******************************************************************************
        __________  __     _____      _    _    _  __     _____   ______  
       /  ___   __|/  \   |     \    \ \  / \  / //  \   |     \ /  ____| 
       \  \  | |  / /\ \  | |>  /     \ \/ _ \/ // /\ \  | |>  / \  \     
     ___\  \ | | /  Ż   \ |    \___    \  / \  //  Ż   \ |    \___\  \    
    |_____/  |_|/_/ŻŻŻŻ\_\|_|\_____|    \/   \//_/ŻŻŻŻ\_\|_|\________/    
                                                                       
                   ______  ______  ______  ______  __                     
                  |  __  \|  ____||  __  \|  ____||  |                    
                  | |  | || |____ | |__| || |____ |  |                    
                  |  ŻŻ _/|  ____||  __  /|  ____||  |                    
                  |  \ \  | |____ | |  | \| |____ |  |___                 
                  |  |\ \ |      || |__| ||      ||      |                
                  |__| \_\|______||______/|______||______|                
               ______  ______  ______  ______  _   __  ______             
              |  ____||__  __||  __  \|__  __|| | / / |  ____|            
              | |____    ||   | |__| |   ||   | |/ /  | |____             
              |____  |   ||   |     _/   ||   |   /   |  ____|            
               ____| |   ||   |  \ \     ||   | |\ \  | |____             
              |      |   ||   |  |\ \  __||__ | | \ \ |      |            
              |______|   ||   |__| \_\|______||_|  \_\|______|            
                                                                       
                    ***********************************                   
                    * R O G U E   S Q U A D R O N   3 *                   
                    ***********************************                   
 
******************************************************************************
Star Wars: Rebel Strike (Rogue Squadron 3)
A FAQ/Walkthrough by CyricZ
Version 1.04
E-mail: cyricz42 at yahoo.com
******************************************************************************
 
1. Introduction
2. FAQ
3. Basics
   3A. Menus/Displays
   3B. Controls
4. Rebel Alliance Forces
   4A. Basic Rebel Craft
   4B. Special Craft
   4C. Support Forces
5. Enemy Forces
   5A. Enemies in Flight
   5B. Enemies on the Ground
6. Game Tips
   6A. Flight Tips
   6B. Ground Tips
   6C. Medal Tips
7. Single Player
   7A. Tatooine Training
   7B. Revenge of the Empire
   7C. Luke Mission 1 - Defiance on Dantooine
   7D. Luke Mission 2 - Defenders of Ralltiir
   7E. Luke Mission 3 - Extraction from Ralltiir
   7F. Luke Mission 4 - Battlefield Hoth
   7G. Luke Mission 5 - Trials of a Jedi
   7H. Luke Mission 6 - The Sarlacc Pit
   7I. Wedge Mission 1 - Raid at Bakura
   7J. Wedge Mission 2 - Relics of Geonosis
   7K. Wedge Mission 3 - Deception at Destrillion
   7L. Wedge Mission 4 - Guns of Dubrillion
   7M. Wedge Mission 5 - Fondor Shipyard Assault
   7N. Endor Mission 1 - Speeder Bike Pursuit
   7O. Endor Mission 2 - Triumph of the Rebellion
   7P. Secret Mission 1
   7Q. Secret Mission 2
   7R. Secret Mission 3
   7S. Secret Mission 4
   7T. Secret Mission 5
8. Cooperative
   8A. Mission 1 - Death Star Attack
   8B. Mission 2 - Ison Corridor Ambush
   8C. Mission 3 - Battle of Hoth
   8D. Mission 4 - Prisons of the Maw
   8E. Mission 5 - Razor Rendezvous
   8F. Mission 6 - Vengeance on Kothlis
   8G. Mission 7 - Imperial Academy Heist
   8H. Mission 8 - Raid on Bespin
   8I. Mission 9 - Battle of Endor
   8J. Mission 10 - Strike at the Core
   8K. Secret Mission 1
   8L. Secret Mission 2
   8M. Secret Mission 3 *INCOMPLETE*
9. Versus
   9A. Dogfight
   9B. Rampage
   9C. Tag and Defend
   9D. Special
10. Secrets
   10A. Special Features
   10B. Bonus Tech Upgrades
   10C. Secret Ships
   10D. Passcodes
   10E. Arcade Mini-Guide
11. Standard Guide Stuff
   11A. Legal
   11B. E-mail Guidelines
   11C. Credits
   11D. Version Updates
   11E. The Final Word
 
******************************************************************************
1. INTRODUCTION
******************************************************************************
 
Hiya and welcome to my FAQ for Rebel Strike, Factor 5's latest foray into 
the Rogue Squadron franchise.  Like the previous installments, Rebel Strike 
follows the footsteps of Luke Skywalker and Wedge Antilles as they continue 
the struggle against the Galactic Empire.  Unlike the other installments, 
this game has you climbing out of your cockpit for the first time and 
engaging your enemies on the ground as well as the air and space.
 
******************************************************************************
2. FAQ
******************************************************************************
 
Q: What is Rebel Strike?
 
A: This is the newest arcade-sytle flight sim by Factor 5 and Lucasarts, 
following the other installments of the Rogue Squadron series.
 
Q: How many blocks on a Memory Card does this game take?
 
A: This game takes five blocks.
 
Q: Does this game cover the movies or books?
 
A: Most of what's going on is either related to the movies or completely new 
stuff that fills in gaps.  There are a few references to characters and places 
that have appeared in the books, but no direct connections.
 
Q: How much of the game is spent on the ground?
 
A: Over two-thirds of the game is spent in a craft of some sort, and nearly 
half of the game is in flight.
 
Q: How do I unlock bonus missions?
 
A: Every time you earn a medal for beating missions, you get points for 
that medal.  Bronze Medals get you three points, Silver Medals give you six, 
and Gold Medals give you ten.  Now, medals don't stack, so if you get a Gold 
Medal in a mission you already got a Silver on, you'll only get the extra 
four points.  Use these points to purchase bonus missions on the mission tree.
 
Q: Are there Platinum Medals in this game?
 
A: Yes, sorta.  They are still Ace Medals, in the sense that they look just 
like the old Ace Medals from Rogue Leader, but you get them for attaining the 
"Best Ever" stats, that have been set for you, following obtaining a Gold 
Medal.  They're not nearly the astronomical undertaking that they were in 
Battle for Naboo.
 
Q: So, what's the deal with these "Best Ever"s?
 
A: If you pass the stats for a Best Medal, you will replace those stats with 
your own, so that you can try and top it.  You don't get any points from Best 
Medals, but you can get other medals at the same time (usually Gold), so if 
you suddenly finish a mission with a Best, then you probably got the Gold, 
too.
 
Q: Does this game have GBA connectivity?
 
A: Yep.  When in Versus play, you can attach GBAs to sockets 3 or 4 (for the 
first and second player respectively), which you can use to secretly command 
your wingmen.
 
******************************************************************************
3. BASICS
******************************************************************************
 
====================
3A. Menus/Displays =
====================
 
The Main Menu comprises of four selections: 
Single Player: Accesses the single player missions
Cooperative: Accesses the two-player cooperative missions
Versus: Accesses the versus game menu
Options: Brings you to the Options Menu
 
---
 
Options Menu
 
Rogue Heroes: Displays a sort of Top Ten players list.  It displays 
 the player's initials, what mission they last completed, the player's 
 Alliance Navy rank, and how many medals they have.
 
Passcodes: Enter your super secret passcodes here...
 
Game Settings:
 
- Cockpit Auto-Switch: With this on, your camera will shift while you're 
   tying up an AT-AT with a tow cable.
- Enemy Camera: With this on, the camera will pull back if an enemy is 
   chasing you so that you can see it.
- Auto Roll: Turn this on and your craft will automatically right itself 
   when you roll your craft on its side.
- Auto Level: Turn this on and your craft will automatically right 
   itself when you pitch it up or down.
- Crosshairs: This toggles the crosshairs in front of your ship.
- Rumble: This toggles whether or not your GCN controller will rumble.
- Language: Chooses what language text is displayed in.
- Restore Default Settings: Puts all settings back to their original 
   settings.
- Back: Return to the Option Menu.
 
Video Settings: This will allow you to switch between Interlacing and 
Progressive Scan if you have a Progressive Scan capable TV.  Don't 
worry about it if you don't.
 
Sound Settings:
 
- Music Volume:      |
- Sound FX Volume:    }- Changes the respective volumes
- Speech Volume:     |
- Stereo/Mono: Allows you to switch between the two sound types.
- Restore Default Settings: Puts all settings back to their original 
   settings.
- Back: Return to the Option Menu.
 
Language Settings:
 
- Subtitles: Set them to Off or any of the available languages.
- Speech: Set to English or French.
 
Special Features:
 
- Audio Test: Gives you a quick test of a TIE flying around.  Good for 
   determining how well your speakers work.
- Arcade: You can access this after completing specific missions to enjoy 
   some old Atari Star Wars arcade games.
- Teaser Trailer: This lets you view the trailer released for Rebel Strike 
   that was released before E3 this past year.
- Documentary: This lets you view the Making of Rogue Leader.  It's 
   available after you beat the game.
- Credits: You'll be able to view the game credits at any point after 
   you complete the game once.
- Audio Commentary: Once this is enabled, you can hear background voice 
   from the design team about developing Rebel Strike.  It's enabled 
   after you get Bronze Medals on all non-bonus missions.
- Back: Return to the Option Menu.
 
Back: Takes you back to the Main Menu.
 
---
 
In-flight Display
 
Upper Left Corner: This is where your Command Cross is.  When your 
wingmen ask for orders, tap the Control Pad in a direction to issue them 
that order.  Orders are explained in the next section under D-Pad.
 
Upper Right Corner: This is the new 3-D map.  Blips at the top mean the 
craft is ahead of you.  If blips are "above" or "below" the map, they're 
above or below you spatially.  Red blips indicate enemies.  Green blips 
mean allies.  Blue blips mean neutral craft or structures.  If you're 
distant from your current objective, an orange cone will appear to 
guide you to it.  Also, any time your objective direction changes, you'll 
get a marker at the top of the screen that moves onto the radar.
 
Lower Left Corner: This is your shield indicator.  The color goes from 
green to red (and the bars shorten) as you take damage.  When you're in 
serious trouble, your wireframe craft will flash red and yellow.  Also, 
this monitors your craft's speed boost, if it has one.  There's a hazy 
yellow circle behind your craft's wireframe that slowly refills after you 
use your boost.
 
Lower Right Corner: This area points out how to use the A and B buttons.  
In the A button area, you may see an orange haze.  If it fully fills up, 
your craft can fire its lasers linked.  In the B button area, you can see 
how many secondary weapons you have.  If you have an ion cannon, this area 
gradually fills up with blue as it charges up.
 
==============
3B. Controls =
==============
 
Flight Controls:
 
Control Stick: Moves your craft.  Forward pitches you down and Back 
   pitches you up.  Left and right apply the etheric rudder to turn you.
A Button: Fires your primary weapon (lasers).  Hold down for fully 
   automatic fire.  Note that when you stop firing, the area under the A 
   Button on screen will progressively fill up.  Once it's fully lit, you can 
   release a fully linked blast.  In some cases, tapping the A button will 
   fire a partially linked blast on craft with more than two lasers.
B Button: Activates/Fires your secondary weapon:
   Proton Torpedoes: Fires the warhead.  If your craft has homing torps, 
    pressing B will bring up the lock-on reticle.  Press B again to fire.
   Concussion Missiles: Fires the warhead.  If your craft has homing 
    missiles, hold down B to bring up the lock-on.  Pass it over enemies to 
    lock-on.  You can lock-on to multiple enemies.  Let go of B to fire the 
    missiles.
   Tow Cable: Press B near an object you can attach the cable to, like a 
    bomb or an AT-ATs leg.
   Ion Cannon: Hold the B Button to charge the cannon.  Note the blue 
    meter next to your secondary weapon in the lower right corner.  Release 
    to fire.
   Proton Bombs: Tap once to bring up the bombing reticle, and tap 
    again to let 'er fly.  Bombs will regenerate (for some reason).
   Cluster Missiles: A missile splits into six.
X Button: This button will switch camera views from chase view to 
   cockpit view and back again.
Y Button: Use this button to bring up the targeting computer.  Potential 
   targets are highlighted in red, essential targets are highlighted 
   in yellow, and friendlies are highlighted in green.  If your craft has 
   bombs, using this when the bombing reticle is up will give you a semi-top-
   down view.  You'll still be able to see ahead of you, but any bombable 
   targets below you will appear over that.  Kind of tough to explain.  Best 
   way to explain is to try it yourself in Tatooine Training.
L Button: The L analog button is used for deceleration.  Push it down 
   gently to decelerate.  Push it past the click for a heavy brake.
R Button: The R analog button is used for acceleration.  Push it down 
   gently to accelerate.  Push it past the click for a momentary speed 
   boost on some craft.  With a B-Wing or X-Wing, this will close the 
   S-foils. (Open them again by tapping A or B, or clicking R or L)
Z Button: Hold this button to be able to roll your craft by pulling 
   Left or Right on the stick.
C Stick: Use it to look around when in the cockpit view.
D-Pad: Use this for assigning commands to your wingmen.  Use Form to
   have them get on either side of you and fire when there are enemies 
   in front to give you a bit of extra power in your shots.  Use Flee 
   to get rid of them if they're "stealing" kills from you, and use the 
   different things that come up for Left and Right to have them attack 
   certain enemies (Guns, TIEs, AT-STs).
Start: Pauses the game.  From the Pause Menu you can abort the mission, 
   or adjust the Game and Sound Settings.
 
---
 
Foot Controls
 
Control Stick: Moves you around the screen.
A Button: Fires your blaster, or swings your lightsaber.
B Button: Tosses a thermal detontator if you have one.  If you have a 
   lightsaber, hold it to assume blocking stance.
X Button: This button makes you jump.
Y Button: This buttons pulls up your electrobinoculars.  It's used the same 
   way as the targeting computer.
L Button: When you get close to targets, you'll see a green cross.  Hold L to 
   lock onto the target.  You can strafe around while locked-on.
R Button: Use R to crouch.  While crouched, use the Control Stick to roll.
Z Button: Use this button to dive and roll in the direction you're 
   travelling.
C Stick: This has no specific use, but as you come to certain objects, 
   tapping it in any direction will perform a special action, such opening a 
   door, or manning an E-Web Heavy Blaster.
D-Pad: Use this for assigning commands to anyone around you.  The usual 
   commands are Form to get them to follow you, and Stay to make them stay 
   where they are.
Start: Pauses the game.  From the Pause Menu you can abort the mission, 
   or adjust the Game and Sound Settings.
 
---
 
Speeder Controls (for Landspeeder, Speeder Bike, or Swoop)
 
Control Stick: Left and Right turn you in that direction.
A Button: Fires the blasters on your craft, if a Speeder Bike.
B Button: No specific use, but if you come upon an enemy also on a bike.  
   You can use B to ram into them.
X Button: Cockpit view, just like flight.
Y Button: Targeting Computer, just like flight.
L Button: Slows down craft.
R Button: Accelerates the craft.  Pushing all the way down will give you a 
   massive speed boost.
C Stick: Use it to look around when in the cockpit view.
Start: Pauses the game.  From the Pause Menu you can abort the mission, 
   or adjust the Game and Sound Settings.
 
---
 
Walker Controls (AT-ST and AT-PT)
 
Control Stick: The stick controls the command cabin of the walker.  Up pitches 
   the head forward and Down pulls it back.  Use this to aim your weapons.  If 
   your crosshair reaches the edge of the screen, you'll turn.
A Button: Fires the walker's twin blasters.
B Button: If driving an AT-ST, this arms your Concussion Grenade Launcher.  
   Hold B and pass your crosshair over enemies bigger than troopers and you 
   can lock onto multiple enemies.  Release B to fire your missiles.
X Button: Cockpit view, just like flight.
Y Button: Targeting Computer, just like flight.
L Button: Use this to hold your head still, so you can strafe enemies and 
   turn more quickly.
R Button: Moves your walker forward.  Push further to move faster.
C Stick: Use it to look around when in the cockpit view.
Start: Pauses the game.  From the Pause Menu you can abort the mission, 
   or adjust the Game and Sound Settings.
 
******************************************************************************
4. REBEL ALLIANCE FORCES
******************************************************************************
=======================
4A. Basic Rebel Craft =
=======================
 
Incom Corporation T-65 Space Superiority Fighter
 
"X-Wing" 
 
The X-Wing was the last fighter developed by Incom before its seizure by the 
Empire.  Its most famous feature is its four wings that folded out to form the 
signature X shape.  There's also this little matter of some guy who blew up 
this big space station with one.  
 
In this game, the X-Wing has the best balance of speed and power.  Its S-foils 
can be closed (using an R-click) to increase speed in both vaccuum and 
atmosphere.  It also has an R2 unit aboard that will repair your shields as 
long as it holds out.  If you get hit really hard, you may see the directional 
pad pop up with "Repair" in all directions.  Hit it, and you'll be restored to 
full green for one time only.
 
Primary Weapon: Quad Lasers
Secondary Weapon: 6 Proton Torpedoes
 
---
 
Koensayr BTL-S3 Attack Starfighter
 
"Y-Wing" 
 
The former flagship fighter of the Alliance before the introduction of the 
X-Wing, this combination fighter/bomber vehicle has two engine nacelles 
extending from its cockpit, giving it a Y shape.  
 
The Y-Wing's quite slow, but it can take serious punishment.  There is no 
speed boost available for it, so you won't get anywhere fast.  It also has an 
R2 unit that will repair your shields as long as it holds out.  If you get hit 
really hard, you may see the directional pad pop up with "Repair" in all 
directions.  Hit it, and you'll be restored to full green for one time only.  
Remember, Proton Bombs regenerate, so don't be afraid to use them.
 
Primary Weapon: Dual Lasers
Secondary Weapons: 20 Proton Bombs and Ion Cannon
 
---
 
Dodonna/Blissex RZ-1 Fighter/Interceptor
 
"A-Wing"
 
One of the fastest fighters in the galaxy, the A-Wing can leave other ships in 
the dust.  It was developed in a joint venture with General Jan Dodonna, and 
Rebel engineer Walex Blissex specifically for the type of hit-and-run tactics 
that the Alliance became so fond of.  It is recognized by its sleek 
wedge-shaped design.  
 
It's fragility can be a liability, but it has incredible speed, and the 
ability to have an even bigger speed boost if you jam the accelerator.  Also, 
the A-Wing's been given a big boon in this game with the addition of Homing 
Concussion Missiles (see Controls for how to use them).
 
Primary Weapon: Dual Lasers
Secondary Weapon: 12 Homing Concussion Missiles (rechargeable)
 
---
 
Slayn & Korpil B-51 Fighter/Bomber
 
"B-Wing"
 
Developed after the Battle of Yavin, the B-Wing fighter was created by 
then-Commander Ackbar with the help of the Slayn & Korpil Verpine colonies.  
It looks like a large wing with a cockpit at one end, with two airfoils 
extended.  
 
The B-Wing is superior to the Y-Wing in most every way.  It's faster, but 
still not as fast as an X-Wing, even with S-foils closed.  It has more 
lasers, with a wide spread to hit fighters more effetively, and the most 
Torpedoes of any craft.  It's only a little less durable than the Y-Wing.
 
Primary Weapon: Triple Lasers
Secondary Weapons: 12 Proton Torpedoes and Ion Cannon
 
---
 
Modified Incom Corporation T-47 Airspeeder
 
"Snowspeeder"
 
This repulsor craft was turned from a workhorse speeder to a combat vehicle 
for air strikes on planetside engagements.  
 
It's the only craft that can tie up those pesky AT-ATs with its tow cable.  
It has the ability to engage a respectable speed boost if you jam the 
accelerator.  You're told there are no shields, but the craft has thick armor 
plating, which makes it more durable than an A-Wing, but not as much as an 
X-Wing.  In this game, if you're near an object you can use the tow cable on, 
you'll see a B Button prompt.
 
Primary Weapon: Dual Lasers
Secondary Weapon: Tow Cable
 
---
 
Tauntaun
 
Appearance: A bipedal horned mammal
 
These indigenous natives of Hoth were domesticated when the Rebellion moved 
there, and used as mounts that could easily adjust to the cold.
 
You only use this bugger in one area on Hoth.  Although you can fire with 
A Button as normally, you can also use the C-Stick to fire in any direction 
in the forward arc in front of you, regardless of which way you're moving.
 
Primary Weapon: Repeater Rifle
 
---
 
Aratech 74-Z Military Speeder Bike
Mobquet Flare-S Swoop Bike
 
"Speeder Bike" and "Swoop"
 
Appearance: Basically engines with handles for holding on.
 
The first is a military patrol craft often used by both Rebel and Imperial 
forces for scouting and basically getting one guy from one place to another.  
The second is a pleasure vehicle that's been the source of much entertainment 
for generations.  Han Solo himself was known to be a hot hand in a swoop 
bike.
 
Naturally, there are times when you have to use one, so it's not really a 
choice.  It's worth pointing out that these things have blinding speed, but 
really poor turning.  Don't fly into anything at high speed or you're 
bantha fodder.  While you can't link the single blaster on the Speeder Bike, 
letting it charge will allow you to fire a short barrage of blasts at once.
 
Primary Weapon: Repeating Blaster Cannon
Secondary Weapon: Lateral Push (only when you get bikes next to you)
 
---
 
Modified Corellian Engineering Corporation YT-1300 Light Freighter
 
"Millennium Falcon"
 
Appearance: Flat, disc-like ship with an extended cockpit.
 
One of the more famous ships in the galaxy, this craft has been 
illegally modified from a simple freighter to one of the greatest 
smuggling ships ever made.  Incredibly fast hyperdrive, amplified 
deflector shields, and twin quad laser cannons make this ship quite a 
piece of work.
 
The fastest hunk of junk in the galaxy is an okay ship.  It can take a 
lot of punishment and it has decent firepower.  Its manuverability isn't too 
hot, but it has a really nice top speed, second only to the A-Wing.  You can 
use the A Button to fire the lasers forward, as normal, or you have the option 
of using the C-Stick to point the turrets to your side or behind you.
 
Primary Weapon: Two Quad-Laser Turrets
Secondary Weapon: 20 Concussion Missiles
 
===================
4B. Special Craft =
===================
 
These aren't official Rebel craft, but you'll hop into them at least once 
in the course of the missions.
 
---
 
Sorosuub X-34 Landspeeder
 
"Luke's Speeder"
 
Luke bought his old landspeeder some time before leaving Tatooine.  Designed 
more for speed than comfort, the X-34 was Luke's personal transport for 
travelling between vaporators and to Tosche Station.  The manual incorrectly 
labels this speeder as the V-35 Courier.  The V-35 is actually the more 
practical landspeeder owned by Luke's uncle and aunt when they were young.
 
The only real point to this speeder is to get comfortable with ground craft.  
All it can do is boost and float.  It has no weapons, and you only use it in 
Tatooine Training.
 
---
 
Incom Coporation T-16 Skyhopper
 
"Skyhopper"
 
A pleasure craft that stymies Luke's desire to ride the spacelanes until he 
can find a way off Tatooine.  It's a personal transport that found much favor 
in the young circles for its manueverability and speed.
 
This craft can only be used in Tatooine Training in the single player 
missions, and can be used in Versus areas on the ground.  It's a good craft, 
but not much compared to the flashy starfighters.
 
Primary Weapon: Dual Targeting Lasers
Secondary Weapon: Changes depending on what you're doing in Training
 
---
 
Bespin Motors Storm IV Twin Pod Patrol Craft
 
"Cloud Car"
 
A patrol craft, mainly, this ship is made for upper atmosphere work.  
Lando Calrissian maintains a good number of these for patrolling his 
latest investment, Cloud City.  
 
The Cloud Car isn't the most flashy craft ever, but helpful in Bespin 
if your primary ship is getting hammered.  It's has decent manueverability and 
speed, but it can't take too many hits.  Besides the Bespin co-op mission, 
you can only use this ship in Versus mode in atmosphere.
 
Primary Weapon: Dual Lasers
 
---
 
Kuat Systems Engineering Delta-7 "Aethersprite"-Class Light Interceptor
 
"Jedi Starfighter"
 
Just prior to the beginning of the Clone Wars, the Jedi Council sent out a 
commission for a bolstering of their motor pool, which until then had been 
merely requisitioned ships.  KSE responded with this craft, which ended up 
being the signature craft of the Jedi throughout the Clone Wars.  Sleek and 
simple in design, this craft was designed as a medium-range fighter, and 
requires an external hyperspace module to travel in deep-space.
 
You'll find an abandoned relic on the dusty plains of Geonosis.  Factor 5 
has this thing where all the old craft have to be super-awesome, and the 
Jedi Starfighter doesn't disappoint.  This particular fighter has had its 
weapons augmented.  In addition to the standard lasers, this one also carries 
a payload of seismic charges.  That's right.  Seismic charges.  You'll have 
much fun with this one.  Oh, and it's quite speedy, has boost capabilities, 
and your astromech unit will help you with repairs.
 
Primary Weapon: Dual Lasers
Secondary Weapon: 6 Seismic Charges (rechargeable)
 
---
 
AT-ST
 
I'll describe the walker further in the next section, but suffice to say 
that, several times, you'll hop into one of these puppies.  The controls take 
some getting used to, but you'll appreciate its powerful warheads.  If you 
have to turn, I suggest using the L button to hold your head in place, 
because turning takes a lot longer just using the Control Stick.
 
Primary Weapon: Dual Blaster Cannons
Secondary Weapon: 12 Homing Concussion Grenades (rechargeable)
 
---
 
AT-AT
 
Well, don't get TOO excited.  The walker does all the walking for you.  
You just get control of the heavy blaster cannons.  However, they're NICE 
heavy blaster cannons!
 
Primary Weapon: Dual Heavy Blaster Cannons
 
---
 
AT-PT
 
You can't use this in the normal game, but it's available as a craft in 
Versus mode.  It's faster than the AT-ST, but it has no secondary.
 
Primary Weapon: Dual Blaster Cannons
 
---
 
Sienar Fleet Systems Lambda-Class Shuttle
 
"Imperial Shuttle"
 
The shuttle is a general-purpose passenger and cargo transport 
originally employed by the Empire.  The feature that makes this craft 
recognizable are the three wings, the bottom two of which fold up when 
the shuttle makes a landing.  
 
Since the shuttle's not meant for combat, it has lousy speed, 
manueverability, and durability.  If you push L all the way down, you'll 
close the shuttle's wings.  One good thing about the Shuttle is its 
secondary weapon, which your partner in Versus will use to deter pursuers.
 
Primary Weapon: Quad Lasers
Secondary Weapon: Rear Single Laser
 
---
 
TIE Fighter
 
Even though I also included the Fighter in the Imperial section, you 
do have a chance to hop into a TIE Fighter during the co-op missions.  
You won't be doing much combat in this, as you'll be using it to sneak 
into a base.
 
The Empire's frontline fighter isn't all that swell, but it's nice if 
you want to step into the shoes of the bad guys for a while.  It's not 
all that fast and it really can't take very many hits at all, but it's 
quite manueverable and has insanely fast lasers.
 
Primary Weapon: Dual Lasers
 
---
 
TIE Interceptor
 
Described later in the Enemies section.  It's faster and more manuverable 
than the TIE Fighter, and that's about it.  So far as I can tell, you can 
only use this in the Versus mode.  Oddly enough, it's supposed to have four 
lasers, but not here...
 
Primary Weapon: Dual Lasers
 
---
 
TIE Bomber
 
Finally, you get a chance to pilot one, and it's quite cool, actually.  It's 
slower than your average TIE, but a little tougher.  It's biggest change from 
your average craft is that it has no lasers, but two separate warhead 
payloads.  Both regenerate, so don't spare them.
 
Primary Weapon: 20 Homing Concussion Missiles
Secondary Weapon: 12 Proton Bombs
 
---
 
TIE Advanced
 
AKA Vader's TIE, this is a better piece of work than your standard TIE.  It's 
available from the get-go in Versus mode.  Clusters can really make short 
work of your enemies.
 
Primary Weapon: Dual Lasers
Secondary Weapon: Cluster Missiles
 
---
 
TIE Hunter
 
There's a section later for this, but you will use this as your primary 
craft in the mission Fondor Shipyard Assault.  Its only real weakness is 
its potential to be hammered quickly, but it's really fast, and has a lot of 
torps.  Also, it has S-foils similar to an X-Wing's.
 
Primary Weapon: Dual Lasers
Secondary Weapon: 12 Proton Torpedoes and Ion Cannon
 
====================
4C. Support Forces =
====================
 
You're not alone in your fight against the Empire.  Besides your own 
wingmen, you'll have other forms of support as well.
 
---
 
Rebel Trooper/Commandos
Famous Characters
 
Appearance: Little guy running around
 
These ground troops are specialized for many types of missions in many 
types of environments.  They can be very useful if used properly.  You may 
find some of these guys tagging along when you're on foot, providing support 
fire in addition to your own.  Some will be nameless Rebels, and some will be 
familiar faces like Han Solo, Chewbacca, Jan Dodonna, and Lando Calrissian.
 
---
 
Ewoks
 
Appearance: Little furry guy running around
 
No, you can't blast them.  This species, indigenous to the forest moon of 
Endor, has achieved sentience, but no technology greater than sticks and 
stones.  The Rebellion is accepted into their tribe prior to the Battle of 
Endor, and they will provide support when you try to take the shield 
generator.  During the battle, if your Command Cross comes up, be sure to 
activate their traps to ease your time in the forest.
 
---
 
Atgar 1.4 FD P-Tower
Golan Arms DF.9 Anti-Infantry Battery
 
Appearance: Small dish-shaped gun / Small cylindrical emplacement
 
These two weapons emplacements are used during the Battle of Hoth to 
hold back the advancing troops.  They're not all that effective on the 
nasty walkers.
 
---
 
Kuat Drive Yards v-150 Planet Defender
 
"Ion Cannon"
 
Appearance: Medium-sized globe with the firing barrel on top
 
The ion cannon covers the escape of the Rebels from Hoth by disabling 
the Imperial Star Destroyers orbiting Hoth long enough for the 
Transports to get by.
 
---
 
Gallofree Yards Medium Transport
 
"Rebel Transport"
 
Appearance: Long, rounded craft
 
This ovular-shaped craft isn't the best transport in the galaxy.  
Sporting no armaments, it's quite vulnerable.  The Rebel Alliance, 
always strapped for funds, bought a number of these transports at a 
greatly reduced price.
 
---
 
Corellian Engineering Corporation Corvette
 
"Corvette" or "Rebel Blockade Runner"
 
Appearance: Medium-sized thin ship with large engines on the back
 
The Corvette has a common modular design which can be used for cargo, 
passenger ferrying, and even military duty.  For a cruiser, it's small 
and fast, but only carries light armament.  Popular Corvettes are the 
"Tantive IV" and the "Razor".
 
---
 
Kuat Drive Yards Nebulon-B Frigate
 
"Rebel Frigate"
 
Appearance: Tall decks in the front, connected by a shaft to engines on 
the back
 
Several of these odd-looking ships have been stolen by the Rebel 
Alliance for use as medium capital ships.  They sport several turbolaser 
and laser batteries for use against other starships.  One popular 
Frigate is the medical frigate "Redemption".
 
---
 
Mon Calamari MC80a Star Cruiser
 
"Calamari Cruiser"
 
Appearance: Large, rounded Rebel starship
 
These large ships compose the heaviest firepower in the Rebel Alliance 
fleet.  Developed by the aquatic Mon Calamari, who never knew of war 
until the Imperials made them slaves, these once pleasure craft were 
converted into ships of war.  No two of these ships are alike, as each 
captain prefers an organic look to his or her own ship.  Every cruiser 
sports many turbolaser batteries and are well-suited for slugging it 
out with Imperial capital ships.  Popular Calamari Cruisers include 
"Home One", the "Liberty", and the "Defiance".
 
******************************************************************************
5. ENEMY FORCES
******************************************************************************
 
In the Alliance's push for freedom from the tyranny of the Empire, they'll 
find that the Empire's more than capable of pushing back.  Here are the 
impliments with which they'll do so.
 
=======================
5A. Enemies in Flight =
=======================
 
While cruising the air, or in deep-space, you'll find several obstacles try 
to blast you down.
 
---
 
Arakyd Industries Viper Probe Droid
 
"Probe Droid"
 
Appearance: Small, floating, black, ball-type droid with legs.
 
The Probe Droid is sent to the far reaches of the galaxy to find whatever the 
Imperial overseers wish.  Its main purpose, of course, is search and discover, 
but it can also be used for light defense.  It's easily taken out with a 
couple of laser shots.
 
---
 
Sienar Fleet Systems TIE/ln Space Superiority Starfighter
 
"TIE Fighter"
 
Appearance: Spherical cockpit with hexagonal solar panels perpendicular 
to it.
 
One of the most recognizable symbols of the Empire, the alien-looking TIE 
Fighter consists of a ball cockpit with two hexagonal solar array wings on the 
port and starboard sides.  Twin chin-mounted lasers are its armament.  A lack 
of shields makes the craft quite vulnerabe, so the pilot must rely on 
maneuverability to stay alive.  Rebels refer to these craft as "eyeballs".
 
---
 
Sienar Fleet Systems TIE Interceptor
 
"TIE Interceptor"
 
Appearance: Spherical cockpit with angled solar panels that extend to 
points.
 
Developed using improvements on Darth Vader's TIE Advanced, this fighter is 
far faster, more powerful, and more manueverable than the standard TIE 
Fighter.  It is recognizable by its bent solar wings, with dagger-like 
protrusions.  Quad-laser cannons and a slightly stronger hull make this craft 
superior to the standard TIE Fighter in every way.  The Rebel slang for this 
craft is "squint".
 
---
 
Sienar Fleet Systems TIE Bomber
 
"TIE Bomber"
 
Appearance: Double cylindrical hull with angled solar panels.
 
The Empire's prime assualt bomber, this craft is recognized by its double 
hull, one for the cockpit, and one for its payload of warheads.  Although 
slower than other TIE starfighters, it has a well-armored hull to compensate.  
For warheads, Bombers, or "dupes" to the Rebels, can carry proton torpedoes 
or proton bombs, if in atmosphere.
 
---
 
Sienar Fleet Systems TIE Advanced x1 Prototype
 
"TIE Advanced"
 
Appearance: Cylindrical hull with angled solar panels
 
This specialized TIE was customized by Sienar Fleet Systems as the next 
generation of Imperial Starfighters.  Its most obvious difference is the 
angular solar panels.  More important differences involve deflector shields 
and a hyperdrive.  Darth Vader is the only one who flies one, and, if you 
remember the movies, you'll remember that you don't end up destroying it.
 
 
---
 
Sienar Fleet Systems TIE Hunter
 
"TIE Hunter"
 
Appearance: Spherical cockpit with x-shaped wings
 
This experimental TIE never saw much combat in the Galactic Civil War.  The 
craft was produced in limited quantities and performed relatively well, but 
was pulled from the lines, due to the Empire's arrogance against using a 
weapon improved with the enemy's designs.  In combat, you'll find that this 
performs relatively similarly to the TIE Interceptor.
 
---
 
Missile Droid
 
Appearance: T-shaped droid that fires missiles at you
 
Don't know much about these little dealies, but their warheads aren't a big 
deal to a well-armored ship.
 
---
 
Sienar Fleet Systems/Cygnus Spaceworks Sentinel-Class Landing Craft
 
"Imperial Landing Craft"
 
Appearance: Larger variation of the Imperial Shuttle
 
This large craft, derived from the Lambda shuttle, has the same signature 
up-folding lower wings.  Its main use is as an armed troop or vehicle 
transport.  Some, such as the infamous Moff Seerdon, have Landing Craft that 
are more well-developed for combat, since the heavy armor plating allows them 
to take a decent amount of hits.  In this game, you'll find they're largely 
used to deposit containers with AT-STs inside.
 
---
 
Kuat Drive Yards Stormtrooper Transport
 
"Imperial Transport"
 
Appearance: Medium-sized boxy spacecraft
 
These unarmed transports are generally brought in under covering fire, 
unloading ground forces to help capture Rebel bases.  They're easily 
destroyed with sustained laser fire.
 
---
 
Imperial Armored Personnel Carrier
 
"APC"
 
Appearance: Short tank-like weapon with two forward guns
 
These ground-bound transports are armed with forward-facing guns.  They can 
dish out good punishment, especially to someone you're trying to protect, but 
they can be destroyed under sustained laser fire.
 
---
 
SedriMotors Ltd. Amphibion
 
"SUB"
 
Appearance: Small black craft in the water
 
These waterborne vehicles are good for stealth missions, as they run virtually 
silent.  These particular craft have been upgraded from the standard armament 
to carry concussion grenades.  Be wary near the waves.
 
---
 
Space Mine
 
Appearance: Small, star-shaped vessel
 
These mines can be arranged together to form a barrier.  You're in trouble if 
you get too close.
 
---
 
Space Weapon Emplacement
 
Appearance: Small, flat, black emplacement
 
These space-borne emplacements have several laser cannons on them, and they 
can eat right through your shields.  If you have them, I suggest using Ion 
Cannons to disable them outright, because they can take several laser hits 
before going down.
 
---
 
Prison Guard Tower
 
Appearance: Thin black tower with a sphere on top
 
These towers can dish out many hits at once.  They're pretty heavily shielded, 
but can't stand up to a well-placed bomb.
 
---
 
Laser Turret
 
Appearance: Many different appearances
 
Many emplacements and ships employ small laser turrets for starfighter 
defense.  Most of them aren't all that durable.
 
---
 
Balloon Turret
 
Appearance: Large balloon structure with guns on the bottom
 
In the skies above Bespin, several guns are attached to a hot air balloon.  
This weapon can easily be destroyed by shooting the gas tanks that keep it 
afloat.
 
---
 
Missile Turret
 
Appearance: Short turret that belts out missiles
 
You'll only find these on Bakura.  Taking them out with warheads is the best 
bet, which you'll have in spades.  Just dont get to close
 
---
 
Imperial All-Terrain Armored Transport Walker
 
"AT-AT"
 
Appearance: Massive four-legged metallic behemoth
 
The AT-AT is a fearsome sight on the battlefield.  It lumbers towards its 
target on four massive legs.  For its cumbersome appearance, it's actually 
faster than it looks, reaching speeds of up to 40 miles per hour on stable 
terrain.  Two heavy blasters are positioned under its "chin".  It's as much a 
psychological weapon as it is a military weapon.
 
---
 
Imperial All-Terrain Personal Transport
 
"AT-PT"
 
Appearance: Short two-legged walker
 
This small armed transport is meant to allow a soldier to handle a squad of 
ground troops.  It's as fast at maximum speed as an AT-AT.  It has twin 
chin-mounted blasters.
 
---
 
Imperial All-Terrain Scout Transport Walker
 
"AT-ST"
 
Appearance: Relatively tall two-legged walker
 
The AT-ST is used as a scout vehicle, or as support for the AT-AT.  It's 
faster than the AT-AT, capable of reaching 60 miles per hour speeds on its 
twin legs on even terrain.  It's head-mounted blasters can hit with decent 
power.
 
---
 
Experimental Imperial Escort Carrier
 
"Escort Carrier"
 
This is a light cruiser employed by Imperial Special Forces group, the 
Storm Commandos.  It is relatively fast and has armament to defend itself, in 
the form of two bow-mounted laser cannons, two dorsal-mounted turrets, and 
two ventral-mounted turrets.  Despite this, they can be brought down with 
some effort by warhead-carrying starfighters, especially if the guns are 
targeted first.
 
---
 
Kuat Drive Yards "Imperial I"-Class Star Destroyer
 
"Imperial Star Destroyer"
 
Appearance: Large dagger-shaped cruiser
 
The Imperial Star Destroyer will forever be a reminder of the awesome might of 
the Empire.  The wedge-shaped capital ship is a mile long and half as wide at 
its aft.  It can hold six squadrons of TIEs, and boasts eight heavy 
turbolasers and a large amount of smaller laser turrets for starfighter 
defense.  Popular Star Destroyers include "Devastator", "Avenger", and 
"Chimaera".
 
---
 
Kuat Drive Yards "Executor"-Class Star Destroyer
 
"Super Star Destroyer"
 
Appearance: A REALLY large dagger-shaped cruiser
 
At several miles long, the Super Star Destroyer is the largest "traditional" 
battle cruiser that the Empire developed.  There were four created after 
Battle of Yavin, but several more were rumored to be in development.  It's 
unclear just how many exist following the Battle of Endor.  The SSD can hold 
two full wings of starfighters, for a total of 144.  It's also bristling with 
over a thousand weapons, and has thousands of ground support vehicles and 
troops.  Popular SSDs include "Executor", "Lusankya", and "Iron Fist".
 
---
 
Custom Deep-Space Battle Station - Code Name: "Death Star"
 
Appearance: One freakin' huge ball
 
Designed by the genius engineer Bevel Lemelisk, this station was to be the 
representation of the Empire throughout the galaxy, and the embodiment of 
Grand Moff Tarkin's "rule through fear" doctrine.  The craft is approximately 
120 kilometers in diameter, making it roughly the size of a small moon.  Its 
signature weapon is an unbelievably powerful superlaser, which has enough 
power to vaporize a planet.  On the surface of the Death Star are many Laser 
Turrets and Deflection Towers for defense.
 
---
 
Custom Deep-Space Battle Station - Code Name: "Death Star II"
 
Appearance: Like the first one, but it's missing pieces
 
Bevel Lemelisk corrected many of his past mistakes in this new Death Star.  
The vulnerable exhaust ports that brought the downfall of the first were 
replaced by millimeter-wide vents.  The superlaser's power was increased, and 
recharge time took far less time.  It could also be adjusted to attack capital 
ships as well as planets.  This new Death Star would have been invincible.  
The only way to destroy it would have been while it was under construction.
 
===========================
5B. Enemies on the Ground =
===========================
 
These are the enemies you'll face while in speeders or on foot.
 
---
 
Tusken Raider
 
Appearance: Human-like enemy completely covered in brown cloth
 
A rather belligerent native species of Tatooine.  They're armed with crude 
antiquated blaster rifles and gaffi sticks for weapons.  You'll only face them 
on Tatooine Training, and they'll be no match for your modern blaster.
 
---
 
Stormtrooper/Scout Trooper/Snowtrooper/Officer/Imperial Guard
 
Appearance: Little guy running around
 
Trained intensively on military planets to remove all individuality or 
willingness to reconsider orders, these soldiers are fiercely loyal to the New 
Order.  They shoot at you, so shoot first.
 
---
 
Storm Commando
 
Appearance: Guy in black armor
 
This specialized troupe is charged with seeking out new technologies and 
sabotaging the Rebels at every chance they get.  They take a few more hits 
than your average trooper, and are a bit smarter, what with their dodging 
ability.  Some also have thermal detonators that they'll toss at you.
 
---
 
Mercenary
 
Appearance: Guy in desert outfit
 
Jabba's hired mercs are about as tough as your average trooper.  You'll only 
go up against them on Jabba's sail barge.  One saber swing will drop them 
like a bad habit.
 
---
 
Battle Droid
 
Appearance: Ruddy-colored humanoid droid
 
These malfunctioning relics fire at anything not them, so they're as much of 
a danger to the stormies as you.  They're about the same as a trooper.
 
---
 
White Spiders
 
Appearance: Little bugs running around Dagobah
 
While they don't look all that white, these being are actually the seedlings 
of the gnarltree you'll see dotted all around Dagobah.  To you, they're 
enemies worth kills.  Swat them with your saber, then bust up their nest to 
end the threat.
 
---
 
Blastech E-Web Repeating Blaster
 
"E-Web Blaster"
 
Appearance: A small tripod gun manned by a trooper.
 
This heavy repeating blaster is mounted on a tripod.  Be sure to take it out 
first if on foot, and relatively quickly if in an AT-ST.
 
---
 
Biker Scouts
 
Appearance: Trooper on a Speeder Bike
 
You'll find that it's not easy to shoot down these speedy guys, but they're 
not much of a danger to you, either, unless they're tailing you through the 
forests of Endor.
 
---
 
IT-O Interrogator
 
"Interrogator Droid"
 
Appearance: Small, black ball droid
 
Used to wring information out of captives, the Empire is quite familiar with 
this diabolical device.  For your purposes, it just hovers towards you, firing 
a small blaster.
 
---
 
Probe Droid
 
While on the ground, the Probe Droid takes several hits with a normal blaster, 
but isn't a big threat unless you let it hit you a lot.
 
---
 
TIE Fighter
 
You'll mostly see eyeballs in passing as they make low sweeps.  If in an 
AT-ST, you will find yourself able to drop them, but don't go out of your 
way.
 
---
 
Missile Droid
 
Dubrillion has a high stock of these droids.  Be sure to keep your eyes open 
for them, as they're tough to spot, but their missiles will hurt.
 
---
 
APC
 
While on the ground, these will be more of a pain to you personally.  AT-STs 
can take them down in several hits, but on foot, you'll have to find some 
extra firepower.
 
---
 
AT-ST
 
Probably the biggest pain you'll find on the ground.  Most of the time, you'll 
be facing them off on equal ground, so fire up a grenade, then follow up with 
lasers.
 
---
 
Rothana Heavy Engineering Low-Altitude Assault Transport/Infantry 
 Repulsorlift Gunship
 
"Republic Gunship"
 
Created just prior to the Clone Wars, this gunship was used to ferry in 
clone troopers and give them backup air support.  They're armed with 
pinpoint lasers and concussion grenade launchers.
 
This is a "boss" fight, kinda.  The lasers rain down on you, as well as 
grenades, so grab a nearby E-Web and start shooting up its weapons.
 
---
 
Boba Fett
 
The galaxy's most fearsome bounty hunter.  He is the clone son of Jango Fett, 
and like him in every way, except for a lack of desire to be attached to 
anyone.  He was thought to be killed on Tatooine by the Sarlacc, but rumors 
abound of him appearing in the galactic scene following that incident.
 
******************************************************************************
6. GAME TIPS
******************************************************************************
 
Here are some basic tips to keep in mind when you're out there in the thick 
of battle.
 
=================
6A. Flight Tips =
=================
 
You start every mission with three lives, which may not seem like much, but 
it's more than most people get, with the possible exception of Han Solo and 
Nom Anor.  With those three lives, you must complete the mission objectives.  
The mission will end if you fail an objective, or if you run out of all of 
your lives.
 
I see a lot of people post on message boards saying they don't know what to 
do in a mission.  It's very easy, in essence.  First, check your radar for 
an objective cone.  If it's pointing at something, chances are you need to 
kill it, or keep it from being killed.  If you don't have a clue even then, 
just press START to see your mission objectives.
 
Know the craft you have picked for your mission.  Know its limitations and 
its strengths.  For instance, don't chase speedy TIEs in the sluggish Y-Wing, 
and don't go for risky head-on rushes in the flimsy A-Wing.
 
The targeting computer can be a mission saver.  Bring it up when looking for 
those tiny little TIEs that are harrassing your mission critical ships.
 
Your wingmen are there for a reason.  If you find yourself being dogged by 
the bad guys as you're trying to kill something, assign them to the TIEs to 
get them off your back.  Have them Form up on you if you need a little extra 
firepower to take out a strong bad guy.  If you need to take out two different 
types of enemies, send them after one type while you go after the other.
 
Warheads.  Sure.  You wanna save them for an emergency, but those just don't 
happen too often.  I say, save them for that TIE that's just a little too 
out of range, or that pesky gun that'd take several laser hits and you want 
dead now.  Once you get the homing upgrades, all that becomes so much easier.
 
=================
6B. Ground Tips =
=================
 
When you're on the ground and slow, you're a lot more vulnerable.  Take 
advantage of any kind of cover you can get to present yourself to less 
enemies, allowing you to pick them off at your leisure.
 
While flight is usually straightforward blowing things up, ground combat can 
require a lot more improvising, especially if you're not in a vehicle.  If 
on foot, look for blaster rifles and bacta canisters.  The latter can restore 
your precious health, while the former will allow you to fire rapid shots for 
a bit, as opposed to straight blaster shots.
 
Also, look out for E-Webs.  If one's nearby, chances are you'll want to use 
it, whether it's to take down some heavy bad guy, or a whole bunch of 
stormies.
 
Don't forget that you have evasive diving and jumping manuevers.  When dogged 
by blaster fire, these will make you a much harder target to hit.
 
================
6C. Medal Tips =
================
 
After completing a mission, you'll see a background Rebel insignia, either 
standing alone, or in the form of a medal.  In front of that will be your 
mission stats, and how close you are to the next medal.  Here are some tips 
for those elusive Gold and Best Medals.
 
First and foremost: Get the tech upgrades, especially Advanced Lasers and 
Shields.  The former makes the Enemies and Time count improve, and the latter 
makes the Lives Lost count improve.
 
Now, for each part of your stats to improve medals...
 
Time: Naturally, this will improve as you repeatedly perform the mission.  
 For flight, this is a matter of completing your mission objectives as quickly 
 as possible, with little time breaking off to engage TIEs.  When on foot, 
 this means hitting the gas and stopping for almost nothing as you get to 
 the end of your path.
 
Enemies: This and Time are constantly in a duel with each other.  Your real 
 goal out of your medalling is to find the perfect balance between these two.  
 To help with this, focus on groups of enemies for quick kills.  Use homing 
 warheads to fire and forget.  If you're on your way to a mission objective, 
 and a TIE gets in your way, vape it real quick, then move on.
 
Accuracy: This is something that only gets better with practice.  Your 
 biggest threat to this are the TIEs.  Practice, practice, practice to find 
 more efficient ways to remove TIEs.  Particularly, linked fire works wonders, 
 as it's one shot to your accuracy, but two to four laser bolts to your 
 enemy.  An X-Wing's spread, in particular, is great.
 
Friendlies Lost: This isn't as much of an issue in this game as in Rogue 
 Leader.  The targets to protect are usually very obvious, and critical to 
 the mission anyway.  There are a couple of missions, though, that require you 
 to be the super-protector.
 
Lives Lost: As I said earlier, Advanced Shields will be the biggest help here.  
 After that, it's the simple matter of getting better and "killing him before 
 he kills you".  Look out for enemies that fire multiple times, or that are 
 harrassing you directly, as they don't give up to easily.
 
Targeting Computer Efficiency: This is a simple matter of just not using the 
 Targeting Computer, as your Efficiency goes down as you use it.  Most 
 missions require 100% for their Golds, but be on the lookout for some that 
 don't.  That way, you can flip it up for the barest of seconds to find those 
 hard to spot enemies, like in Battlefield Hoth.
 
******************************************************************************
7. SINGLE PLAYER
******************************************************************************
 
Each section contains the following:
 
Overview: The basic gist of the mission, and some thoughts about it.
 
Available Starting Craft: The craft you can pick in the hangar to fly 
initially.  If you don't have a choice at all, or ever, I won't supply this.
 
Craft Succession: These are the craft you use in this mission, in the order 
you them.
 
Enemies: These are targets that shoot back.  Note that sometimes you may be 
required to take out something that doesn't shoot back.  Those things aren't 
included under Enemies.
 
Survival Walkthrough: How to go about completing the mission.  These 
generally assume you don't have a lot of the tech upgrades.
 
Medal Strategies: Basically, this is my way to get the higher Medals, the 
Gold and Best, but I'm sure there are others, and if you can find a better 
one, go right ahead and let me know and I'll consider it.
 
=======================
7A. Tatooine Training =
=======================
 
Overview: Here, you will learn the basics of the game, for both flight and 
ground combat, including foot, speeder, and walker training.  You'll also 
take part in some tests to measure your abilities.
 
---
 
Craft Succession:
 
Foot -> Landspeeder -> AT-ST -> Swoop -> Foot
     -> T-16 Skyhopper -> Foot
 
---
 
Enemies:
 
Tusken Raiders
 
---
 
Survival Walkthrough:
 
You have 40 minutes to complete the entirety of the Training.  You also have 
a total of five lives at your disposal, which you may need...
 
You begin in the Lars homestead.  First, head for the red marker pointed out 
to you.  Hitting it will trigger four more markers.  Touch each of them to 
learn how to jump, duck, roll, and access the START screen.  Once all those 
are tagged, another marker will appear up by the door.  Touch it to learn how 
to open the door.  Once outside, you'll find your two craft: the Landspeeder, 
and the T-16 Skyhopper.  Taking the Landspeeder will take you on the ground 
course, while the Skyhopper will take you to the air course.
 
Ground Course:
 
As you ride along the Jundland Wastes, you'll get tips on how to get a speed 
boost, brake, and to change the camera view.  Keep riding along the canyon 
floor, avoiding holes and walls and you'll eventually reach Tosche Station.
 
Well, looks like the local recruiting crew has shown up today.  You'll have 
the opportunity to test your skills in an AT-ST here, so demonstrate your 
ability to move forward and fire, then you'll engage the test of shooting up 
droids (poor little buggers).  Shoot down ten in a minute to complete the 
Easy test.  After completion, step into the red marker to fire it up again, 
this time on Medium for 45 seconds.  Do it one more time on Hard for 30 
seconds, and you'll complete this test and "unlock the Landspeeder".  This 
means that you'll be able to select the Landspeeder for the ride back in 
addition to the Swoop.
 
After leaving the testing grounds, you'll find you can take a Swoop bike.  
Grab the Swoop and head back into the Jundland Wastes.  Now, you have the task 
of passing through seven red markers in the area.  For most of them, you'll 
have to get a jump start, and you do this by jamming the accelerator as you go 
up a little hill.  Doing this will send you flying over it for quite a 
distance.  All seven markers are in plain sight on the main path, but only 
five can be hit from the main path itself.  If you look at the radar, you'll 
notice that there are black paths branching from the left and right of the 
main path at certain points.  Take those paths and use them as higher points 
to make the jumps.  Be careful turning around in the Swoop, because you really 
can't slow down all that much.  Hitting all seven jumps will "unlock the T-16 
Skyhopper".  This means that you can use the T-16 on your ground runs.
 
Once you hit all seven jumps (or give up), head along the main path to reach 
the Jawa Sandcrawler.  You'll get off your bike as you reach it.  Follow the 
instructions on the electrobinoculars, then drop off into the trench to get a 
reminder about jumping.  
 
GLITCH NOTE:  Make sure you fall into the trench to learn about jumping, 
because if you make the hop in your first try, the game won't let you move 
forward (the red markers won't appear, and you can't get back on your 
vehicle).
 
Next, you'll learn about your blaster, so fire it.  Doing so, will activate 
three red markers in the area.  Pass over each of them to learn about thermal 
detonators, lock-ons, and bacta canisters.  Also, make sure you take a trip to 
the E-Web blaster overlooking the Sandcrawler area.  You're not in any big 
danger here, as the Sandpeople are more interested in gunning down the Jawas 
than you.  Once you complete all tasks, run back to your Swoop and you'll end 
up back at the homestead.
 
Air Course:
 
Once you take to the air, hit the first red marker, and you'll activate a 
bunch more.  These will teach you about speed boosts, braking, rolling the 
craft, changing the camera, the command cross, lasers, proton bombs, lock-on 
missiles, the ion cannon, and the targeting computer.  Take care of all these 
lessons.
 
Once that's done, your pal Windy will show up and you'll head to Beggar's 
Canyon.  On the way, you'll see Fixer, who'll challenge you to a race through 
the canyon (like we haven't had enough of those).  Watch the black path to 
make sure you stay in the canyon's course, and watch for the shortcut that 
breaks left just before the end.  After beating Fixer, he'll want to fight 
for a bit.  Shoot him up for a bit and he'll concede.  Now, you can go back 
to Beggar's Canyon and try the race two more times.  Each time will be harder, 
and the last race will be real close (be sure to use speed boosts and the 
shortcut).  Once you beat all three races, you'll "unlock the Swoop bike", 
which you'll be able to use on your ground ride to Tosche Station.
 
Lastly, follow your objective cone in this main area to explore the map and 
discover certain things.  You'll find C-3P0 next to some krayt dragon bones, 
two bantha herds, Tosche Station, Jabba's Palace, Mos Eisely, and the 
Sandcrawler.  Use linked lasers or a proton torpedo to bust open the crawler 
and find R2-D2.  Those are all the things you can find out here.
 
So, you can choose to quit training at any time, or it will stop automatically 
if the time runs up, or you run out of lives.  Also, if you find absolutely 
everything, the training will end and you'll get credit for full completion.
 
So, if you remember Rogue Leader, you got the Naboo Starfighter for fully 
completing Tatooine Training on all times of the day.  Guess what?  It's the 
same in Rebel Strike.  There are four separate "times" of day, which go by 
your GameCube's internal clock.  There's "sunrise", "daytime", "sunset", and 
"night".  All four are very distinct.  If you don't feel like getting up 
early just to play this, just go to your GameCube's menu and change the 
internal clock.  Once you beat the training on all four time-frames, you will 
receive the Naboo Starfighter.
 
===========================
7B. Revenge of the Empire =
===========================
 
Overview: The Death Star is kaput, and the Emperor isn't too happy.  A massive 
landing force is storming the Temple area, and it's time for the Rebels to 
leave the jungles of Yavin.  Luke, Wedge, and Lieutenant Sarkli will have 
their hands full as General Dodonna hands out orders.
 
---
 
Available Starting Craft:
 
X-Wing
Y-Wing (after completion)
 
---
 
Craft Succession:
 
Starting Craft -> Foot
 
---
 
Enemies:
 
TIE Fighter
TIE Bomber
Imperial Transport
Imperial Landing Craft
AT-ST
 
Stormtrooper
Officer
 
---
 
Survival Walkthrough:
 
Dodonna asks you to destroy Imperial Transports deploying ground troops.  
Take your buds and make sure he gets his wish.  Transports take several hits 
from your lasers.  Best way to pack on the hurt is repeatedly tapping the 
fire button to let out double shots as opposed to just holding.  Keep your 
guys Formed on you to add their firepower.  TIE Fighters buzz around you, but 
will largely ignore you as you blow up the eight Transports.
 
UPGRADE ALERT: Don't be so hasty to vape all the Transports so quickly.  Take 
about four of them out (including the one high in the air that only takes a 
few laser blasts) that are lined up straight ahead of you, but don't take out 
the fifth one.  Instead, let it open and deploy.  You can fly through 
Transports when they're on the ground, so manuever around to the front or 
back and fly through it to grab ADVANCED SHIELDS.
 
Once all Transports are down, you'll be called over to the Great Temple.  You 
need to protect the Rebel Transport Luminous as it takes off.  Threatening it 
are six Imperial Landing Craft.  They're flying in groups of three, and each 
carries a container with an AT-ST inside.  As you start, you'll be facing one 
group, but actually, you should turn around and take out the other group, 
because it's far closer to deployment.  If you can't shoot down the Landing 
Craft in the air, they'll drop off their payload and boogie out of there.  
Your target at that point is the AT-ST it's dropped.  Once all are vaped, 
it'll be time to land and help the General out.  You'll take Wedge into the 
Great Temple, much to the frustration of Sarkli...
 
Now, you're on foot.  This is all pretty basic.  Head straight into the base, 
taking out stormies as you move.  You can take a right turn in the first room 
and grab a bacta canister, but your way forward is straight ahead.  Ascend 
some stairs, blasting more stormies, then follow the path into the Briefing 
Room.  Take out all opposition, then leave by the door to your far left.  
Another corridor, then you'll reach the Comms Room.  Don't be afraid to shoot 
out the comm screens that are in your way.  Leave this room by the far door.  
A few stairs later, and you'll reach a door that needs to be opened with the 
C Stick, and you'll find yourself in the Great Hall, with a ton of stormies.  
Slowly make your way through the hall, picking them off while hiding behind 
cover.  Once they're all on the ground, a new door will open, and you'll take 
General Dodonna and his bodyguard through the last corridors and you'll 
reach the hangar.  Take out all the stormies here, and the mission will end, 
with Sarkli bailing you out from facing some AT-STs.
 
---
 
Medal Strategies:
 
Requirements:
                 Gold  Best
Time:            4:00  3:55
Enemies:           60    64
Accuracy:         65%   67%
Friendlies Lost:    0     0
Lives Lost:         0     0
TC Efficiency:   100%    0%
 
Pick up a few TIEs as you clean up the Transports, but don't chase them too 
much, or your Accuracy will drop, and really, after you figure out how to 
complete this level quickly, that'll be your biggest problem.  Lives is no 
issue, especially after you find Advanced Shields.  Those few TIEs you pick 
up in the beginning are just insurance, because you do have enough for a 
Gold between the Transports and stormies, and will just put you over for the 
Best.
 
============================================
7C. Luke Mission 1 - Defiance on Dantooine =
============================================
 
Overview: Tycho Celchu, a native Alderaanian, has had enough with Empire and 
wants out.  You're to pick him up on Dantooine as he makes his defection.  
Naturally, this mission will go pear-shaped and Tycho will be captured.  
You'll have to find his captors, beat them down, and get Tycho out.  Expect 
a lot of fast and dangerous speeding.
 
---
 
Craft Succession:
 
Speeder Bike -> Foot -> Speeder Bike
 
---
 
Enemies:
 
Probe Droid
Scout Trooper
Stormtrooper
Storm Commando
E-Web Blaster
Biker Scout
TIE Bomber
APC
 
---
 
Survival Walkthrough:
 
As you make your landing, you'll take out two Scout Troopers in the cutscene.  
You'll take one of their Speeder Bikes and tell Sarkli to stay behind, again, 
much to his frustration.
 
Your first objective is to get to the Imperial landing zone.  You'll follow a 
canyon river to get there.  This is a rather easy run.  The canyon's wide, 
and there are only a few rocks that are quite visible before you come upon 
them.  Soon, Sarkli will call in about Probe Droids in the area.  These are 
unique ones that explode if you get too close.  You'll be able to spot them 
pretty easily by the searchlight they use to scan the canyon, so take them 
out at your leisure.  Don't try to knock yourself into a wall killing them, 
though.  It's just not worth it.  Later on in the canyon, you'll see some TIE 
Bombers dropping proton bombs.  It shouldn't be too hard to avoid them.
 
After a few klicks of this, you'll eventually arrive at the landing zone.  
You'll hop off your bike and find Tycho being marched into an Imperial APC.  
You'll have to destroy the APC to free him, and the only thing you have to 
do it with is E-Web Blasters.  They're stationed at strategic points on the 
hill.  Take out the nearest trooper manning one and use the repeating blaster 
to hammer the APC.  When the APC moves out of range, move to the next E-Web, 
and so on.  I believe you have about six or seven chances to do it, but you 
should be done in four or five.  It's worth it to point out that every time 
the APC reaches the next E-Web, it stops and unloads a few troopers.  These 
can be Scouts, regular stormies, or Storm Commandos.  Take them all out with 
the E-Web you're currently manning.  Also, be careful of Probe Droids and 
Biker Scouts in the area.
 
Once the APC is dead, Tycho will hop out and the two of you will grab 
Speeder Bikes for the ride back.  Now, you won't be going back the same way 
you got in.  Oh no, that'd be too easy.  You'll be returning to the drop 
point by use of an elevated causeway that runs the length of the river 
canyon.  This causeway has several jumps, where you'll have to use your 
speed boost, so be sure to save it for when Luke or Tycho tell you to use 
the boost (not that you'd want to be boosting around on such a narrow 
causeway anyway).  Also, be watchful of the causeway splitting into two 
paths.  You'll have to take a path, not the middle, to survive.  Enemies 
you'll see on your ride back will include Biker Scouts, TIE Bombers, APCs, 
and Probe Droids.  Really, the only ones you should be even trying to take 
out should be the Probe Droids and maybe a Biker Scout or two.  You're just 
going too fast to take out the heavier dupes and APCs.
 
UPGRADE ALERT: As I said before, the path splits on this causeway.  At the 
second point where it splits, you'll see a couple of APCs on the left path.  
Sneak past them and ride the left path.  You'll pass over the ADVANCED 
LASERS.
 
After several enemies and jumps, you'll finally make it back to the river 
canyon for the home stretch.  There are a few Probe Droids here, as well as a 
few APCs to avoid.  Less than a klick down the river, and you'll reach the 
end, finding only Sarkli surviving from the landing party.  The three of you 
will take off in X-Wings and head back to the fleet.
 
---
 
Medal Strategies:
 
Requirements:
                 Gold  Best
Time:            4:10  4:05
Enemies:           38    40
Accuracy:         42%   56%
Friendlies Lost:    0     0
Lives Lost:         0     0
TC Efficiency:   100%  100%
 
In both Speeder Bike runs, only use Probe Droids for your kills.  Nothing else 
is weak enough to be downed by your blaster cannon.  Naturally, make sure you 
only fire when you've got a target lined up.
 
While on foot, take out all troopers that pile out of the APC and all Probe 
Droids floating around.  The Biker Scouts are too tough to hit and will only 
waste Accuracy.  Most of your enemies will come from this area, so I'd say 
go to at least four E-Webs.  Even with Advanced Lasers, it should still take 
about that many anyway, unless you're really fast.
 
As I said before, on the second bike run, only use Probe Droids for your 
kills.  However, APCs are nice big targets, so don't be afraid to slap a few 
shots on them to improve your Accuracy.  Once you know how the level goes 
(minimizing crashes), this Gold isn't too hard, and the Best isn't too far 
beyond it.
 
============================================
7D. Luke Mission 2 - Defenders of Ralltiir =
============================================
 
Overview: Defected officer Tycho Celchu, eager to prove his worth, has 
pointed the Rebellion to a group of scientists on Ralltiir being harrassed 
by the Imps, so that they'll hand over their shielding technology.  The 
scientists are protecting themselves from orbital bombardment with a shield 
of their own, and a Rebel strike force is being sent in to get the scientists 
out.
 
This mission is pure planetside combat.  Bust down all the bad guys pounding 
on the shield and you're done.
 
---
 
Craft Succession:
 
Snowspeeder
 
---
 
Enemies:
 
AT-PT
APC
AT-AT
Imperial Transport
 
---
 
Survival Walkthrough:
 
The long and the short of this battle is to destroy everything threating the 
shield.  You can still win the fight even if the shield goes down, but not 
before the city is destroyed, so keep an ear out for their complaints.
 
UPGRADE ALERT: We'll cover this now.  You start on your approach to the 
main island by following a suspension bridge.  Fly to the left around the 
island and you'll come upon another bridge.  On the far side of this bridge 
is a Transport.  Break it open and take the TARGETING COMPUTER UPGRADE.
 
The first thing you'll hear is that the scientists created some bombs for 
you.  They're dotted all around outside the shield.  Fly past one and hit 
B to snag it with your tow cable.  You can then run the bomb into any of your 
enemies to make it go boom.  Of course, you'll have to fly pretty close to 
it, so it's kinda risky.
 
Anyway, your biggest problem comes in the form of three AT-ATs already on 
the island.  You can wrap them up with your tow cables, or you can run a bomb 
into one, but you have to hit the "head" to bring it down.  To do this 
effectively, slow down as much as possible and fly as close to the top of 
its head as possible.
 
So, take out all three AT-ATs (don't worry about the one on the other side of 
the first bridge).  After they're all down, mow down the APCs and AT-PTs.  
After taking down most of them, you'll land in the ruined city and meet with 
the scientists, ready for the next mission.
 
Several people have brought to my attention the fact that the bridges are 
destroyable.  Fly a bomb into the bridge and you'll blow it up, along with 
everything on the bridge.  This will clean up the area quickly.
 
---
 
Medal Strategies:
 
Requirements:
                 Gold  Best
Time:            3:30  2:55
Enemies:           25   100
Accuracy:         49%   60%
Friendlies Lost:    0     0
Lives Lost:         0     0
TC Efficiency:   100%  100%
 
Enemies shouldn't be a problem at all, as, for some reason, APCs and AT-PTs 
count for multiple kills.  There are no friendlies to protect, besides your 
wingmen, and they'll be fine on their own.  Accuracy is easily accomplished 
due to the targets taking multiple hits.
 
So, your major issues are time and lives.  Taking down the AT-ATs as fast as 
possible will ensure time is not an issue.  The only other problem is staying 
alive, which is tough when you're flying inches from AT-ATs.  If you can 
manage taking them all down, your only other problem is APCs.  Their guns 
are pretty accurate and painful, so take them out from behind.
 
===============================================
7E. Luke Mission 3 - Extraction from Ralltiir =
===============================================
 
Overview: Now, it's time to get your scientists out.  You'll commandeer an 
AT-ST for the first part of the mission, and later will be on foot running 
through the corridors of a Corvette.
 
---
 
Craft Succession:
 
AT-ST -> Foot
 
---
 
Enemies:
 
Stormtrooper
Officer
Storm Commando
E-Web Blaster
Probe Droid
AT-ST
APC
 
---
 
Survival Walkthrough:
 
You'll begin this mission by hopping into an AT-ST.  As soon as you get 
going, Sarkli will decide he's had it with the Rebellion and take off.  Jerk.  
 
Anyway, the important part is to protect your scientists.  That means moving 
as forward as fast as possible and taking out everyone in the way.  So, 
head forward and turn left.  The first thing you should take out is 
the APC.  Try to shoot the forward guns first to minimize return fire.  
Stormies will also pile out of it, but if you hammer the APC into scrap, the 
explosion will take out the bad guys.  Also swat the Probe Droid here.  Turn 
right at the corner, taking out the E-Web behind the rock.  Ahead of you is 
an AT-ST and a Probe Droid.  Take them out with grenades and lasers.
 
UPGRADE ALERT: As you walk down this path, bear to the right.  They're in 
plain sight, but even if you're not looking for them, you'll probably 
stumble right across the HOMING PROTON TORPEDOES.
 
Turn right at the end of this path.  You'll reach a wider path with an AT-ST, 
a Probe Droid, several stormtroopers, and a couple of E-Webs.  Take out all 
the really dangerous guys first with your grenades, then clean up the rest.  
Move along the path and, as you pass the corner, you'll find another APC and 
an AT-ST.  As you make the left turn, you'll find another two AT-STs, an 
E-Web, and a Probe Droid.  Move on as the path bears left.  Take out the 
stormies lined up, and the APC, then proceed to the last clearing, where 
you'll find a total of four AT-STs, a Probe Droid, and two E-Webs.  Move into 
this area slowly to take them on without exposing yourself too much.  Once 
they're all rubble, you'll head into a nearby Corellian Corvette, which you'll 
need to capture to make it out.
 
You'll be thrust into the thick of the battle to secure the Corvette.  Take 
out any Stormtroopers and Officers in your way, and proceed along the 
corridors.  The radar will point you in the proper direction to go, but don't 
be afraid to explore to see if you can find some bacta canisters or rifles.  
Keep moving and shooting.  Eventually, through a rather roundabout path, 
you'll find a few stormies guarding an E-Web Blaster.  Blast all those in 
your way and jump on the E-Web.  You'll be glad you did this, because from 
both corridors will come about ten stormies.  Once all of them are in that 
big Imp Training Facility in the sky, the mission will end and you'll 
escape from the planet (conveniently waltzing right by the Star Destroyers).
 
---
 
Medal Strategies:
 
Requirements:
                 Gold  Best
Time:            4:00  3:50
Enemies:          100   105
Accuracy:         45%   55%
Friendlies Lost:    0     0
Lives Lost:         0     0
TC Efficiency:   100%  100%
 
As long as you have the proper upgrades, Time and Enemies should be no 
problem.  While Accuracy isn't a big issue, you should watch where you're 
shooting, because the AT-ST's lasers aren't completely accurate.  To boost 
it, opt for pummelling the APCs with laserfire instead of grenades.  
 
Friendlies is an issue here, considering you have to protect the scientists.  
Just make sure that there are no red dots behind you as you move on.  Easiest 
thing to miss is a stray E-Web.
 
Of course, you shouldn't be so forwardly reckless that you get killed by your 
enemies, so make sure to find cover where it exists in both sections of the 
mission, and you should be able to Gold this without too much trouble.
 
For the Best, Accuracy is more stringent, as are Kills.  Leave no enemies 
behind, and look for extra ones in the Corvette.  There are two in particular 
that aren't in your way.  In the Corvette, you have stormies on your left, 
but a passage to your right.  Take that to find two more.
 
=======================================
7F. Luke Mission 4 - Battlefield Hoth =
=======================================
 
Overview: Last game, you took the Battle of Hoth from (largely), Wedge's 
point of view, safe and cozy in his Snowspeeder, and later, X-Wing.  Well, 
now you'll play entirely as Luke just after he gets shot down by an AT-AT.  
You'll have to make your way back to the Rebel side of the battle and into 
an X-Wing so you can cover the escape of the Transports.
 
---
 
Craft Succession:
 
Foot -> Tauntaun -> Foot -> X-Wing
 
---
 
Enemies:
 
Snowtrooper
AT-AT
AT-ST
Probe Droid
E-Web Blaster
Imperial Landing Craft
TIE Fighter
TIE Interceptor
TIE Bomber
 
---
 
Survival Walkthrough:
 
So, you crashed your Snowspeeder.  Head straight for the walker that's right 
next to you.  Watch its rear-left foot so it doesn't step on you.  As you get 
under the AT-AT, hold the C-Stick to set your grappling hook onto it and 
ride up.  Hit A to swing your saber and bust open a hole.  Then, press B to 
ready your bomb, aim for the hole, then tap B again to toss it.  Boom!
 
Now, head towards the second AT-AT, shooting up snowtroopers in your way.  
Get under the walker, and destroy it the same way as the last one.  Once it's 
in flames, head towards the nearby outpost.  Shoot up the troopers and Probe 
Droids in your way, and hit the blue marker to hop on your faithful animal 
friend.
 
Follow the base commander, using the C-Stick or the A Button to blast up the 
troopers in the area as you follow.  Watch out for falling walkers...
 
As you reach the end, you'll hop off your Tauntaun.  Run over to the nearby 
E-Web Blaster, blasting all the troopers nearby.  Shoot the guy manning the 
E-Web and grab it.  Five Imperial Landing Craft will swoop in and land.  
Three will drop off containers with AT-STs, while the other two will drop off 
troops.
 
UPGRADE ALERT: Bust up the two nearest AT-STs, and the nearby troops, then 
take out the rightmost container.  Now, dismount off the E-Web and run over 
to where the container used to be to pick up the ADVANCED CLUSTER MISSILES.
 
Once all the AT-STs are scrap, you'll complete this portion of the mission, 
and hop into your X-Wing to take off.
 
Now, it's time to cover the last three Transports as they make their getaway.  
You'll be set upon by a whole crapload of TIEs of all variety.  The TIEs that 
you should make your primary targets are the Bombers, because they'll hammer 
your Transports.  Use your Targeting Computer if you feel the need, because 
you'll be flying through cloud layers to make your escape.  Focus on the 
Bombers.  If you picked up the Homing Proton Torps from the last mission, 
then by all means, use them, because you'll lose the mission if all the 
Transports are shot down.  After a couple of minutes of fighting, the 
Transports will make their escape and the mission will be complete.
 
---
 
Medal Strategies:
 
Requirements:
                 Gold  Best
Time:            5:30  5:20
Enemies:           60    70
Accuracy:         20%   29%
Friendlies Lost:    0     0
Lives Lost:         0     0
TC Efficiency:    90%  100%
 
Time isn't a big issue, unless you take super-long in the first area (which 
you shouldn't anyway), so just move at a relatively brisk pace, taking out 
as many enemies as you feel comfortable with.  The last part of the mission 
is timed, anyway, so you won't have to worry about hurrying.
 
As for Enemies, make sure you take out as many troops on the ground as you 
can, since it's far easier to do that than dogfight TIEs.  Even so, you'll 
want to take out some eyeballs and squints in addition to the dupes while in 
the air to keep yourself pushing towards the goal.
 
The Accuracy requirement is pretty low, but it's still high enough that you 
shouldn't spray repeated fire at TIEs hoping to hit them.  Line up your 
shots and you should satisfy the goal here.
 
Your friendlies are the Transports.  Lose one and your Gold is a wash.  As 
for your own lives, the place you have the greatest chance of dying is at the 
end of the foot portion, because you'll probably already be shot up a little 
from before, and AT-ST fire hurts a lot.
 
Note that your Efficiency isn't 100% for the Gold, so take full advantage 
and flip it up when you're deep in the clouds in the flight portion.
 
=======================================
7G. Luke Mission 5 - Trials of a Jedi =
=======================================
 
Overview: Obi-Wan Kenobi came to Luke in a vision on Hoth, instructing him 
to find Yoda, the ancient Jedi Master.  This mission will teach you how to 
be a Jedi and give you some platform-style action to deal with.
 
---
 
Craft Succession:
 
Jedi
 
---
 
Enemies:
 
White Spider
 
---
 
Survival Walkthrough:
 
At this point, all you can do with your saber is swing it, which is okay, 
since the only enemies you'll be facing at all are the indigenous White 
Spiders.
 
This "strange creature" will tell you to go on and meet him at his hut.  Heed 
his advice to avoid the water.  It won't immediately kill you, but it will 
decrease your health and deposit you back at your last point of dry ground.
 
So, first head for the small rock sticking over the water ahead of you.  
The camera will shift, enabling you to make your platform-style jumps to the 
right over the logs.  Once you reach the next spot of land, dice up the 
spiders ahead and their nest.  Hop onto the rock, then to the upper ledge.  
Walk to the rock outcropping on your right, then jump down.  Watch the swamp 
slug until it gets level with you, then jump on it, and across to the next 
shore.  Take out the spiders and nest here, then move to the right and cross 
the next two logs, and you'll reach your friend's hut.
 
NO WAY!  This little guy really IS Yoda??!!  Get outta town!
 
Yoda will teach you about blocking, so hold B to block a shot that the remote 
droid fires.  Next, he'll tell you about the double jump.  Press X, then 
press it again to double jump.
 
Now, to head back to your ship.  You now have 8 minutes to finish the 
mission, so get moving.  Get the bacta next to Artoo if you wish, then move 
past him to the rock on your left.  Double jump to the log out to the left, 
then to the island.  Continue to the left, jumping on top of the floating 
rocks.  On this upper ledge, move to your left around the trees to find 
another rock.  Hop across the log, then onto the island.  Now, move up away 
from the camera down into the trench.  Avoid the rocks as they come flying 
towards you.  Once you pass this part, hop up the rocks onto the high ledge.  
Be careful.  These rocks sink when you land on them.  Artoo will have some 
bacta for you up here.
 
Now, head to the left and cross these sinking rocks, then bust up this spider 
nest.  Head up away from the camera.  Watch the radar so you don't slip off 
the path, then get ready for another series of jumps, this time on moving 
rocks.  Waste some more spiders, then you'll come upon the toughest jumps of 
the mission, which make you go across two swamp slugs.  After you hit the 
first one, try to steer partway down to hit the next one, then jump to solid 
ground.  Take out the two spider nests here, then move on ahead and jump 
across to the area where your ship crashed.
 
Yoda will tell you to lift your X-Wing out of the swamp.  He says to press the 
B Button rapidly, but there's no need to panic and wear out your fingers 
jamming on the button.  I find that tapping the button about three times per 
second (which is not a stress at all) will let you pass this section with no 
problem.  You have 20 seconds to do it, or you fail the mission 
(no, seriously).  Once you get it high enough, you'll "give up", Yoda will 
pull it out for you, and you'll head off to Bespin.
 
---
 
Medal Strategies:
 
Requirements:
                 Gold  Best
Time:            4:30  4:00
Enemies:           22    31
Accuracy:        100%  100%
Friendlies Lost:    0     0
Lives Lost:         0     0
TC Efficiency:   100%  100%
 
There are no friendlies to lose, reasons to use the TC, or Accuracy to be 
lost, so don't worry about those.  Lives aren't an issue, either, if you 
don't fall in the water repeatedly.  Really, your only major problem stems 
from time, as your enemies are lined up right in front of you as it is.  
Just make the course repeatedly and perfect it.  You shouldn't have too much 
trouble.  The Best requirement requires you to kill every last White Spider, 
so take a cursory glance around each destroyed nest to make sure there are 
no stragglers.
 
======================================
7H. Luke Mission 6 - The Sarlacc Pit =
======================================
 
Overview: Boba Fett has taken Han Solo, encased in carbonite, to Jabba the 
Hutt for one fat bounty.  Arriving separately, C-3P0, R2-D2, Lando Calrissian, 
Princess Leia, Chewbacca, and Luke come to rescue him.  They bust him out of 
the carbonite, but Jabba captures them all and takes them to the Great Pit of 
Carkoon to have them executed by dropping them to the Sarlacc.  Luke has 
decided that the Jedi diplomacy has failed.  He has Artoo toss him his 
lightsaber...
 
---
 
Craft Succession:
 
Jedi
 
---
 
Enemies:
 
Mercenary
 
---
 
Survival Walkthrough:
 
I'll just point out here that the sand is super-poisonous (no, really) and 
any fall will instantly kill you.
 
Take out the bad guy next to you, then immediately snap up into block stance 
and face the sail barge.  There will be much fire coming from there.  Wait 
until the nearest skiff comes close to you, then double jump to it.  Take 
out the guys there, or wait for the famous "blind man with a stick" cutscene 
and do it afterwards.
 
Now, you have to jump to the next skiff, but it won't stop, so time your 
jump carefully.  You have to jump to the next skiff, which won't stop either.  
All this time, make sure you're blocking to deflect the laserfire.  Once the 
last skiff comes close to the sail barge, jump onto it (you can sort of land 
on the side, so don't panic if you miss).  Now, take out all the guys up 
here, and that's it.  Leia will point the gun at the deck, you'll swing out 
on a rope connected to nothing, and we're done!
 
---
 
Medal Strategies:
 
Requirements:
                 Gold  Best
Time:            1:12  1:10
Enemies:           16    18
Accuracy:        100%  100%
Friendlies Lost:    0     0
Lives Lost:         0     0
TC Efficiency:   100%  100%
 
What's to say?  Don't fall.  Don't get shot up.  Make sure you jump to the 
next skiff the first chance you get.  A few times through this and you can 
have the Best very quickly.
 
======================================
7I. Wedge Mission 1 - Raid at Bakura =
======================================
 
Overview: Some prisoners from Hoth have been discovered on a orbital platform 
near the Imperial world of Bakura.  You'll have to use your ion cannons to 
disable escaping Imperial Transports, then provide cover for the rescue 
Transports.  You may also have a chance to commandeer an enemy craft if 
you're skilled enough.
 
---
 
Available Starting Craft:
 
B-Wing
Y-Wing (after completion)
TIE Hunter (once unlocked)
 
---
 
Craft Succession:
 
Starting Craft -> TIE Bomber (maybe)
 
---
 
Enemies:
 
TIE Fighter
Laser Turret
Imperial Transport
Missile Turret
Missile Droid
 
---
 
Survival Walkthrough:
 
You'll hyper in in a cutscene and will automatically disable the first 
Transport.  Your task at this point is to provide cover for Rescue One, the 
Rebel Transport moving in to evacuate the prisoners.  There are TIEs 
everywhere, but they really won't harrass you, or the transport, in groups 
larger than three.  Oftentimes, they'll go head-to-head with you, and crafts 
with shields always win that fight.
 
Keep the TIEs off your collective butts and the Transport will eventually 
make its escape.  Soon afterwards, a new Imperial Transport will show up.  
Remember to charge up the B Button and release it once your crosshair turns 
blue to fire the ion cannon.  You need to hit it with three fully charged 
blasts to disable the Transport.  Once it's disabled, start hitting more 
TIEs in the area.  Before Rescue Two even shows up, though, a third Transport 
will head out.  Pass through the station (mind the Turrets, they're nasty), 
and disable this Transport.  Clean up more TIEs in the area, and take out 
some Turrets if you're hating them.  Use Homing Torps if you have them.
 
Rescue Two and Rescue Three will show up.  Make sure to defend them, generally 
starting with Rescue Two.  Only the TIEs will go after the Transports.  The 
station's Turrets will only go after you, so keep that in mind.  Just look 
for the green lasers flying and keep after them.  Once both Transports load 
up and make it to hyperspace, mission complete.
 
UNLESS, you managed to get the Silver Medal requirements for this mission.  
These are about 45 kills, which actually isn't that hard, given the volume of 
TIEs in the area.  Also, you can't have lost any of your Transports, so make 
sure you protect them.  If that happens, Hobbie will get shot and will fall 
towards the planet.  The B-Wing can't hold two (well, not this version), so 
you'll grab a TIE Bomber from the station and head down to the surface.
 
Well, it looks like Hobbie crashed himself into a canyon.  The TIE Bomber has 
no lasers.  Its primary weapon are homing missiles (which recharge).  So, 
lock onto your targets with the A button and let the missiles fly.  There are 
Missile Turrets on the bridges overhead, and several Laser Turrets on the 
bottom and walls of the canyon.  There are also a few Missile Droids flying 
around.  The Bomber has some thick skin, but no shields, so make sure you 
take out all you can (which you'll probably do anyway, because it's so dang 
fun).  If missiles aren't your fancy, the dupe also has Proton Bombs with 
which you can wreak havoc.
 
UPGRADE ALERT: Near the end of the bombing run, you'll see two radar towers, 
followed by a wireframe dome.  This dome has the upgrade in it.  Bomb it open 
and collect the ADVANCED PROTON BOMBS.
 
UNLOCK TIE BOMBER: You have to use your lock-on missiles to destroy all the 
small laser towers on the floor of the canyon (not bothering with those on 
the walls).  However, you have to destroy them in the proper manner.  You 
must destroy each cluster of towers at once with one volley of missiles.  
Furthermore, they have to be roughly destroyed all at once.  The best way to 
do this is to lock-on to the furthest turret first, then so on up, then let 
your volley fly.  If you do it properly, you should get some kind of verbal 
confirmation from Crix Madine or Wedge.  If you get ALL the clusters, the 
announcer will say "May the Force be with you!" and the Bomber is unlocked.
 
So, once you finish the canyon run, you'll find Hobbie at the end (near a 
spinning red marker).  You'll pick him up and finish the mission.
 
As you reach orbit, you'll see an Imperial Escort Carrier on an exit run.  
Madine tells you that whoever it was, they made off with some of your 
scientists, and they fled to Geonosis.
 
---
 
Medal Strategies:
 
Requirements:
                 Gold  Best
Time:            8:30  8:20
Enemies:           97   115
Accuracy:         28%   32%
Friendlies Lost:    0     0
Lives Lost:         0     0
TC Efficiency:   100%  100%
 
Kill TIEs efficiently.  That's a big one.  Accuracy is probably the biggest 
demon here.  Your Friendlies are the Transports, which aren't all that hard 
to defend.  Don't die (easy enough, really).  Time is no problem, unless you 
go REAL slow in the canyon when you have the Bomber.
 
Once down in the canyon, just kill everything in sight.  You should have the 
Enemies count down with little issue.
 
For the Best, just tighten up.  Don't slow down in the canyon.
 
==========================================
7J. Wedge Mission 2 - Relics of Geonosis =
==========================================
 
Overview: Over twenty years ago, this planet was the spark that ignited the 
Clone Wars.  Now, you must follow an Imperial Escort Carrier here and find 
out what's going on.  This mission requires both flight and foot tactics, 
as well as a few cool surprises tying back to the old days.
 
---
 
Available Starting Craft:
 
X-Wing
B-Wing (after completion)
A-Wing (after completion)
Y-Wing (after completion)
Millenium Falcon (after unlocking)
Other Secret Craft (after unlocking)
 
---
 
Craft Succession:
 
Starting Craft -> Foot -> Jedi Starfighter
 
---
 
Enemies:
 
TIE Fighter
TIE Interceptor
TIE Bomber
Escort Carrier
Battle Droid
Stormtrooper
E-Web Blaster
Republic Gunship
 
---
 
Survival Walkthrough:
 
You'll make your jump into the system, your Transports poised to make a 
rescue operation.  Soon, three Escort Carriers will jump in.  To quote Ackbar, 
it's a trap!  You'll tell your Transports to get out of there while you take 
out the lead Escort Carrier.  It can take a lot of hits, so make sure to use 
your torps to soften it up.  Also, try to take out the guns on it to 
minimize return fire.  Watch out for the eyeballs and squints buzzing around 
you, as well.
 
Once you destroy the Escort Carrier, it'll deploy escape pods, which will 
drop towards the surface.  Wedge will get winged and be forced to land.
 
Your R5 unit will pop out of your downed ship and head off down the canyon, 
apparently picking up something on his sensors.  You should be more worried 
about the stormies down here with you.  Take them all out and move forward, 
trying to keep ahead of your droid so you can clear the path for him.  Soon, 
you'll happen upon a couple of E-Webs.  Take out their owners, and grab one.  
You'll need it as some shadows from the past come stalking towards you.  
Waste these Battle Droids and head further down the canyon.  Take out the 
stormies and be sure to look for bacta among them (you'll need it).  Keep 
moving down the canyon and you'll find more droids.  Move ahead and you'll 
see that they're firing on stormtroopers.  Take all of them out.
 
UPGRADE ALERT: To your left is one of the escape pods the Imperials took to 
get down here.  Inside is the ADVANCED PROTON TORPEDOES upgrade.
 
Continue down the canyon, destroying as many droids as you can.  If you come 
upon groups of droids, you can use your thermal detonators to bust them up 
as one, just be sure to lock-on before throwing.
 
After taking a right turn, you'll be attacked by a Republic Gunship, manned 
by the jerk who's been firing at you since the beginning of the mission.  
Run quickly ahead, and towards the end of the canyon.  Blow away the stormies 
manning the E-Webs and grab one.  Mop up the rest of the droids and start 
pounding on that gunship.  You can aim for the lasers and launchers if you 
wish.  He'll taunt you as you fire.  Soon, you'll cause enough damage that 
he'll crash offscreen (so he MUST have died).  Hop off the E-Web and head 
for the nearby abandoned ship.  Why, it's a Jedi Starfighter!  How convenient!
 
You'll head back to orbit, where your command Frigate is being fired upon by 
two Escort Carriers and a whole bunch of TIEs, including Bombers.  Wedge will 
mention more firepower, and your R5 will point towards your secondary weapon.  
Aim at the nearest Escort Carrier, and fire.
 
Insert favorite expletive here.
 
They regenerate, too, so don't be afraid to hammer the Carriers with them.  
You shouldn't need more than three, combined with lasers.  Once both Carriers 
are history, R5 will point out a hyperdrive module.  Follow your objective 
cone and fly into it and you'll end the mission.
 
---
 
Medal Strategies:
 
Requirements:
                 Gold  Best
Time:            6:40  6:15
Enemies:          135   165
Accuracy:         60%   70%
Friendlies Lost:    0     0
Lives Lost:         0     0
TC Efficiency:   100%  100%
 
The Gold is relatively easy.  Your enemies aren't in short supply at all, as 
most of them are on the ground.  Given that, you can go right after the 
Carriers in the beginning and end quickly to cut back on all-precious time.  
Be sure to layer your warheads with lasers to build up accuracy.  Your only 
real problem is staying alive, especially on foot, so use cover as it 
presents itself, as well as thermal detonators to take out groups.  Also, 
the Jedi Starfighter can't take too many hits, so avoid fire from the TIEs as 
you waste the Carriers.
 
Thirty more enemies for the Best is a tall order.  Use the Naboo Starfighter 
in the opening and use Homing Clusters on the TIEs.  If you move quickly 
through the surface, you should have enough time to stick around and mop up 
extra TIEs lying around.
 
================================================
7K. Wedge Mission 3 - Deception at Destrillion =
================================================
 
Overview: Receiving word about an Imperial installation on the planet 
Destrillion, the Rebellion sends a task force to the planet to find out 
rumors of a research facility.  This mission requires some tight speedy 
flying, some fierce dogfighting, and some strategic bombardments.
 
---
 
Available Starting Craft:
 
A-Wing
B-Wing (after completion)
X-Wing (after completion)
Y-Wing (after completion)
Millenium Falcon (after unlocking)
Other Secret Craft (after unlocking)
 
---
 
Craft Succession:
 
Starting Craft -> Y-Wing
 
---
 
Enemies:
 
TIE Hunter
TIE Fighter
SUB
 
---
 
Survival Walkthrough:
 
Your approach to the facility will by the shielded gas platforms.  To get 
there, you need to pass through energy corridors.  Take it easy through the 
first corridor, because along the way you'll find several energy beams 
crossing it, which you'll have to avoid.  Fly through the first corridor to 
find the first gas platform.
 
Once you arrive, you'll find it guarded by the new TIE Hunters.  There are 
about twenty of them in the area.  They'll attack you with lasers and ion 
cannons, which will slow you down if you get hit by them.  Use your homing 
missiles to quickly vape flights of Hunters, and finish up with lasers.  
Once they're all history, the next corridor will open up and you can pass 
through.
 
This next corridor is a lot tougher than the first, with tons of cross beams 
of energy to make life miserable.  Take it nice and slow and you'll live.  
Once you're through, you'll enter a cutscene and find that there is no 
Imperial research facility at all, just a supply convoy.  You'll make your 
escape and head back to the fleet.
 
As the fleet makes ready to jump to hyperspace, they'll pass by the 
neighboring planet, Dubrillion.  Suddenly, huge bolts of laserfire shoot 
from the planet, taking out some smaller ships.  Turns out the lure of the 
facility was just a trap to draw the fleet close to Dubrillion, where a 
superlaser is poised to crush the fleet.
 
In a Y-Wing, you'll head for the surface of Dubrillion.  TIEs will be buzzing 
around overhead, and there are also several SUBs in the water firing grenades.  
Your objective here is to look for the relay dishes.  These are in relatively 
short rectangular structures at three equidistant points around the super-
laser's dish.  They look like they have water in them, but those are actually 
shields.  Two ion blasts to the shields will lower them.  After that, drop a 
bunch of bombs on the dishes, or repeatedly hit them with laserfire.
 
UPGRADE ALERT: Fly into the central superlaser structure from the top.  Down 
at the bottom of this spherical dish is the upgrade for SPREAD PROTON BOMBS.
 
Take out all three of the superlaser's relay dishes, and the fleet will move 
to a safer spot, further from the superlaser, leaving you free to take out 
the superlaser itself in the next mission.
 
---
 
Medal Strategies:
 
Requirements:
                 Gold  Best
Time:            4:00  3:30
Enemies:           27    32
Accuracy:         36%   50%
Friendlies Lost:    0     0
Lives Lost:         0     0
TC Efficiency:   100%  100%
 
You only need a few extra targets for the Gold, so take out some TIE Fighters 
on the surface of Dubrillion.  Time shouldn't be an issue if you hurry 
through the first part of the mission.  Don't hurry so much that you crash 
into the energy beams in the corridors.  It's just not worth it.  Build up 
your Accuracy by chiefly using missiles against the Hunters, and use lasers 
against the relay dishes.  Just stay alive, and you'll get a Gold on this 
one.
 
For the Best, you really need the Naboo Starfighter with homing cluster 
missiles.  The accuracy requirement is astronomical by dogfighting standards, 
and you have too little time to mess around with anything else.  Just make 
sure you fire a cluster when you see six Hunters so you don't waste your 
shots.  With luck, you can get almost all of them down with just the clusters.  
 
==========================================
7L. Wedge Mission 4 - Guns of Dubrillion =
==========================================
 
Overview: Now that the fleet's more or less out of danger, you can head 
groundside and take out what's left of the superlaser.  Expect plenty of 
walker combat.
 
---
 
Craft Succession:
 
AT-ST -> AT-AT
 
---
 
Enemies:
 
Stormtrooper
E-Web Blaster
TIE Fighter
Imperial Landing Craft
AT-ST
Missile Droid
 
---
 
Survival Walkthrough:
 
You'll start by setting down your Y-Wing and hijacking an AT-ST.  Start by 
melting that squad of stormies right in front of you, then proceed up the 
ramp.  In addition to TIEs swarming overhead, you'll have your first AT-ST 
off to your right, then another to your left further on, then another further 
to your right.  Blast them, then take out the two containers in front of you 
that the Landing Craft dropped off.  The explosion of a container may kill the 
AT-ST there as well.
 
UPGRADE ALERT: There's a small path on your left that goes nowhere, where the 
second AT-ST is standing.  At the end of that path is the ADVANCED CONCUSSION 
MISSILES upgrade.
 
Another Landing Craft will drop off another container.  After that, you'll 
reach the end of the straight path, finding two AT-STs, one on either side 
of the end of the path.  Take a right here to go around the facility.  Take 
out the two E-Webs ahead of you.
 
As you make your way around, three Landing Craft will make their drop-offs.  
The first you can probably blast out of the sky.  The second will probably 
make its drop, and the third definitely will.  Take out the opposition as you 
trundle over to the other side of the base.  You'll find stormies running up 
a nearby ramp, so take them out and turn right into an enclosed passage.
 
At the far end of this enclosed passage are three AT-STs.  Take them out from 
long range with grenades, and move forward onto an elevator.  As you ride 
down, you'll pass several Missile Droids, who will make strikes at you.  Use 
a Grenade on each of them, as they're pretty small.  Watch your radar as you 
descend for the red dots surrounding you.  In this way, you can see where the 
droids are coming up so you can get the jump on them.  After about eight or 
so droids, you'll reach the bottom and enter the lower passages of this 
facility.
 
Now, as you'll see in the cutscene, you'll have an additional thing to worry 
about.  There are volatile containers moving along the rail system here.  If 
they hit you or anything else, they'll explode, so take them out as soon as 
you see them to minimize the threat.  You can try to blow them next to your 
enemies, but don't go nuts.
 
So, travel to the left and down this huge path.  You'll face an AT-ST, then 
a Missile Droid, up and to your left.  After that, three AT-STs in succession.  
Then, you get a bit of a break, so just shoot up containers.  After that, 
you'll face several more AT-STs and a couple more Missile Droids.  If you 
keep your B Button held down, you'll lock onto them before they get close to 
be a serious threat.  Hit them hard from afar, then keep shooting containers.  
If you're lucky, you'll take out a few walkers, too.  Keep your eyes on your 
upper left corner, as that's where the Missile Droids like to come from.  
Never take your finger off the R Button and keep moving forward.  Eventually, 
you'll automatically reach the next area, and your next ride, an AT-AT.
 
Now, you can't drive this juggernaut, but you don't really need to.  Take out 
any TIEs in front of you, as well as the three AT-STs on the floor below you.  
As you go down the lift ahead, you'll spot more TIEs making swooping runs, 
and you'll see more Missile Droids, too.  You'll soon reach the bottom of 
the lift.
 
There are five AT-STs at some distance in front of you.  Waste them, then 
take out the Missile Droids as they make their attack runs from straight 
ahead of you.  In the distance, you'll see some turbines spinning around.  
Those are your targets.  There are three of them.  You can hit their wiry 
midsections, but the best place to hit them are the gold-capped endpieces.  
Wait until you get in range (blasting Missile Droids all the way), then 
blast the three turbines to kingdom come.  Once they're down, mission 
accomplished.
 
---
 
Medal Strategies:
 
Requirements:
                 Gold  Best
Time:            6:50  6:40
Enemies:           80    90
Accuracy:         35%   40%
Friendlies Lost:    0     0
Lives Lost:         0     0
TC Efficiency:   100%  100%
 
Well, there's not really much to say about this medal.  Get the upgrades 
necessary (Concussion Missiles upgrades also apply to Grenades) and stick 
your finger on the R Button, not letting off for anything.  Shoot down all 
targets with grenades if possible.  For the Gold, you shouldn't have to gun 
down too many TIEs, so only shoot if you have a clear shot at them.  If you 
get your targets quickly, you'll minimize return fire, and you won't die, 
so do that, and make sure to avoid the containers.  To get the Best, just do 
everything a little bit better, no tricks...
 
===============================================
7M. Wedge Mission 5 - Fondor Shipyard Assault =
===============================================
 
Overview: Receiving intelligence that Kuat Drive Yards is constructing a 
new Super Star Destroyer fitted with cloaking devices, the Rebellion decides 
to stage a daring assault using captured TIE Hunters and a Transport loaded 
with explosives.  The first part of this mission involves dogging TIEs and 
an Escort Carrier, then you'll be thrust to the surface of the Super Star 
Destroyer, which will remind you of the Death Star, only with a lot more 
structures...
 
---
 
Available Starting Craft:
 
TIE Hunter
A-Wing (after completion)
B-Wing (after completion)
X-Wing (after completion)
Y-Wing (after completion)
Millenium Falcon (after unlocking)
Other Secret Craft (after unlocking)
 
---
 
Craft Succession:
 
Starting Craft
 
---
 
Enemies:
 
TIE Fighter
Escort Carrier
Super Star Destroyer (Laser Turrets)
 
---
 
Survival Walkthrough:
 
The first part of this mission hinges on using the Transport to crash into 
the main shield station surrounding the shipyard where the SSD is docked.  
In the starting cutscene, the Transport is brought in with the TIE Hunters.  
Unfortunately, the Imperial Commander doesn't buy the "captured Transport" 
story, so you'll have to do this the hard way.
 
Your objective is to protect the Transport on its ramming run.  Your first 
target should be that Escort Carrier dead ahead of you.  Fill it with about 
half your torps (that's six) and finish up with laserfire.  After it's toast, 
focus on the eyeballs buzzing around.  Do NOT go after any of the Hunters in 
the area, because those are your wingmen.  Keep busting down TIEs and 
eventually your Transport will crash into the Control Center of the station.  
 
Now, to bring down the shields.  In the cutscene, you'll ion the station, 
which will open the doors to the core.  So, head straight for the core and 
blast it.  Try to slip in between the doors so that your shots don't get 
spoiled by them closing and opening.  If you take too long, just ion the 
station again to open the doors.  Once the core is down, you'll begin the 
attack on the Super Star Destroyer.
 
On this final part of the mission, you need to cut across the cityscape of 
the SSD and find the three cloaking modules.  The path moves straight ahead, 
but branches at several points.  Take either branch, because both have plenty 
of Laser Turrets and structures that require fancy flying.  Once you reach a 
cloaking module, remove all the Turrets in the area, then hit it with torps, 
ions, and lasers.  Anything you got, give it to it.  Once one's down, head for 
the next one, which is more of the same, then the third one, which will 
finish the SSD and the mission.
 
---
 
Medal Strategies:
 
Requirements:
                 Gold  Best
Time:            4:00  5:00
Enemies:           50    63
Accuracy:         56%   45%
Friendlies Lost:    0     0
Lives Lost:         0     0
TC Efficiency:   100%  100%
 
Yes, you're reading that right, the requirements are more stringent on Gold 
than they are on Best, so chances are you'll get Best first.  Heck, all you 
need is an extra 13 enemies, and the Super Star Destroyer is dotted with 
turrets all over, not to mention all the TIEs in the first part.  Still, if 
you're looking for extra enemies, there are a bunch of guns on the shield 
station platform just itching to be shot up.  Besides living through the 
whole thing, the only other major requirement to take note of is the 
Friendlies, which are your wingmen.  Unfortunately, they don't last long on 
the surface of the Star Destroyer, so have them Flee once you get there.  
This isn't to say that this is an easy medal, though, as fifty enemies is 
still a lot, and you don't have all that much time, so take a fast ship, if 
you haven't decided on just the TIE Hunter.
 
If you have the Jedi Starfighter, you may want to go ahead and just use it 
to make the whole run that much easier.  Use your Seismic Charges on the 
Escort Carrier and the station to take out all the guns, then several times 
across the Star Destroyer to blow turrets and weaken the cloaking modules.  
Using Slave I for this task is too slow, and its size makes it very tough to 
navigate the girder structures.
 
============================================
7N. Endor Mission 1 - Speeder Bike Pursuit =
============================================
 
Overview: In a (typically) bold move, the Alliance has planned on sending 
a strike force to the forest moon of Endor to deactivate the shield generator 
covering the second Death Star.  Under the command of General Solo, with 
Princess Leia Organa, Luke Skywalker, Chewbacca, C-3P0, and R2-D2, the team 
lands on Endor.  Early in the infiltration, the team runs across a squad of 
scout troopers.  Stealing Speeder Bikes, Luke and Leia chase the scout 
troopers in order to prevent them from alerting the base.
 
This is one of the tougher missions in the game, because you're moving at 
high speeds through a heavily forested area.  There is a general path to 
follow, but plenty of trees in your way.
 
---
 
Craft Succession:
 
Speeder Bike -> Jedi
 
---
 
Enemies:
 
Biker Scouts
 
---
 
Survival Walkthrough:
 
Here's the lowdown.  As you may be assuming, you have to shoot down some 
Biker Scouts, and ram others into trees.  That's about all there is to the 
majority of this mission (until the end, which we'll get to).
 
Shooting them down is no big deal.  They'll zoom past you and you can blast 
them at your leisure.  You can even use the speed boost to close the gap and 
make the shot easier.
 
Ramming them is tougher.  You're trying to get them into trees, which isn't 
hard at all.  The hard part is not going into the tree yourself.  You use the 
B Button to execute your ram.  I say that when trying to ram, focus instead on 
keeping your bike away from trees.  There are so many trees in the area that, 
if you're lucky, your adversary will run himself into a tree after a nasty 
hit from you.  Try to keep away from the "walls" of the tree corridor.
 
So, here's the basic order of the bikers: four shooters, one rammer, one 
shooter, three rammers, one shooter.  They may go slightly out of order, or 
show up two at a time.  If you get a shooter and a rammer at the same time, 
focus on the rammer first.
 
If you die on your run, you'll have to face a couple more Biker Scouts, then 
the order is all messed up, so don't rely on what I've wrote.
 
UPGRADE ALERT: Yes, unfortunately, you have an upgrade to find here.  After 
the third Biker Scout that rams you (he says "Stop, you Rebel scum!", you'll 
come upon a series of mid-size trees right down the middle of the path.  
Soon afterwards, you'll see a tiny path that curves off to the left behind 
some large trees.  These are all landmarks to point out the major path split 
coming up very soon.  Take the left path, and keep to the left part of the 
tree corridor.  You should see the HOMING CONCUSSION MISSILES coming up.  
Get close and you'll snag it.
 
Now, after destroying about ten or more Biker Scouts, you'll come upon one 
who won't really ram you, but will stick like you to a magnet.  Press B to 
keep yourself centered in the corridor.  Don't try to push him into trees, 
just hold out.  Eventually, you'll see the famous cutscene where Luke takes 
to the ground.
 
You'll pull out your saber.  Go to block position (hold B) and wait for him 
to get close, then press A.  He's toast.  Mission complete.
 
---
 
Medal Strategies:
 
Requirements:
                 Gold  Best
Time:            4:00  3:20
Enemies:            9    10
Accuracy:          9%   16%
Friendlies Lost:    0     0
Lives Lost:         0     0
TC Efficiency:   100%  100%
 
So, your biggest challenge is just staying alive, which is a great challenge 
unto itself.  For the Gold, time isn't an issue unless you're running really 
slow, and you'll have more than enough Enemies.  Accuracy can ruin a good run 
if you sprayed more fire than you hit with (I know it did for me), so try to 
boost up to get closer to the bikes you have to shoot.
 
Time IS an issue for the Best, so be sure to hit the boost whenever you get 
a clear path, because you'll need all the shaved seconds you can get.  
Accuracy has nearly doubled, so be sure to boost up close to the bikers you 
need to hit.
 
================================================
7O. Endor Mission 2 - Triumph of the Rebellion =
================================================
 
Overview: After becoming part of the indigenous Ewok tribe, the strike force 
decides to make their move to attack the shield generator.  Assaulting the 
back door, the team finds a trap in the form of a legion of stormtroopers.  
They get captured, but the Ewoks attack, and the fight begins.  Chewbacca, 
with the help of a couple of Ewoks, hijack an AT-ST, and lend what hand they 
can.
 
---
 
Craft Succession:
 
AT-ST -> Foot
 
---
 
Enemies:
 
Stormtrooper
Officer
Storm Commando
Imperial Guard
E-Web Blaster
Biker Scout
AT-ST
 
---
 
Survival Walkthrough:
 
The basic way to get through this is to follow the radar.  Not only is there 
an objective cone pointing you in the direction you should be going, but 
there's a black outline of the area you can tromp around in.  Also, note that 
you can shoot down or step over the thinnest trees to clear your path if 
necessary.
 
Most of the mission is shooting down AT-STs, who are your major problems.  
There are stormies wandering around, too, which you can pick off.  Every so 
often, you'll also see Biker Scouts zooming by, which you can nail if you're 
quick.
 
Also, throughout this mission, you'll have a command cross which you can use 
to activate Ewok traps.  I suppose Catapults cause some damage, but they're 
not too great.  The Log Swing is always cool to watch, but your enemy has to 
get in exactly the right spot for it to work.  The Log Roll works best, 
because it doesn't have to be right on time, but you have to be careful 
because you can be tripped up by it, too.
 
Okay, grenade the nearby AT-STs, and laugh at their attempts to get you to 
stand down.  Gun down stormies whenever you get a break from AT-ST action.  
Bear left as you move down the path.  Keep moving forward and you'll come to 
the first set of Ewok catapults.  There are several AT-STs bearing down on 
them, so waste them.
 
UPGRADE ALERT: My sincere thanks to TurnDragoZeroV2G for giving me an easy 
way to find this upgrade.  After dealing with the AT-STs in the area, walk 
right up to the catapult on the right.  Now, turn around and scan the forest 
behind you (in the large bowl-shaped area as seen on the map).  Look 
carefully, and you should be able to see a clear path straight to the HOMING 
CLUSTER MISSILES upgrade.
 
Now, your path splits here.  Left is a nice clear path, but not as direct.  
Right is straighter, but not nearly as distinct.  Head down the path, blasting 
AT-STs.  Eventually, the paths will converge and you'll see about five AT-STs 
to your left bearing down on a second set of catapults.  Take out all the 
AT-STs and turn left.  The path splits here again.  Both paths are good 
enough, so head down either one.  Eventually, you'll reach a large 
concentration of stormtroopers, including some E-Webs.  Pound through them 
and you'll reach the bunker.
 
Now, you switch to Han, inside the bunker.  Head down the stairs and take out 
the Imperials in your way.  Head down some more stairs and you'll reach the 
control room.  That spinning red marker is where you place the charge, so 
walk into that spot and tap the C-Stick to set it.  Now, head to the next 
area (in the back of the control room) and you'll find the path splits.  
There's an infinite number of stormtroopers behind the doors at the far ends, 
so don't worry about shooting, just head to the red marker on each path and 
place the last two charges.
 
Placing the last charge, you'll find an old friend has come back to give you 
a farewell.  Chase the traitor Sarkli back through the bunker, firing all 
the way.  Keep shooting him and he'll die near the end.  Run up the rest of 
the way to the surface, and the mission will be over, as well as the Empire.
 
---
 
Medal Strategies:
 
Requirements:
                 Gold  Best
Time:            5:20  4:40
Enemies:           80    95
Accuracy:         28%   40%
Friendlies Lost:    0     0
Lives Lost:         0     0
TC Efficiency:   100%  100%
 
This isn't a hard Gold if you can stay alive.  Accuracy may seem a bit high, 
but you can make it up in the bunker.  There are enemies all over the place, 
and a working knowledge of how the forest goes should make it easier to get 
there with time to spare.  To beef up your enemy count quicker, employ 
Concussion Grenades on groups of stormtroopers (don't lock on, just aim and 
blast).
 
==========================================
7P. Secret Mission 1 - Death Star Rescue =
==========================================
 
This mission appears above Revenge of the Empire after you beat it.  It 
requires 10 points to unlock.
 
---
 
Overview: The Death Star has tractored in the Millenium Falcon.  Luke, Han, 
and Chewie have stolen some stormtrooper armor and have made it to a control 
station.  R2-D2 has discovered Princess Leia being held in Detention Block 
AA23.  Luke, Han, and Chewie decide to mount a rescue.
 
---
 
Craft Succession:
 
Foot
 
---
 
Enemies:
 
Stormtrooper
Officer
Imperial Guard
Interrogator Droid
 
---
 
Survival Walkthrough:
 
Remember, you're undercover right now, so just run down the hallway without 
attracting attention to yourself.  Get to the elevators and enter the middle 
one.  You'll reach the detention block, and your cover will be blown.
 
Stormies will start coming up the elevators, so blast them as they emerge.  
After they're all gone, head to the passage in the back, shooting them as 
they emerge from hiding.  The first open cell on your right has a bacta 
canister, if you need it.  Continue on down, blasting the Interrogator Droid, 
and follow the radar to the Princess' cell.  Use the C-Stick to open it.
 
Once she's following you, run back down the passage, turning and blasting 
bad guys as they come up on you.  As you reach the front, you'll see a red 
marker pointing towards the grate.  Shoot it up and you'll enter the 
cutscene that leads you down the chute.  What a wonderful smell you've 
discovered.
 
Well, forgoing the whole dianoga and closing walls scene, you'll end up 
outside the compactor.  Head down the hallway and you'll run into some 
troopers, which Han and Chewie will chase.  Head down the other way and 
you'll reach the famed shaft.  Give Leia some room to enter and you'll shut 
the door.
 
Now, fire across to the shaft's other three points to take out stormtroopers 
as they show up.  Once you take down nine, you'll get a C-Stick prompt.  
Tap the C-Stick and you'll go first-person.  Aim for the nearest... thing... 
hanging overhead and press A to throw your grappling hook onto it.  You'll 
cross over and can keep moving.
 
In this next area, follow the radar to know which door to go through (there's 
no penalty for exploring, though) and you'll gun down a few more stormies 
until you reach the hangar where the Falcon is.  Enter and you'll see 
Obi-Wan Kenobi getting cut down.  Shoot up the remaining stormtroopers in 
this area and head for the red marker in front of the Falcon to leave.
 
---
 
Medal Strategies:
 
Requirements:
                 Gold  Best
Time:            3:20  3:15
Enemies:           55    59
Accuracy:         45%   50%
Friendlies Lost:    0     0
Lives Lost:         0     0
TC Efficiency:   100%  100%
 
You'll have to blow your cover for this one.  Shoot everyone in the beginning, 
and you'll have a few extra targets to contend with when you reach the 
elevators.  Once you reach the prison block, there are some targets I didn't 
point out in the walkthrough, and those are the laser traps and cameras along 
the walls.  They'll come up as lock-on targets, so shoot them down.  Finish 
the level as fast and shooting as many guys as possible.  A few practice runs 
and you can get the Best pretty easily.
 
=========================================
7Q. Secret Mission 2 - Escape From Hoth =
=========================================
 
This mission appears to the left of Battlefield Hoth after you beat it.  It 
requires twenty points to unlock.
 
---
 
Overview: The Empire has landed on Hoth.  They're making their advance.  
The command center has been hit.  Imperial troops have entered the base.  
Imperial troops have *kkzzzt*
 
---
 
Craft Succession:
 
Foot -> Millenium Falcon
 
---
 
Enemies:
 
Snowtrooper
E-Web Blaster
TIE Fighter
Imperial Star Destroyer
 
---
 
Survival Walkthrough:
 
Proceed down the tunnels, eliminating snowtroopers in your way.  Follow the 
radar to make the right turns.  Eventually, you'll get the drop on a trooper 
on an E-Web.  Drop him, then grab the gun to take down the ten or so troopers 
running around the corners.  Once they're all gone, move on.  Soon, you'll 
reach a cutscene where a path blocks you off from getting to the Transport.  
Now, you have to get to the Falcon.
 
Back up and head through the door to the medical area.  Grab some bacta if 
you need it, then move on.  Keep blowing away troopers and following the 
radar cone.  You'll reach an E-Web, but just shoot the guy.  There's no point 
in grabbing it.  Soon, you'll come to an open room and witness several rocks 
fall and break the catwalks.
 
Jump over the first catwalk to the right, then again further right to the 
catwalk leading to the passage.  Follow the radar down the passage and you'll 
soon reach the Falcon.
 
Now, you have to fend off the troopers while you make the startup.  Take out 
all the troopers that rush the Falcon.  Don't let too many past your line of 
sight, or they'll board you and you'll fail the mission.
 
Once all the troopers are down, you'll take off and head for orbit.  To make 
your escape, you now need to take down the Star Destroyer off to your left.  
One of its shield generators is down, so shoot up the other one with a 
combined laserfire and missiles.  Don't worry too much about the buzzing 
TIEs.  If one climbs up your tail, hold the C-Stick downward to fire behind 
you.  Once you bust up the other shield generator, hit the reactor on the 
bottom of the Star Destroyer.  Finally, go back up top and hit the command 
deck, which is in the center of the bridge tower, if you didn't know (use your 
Targeting Computer if you're having trouble spotting the targets).  Once 
the Star Destroyer is history, you'll head into the asteroid field.  That, 
of course, is where that mission picks up, so you're done here.
 
---
 
Medal Strategies:
 
Requirements:
                 Gold  Best
Time:            5:19  4:45
Enemies:           69    75
Accuracy:         30%   40%
Friendlies Lost:    0     0
Lives Lost:         0     0
TC Efficiency:   100%  100%
 
With all the troopers running around Echo Base, Enemies aren't an issue.  You 
don't even need to down TIEs in orbit.  A good thing, since that's an 
Accuracy killer.  There are no Friendlies, and Time isn't a problem if you 
keep moving in the right direction.  Just don't jump off the gantry section 
and die, and you should be fine.
 
===========================================
7R. Secret Mission 3 - Flight From Bespin =
===========================================
 
This mission appears to the right of Deception at Destrillion after you beat 
it.  It's unlocked with twenty points.
 
---
 
Overview: The Empire arrived in Bespin before the Falcon.  Boba Fett tracked 
you there.  Darth Vader decides to freeze Luke in carbonite to capture him.  
He tests it on Han Solo.  Now, you, as Leia, have to chase after Boba Fett 
to make sure he doesn't leave with Han.