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

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

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


*******************************************************************************
*    *    *    *    *    *FAQ AND WALKTHROUGH*    *    *    *    *    *
*******************************************************************************
For Nintendo 64 and PC
VERSION 5.55
May 23, 2000

This document is copyrighted 2000, Brother Reed
StealthMan04@aol.com

TABLE OF CONTENTS                             PAGE NUMBER
-----------------                             -----------
I.) Version History ............................. 2-4
II.) Introduction to FAQ/walkthrough ............ 4
III.) Introduction to game ...................... 4-5
IV.) Basic knowledge ............................ 5
V.) Weapons ..................................... 5-6
VI.) Controls ................................... 6-8
VII.) Craft descriptions ........................ 8-9
VIII.) Hidden Craft ............................. 9-10
IX.) Craft Ratings .............................. 10-11
    SPECIAL TECHNIQUE ........................... 11-12
X.) Enemies and Strategies ...................... 12-14

XI.) Mission Walkthroughs 
    Chapter 1 ................................... 14-20
    Chapter 2 ................................... 20-26
    Chapter 3 ................................... 26-33
    Chapter 4 ................................... 33-35
    Hidden Stages ............................... 35-38

XII.) Bonus Locations ........................... 38
XIII.) Passcodes ................................ 38-39
XIV.) Ranks ..................................... 39-40
XV.) Questions & Answers ........................ 40
XVI.) Craft Availability Chart .................. 40-41
XVII.) Stupid things to do ...................... 41-42
XVIII.) Additions to Rogue Squadron ............. 42
XIX.) Coming Soon... ............................ 42
XX.) Thanks, legal stuff, and e-mail rules ...... 42-44
Note that due to frequent updates, the table of contents may be inaccurate.

*******************************************************************************
*    *    *    *    *    *I.) VERSION HISTORY*    *    *    *    *    *
*******************************************************************************

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

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

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

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

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

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

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

Version 5.2 3/31/00
-----------
Thirteenth version.
     -Had a few small mistakes pointed out to me. Corrected them.
     -Finished newest section: Craft Availability Chart
     -Shrank table of contents
  
Version 5.15 3/30/00
------------
Twelfth version.
     -Fixed a few small errors and a critical one in the closing statement.

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

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

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

Version 3.2 3/?/00
-----------
Eighth version. This one is a biggy. 
     -Added PC controls and a few PC passcodes
          -Credit for PC stuff to Eric Liu and Argonaut
     -Added new kwik summary for Beggar's Canyon
     -Debut of new interactive section, Stupid Things to Do
     -Gave the weapons their own section (they felt left out)
     -Great change to coming soon section
     -Neat trick added to Nonnah walkthrough
     -Slight alteration to title art
     -Corrected minor error in Sullust walkthrough
     -Small correction in Thyferra kwik summary
     
Version 3.1 3/14/00
-----------
Seventh version.
     -Corrected critical error in Naboo Starfighter passcode
     -Corrected error in intro
     -Update on Coming Soon section
     -Updated Thanks section
     -Small change to closing
     -Corrected spelling in Thanks

Version 3.0 3/11/00
-----------
Sixth version. Major update. 
     -Full walkthrough for Sullust!!! Yeah!!!
     -Completed Ranks section
     -Added small detail to legal section
     -Updated coming soon section
     -Rearranged some things
          -Bonus Locations moved to after Kwik Summaries
          -Put the hidden craft passcodes in the hidden ships section
     -Added 3 new thanks, revised another
     -Small info added at Corellia
     -Clarified strategy for evading missiles
     -Fixed mistake in Thyferra Kwik summary
     
Version 2.15 3/10/00
------------
Fifth version. Having trouble with formatting in ratings section.
     -Basic knowledge section debuts 
     -Added ALL the controls for the game
     -Revised craft description section
          -small info added or changed
          -mistakes corrected, controls re-routed
     -Added missing passcode
     -Added dates to my version history
     -Corrected critical error in Intro to FAQ
          -I have 13 walkthroughs, not 11
     -Small change to "Coming Soon" section

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

Version 2.0 3/7/00
-----------
Second update. Gosh I'm updating this thing a lot!
     -Added complete walkthrough for Chandrila!
     -Corrected more typographical errors
     -Revised Thanks section
          -added several thanks
          -rearranged and revised others
     -Added 5 more ranks to the list
     -Completed new section: Bonus Locations
     -Added enemy to the Enemies and Strategies category
     -Small change to Y-wing rating
     -Revised strategy on Rescue on Kessel
     
Version 1.5 3/6/00
-----------
First FAQ update
     -Corrected critical error in V-wing description
     -Revised Thanks, legal stuff and e-mail rules section
          -added 2 new thanks entries, revised 2 others
          -smoothed out e-mail/legal rules
     -Revised some strategies
     -Began new section; Additions to Rogue Squadron 
     -Began work on ranks section 
          -first 9 ranks filled in
     -Added subtle hint to Seerdon's Revenge kwik summary

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

*******************************************************************************
*    *    *    *    *II.) INTRODUCTION TO FAQ/WALKTHROUGH*    *    *    *    *
*******************************************************************************
       
     Welcome to my Rogue Squadron FAQ. Yes, I realize that there are many other 
FAQs on the subject, and others are better written than this one, but in my 
opinion, NONE OF THE OTHER FAQs I HAVE SEEN HAVE PROVIDED SUFFICIENT 
INFORMATION IN THE AREA OF MISSION WALKTHROUGHS! I hereby strive to present to 
you a comprehensive, easy to understand guide to crushing the Emperor's hold on 
the galaxy. 
     I am proud to announce that this walkthrough now covers every mission in 
the game, including the hidden ones, and that you will find many a helpful hint 
along the way. No real need to visit the coming soon section, because the 
walkthrough is more or less complete. I can't imagine what else I could 
possible need to add. Please onsider writing to me with comments, questions, 
suggestions, and constructive criticism. It's quite impossible to write an 
entire FAQ without making mistakes (for me anyway) so if you find a mistake, a 
typo, incorrect information, or anything else of that nature, e-mail to 
StealthMan04@aol.com. And be NICE about it. I'll be happy to give you an answer 
as soon as possible. READ THE E-MAIL RULES AT THE END OF THIS DOCUMENT FOR 
SPECIFIC DETAILS. 
     One more thing...I strive for originality in my work. If you see anything 
in this FAQ that looks like a rip-off of one of your FAQs and you aren't 
credited with it there or in the thanks section, e-mail me and I will make the 
necessary changes. I assure you that such an occurrence is purely coincidental. 

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

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


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

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

******************************************************************************* 
*    *    *    *    *    *IV.) BASIC KNOWLEDGE*    *    *    *    *    *
*******************************************************************************

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

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

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

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

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

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

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

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


*******************************************************************************
   *    *    *    *    *    *    *V.) WEAPONS*    *    *    *    *    *    *
*******************************************************************************

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

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

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

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

CLUSTER MISSILES: The V-wing is the only craft that carries these. Once fired, 
the missiles break into 6 individual projectiles creating a spread effect. A 
seeking version is available, and is quite efficient at destroying groups of 
fighters.

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

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

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

*******************************************************************************
*    *    *    *    *    *    *VI.) CONTROLS*    *    *    *    *    *    *   *
*******************************************************************************

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

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

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

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

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

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

*******************************************************************************
  *    *    *    *    *VII.)CRAFT DESCRIPTIONS & CONTROLS*    *    *    *    *
*******************************************************************************

     THESE ARE NOT EXCERPTS FROM THE MANUAL! 

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

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

xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx

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

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

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

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

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

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

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

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

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

Passcode: FARMBOY


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

Passcode: TIEDUP (after putting in FARMBOY)


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

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


The Car
       Okay, so this isn't really a hidden ship at all. It's actually just a V-
wing disguised as a car. When you put in the code it temporarily changes the V-
wing into a...well, a car. What kind of car? You decide. I honestly don't care, 
and I wouldn't know a beetle from a tractor-trailer anyway. Some say it's a 
Chevy convertible lowrider, some say it's a Buick Electra, and some even think 
it's a Cadillac. The fact is, no one really seems to know WHAT kind of car it 
is. The controls and functions are identical to the V-wing. There's just one 
catch. If you pause the game while flying the car, (sounds weird doesn't it?) 
the game will freeze up. Ooo...

Passcode: KOELSCH

*******************************************************************************
*    *    *    *    *    *    *IX.) CRAFT RATINGS*    *    *    *    *    *
*******************************************************************************

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


X-wing

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


A-wing

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


Airspeeder

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


Y-wing

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


V-wing

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


Millenium Falcon:

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


TIE Interceptor

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


Naboo N-1 Starfighter

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


Skyhopper

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


SPECIAL TECHNIQUE!

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

*******************************************************************************
*    *    *    *    *    *X.) ENEMIES AND STRATEGIES*    *    *    *    *    *
*******************************************************************************

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

THE REBEL OPPOSITION

Six months have passed since
the battle of Yavin. The Death
Star has been destroyed,
but the fight for freedom
is far from over.

As the war against the Empire
rages across the vastness
of space, Luke Skywalker
forms the legendary Rogue
Squadron from the Rebel
Alliance's most skilled X-wing
pilots.

Their mission: to defend the
struggling Rebel Alliance
against the still powerful and
battle hardened Imperial
foe, in a last ditch effort
to control the galaxy...


MISSION 1: AMBUSH AT MOS EISLEY

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

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

Mission 1 Map

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


Note* This map is only for the first canyon.

GOLD REQUIREMENTS

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

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

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

*    *    *    *    *

MISSION 2: RENDEZVOUS ON BARKHESH

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

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

GOLD REQUIREMENTS

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

GO FOR THE GOLD: Once again, the stickler is the Enemies Destroyed category. 
It's very easy to miss the last few enemies altogether. To drag in your quota, 
you must find the simi-hidden Imperial outpost. This contains a large gun 
turret on a tower, two AT-STs, and several storm troopers running around like 
bugs. After you destroy the last bomber, simply follow the path between the 
stubs of the final turbo lasers. The outpost is at the end. Ignore General 
Rieekan. He says, "Commander, this is Rieekan. It is imperative that you stay 
with the supply vehicles". In reality, nothing could be further from the truth. 
The convoy doesn't need you at all. In fact it gets to the pick-up zone rather 
quickly, so you'll have a limited amount of time to squash as many Imperials as 
you can before the shuttle arrives.
     The other day I found something else of interest. After the convoy takes 
the first turn into where the AT-STs are, and before the pair of bombers come 
into play, fly back to the base. There you will see a lone TIE bomber flying 
around, normally undetected. Kill it for an extra hit.

CHALLENGE: Get _ALL_ the storm troopers at the Imperial outpost.

*    *    *    *    *

MISSION 3: SEARCH FOR THE NONNAH

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

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

GOLD REQUIREMENTS

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

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

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

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

*    *    *    *    *

MISSION 4: DEFECTION AT CORELLIA

Available Craft: Airspeeder
Planet: Corellia
Objectives: (1) Investigate strange readings
            (2) Protect the Capital Tower
            (3) Protect the Tech Center
            (4) Protect the evacuation shuttle
       
       Imperial Officer Crix Madine wants to defect to the Rebel Alliance, but 
the Empire is determined to prevent his escape: even if it means terminating 
his life. One of the longer missions, Corellia is a challenge for new players. 
Once mastered, it's just plain fun. Now probably my favorite stage.

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

GOLD REQUIREMENTS

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

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

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

*    *    *    *    *

MISSION 5: LIBERATION OF GERRARD V

Available Craft: X-wing, A-wing, V-wing
Default Craft: X-wing
Recommended Craft: X-wing
Planet: Gerrard V
Objectives: (1) Protect Crix Madine's Y-wings by destroying the turbo lasers, 
missile turrets, and TIE Interceptors (not to mention those annoying AT-PTs.
            (2) Destroy the big gun turret
       
       The Imperial Governor is stealing goods from the city, and smuggling 
them out in his luxury yachts. You must protect the Y-wings as they disable the 
yachts and return the loot to its rightful owners. DO NOT DESTROY THE YACHTS! 
They are full of goods that belong to the civilians. The Y-wings have ion 
cannons to disable them without destroying their contents. If you happen to 
cause the demise of a yacht, the mission will end immediately.

WALKTHRU 
	Objective 1: In the opening cinema clip, Crix says, "Don't worry, we're 
not so helpless". What a lie. Those pathetic Y-wings just can't keep themselves 
out of trouble. Obviously Rieekan knew this, that's why he sent Rogue Squadron 
to fly cover. To lengthen their life span, you'll have to take out ALL Imperial 
turbo lasers and missile turrets. Here's the best route to take in the first 
part. Go to the first laser turret on the ground in front of you when you 
start. Blow it up, and take a right into the city. Follow the short path 
between the buildings destroying both turrets within. Exit the city and fly up 
to the mountain ridge, slightly to your left. Follow the ridge in a 
counterclockwise direction destroying the tree missile turrets. Then go left 
and fly over the top of the city uprooting the three turbo lasers that are on 
top of the buildings. When you have successfully completed that task, Madine 
will say that he's clear. Now fly slowly around the perimeter taking out the 
little AT-PTs which are wondering about.
     When the second movie clip plays, fly to the gap between to mountains 
(it's fairly easy to find) ahead of the Y-wings if at all possible. You want to 
blaze the trail for them. Unfortunately your radar will not offer you much help 
in this stage, because it points to the Y-wings the whole time. Dismantle the 
two AT-PTs from above, and be sure no to leave that pesky missile launcher. 
Once in the city (part 2) fly straight ahead. Take out the turbo laser and the 
missile turret, and then the AT-PT. Proceed now to the back of the city (past 
the big gun turret) and mutilate the missile turret on the hill and the one at 
the base of the gun tower. 
     Objective 2: Use a few torpedoes to blow the head off of large gun turret. 
Now you should follow the Y-wings around like a shadow to keep the TIE 
Interceptors off their backs.  

GOLD REQUIREMENTS:

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

GO FOR THE GOLD: Getting enough enemies is once again greatly simplified by 
seeker missiles. It's very hard to hit enough interceptors without them. Be 
certain to get all the AT-PTs, and as many TIEs as you can. Again, this may 
take a few tries, especially since the Y-wings are quite prone to getting 
themselves killed. You'll need to save ALL of them for gold. Exercise speed, 
skill and stealth to complete your objectives by the time limit. There's no 
formula for gold. Just lots of practice, and hey, the Naboo N-1 wouldn't hurt 
either!    
 
CHALLENGE: In the second part, you may have noticed twin buildings side by side 
with but a tiny space in between them. Can you seek out this spot and fly your 
craft safely through it? It can be done with any ship but the V-wing, which 
can't roll. 

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

ROGUE SQUADRON

Kasan Moor, Imperial ace
and leader of the dreaded
128th TIE Interceptor
Squadron, has now defected
to the Rebel Alliance.

As a loyal soldier for the
Empire, Moor witnessed both
its cruelty and hypocrisy
in the destruction of her
home world, Alderaan.

Convinced to join Rogue
Squadron, Moor offers her
flight expertise, in addition
to knowledge of hidden 
Imperial strongholds...


MISSION 6: THE JADE MOON

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

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

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

GOLD REQUIREMENTS

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

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

*    *    *    *    *

MISSION 7: IMPERIAL CONSTURCTION YARDS

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

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

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

GOLD REQUIREMENTS

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

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

*    *    *    *    *

MISSION 8: ASSAULT ON KILE II

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

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

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

GOLD REQUIREMENTS

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

GO FOR THE GOLD: WOW! SIX MINUTES! That is simply NOT enough time for those 
slugs (the Y-wings) to complete the mission with the correct number of enemies 
within the time limit. The task approaches the impossible mark. Still, I'm sure 
it can be done, but you'll find the task greatly simplified by using the Naboo 
Fighter. With its superior speed, you can shoot through the canyons like a 
rocket, so you can raise your enemy count without wasting time on the prowl. 

*    *    *    *    *

MISSION 9: RESCUE ON KESSEL

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

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

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

GOLD REQUIREMENTS

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

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

*    *    *    *    *

MISSION 10: PRISONS OF KESSEL

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

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

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

GOLD REQUIREMENTS

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

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

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

THE NEW THREAT

With the rescue of Wedge
Antilles, and Rogue Squadron
at full strength, the Rebel
Alliance turns its attention
to a new Imperial threat
- Moff Kohl Seerdon.

Preparing to capture
Thyferra, with its precious
supply of healing bacta,
Seerdon is now consolidating
his power for a massive
attack. His success could
very well break the fledging
Rebellion, and surely doom
the galaxy to Imperial rule.

Luke Skywalker and Rogue
Squadron are assigned to
disrupt his operation with
swift hit-and-run missions
against key targets such 
as he Imperial mining 
operation on Taloraan...



MISSION 11: BATTLE ABOVE TALORAAN

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

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

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

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

GOLD REQUIREMENTS

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

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

*    *    *    *    *

MISSION 12: ESCAPE FROM FEST

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

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

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

GOLD REQUIREMENTS

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

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

*    *    *    *    *

MISSION 13: BLOCKADE ON CHANDRILA

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

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

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

GOLD REQUIREMENTS

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

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

*    *    *    *    *

MISSION 14: RAID ON SULLUST

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

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

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

GOLD REQUIREMENTS

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

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

*    *    *    *    *

MISSION 15: MOFF SEERDON'S REVENGE

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

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

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

GOLD REQUIREMENTS

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

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

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

DARK EMPIRE

Six years after the Battle 
of Endor, the fight for freedom
continues. Even without the
thousands of Jedi Knights
who formed the backbone
of the Old Republic, the Rebel
Alliance has managed to
control three quarters of
the galaxy.

Darth Vader is dead, but a
reborn Empire under a
mysterious new leader strikes
back at the struggling Rebel
Alliance, hoping to crush
the fledging new Republic.

Massive World Devastators,
more powerful and
unstoppable than the Death
Star, ravage entire planets.

Rogue Squadron, which is
now commanded by Wedge
Antilles, persists in mounting
daring missions throughout
the galaxy...

MISSION 16: BATTLE OF CALAMARI

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

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

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

GOLD REQUIREMENTS

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

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

*    *    *    *    *

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

MISSION 17: BEGGAR'S CANYON

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

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

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

GOLD REQUIERMENTS

Competitor beaten: Wedge

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

*    *    *    *    *

MISSION 18: THE DEATH STAR TRENCH RUN

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

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

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

GOLD REQUIREMENTS

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

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

*    *    *    *    *

MISSION 19: THE BATTLE OF HOTH

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

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

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

GOLD REQUIREMENTS

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

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

*    *    *    *    *

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

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

See mission walkthroughs for specific information.

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

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

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

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

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

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

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

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

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



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

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

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

*IGIVEUP     Infinite lives

#HARDROCK    Changes Luke's face on the title screen. Wait for the demo to 
             play.

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

*MAESTRO     Opens up the music hall of the showroom. 

*DIRECTOR    Go to the movies.

*FARMBOY     Allows you to pilot the Millenium Falcon

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

#KOELSCH     The car.

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

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

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

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

^CREDITS     Shows the credits sequence

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

GUNDARK      Changes force feedback control for joystick
IAMDOLLY     Infinite lives 
LEIAWRKOUT   Activate joystick force feedback feature 
USEDAFORCE   Use any ship available in current level 

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

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

I am Supreme Allied Commander.

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


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

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


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

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


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

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


More questions/answers as they come.

*******************************************************************************
*    *    *    *    *XVI.) CRAFT AVAILABILITY CHART*    *    *    *    *  
*******************************************************************************

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

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

Jade Moon                        A-wing becomes available for the Jade Moon

Prisons of Kessel                V-wing becomes available for Mos Eisley, 
                                Barkhesh, Search for the Nonnah, Gerrard V, the 
                                 Jade Moon, and Prisons of Kessel

Blockade on Chandrila            All ships become available for Chandrila

Moff Seerdon's Revenge           X-wing becomes available for Search for the 
                                Nonnah and Battle Above Taloraan, and all ships
                                 become available for Moff Seerdon's Revenge

Battle of Calamari               All ships become available for Mon Calamari

When you get gold on all stages  All ships become available everywhere


*******************************************************************************
*    *    *    *    *    *XVII.) STUPID THINGS TO DO*    *    *    *    *    *
*******************************************************************************

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

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

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

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

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

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

PLAY THE CHICKEN GAME

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

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

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

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

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

*******************************************************************************
 *    *    *    *    *XVIII.) ADDITIONS TO ROGUE SQUADRON*    *    *    *    *  
*******************************************************************************

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

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

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

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

More additions to come?
*******************************************************************************    
*    *    *    *    *    *XIX.) COMING SOON!*    *    *    *    *    *
*******************************************************************************

     Now that I've completed all the walkthroughs, and debuted all the sections 
I can think of, not much is here. I will still be updating from time to time to 
add strategy information, fix mistakes, and update the interactive sections 
when and if I get any contributions. Of course your feedback is always welcome.

GAMESHARK CODES: NEVER!!!!!!!!!! Darn those stupid gameshark codes! AARRRGH!

MY E-MAIL ADDRESS IS SUBJECT TO CHANGE!: If my e-mail address suddenly changes 
(and that's likely to happen in a month or two) I'll try to update this FAQ as 
soon as it happens. If you send an e-mail and don't get an answer in a week or 
so, I've probably changed addresses, and haven't been able to send an update 
yet.

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

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

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

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

OTHER FAQS BY BROTHER REED 
     

THANKS
()Jeff "CjayC" at gamefaqs.com for posting this FAQ, and for having the best 
gaming site on the web
()A.R.M. for the help, and for picking apart my work like fried chicken.
()Du Nguyen for sending in the last two ranks! He actually sent me an e-mail! 
We need more people like this... 
()MIFT for writing in with an addition
()Nintendo, Lucas Arts, and Factor 5 for this awesome game!
()Brother Reed "the other brother" Hollinger, for showing me my various errors 
and causing me to pursue excellence.
()Dad and Mom for the encouragement
()Luke Devlin just for being interested 
()Michael Stidham for the missile hint
()Kellen Abreu for unknowingly reminding me that my passcodes section was 
incomplete. It's fixed now.
()Everyone who wrote all the inferior walkthroughs that make this one look good
()My Lord and Savior Jesus Christ 

LEGAL STUFF

            This FAQ/walkthrough is copyrighted 2000, Daniel Stidham

     If you want to use this FAQ on your site, e-mail me and ask permission. I 
will probably say yes. Just make sure that you give the name and address of the 
site, because I want to have a list of all the sites where this is posted. In 
posting my FAQ on your site, you affirm that all the following conditions shall 
be observed.

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

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

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

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

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

This FAQ/walkthrough is intended for individual use. It must not be used for 
financial purposes, i.e. buying, selling, bartering, etc. You may however, if 
the web site allows, print this document for personal use. 
WARNING! THIS FAQ IS HUGE!!! 45 pages total! If you print it all it will 
completely drain your printer! 

All names, places, etc. are registered trademarks of their respective 
companies. I am in no way affiliated with Nintendo, LucasArts, Factor 5, or any 
other persons/companies that are/were involved in the production and/or 
marketing of this game. Selah. 


E-MAIL RULES

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

*Please write to me for these reasons: questions, comments, suggestions, 
constructive criticism, additional code or strategy information, additions, and  
personal correspondence.

*PLEASE DO NOT SEND JUNK MAIL! I have no time to worry about getting hit with 
water balloons and that sort of thing.

*BE NICE! I certainly don't want profanity or other vulgar language. If I 
receive an offensive e-mail, I will permanently block the sender's screen name 
from my account.

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

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

Once again, my e-mail address is, for the time being, StealthMan04@aol.com.


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



