_________ __ __ __ / _____// |______ _______ / \ / \_____ _______ ______ \_____ \\ __\__ \\_ __ \ \ \/\/ /\__ \\_ __ \/ ___/ / \| | / __ \| | \/ \ / / __ \| | \/\___ \ _______ /|__| (____ /__| \__/\ / (____ /__| /____ > \/ \/ \/ \/ \/ __________ ___. .__ \______ \ ____\_ |__ ____ | | | _// __ \| __ \_/ __ \| | | | \ ___/| \_\ \ ___/| |__ |____|_ /\___ >___ /\___ >____/ \/ \/ \/ \/ _____ .__ __ .___.___ / _ \ ______ ___________ __ __| |_/ |_ | | | / /_\ \ / ___// ___/\__ \ | | \ |\ __\ | | | / | \\___ \ \___ \ / __ \| | / |_| | | | | \____|__ /____ >____ >(____ /____/|____/__| |___|___| \/ \/ \/ \/ The Hidden Empire: A walkthrough/Strategy Guide ******************************** * By Slithy * * Email - joel_145@hotmail.com * * Version 1.0 * * Last Updated 06/10/2005 * ******************************** ********************* * Table of Contents * * ----- -- -------- * ********************* 1. About Rebel Assault II and this FAQ 2. Minimum System Requirements 3. Story & characters 4. Cheats, Passcodes, and Easter Eggs 5. Level Guide and Strategies 6. Copyright Information ******************************************************************************* * 1. About Rebel Assault II and This FAQ * * ----- ----- ------- -- --- ---- --- * ******************************************************************************* Star Wars Rebel Assault II: The Hidden Empire is the sequel to the 1993 game, Star Wars: Rebel Assault. Rebel Assault II is another one of the great Star Wars games that I played throughout my childhood. This is one of the games back when computer gaming was meant to be a challenge, rather than an entertainment experience, as with game today! While this game is much more forgiving than Rebel Assault(which to this day I still can't beat with out cheats!), it's still a hard game! When this game was released in Janurary of 1995, the cutscenes were like never seen before, it was truly amazing! When I noticed that GameFAQs didn't have a FAQ for this great game, I took it apon myself to make one. So if for some reason your trying to beat this game, or just want to read up on Rebel Assault II, read on! ******************************************************************************* * 2. Minimum System Requirements * * ------- ------ ------------ * ******************************************************************************* Pc -- # 50 MHz 486 or better # 8 Megabytes Memory # Double-Speed, MPC Level 2 CD-Rom drive # 256-Color VGA Video Card, (For High Resolution Mode, VESA-compatible requires, PCI or VLB recommended) # Sound Blaster, Sound Blaster Pro, Sound Blaster 16, AWE 32, Pro Audio Spectrum, Gravis Ultrasound, Aria, Ensoniq Soundscape, or 100% compatible sound card. # Dos 6.0 or Windows 95 # Microsoft 100% compatible mouse required. Joystick recommended. Macintosh --------- # 25 MHz 68040 or any PowerPC # 256-Color 13 or larger display # 8 Megabytes Memory (with 4.7 MB free RAM available) # Double-Speed, 2x CD-Rom drive or faster # MacOS version 7.1 or higher # Mouse, keyboard, and joystick supported. Joystick recommended. ******************************************************************************* * 3. Story & Characters * * ----- - ---------- * ******************************************************************************* ***Story and characters information curtousy*** http://www.lucasarts.com/products/rebel2/reb_stry.htm Story ----- The story opens in the vicinity of the Dreighton Nebula, where Rookie One is part of a Rebel scouting patrol. He's investigating disappearances of Rebel spacecraft near Dreighton, a region rich with mythology about vanishing spacecraft. Legends of the region go back to the days when early hyperspace travelers lost their bearings and disappeared in the currents, eddies, and storms of the nebula. during the Clone Wars, two opposing combat fleets, at the height of battle, were swallowed up by the Dreighton Nebula, leaving it as the battle's only true victor. Now, pilots uneasily joke about the "ghosts" of those squadrons still roaming the nebula, eager to attack any vessel foolish enough to wander by. Rookie One responds to a distress call coming from a ship in the nebula. Once there, he discovers an Imperial presence -- odd, since the region is not thought to have any strategic value. As the story progresses, it becomes clear that the Empire is somehow responsible for at least some of the more recent disappearances. The Rebels suspect a new weapon -- and a growing new Imperial plot against the Rebel Alliance. Characters ---------- Darth Vader ----- ----- The Lord of Sith. Once called Anakin Skywalker, Darth Vader is the faithful servant of the Emperor. Admiral Sarn ------- ---- An Admiral in the Imperial forces reporting to Darth Vader, who has spearheaded special-weapons research in hope of winning favor with the Emperor. He is ambitious and conceited, but is careful not to anger Vader, whose mysterious powers he fears. Rookie One ------ --- A young rural youth of Tatooine, Rookie One lost his family in a freak farm-machinery accident. A skilled and enthusiastic pilot, he joined the Alliance soon afterwards. He gained much experience in the Battle of Yavin, but is still relatively inexperienced and unseasoned. Commander Kirby --------- ----- A seasoned pilot, Kirby is a no-nonsence Commander who is personable and well liked despite a tendency to be cynical. Commander Jenn --------- ---- A young woman in her late twenties, Jenn is professional but has a good sense of humor. She is smart and spunky and is good friends with Ensign Till, whom she teases at any provocation. Ensign Till ------ ---- Like many pilots in the Alliance, Till is young and inexperienced. He has yet to see combat, and has a tendency to ramble-on in tense situations. Captain Merrick ------- ------- Merrick is a rotund pilot and a live-life-to-the-fullest kind of guy. He believes life should be entertaining and can think of no more enjoyable place to be than engaged in combat with the Empire. Ina Rece --- ---- A young woman in her early thirties, Rece is attractive and energetic. She is also Merrick's cousin and friend. She has a strong, playful, and occasionally dry sense of humor which is unshakable even in tense situations. Ru Murleen -- ------- Ru is a hotshot pilot in her early thirties. Her life centers around flying. She is friends with Rookie One, whom she met just prior to the Battle of Yavin. She is quick, bright, and occasionally sarcastic. Commander Krane --------- ----- Krane is tough and not good with people. Hardened by military experience, he despises the Empire and believes it can only be defeated with a well-honed, precision fighting force. Consequently, he is known for giving little leeway to pilots under his command. Darnell Reggs ------- ----- A pilot in his late twenties, Reggs flies under Commander Krane. He understands Krane as a person and respects his military skill. He follows Krane's orders without question, but does not hold the Commander in high regards on a personal level. ******************************************************************************* * 4. Cheats, Passcodes, and Easter Eggs * * ------ --------- --- ------ ---- * ******************************************************************************* Cheats ------ To access the following cheat modes, hold ALT and then hit V. You should see a promp that says "Enter Access Code:" # Force Mode - Type in LETGO + key reduces your damage - key restores your damgage # Yoda Power Mode - Type in ISNOTRY ***You must already be in Force mode before activating Yoda Power Mode*** ESC and it will jump you to the next cut scene ALT + J and then the corresponding number for what level you want to skip too. For levels 1 to 9 use numbers 1 through 9, but for levels 10 to 15, use A,B,C,D,E,F respectively. Alt + P and it will autoplay the game Alt + M to access movie mode, which will play all the cutscences in Rebel Assault II, in a row. # Feel the Dark Side - Type in JOINME ***You must already have Force mode and Yoda Power Moda activated*** Alt + S Use once a game has started to convert your current pilot into a "Superpilot." that is, one who has qualified for access to all chapters. Alt + C Capture the current frame and saves it as a uniquely-numbered .LBM image file in your save directory. Alt + F Capture the 15 frames as uniquely-numbered .LBM image files. This key combination may be repeatedly pressed again before fifteen frames have been captured to capture an indefinite number of frames. Passcodes --------- You earn a passcode after completing a level on a certain difficulty, but if you can't get all of those passcodes on Expert, you can find them here. # Beginner # Novice # Standard # Expert CH. 2 - JABBA CH. 2 - EWOKS CH. 2 - BANTHA CH. 2 - ANAKIN CH. 3 - ENDOR CH. 3 - CHEWIE CH. 3 - KATANA CH. 3 - KENOBI CH. 4 - LACHTON CH. 4 - DANKIN CH. 4 - DENGAR CH. 4 - FORTUNA CH. 5 - BORSK CH. 5 - NOGHRI CH. 5 - PELLAEON CH. 5 - MODON CH. 6 - KROYIES CH. 6 - CHAMMA CH. 6 - ITHULL CH. 6 - OMMIN CH. 7 - AURIL CH. 7 - BOGGA CH. 7 - STENNESS CH. 7 - REKKON CH. 8 - KAMPL CH. 8 - INCOM CH. 8 - MYRKR CH. 8 - SHAZEEN CH. 9 - FERRIER CH. 9 - KOTHLIS CH. 9 - CHURBA CH. 9 - KIIRIUM CH. 10 - GALIA CH. 10 - KRATH CH. 10 - ARTOO CH. 10 - GUNDARK CH. 11 - DENARII CH. 11 - SIOSK CH. 11 - SATAL CH. 11 - DIANOGA CH. 12 - SADOW CH. 12 - ADEGAN CH. 12 - LOBUE CH. 12 - ATUARRE CH. 13 - ONDERON CH. 13 - AMANOA CH. 13 - DENEBA CH. 13 - ESSADA CH. 14 - ALEEMA CH. 14 - AMBRIA CH. 14 - STURM CH. 14 - PAPLOO CH. 15 - CATHAR CH. 15 - SYLVAR CH. 15 - CRADO CH. 15 - NASHTAH FINALE - DOMINIS FINALE - MIRALUKA FINALE - CARRACK FINALE - PESTAGE # Custom 1, 2 CH. 2 - WOOKIE CH. 3 - DROID CH. 4 - RODIAN CH. 5 - BPFASSH CH. 6 - KSHYY CH. 7 - TORVE CH. 8 - SLUISSI CH. 9 - PALANHI CH. 10 - DROKKO CH. 11 - NATTH CH. 12 - SABACC CH. 13 - ANDUR CH. 14 - ARKANIA CH. 15 - DIATH FINALE - DREEBO Easter Eggs ------ ---- ***Easter Egg information curtousy*** http://www.lucasarts.com/products/rebel2/reb_eggs.htm # Outtake 1 - Create a pilot from the main game menu. Backspace over the default name and call it "Gary Martinez". Select it as if you wanted to play, and you'll see the blooper. # Outtake 2 - Create a pilot from the main game menu. Backspace over the default name and call it "Jamison Jones". Select it as if you wanted to play, and you'll see the blooper. # Outtake 3 - Create a pilot from the main game menu. Backspace over the default name and call it "Julie Eccles". Select it as if you wanted to play, and you'll see the outtake. # Alternate Opening 1 - In the main game menu, hold down the 'B', 'O', and 'T' keys simultaneously while selecting "Continue Intro." An alternate video sequence will play. # Alternate Opening 2 - In the main game menu, hold down the 'F', 'O', and 'X' keys simultaneously while selecting "Continue Intro." The intro video will play, but will a short but silly starting sequence. # Wile E. Stormtrooper - Play or jump (using Yoda Power Mode, above) to the third encounter of Chapter 11, The Star Destroyer. While there are still stormtroopers left, shoot out the three support pylons on the bridge above. The video sequence will play showing one trooper getting crushed by the falling bridge and another jumping off the ledge. To see the secret animation, press and hold down the 'W' and 'B' keys before the video sequence ends and keep both them down until the secret sequence begins. # Theatre 1138 Mode - To activate Theatre Mode, type ALT-V to activate the secret code screen. Then type "ovres" and the spacebar to return to the game. Three silouettes will appear at the bottom of the screen to keep you company. Voices will be shut off and subtitles will appear, but now with alternate, silly text. This "egg" works especially well with "Movie Mode," above. # Trooper Chorus Line - Play or jump to the fourth encounter in Chapter 12, The Sewer. Either shoot all the troopers or, using "Yoda Power Mode," skip past this encounter as well. As you walk into the elevator, hold down the 'A', 'C', and 'T' keys. The "Abort" screen will come up momentarily when you press 'A'. Ignore it. When 'C' is pressed, it will go away. Keep the keys held down until the elevator door closes and the secret sequence begins. ******************************************************************************* * 5. Level Guide and Strategies * * ----- ----- --- ---------- * ******************************************************************************* Difficulty Rating is rated 0 to 10, with 10 being the most difficult, with respect to each difficulty. Meaning that what ever difficulty your play on, this difficulty rating system should hold true! Chapter 1: Dreighton Triangle (Difficulty 0.5) ------- - --------- -------- You start out flying in a B-Wing. The B-Wing has three laser guns mounted on it, so when you fire, three laser shots will converge at your the point of your crosshare, making TIE Fighters easy to take out in the incoming encounter. All you do in this level is shoot the TIE Fighters as they come into view, while you move closer to the planet as the level progresses. Their lasers do minimal damage at most, but if you kill them at a distance, they shouldn't be a problem. The only way to get your self killed in this level is to not kill the TIE fighters, allowing them to fly over your head, which causes alot of damage! Chapter 2: Corellia Star (Difficulty 3.5) ------- - -------- ---- After crashing on the planet, you go out on foot. This mission is sort of a third person mission, except you don't get to move Rookie One, you just get to control when he ducks and when he fires. I admit this level can be kind of tricky the very first time you play it. Knowing where the stormtroopers are going to appear is crucial to getting the level down quick and with the least amount of damage. It might take you a couple of times, but try to remember the patterns of the stormtroopers that come in. This level can be divided up into three stages. # Stage 1 - That wall that you are ducted behind will be your only safe zone for this stage. When you pop out of your hiding spot, immediatly move your crosshair to the one of two doorways that the stormtroopers come in at. For first popping out, aim for the door on the left, as soon as the trooper comes in, nail him, and then as fast as you can, swing over and shoot at the door on the right, kill the trooper there. Return to cover. The the troopers will come in, in pairs, it can be said that they come in at the same time, but one will pop out just a little bit faster than the other. So what you want to do is kill one of them as soon as he comes through the door and then swing over and kill the other before he gets a pop-shot off. To get some extra bonus points, shoot the control panel on the trim of the door on the far wall. Then after killing both, I usually aim at the opposite door of the trooper that I just killed. The troopers, most of the time, come in flip flop, as in which one comes in ahead of the other. Be sure to kill all of the pair quickly, or the one that you don't kill will remain and another will fill in the place of the one you killed. After killing about three pairs, you will advance to stage two. # Stage 2 - I think that this stage is the hardest part of the three, mainly because there are more stormtroopers and they are spread out more. The troopers in this stage will also return to cover if you don't hit them. The trooper on the far right can be easily spotted when he enters, because of the missing crate in the stack, so watch for him and for the one by the door, wacth for the shadow of the trooper on the wall. This part can be a big pain because all the troopers fire and come in at the same time. You going to take hits here no matter what. Try to pop all three as the come in, but I usually can only get two down and then I have to try and get the third one before another wave comes in. Shoot the right ceiling light for some extra points. # Stage 3 - I think this one is the easiest. You start out with your back to a post, and troopers coming in on the other side. Pop out to you left, first and get the troopers on that side, then return and get the ones on the other side. Complete this strategy for each wave. One thing to keep in mind is that when you are out on a certain side, you can't shoot at or see the troopers on the other side, but they can certainly shoot and see you, so don't stay out too long. Remember to make good use of the cover and watch for the troopers as they come in. Towards the end of this stage, a tram car goes by, shoot at the imperal emblem for extra points. Chapter 3: Minning Tunnel (Difficulty 5) ------- - ------- ------ This is one of the levels your going to hate, if you have trouble with flying levels. For someone who has played this level a few times, the trick isn't to beat the level, it is to beat it without loseing a life at all. This level is divided up into two stages. The trick to beating this level at all is to learn the turns. You are piloting a stolen Corellian YT-1300 (The same type as the millenium falcon). Repetition and remembering to do what when will help you alot! # Stage 1 - Try and keep your ship in the middle of the screen at all times during this stage. This stage is defenatly the easier of the two. This stage is just to get your warmed up for the real flying done in stage two. The part you might have trouble with is at the end of stage 1. You are going and then all of a sudden you bank and take damage if you have your ship in the middle of the area, so for this area don't do that! Keep your ship right and up, opposite of the way you are going. # Stage 2 - In this stage, you not onlyl have to fly, but you have to shoot as well! What a mess! The stage starts out with two hoversleds in front of your cockpit. Take them out as fast as you can, or they will distract you from flying as well as cause damage with their lasers. Take out the hoversleds as fast as you can, so you have time to anticipate the turns that you will have to make with your ship. Soon after this, you will come to an open area and you will see an entrance far back. This entrance has a shield on it and you should shoot at the buttons for the shield as soon as you enter the room. Don't worry about the targets on the rail, they don't shoot at you. There are just there to distract you! You will come across to more force fields that will need to be disabled also. Worry about shooting them before you concentrate on the hoversleds. Finally at the end you have another tunnel that you move through pretty quickly to beat it, fly lower left at the first gate, then up, then to the lower right, then down the middle, then left, then to the upper right, and your home free. Chapter 4: The Asteroid Field (Difficulty 1.5) ------- - --- -------- ----- This level is pretty easy compared to the last two that you have done. Again this is a flying mission with shooting at space mines. This time around your are in an X-Wing, which is much better than that YT-1300. A couple of things to keep in mind, take care of the mines while they are in the distance, so you can concentrate on the flying. The mines to worry about are in your immediate front, the ones are off to the sides are for extra points. Remember that mines don't shoot, but if they get close enough, they will damage your ship. If you do happen to let a mine lock on to you, don't panic, the mine likes to swing left, then right, before causing you the damage. If you have trouble with the asteriods, try to remember the flight path and try to guess which ways you think the asteriods might be coming and then act on it. One last thing, listen to what your pilots have to say, if they say "pull up" then pull up, but don't count on this always, there are some deliberate errors said by the pilots. Chapter 5: Interceptor Attack (Difficulty 3) ------- - ----------- ------ This level isn't your Dreighton Triangle, its a decent space battle. The TIE Interceptors make a much better enemy than the regular TIE Fighters. The key here is to destroy the Interceptors while they are at a distance. With a well placed shot, you can take out as much as up to three Interceptors at once. Fire rapidly at the Interceptors, but don't hold the trigger down the entire time. The game will try and overwhelm you with Interceptors so that you let them fly by. Take it slow and concentrate on the closet Interceptor. Lastely, the Interceptors' lasers seem to do more damage, don't let this effect you, it really doesn't do much compared to letting one flew over your head. Chapter 6: The Mining Faciltiy: (Difficulty 3) ------- - --- ------ -------- Again, this is another levels that tests your flying and your shooting skills. The Mining Facility consists of two stages. I think this level's difficutly is on par with Interceptor Attack, challenging while remaining fun. # Stage 1 - You enter a Mining facility that is like a ring around the planet that is being mined, with the interntion of destroying it! You start in the outer ring trying to gain access to the inside, where the core can be destroyed. There are three force fields that are blocking you from entering the core, only one of the three needs to be disabled for you to enter the core. The first field seems to be the easiest, because there is less stuff to distract you from working away at the force field! Thats the thing about this first stage, the game is trying to get your distracted with things to shoot and worry about other than your primary objective. You can go around the loop as many times as you want, so there is no need for rushing. If your not the best of shooters, then take the first pass and focus on taking out things like the turrents that are mounted and take out those floating target because they will keep pestering you. The tunnel area that has nothing in it allows you to heal, because you damage will go down natuarally as long as your not taking more damage. During your passes, you'll see some stormtroopers running across a catwalk, they won't shoot at you, but shoot at them for extra points! # Stage 2 - This stage is fairly short and easy if you have low damage. Once you enter the core area, there are sentry turrents everywhere. You will want to the ones closest to you out first, while avoiding the falling rocks and moving machinary. I found the turrents hard to take out, and thats why I like to come into this stage with alot lower damage than one would have too. Again, listen to your rouge leaders, they will tell you when you need to pull up or when to watch out for the falling rocks. As you wind down towards the exhuast vents, to make your escape, shoot out the shields guarding the vent. You don't need to take them all out, but you do need to take out a good number for you and your squadron. After that your out of there! Chapter 7: Tie Training (Difficulty 7) ------- - --- -------- If you didn't like chapter 3: Minning Tunnel, then you are going to hate this level like none other. Tie Training and Minning Tunnel are my two least favortie. If you haven't arleady figured it out, your going to be playing this level a bunch of times, I guarantee it on the higher difficulties! So this level has you running through a canyon with a TIE Fighter, for those of you who don't already know this, a TIE fighter doesn't have any shields. While this is stated in the game, I would say the amount of damage that you TIE Fighter can take on the lower difficulties is quite a lot for not having shields! Ok, so your on level 7 and need help, well theres one thing you should try to do the entire level, KEEP YOUR TIE IN THE MIDDLE OF THE CANYON!!!! and don't jerk the joystick around a whole bunch. If you start jerking the joystick, you going to bounch of on wall and then go right over and hit the next wall like a ping-pong effect. So keep the TIE level and in the center, no jerky movements, and play this level alot to learn the flight path...repetition is your friend. Another thing, when you are about to come up and are rising into the fog, don't pull up, because you will be taken up anyways! When you get to the point of going right or left, I would take right unless you are really good at this level. The right path is pretty easy, compared to what you have already done. You will however miss out on bonus points by going right. Left is a little bit harder than some of the hard stuff that you have already done. It really depends on how much damage you have and your skill! Chatper 8: Flight to Imdaar (Difficulty 6.5) ------- - ------ -- ------ Welcome to space battle #3. This time around, you are in a Y-Wing, but are still up against TIE Interceptors. Supposidly this is the hardest space battle level out of the the four of them, but I am not show sure. Level 8 and 14 are pretty close in difficulty, atleast when I played it, thats how I felt. Flight to Imdaar is a long mission and a tough space battle. Level 14 is low too, but I don't know if it is as long as Flight to Imdaar. As with the other space battle levels, try and take out the TIE Interceptor while they are still in the distance. In this battle, the Interceptors speed has increased compared to level 5. There are only two things that differ this from the last space battle you have completed, the Interceptors have increased speed and the fact that this mission is quite alot longer than level 5! Chapter 9: The Mine Field (Difficulty 4) ------- - --- ---- ----- This is another one of those EASY missions that follows a difficult mission. The Mine Field is somewhat similar to level 4. Only this time, the targets on the rocks will shoot back at you! The goal of this mission is the pass through three large rectangular force fields and make it to the planet on the other side. To pass through these force fields, you are going to need to shoot the four center targets, you can shot at the other targets, but the middle section is the only one which you can pass through! Take out the rotating turrents on the rocks because if you let them live, they will continue to fire at you, even when you aren't facing them. There are three things that you need to do in order to pass this mission. One, take out the rotating turrents that are on the floating rocks. Two, dodge the asteroids and other chunks of rock, while taking out the turrents and moving towards the force field. Finally, destroy the four center targets in each force field, allowing you to pass through them. This mission shouldn't take more than two tries! Chapter 10: Speeder Bikes (Difficulty 5.5) ------- -- ------- ----- You think speeder bikes are pretty cool? You probably won't after this mission, if you have problems with the flying levels. If you didn't have any problems with missions 3 or 7, then this shouldn't be hard for you at all! Really, this flying level isn't any different from the others. You want to keep your speed bike in the middle to upward middle of the screen. Be ready to dodge left or right when encountering obstacles. But thats not all, you have to be on watch for the mynocks. They are a flying creature that will attack Ru Murleen, the girl that you are flying with. You will see a mynock come on to the screen and go after her speeder bike, you want to take these mynocks out quick, because when they attack her, you get the damage. This tasks isn't hard because if you keep your crosshair aimed at the back or Ru's speeder, the mynocks will fly right into your aim. The mynocks numbers are many and this is a fairly long level. The first of the level seems to be the most difficult as far as the flying goings, maybe this is because you are getting used to flying a speeder, but I am not sure! The second half of the level is mainly about shooting the mynocks. Take them out, or they will end your mission. You will also see gasbags runs across your path from time to time, don't worry, they won't hurt anything, but its fun to shoot them and get extra points! This mission might take some work, but its definetly no TIE Training!! Chapter 11: Inside the Terror (Difficulty 5) ------- -- ------ --- ------ Enough with all the flying mission, for the next two, you are going to be on foot, dressed up as a stormtrooper! This mission is divided up into 3 stages. Overall the mission isn't too bad, if you work the strategies! # Stage 1 - You start out crouched behind some barrels, with stormtroopers shooting at you. The strategy for this level is kind of the opposite of the overall one for level 2. You want the stormtroopers to come at you one at a time since there are three of them and they are spaced apart and not to mention difficult shots. If all three start shooting at once, just crouch down until the stormtroopers return to their hiding spots! Again, as with level 2, if you only take part of the wave out and the wave will be replenished! Once the stormtroopers aren't fireing at you, pop out and aim at one of the areas, fire apon the trooper when he enters and then swing over and try to pop the others as they come out. I usually start with the one on the far right and then work my way left, with the one popping out of the dooring being last since it is the second easist to shoot. Once you take all those out move on to stage 2! # Stage 2 - In this stage, three stormtroopers will appear from behind the 3 walls that are on your right. The troopers come out one at a time, making it quite easy for you to shoot them. They don't always come out starting with the closest one first, but sometimes they do! In this case, just work your way up. You won't need your cover really at all in this stage, since the troopers can be easily taken out. As with all the missions in this game, repetition helps alot, play this stage a bunch, and you will know when those troopers are going to pop out to their inpending doom! # Stage 3 - In this stage, you need to get across to the other side, but the bridge is out, so what do you do? This stage is the only stage, in which there are is a puzzle in its looses terms. What to do is shoot the three blue targets, under the the bridge above you. This will cause the bridge to drop down and complete the bridge that you want to cross. There are only two troopers bothering you while trying to take out the upper bridge, so this shouldn't be a problem. Enjoy the cool cutscene, where the stormtrooper gets smashed by the falling bridge! After you make your new bridge, your still not out of the mess yet, you have more stormtroopers to deal with and you have a flying sled that comes by every once and a while also. It will lobb explosives to you. These will cause alot of damage if you don't take them out in time. The best time to destroy the explosives in when they are in the middle of their arc. The sled will make a couple of passes, but its not bad. Take out the remaining troopers and your done with this level! Chapter 12: Sewers (Difficulty 4) ------- -- ------ Sewers is a psuedo-First Person Shooter level, where you get to shoot stormies. As with the other shooting levels, you don't get to control the movement, only the aiming. There is also no cover for you to hide behind, but since its just point and click, you should be able to kill easily. Playing this level with a joystick can be awkward, so I would recommend you use a mouse. This level is divided up into 4 stages. # Stage 1 - Here you have two stormtroppers to concentrate on. The main thing to note about them is that the one on the right will shoot from cover, while the one on the left exposes himself to fire at you. So take out the dumb one, that is exposing himself first, and then work on the one shooting from cover! There are a couple of waves, so get ready to repeat what you just did. # Stage 2 - Here you have two troopers and the occasionaly droid to take care of. The thing to note is that the troopers and the droid never appear at the same time. So after taking a wave of troopers out, be ready for a droid to fly by. Since you have no cover, make your shots quick and accurate. In this stage, the trooper on the left drops down from the ceiling and stays in plain sight...making you day alot easier! Now the trooper on the right, again as with stage 1, seems to be the smarter of the two, since he is staying behind cover. So take out the left one first, then the right, and the expect a droid to come in. Repeat for the forthcoming waves! # Stage 3 - Here you have the same setup as far as numbers is concerned, but this time both troopers fire from under cover and a droid will come in from the right, while troopers are still alive! The trooper on the left is the hardest to hit, so take out the one on the right first, then hit the one on the left. If the droid makes a pass here, take him out before you take out the trooper on the left. After taking out a wave and waiting for the next, position your aim on one of the spots where the troopers are going to come in, so you can get one of them before they have a chance to get into postion! Remember, when the droid comes, take care of it first, because it can do more damage than either of the troopers. # Stage 4 - This is the hardest of stages, but its not the worst you have faced in this game! This time your facing three troopers and a droid, luckily, the droid only passes when all the troopers from that wave are dead. For some reason, there isn't much pattern to the way the troopers appear here! First the trooper from the elevator appears and then the one on the left appears and then the hardest one to hit, appears on the far right, taking cover also. They pretty much go by this pattern every time, except the one taking cover occasionally appears twice. The droid that passes by seems to be a little more difficult to take out than the droids from the previous stages! Take them out quick and be ready to repeat! Chapter 13: Escaping the Star Destroyer (Difficulty 4.5) ------- -- -------- --- ---- --------- After getting out of the sewers, Ru and you decided to steal a phantom TIE Fighter, what a bright idea. So now you need to get your six out of the Star Destroyer! This is a three stage level, which is medicore in difficulty. # Stage 1 - You start out in the hanger. Concentrate on taking out the turrents and even take out the stormtroopers on the walkway. You want to minimize the amount of damage you take during this first stage. Once you get going a little, your going to have to start manuvering left and right to avoid the other phantom TIEs that are taking off. The path here isn't hard. First, a left, then a right, then a quick left right juke. You will then come up on some more turrents, take them out while avoiding more stuff. You will come apon a big turn, after that you will have to dodge three catwalks, go under the first one and over the the second one and down again under the third one. Pop the troopers on the catwalks if you have time too! # Stage 2 - In this stage, you are flying through a hexagonal tunnel. You'll need to take out a series of shield generators and dogde a bunch of moving plates. The shield generators start out with three hits to take down, then as you pass through that one, they take six hits to take down. Just focus and hit the targets!. When you come to the part where you have to dodge the moving plates, learn the pattern: first, go up, and when the second plate goes up, you should go up as well, then right after that go down. Remember to do these in sync with the arrows that appear on screen and in sync with the moving objects. You'll then fly down through a small opening, where two plates are coming out. Now go up and then right. When you see the plate coming from the wall, get your TIE down quickly! And you guessed it, more plates! You'll see a plate coming up, go with it and you'll then see another plating coming up, just stay up and there won't be a problem. Now you will come to your last set of force fields that need to be taken care of. The first shield has three targes that need to be hit, and the last two both have six tragets. Now you will enter a different looking tunnel and hoversleds will start coming in. Take them out quickly while manuevering through the tunnel. # Stage 3 - You now enter some kind of circular track like room, where you need to shoot out the targets on the left and right, to take out the ships reactor. Since this part is a loop, you can do as many laps as you like. Keep your crosshair on the left or right side and just fire when a target comes into view. The only threat there is the occasionaly lighting droid that comes onto screen, take it out and then go back to working on the targets on either the left or right side. When you taken out all of the targets, you will complete the mission! Chapter 14: TIE Attack (Difficulty 8) ------- -- --- ------ This level is the third and final space battle, and it is by far the most difficult. Once you have escaped the exploding Star Destroyer, you know have to battle your way through all the phantom TIEs that escaped off of it, while Ru is wokring on getting the cloaking device on your Phantom TIE working. As with the other space battle missions, you want to take the Phantom TIEs out before they get close enough to swarm you and ultimately be your demise! The twist is that when the Phantom TIEs come into view, they will pop off a couple of shots at you and then CLOAK. While cloaked, they will close the gap between your Phantom TIE and theirs. Which means that you are going to have an in your face space battle. While it is possible to destroy the Phantom TIEs before they cloak, it is pretty difficult. The new strategy becomes, try to take some of the Phanton TIEs out before they cloak, but there is a very good chance you won't get any of them, so you have to prepare for an in your face space battle. What you need to do is as soon as they uncloak, unload on them like nobodies business. Some are going to fly over your head, your just going have to minimize this. This level is long so you should try and keep your damage down for the first part of the level, you need pleny of room for error at the end. Try not to get overwhelmed by the Phantom TIEs, because if you do, you will let a bunch slip by, and you can't afford this! Sometimes, when they uncloak, they are clustered close enough together, that you can kill two or more with one shot, try to use this towards your advantage. When their coming at you, focus on the Phantom TIE that is closet to you! What it all comes down to is the fact that your going to play this level alot! Chapter 15: Imdaar Alpha (Difficulty 10) ------- -- ------ ----- This is the last mission and by far the hardest. After you blow up the Star Destroyer, you find out it was attached to a cloacked space station, which is where the Phantom TIEs are being built at. This level is divided up into three stages. # Stage 1 - In this stage you are flying through a series of tunnels so you can get to the core of the space station and destroy it. At the entrance of each of these tunnels, is two turrents. One on the ceiling and one on the floor. I find it hard to take out both turrents with the little amount of time you are giving to shoot at them. So I usually end up taking out the top one on each of the tunnel entrances. Then once you get down inside the tunnels, there are more turrents on the walls. Again it is hard to take all the turrents out, but try to pick off as many turrents are you can! There are five tunnels you must pass through, each having turrents at the entrance and on the side walls going down! Try to take as much of these out as you can and try to keep your damage down! # Stage 2 - Next after the tunnels, you move onto the area where the Phantom TIEs are manufactured. Here you have to dodge moving equipment! This stage could easily said to be the hardest! You are going to have to make split second decisions and about which way to dodge the moving arms and such. Here is the pattern: just before the first robotic arm, fly down, then up, then to the upper left, then down, the up, and down again. Then your craft will turn right automaticlly and your in a new room, shoot the attack drones that come at you. Concentrate and take out the drones, just keep your crosshair in the center and pick them off as they come in line! At the end of the room, you'll see a Phantom TIE, go lower right to avoid it. Next an arm will pop out at you, but don't move any direction and you'll be fine! A second arm will also play the same trick, just stay still and your good. The third time is a charm, go down to avoid damage, pull up at the fourth arm, then dip down for the fifth arm, and then you will make a left turn. Next you'll see another Phantom TIE being moved, fly to the upper left to avoid it. You'll see more attack droids, stay centered and take them out! Lastly you'll come across another Phantom TIE, again, go upper left to avoid it! Now your onto your last set of arms. Go down on the first arm, and up on the second, then you'll move over to the right side of the room. The pattern here is under, under again, then over the last three arms. Now to the core! # Stage 3 - You begin down a tunnel which has a beam across it, pull up to avoid it! Now you are closing in on the core, there are turrents on the sides on your way down. You will want to take these turrents out as fast as you can, because they will ruin your day really quick! These turrents show up in pairs of threes as you move in on the core. Focus on taking them out. Once you finally make it to the core, there are three targets that you must take out, or you will die and have to replay the mission. Once you have cleared the last of the turrents away from as far back as you can, focus on your last three targets. Take them out and your home free. This mission is very hard and even with my guide, expect to the play this level a bunch of times! ******************************************************************************* * 6. 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