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Star Wars: Rogue Squadron

Star Wars: Rogue Squadron

Reading time
111 min read
Length
25,114 words
Updated
July 28, 2026

*** Brother Reed, in conjunction with Dak Ralter, is proud to present ***

THE
STAR WARS
                    _____    ___     _____   _   _    _____
                    |___ \  /   \   /  ___) | | | |  |  ___)
                     ___) ||  _  | |  | ___ | | | |  | (___
                    | _  / | (_) | |  |(_  \| | | |  |  ___)
                    | |\ \_|     | |  |__) /| |_| |  | (___
                    |_| \__/\___/  \______/  \____|   \____)

       _____     ___    _   _     _____     _____   _____    ___   ___  __
      /  ___)   /   \  | | | |   | ___ |   |  _  \  |___ \  /   \ |   \|  |
     |  (__    |  _  | | | | |  | /___\ |  | | \  \  ___) ||  _  ||  |\   |
      \___  \  | (_) | | | | | |   ___   | | |  )  || _  / | (_) ||  | |  |
      ____)  | |     \ | |_| | |  |   |  | | |_/  / | |\ \_|     ||  | |  |
     (______/   \__/\/  \____| |__|   |__| |_____/  |_| \__/\___/ |__|  \_|

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*    *    *    *    *    *FAQ AND WALKTHROUGH*    *    *    *    *    *
*******************************************************************************
                                For Nintendo 64
                                  VERSION 6.15
                               December 25, 2000

                 This document is copyrighted 2000, Brother Reed

TABLE OF CONTENTS                             PAGE NUMBER
-----------------                             -----------
I.) Introduction to FAQ/walkthrough ............. 2
III.) Legal Instructions ........................ 2-3
IV.) Introduction to game ....................... 3
V.) Basic knowledge ............................. 4
VI.) Weapons .................................... 4-5
VII.) Controls .................................. 5-6
VIII.) Craft descriptions ....................... 7-8
IX.) Hidden Craft ............................... 8-9
X.) Craft Ratings ............................... 10
    SPECIAL TECHNIQUE ........................... 10-11
XI.) Enemies and Strategies ..................... 11-13

XII.) Mission Walkthroughs
    Chapter 1 ................................... 13-19
    Chapter 2 ................................... 19-25
    Chapter 3 ................................... 25-33
    Chapter 4 ................................... 33-35
    Hidden Stages ............................... 35-37

XIII.) Bonus Locations .......................... 38
XIV.) Passcodes ................................. 38-39
XV.) Ranks ...................................... 39
XVI.) Questions & Answers ....................... 40
XVII.) Craft Availability Chart ................. 40-41
XVIII.) Stupid things to do ..................... 41-42
XIX.) Strategic Ramblings ....................... 42-43
XX.) Additions to Rogue Squadron ................ 43-44
XXI.) Version History ........................... 44-48
XXI.) Thanks and e-mail rules ................... 48-50

Note that due to frequent updates, the page numbers may be inaccurate.

Version 6.15
------------
     Got a whole bunch of great new passcodes and junk from Saber2 on the Rogue
Squadron message board. Also...

¤¤¤ I do not have the PC version of RS, and consequently this FAQ will no
longer claim to be for both versions of the game. You can still find PC
passcodes and controls here, but PLEASE DO NOT ASK ME QUESTIONS REGARDING THE
PC VERSION OF THE GAME! I won't be able to answer them, and you'd be wasting
your time. ¤¤¤

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*    *    *    *    *II.) INTRODUCTION TO FAQ/WALKTHROUGH*    *    *    *    *
*******************************************************************************

     Welcome to my Rogue Squadron FAQ. Yes, I realize that there are many other
FAQs on the subject, and others are better written than this one, but in my
opinion, NONE OF THE OTHER FAQs I HAVE SEEN HAVE PROVIDED SUFFICIENT
INFORMATION IN THE AREA OF MISSION WALKTHROUGHS! I hereby strive to present to
you a comprehensive, easy to understand guide to crushing the Emperor's hold on
the galaxy.
     I am proud to announce that this walkthrough now covers every mission in
the game, including the hidden ones, and that you will find many a helpful hint
along the way. The coming soon section has mysteriously disappeared because the
walkthrough is more or less complete. I can't imagine what else I could
possibly need to add. Please consider writing to me with comments, questions,
suggestions, and constructive criticism. It's quite impossible to write an
entire FAQ without making mistakes (for me anyway) so if you find a mistake, a
typo, incorrect information, or anything else of that nature, e-mail to
. And be NICE about it. I'll be happy to give you an answer
as soon as possible. READ THE E-MAIL RULES AT THE END OF THIS DOCUMENT FOR
SPECIFIC DETAILS.
     One more thing...I strive for originality in my work. If you see anything
in this FAQ that looks like a rip-off of one of your FAQs and you aren't
credited with it there or in the thanks section, e-mail me and I will make the
necessary changes. I assure you that such an occurrence is purely coincidental.

 *** Hey! Check out Brother Reed's "Shadows of the Empire" FAQ/Walkthrough ***

!!!!SPECIAL NOTICE!!!!
If you have a secret, strategy, code, etc. that isn't included in this FAQ, and
you would like people to know about it, PLEASE SEND IT TO ME! I would _LOVE_ to
credit you for your information and include it in my FAQ. Any credits for codes
or strategies will be placed right after the code. Reader participation counts!
Thank you.

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*     *     *     *     *III. LEGAL INFORMATION*     *     *     *     *     *
*******************************************************************************
This FAQ/walkthrough is intended for individual use by its readers, who may
print it from any website where it is posted. It must not be used for financial
or promotional purposes, i.e. buying, selling, bartering, etc. This document
may not be reproduced, in whole or in part, without the sole written consent of
the author.

If you want to use this FAQ on your site, e-mail me and ask permission. I will
probably say yes. Just make sure that you give the name and address of the
site, because I want to have a list of all the sites where this is posted. In
posting my FAQ on your site, you affirm that all the following conditions shall
be observed. And don't even think about reproducing this for a magazine or any
other promotional use. It is absolutely prohibited.

1. _ALL_ of this FAQ must be included in its original form. It must NOT be
altered, changed, added to, subtracted from, or otherwise tampered with.

2. My name, the version, and this fine print must be included.

3. This FAQ/walkthrough must not be posted with a banner add or anything
similar.

4. You may convert this document to HTML, change the colors, add game pics,
etc., as long as the content remains unchanged.

5. YOU MUST NOT attempt to revise or update this FAQ. If you think it needs
updating, tell me about it. Don't take matters into your own hands.

6. I ask that you update this FAQ within a week of the time the update is sent
to GameFAQs. IF YOU DON'T WANT THE RESPONSIBILITY OF UPDATING IT, DON'T POST
IT!

7. Steal my FAQ, will you? Read the first paragraph of this legal section again
and see where it says that you can take it without my permission. Ask and you
shall receive. Take, and I will take it back. For good. I hope you realize that
I can sue you and win if you do decide to thieve one. The choice is yours.

All names, places, etc. are registered trademarks of their respective
companies. I am in no way affiliated with Nintendo, LucasArts, Factor 5, or any
other persons/companies that are/were involved in the production and/or
marketing of this game. All copyrights are acknowledged that are not
specifically named in this FAQ. Selah.

This FAQ/walkthrough is copyrighted 2000, Daniel Stidham

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*    *    *    *    *    *IV.) INTRODUCTION TO GAME*    *    *    *    *    *
*******************************************************************************
	
       I can't imagine why you'd be reading this if you didn't know anything
about Rogue Squadron, but just in case, here's a short rundown.
	As soon as I saw the adds for this game, I knew I had to play it (and I
didn't even own a Nintendo 64 yet!). No matter how you felt about RS's
predecessor, "Shadows of the Empire", you had to admit that it just didn't
measure up to expectations. Rogue Squadron, on the other hand, breathes new
life into the Star Wars experience on the N64. With crystal clear graphics,
incredible sound work, and solid, reliable game play, Rogue Squadron is just
about everything you could ask for in a Star Wars flyer/shooter. You play as
Luke Skywalker (except on the final mission) over realistic, 3-D worlds, and
engage the Empire in 16 increasingly difficult missions. Protect missions,
search and destroy, rescue, reconnaissance, dogfights, and air-to-ground combat
permeate the game, setting the stage for an engaging and enjoyable gaming
experience. The best game of 1998, (if not the best game EVER), Rogue Squadron
takes place between "A New Hope" and "The Empire Strikes Back". While a multi-
player mode would have increased the game's replay value, Rogue Squadron is a
treasure trove of fun that boosted confidence in the N64. The graphics are so
detailed and smooth, it makes you wonder why every game doesn't use the
expansion pak.

Platform: Nintendo64
Publisher: LucasArts
Developer: Factor 5/LucasArts
Genre: Action
Players: 1
Force Feedback: YES

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*    *    *    *    *    *V.) BASIC KNOWLEDGE*    *    *    *    *    *     *
*******************************************************************************

Alternate title, "Stuff everyone should know".
Just a few basic things you need to know in Rogue Squadron

*YOUR RADAR IS ONE OF YOUR MOST USEFUL TOOLS! Learning to use it effectively is
essential. The most important thing to know about the radar is this: the orange
wedge on your radar screen can lead you to mission objectives. When this wedge
is at the top (12:00) on your radar, you are going in the right direction. (You
will not always have this on "locate and destroy" missions, since locating your
target is part of the challenge.) Don't waste time flying in circles when your
radar is showing you where to go.

* The green dots on your radar are friendly craft/buildings. The red dots are
Imperial. The blue dots are neutral territory.

*Upgrades for the secondary weapons can be found on some stages. Weapon
upgrades look like floating, glowing yellow boxes with pink things sticking
through them. Often found in bunkers or on the ground between tall buildings.

*There are multiple views that you can use in Rogue Squadron. The standard view
is the easiest, but the others have limited uses also. Some of these include
cockpit, close, and drop camera views.

*Imperial bunkers look like brown rectangular boxes on the ground. Bunkers and
other stationary Imperial buildings count towards your enemy total for each
level, and they are a lot easier to nail than TIE fighters, so consider blowing
some up to increase your tally.

*A TIP FROM LUCAS ARTS: Don't try to make sharp turns in pursuit of the enemy.
Instead, line up your enemies in straight runs, using your brakes. This will
allow you clearer shots at the opposition, and you'll be able to score more
hits. Of course, you'll also be in enemy sights...

*Several ships can pull off "stunts", namely barrel rolls and flips. Rotating
the craft can be useful especially for combating turbo lasers as many ships are
thin enough to slide between laser fire if rotated 90 degrees. Flips can be
used to evade missile fire from destroyed turrets or to bear down on a target
that has passed you by.

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   *    *    *    *    *    *    *VI.) WEAPONS*    *    *    *    *    *    *
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BLASTER CANNONS: Your basic weapon. Commonly referred to as lasers, the
blasters do minimal damage but never run out.

PROTON TORPEDOES: The X-wing, Millenium Falcon and Naboo N-1 have these
weapons. They are armed with a proton scattering energy warhead that inflicts
heavier damage than an ordinary missile. An advanced and seeking version is
available.

CONCUSSION MISSILES: The A-wing fires these sub-lightspeed projectiles. On
contact they create powerful shock waves, capable of penetrating the heaviest
armor. Though they are not as strong as the proton torpedoes, more can usually
be carried at once. A seeking version is available.

BOMBS: Only the Y-wing is armed with these weapons of destruction. 20 can be
carried at once, and when dropped they pulverize all targets within a small
area. An advanced version can be collected.

CLUSTER MISSILES: The V-wing is the only craft that carries these. Once fired,
the missiles break into 5 individual projectiles creating a spread effect. A
seeking version is available, and is quite efficient at destroying groups of
fighters.

ION CANNON: Y-wing's special weapon, and X-wing's secondary on one mission.
Rather than destroying a target, the ions will disable it for later capture,
although small targets may be destroyed. While ions may be fired rapidly, they
must be charged and then released for maximum power. These can be used to
supplement the poor lasers of the Y-wing.

HARPOON AND TOW CABLE: A unique weapon carried by the snowspeeders. Tow cables
are most useful for hog tying AT-AT turtle walkers. (That's the only thing you
can use them for in the game.)

****SPECIAL NOTE ABOUT SEEKERS****
     When your torpedoes and/or missiles are upgraded to the seeking variety,
activation changes a bit. First push the secondary weapon button once, to turn
your crosshairs into 2 yellow diamonds. Then just hold an enemy in your sites
(as close to the center of the diamond as you can) until your missile locks on
to it. You will know you have locked on to an enemy when that enemy has a red
tracker on it, and you hear a sound like a missile turret. Once it is locked,
hit the button again to fire.
      If you get tired of waiting for the missile to lock on, just tap the
button twice rapidly to fire the missile straight. This doesn't work unless you
do it _just_ right.

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*    *    *    *    *    *    *VII.) CONTROLS*    *    *    *    *    *    *
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LUKE'S SETTINGS (default)
---------------
Control Stick – moves your craft
A – Thrust
B – Fire Blasters
L – Cycle through camera views
R – Roll / Speeder's right brake
Z – Brakes / Speeder's left brake
Start - Pause
 -Activates special feature (ion cannon – Y-wing, Open/Close S-foils – X-wing
down C – Fire Mode (links and unlinks blaster cannons)
up C – Look around (limited use)
Control Pad – Camera shortcuts: Up-cockpit, Right-close , Left-drop camera,
   Down-standard

WEDGE'S SETTINGS
----------------
Control Stick – moves your craft
A – Thrust
B – Fire Blasters
L – Fire Mode
R – Roll/Speeder's right brake
Z – Brakes / Speeder's left brake
Start – Pause
 - Special
down C – Look around
up C – Switch view
Control Pad – same as Luke's Settings

JANSON'S SETTINGS
-----------------
Control Stick – moves your craft
A – Thrust
B – Fire Blasters
L – Fire Mode
R – Roll
Z – Brakes
Start - Pause
 - Special
down C – Look around
up C – Switch view
Control Pad – same as Luke's and Wedge's Settings

HOBBIE'S SETTINGS
-----------------
Control Stick – moves your craft
A – Brakes
B – Thrust
L – Switch view
R – Roll
Z – Fire Blasters
Start – Pause
 - Special
down C – Secondary
up C – Look around
Control Pad – same as all the others

------------------------------------
PC CONTROLS
Special thanks to Eric Liu and Argonaut for these controls

SPACEBAR, 0 or LEFT CTRL  - Fire Primary Weapon
ALT or ENTER              - Fires Secondary Weapon
4, LEFT ARROW or J        - Turn Craft Left
6, RIGHT ARROW or L       - Turn Craft Right
2, DOWN ARROW or K        - pitch up; craft will ascend
8, UP ARROW or I          - Pitch down; craft will descend
W                         - Thrust
S                         - Brake
A                         - Left Brake
D                         - Right Brake
E                         - Rolls
F                         - Special Action
~                         - Link Weapons
ESC                       - Pause game
'                         - Cycles between camera views
F1 to F5                  - Camera Views
F8                        - Cockpit
F12                       - Screen Caption
HOME                      - Camera look front
END                       - Camera look back
PgDn                      - Look right
Delete                    - Look left
TAB                       - Rotate camera
Z                         - Drop camera
CTRL + J                  - Joystick on/off
CTRL + M                  - Mouse ON/OFF

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  *    *    *    *    *VIII.)CRAFT DESCRIPTIONS & CONTROLS*    *    *    *    *
*******************************************************************************

     THESE ARE NOT EXCERPTS FROM THE MANUAL!

X-wing
     Standard craft. The X-wing is the fighter of choice for Rogue Squadron. It
can perform flips and barrel rolls, and can open its quad wings (S-foils) for
increased maneuverability in battle. When closed, its speed picks up, but it
cannot fire. The X-wing sports four laser cannons (one on each wing) and the
blasters can be linked to fire 2 or 4 shots at once. Linking slows down your
fire rate, but increases the damage that the shot does. The X-wing also carries
6 proton torpedoes. In addition to strong shields, the R2 unit will gradually
replenish your health. Ideal for picking off TIE fighters, you will not find
this craft a disappointment.

To do a roll, hold R and left or right. To flip, hold up on the stick. These
controls are the same for all craft that can perform the stunts.

xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx

A-wing
     Fastest ship in the Rebel fleet. The A-wing's shields are not nearly as
good as those of the X-wing, so you'll have to escape enemy attacks with your
speed, but the blasters are formidable and accurate. The A-wing can also
execute rolls and flips just as the X-wing can. Unfortunately, there is less
control. The A-wing cannot be sufficiently slowed, so multiple strafing runs
are often necessary to destroy a target. However, it can carry 8 concussion
missiles, effective against stationary targets.

(((((((((((((((((((((((((((((((((((((((((((((((((((((((((((((((((((((((((((((((

Airspeeder
     This is so much better than the speeder in Shadows of the Empire! Not a
true flight craft, but rather a repulsor craft, the speeder is a civilian ship
modified with huge guns and a harpoon and tow cable. It has no shields, but the
armament is good enough to protect you from some damage. You can skim the
ground without hitting it (you can't crash into level ground) and this can be
used to your advantage, especially while roping AT-Ats. This aspect also
prevents the speeder from pulling off rolls or other advanced acrobatics. The
brakes operate individually, giving you greater control over your speed and
tighter turns.

===============================================================================

Y-wing
     Slow but strong, the Y-wing supported the Rebels before the introduction
of the X-wing. Though it is a worthy craft, the Y-wing is given a small role in
Rogue Squadron. It can only be flown in 2 stages. That is surprising,
considering all of its unique and matchless features. TALK ABOUT SHIELDS! This
tank can take quite a beating and still pull through. It can carry a payload of
up to 20 bombs that can annihilate Imperial artillery and buildings with ease.
And only the Y-wing has a top-side ion cannon. This capability is not called on
much, but it is cool nonetheless. This ship can also do rolls and flips like
the X-wing. The only drawback is its uncanny lack of speed. Flying this hulk is
comparable to that of riding in a sandcrawler, and that fact alone causes many
people to dislike it. (There aren't too many Y-wing fan clubs, you know?)

###############################################################################

V-wing
     A new craft to the Rebel Alliance. The V-wing is almost as fast as the A-
wing, faster when it uses its scram jets. These are huge boosters that supply a
great amount of speed over a short distance. After use, there is a refractory
period during which the V-wing will move slowly until its thrusters recharge.
Like the speeder, the V-wing is a repulsor craft that hugs the ground, and is
incapable of rolls or flips. Pressing Z or R while turning makes the ship turn
sharper. On the downside, the blaster cannons are flimsy, inaccurate pieces of
junk that couldn't hit the broad side of a bantha, until you change to rapid
fire mode. Even then, you must fire in short bursts to avoid overheating your
cannons. One unique feature is its cluster missiles, good for hitting groups of
enemies, or inflicting heavier damage on one.

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*    *    *    *    *    * IX.) HIDDEN CRAFT  *    *    *    *    *    *
*******************************************************************************
	
       Several extra fighters not made available to you at the beginning can be
gained by entering certain passcodes. You'll want to know about these before
you begin. For the most part, these ships can provide the edge needed to
complete certain tasks.

Millenium Falcon
	Just your average, everyday YT-1300 Freighter...NOT! This hotrod is the
fastest hunk of junk in the galaxy (as Lando would say). The Falcon will make
point 5 past light speed, courtesy of a brand new engine and several "special
modifications" made to it by Han and Chewie. Unfortunately, the Rogue Squadron
version doesn't even come close to living up to all the hype about its speed.
In fact, I'd say its speed is very average, and it seems slower because it's so
big and bulky. We're talking zero agility! I HATE THE MILLENIUM FALCON! The
guns are its only redeeming feature. And even they don't do much good. 9 times
out of 10 they shoot like crazy at everything other than your intended target,
usually hitting things like Rebel bacta containers and anything else that you
don't want to hit. The Falcon's faults simply outweigh its virtues, and there
are only one or two places I would recommend it.

Passcode: FARMBOY

TIE Interceptor
       You now have the privilege of flying Kasan Moor's TIE Interceptor. It
gets 5 stars for maneuverability, but –12 for shields. Like the TIE Fighter, it
has NO SHIELDS! That means one missile or a few direct hits with a blaster will
send you spinning to the ground in flames. Not a good ship for beating most
stages, but fun for playing around. Plus it has excellent blasters.

Passcode: TIEDUP (after putting in FARMBOY)

Naboo N-1 Starfighter
       This is the best ship in the game in my opinion. You really can't afford
to go without trying this beauty out. The Naboo Fighter is from Star Wars:
Episode 1 and it's got all the earmarks of a fighter bound for glory. Why?
Speed: You really can't race the Naboo Fighter against the A-wing, but if you
could, the former would likely take home the prize. It also has a greater range
of speed; that means it can go slower and faster than most, giving you awesome
control. Defense: Blasters similar to those of the TIE Interceptor. Agility: It
is possible for a skilled pilot to out maneuver a TIE Interceptor. Need more
reasons? Decent shield capacity and an R2 unit to make repairs complete the
package. Still skeptical? Well, just try it for yourself.

Passcodes: HALIFAX?, then !YNGWIE!  (neither will make the acceptance sound)

The Car
       Okay, so this isn't really a hidden ship at all. It's actually just a V-
wing disguised as a car. When you put in the code it temporarily changes the V-
wing into a...well, a car. What kind of car? You decide. I honestly don't care,
and I wouldn't know a beetle from a tractor-trailer anyway. Some say it's a
Chevy convertible lowrider, some say it's a Buick Electra, and some even think
it's a Cadillac. The fact is, contrary to what was previously thought, there IS
one true answer. It has been officially declared that this car is 1968 Buick
Electra. So? I still don't care. You can pretend it's a classic Mustang if you
want. The controls and functions are identical to the V-wing. There's just one
catch. If you pause the game while flying the car, (sounds weird doesn't it?)
the game will freeze up. Ooo...

Passcode: KOELSCH

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*    *    *    *    *    *    *X.) CRAFT RATINGS*    *    *    *    *    *
*******************************************************************************

       Below I rate the various ships in different areas. No craft is
definitely better than the rest, but I have my opinions...  1 star is really
bad, 5 stars is top of the line.

X-wing

Speed: ***
Blasters: ****
Shields: ***
Secondary Weapon: ***
Maneuverability: ***

A-wing

Speed: *****
Blasters: ***
Shields: **
Secondary Weapon: **
Maneuverability: ****

Airspeeder

Speed: **
Blasters: ***
Shields: **
Secondary Weapon: (see below)
Maneuverability: **

Y-wing

Speed: Speed? What speed? I never noticed any speed...
Blasters: *
Shields: *****
Secondary Weapons: ****
Maneuverability: **

V-wing

Speed: **** normal   ****** w/scram jets
Blasters: ** normal   *****w/rapid fire
Shields: NONE!
Secondary Weapon: *****
Maneuverability: **

Millenium Falcon:

Speed: ***
Blasters: *****     (rated for power, not accuracy)
Shields: ****
Secondary Weapon: ***
Maneuverability: *

TIE Interceptor

Speed: ****
Blasters: ****
Shields: NONE!
Secondary Weapon: NONE!
Maneuverability: *****

Naboo N-1 Starfighter

Speed: ****
Blasters: *****
Shields: **1/2
Secondary Weapon: ***
Maneuverability: ****

Skyhopper

Speed: Not good enough
Blaster: Pathetic. And like you need it?
Shields: LESS than none
Secondary Weapon: huh?
Maneuverability: oh, well. I haven't given this craft a conventional rating in
any other area, why brake the pattern?

SPECIAL TECHNIQUE!

       I don't think it's fair to compare the Speeder's harpoon and tow cable
to the other secondary weapons. It stands in a class of its own. It's simply
different altogether. Of course, if you've seen "The Empire Strikes Back" than
you know exactly what it is used for: taking down Imperial Turtle Walkers.
(They look a little like turtles, don't you think? And they're about as fast).
If you have "Shadows of the Empire" you should be good at this. The best way to
pull it off is to come straight at an AT-AT either from the front or from the
rear, and it's easiest if you come on the right side. When you get to the big
bully, release the harpoon (you can't miss) and fly around him holding the
inside brake. Try to stay close enough so your cable won't detach prematurely.
You may also wish to use the accelerator to speed up the process. WATCH THE
LEGS! Contact with one will send you reeling out of control and will in most
cases break your cable. Or you could just shoot up into the walker's stomach.
That's lethal. Don't try it. Upon completion of your third revolution, the tow
cable will detach and the big metally turtley thing will fall face first into
the dirt. (Are we having fun yet?)
Obviously it will take some time to master the technique, but it's worth it.

*******************************************************************************
*    *    *    *    *    *XI.) ENEMIES AND STRATEGIES*    *    *    *    *    *
*******************************************************************************

PROBE DROID: This is a remote robot that the Empire uses for spying and
reconnaissance. Not extremely dangerous, the probe droids come off as annoying
at most, though packs of them can present a problem for craft with low shield
capability. One or two shots will exterminate these pests.

TIE FIGHTER: Standard Imperial fighter. Great agility, combined with its small
profile makes it a difficult target. These advantages, however, come at a high
price. The TIE (Twin Ion Engine) fighter is completely unshielded and has very
little armament. Two meager lasers below the cockpit are all it has for
offensive weaponry. A few direct hits will down one.

TIE BOMBER: Larger and more armored than the TIE fighter, this ship carries a
heavy payload of bombs, and it's not shy about dropping them. These are very
dangerous to the many things you'll be trying to protect. The best way to deal
with one is to come flying up close behind it so you have a better chance of
hitting it. Should you catch one flying perpendicular to you, shoot ahead of it
to make it run into your shots.

TIE INTERCEPTOR: Dagger-shaped rendition of the TIE fighter, this deadly ship
is nearly as fast as an A-wing, and has impressive blasters. It uses its
extreme agility to its advantage, often flying circles around you (sort of) and
making it frustrating to hit. Often the best remedy for that is to speed off in
one direction leaving it in the dust (they rarely pursue you closely) and then
turn around and face it. These head-to-head attacks are risky for both parties,
but if you have superior shields you'll come out on top.

AT-ST (ALL TERRAIN SCOUT TRANSPORT): Quick and deadly when it comes to ground
assault. The walkers' formidable speed and firepower make them a force to be
reckoned with. Try to come in behind them when possible or use missiles.

STORM TROOPERS: Poor, helpless little people with bad sprites who were forced
to work (die?) for the Empire. Slow and easy to hit, especially with the Y-wing
or X-wing, storm troopers inflict no notable damage...at first. But lots of
them together in one place can be dangerous, because they DO shoot at you, and
they DO hit you, and you CAN die from it; so don't fool around with these guys.
However, lots of them together can ALSO mean a big boost in your enemies count.
(Hint! Hint!)

TANK DROIDS: These are a real pain, particularly on Fest. They are completely
automated, making them efficient members of the Imperial task force. They take
too long to destroy (just a few shots more than are easily administered) and
can do fair amounts of damage. Fortunately, the tank droids are almost always
firing at something other than you, so you can get rid of them without worrying
overly about being shot.

AT-PT (ALL TERRAIN PERSONAL TRANSPORT): New to the Star Wars universe, this
small and unique transport carries only two people. Its cannons have a wide
range, so be careful when approaching one. The wise thing to do is shoot them
in the back. Is that cowardly? Sure, but who really cares? Would you rather be
shot down? Let's be sensible here people. It's only a game. Possibly the best
game in the universe, but a game nonetheless, and it can be much improved if
all of us just do our part and kill all the AT-PTs we can.

IMPERIAL LANDING CRAFT: A large and heavily armored craft that devotes 2/3 of
its power to its shields. They mostly appear to drop walkers and tank droids
and to just generally make things miserable. Not real important, but take a few
strafing runs at it to beef up your accuracy. This is the type of ship in which
Moff Seerdon attacks you on Thyferra.

STEALTH BOATS: Tiny speedboats manned by a single trooper. They have guns, but
they basically have no roll in the game. They appear in one level (Corellia) to
fight battles that don't involve you. Pay of little mind.

AT-AT (ALL TERRAIN ARMORED TRANSPORT): Imperial weapon of great destruction
that strikes fear into the hearts of all who would oppose it. With incredible
armament and devastating firepower, the AT-AT (turtle walker) creates big
trouble for Rebel forces. And these are not the nearly immobile statues of
Shadows of the Empire, no! These AT-Ats actually make progress as they walk.
The fastest way to take them down is to trip them with the Speeder's tow cable.
AT-ATs can be destroyed with blasters but it's the hard way. It took me 11
passes with advanced lasers to destroy one, and mission profiles don't give you
that kind of time.

TURBO LASERS: Forming the backbone of Imperial ground cover, the turbo lasers
are stationary weapons that fire twin blaster cannons. When you can, try flying
uphill to confront them, as they have a hard time angling their shots downward.
They fire in bursts, so shoot, dip down to avoid their fire, then return to
your original position and shoot again. It takes 6 shots to destroy them
normally, and 4 with advanced lasers.

MISSILE TURRETS: There is no Imperial weapon more dreaded by Rogue pilots than
the missile turrets. These super annoying guns fire seeker missiles that rarely
miss and do great damage. If you come at one head on, fire at the cannons so
that any missiles it shoots will be destroyed before they reach you. To evade a
missile from a turret that has already been destroyed, do a flip. 9 times out
of 10, any missile will loose you after pulling off the move. Of course, that
tactic is not fool proof, and it works best in the canyons of Kile II, whereas
in places like Sullust, you will probably get hit anyway.

IMPERIAL SHUTTLE: No need to fear the harmless shuttle. It doesn't do anything
except fly around and on one level, lead you to the goal.

SPEEDER BIKES w/ BIKER SCOUTS: More harmless adversaries. They usually travel
swiftly across the landscape in threes. Hard to hit.

RADAR DISHES: Dishes that alert the Empire to your presence. Destroy them to
infiltrate Imperial bases undetected. DON'T GET TOO CLOSE! Otherwise they will
pick you up and your security will be compromised.

ARMORED HOVER TRAIN: Protected by guns and missile turrets, the armored hover
train makes its way across Kessel with a load of prisoners. A few missiles
and/or a couple of strafing passes will knock out a car, but if you don't want
to harm the innocent Rebel prisoners, disable the train with your ion cannon.

GHOST TURRETS: Ooooooo, spooky. The Empire has been attempting to create an
invincible gun turret, and if it succeeds, the Rebel forces could be doomed to
failure. These hybrids, found only in the Tibanna gas mines of Taloraan, are
the incomplete products of this attempt. They act like turbo lasers, but
sometimes your shots go right through them! That, as you can well imagine, is a
very bad thing. Actually, the ghost turrets are merely the result of a game
glitch, but they DO exist on Taloraan, so watch out!

TIE/Ds: Brand spankin' new TIEs created by the new Empire after the Battle of
Endor. Fast, light and maneuverable, these ships are driven by droid brains and
are very hard to nail. They cause a lot of headaches for Rebel ships. Seeker
missiles are the best remedies for this problem.

WAVESKIMMERS: Fierce hydrofoils built around the frame of an AT-AT, and of
course they're much quicker than their land-bound counterpart. The waveskimmers
don't cause much trouble, but they do take a lot of hits to eliminate.

WORLD DEVASTATORS: Massive ships capable of seriously bustin' up some planets!
Well, turn the tide and bust them up instead! How, you say? It's easy. Just
make it through their thick defense of lasers and homing missiles without being
shredded like dog meat, knock out the shield generator on top, then fly back
down and destroy the propulsion being careful not to get caught underneath when
it falls...simple. Well, good luck...

*******************************************************************************
*    *    *    *    *    *    *CHAPTER 1*    *    *    *    *    *    *
*******************************************************************************

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...

MISSION 1: AMBUSH AT MOS EISLEY

Available Craft: X-wing, A-wing, V-wing
Default Craft: X-wing
Recommended Craft: Anything other than the Millenium Falcon (did I
     mention that I hate that ship?) The X-wing works best.
Planet: Tatoonie
Objectives: Destroy the 21 probe droids and hey, why don't you protect the
homesteads while you're at it?
            Destroy the 6 TIE Bombers to protect Mos Eisley

WALKTHRU: This one is just a breeze. It's likely that you'll beat it on the
first attempt. Or not. Just fly around, following your radar to clusters of
probe droids and kicking their metal hides. Once you destroy them all, a cut
scene will play alerting you to the fact that Mos Eisley is under attack. So
fly over there and take out the bombers as quickly as possible and you're done.
Try not to let the bombers fall onto buildings when you shoot them down.
They're patterns are easily anticipated and countered, so this should give you
minimal trouble.

Mission 1 Map

                               4
                                 _
                                /\___
                                 /   3-
                                /      \
                                \ 1   2/
                                 \___/
                                 start

Note* This map is only for the first canyon.

GOLD REQUIREMENTS

Completion Time: 3:00
Enemies Destroyed: 31
Accuracy: 15%
Friendly Saves: 50
Bonus: 0

GO FOR THE GOLD: You have plenty of time, the accuracy is easy to achieve, and
you needn't lie awake at night worrying about friendly saves. The one thing
that often causes dilemma is the Enemies Destroyed category. When you first
complete the stage with a silver medal and you notice that you're missing four
enemies, don't sweat it. You didn't miss any probe droids. You did, however,
bypass the four sandtroopers on the level. Here's a how gold run should go. It
may help to look at the map for this one.
       From Start, destroy the probe droid near (1). Don't worry about (2) and
(3). Your wing mates will take care of them. Now fly out over the desert in the
direction of the arrow toward (4). See those little black thingys in the sand?
Yep. Those are the storm troopers. Take out both the ones on dewbacks and the
two and on foot. The latter can be hard to bulls-eye on the first pass, but
don't worry. You should have time to come at them again. Now just follow your
radar to the rest of the droids and complete the level within the time limit.
       If for some bizarre reason you STILL can't find them just watch the
first demo. Leads you right to 'em.

CHALLENGE: See if you can complete the mission in a minute or less. Or try to
shoot down Wedge. It's not easy!

*    *    *    *    *

MISSION 2: RENDEZVOUS ON BARKHESH

Available Craft: X-wing, A-wing, V-wing
Default Craft: X-wing
Recommended Craft: X-wing or Naboo Fighter
Planet: Barkhesh
Objective: The struggling Rebels are in desperate need of supplies, and a small
resistance group on the humid planet of Barkhesh may provide them. Escort the
supply convoy safely through dangerous Imperial territory to the landing zone.

WALKTHRU: Not too difficult, yet you may experience a few problems until you
get used to the game. At the start there will be probe droids (what else?).
Just knock them off and speed on to the base where the convoy is preparing to
move. Fly right past them and destroy the other droids guarding the pass. When
they are obliterated, take a right and turn the AT-ST into a smoldering stalk.
If you've done all this efficiently the convoy should have just begun to move.
Patrol the entrance to the pass that the walker was in until two TIE Bombers
appear. If you haven't already learned this, learn it now. ALWAYS DESTROY TIE
BOMBERS BEFORE FIGHTERS!! I cannot stress that point enough. Bombs do more
damage faster than almost any other Imperial weapon other than the heavy
artillery. One direct hit with a bomb will completely decimate a supply
vehicle. And if you want gold, you have to save them all. So make any bombers
your first priority. Now speed ahead and finish off two more chicken walkers
which just happen to be standing in your way. The caravan will now be safe
apart from your presence for a while, so follow your radar to remove the turbo
lasers atop the mountain crests and the remainder of the AT-STs. This done, the
path will be a safer place for supply trains everywhere, not to mention your
own. You can take it easy until the convoy emerges from between the mountains
and takes a left. At this point, another pair of annoying bombers will show
their faces only to be battered by a barrage of laser blasts, if you're any
good. Put the final pair of turbo lasers and the last bomber to shame, and just
let the convoy reach the rendezvous point.

GOLD REQUIREMENTS

Completion Time: 5:45
Enemies Destroyed: 30
Accuracy: 40%
Friendly Saves: 19
Bonus: 0

GO FOR THE GOLD: Once again, the stickler is the Enemies Destroyed category.
It's very easy to miss the last few enemies altogether. To drag in your quota,
you must find the simi-hidden Imperial outpost. This contains a large gun
turret on a tower, two AT-STs, and several storm troopers running around like
bugs. After you destroy the last bomber, simply follow the path between the
stubs of the final turbo lasers. The outpost is at the end. Ignore General
Rieekan. He says, "Commander, this is Rieekan. It is imperative that you stay
with the supply vehicles". In reality, nothing could be further from the truth.
The convoy doesn't need you at all. In fact it gets to the pick-up zone rather
quickly, so you'll have a limited amount of time to squash as many Imperials as
you can before the shuttle arrives.
     The other day I found something else of interest. After the convoy takes
the first turn into where the AT-STs are, and before the pair of bombers come
into play, fly back to the base. There you will see a lone TIE bomber flying
around, normally undetected. Kill it for an extra hit. If you decide to do so,
you'd better kill it quickly because it will try to bomb the base and hurt your
friendly saves. It won't do anything if you never go back for it.

CHALLENGE: Get _ALL_ the storm troopers at the Imperial outpost, with a
completion time of 5:15.

*    *    *    *    *

MISSION 3: SEARCH FOR THE NONNAH

Available Craft: X-wing, A-wing, V-wing
Default Craft: A-wing
Recommended Craft: Naboo Fighter, V-wing
Planet: Chorax
Objectives: (1) Locate the crashed Rebel Ship
            (2) Protect the Nonnah and its rescue shuttle

WALKTHRU
     Objective 1: As a rule, down as many TIEs and probe droids as you can
while you search for the Rebel ship that crashed in the lakes of Chorax. At the
start of the level there will be three rivers leading in different directions.
The Nonnah is at the end of one of those trenches. Go left first. This will
give you a chance to destroy a few droids and hopefully engage some fighters as
well. You should hope that the ship will be at the end of the left trench. This
area has more baddies and therefore gives you a head start building up your
enemies count. If however, the Nonnah is NOT in that lake (and let's face it,
it may not be), clean the Imperials out of that area quickly and soar back to
out to the start of the middle trench. Go to the end. When you see the big
mound sticking op out of the water go to its right side and check your radar
for the ship. If it isn't here, which is unlikely because it usually crashes
here or in the left lake, then go back again until you come to the right-most
path. The V-wing's scram jets are helpful in these transitions.
     Objective 2: When you finally find the Nonnah, kill any enemies in the
area, and watch for the Imperial landing craft. When it lands, it will dispatch
three tank droids and an AT-ST. Enemies that will eventually appear are listed
here in order of priority: In other words, kill 1 first, then 2, then 3, etc.
1. AT-ST 2. tank droids 3. Tie bombers 4.AT-PTs (these won't appear until a
after the bombers and fighters arrive) 5. Tie Interceptors 6. Probe droids.
Bombers usually come in pairs. If you have been successful in protecting the
shuttle, it will eventually take off. Follow it at a distance snagging as many
fighters as you can. Interceptors appear out of nowhere to attack it. This part
is _SO MUCH_ easier with seeker missiles, so wait 'til you get them before
trying for gold, or use the Naboo Fighter.

GOLD REQUIREMENTS

COMPLETION TIME: 10:00		
ENEMIES DESTROYED: 38
ACCURACY: 20%
FRIENDLY SAVES: 1
BONUS: 0

GO FOR THE GOLD: Though this level is difficult the first few times you play
it, time should not be a problem if you know your way around. Accuracy is also
a small obstacle for a skilled pilot, especially one with seeker missiles. And
if you complete the mission, you already have your friendly save. To destroy
enough enemies, use the V-wing with its cluster seeker missiles. A little
practice is all it takes to bring home the prize.

RADAR TRICK: A reader e-mailed me about this trick, and I proceeded to evaluate
it. It seems that at the end of levels, about a second before they end, your
radar points off in another direction. This could be especially helpful on
Chorax. Why? Because it is possible that it can show you where the Nonnah will
be the next time you play the stage. So if you're going for gold and playing
the stage through several times, here's something to experiment with. The
SECOND time you beat the level, observe where the radar points at the end. It
should point down the branch where the Nonnah will next appear, and that would
save you time tracking it on your next visit. It's rather unreliable, but it
seems to work on the second try.

CHALLENGE: Try to hit a TIE Bomber with a concussion missile. No easy task!
Does anyone know if that Imperial Landing craft can be destroyed?

*    *    *    *    *

MISSION 4: DEFECTION AT CORELLIA

Available Craft: Airspeeder
Planet: Corellia
Objectives: (1) Investigate strange readings
            (2) Protect the Capital Tower
            (3) Protect the Tech Center
            (4) Protect the evacuation shuttle

       Imperial Officer Crix Madine wants to defect to the Rebel Alliance, but
the Empire is determined to prevent his escape: even if it means terminating
his life. One of the longer missions, Corellia is a challenge for new players.
Once mastered, it's just plain fun. Now probably my favorite stage.

WALKTHRU
     Objective 1: The first thing that will happen is your buddies will pick up
a strange reading on their long-range scanners. This happens to be a bunch of
probe droids hanging out in a crater not far from town. The thing is, they
aren't DOING anything. They're just hovering there. One wonders how and why
they got there and what the necessity is in destroying such a harmless group of
by-standers. Oh, well. Turn about 100 degrees left when you start, and go full
throttle to the site. Pick off the poor droids (in one pass if possible. This
can be accomplished by holding both brakes and aiming quickly) and head back to
the city.
     Objective 2: part 1. As soon as the city comes into view, you will see
three TIE bombers. (See note about hitting TIEs in the enemies section.) Take
them out and head to the tower. It's by far the largest building in sight, and
hard to miss. Plus your radar points to it the whole time. Bombers are
everywhere. You want to destroy them quickly so they do minimum damage to the
tower. It can only take so much pounding, and if you take too long you can just
say good-bye to General Rieekan. Some bombers fly out to the coast after each
pass before returning to nuke the building. These can be easily followed and
downed before they can make another hit. Others fly out behind the building in
the open plain area. More easy targets. And finally, some fly out across the
city after each run. Be careful if you chase one over the top of the Capital
Tower. You can just BARELY make it over without scraping your belly along the
roof.
     Objective 3: Once you've laid waste to the bomb squad, you'll receive a
transmission from Madine. He's trapped in the Tech Center and the Empire is
bombarding it. High tail it to the Center and turn a few more bombers into
grease spots. At this point, Han and Chewie will show up in the Millenium
Falcon and help you out.
     Objective 2: part 2. Head straight to the Capital Tower from there, as
you'll be notified on the way that a walker has been spotted. Pay no attention
to other battles going on in the city. You have to stick to your mission
objectives, or good men will perish. Once in the city two bombers will be
flying over the tower. Take them down as quickly and decisively as possible. If
you let them continue their destructive rampage while you tackle the AT-AT,
it's likely that the tower will be destroyed. Also, killing them first will
allow Han and Chewie to begin the evacuation. Make sure you use your harpoon
and tow cable on the walker. (See Special Technique)
     Objective 3: part 2: Fly back to the Tech Center. When you reach the small
city part that is right before it, take a gradual right and come at the two
chicken walkers from behind. Hold both brakes and fire continuously. If you are
lucky you can destroy one in the first pass, although it may take 3 or 4 to get
them both. Then double back and tie up the turtle walker like a pita wrap from
Wendy's. This is your first practical opportunity to put the guillotine thing
into effect.
     Objective 4: The Rebels are dispatching a shuttle to evacuate Madine. In a
last effort to foil his escape from Corellia, three TIE fighters will come in
from over the mountains to your left (assuming you're facing the same way as
the AT-AT). Take care of them on the double and fly to the aid of the incoming
shuttle with has more TIEs on its back. Sometimes the last 3 fighters will not
come in right on its tail. If they don't, STAY WITH THE SHUTTLE! They'll be
there soon enough. After that the shuttle will take off with no further
pursuit.

GOLD REQUIREMENTS

COMPLETION TIME: 10:00
ENEMIES DESTROYED: 50
ACCURACY: 20%
FRIENDLY SAVES: 95
BONUS: 1

GO FOR THE GOLD: Alright, to get enough enemies, you'll need to shoot probably
6-8 of the storm troopers that are running around, and at the end, maybe a few
of those stealth boats too. You can get a few storm troopers near the Tech
Center after you beat the scout walkers, and a few more at the city section
where you get the bonus.
BONUS: A must-have for gold is the weapon upgrade. The power up will be in the
city section right before the one with the Tech Center. It will not appear
until after Han and Chewie arrive. The best time to get this item, along with a
few storm troopers is after you destroy the last group of fighters that
threaten the shuttle, NOT immediately after it appears, as some have said.
Unless you are grossly inept, the evacuation of Madine gives you ample time to
snag the elusive weapons. They will be sitting (floating, actually) down near
the ground in the previously mentioned city section, rather obviously as you
fly over. The easiest approach is to come at it facing towards the Tech Center.
Dive a steeply as possible over first building, and skim the ground 'til you
collect your prize. Then take a sharp right through the little "L" shaped gap
between the buildings, a conveniently placed escape route. Now you will have
Advanced Proton Torpedoes for use in Gerrard V.
HINT: If you think your accuracy wasn't very good while shooting the bombers,
try beefing it up by taking a strafing run at the AT-Ats before you kill them.

CHALLENGE: Blow up the 3 small buildings on both ends of the Capital Tower and
then practice flying through the narrow spaces revealed. Try it at full speed
with different views.

*    *    *    *    *

MISSION 5: LIBERATION OF GERRARD V

Available Craft: X-wing, A-wing, V-wing
Default Craft: X-wing
Recommended Craft: X-wing
Planet: Gerrard V
Objectives: (1) Protect Crix Madine's Y-wings by destroying the turbo lasers,
missile turrets, and TIE Interceptors (not to mention those annoying AT-PTs.
            (2) Destroy the big gun turret

       The Imperial Governor is stealing goods from the city, and smuggling
them out in his luxury yachts. You must protect the Y-wings as they disable the
yachts and return the loot to its rightful owners. DO NOT DESTROY THE YACHTS!
They are full of goods that belong to the civilians. The Y-wings have ion
cannons to disable them without destroying their contents. If you happen to
cause the demise of a yacht, the mission will end immediately.

WALKTHRU
	Objective 1: In the opening cinema clip, Crix says, "Don't worry, we're
not so helpless". What a lie. Those pathetic Y-wings just can't keep themselves
out of trouble. Obviously Rieekan knew this, that's why he sent Rogue Squadron
to fly cover. To lengthen their life span, you'll have to take out ALL Imperial
turbo lasers and missile turrets. Here's the best route to take in the first
part. Go to the first laser turret on the ground in front of you when you
start. Blow it up, and take a right into the city. Follow the short path
between the buildings destroying both turrets within. Exit the city and fly up
to the mountain ridge, slightly to your left. Follow the ridge in a
counterclockwise direction destroying the tree missile turrets. Then go left
and fly over the top of the city uprooting the three turbo lasers that are on
top of the buildings. When you have successfully completed that task, Madine
will say that he's clear. Now fly slowly around the perimeter taking out the
little AT-PTs which are wondering about.
     When the second movie clip plays, fly to the gap between the mountains
(it's fairly easy to find) ahead of the Y-wings if at all possible. You want to
blaze the trail for them. Unfortunately your radar will not offer you much help
in this stage, because it points to the Y-wings the whole time. Dismantle the
two AT-PTs from above, and be sure not to leave that pesky missile launcher.
Once in the city (part 2) fly straight ahead. Take out the turbo laser and the
missile turret, and then the AT-PT. Proceed now to the back of the city (past
the big gun turret) and mutilate the missile turret on the hill and the one at
the base of the gun tower.
     Objective 2: Use a few torpedoes to blow the head off of large gun turret.
Now you should follow the Y-wings around like a shadow to keep the TIE
Interceptors off their backs.

GOLD REQUIREMENTS:

COMPLETION TIME: 5:15
ENEMIES DESTROYED: 33
ACCURACY: 30%
FRIENDLY SAVES: 6
BONUS: 0

GO FOR THE GOLD: Getting enough enemies is once again greatly simplified by
seeker missiles. It's very hard to hit enough interceptors without them. Be
certain to get all the AT-PTs, and as many TIEs as you can. Again, this may
take a few tries, especially since the Y-wings are quite prone to getting
themselves killed. You'll need to save ALL of them for gold. Exercise speed,
skill and stealth to complete your objectives by the time limit. There's no
formula for gold. Just lots of practice, and hey, the Naboo N-1 wouldn't hurt
either!

CHALLENGE: In the second part, you may have noticed twin buildings side by side
with but a tiny space in between them. Can you seek out this spot and fly your
craft safely through it? It can be done with any ship but the V-wing, which
can't roll.

*******************************************************************************
*    *    *    *    *    *    *CHAPTER 2*    *    *    *    *    *    *
*******************************************************************************

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...

MISSION 6: THE JADE MOON

Available Craft: X-wing, A-wing, V-wing
Default Craft: X-wing
Recommended Craft: X-wing
Planet: Jade Moon of Loronar
Objectives: (1) Use the trench to avoid missile turrets
            (2) Locate and destroy the shield generator
            (3) Escort and protect the commandos

       This is another of my favorite missions. I guess I have a thing for
night stages. The lighting effects are awesome! With a little practice, you
should be able to pass this stage in your sleep. You might, however, want to
wait 'til you conquer Fest to try for gold.

WALKTHRU
    Objective 1: As soon as you can see that first AT-PT, floor the brakes and
shoot like mad at it. Go as slow as you can, and kill the AT-PTs as fast as you
can. Many an unwary pilot has been shot down by underestimating these savage
beasts. You may want to shoot the first two, then turn around and go back to
the start. From that point, turn again and make another run for the last two,
to be on the safe side. That done, destroy the lasers that surround the base
(there are 4) and then head back in the direction of your starting point. Find
the trench, and begin to maneuver down it. When you come to the fork, the
power-up is on the left, and the shield generator is to the right. Stay low and
when you get to the clearing, promptly leave all lasers and turrets in the area
in smoldering piles of ash.
     Objective 2: Destroy the shield generator with your torpedoes.
     Objective 3: Now fly back to the base and protect your commandos. This is
SO much easier with seeker torpedoes it's not even funny. The fact is, getting
all the bombers before they smash the commandos is extremely difficult unless
you're a really good shot. Get the AT-PTs first. Then watch for the bombers.
One blast will annihilate a strike vehicle. Take out all the air cover while
keeping the ground squad in one piece, and the mission will end.

GOLD REQUIREMENTS

COMPLETION TIME: 6:00
ENEMIES DESTROYED: 45
ACCURACY: 40%
FRIENDLY SAVES: 7
BONUS: 1

GO FOR THE GOLD: To get enough enemies, you have to destroy virtually every
walker, turret, and crate on the level. Make sure to wipe out all the round
buildings near the base and at the start, as well as all the boxes and enemies.
At the generator, fly up out of the crater before you blow up the shields, and
get every missile launcher you can see. There is also a round building hiding
amongst the indestructible buildings the ground assault is raiding.
     This stage has one of the most important bonuses: the advanced shields.
They add a new color (blue) to your damage indicator, allowing your craft to
take a few more hits before reaching that pitiful point at which R2 screams and
you prepare for certain death. Instead of taking the trench to this item, fly
above it and two the left. Yes, it's risky, but it's faster and allows you to
rack in a few more hits. Destroy the two missile turrets, the laser across the
canyon, and the turret down in the crater with the building. The shields are
inside the building. The building its self is very strange. You run into it
before it seems like you're close enough. Keep your distance and use your
torpedoes to blow it open.

*    *    *    *    *

MISSION 7: IMPERIAL CONSTURCTION YARDS

Available Craft: Speeder
Planet: Balmorra
Objectives: (1) Approach the base undetected by radar
            (2) Locate and destroy the AT-ST factory
            (3) Locate and destroy the AT-AT factory
Note that the walkthru tells you how to beat the stage as quickly and
decisively as possible. For gold techniques, see the part about getting gold.

       FINALLY! A seek and destroy mission! This game just has far too many
freakin' protect missions, and so this is a welcome change for Rogues who are
always playing defense. The atmosphere is quite murky and dense. Consequently
you may find yourself asking directions. It's not very difficult to complete
the objectives, or at least it wouldn't be if it only weren't so easy to die.
Backstabbing TIE fighters and merciless missiles can really ruin your day.

WALKTHRU:
     Objective 1: A task so easy even YOU can pull it off. Just destroy the six
or seven radar dishes without getting so close that they alert the base to your
presence. Watch the horizon. You will soon see the shape of a radar dish
appearing amongst the fog. A few shots and it's gone. Render them blind to
infiltrate the factory.
     Objective 2: When you come out of into the open, go straight and kill the
gun turret on the hill. Continue in that general direction past the factory
from which a shuttle is leaving and you will see an AT-ST standing next to a
raised gun turret. Hold the brakes and bust 'em up. Now you should be
approaching the AT-ST factory. All you really have to do is stop production by
taking out the factory (that big grey thing), but if you're trying for a low
medal you should stick around and kill everything in sight. The neat thing
about this level is that you can blow almost anything and everything that isn't
dirt, so practice your demolition before you try for gold.
     Objective 3: Leave the AT-ST factory and watch for TIEs. Take every right
turn. Once you take your final right, you'll notice the only way to go is left.
If you want to get fried, then just run blindly around the corner. If not, go
as far as you can straight ahead, and turn sharply when you reach the wall.
Staying close to the wall over the elevated ground, hold both brakes and make a
slow entrance to the factory. You'll know you're in the right place when you
see the green lighting from the turbo lasers. There will be 2 lasers, an AT
walker, and 2 missile turrets. Destroy the guns and don't worry about the big
turtle. The odds are he won't hit you. Concentrate on the missile turrets. With
them out of the way, the rest should be fairly simple. Nuke the three
buildings. If you want enemies, save the long building for last. The others
have storm troopers and AT-STs in them. Get all three buildings and the rest is
history.

GOLD REQUIREMENTS

COMPLETION TIME: 6:30
ENEMIES DESTROYED: 80
ACCURACY: 45%
FRIENDLY SAVES: 0
BONUS: 1

GO FOR THE GOLD: As is often the case, you may have trouble getting both the
time and the enemies at the same time. As a rule, SHOOT EVERYTHING! You won't
have much trouble with accuracy because almost everything is a target. The
enemy requirement is high, but that is to be expected. You'll find antenna
poles, boxes, bunkers, barrels, storm troopers, and round buildings, all of
which add to your total once properly disintegrated. If you go immediately to
the AT-ST factory, you probably wont get all the hits you need. Take a detour
to go get the weapon upgrade and destroy most of the bunkers, buildings and the
like. Don't mess with the TIE plant or the AT-ATs. Those are unnecessary and
take precious time.
     The advanced bombs are easily located at the plant from which the shuttle
lifts off. It is in one of the round buildings on the ground in the back. On
your approach make sure you nail the shuttle and get the missile turret on the
ledge before snagging the power-up.

*    *    *    *    *

MISSION 8: ASSAULT ON KILE II

Available Craft: Y-wing
Default Craft: take a wild guess...
Recommended Craft: Naboo Starfighter
Planet: Kile II
Objectives: (1) Locate and destroy the Imperial Garrison
            (2) Locate and destroy the sensor array
            (3) Locate and destroy the Imperial Spaceport

       Another hit-and-run mission, this stage takes place on Kile II. You'll
be attacking the Imperial Enclave, a facility sprawling throughout the deep
canyons of the planet. To shutdown the operation and cripple the Imperial Navy,
Rebel Y-wings will penetrate the facility, bomb key strongholds and get out
before being blown to sawdust. Sounds easy? Think again. You're using Y-wings
because of their greater firepower and superior shields.

WALKTHRU
     Objectives 1&2: Starting out, take the first left turn. You should end up
over a few small buildings and a turbo laser. Make a few hits here if you like,
but don't sacrifice much time or energy. Keep going through the canyon, and try
to stay high. As you pass another clearing, there will be a missile launcher.
Link your blasters and fire at it with your lasers AND your ion cannons
simultaneously. This will supplement your relatively feeble blaster power and
quicken the demise of enemies. Continue on in your present course. Pass the
next missile turret right up and go straight until you come to the garrison. Go
left; destroy the missile turrets and guns, bomb the sensor array. Don't get to
close to buildings or anything else that you're dropping a bomb on, as you can
be greatly damaged (even killed) by your own blasts. Now double back and take
care of the garrison.
     Objective 3: When you do this, you need to go to the spaceport. However,
with all the canyons, the spaceport can be very hard to find. It would take a
while to explain how to get there, so instead of that, follow the shuttle. As
soon as you demolish the garrison, an Imperial shuttle should land where the
sensor array was, and then take off again. The first time you play the level,
DO NOT DESTROY THE SHUTTLE! Follow it. It will lead you right to the spaceport.
Memorize the path, so that you can take it the next time, and you won't have to
wait for Shuttle the Snail. Upon reaching the spaceport, skirt the perimeter
taking out all guns and missile turrets. Now the objective is simple. Bomb
everything. After you bomb most of the spaceport, Wedge will be shot down and
captured, but that's supposed to happen. (It is unavoidable...) Besides, if it
didn't, the next two levels couldn't happen. Once the cut scene ends, destroy
the few remaining Imperial items.

GOLD REQUIREMENTS

COMPLETION TIME: 6:00
ENEMIES DESTROYED: 65
ACCURACY: 60%
FRIENDLY SAVES: 0
BONUS: 0

GO FOR THE GOLD: WOW! SIX MINUTES! You may think that that is simply NOT enough
time for those slugs (the Y-wings) to complete the mission with the correct
number of enemies within the time limit. However, it CAN be done, and the key
here is the stormtroopers. After you destroy the Sensor Array, a bunch of
stormtroopers will come running out. Using your radar, find the spot where they
are most concentrated and drop a bomb. This will raise you enemy count by at
least 8-10 enemies if not many more. The same can be done at the Spaceport and
Garrison. This is the edge you need to get all the enemies without wasting
time. You'll find the task greatly simplified by using the Naboo Fighter. With
its superior speed, you can shoot through the canyons like a rocket. That way
you can take out all the enemies you need to without taking forever to reach
them first.

*    *    *    *    *

MISSION 9: RESCUE ON KESSEL

Available Craft: X-wing
Planet: Kessel
Objectives: (1) Prevent the hover train from delivering its captives to the
notorious prisons of Kessel

       Wedge has been captured by the Empire, and it's up to Rogue Squadron to
get him back before it's too late. We're talking certain death here, unless you
do something about it. So what the heck are you standing around here for? Go
get him!

WALKTHRU
     Objective 1 (It's the _only_ objective in case you haven't noticed): A
straightforward and simple stage. Suddenly the X-wing is armed with an ion
cannon for this mission. Y didn't they use the Y-wing? After all, the ions are
its coolest feature, and the one time that you need them, you can't even use
the ship! Had the Y-wing been given a crack at this one, it might have been
redeemed from it's rather small and pitiful role in the game, but it seems the
game creators didn't care about that. Oh well, that's life...
     All you need to do on this stage is disable the hover train. Not destroy,
disable. Shut it down. Stop it in its tracks. And doing this is far from
difficult. Just charge up the trusty ol' ion cannon, and let 'er rip. Shoot the
cars with the guns and missile turrets first to disarm them. This makes the
rest of the train much easier. You'll probably die once from the enemies
scattered about but don't worry. Just shoot the missile turrets and return to
the train. Once every car has been thoroughly ionized, your mission is
complete.

GOLD REQUIREMENTS

COMPLETION TIME: 4:30
ENEMIES DESTROYED: 26
ACCURACY: 40%
FRIENDLY SAVES: 5
BONUS: 0

GO FOR THE GOLD: Surprisingly enough, achieving gold on Rescue on Kessel can
prove to be quite challenging. Once again, the challenge is to get all the
enemies required and beat the level within the time limit. So here's how I
found to do it. Note that you'll need to be fast and accurate with your ions or
you can waste a lot of time. When the mission begins, immediately close your S-
foils and speed to where the train is. Fire your ion cannons at two of the
cars. This will slow the train down immensely, so it won't reach the prison
before you can snag enough baddies. If Artoo beeps, you'll know it worked. Now
it's up to you. It could take some experimenting to figure out what the
quickest way is to destroy your quota. Probably high-tail it back towards the
start where you'll find a bunker, a missile launcher or two, an AT-ST, and
three small, grey, armored vehicles, ALL of which must be eliminated. Continue
on the path that you see, destroying all things Imperial. You should end up at
the prison. From there, work your way back to the train, obliterating guns,
walkers and other Imperial paraphernalia. Watch out for the TIE interceptor
which, if left alone, could throw a monkey wrench in your friendly saves. If at
all possible, count in your head so you have an idea of when you're approaching
your goal. You WILL need to get the AT-STs near the start, and the bunker with
the small black towers. When you think you have sufficient hits, go directly to
the train and finish shutting it down.

*    *    *    *    *

MISSION 10: PRISONS OF KESSEL

Available Craft: X-wing, A-wing, V-wing
Default Craft: X-wing
Recommended Craft: X-wing
Planet: Kessel
Objectives: (1) Destroy the shield generator
            (2) Protect and escort Madine's commandos (this objective runs
throughout the mission)

       While Wedge was on the hover train, he discovered that there were other
Rebels imprisoned in Kessel's  notorious prisons. Crix Madine and his commandos
will invade the jails and free the captive Rebels...if they don't get blown to
smithereens first. They will fly in an Imperial Landing Craft (how do we get a
hold of all these Imperial ships?) which is not to good at defending itself, so
you'll have your work cut out for you.

WALKTHRU
     Objective 1: At the start, there will be three ways to go. Go to your far
right with your S-foils closed and blow up the AT-STs as fast as you can.
(Obviously you have to open your wings to do that.) Then follow the landing
craft over the mountain to where it has landed in front of the first prison.
Crix will tell you to go and destroy the shield generator. Yeah, that's all
fine and dandy, but while you do that, he just sits there and gets bombarded
with lasers. That's a bad thing. So before you run off on your heroic little
mission, secure the prison. Take out all the guns and round buildings (but not
the rectangular bunkers) and stay around for a while so you can nail the
interceptors that fly through and try to make toast out of the commandos. Once
you think they're safe for the time being, follow your radar to the shield
generator and be quick about it. In this stage, it's sometimes hard to tell
when you need to shoot enemies and when you need to just forget them and get on
with your objective. When you come to the area with the generator, get rid of
the missile launcher, the turbo lasers and the AT-ST, then make a few runs at
the generator taking some of those little black towers with it. The instant it
explodes, close the S-foils and ride the skies back to the prison.
***SEEKER TORPEDOES ARE VITAL FOR GOLD!***
     Prison 1: Here's where it gets tough. TIEs will be everywhere. Shoot them
down - and fast. Whether you never hit one, or you rip through the TIEs before
they ever take a shot, Madine will still yell at you, so don't mind him. As
soon as you destroy a few, Crix will state that he's clear. Yet another lie.
Interceptors will still be coming in and you'll need to oust them before going
after the storm troopers. If you succeed in doing all this, the shuttle will
lift off and head for the next prison. Anticipate its route and go ahead of it,
cleaning any opposition out of the way.
     Prison 2: Same as before; shoot all the guns and round buildings and stop
the TIEs from inflicting damage on the landing craft. Only this time there's a
twist. When the TIEs let up for a moment, go and destroy the 2 AT-STs that are
creeping up just out of sight of the prison. They aren't hard to find. Now go
after the troopers and keep and eye on the sky for interceptors. Again, Madine
should lift off.
     Prison 3: The craft will fly over top of the first prison to the third.
You know the drill by now: Guns, TIEs, round buildings. Not a lot I can say,
just work on your accuracy. These TIEs can be really hard to get, and the X-
wing is your best bet for hitting them. Avoid damage to the commandos' craft at
all costs.
     Prison 4: Last one. Clean out the guns. Kill the darn TIE Interceptors. A
chicken walker will try to sneak up on you. Foil its plans and roast its crusty
metal head. More than likely, the first few times you play the stage, the
landing craft will blow up and you'll have to start over again. But don't get
discouraged. You need to learn persistency if you want to live through
Taloraan.

GOLD REQUIREMENTS

COMPLETION TIME: 10:30
ENEMIES DESTROYED: 103
ACCURACY: 40%
FRIENDLY SAVES: 35
BONUS: 1

GO FOR THE GOLD: Needless to say, the enemy count here is astronomical, and the
time limit is frustratingly small. Accuracy may also present a problem what
with all the TIE Interceptors. So what does one do? The secret to the Enemies
Destroyed, among other things, is storm troopers. Leave the bunkers erect until
Madine says, "Thanks, Rogue Group. I'm clear." At that point, the storm
troopers will file out of the bunkers. Pick them off for about 8 extra hits at
each stop, then destroy the bunkers for two more. If you do this at all 4
prisons, you can raise your count by approximately 40 hits! That is
substantial. Also, the minute the craft lifts off from the last prison, go and
destroy as many enemies as you can. It will finish the level without your help.
You can probably find probe droids, buildings, and other things to boost your
tally. As for time, well, just learn how to down the fighters quickly. The
sooner you get the first few enemies at each prison, the sooner the commandos
can begin the rescue. Mainly, GET SEEKER MISSILES! I can't tell you how much
these help. And if you run out, kill yourself to reload.
     BONUS: The A-wing's missiles are at the second prison above the prison
level, hidden out of site on the mountain directly behind the prison. (Look
around, you'll find it). It is guarded by a single missile turret. Take out the
turret, and the upgrade is in the lone bunker.

*******************************************************************************
*    *    *    *    *    *    *CHAPTER 3*    *    *    *    *    *    *
*******************************************************************************

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...

MISSION 11: BATTLE ABOVE TALORAAN

Available Craft: X-wing, A-wing
Default Craft: A-wing
Recommended Craft: Naboo Starfighter, A-wing
Planet: Taloraan
Objectives: Destroy all Imperial gas canisters while avoiding civilian
casualties at all costs.

       This is it. The third most thoroughly annoying level in the game, the
first being Thyferra and the second Sullust. I never play this stage anymore
because it is much more frustrating than fun. And why they picked the A-wing
I'll never know. It seems to me just about any other ship would be better
equipped to deal with the conditions at hand. However , I have succeeded to
complete the mission using the A-wing, and I testify that it CAN be done.
Having said this, I hereby present the walkthrough for the dreaded Taloraan
stage.

WALKTHRU
     If I get a lot of feedback saying that this is hard to follow, then I
shall do my best to include platform maps in a future version. You WILL need to
memorize the location of the Imperial canisters on each platform so you won't
waste precious time scouting around.
     Platform 1: Begin the mission with the brake depressed. Knock out all the
Imperial canisters on the first platform. DO NOT DESTROY CIVILIAN CANS! If you
hit too many, the mission will fail. The civilian canisters are plain except
for a wide blue stripe at the bottom, whereas the Imperial containers are a
paler color and bear the Imperial star symbol.
     Platform 2: Now move on to the next platform, which is at a considerably
lower altitude. As soon as you can see it, floor the brakes and fire at the
four Imperial cans. They are on the inside of the platform surrounding the
center pole. Then shoot the three on the top.
     Platforms 3 & 4: Ascend to your previous altitude for these platforms.
Again, brake as soon as they come in to view, and fire not at the canisters,
but at the gun turrets. These will be on the perimeters of the platforms. If
you have read the enemies and strategies section of this FAQ, then you know
about these sinister weapons, and the fact that they are partially intangible,
and your lasers will go right through. (See important note at end of
walkthrough). The first four on these two platforms should not be too difficult
to dispose of, but be ready for anything. Now rid the area of Imperial
containers and move on to the 5th platform.
     Platform 5: Set lower in the atmosphere like platform 2, this is the
second most dangerous in the stage: approach with caution. EVERTTHING on the
floor of this platform is Imperial. SHOOT EVERYTHING!!!!!! It is covered with
those nasty turrets at their minimum tangibility. You may find this area
frustrating, and it will probably be the first place you die. However, learning
to live through this part will be nearly essential to completing the mission so
practice hard. Upon destruction of this accursed locale, you will again rise on
your way to...
     Platforms 6 & 7.: Okay, this is kind of hard, because if you haven't
noticed it at previous locations, this area contains INTANGIBLE CANISTERS as
well as turrets. So if you don't see your blasters making contact, don't keep
flying toward your target as if it will inevitably blow up before you get
there. It won't. At least 7 out of 10 deaths at Taloraan can be contributed to
pilots who were shooting at a canister, it didn't blow up, and so they ran
right into the dang thing. Try not to let that happen. Fly out a ways, then
turn around and try again. When shooting canisters in this part, fire down on
them so that if your shots go through one, they won't hit an innocent can
behind it. Once you track down the cans and destroy them, fly toward the final
platform.
     Platform 8: Here's where you want to have some seekers saved up. A huge
swarm of TIE fighters and TIE interceptors will blacken the sky in front of
you. Try to hit as many as you can, taking minimal damage. You should soon see
a large platform city closely resembling that of Cloud City in The Empire
Strikes Back. Watch the middle, below the level of the buildings, for it is
from this general vicinity that the TIE Interceptor comes. It follows no path
like the others in this stage; its path is YOU. Its sole purpose is to blow you
out of the sky. And this it will do should you choose to ignore it. Try to save
a missile for it and blast it before it reaches you, for once it does, it will
stick with you tighter than peanut butter to a mohair sweater. Should this
occur, don't just fly out over the city like everything's dandy or you'll
become a permanent resident. A black-grease-spot-on-the-side-of-a-building type
resident. If you have the N-1 or A-Wing, you should be able to maneuver sharply
enough to get a shot at it. If using the X-wing, close the S-foils and zoom out
away from it a short distance. Then open up, turn around and blast it. Watch
your radar, too, so you know where it is. After it's gone, you can proceed. The
8th platform is set below and behind the city. You might want to take off the
Auto Roll and Auto Level to optimize your performance. This platform contains
missile launchers. Coming in from above prevents the turrets from getting a
clear shot at you. Destroy them all before they blow up the blue canisters. Now
take out the remaining Imperial cans and whalla! You've completed the Taloraan
stage.

IMPORTANT NOTE!: Intangible guns can usually be destroyed if you fire at their
"heads", especially from below. Also, this intangibility is DRASTICALLY reduced
if you play the mission in normal resolution mode. The scenery isn't as pretty,
but it's a lot easier. I beat it with the A-wing and only lost one life!

GOLD REQUIREMENTS

COMPLETION TIME: 7:00
ENEMIES DESTROYED: 90
ACCURACY: 70%
FRIENDLY SAVES: 1
BONUS: 1

GO FOR THE GOLD: Gold on Taloraan is not easily won. Believe it or not, one of
the hardest objectives to achieve is the friendly save. You need to protect the
Rebel Blockade Runner that flies through the stage. At the first few platforms,
worrying about it is not crucial, but by 5, 6 & 7, you need to execute all the
guns within range of the blockade runner, and all the TIEs as well. If you
leave it alone, chances are the Imperial forces will run roughshod over it,
erasing your chances at gold. It stops at platform 7, so you won't need to fuss
over it after that, unless your worried about that big swarm of TIEs headed in
that direction...
     Also you'll need to go the extra mile to shoot down enough enemies, a task
immensely simplified by what else? Seeker missiles. Ooooooo...
     The bonus is to be found near the center of the city between the two
towers. Dive bomb your craft to pick it up, and then go straight up into the
sky to avoid becoming just another statistic on the building wall.

*    *    *    *    *

MISSION 12: ESCAPE FROM FEST

Available Craft: Speeder
Planet: Fest
Objectives: (1) Liberate the AT-PTs and escort them safely to the landing zone.
            (2) Destroy the research facility.

       Rebel forces are attempting to steal three AT-PTs from Moff Seerdon's
base on Fest. But their escape has been compromised and you need to help get
them out of there. You also want to plunder Seerdon's research facility.

WALKTHRU
     Objective 1: Scan the ground as you begin and try to kill two storm
troopers and a tank droid then knock off the two turbo lasers you see on the
hill. Now floor it over the gate. This level requires that you complete your
tasks with speed and efficiency, so lots of practice may be required. Without
losing much speed, try to destroy the two bunkers and about five or six storm
troopers around the AT-AT's legs. From there, immediately begin to wrap the
walker. AND BE CAREFUL! Staying healthy in this part is vital to the rest of
the level. If you die during a tank droid onslaught, you might as well drop a
bomb on the AT-PTs. When the walker is kissing snow, fly back over the gate. In
one pass, incinerate the 2 guns and the bunkers behind them. Don't worry about
the shield generator right now. Just bring down that over-grown cow over there.
If you can take him down before your comrades destroy the gate, you're doing
well. Tank droids will make an entrance when the gate is down. Destroy one tank
droid and a few storm troopers that you find wandering aimlessly in the snow.
But don't spent too much time here. You're greatest battle is in the next
part...
     Fly AFAP (as fast as possible) to rope the final steer. Here's the tricky
part. Don't wait for the tank droids to come over the hill. You go to them.
Start with the three on the left hill (left as you face the approaching AT-
PTs). Up and fly over the hill to where 3 tank droids are coming side by side
to the attack. Line up your assault and pick them off one by one before they
can take a shot at the AT-PTs. Then concentrate on the other tank droids. Which
ones? That's up to you. Which ones are the most dangerous to your AT-PTs? That
should answer your question. If you see bombers fly overhead, don't go after
them – yet. The tank droids are at present much more dangerous. When the area
has been sufficiently harvested of tank droids, fly down toward the end, this
time watching for bombers. 8 bombers total will fly through the stage in pairs
of 2, attempting to melt the helpless 'PTs like ice cubes on a hot griddle. The
last pair will be shot down by your wing mates...I think.
     Experiment to determine exactly when the AT-PTs will be safe apart from
your presence, and as soon as they are, your primary target should become the
shield generator. Fly over to where it is, burn it to the ground, find any left
over storm troopers or tank droids and kill them, and them head for the
research place. This whole time you'll be rushing to do everything AFAP. The
turrets, guns, and troopers in front of the building need killing, too. Now
ravage the center, and you're on your way to Chandrila.

GOLD REQUIREMENTS

COMPLETION TIME: 6:30
ENEMIES DESTROYED: 65
ACCURACY: 25%
FRIENDLY SAVES: 7
BONUS: 1

GO FOR THE GOLD: This is quite a race. Trying to save all the AT-PTs, kill all
the enemies and get the bonus in the time requirement is enough to make your
head swim, and it takes a heap o' practice. Basically follow the walkthrough
above, but with one little detour...
     The bonus. It is located on the mountain top above and behind the research
facility in a bunker guarded by two guns. Destroy everything there, and get the
advanced bombs. This should be the last thing you do before plunging the
facility into oblivion.

*    *    *    *    *

MISSION 13: BLOCKADE ON CHANDRILA

Available Craft: X-wing, A-wing, V-wing
Default Craft: X-wing
Recommended Craft: Naboo Starfighter, X-wing
Planet: Chandrila
Objectives: (1) Protect the hover train
            (2) Protect the evacuation shuttles
            (3) Secure the city

     I finally achieved a gold medal on this mission. Getting to the end is not
hard, but getting gold is considerably more difficult. The stage is set on
Chandrila, a beautiful planet of the core worlds. The peace-loving inhabitants
have openly supported the Rebellion, and so Moff Seerdon is stepping in to
blockade the city and prevent insurrection. Rogue Squadron must quell Seerdon's
blockade and save the city from the Empire.

WALKTHRU
     Objective 1: On the outset, you must atomize the horde of TIE interceptors
and bombers that are trying to prevent the hover train from reaching Chandrila
with needed supplies. Follow slightly behind, so as to stop any bombers in
their tracks. Bombers generally come in 2s or 3s. If you're a good shot, take
them out with your blasters, but otherwise have your seeker torpedoes ready.
Once the train reaches the city the attack will let up, but two bombers will
fly in from the rear as the train nears the ground in a final effort to
decimate it. Shoot them down, and then fly to the heart of the city where still
more bombers are raining destruction on the buildings. What do you do with
them? You can figure that out...
     Objective 2: A cut scene should now play, depicting three evacuation
shuttles under fire by AT-ST walkers. Have some seeker torpedoes stored up for
this. Hit each of the walkers with a proton torpedo. After a while, three
interceptors will fly in as the shuttles lift off. Head them off at the pass,
and then go back to the city for the final attack.
     Objective 3: All you have to do now is destroy the 3 TIE bombers which are
flying around in a last ditch effort to sustain the blockade, but they don't
have a chance...if of course, you're any good.

GOLD REQUIREMENTS

COMPLETION TIME: 5:45
ENEMIES DESTROYED: 35
ACCURACY: 20%
FRIENDLY SAVES: 4
BONUS: 1

GO FOR THE GOLD: All the train cars and all the shuttles must survive if you
want to see that elusive gold medal on your screen. Saving the train cars is a
simple matter of preventing any bombs from being deposited on top of them. Kill
the bombers. The shuttles are also easy to save if you do as instructed and
shoot all the AT-STs with torpedoes. Time is a much bigger problem. You must be
very efficient at destroying the bombers that fly over the city. You can use
seeker torpedoes, but there aren't usually enough to go around. That's why you
should take the Naboo N-1 into the fray so you have four extra missiles at your
disposal. Firing blanks? Run your craft into a building! You start the next
life with a full load!
BONUS: This is by far the most unique bonus in the game. As soon as you kill
all the AT-STs, fly AFAP to the rear of the city in the opposite direction that
your radar points. In the very back, a lone AT-ST will be shooting at three
skinny buildings. Bust his head open, and out comes the bonus, shining in all
of its glory and ecstasy. But there's no time to sit around and admire it.
You've got to get back to the shuttles and FAST!

*    *    *    *    *

MISSION 14: RAID ON SULLUST

Available Craft: Y-wing
Recommended Craft: Naboo Starfighter
Planet: Sullust
Objectives: (1) Destroy the thermal transmitters
            (2) Destroy the capacitor

     And you thought Taloraan was hard! When I first played this mission, I
died in less than 20 seconds, as a direct result of the seemingly hundreds of
missile turrets in the stage. Naturally, I began to entertain the thought that
the Sullust mission is impossible to beat, and that no mission could possibly
be harder. My first inclination proved faulty when, after many frustrating
runs, I finally destroyed the capacitor (it took more than 7 minutes). My
second thought also proved wrong when I played the succeeding stage. This is
the second most frustrating mission in the game. Pilots beware. Fly at your own
risk.

WALKTHRU
     Objective 1: In this stage, you'll be flying around the interior of a huge
volcano. The major pitfall here is that you will find yourself constantly
bombarded by homing missiles. Everywhere you turn you hear that horrible
bleeping sound of a missile locking on to your craft. There are actually only 7
missile launchers here, but it seems like thousands. Be prepared to loose 2
ships before tackling the capacitor. The easiest (though not the fastest) way
to proceed is to take out all the missile turrets FIRST, so you can concentrate
on the transmitters without worrying about them.
     12 transmitters scattered about the volcano are feeding thermal energy to
the central capacitor to hold its shields up. These are your primary targets,
and I think you'll recognize them when you see them. They look a little like
this:      _____
          |_____|
           _| |_
        __/     \__
      /_____________\
As soon as you start, destroy the missile launcher you see and any missiles
that it is firing (if you can). Proceed to bomb the transmitter and take out a
couple of enemies. Now turn slightly to the right of your starting position.
Across some lava (concealed in the smoke) sits another missile launcher. After
a few tries you'll remember where it is. Fly at it full speed shooting your
lasers and your ion cannon, trying to hit any missiles it fires. If you destroy
it successfully, turn slightly left and head for the next turret. It should be
sitting along side the second transmitter. The turret after _that_ is in front
of a landing platform surrounded by boxes and small buildings. Kill it, and
then fly under the overhang to take out turret #5. Right behind turret #5,
sitting next to another transmitter is turret number 6 which you should destroy
or be destroyed.
     From here you can choose either to pursue the next turret, which is
sitting on some island in the middle of the volcano, or begin destroying the
transmitters. I found the best way to go knocking out the thermal transmitters
is to fly around the perimeter, staying high. Most of the transmitters are
located on this outer rim, guarded by turbo lasers and occasionally a missile
turret and/or AT-ST. Don't waste time going after TIE interceptors. The Y-wing
is far to slow and inaccurate to bother with these. Of course if you are using
the Naboo Starfighter it may be wise to hit a few with your seeker torpedoes.
At each transmitter you come to, hit any guns with your blasters from a
distance, and then bomb the transmitter. Continue this until all perimeter
transmitters are decimated. When you want to find the ones on the interior,
your radar will guide you. When all the transmitters are destroyed, you will be
turned to face the capacitor immediately following a cut scene. The shield is
now down.
     Objective 2: To destroy the central capacitor, you have to destroy all the
little cylindrical, power generator type things that are rotating around it.
You'll see what I mean. Hold you brakes and hit them with everything you've
got. Ignore the TIE interceptors. When all of them are gone, the capacitor will
fold, and Rogue Squadron will be off to Thyferra for the final assault.

GOLD REQUIREMENTS

COMPLETION TIME: 4:00
ENEMIES DESTROYED: 40
ACCURACY: 75%
FRIENDLY SAVES: 0
BONUS: 1

GO FOR THE GOLD: Gold? The spectacle is overwhelming. Achieving gold on Sullust
is harder than pulling the ears off a gundark. Still, it can be done, with the
help of one important asset - the Naboo Starfighter. Upon noticing how quickly
the Y-wing died (with its superior shields) I thought that the Naboo Fighter
wouldn't stand a chance in all that missile fire. But taking the advice of
someone at RogueSquadron.net, I tried it. After weeks of struggling with the Y-
wing, I finally conquered the Sullust mission with the sleek and stealthy Naboo
N-1. Destroying all the missile launchers becomes a first priority, but it is
also a profitable one because with the ship's speed they can be extinguished
and you can still finish the stage in the target time. Getting 40 enemies in
under 3 1/2 minutes is a sizable task. Basically you have to hit the
transmitters with proton torpedoes, and destroy everything around each one with
the N-1's rapid laser fire. You will also need to get a few TIEs, AT-STs, and
boxes, bunkers etc. when time allows. Then at the capacitor, just shoot like
crazy. One more thing...
     The bonus is easy to find. There is only one HUGE building in the stage,
across from the place with all the little boxes. You'll know it when you see
it. Just blow it open, and the Seeker Proton Torpedoes are yours.

*    *    *    *    *

MISSION 15: MOFF SEERDON'S REVENGE

Available Craft: X-wing, A-wing, V-wing
Default Craft: X-wing
Recommended Craft: V-wing, X-wing
Planet: Thyferra
Objectives: (1)Protect civilians and Rebel bacta
            (2)Destroy everything Imperial
            (3)Defeat Moff Seerdon

     Just when you thought it couldn't get any worse... By leading Rogue
Squadron to Sullust, Moff Seerdon has distracted them long enough to
consolidate his power for an attack on Thyferra. Seerdon is attempting to
destroy the Rebel supply of healing bacta, take what he can for himself, and
damage the planet and it's inhabitants in cold blood.
     This is without question the most difficult stage in the game. There are
words for missions like this, but I'm not allowed to say them. I HATE THIS
STAGE!!! I HATE IT! Imperial forces are everywhere, shooting at your bacta.
But the worst things are the TIE Interceptors. Those (insert the worst insult
you can think of) TIE interceptors. They're all over the place. They come at
you head on firing a constant stream of lasers that never miss, weighing you
down by their sheer numbers. And if you can destroy everything Imperial on the
whole level, you earn the privilege (curse, actually) of fighting Seerdon face
to face. Sounds fun, right? So what are you cowering in the corner for? Let's
go!

WALKTHRU
     This walkthrough will show you the way to go, what to do, and (partially)
how to use your missiles. Unfortunately, it will be up to you to figure out
exactly how to handle the TIE interceptors. When and where only they can
decide. All I can say, is that if they go unchecked for too long, it will be
the end of you. You should probably complete the stage with the X-wing first.
Once you become familiar with the terrain and get the seeker cluster missiles,
you can use the unshielded V-wing, which is the best for getting gold. If you
are the V-wing, you will want your blasters in rapid fire mode. If you are the
X-wing or the Naboo Starfighter, leave you lasers unlinked. If you are the A-
wing, abort the mission and start over with a better ship. At first you'll
probably get killed a lot, but if you just stay with it, you will improve.
     Objectives 1 & 2: Destroy the missile turret that is in front of you when
you start. There will already be a missile coming towards you from the to the
left of the turret. If you can, shoot it before it hits you. That will come
with practice. Fly to down in the canyon to your right, and shoot the 2nd
missile turret. Now destroy the AT-ST, and the turbo laser.  Fly quickly to the
other end of the small valley and take out the other turret before it has a
chance to shoot at you. Now go back through, destroying the 3 bunkers and
watching out for TIE interceptors. Go back to the other end again, and this
time fly left over the hill, where another missile turret is poised. Kill it,
fire a torpedo at the AT-ST (or just shoot it with rapid fire) and rush over
top of the large stone building to annihilate the fifth and final turret, along
with that bunker.
     Don't worry about TIEs before now. If you are facing away from that stone
structure previously mentioned, go slightly to the left and then straight until
you see another large stone building. There will also be two bacta containers
and an Imperial bunker. Destroy the bunker, but be careful not to harm the
containers behind it. In that bunker will be the V-wing's seeker cluster
missiles. On the way here you may need to take out a few TIE Interceptors.
     Now go up the hill in front of you. Atop this hill are two lasers, and two
At-STs. Get rid of the turbo lasers, and then hit the walkers with proton
torpedoes. Why? Because they have to be destroyed quickly so they don't kill
all the little people running around. Watch your back for TIEs on this part.
Clear out the bunkers.
     If you are facing out toward where you came from, go right. You will see a
pair of guns. Knock them out, being careful not to hit the bacta containers.
Coming at them from this direction is critical, as coming at them from other
angles often causes them to destroy bacta in their attempts to hit you. There
should also be a bunker here that needs to be leveled.
     Alright, if you've done everything right to this point you should be ready
for the TIE bombers on top of the mountain that are bombing the hearty stone
bacta containers. I think there are five of them. Be on your guard against TIE
Interceptors. They are especially treacherous here, so be CAREFUL! If you are
on your first or second life, you can use your proton torpedoes on them. Save
your seeker torpedoes for the interceptors and destroy the bombers with your
lasers. The bombers here are particularly hard to nail, so watch your accuracy.
Once these are gone, you will either have to hunt down a few more TIEs or
prepare to face Seerdon...
     *NOTE: While flying through the level at any point, if you see a few
interceptors flying harmlessly by you, take that opportunity to destroy them.
Otherwise they will come back to haunt (kill?) you later.
     Objective 3: Moff Seerdon will come at you in his landing craft. It sports
many laser cannons and a seeker missile launcher. The best thing to do is use
your torpedoes on him. About four hits will destroy him. When he flies at you,
pour on the laser power, and duck beneath him. Then fly away, turn, and come
back. Lock on to him with a torpedo and let 'er rip. Your missiles work best
from a distance. If it hits him, he will say something. It usually goes
something like this:
     1 hit: "You're a very talented pilot".
     2 hits: "Even if you win today, the Empire will crush the Rebellion"!
     3 hits: "Impossible!"....."You and Rogue Squadron will die!"
     4 hits: "AAAAAUUUUUGH!"
Then he's dead. Good shooting!

GOLD REQUIREMENTS

COMPLETION TIME: 6:00
ENEMIES DESTROYED: 45
ACCURACY: 30%
FRIENDLY SAVES: 55
BONUS: 1

GO FOR THE GOLD: Use the V-wing with its seeker cluster missiles. Remember, all
in all you have 18 missiles, 6 for each life. You'll want to save 4 or 5 for
Moff Seerdon. You will probably not make it unless you have 2 lives left when
you reach him. Use the scram jets when traveling long distances as this will
save you time, and time is a big issue here. A bigger issue is friendly saves.
If you ever destroy a bacta container, abort the mission. You can't get gold.
The enemies can destroy a few, but you mustn't. Avoid head-on confrontations
with interceptors. Instead, dodge their lasers, fly far away, turn around, and
give it to 'em with your cluster missiles. Good luck. You will have to play
this stage MANY, MANY times before you succeed.
     And yes, you DO need to get the seeker cluster missiles in order to get
the gold medal. See paragraph three of the above walkthrough for its location.

*******************************************************************************
*    *    *    *    *    *    *CHAPTER 4*    *    *    *    *    *    *
*******************************************************************************

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...

MISSION 16: BATTLE OF CALAMARI

Available Craft: X-wing, A-wing, V-wing
Default Craft: V-wing
Recommended Craft: V-wing
Planet: Mon Calamari
Objectives: (1)Destroy the World Devastators
            (2)Protect the cities

     Welcome to the beautiful world of Mon Calamari, a planet almost completely
covered by water. Inhabitants? Mostly the peaceful Mon Calamari, who support
the Rebellion. Suddenly, a gigantic machine blackens the sky. It's powerful
propulsion, immense weight, and countless blaster cannons flatten your city as
you stand by, helpless in its destructive wake. Then hope gleams on the
horizon...it's a V-wing! No, eight V-wings. It's Commander Wedge Antilles and
Rogue Squadron rushing to the aid of your defenseless people! Play as Wedge,
and stop the Devastators. This is not as difficult as Moff Seerdon's Revenge,
but it is close, and you will find yourself confronted by a formidable
challenge.
     This walkthrough will show you how to destroy the Devastators, when to use
your seeker cluster missiles, and what to do about those annoying Waveskimmers.

WALKTHRU
     Devastator 1: Begin by going upward until you are above Devastator level.
Fly high and straight, keeping the orange cone on your radar at a little after
12:00 (slightly to the right). You will soon see the first World Devastator.
Notice that it has two basic parts connected by a smaller center section. Fly
towards the left most part, staying higher than the devastator at all times.
Once you are in firing range, shoot two rounds of cluster missiles at the left
most section. This should take out all but one missile turret. Now turn to the
shield generator (that's the black thing on the right section that looks like
the ball thingys on star destroyers), switch to rapid fire, and hit it with a
constant stream of laser fire. That should destroy it before you fly past. If
not, fly far away, out of the range of the turbo lasers, and come at it again,
this time firing in spurts. Don't run into it! The second it is gone, swoop
down behind the devastator, fly away, turn back around, and fire at the leg
jets. Two medium spurts with rapid fire lasers will take out a leg jet. Don't
get too close or the devastator will suck you in. Only two legs are required
before the massive machine comes down. Whatever you do, don't get stuck under
the devastator when it falls. If you have not lost a life yet, you are doing
well.
     City 1: Follow your radar to the first city section. It is being attacked
by TIE/D fighters, new TIEs driven by droid brains. They are even faster and
harder to hit then TIE Interceptors, and your cluster missiles will be in order
to destroy them. DO NOT SHOOT AT BUILDINGS!! They are easily destroyed. Only a
few ties are here, so get as many as you can in your sites and hit them with
your cluster seeker missiles. You can afford to use two rounds on this part. If
you haven't hit them all in two rounds (and there's a problem if not) then
shoot down any remaining. Using your scram jets, follow your radar to the next
devastator.
     Devastator 2: You should come at this one from an angle. Staying above it,
and coming within firing range, follow the instructions on #1 and fire two
rounds of seeker missiles. This will deplete your supply. Knock out the
generator on top in one pass (that is easily accomplished) and knock out the
two hind leg jets.
     City 2: If you are not going for gold skip to the next paragraph. Before
trying to destroy the TIEs, you should notice two floating buildings off the
city's coast, and two waveskimmers in the vicinity. Destroy the waveskimmers so
they can't harm those two platforms. If they do, you won't get gold.
     Another barrage of TIE/Ds are attacking this city. Run into the mountain
to lose your first life and reload your missiles. Now fly as far from the city
as you can so you can get more TIEs in one shot. Turn around and fire your
cluster missiles to take out the ties. You can probably afford to use two or
three rounds here if you must, but don't shot any extra, as surplus missiles
could hit civilian buildings.
     Devastator 3: You know the drill by now. Come in from above, fire two
rounds, take out the shield generator, and take out two leg jets.
     City 3: You should now be on your second life with one or two rounds of
cluster missiles left. A massive TIE/D attack will take place here. Get a few
TIEs with your remaining missiles, than crash to reload. Watch you radar. TIEs
continue to file in from out over the ocean. Wait until they stop coming, and
then kill the rest of the TIEs with your cluster missiles. Now you're done!

GOLD REQUIREMENTS

COMPLETION TIME: 5:30
ENEMIES DESTROYED: 24
ACCURACY: 25%
FRIENDLY SAVES: 87
BONUS: 0

GO FOR THE GOLD: The walkthrough above tells you what a gold run should be
like. Make sure to read the first paragraph under City 2 for a little extra
gold info.

*    *    *    *    *

!!!CONGRATULATIIONS!!!
You've just beaten Rogue Squadron!!! Now you get to watch a little ending
sequence which varies depending on the medals you've won, and, if you've
achieved bronze or more on every mission, you will be presented with a plated
insignia so that all who see you shall know you and what you have accomplished.
However, notice that I said BEATEN, _not_ completed. To complete the game, you
must get all the gold medals, including the ones for all three hidden stages.
And here they are...

*******************************************************************************
*    *    *    *    *    *    *HIDDEN STAGES*    *    *    *    *    *    *
*******************************************************************************

MISSION 17: BEGGAR'S CANYON

Available Craft: T-16 Skyhopper
Planet: Tatoonie
Objective: Win the race
Medal Factor: You must finish all the missions with a bronze medal or higher
before this stage becomes available.

     A rather straight forward objective, don't you think? Just win the race.
How hard could that be. A little harder than I thought! You start out in the
back, and since you had such massive experience with this in the days of your
youth, you are naturally expected to win, but it's all in good fun.

WALKTHRU
     You earn the bronze medal by beating Zev, the silver for beating Dack, and
the gold for beating Wedge. Start out by following the center canyon. your
competitor will be Zev Senesca. If you're a moderately good pilot you will beat
Zev in the first try. There are a few things you need to know, though.
     1. Your skyhopper is completely unshielded, and has practically no armor.
Therefore, anything you touch can have you up in smoke before you can say
antidisestablishmentarianism. That is assuming, of course, that you CAN say
antidisestablishmentarianism...
     2. Shooting down your opponents simply is not permitted. It only takes
three shots to down one of your buddies, and if that happens you will be
immediately disqualified.
     3. Your wing mates are rather paranoid about cheating. Do not fly too high
in the branches of Beggar's Canyon, and whatever you do, don't try to shortcut.
I can guarantee that every shortcut leads back to the beginning of the race.
     I suggest that you, for the most part, do not try to use your brakes while
flying as these just hamper your agility and maneuverability, and will often
cause you to run into walls, which is painfully unpleasant. Instead. just let
up on the gas going around quick turns. You won't need to against Zev, and
hardly ever against Dack, but against Wedge on the right branch you will need
to do this often. Don't worry if it looks like you're not gaining on your
opponent. Just fly well, and you will be ahead by the end of race.

GOLD REQUIERMENTS

Competitor beaten: Wedge

GO FOR THE GOLD: This otherwise fun-filled level really shouldn't be so hard.
TO beat Wedge you will need to take the right branch, a very challenging race
permeated with sharp turns. It can be quite frustrating trying to stay low, and
it will probably take a good deal of practice to triumph over your bestest
buddy. Mainly, let up on the gas to take the turns, stay low, don't hit Wedge,
and don't use your brakes unless you are trying to fulfill your lifelong
ambition of becoming a grease spot.

*    *    *    *    *

MISSION 18: THE DEATH STAR TRENCH RUN

Available Craft: X-wing
Recommended Craft: X-wing, Naboo Starfighter
Location: the Death Star
Medal Factor: You must finish all the missions with a silver medal or higher
before this stage becomes available.

    Go back in time to relive the famous Death Star trench run. Of all the
missions in the game this one has the greatest flaws.
Flaw 1: The trench has square corners even though then trench is on the Death
Star's equator. There are no square corners on an equator!
Flaw 2: Darth Vader is no where to be found.
Flaw 3: The exhaust port is on the ground instead of in the wall like it should
be. It is also surrounded by a huge bunch of turbo lasers in a much wider part
of the trench. The trench should not get WIDER!
Flaw 4: The biggest flaw in my opinion. You DON'T EVEN GET TO SEE THE DEATH
STAR BLOW UP!!! Why the heck not??? Ever since the movie came out, we've all
wanted to cause the Death Star to explode. We've got the graphics, why not USE
them????? Come on, Lucas Arts...
Flaw 5: It's WAY too easy. The first time I played the stage I got silver, and
the second time (playing with the Naboo Starfighter) I got gold. It has some
replay value anyway, just because its fun.

WALKTHRU
     All you have to do to beat the stage is fly through the trench without
dying, dodging the TIEs, guns, protrusions from the and trench walls and floor
(another flaw), and lock onto the exhaust post with a seeker torpedo. The rest
is history.

GOLD REQUIREMENTS

COMPLETION TIME: 2:45
ENEMIES DESTROYED: 30
ACCURACY: 70%
FRIENDLY SAVES: 0
BONUS: 0

GO FOR THE GOLD: The greatest detraction from getting gold is that you don't
have much time, and you have to get a lot of enemies. Use the Naboo
Starfighter, and soar through the trench. Hold the gas, shooting all turbo
lasers you come to. When you round the first corner, try to shoot as many gun
towers as you can, but don't slow down too much. Shoot down a few TIE fighters
during your run, because you need the hits and you only need one or two
torpedoes for the end. Count in your head during the mission. When you think
you have enough hits (about 22-25), pour on the speed and rip through the
trench like a rocket. When you get to the end, hit the brakes and destroy the
guns in the area around the exhaust port. Then just lock on the exhaust port
with your torpedo and let it go.

*    *    *    *    *

MISSION 19: THE BATTLE OF HOTH

Available Craft: Speeder
Planet: Hoth
Objectives: (1) Destroy the probe droids
            (2) Rescue Rogue Ten
            (3) Protect the shield generator

     The second attempt at recreating the Hoth Battle on Nintendo 64 is indeed
a breath-taking spectacle, but, like the Trench Run, faithful adherence to the
movie is nowhere to be found. The graphics are so much better than "Shadows of
the Empire" with the expansion pak, but the actual battle is better portrayed
by the original bout in "Shadows". Either way, I thought the level was fun, yet
undeniably easy.
     Chronologically, this mission should come right after Moff Seerdon's
Revenge, but in terms of difficulty it should be one of the first three stages.
The first time I played it I got silver, and the only thing I lacked was
accuracy. The second time I was a little more careful about my shots, and I got
gold. You probably don't need a walkthrough for this one, cause if you're good
enough to get this far you're good enough to beat the mission. But this
document would be incomplete without one, so here it is.

WALKTHRU
     Objective 1: The first part is really easy. Just shoot down the 7-8 probe
droids at the start. Okay, (*yawn*) that was fun. Still awake? Let's go to the
next part.
     Objective 2: Rogue Ten's speeder has been shot down. (That was quick.)
Follow your radar to find him running around in the snow, dodging the shots of
the AT-STs which have gathered around him at are playing shooting gallery.
Decimate the walkers, and you're ready for the final part.
     Objective 3: This part is by far the most difficult. Follow your radar
over the hill. You will see an AT-ST or two down in the valley. Destroy
it/them. You will see to your left two AT-AT walkers, two AT-ST walkers in
front of them, and in front of THEM are a bunch of stormtroopers running
aimlessly around in front of the shield generator. Fly, brakes held, to the
right of the right most walker. This is a little tricky. Before you pass up the
AT-AT, blow up the AT-ST leading it. Then deploy your tow cable and wrap the
walker. Be careful not to hit the stalk of the dead 'ST. Once he comes down
(the AT-AT that is) shoot the head off of the other AT-ST. Still with me? Now
wrap the last AT-AT, and watch that hill. Having shoved that turtle walker into
the dirt, fly toward the generator. Turn to your right and you should see an
AT-ST and an AT-AT approaching by a different route. Shoot the chicken walker,
turn and pick off a stormtrooper or two for good measure, and then return to
tackle the final AT-AT. This is the hardest one because of the steep hills to
both sides. Take him down, and you're off to Dagobah. Well done, Commander
Skywalker!

GOLD REQUIREMENTS

COMPLETION TIME: 3:45
ENEMIES DESTROYED: 29
ACCURACY: 60%
FRIENDLY SAVES:
BONUS: 0

GO FOR THE GOLD: Pretty much, the walkthrough above tells you everything you
need to know to ace this stage. Just remember to shoot the AT-Ats on approach
so you can build up your accuracy. Other than that, just work on yer hog tyin'
skills. Have fun!

*    *    *    *    *

YOUR REWARD
-----------

CONGRATULATIONS!
Having successfully completed all hidden missions with the honorable gold
medal, you are hereby awarded use of all possible ships for each mission. Now
you can fly a snowspeeder on Tatoonie, an A-wing on Sullust, a Y-wing on
Gerrard V, and a V-wing on Kile II! Enjoy!!!!

*******************************************************************************
*    *    *    *    *    *XIII.) BONUS LOCATIONS *    *    *    *    *    *
*******************************************************************************

See mission walkthroughs for specific information.

Advanced Proton Torpedoes...........................Defection at Corellia

Advanced Shields....................................The Jade Moon

Advanced Bombs......................................Imperial Construction Yards

Seeker Missiles.....................................Prisons of Kessel

Advanced Lasers.....................................Battle above Taloraan

Seeker Proton Torpedoes.............................Escape from Fest

Advanced Bombs......................................Blockade on Chandrilla

Seeker Proton Torpedoes AGAIN! Why??................Raid on Sullust

Seeker Cluster Missiles.............................Moff Seerdon's Revenge

*******************************************************************************
*    *    *    *    *    *   XIV.) PASSCODES   *    *    *    *    *    *
*******************************************************************************
Legend: *From the Rogue Squadron Player's Guide, (C) 1998, Nintendo
        #From www.nintendo.com
        ^From www.gamesages.com
        **From Saber2

PASSCODE   |                                 RESULT
-------------------------------------------------------------------------------
*TOUGHGUY    Charges your craft with all Imperial technology. Code is permanent

*RADAR       Upgrades your radar to show you the relative altitude of enemies
             in your vicinity.

*IGIVEUP     Infinite lives

*ACE         Makes the game more difficult. I don't know if it's permanent.

*MAESTRO     Opens up the music hall of the showroom.

*DIRECTOR    Go to the movies.

**GAMEFLO!   Unlocks all regular missions.

**WOMPRAT!   Unlocks the Tatooine race bonus level.

**WOISTHAN   Unlocks the Death Star Trench bonus level.

*FARMBOY     Allows you to pilot the Millenium Falcon

*TIEDUP      Combined with FARMBOY, this code allows you to fly Kasan Moor's
             TIE interceptor. Go to the Falcon in the hangar and press up.

#KOELSCH     The car.

#HALIFAX?
 + !YNGWIE!  Gives unlimited access to the Naboo Starfighter. Note
             that neither code will make the acceptance sound when entered, but
             they both work. To deactivate, enter HALIFAX? followed by any
             code of your choice.

^BLAMEUS     Shows a picture of the various people who helped make RS.

*CHICKEN     Play a mini game as an AT-ST. B plus Z to shoot, A to go fast.

*DEADDACK    Opens all the levels, including the hidden ones. If you shut off
             the game, the hidden stages will no longer be available.

^CREDITS     Shows the credits sequence

**CHIPPIE:   Luke turns into C. Huelsbeck

**FLYDODGE:  Luke turns into D. Jagalski

#HARDROCK:   Luke turns into T. Engel

**ICHHELD:   Luke turns into R. Henke

**PSYLOCK:   Luke turns into M. Wagner

**RUDIBUBI:  Luke turns into R. Stember

**SIRHISS:   Luke turns into J. Petersam

**THBPILOT:  Luke turns into B. Hoppe

**TIECK:     Luke turns into F. Sauer

**TOBIASS:   Luke turns into T. Richter

sent in by brian 
WUTZI        Same as HARDROCK, but with a different face

BERGLOWE     See above

--------------------------------------
PC PASSCODES
If any code isn't listed, it's the same as N64. Some missing? Let me know. Any
credits will be placed right after the code.

GUNDARK      Changes force feedback control for joystick
IAMDOLLY     Infinite lives
LEIAWRKOUT   Activate joystick force feedback feature
USEDAFORCE   Seems to enable the ability to lock on your target using secondary
fire.
WOOKIEPELT – Fly the Millenium Falcon on all levels except Corellia,
Construction Yards, Fest, and Hoth

sent in by Line Admiral Kcir-Shi Hann:
OOMPAWAMPA - All levels and ships
GOODGUYTIE - Fly the interceptor that's hidden behind the Falcon

*******************************************************************************
*    *    *    *    *    *    *  XV). RANKS  *    *    *    *    *    *    *
*******************************************************************************
Special Thanks to Du Nguyen for his help in the original completion of this
section.

1. TRAINEE
2. CADET
3. ENSIGN
4. OFFICER
5. LIEUTENANT
6. FLIGHT LEADER
7. CAPTAIN
8. SQUAD LEADER
9. GOLD LEADER
10. MAJOR
11. COMMANDER
12. COLONEL
13. GENERAL
14. LINE ADMIRAL
15. FLEET ADMIRAL     (filled in by Du Nguyen)
16. SUPREME ALLIED COMMANDER    (filled in by Du Nguyen)

I am Supreme Allied Commander.

*******************************************************************************
*     *     *     *     *XVI.) QUESTIONS & ANSWERS*    *    *    *    *
*******************************************************************************

     Here is the questions/answers segment in which any and all questions that
I get will be posted and answered to the best of my ability. Why do this if
I've already replied to the question senders? Because someone else may be
benefited by the response to your question. Any takers?

QUESTION: How do I enter the passcodes you keep talking about?

ANSWER: It's simple. From the title screen go to OPTIONS, and from options to
the PASSCODES. Enter your passcode(s) by spinning the letter wheel until the
correct letter is in the center. Press A to enter a character and B to remove
one. After you have entered your passcode, select ENTER and press A. Then leave
the screen by the BACK option.

QUESTION: Why can't I use the ship I want to use on this stage?

ANSWER: Because only certain craft are available. If a craft is not shown when
you select the stage, it cannot be used. There are reasons for this, like you
can't use the V-wing on Taloraan because of its high altitude, and you can only
use the speeder on levels with AT-ATs because only it has a tow cable. The
craft you can use are shown in green, and those you can't are shown red. Red
craft can be unlocked by completing certain missions. *See next section.

QUESTION: Why do you spell Dak two different ways in your FAQ?

ANSWER: Because on the credits of The Empire Strikes Back, Dak is spelled D-A-
K. In Rogue Squadron, however, it is spelled D-A-C-K. Weird.

More questions/answers as they come.

*******************************************************************************
*    *    *    *    *XVII.) CRAFT AVAILABILITY CHART*    *    *    *    *
*******************************************************************************

     This section will show you when certain ships become available for play on
certain stages. It will first list the mission you have to beat, and what
happens when you beat it.

MISSION                                      WHAT HAPPENS
-------                                      ------------
Liberation at Gerrard V          A-wing becomes available for Ambush at Mos
                                 Eisley, Rendezvous on Barkhesh, 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,
                                Barkhesh, 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

*******************************************************************************
*    *    *    *    *    *XVIII.) STUPID THINGS TO DO*    *    *    *    *    *
*******************************************************************************

     Here are a few suggestions of things you can do. This section contains
things to do that are idiotic, things to blow up that you shouldn't, and other
random acts of stupidity. Yet another section that can be added to via e-mail
from you, the Rogue Squadron players. Not that I really expect you to write in
with stuff, but I can hope. Here we go!

BLOW UP THE SANDCRAWLERS: In missions 1 and 17, you will see sandcrawlers. Just
big, hulking, slow-moving vehicles that jawas use to traverse the Tatoonian
terrain. Destroy these. (sinister grin)

SHOOT DOWN YOUR WINGMATES: Often your comrades will be more hindrance than
help, and they ought to be shot down for their puny efforts. On one occasion, I
saw an X-wing pilot commit suicide. I was firing at a TIE interceptor, and he
moved into the path of my shots. Consequently, his ship blew up. Now THAT'S
funny! At least it is since the X-wings are only a bunch of color on the
screen.

TURN A PROTECT MISSION INTO SEEK AND DESTROY: There are far to many protect
missions in the game, so shoot at whatever you have been assigned to protect,
be it a shuttle or a hover train.

LEVEL CORELLIA: A time consuming task, yet one that you can take pride in when
you're finished. You will find that almost all the buildings in Corellia can be
flattened if you put your mind to it, other than a few surrounding where the
bonus appears. Shoot down every destructible building, leaving only the Tech
Center and the Capitol Tower. You will notice that after you have destroyed all
the buildings in the city section with the Capitol Tower, and have started on
the section by the bonus, that a Rebel pilot begins running about atop one of
the hills in the area, and he cannot be killed. What does this mean? Perhaps it
is Wedge protesting the destruction of his home town...

OTHER STRUCTURES: I have not yet figured out if the prisons on Kessel can be
destroyed, or Jabba's Palace in stage 1, but certain buildings in Chandrila can
be, as well as the ones on Mon Calamari.

Fly straight into the ground.

There are lots of stupid things to do in the
Beggar's Canyon stage. First of all, try to blow everything up at the
beginning of the stage, including the sandcrawler, before your buddies finish
the race. Next, follow the landspeeder that takes the main course and try to
destroy it. And at the end of the race, fly through the stone circle just for
the heck of it.
From: Craig 

Be the TIE Interceptor and pretend you are the Empire. First shoot down all
your so called wingmates and then destroy every Blue and Green dot on your
radar you can before you fail the mission. See how low of a friendly save you
can get. Sounds like fun doesn't it! (evil smirk)
From: Craig 

Another stupid thing to do is to blow up the land speeders and the grain
storage towers on Tatoonie.(hehehe)
From: 

PLAY THE CHICKEN GAME

BLOW UP CIVILIANS: Any small people you see running around are prime targets.

BLOW UP BANTHAS: Yes, in Mos Eisley there are banthas sitting a short distance
from the city. Kill em'.

FLY THROUGH TRAIN "TRACKS": Fly through the big thingys that the hover trains
go through, and into the prison tunnel on Kessel.

THE GUILLOTINE EFFECT: Here's a useless thing to do. It has no point except to
make AT-Ats look stupid. While a downed AT-AT is lying on the ground looking
pitiful and helpless, don't shoot its body. Fire at its head. A few shots will
leave the monster headless and utterly embarrassed, if that's at all possible.

FINAL NOTE: Find anything and everything that can be dented with a laser or
missile and exploit it. Also, on Kile II and Rescue on Kessel, try using ONLY
ions to bring down Imperials.

*******************************************************************************
   *    *    *    *    *   XIX.) STRATEGIC RAMBLINGS   *    *    *    *    *
*******************************************************************************

	Rather than attempting to put all this info into the various places that
it would be required, I thought I'd just compile it here so that all of you can
take a look at what this rogue has to say. Thanks to jm for everything
contained in this section. Just in case that by some bizarre chance something
in here is not 100% accurate, Brother Reed cannot guarantee the authenticity of
this information, but it's good reading, and especially helpful to those owning
the PC version of Rogue Squadron.

Mission 11 (Taloraan). I did not find this mission to be one of the hardest
(maybe because there are no intangible turbolasers in the PC version). There
is, however, a single TIE interceptor that needs to be nailed as soon as it
appears (when arriving to the cloud city). If you fail, you will not be able to
shake it off your tail, and you are dead meat. This is how I do this mission:
After some practice, I learnt by heart the placement of the imperial and
neutral cans; I go all the way from platforms one to seven, doing in all the
imperial cans, and firing seekers missiles at the TIEs whenever I get a chance.
Then, on my way to platform eight, before I arrive to the cloud city, I find a
large formation of TIEs coming my way; I get around to their back and shoot
them down (this is easily done, as they fly straight and slow). By the time
they are down I am again near the platform seven. I turn around following the
radar. When the cloud city pops up, the (in)famous Interceptor appears in the
middle, below the level of the buildings, and flies straight at me shooting
like a fury. I go head-on against it, trying to shoot it down first
(occasionally ramming into it). Once this bad guy is down nobody else comes to
bother me; I pick up my bonus and dive into the last platform, roast a missile
turret, zoom up, dive again, finish the turrets, slow down and blow up the
imperial cans. Job done.

I will comment on the Sullust and Thyferra missions. I believe you
cannot get gold on Sullust with the Y-Wing: you do not have enough time. It
is not very difficult with the Naboo N-1: you only need to learn the
position of the seven missile turrets and go full speed ahead blasting them
with your laser before you do anything else(it takes very little time and
you will not be hit by the missiles unless you slow down); the rest is a
matter of mopping up. The V-Wing is also good for this level, and (using
rapid fire and scram jets) can wipe out everything in record time... but
then you have to nail the capacitor, and you cannot fly high enough to
shoot at it. You need the cluster seeker missiles to break the white
windows (2 or 3 at a time, so you need a lot of missiles) and finish the
job. I found Thyferra very hard to do with the Naboo N-1 but much easier
with the V-wing. The toughest mission for me? mission 12 (Fest). Those
speeders!. By the way, I found it easier in the Hoth mission to bring down
first the lone AT-AT and then the other two. This way, you reach this beast
before it gets between the steep cliffs.

Did you know that the black car (thought to be exclusive from the N64) is
there, hidden in the PC version? You can unlock it with a small (129k) program
(roguecar.exe 2.0) written by Luka . It is in
http://rogue.squadron.tripod.com/roguecar.htm.  It works just fine, scans
virus-free and does not have the pause-crash glitch.
Allegedly, the car is a black 1969 Buick Electra 225 convertible owned by
Rudy Stember, staff developer of factor 5 and responsible for the sounds
and voices of Rogue Squadron (Koelsch seems to be his favorite brand of beer).
By the way, the same Luka has written another program (roguedit.exe 1.01,
180k, at http://rogue.squadron.tripod.com/roguedit.htm) which allows you to
edit your pilots and unlock all the goodies, also works fine and looks good.

*******************************************************************************
 *    *    *    *    *XX.) ADDITIONS TO ROGUE SQUADRON*    *    *    *    *
*******************************************************************************

     This section is purely for fun. These are things that I think would have
improved this already near-perfect game. This is yet another section that
requires feedback to get off the ground. So feel free to contribute. I'll start
with the obvious ones. ANYTHING GOES HERE! If you send something for this
section I WILL post it, credit given, no matter what the idea. I reserve the
right to edit any entry containing strong language.

MULTIPLAYER:
The most major flaw in the game. This follows in the sick tradition set by
Shadows of the Empire. Replay value would skyrocket (no pun intended) with a
multiplayer battle or adventure game. Think about it: going head to head
against friends, shooting down A-wings with Tie Bombers and the like-just for
the sheer sport of it! How cool is that?? Or even teaming up with a fellow X-
wing pilot on Prisons of Kessel. Get on the ball!

MORE SHIPS!:
Does this game have enough craft? Not on your life! What happened to the B-
wing? Sure you could only use that on the last level, but it would still be a
worthy addition, especially when combined with the battle mode idea. How about
adding other cool craft like the Outrider, Cloud Car, or even the SLAVE 1! Now
THAT would be a Star Wars game!

From MIFT
FIRST PERSON MODE:
1st player battle mode! Yes, now you can be the helpless, puny, worthless black
dot on the ground! Run around with an imperial laser and go for the gold! Just
imagine how fun it would be to be a target on a dewback. Just think you can now
live up to the fullness of the Empire Strikes Back by throwing a concussion
bomb in the underbelly of a Turtle Walker. Also just think how fun it would be
on the seek and destroy missions?!? Come on LucasArts!!!

From Flight Leader Michael Lynn Pierce
IMPERIALS AND YOU
Wouldn't it be cool if you could fly on the Imperial side on all the
missions as well? I mean like have the game learn how you fly, then "copy" it
and put it as the computer on the Rebel's side! Imagine! You against you! A
true mirror battle! Plus, you must defeat and fend off the Rebels on each
mission as well as take out your "clone"! How cool is it? I don't like the
Imperial side, but I would play on it! Think of how much the replay value
would go up! Plus have 3 other human player wingmen fly with you on Imperial
and Rebel missions!

From Craig Young 
BLOW UP THE DEATH STAR II!
Fly the Millenium Falcon (a better one) into the Death Star! Follow the small
twisting hole. Lock on to the strongest power source to find your way through
the maze! Lose your rectenna!! Blow the power generator sky high!!! Race to the
surface!! And then ~~~ACTUALLY SEE THE THING BLOW UP!!!~~~

Also from Craig:
A PROBLEM WITH THE GAME
The missles are too good. They can follow you forever. Once, I was flying Moff
Seerdon's Revenge with the V-wing and heard one locking on. I used my scram
jets and flew away because I was almost dead. But while my boosters were
recharging it caught up and blew me out of the sky. Luckily I still had a life
left and made Seerdon pay for it. To fix this I would suggest the missiles have
a limited amount of power and fall to the ground after a while.

Note from Brother Reed: This is the kind of mail I get. In the message below,
every single word was capitalized, and there was virtually no punctuation. I
have fixed most of this, but originally it was very difficult to interpret.

From: Tim T-Dog Reynolds 
TRY TO FIGURE THIS ONE OUT
Being able to upgrade a ship's different parts. I mean, when you beat a level
you get a certain amount of points to upgrade or give a ship something like say
give the TIE Interceptor SHILDS or a SECONDARY FUCTIONION. That would rock.
Then the A-Wing would ROCK. I mean upgrade its shields till they're even
better. Then the that one wing that bombs and has really good armor. Then U
would be almost unstoppable, I mean a really fast really good armored ship with
a average secondary wep. Another good add on would be the ability to take one
secondary weapon from one ship and add it 2 another, but a ship can hold on two
Secondary Weapons at a time. Then U could add the snow speeder's secondary
weapon 2 say a A-Wing. Then those AT-ATs would go down quick.

*******************************************************************************
*    *    *    *    *    *I.) VERSION HISTORY*    *    *    *    *    *
*******************************************************************************
Version 6.1 12/25/00
-----------
Twenty-ninth version
     -Been a while since I swept away the sawdust, smoothed out the edges, and
just generally straightened up the place. This update, a follow-up to big 6.0,
updated all page numbers and ToC, and kind of tied up the loose ends. Nothing
really new, just a more polished outline. And the legal instructions are right
up in the front now so if you wanna use this FAQ, you have no excuse not to
read them. I've had this and another of my walkthroughs stolen recently, and
I'm not too happy about it. READ IT, LEECHERS! Moved the version history down
near the end cause it was getting a little long. I just got "Battle for Naboo"
for Christmas, and you can expect a FAQ for that as soon as I beat it.

Version 6.0 11/14/00
-----------
Twenty-eighth version
     -Added useful info to Taloraan walkthrough, concerning a certain little
squint. *winks at jm* Yes, it's finally in there.
     -Added two new passcodes for PC

Version 5.9 9/7/00
-----------
Twenty-seventh version
     -Added Mario Paint to my "other FAQs by Brother Reed" list.

Version 5.85 8/21/00
------------
Twenty-sixth version.
     -A lot of new additions to the Additions and Stupid things section thanks
to a couple of readers, and a few mistakes corrected.

Version 5.8 7/25/00
-----------
Twenty-fifth version.
     -Got a bunch of additional strategy information from jm. Read it in the
Strategic Ramblings section.

Version 5.75 7/21/00
------------
Twenty-fourth version.
     -Started with the first batch of corrections served up by Michael Pierce.
      The FAQ has never looked better. More corrections on the way.

Version 5.7 7/6/00
-----------
Twenty-third version.
     -Got some new PC passcodes

Version 5.65 6/30/00
------------
Twenty-second version.
      -Updated e-mail rules

Version 5.6 6/20/00
-----------
Twenty-first version.
     -Added missing passcode to PC passcodes section
     -Upgraded Legal Stuff a tad and just generally spruced up the place

Version 5.55
------------
Twentieth Version.
     -Added a credit to the credits section
     -Revised the legal stuff slightly

Version 5.5 5/23/00
-----------
Nineteenth version.
     -Just wanted to let everyone know that I am NOT going to put any stupid
Game Shark codes in this FAQ. Period. Also wanted to say that the FAQ is for
both Nintendo 64 AND PC, and to add a few notes referring hardcore Star Wars
gamers to my highly comprehensive "Shadows of the Empire" FAQ.

Version 5.45 5/15/00
------------
Eighteenth version.
     -Now for both versions of the game.
     -Updated coming soon section.
     -Added small note referring you to my other FAQ.

Version 5.4 4/26/00
-----------
Seventeenth version.
     -Finally worked the kinks out of the Sullust walkthrough
     -Fixed tiny, insignificant error in Calamari walkthrough

Version 5.31 4/21/00
------------
Sixteenth version.
     -Discovered new secret in Barkhesh
     -Fixed error in stormtrooper description; they do more damage than was
      previously believed
     -Corrected small error in Sullust walkthrough
      there are 7 missile launchers, not 5-6

Version 5.3 4/6/00
-----------
Fifteenth version.
     -Added important info for Battle Above Taloraan. Check it out!

Version 5.25 4/4/00
------------
Fourteenth version.
     -Small addition to Mos Eisley challenge
     -Added game info

Version 5.2 3/31/00
-----------
Thirteenth version.
     -Had a few small mistakes pointed out to me. Corrected them.
     -Finished newest section: Craft Availability Chart
     -Shrank table of contents

Version 5.15 3/30/00
------------
Twelfth version.
     -Fixed a few small errors and a critical one in the closing statement.

Version 5.1 3/29/00
-----------
Eleventh version.
     -All I did was to update the introduction and change the date, as I forgot
to change it last time.

Version 5.0 3/28/00
-----------
Tenth version. Major milestone, MASSIVE update. YES! YES! YES! TRUIMPH! OH
VICTORY IS SWEET! I finally got gold on ALL the missions, and I am the supreme
master of the game! YES! YES! Well, that's a little extreme, but I feel good
anyway...
     -Added missing passcode
          -IGIVEUP
     -Completed walkthrough for Moff Seerdon's Revenge
     -Completed walkthrough for Battle of Calamari
     -Added to Additions to Rogue Squadron
          -new addition from MIFT
          -Added 2 new thanks
     -Completed walkthrough for Death Star Trench Run
     -Completed walkthrough for the Battle of Hoth
     -Began new section
          -Started Questions & Answers interactive section
     -Strategy added
          -Special info about seekers
     -Fixed Thanks and Legal info.
     -Corrected mistake in missile turret description
     -Added info for AT-AT description

Version 4.0 3/19/00
-----------
Ninth version.
     -Completed full walkthrough for Beggar's Canyon
     -Updated coming soon section

Version 3.2 3/?/00
-----------
Eighth version. This one is a biggy.
     -Added PC controls and a few PC passcodes
          -Credit for PC stuff to Eric Liu and Argonaut
     -Added new kwik summary for Beggar's Canyon
     -Debut of new interactive section, Stupid Things to Do
     -Gave the weapons their own section (they felt left out)
     -Great change to coming soon section
     -Neat trick added to Nonnah walkthrough
     -Slight alteration to title art
     -Corrected minor error in Sullust walkthrough
     -Small correction in Thyferra kwik summary

Version 3.1 3/14/00
-----------
Seventh version.
     -Corrected critical error in Naboo Starfighter passcode
     -Corrected error in intro
     -Update on Coming Soon section
     -Updated Thanks section
     -Small change to closing
     -Corrected spelling in Thanks

Version 3.0 3/11/00
-----------
Sixth version. Major update.
     -Full walkthrough for Sullust!!! Yeah!!!
     -Completed Ranks section
     -Added small detail to legal section
     -Updated coming soon section
     -Rearranged some things
          -Bonus Locations moved to after Kwik Summaries
          -Put the hidden craft passcodes in the hidden ships section
     -Added 3 new thanks, revised another
     -Small info added at Corellia
     -Clarified strategy for evading missiles
     -Fixed mistake in Thyferra Kwik summary

Version 2.15 3/10/00
------------
Fifth version. Having trouble with formatting in ratings section.
     -Basic knowledge section debuts
     -Added ALL the controls for the game
     -Revised craft description section
          -small info added or changed
          -mistakes corrected, controls re-routed
     -Added missing passcode
     -Added dates to my version history
     -Corrected critical error in Intro to FAQ
          -I have 13 walkthroughs, not 11
     -Small change to "Coming Soon" section

Version 2.1 3/8/00
-----------
Good grief! Another update! This is the fourth version. I just keep finding
mistakes that need to be corrected.
     -Filled in Gold Requirements for Chandrilla
     -Added small strategy revision for Gerrard V

Version 2.0 3/7/00
-----------
Second update. Gosh I'm updating this thing a lot!
     -Added complete walkthrough for Chandrila!
     -Corrected more typographical errors
     -Revised Thanks section
          -added several thanks
          -rearranged and revised others
     -Added 5 more ranks to the list
     -Completed new section: Bonus Locations
     -Added enemy to the Enemies and Strategies category
     -Small change to Y-wing rating
     -Revised strategy on Rescue on Kessel

Version 1.5 3/6/00
-----------
First FAQ update
     -Corrected critical error in V-wing description
     -Revised Thanks, legal stuff and e-mail rules section
          -added 2 new thanks entries, revised 2 others
          -smoothed out e-mail/legal rules
     -Revised some strategies
     -Began new section; Additions to Rogue Squadron
     -Began work on ranks section
          -first 9 ranks filled in
     -Added subtle hint to Seerdon's Revenge kwik summary

Version 1.0 3/3/00
-----------
My original FAQ/walkthrough

*******************************************************************************
*    *    *    *  XXI.) THANKS, LEGAL STUFF, AND E-MAIL RULES  *    *    *    *
*******************************************************************************

THANKS & CREDITS
I sure hope I haven't forgotten anybody...

CREDITS
All the sites/sources that lent information used in this FAQ
     www.nintendo.com
     www.gamesages.com
     www.gamegenie.com
     Argonaut's FAQ/walkthrough
     the Rogue Squadron Player's Guide
     the good folks at www.roguesquadron.net
     all the people who provided tips and wisdom on the GameFAQs message boards
Me, cause I wrote it and did the ascii title art
All the sites that posted this FAQ/walkthrough
     GameFAQs (www.gamefaqs.com)
     Video Game Strategies (www.vgstrategies.about.com)
     The Spoiler Center (www.the-spoiler.com)
     The Cheat Empire (www.home.planetinternet.be/~twuyts)
     Naboo Starfighter Hangar
     (www.fan.starwars.com/n1starfighterhanger/index~ie4.html)

* NOTE: IF YOU SEE MY WALKTHROUGH ON ANY SITE OTHER THAN THESE LISTED, THEY ARE
ILLEGALLY LEECHED FILES! REPORT THEM TO ME, AND I WILL TAKE CARE OF THEM.

* ALSO NOTE: The Rogue Squadron Player's Guide was used solely as a source of
passcodes, and Argonaut's for PC controls. All strategies in this guide are my
own.

OTHER FAQS BY BROTHER REED
--------------------------
Shadows of the Empire
Shadows of the Empire Boss Guide
Mega Man X Boss Guide
Frogger
Donkey Kong Country guide to finding everything
Mario Paint

THANKS
HUGE thanks to Michael Pierce for his thorough endeavors to make this FAQ as
good as it can be. He has volunteered to scan the entire FAQ to find and fix
the errors that I have made. You da man!
Jeff "CjayC" at gamefaqs.com for posting this FAQ, and for having the best
gaming site on the web
A.R.M. for the help, and for picking apart my work like fried chicken.
Du Nguyen for sending in the last two ranks! He actually sent me an e-mail!
We need more people like this...
All the people who wrote in with additions, especially jm.
Nintendo, Lucas Arts, and Factor 5 for this awesome game!
Steve McNugget, for showing me my various errors and causing me to pursue
excellence.
Dad and Mom for the encouragement
Luke Devlin just for being interested
Michael Stidham for the missile hint
Kellen Abreu for unknowingly reminding me that my passcodes section was
incomplete. It's fixed now.
Everyone who wrote all the inferior walkthroughs that make this one look good
My Lord and Savior Jesus Christ

E-MAIL RULES

Hey! I love to get mail, and I can personally respond to any mail I get, so
don't be shy. Below are guidelines for correspondence with the author of this
FAQ/walkthrough (that'd be me).

MAIL I WILL ACCEPT
------------------
      This is the kind of mail that won't be deleted; in fact it will almost
always be replied to. Like I said, I love to get e-mail.

QUESTIONS: I'd be happy to answer your questions about the game and FAQs in
general.

CORRECTIONS/ADDITIONS: If you want to add anything, especially to one of the
many sections that live off of reader feedback or show me one of the numerous
mistakes I'm sure I've made, PLEASE send them in.

PRAISE/ADORATION: It really makes my day when someone tells me that my FAQ
helped he or she out. That's what it's for, after all. If you wanna praise my
FAQ, thank me for my help, adore me for my brilliance, or some combination of
those, go right ahead and I will humbly accept.

FLAMES/HATE MAIL: Sure, send it in. I won't reply to it, but I'd love to post
it on the GameFAQs message boards so everybody can have the pleasure of
laughing at you.

OTHER: Just feel like e-mailing someone? Drop me a line.

MAIL I WILL NOT EXCEPT
----------------------
     Much of this falls into the category of quote unquote "junk mail". See it
here? Don't send it. Period. I will delete it, so you'd be wasting your time.

JUNK/CHAIN LETTERS: No, I don't need to get hit with a water balloon, and I
don't think that I will suffer from 5 years bad luck if I don't send this to at
least six people. Sheesh. This kind of mail will be instantly deleted.

SALES PITCHES: I could not care less about joining your club, buying your
product, making 300 dollars from my home in 2 months...forget it.

UNREADABLE JARGON: "Hay man cun you telme how to git the gun hting in teh red
staj thankz" I don't know what you're talking about. *hits delete button*

QUESTIONS ALREADY ANSWERED IN THE FAQ: Do you know how irritating that is? If I
have already answered the question, I'm not about to do so again, and you will
not get a reply. You should have studied harder.

Note that any e-mail I receive containing strong language WILL be deleted, no
matter who you are or how helpful you've been. I don't want you to cuss at me,
understand? I will permanently block your e-mail from my account; it's that
serious. Don't try it.

Before you write, make sure that you are reading the most recent version of
this FAQ. It can be very annoying to get e-mailed questions that you've already
answered in a newer update. The latest version of this FAQ can always be found
at www.gamefaqs.com.

If you see this FAQ on another web site, and you believe that it has been
tampered with, PLEASE e-mail me and let me know so I can check it out. Thank
you.

Once again, my e-mail address is, for the time being, .

     Well, there you have it. Small updates will follow periodically as I see
fit, but for the most part, this walkthrough is now complete. Hope it helped
you out. For more Star Wars gaming help, why don't you check out Brother Reed's
"Shadows of the Empire" FAQ/Walkthrough, the largest on the net. Happy gaming!

                                       - Brother Reed -

Acknowledgement

Written by Brother Reed. Preserved here with the author credited. Original source: The Spoiler.