03/23/03 - 1.21: Well the first thing you may notice is that this FAQ got a
whole lot prettier. I mean, it was butt ugly when I opened this FAQ up to
update it and I realized that it sucked when I compare it to my recent
writings. So, here's hoping that this version will be a good version that
will actually help an A-Wing pilot instead of giving them some crappy advice
that does nothing but to further degrade them into a hulking black spot on
the ground when you get shot down. Thankfully, I didn't get any hate mail,
although I do find them amusing.
06/20/02 - 1.20: Email change.
06/06/02 - 1.10: Added two more tips. If you have any, email me.
06/05/02 - 1.00: Finished the A-Wing guide. Hope you find this guide useful is
all I can say. Feedback appreciated.
Also re-written is my introduction. Since this is a new version, I want you to
discard the older version if you for some reason printed off a copy of this.
I'm updating this FAQ because it SUCKS!!! Also, I added a new site to host my
FAQ. Now.. hopefully you will become an Ace at the A-Wing, impressing your
friends with your godly skills. Either that or make a fool out of yourself.
Ha! Anyways, hope you enjoy this FAQ. Email me at Legomondo [at] yahoo [dot]
com if you have anything to say. Oh yeah.. check out my other FAQs!
Learn the basics of the game, as well as the A-Wing, starting from its
statistics, controls, and then the basics of controlling an A-Wing which
includes factors to keep in mind.
Intel -
"By far the fastest starfighter in the Rebel Alliance, the A-Wing is quick and
agile in everything it does. It features a limited nitro boost that allows it
to get speed bursts when you click the R Button. The A-Wing has unlimited
nitro boosts, although the boost does take time to recharge. While the A-Wing
has an impressive arsenal, its major weakness is the fact that its shields are
relatively weak and its hull easily pierced by blaster fire."
Craft Rundown -
- Mainly used as a hit-and-run craft.
- Poor shields.
- Fast and agile.
- No on-board astromech droid to repair any damage the A-Wing takes.
Control Stick - Move the craft around.
A Button - Fire your lasers.
B Button - Fire your secondary weapons if you have any left.
X Button - Change into Cockpit mode.
Y Button - Turn on your targeting computer. Keep holding it to leave it on
unless you pick up the upgrade for it.
D Pad - Tell your wingmen/ground troops what to do.
Z Button - Used in conjunction with the Control Stick; lets you do a barrel
roll.
R Button - Used to accelerate your craft or use its speed boost.
L Button - Used to decelerate your craft.
Start - Pauses the game.
===============================================================================
Basics - Part I
===============================================================================
This part is all about learning how to play in the game. What's the point you
may ask? Well, to move onto the Advanced parts of an A-Wing, you must first
learn how to fly it, duh! This part will just go down a quick run-through.
You may, if you wish, feel free to skip this part. Also note that this part
will be updated as I find out more things that I've left out.
-=[Flying Your Craft]=-
While you think that flying may be all the same in the game, you're dead wrong.
In fact, this game has really two different types of craft. Space capable
craft and hover or repulsor crafts that can only ascend a certain height. An
example [and possibly the only one] is the Incom T-47 Airspeeder, commonly
known as the Snowspeeder during the Battle of Hoth. Knowing your limits will
help you decide what you want to do, I hope.
Obviously you use the Control Stick to steer your craft. Your craft is much
like a jet. Not one of those later ones where they can vertically take off and
land, but one that continually moves forward. Stop, and you crash and burn.
You can however, slow or speed up, which will be covered later. Naturally,
you're going to want to avoid obstacles and enemy kamikaze fighters in the
game, especially with your weak shields. Since the A-Wing has such high
maneuverability, it is not necessary for you to jam the Control Stick in any
direction too hard, or you will overturn [if that's a word].
You can go up, down, sideways and back... as long as you have ample room all
around you. It obviously wouldn't do you any good to make a U-turn when you're
confined in airspace, as you're going to end up a smoldering wreck on the
polished surface of whatever you crash into. Hah! Not. All I can really say
is get used to turning your craft, especially in the training level.
-=[Radar]=-
Simple to use. Whenever you have a mission objective to complete, a yellow
triangle appears on the radar. You must get the triangle pointing to 12:00 to
find the way to the objective. Once you pass over your mission requirement,
the triangle widens and disappears before appearing behind you when you pass
over it.
Enemies appear as red dots, and friendlies appear in green. Blue dots signal
craft changes.
-=[Speed]=-
The speed of your craft plays an important role in this game. There are pros
and cons on speeding up or slowing down, and you must choose the appropriate
action that the mission requires.
Speeding up obviously suits this craft well. Move fast, and you're a much
harder target to hit, especially in the latter levels. However, this reduces
the amount of time you have to shoot at a target accurately, which means that
you must be pretty good with aiming. If you have a messed up controller like I
do, that's darn well near impossible now. However, this is the only way you'll
stay alive. Like I said earlier, you've got a poor excuse for shielding, and
you're only going to take about five seconds of direct laser fire before you're
on fire. Unless you're ABSOLUTELY sure that there are no threats targeting
you, you should always remain at a fast pace.
Braking is necessary when you're trying to line up shots and get more shots in
with the enemy. This is the only time when you should be using the breaks of
your craft, unless you're about to crash into a wall of some sort.
-=[Weapons]=-
Unlike in the original Rogue Squadron, you don't get to switch your firing
rates. It automatically does this for you. In the lower right hand corner of
the screen, you should see a "Weapons Display" of some sort. The image is of
course your secondary weapon, but the main thing that we want to check right
now is the line that snakes around it. It's plain to see that not firing your
lasers lets the bold, gold line travel across. Wait for it to "make a complete
stop", and your lasers are as powerful as they're going to get.
Basically, in simple terms, your lasers are linked. This means that your laser
cannons fire simultaneously which means that they fire together, as one. Two
shots are much better than one at a time, such as holding down the A Button.
However, tapping it can also get you the same desired effect, which is crucial
since the A-Wing's lasers aren't as powerful as those of some other craft.
More firepower at a time means the more damage you do in a shorter period.
Remember that!
The only other thing you should know is that you should lead with your lasers.
Unless your enemy is traveling DIRECTLY in front of you, you're going to have
to fire a little bit ahead of him, depending on how far he is away. Perfection
comes with practice.
-=[Dogfighting]=-
Wasn't quite sure where to put this part in, but then again, I wasn't quite
sure what I was going to put in the "Basics" sections. You all know what
dogfights are people. Aerial combat in which the best pilot beats the other.
Well, since the Imperial craft have shields that make yours look... better, you
pretty much have the upper hand. Not to mention the fact that you also have
secondary weapons.
Your only real main concerns are enemy fighters on your "six" or on your tail,
missiles from TIE Bombers, or kamikaze fighters. You began to encounter a lot
of these traits in the latter missions, especially in Battle of Endor and you
have to keep moving to stay alive. First thing I do is to turn of the Enemy
Camera that shows the enemy behind you when you've locked on. Second.. remain
at a fairly fast speed to outrun enemy fighters and fire. Whenever you get
this beeping sound as you play, you know that a missile has locked on to you.
Immediately hit on your booster to speed ahead, until the beeping stops. The
missile will eventually disappear.
Finally, kamikaze fighters. To simply avoid, don't do 180 degree turns. Or,
since the AI heads straight for you, instead of dodging objects like you do,
they crash into them. Large ships or obstacles like The Redemption make great
walls for them to crash into, and you know you've scored successful kills when
you hear them crash. Some will be smart enough to turn away, in which they
crash into each other. If they don't, they'll be easy pickings since they're
moving so slow. Putting objects between you and the enemy can also cause a
missile to impact the obstacle.
===============================================================================
Basics - Part II
===============================================================================
This section mainly elaborates on other maneuvers that aren't required for game
play. Well, some do..
-=[Concussion Missiles]=-
"A limited number are available per ship. Although not as powerful as proton
torpedoes, when this projectile hits a target it creates powerful shock waves
that penetrate even the heaviest armor. Concussion missiles are effective
against both ground and air targets."
You have a total of twenty in any given A-Wing. What you may not know is that
they fire four at a time, two after the button is pushed, and two more a split
second after the first two have launched. This gives you a split-second to
adjust your aim if you're off, or to strike another STATIONARY target. Of
course, there are two upgrades.
The Advanced Concussion Missile Upgrade upgrades the strength of your missile.
Ta da! Bet you didn't know that.
The Seeker Concussion Missiles make your missiles have the ability to track
enemy targets. Simply tap the B Button to bring up a gold diamond cursor, and
point it at the enemy target. If they are within range, a red square will
appear after a few seconds, and you may then fire your missiles. However,
since they fire four at a time, it's very wasteful as one will destroy an enemy
fighter. So.. it's recommended that you use them against heavy, stationary
targets. Also, if you ever need to fire at a target, but the target locks onto
something you don't want to kill, double-tap the B Button when your targeting
reticule is green to fire off dumb torpedoes.
You can fire your missiles at four different targets, so check the "Targeting
Computer" information below to find out how.
-=[Command Cross]=-
New to this game is the ability to assign your wingmates [if they are still
alive] commands to aid you in your battle against the Empire. At times, you
will be able to give commands to ground troops below.
Form
__
| |
___| |___
Guns |___ ___| TIEs
| |
|__|
Flee
Form - Pretty much self-explanatory. Ordering this command will tell your
wingmates to form up slightly behind you.
TIEs - This changes to other specific enemy names at times, but the most common
one you'll see is the "TIEs" command. Ordering this command will tell your
wingmen to go after enemy fighters or whatever the command says to go after.
Flee - Orders your wingmen to flee the battle to spare their lives and lower
your friendly casualties. Pressing this command once will bring up another
where you have two choices: "Flee" and "Cancel" Cancel tells your wingmen to
stay in the battle while flee tells them to go away.
Guns - If there are any stationary guns nearby in the level, this order will
them to go after them. Like the "TIEs" command, this will be subject to
change in certain levels.
If you don't assign your wingmates targets if the Command Cross appears, it
will disappear, and they will continue to work on their current assignment.
-=[Targeting Computer]=-
Yes, authentic isn't it? This brings so much depth into the game because you
can easily distinguish your targets and it's simple. Hold down the Y Button to
distinguish enemy targets, but be warned that if you're going for a medal, the
more you use this, the more you get counted off.
With the upgrade, two more options are available to you when controlling the A-
Wing.
The first and foremost is that you don't have to hold down the Y Button to
activate it. One simple press should suffice, and another to take it away.
Once activated, the new targeting computer will highlight enemy targets in-
between four triangles. This further helps identify enemy targets, and assign
targets for your wingmates. They are:
Form - Pretty much self-explanatory. Ordering this command will tell your
wingmates to form up slightly behind you.
Attack - Once your target is highlighted by four triangles, pressing the
"Attack" command will tell your wingmates to go specifically after that
target. If more than one are highlighted, they split up the job and will
eventually take them all down. Good for taking out specific mission
requirements.
Flee - Orders your wingmen to flee the battle to spare their lives and lower
your friendly casualties. Pressing this command once will bring up another
where you have two choices: "Flee" and "Cancel" Cancel tells your wingmen to
stay in the battle while flee tells them to go away.
Also, using the Advanced Targeting Computer to highlight enemies [up to four],
you will be able to fire your Seeking Concussion Missiles at four different
targets. While this is useful and stops the waste of your missiles, it is very
time consuming and costly.
First, you must activate the seeking cursor. Your cursor instead of white [on
the targeting computer] will turn gold. Move the cursor over the enemies until
the triangles around them flash red. You can have up to four targets flashing
red at once, but if you lose them off of your screen, you must do it over
again. Since it's the only way, you most likely can only highlight up to three
[although I have gotten four] or you get shot down. The choice is yours.
-=[Barrel Rolls]=-
Holding down the Z Button will allow you to do Barrel Rolls. While this is
cool, it serves no real purpose and doesn't really get you out of tough
situations.
-=[Attack Runs]=-
Basically, when you go on the offensive, you're going to do it in attack runs.
And when I mean offensive, I don't mean dogfights, but against heavily armored
targets like Star Destroyers. Since they're surrounded by lots of laser
cannons, you're dead meat if you travel in a straight line. Go full speed
ahead and fire as you pass them, and then turn around and repeat. Feel free to
use Concussion Missiles to make your job quicker.
In the last update, my "Strategy" section consisted of crappy tips and stupid
walkthroughs on Ace Mode. So, this time around, I've done it a bit different.
I've listed tips against individual enemies and levels when you're playing as
an A-Wing. It's much better this time around of course!
Stormtroopers - Whether they be clad in white, or in their snowy outfits at the
Battle of Hoth [although you won't use the A-Wing in that level], they don't
fire at you unlike in the original game. They're too intent on the ground
work. You can kill them to reduce the number of ground troops dead, but they
count AGAINST your accuracy.
E-Web Blaster - A heavy machine gun sort of, they do target you at times, but
don't have very good accuracy. One direct laser shot will take them out.
TIE Fighter - You all know what these look like, and you all know they don't
have much shielding. One direct hit from your laser fire will take them out.
Also, since you have the upper-hand with agility and speed, these guys don't
power much of a threat. In numbers however, it's best to speed up a bit, or
let your wingmates handle some of them.
TIE Interceptor - This craft is more your equal, minus the secondary weapons.
About equal in speed and agility, it's also aided by four laser cannons, much
like the X-Wing. If they get on your tail, try and hit the nitro boost to
get away from them, and you should NEVER attack them head on. They're such a
little blip in the sky that they score multiple hits before you target them
and leave you practically dead if you're already not. These guys do tend to
swerve more often, so you'll find more of a challenge.
TIE Bomber - Their threat to you is practically none. They do have laser
cannons, but in this game, they don't use them. What's so hard about them
then? They're heavily shielded & armored [compared to the other two types of
TIEs] and they require quick destruction. If they lock onto you with their
missiles, outrun them. Then, pull behind them, and let off lots of linked
laser shots. Two to three shots are enough, but more often than not, you
must break to avoid crashing into them. This leaves you very open to laser
fire. Watch out!
TIE Advanced x1 - Darth Vadar's personal TIE, it's armed with Cluster Missiles
and laser cannons. The only time you'll encounter it is in Endurance, which
I haven't completed with the A-Wing yet. Probably never will. However, I
can draw some experience with the X-Wing, and it takes two Proton Torpedoes
to down it.
Imperial Shuttle - No threat. They don't fire at you and move real slow. Easy
pickings, even for a newb.
AT-ST - "Chicken" walkers don't encounter you when you're playing as an A-Wing.
Why did I put them in then? Because this FAQ must in detailed. Aim for the
neck was a good strategy in Shadows of the Empire, but since you're in a
craft, blasting them anywhere makes quick work. Since their guns are in the
front, it only makes sense to target them from the back.
AT-PT - Smaller than the AT-STs, and also a whole lot weaker. They only
require a few laser blasts, but they come in numbers.
AT-AT - This thing's no small fry. Towering above everything else, these guys
are resistant to blaster fire as their hull is so thick. The only way to
take them down is in a Snowspeeder. Main obstacles are crashing into its
legs or head.
Gun Emplacements - These come in a variety, but they all serve the same
purpose: defense. Alone, they are no threat, as they're too inconsistent to
score real hits. However, in groups, they're a huge threat, especially if
you have another enemies. They're small, but weakly armored, which means a
few direct laser blasts should kill it. However, to do that, you must line
up straight with them, which poses much more of a problem. Strafing runs are
great for these, especially if they're lined up in a row.
Turbo Lasers - Heavy cannons on Star Destroyers, they don't target you.
Destroy them with multiple laser shots.
Star Destroyer - Oooh. The ultimate weapon of the Empire in this game, Star
Destroyers are heavily armed with multiple laser cannons and turbo lasers.
To take them down, you must destroy the two bulbous shield generators on top.
Whether you encounter resistance from the guns depends on what they're firing
at. If you have the lucky opportunity to break, do some and score direct
hits on the generators. Once that's done, you must go for the one
underneath. Since the lasers on the belly of the ship don't target enemy
fighters swarming at the top, you're in for a whole lot of trouble. Moving
fast saves your hide, but limits the amount of time you have to fire. Moving
slow guarantees your death. Concussion Missiles are great for these kinds of
situations. Once that's done, head up and destroy the Command Deck.
Concussion Missiles, if making a direct hit and wipe it out in one shot.
Like mentioned before, this section will mainly go through tough spots in the
certain levels that allow you to play in the A-Wing. I expect that you've
played and beaten this game before, as well as acquired all available upgrades.
Finally, before you move on, these are NOT gold medal walkthroughs, nor do they
cover Ace mode. You're welcome to try them for gold medals, and I might
implicate that you do things to get them.. but I do NOT guarantee.
I'd advise you to use this level as a training level for the A-Wing, although
you must protect the Transports and The Redemption. What's also great about
this level is that you can switch your damaged A-Wing for a new one whilst
you're in a battle.
You're basically protecting six Transports as well as escorting the Frigate
Redemption. Four Transports in front of The Redemption means that there are
two in the back. Once the four in front blow, The Redemption will take the
fire from the TIEs. While it has good shielding or armor, it's not advised you
just sit there are let them blow up. So, I'm assuming you've played and beaten
this game before.
Squads of TIEs come from the east, southwest, and north. The ones up front are
farther away, which means that you can concentrate on the ones in the back
first. Take note that TIEs make strafing runs against the convoys, and that
they will brake when they get too close to avoid crashing into them. Also note
that they blend well into the background, which makes them tough targets. Send
your wingmates on the TIEs, and deal with any that attack the convoy. Use your
superior agility to take them out.
For an accuracy boost if you're going for the gold, make sure you have homing
Concussion Missiles, and use them against the TIEs. Use them because you'll
have the option of switching to another A-Wing. Five shots from the first A-
Wing and five more from the second means that you get 10 shots that are
guaranteed 100% accuracy.
After eliminating two waves of TIEs, you enter a nebula which makes things
cloudy. Now would be a good time to switch to that other A-Wing if you haven't
done so already. Use your targeting computer sparingly and have your cursor on
lock-on missile mode [or whatever nickname you want to call it] to find the TIE
Interceptors, even if you don't have any more missiles. There will be one TIE
that will follow you around. As always, have your wingmen go after the
fighters. Your biggest problem encountered in the nebula are probably
collisions. The bigger ships have faint outlines that will warn you, but the
TIE Interceptors usually don't show until you're real close. Whatever you do,
destroy all of them to win the mission.
Muwahahaha!! You get to face a Star Destroyer in this mission. First thing's
first, the GameFAQs message board is a great place to find out how to get gold
medals [without using the A-Wing] and there's even a movie where a gamer can
complete it in 19 seconds I believe. Impressive, no?
When you start the mission, you can either play it safe, or blaze through this
trying to get a gold medal. Playing it safe means destroying every enemy
resistance out there and then targeting the critical points on the Star
Destroyer without fear of death. While this may seem like a good idea,
especially with the A-Wing's weak shielding, it takes forever, and there's a
good chance you're going to get shot down. Not only that, the Star Destroyer
will start to leave if you destroy all of its defensive weaponry.
Instead, send your wingmates off to fight the TIEs. Other non-controllable AI
allies will help you in their battle. First thing to do is to let off a couple
streams of Concussion Missiles at the nearest Shield Generator followed by some
linked laser blasts. Remember that you're trying to do this from far away so
you don't come into laser range. Immediately turn right a bit and let off
another two streams of Concussion Missiles with linked lasers. However, since
Concussion Missiles are weaker that Proton Torpedoes, you're going to have to
fire more laser shots. I advise you to use the last salvo on the Shield
Generators if you haven't already destroyed them yet at this time.
You can also go behind the Star Destroyer and fire upon the Generators from
there. Less laser fire means you're somewhat safer, but TIEs have a tendency
to follow you there. Whatever you choose to do, just keep a fairly fast pace.
If you're going for the gold, than crash your first A-Wing and use the new one
its Concussion Missiles. Dive underneath the Star Destroyer and let off
another salvo of Concussion Missiles. Preferably three of them with your new
A-Wing. More lasers should do the trick and then speed back up to the top.
Concentrating on the Star Destroyer alone nets you four kills I believe, so
you're going to have to kill six TIEs for the gold requirement. If you choose
to just complete this mission, fire off your last Concussion Missiles at the
Command Deck to destroy it. Just be warned that the Star Destroyer is now
retreating so your aim might be off.
Intel: "The Star Destroyer has crashed on a beach in a tropical region of the
planet Kothlis. General Crix Madine is set to lead a commando team on board
to recover valuable data, but first, he needs Rogue Squadron to clear away
Imperial defenses."
You're only going to use the A-Wing for a third of the mission, but this part
will cover all of the mission anyways.
First off, you're going to face a lot of TIEs early on in this mission. Send
your wingmates off to fight the TIEs and proceed ahead. Turning about 15
degrees to your left from where you start, you should see two dots flying in
the distance. These are the first two Interceptors that will chase your tail
in the beginning of the mission. Luckily for you, they haven't targeted you
yet, so wipe one of them out. Most likely than not, once you destroy one, the
other turns tail. Pursue and destroy. If you're fast enough, the Transport
won't complain about the TIEs on its back.
Help your wingmates out a bit, and take out large squadrons of TIEs first. One
of them comes from over the hills to your right. As the Transport rounds the
corner, two more TIE Interceptors should arrive. If you can't shake them off
of your tail for right now, flee a bit and they'll turn to attack the
Transport. Finish them off and any other TIEs flying around the Star
Destroyer. If you're going for the gold, I suggest that you keep your
wingmates busy while you handle any guns that are on the Star Destroyer. If
you proceeded to wipe them out from the last mission however, you can destroy
the E-Web guns on the deck of the Star Destroyer. You may also want to use
your missiles at this point to boost your accuracy since you won't be using
this craft anymore.
Switch to your Snowspeeder, and combat the AT-ATs. There are three of them,
and they all tend to destroy the Transport unless you deal with them quickly.
Assign your wingmates to "TIEs" and then focus on the closest walker. As you
go around its legs, you can divert its attention to you by flying close to its
head. This saves the Transport some fire and allows it to last longer.
Proceed with the other two walkers. However, if you've tripped the first two
walkers quickly, you might have to wait for the third to walk closer to the
beach or else the water will be too high up.
After switching to the Y-Wing, tell your wingmates to form. Once they're by
your side, tell them to attack the TIEs. Why form them up? Well, they've been
chasing TIEs across the mission, and telling them to form up and then go after
TIEs again tells you to take out the TIEs in the local area. First thing you
should do is to mop up any remaining E-Web blasters on the ground. They'll
decimate your ground troops. You know if you've taken them all out if you hear
someone congratulate you and say nice work on the defenses. Something along
those lines.
Bring up your bombing reticule and target the AT-PTs. You may use your
Targeting Computer sparingly to help pinpoint them. It should go without
saying that you should destroy those that are on the beach first. However, you
can cheat the Targeting Computer. If you press the B Button to bring up the
bombing reticule, then enter "Cockpit" mode, you'll automatically get the
Targeting Computer with no penalties to your score. Neato! The AT-PTs come in
clusters, and one bomb can take out three if you aim it right. This raises
your accuracy a ton! I think there are about two waves of AT-PTs, and while
they aren't a requirement, it makes your work a lot easier.
Bomb a hole in the hull of the Star Destroyer, and wait for the commandos to
enter.
Intel: "As the Alliance prepares for a last-ditch confrontation with the
Empire, Rogue Squadron must liberate tanks of precious Tibanna Gas to supply
the fleet."
You must play as the A-Wing in this level, so you should be able to beat it
duh! Anyways, the main threat to the Tibanna Gas containers are the Imperial
Siege Balloons. They're easy to take out. Just target one of its gas burners
and BOOM!!!! Ok, not that grand, but something along those lines. You have
seven balloons to deal with. As you as you clear out the ones near you, speed
up to the next ones, even if the radar points you otherwise.
In case you haven't done so already, send your wingmates after the TIEs. If
you notice, you're facing Interceptors and they are very skillful in this
level. Once all gas platforms have been secured, you move onto the city.
There are tons of enemies you can take out if you're going for a medal, in the
forms of the gas balloons. Your main objective here however is to take out the
Power Generators. There are three of them hidden in the trenches of the cities
[or rather the walkways] and they require a straight pass. Send your wingmates
after the TIEs, and then focus on the generators. This level is pretty linear,
but what's so hard is that TIEs are constantly on your back, forcing you speed
things up. If you ever run low on shields, there are three Cloud Cars that you
can pilot, just make sure to use your Concussion Missiles as you'd be wasting
them. Once you destroy the second generator, you get a report that TIE Bombers
are attacking the gas platforms.
Hurry and destroy the last one, and then go to redezvous with the TIEs. Two
TIE Interceptors will be chasing you. Destroy the TIE Bombers with any left
over Concussion Missiles and order your wingmates to form up and then go after
them. The TIE Bombers have pretty horrendous accuracy, so you don't have to
worry about them too much. Just finish them off.
Intel: "The war between the Rebel Alliance and the Empire will come down to one
climatic battle over the planet Endor. The Rebel fleet's target is the
partially completed Death Star II, but it will have to contend with the
Imperial fleet before it can finish off the deadly space station."
When I first played this level, it was love at first sight. The ability to
dogfight all of those TIEs and the feeling that you were in the war. *sigh*
Enough about what I thought though. Now's the chance to practice your ability
to not crash into enemy TIE Fighters. Instead of following the attack squad,
turn around and head back towards the fleet. You'll meet up with a huge
squadron of enemy TIEs and TIE Interceptors. Practice running them into the
Redemption (Check the "Basics") and focus on individual TIE Fighters that get
in your way. If you're going for the gold, you'll want to minimize the number
of casualties in the part. If you see a TIE squadron attacking a Rebel
Transport, kill the leader to have them break off.
After most of the TIEs from the first wave are gone, another wave arrives.
Repeat the process before to handle most of them with ease. Send your
wingmates after targets to help reduce the amount of opposition. Finally, the
TIE Bombers will arrive. This is one part where you most certainly do NOT want
to break to target them, as any remaining TIEs will get on your back and chew
you to bits with their lasers.
Problem is is that you must destroy most of them before they release their
missiles or else the Redemption will blow. Also, the TIE Bombers will blow up
a squadron of B-Wings if you notice carefully. Send your wingmates after the
TIEs, and with luck, they'll go after the TIE Bombers when no more TIEs are
remaining. Destroy all of the TIE Bombers before the Redemption blows, and
you're off to battle two Star Destroyers. Fun.
Speed up ahead. Hopefully, you've only lost four casualties because the two
Rebel Blockade Runners will also blow up in this fight. Send your wingmates
after the TIE squadrons and proceed to attack the Star Destroyers. You must
destroy the first shield generator on the first pass. You may break at this
point, because the Star Destroyers are intent on destroying the Blockade
Runners. Swing behind and take out the other one. By now, probably the
Blockade Runners are gone, and TIE squadrons are appearing behind the Star
Destroyers. Dive underneath and be prepared to move fast. Use you Concussion
Missiles against the bottom, and avoid the lasers by weaving back and forth.
Once the bottom blows, hurry up and speed to the top. Shoot the command deck
to have the first blow.
By now, the second Star Destroyer should have just NOW stopped moving, or
there's a good chance that Home One will be destroyed. If you also notice, the
Home One is very inaccurate with its lasers. Anyways, repeat the process, but
you'll be drawing more enemy fire with this one since there's practically no
one else to help you. If you can, assign your wingmates to the guns of the
ship, but there's a good chance they'll get shot down. Once both are
destroyed, don't stop and run, travel down and destroy the Turbolasers of the
Star Destroyers because they still inflict damage to the Home One. With any
luck, you'll survive this fight and complete this mission.
I'm not quite sure if I got the medal times right, but they'll suffice. It's
easy to get the gold on this one; with over 1,300 enemies, your accuracy should
stay above the 8% requirement. Time is fairly lenient too. The only thing you
should worry about are the enemies. They get progressively harder until wave
60 where they're the best of the best. Collisions are plenty, and you may lose
all of your lives at the later waves.
You do get the chance to earn bonus lives every 10 waves. Destroy all Imperial
Shuttles and you get one.
The best thing to do to survive is to use the "Chicken" technique instead of
dogfighting at the later waves. Simply run away and they'll start to form
behind you. Once you've gotten significantly ahead, turn around and blast
them. This will take somewhat longer, but guarantees less deaths. However,
since you're in an A-Wing, with no Astromech Droid, you're dead. I think it's
virtually impossible to beat this level in an A-Wing, but you may try.
Last wave (100) is Darth Vadar. Down him, and you win the mission.
This document is copyright 2003 Legomondo, all rights reserved. This should
not be reproduced in any way for the sole purpose of profit and without my
consent. You may however, have a printed version of this, unaltered for home
use. This FAQ is only allowed on
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and should not be posted anywhere else without my permission. If you see this
FAQ other than the site listed above, email me immediately at Legomondo [at]
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or any others. I will not let you, and I warn you not to post the FAQ anyways.
As always, the most recent version of this guide will be at GameFAQs.