, you can actually destroy the Tech Centre and Capitol Tower. The second is on mission seven, the Imperial Construction Yards. The first is just as you enter the base. You don't need to bother with it, as it faces away from where you should be busy. None of the AT-ATs in this mission are of any bother once you avoid them. I believe there's one at the AT-AT facility and one at the entrance to that particular factory. There's also one at the AT-ST factory, I believe. The third of the AT-AT missions is Escape From Fest. There are three AT-ATs here. The first you will find before the gate in the enclosed area behind the gate along with the AT-PTs. Destroy it quickly, as it deals good damage to the AT-PTs. There will be some Stormtroopers shooting at you, but they do't give too much damage. The next will be in a cluster of Imperial buildings. There will be many Imperials firing at you, so you will have to get it on the first go or else you will be too severely damaged to have to go do it again. The next is not long after the second. It will block a pass to the Rebel landing zone. There are many tanks here to shoot you down, so be quick. The last, the Battle of Hoth, has three available to take down. Two of them are together, along with two AT-STs and numerous Stormtroopers. The other is alone in another passage. They are all in tight space, so skill is needed for both. Take the more behind of the twin AT-ATs first. Then go for the second of the two, and finally to the one AT-AT, first killing the AT-STs, of course. ******************************************************************************* **====================================***====================================** ** 16. - Strategies ** **====================================***====================================** ******************************************************************************* Strategies are pretty important for Rogue Squadron. There are certain things that must go for all levels, and others just for one level. In this section I will detail strategies and notes for general Rogue Squadron gameplay. Any tips for certain levels will say so. Go to the walkthrough if you need more help on this matter. ************** * Radar Tips * ************** Using the radar is extremely important for missions, if you didn't know already. Keep the orange wedge-shape at the top of the radar to make sure you are flying towards your target and next objective. When you reach the target, the wedge shape will widen out. You MUST learn how to use the radar, though on some missions, such as Imperial Construction Yards, the radar isn't much use. The green dots on the radar are friendly craft/buildings/people. The red ones are enemies, and the small blue ones are neutral. In protect missions such as The Search For the Nonah (Mission Three), Rendezvous on Barkesh (Mission Two) or Blockade on Chandrila (Mission Eleven), destroy TIE Bombers FIRST. FIRST! Bombers do the most damage to whatever you are trying to protect. This is especially important on Barkesh, as you need all five transports to stay alive to get gold. ****************** * Attacking Tips * ****************** Destroy any stationary targets before you go for the aerial cover. Especially the ones that have blasters there to shoot back. I would classify AT-PTs and AT-STs as stationery. They all count towards your total, and unless you have terrible aim, you should be able to gather a few extra per cent towards your accuracy rating. It is best to attack enemy fighters from behind, as they cannot shoot you with blasters when you aren't in sight. Coming in on a direct head-on run while attempting to take them out is a terribly bad idea and should be avoided. Taking them out from the side is tough, but can be done. Just make sure to fire in its path. On the note of secondary weapons, don't use normal missiles or torpedoes on fighters. Use them only on stationary or Armoured Transports (??-ATs). Seeker missiles or torpedoes are used in the best way when the fighter is too difficult and too far to hit with blasters. Try to boost your accuracy rating by firing at large Imperial targets that can't be destroyed such as the Imperial Shuttle on The Search for the Nonah, The Turret Towers on Barkesh and Gerrard V (those two actually can be destroyed), or AT-ATs. Note that if you fire enough at their underside, AT-ATs will eventually crumble. It takes a lot though, Probe Droids are easily destroyed. Only fire one or two shots MAX at them to destroy them, so to not lower your accuracy rating. Be careful at the amount of shots you send out when attacking a foe. You will notice that when it is destroyed, some of the remaining shots you fired will not go anywhere. This lowers your accuracy. Experiment and see how long it takes to destroy certain enemies. If you are attacking an enemy, and you are in fear of getting shot down with one more hit, try and position your self so that you will crash into an Imperial target upon getting shot. **************** * Defence Tips * **************** Missile Turrets are deadly enemies for Rebels. They are a priority to be destroyed. When coming in at them in a straight line, they will shoot missiles directly at you. Fire at the missiles to destroy them before they hit you. The missiles they fire are seeker, therefore they can follow you if you speed off to avoid one. If there is a fighter closing in on you and you can see it on the radar, jam on the brakes until it flies past you and into your sights. Shoot it down then. Blaster turrets also deal much damage to you and your comrades. Take them out quickly too. ******************* * Airspeeder Tips * ******************* When approaching an AT-AT when attempting to wrap it, go at it low and preferably from behind, as on the run up you will often get shot at. Seeing as how the speeder has little or no shields, you will be taken down with about three direct hits. For more information on wrapping AT-ATs, go to the Tow Cable section. Taking out AT-ATs requires both time and a period of vulnerability. It should take in the regions of ten to fifteen seconds to take it down, assuming you get it in one go. Vulnerability because of the angle you must wrap in. you cannot see and other craft, and therefore can't shoot at them. If you don't concentrate while wrapping, you will crash. Only take down AT-ATs if the mission depends on it. For example, the AT-ATs at the Imperial Construction Yards don't need to be bothered with. A little something I found out recently is that if you shoot at the AT-AT's head for about one or two long passes it should destroy. It's not as quick as the Wrapping mode, but it still works. *************** * V-Wing Tips * *************** When using the V-Wing, use the boosters for ultimate speeds. Over short distances, these can be powerful tools. Note that the boosters run out pretty quickly. Press 'F' to slow down, or hold it to recharge them. They recharge slowly though. Link your blaster cannons. Rapid Fire mode pwns j00r soul. Also, the seeker cluster bombs are amazing too. Unlike the other seeker upgrades, this one locks on automatically. Fly in to where you have many Imperial fighters on your screen and fire them. They never fail. This is especially useful on mission 16, the Battle of Mon Calamari, as the newly introduced TIE/Ds are EXTREMELY quick, and so are tough to hit. *************** * A-Wing Tips * *************** When you have selected this craft, quickly exit the mission and re-start with a better craft before the crappiness of this fighter dawns on you. *************** * Y-Wing Tips * *************** When using the Y-Wing, never try to take down any aerial targets but TIE Bombers. The others are too quick for you. All the same, TIE Bombers are still swift, so will still cause problems for Y-Wing fliers. Imperial Shuttles are easy enough, though. Fly high. Flying low is for fighters with good blasters. Y-Wings are only used as bombers, so if they bomb a short bit above ground they will be caught and damaged by the explosion. *************** * X-Wing Tips * *************** When in the X-Wing and you are looking to fly a distance quickly, close your S- Foils. Beware that the camera won't follow it for the first little while, though. Press F1 to return to the original camera. Also, you can't fire any weapons while the S-Foils are closed, so use it when you need to escape either. More strategies as I think of them... ******************************************************************************* **====================================***====================================** ** 17. - Passcodes ** **====================================***====================================** ******************************************************************************* ________________________________________________ ____________________________ | | | | EFFECT | CODE | |________________________________________________|____________________________| | | | | Play all levels as an AT-ST* | 'chicken' | | The credits play like at the end of a SW movie | 'credits' | | Gives you infinite secondary weapons | 'numbertwo' | | Gives you all secondary weapons | 'toughguy' | | Infinite Lives | 'iamdolly' | | Unlock all levels to play** | 'oompawampa' | | View all available cut-scenes | 'director' | | Fly as the Imperial TIE Interceptor*** | 'goodguytie' | | Change difficulty setting | 'ace' | | Switch off auto-aim feature | 'usedaforce' | | Fly the Millennium Falcon during missions**** | 'wookiepelt' | | Make radar better | 'radar' | | Show pictures of the Development team | 'blameus' | | Activates Force Feedback for Joysticks | 'leiawrkout' | | Modifies Force Feedback for Joysticks | 'gundark' | |________________________________________________|____________________________| * - See the Craft section for details on the AT-ST ** - You will unlock the final three hidden levels, but (if you have less than a bronze medal for each mission) when you exit and start again, they will not be unlocked, though the rest will. *** - To select the TIE Interceptor, go to the hanger and rest the curser on the Millennium Falcon. Press up to select the TIE Interceptor. You must have the Millennium Falcon unlocked for this code to be effective, obviously. Use the code 'wookiepelt' to unlock the Millennium Falcon. See the Craft section for more detail on the Interceptor. **** - See the Craft section for details on the Millennium Falcon. ******************************************************************************* **====================================***====================================** ** 18. - Credits ** **====================================***====================================** ******************************************************************************* Thanks to everybody who was involved in the writing of this guide and the creation of his game. In particular, credit must go to Brother Reed (His Craft Availability Chart was used in this guide.), osrevard (for the ASCII art) and Patrick Conroy. All characters are trademarks of LucasArts. Thank you for reading my guide. The most current version can always be found on GameFAQs.com