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