******************************************************************************
__________ __ _____ _ _ _ __ _____ ______
/ ___ __|/ \ | \ \ \ / \ / // \ | \ / ____|
\ \ | | / /\ \ | |> / \ \/ _ \/ // /\ \ | |> / \ \
___\ \ | | / 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.