Game: Star Wars: Shadows of the Empire
System: Nintendo 64
Character: Krillin
By Kevin Lorenz a.k.a. IListen2 Metal
First Draft: July 11th, 2004
COPYRIGHT 2004 KEVIN LORENZ

Let's dive right in, shall we? Use Ctrl + F to find something specific.

TABLE OF CONTENTS

1A)     Disclaimer
2B)     Version History
3C)     What is a Challenge Point/why should I get them?
4D)     Battle of Hoth
5E)     Escape from Echo Base
6F)     The Asteroid Field
7G)     Ord Mantell Junkyard
8H)     Gall Spaceport
9I)     Mos Eisley and Beggar's Canyon
10J)    Imperial Freighter Suprosa
11K)    Sewers of Imperial City
12L)    Xizor's Palace
13M)    Skyhook Battle
14N)    Your Stuff
15O)    Contact
16P)    E-mail
17Q)    Goodbye, thanks

______________
1A) DISCLAIMER
______________

This may be not be reproduced under any circumstances except for personal,
private use. It may not be placed on any web site or otherwise distributed
publicly without advance written permission. Use of this guide on any other web
site or as a part of any public display is strictly prohibited, and a violation
of copyright.

That means _DO NOT_ post it on your website. _DO NOT_ put it into your
magazine. _DO NOT_ print it off and sell it. If you sell it, and make a profit
of even ONE CENT, I'll be forced to take action. But if you print it out, and
it ends up COSTING you money, rock on. Free publicity. If you _DO_ feel the
need to post it somewhere, e-mail me first.

___________________
2B) Version History
___________________

Version 1.0 First version, and since I'm such a perfectionist, and hate showing
work-in-progress, it's most of the way done. Feel free to submit locations of
CPs/better descriptions of where they are. I don't mind. 7/27/04.

____________________________________________________
3C) What is a Challenge Point/why should I get them?
____________________________________________________

A challenge point is a silver rebel symbol (like an extra life, but not red).
You get one extra life for everyone you get. They're scattered throughout nine
of the ten levels in Star Wars: Shadows of the Empire. You don't _NEED_ them to
beat the game, but they unlock some fun things if you get all of them on any
difficulty, and beat the game. Plus, you get bragging rights. Look at the
small, almost-not-worth-it, table below.

Difficulty | Reward

Easy       | You can use the Leebo Scanner. Hold down the camera button for
five seconds to use it.

Medium     | During the mission "Skyhook Battle" if you hold the camera button
for five seconds, you'll turn into an X-wing. If you hold it for another five
seconds, you'll turn into a Tie-fighter.

Hard       | Hold C-down for 15 seconds to become invicible and get all
weapons. Woo!

Jedi       | Wampas won't hurt you. Wampas are the gigantic bear-like animals.
They move really slowly, but they're really strong. It takes forever to kill
them with your laser.

** Quick note, I wrote this guide on Easy, so if I say it's with another item,
it may not be on a harder difficulty. I've only beat the game on Easy, Medium,
and Hard. And only gotten the CPs on Easy and Medium. I used Brother Reed's FAQ
for the Jedi description, and my friends for the Hard one. **

Now that that's done, let's just get right into it.

__________________
4D) Battle of Hoth
__________________

Number of Challenge Points: 3
Number/stage: 1/3, 2/4.

How to get them: Being the first level, getting the challenge points isn't hard
at all. All you have to do is kill the AT-AT's with your harpoon/tow cable. To
do so, simply fly near the legs of the four-legged machines, and press Z
(default). From there, circle the AT-AT three times, it'll fall, and you'll get
a Challenge Point. Easy as pie.

There's an AT-AT on stage three, and two on stage four.

_________________________
5E) Escape from Echo Base
_________________________

Number of Challenge Points: 10
Number/stage: 4/1, 6/2.

Challenge Point 1: From the room with the Outrider in it, look towards the two
hallways. Go into the right one. Follow to the end of the hallway (past the two
boxes). Kill the guard hiding behind the boxes. Enter the room. Kill the guard.
Go to the left, into the room with the red pillar. Facing the red pillar (from
the area with the door in it),  enter the room except turn to the right. You
should be facing a little niche in the wall. Press R (default) to open the
door. There's a challenge point and full health!

Challenge Point 2: From the room with Challenge Point 1, exit through the
opposite door. Look to your left, and leave that door. Follow the hallway,
while killing the guards. You should see four small boxes stacked up on each
other to your right. If you're playing on easy, there is no wampa behind the
boxes. If you're on medium, hard, jedi, there will be a wampa for you to kill.
Destroy the boxes, kill the wampa, and grab your Challenge Point. And some more
health.

Challenge Point 3: Right before the metal bridge at the end of the hallway,
look to your right. A challenge point and some seekers await you.

Challenge Point 4: After you get out of the cave (after the bridge), turn
right, and follow the ledge. Grab the challenge point.

** Stage two **

Challenge Point 5: Follow the hallway to the gigantic open room with stairs
right in front of you.. Instead of climbing up the stairs, though, go to the
right. Jump into the little circular room, and run around the edges. You should
get to the Challenge Point eventually.

Challenge Point 6: Run up the stairs, run down the path, and jump at the end to
the extra life. Turn to your left to get your Challenge Point.

Challenge Point 7: From Challenge Point 6, jump back to the path. Take
whichever way you want. When you come to the door, turn away from it (you have
to go in there, to complete the level, but not for Challenge Points!), jump
over the railing to your right, and run around til you get the Challenge Point.

Challenge Point 8: From Challenge Point 7 run around until you can see another
platform like the one you're already on. Run around til you get to the
Challenge Point an an extra life. To get back up to the path, jump up the
spiral platforms.

Challenge Point 9: Inside the room where the floor splits, it's on the left
side of the crack.

Challenge Point 10: Exit the boss chamber, and run down the corridor. Blow up
the four boxes, and kill the wampa inside. Enter the room, and look to your
right. You should see a small ledge with the Challenge Point on it. All ten.

Onto the next level.

______________________
6F) The Asteroid Field
______________________

****From here on out, a Challenge Point will be called a "CP." I am far too
lazy to type it for every CP in the game, and I think you get the point by
now.****

Number of CPs: 6

To get CPs, simply blow up the red rocks. Another easy CP mission.

________________________
7G) Ord Mantell Junkyard
________________________

Number of CPs: 12

CP 1: It's right in the middle of the track. Don't move at all. Just jump a
while before you get to it.

CP 2: Strafe a little to the left. It's over the first little bar-thing.

CP 3: Strafe to the right side of the track. Fifth obstable.

CP 4: You will pull up to a covered train (it'll be on the left tracks). The CP
is in there. It's after the orange shield-like things that you have to shoot to
make go away.

CP 5: The next CP is next to impossible to see, and I hate it for it. After the
other train (the one to your left) goes under the water... stuff, and your
train starts to go uphill, in the middle of the tracks will be your challenge
point. I recommend going into first person view. It makes it a thousand times
more visible.

CP 6: When the four covered trains add onto your current train, jump onto the
last one, and go to the last little room, it'll have a guard in it. Jump to get
it.

CP 7: In the next car, run up the stairs, then turn around. Walk around to the
back of the train, then walk off. You should land on the train, and get the CP.

CP 8: In the last car, there  is one big wall, and one small one. Jump onto the
small wall (after killing the guard), and then face the CP. Jump and go
forwards.

CP 9: When you get to an engine train, run on the right path. There's your
ninth CP.

*For CPs 10-12 you'll be fighting IG-88, the boss. If you get him down to about
30% life, he'll run away from you, more than shoot at you. Seekers take away
about 10% of his life at a time. You don't have to, but if you want it to be a
tad bit easier, fight him for a while, then get them.

**Or, if you want to do it another way, where CP 12 is, there is invincibility.
You can get that, first, then just fire a bunch of seekers at IG-88, and not
really have to worry about any challenge involved in fighting him.

CP 10: Hop off the train. Run forward. Enter the area where most of the trash
is. Turn left, again. Jump up onto the trash pile, and walk up the ramp to the
CP.

CP 11: Get up on the Catwalk, and run out of the area with all the garbage.
When you see two gigantic cauldrons, look at the one on the left. You should
see a ledge with a full-health and a CP on it. Jump towards them. Open the
hatch that's on the same ledge to get out.

CP 12: In the other cauldron. Same way to get out.

__________________
8H) Gall Spaceport
__________________

Number of CPs: 15
Number/stage: 5/1, 10/2.

CP 1: Immediately after leaving the Outrider, turn to your right. Jump on top
of the rock, and from the rock jump on top of the ship. Proceed to the CP.

CP 2: When the path splits, and you can move right and down, go that way. Run
down the path til you go through that little area that is covered. After that,
turn around and jump towards the little rock-walky-path-area. Jump up the next
one, then the next one. Get the CP. Jump back down to the path.

CP 3: After you enter your second building that is metal and mechanical and
what-not (you have to cross a small canyon, flip a switch, cross the canyon
again, and then enter before the doors close to get into it), go to the back of
the room, turn left, go forward towards the elvator. When you go up, turn
around, shoot the stormtrooper, and go forward. Kill the droid, and run across
the bridge. Turn left, if you're low on health, and run down the hallway. Get
the 5 HP box. Turn back around, and go down the hallway. If not, just turn
right. When you round the corner, kill the three storm troopers. You can see
the CP just hovering there. You have to get up to the next level to get it. You
can either wait til you have the jetpack to get it, or just hope for the best,
and jump. It is possible to land on the bridge, on the other side. But you'll
get hurt. Line yourself up with the CP between the first and second little
things that jut out on the bridge, and jump.

CP 4: On the very top of the tower where you get the jet pack. Just jump up
there.

CP 5: When you get to the first thingy jutting out of the canyon (that you had
to jetpack to), look up. It's up their in the sky. Just jetpack to it. For
this, you probably will end up dying. Don't sweat it. If you absolutely _NEED_
more lives, Brother Reed (his FAQ is also on GameFAQs) suggests using View
Lock. I don't really like it.. but you might. Go for it.

** Stage two **

CP 6: In the room with the switch (that calls the fairy) and the pulse, jump
off the edge of the platform. If you land, then turn around and look towards
the platform you were just on. Fall down the bottomless pit, and turn on your
jet pack. Eventually (when things start to get foggy), you will get the CP and
a full-health. Just jetpack up.

CP 7: After you call the transport, jump on and flip the switch. When you pass
close to the mountain on your left, jump off and turn on your jetpack. Fly up.
There you go. **You can't jetpack to the area the transport would take you, so
just go back into the cave.**

CP 8: After you kill the AT-ST fly up to the little circular platform that the
little wannabe cut-scene shows.

CP 9: I'm not sure if you can get this before the AT-ST, or not. I was eager to
kill the AT-ST, so I went in and kill it before looking around. I may be able
to check later, in a different update, but I hate Gall Spaceport, and it's long
as hell... so.. I'll check in a later update. But anyway, after you kill the
AT-ST go back to where the transport is. Look at the opposite end of the
gigantic gap between you and the mountains wall. That's where it is. Don't use
all your jetpack at once, it takes almost all of it. There is also pulse. The
jetpack also applies to going back.

CP 10: In the room where you have to float down, and their are three spinning
fans, it's on the opposite side of where you entered the room, it's in between
the middle and last fans.

CP 11: Right as you enter the huge pit, look up and to the left.

CP 12: On the second transport, the CP will appear right above you. Jump to get
it.

CP 13: When you get to the hangar with the shuttle, it's above the middle
wing-tip-thing. Near the ceiling.

**CPs 14 and 15 you're fighting Boba Fett while getting them. If you know of
any good strategies for Boba Fett that would make getting the CPs easier (not
that he bothers you), feel free to send them in.**

CP 14: Right when you start, fall off your tower, and turn your jetpack on
after you've been falling for a few seconds. Start thrusting when you get near
the base of the tower. Run around. It's down there (along with health and
weapons).

CP 15: At the very very _VERY_ bottom of the tower, where there aren't walls,
it looks like if you step off the edge you will fall and die. However, if you
do step off, and use your jet pack, you'll land on a landing area. There is
your final CP and an extra life. Woo!

__________________________________
9I) Mos Eisley and Beggar's Canyon
__________________________________

Number of CPs: 12

It's kind of hard to say where the CPs are, so just keep looking around. Kill
the other swoops first, if you want, then go back to get them. Also, if you can
say where any of them are better than I can, go for it. E-mail is in the
contact section.

CP 1: Go off the first ramp you see going somewhat fast, and go to the right.

CP 2: Go off the second ramp going somewhat fast.

CP 3: Go off the second ramp going somewhat fast, then go to the right.

CP 4: Right by a really big black thing. Collapsed. _REALLY_ big.

CP 5: Right before the second tunnel, turn to the right.

CP 6: Right before the second tunnel, turn to the right, then turn right again.

CP 7: About 25% percent through the stage, it's in between two buildings (to
your left). _BEFORE_ where the shuttle lifts off.

CP 8: About 35% through the level, go to a dead-end, turn into one of the
thingies that CPs 5 and 6 are in, and got to where CP 6 would be. _AFTER_ where
the shuttle lifts off.

CP 9: Right after you leave Mos Eisley, turn to the left. Keep going, then turn
to the left again. On my game, the CP was deformed looking and looked more like
a rabbits head (ears and all), but it might not for you.

CP 10: Over the first toothed pit.

CP 11: Over the second toothed pit.

CP 12: In Beggar's Canyon. Over a little-rock-bridge thing.

_______________________________
10J) Imperial Freighter Suprosa
_______________________________

Number of CPs: 10
Number/stage: 2/1, 4/2, 4/3.

CP 1: After killing the first two storm troopers, look to your left. Move
forward.

CP 2: After you go through the hallway with all the storm trooper's bunks, it's
right behind the gun to your right.

** Stage two **

CP 3: Unless someone wants to e-mail me a way to do this without getting hurt,
then you're stuck with losing a bit of health. In the room where you have to
make it between the cogs that don't quite touch, get past the first set. Then,
when you're stuck between the two sets, start to go through the cogs, but stay
TO THE LEFT, and let the left cog push you. The CP is right there. Uh.. I hope
that makes sense.

CP 4: An easy one. After going through the third and fourth pair of cogs, stand
on the steps and jump towards it. It's right in front of you.

CP 5: In the room with the two spinning platforms, it's on one of the big grey
structures on the ground floor. Simply ride the spinning platform, then jump to
it.

CP 6: Same as CP 5, but on the other platform and big grey thing.

** CPs 7-9 I'll be talking about the same room. The very first room in stage
three **
** Stage three, in case you missed the above line **

CP 7: In the room with a Disruptor. When you enter the room with all the big
blue doors, turn to your left. Destroy the box, if you want, it doesn't really
matter. The controls on the _OTHER_ side of the box _CLOSEST THE LEFT WALL_
(left from when you came in), make sure the little blue door on your _RIGHT_
(when looking at it) is up. That should make sense..

CP 8: When you enter the room with CP 7 in it, run to the back wall. Of the
middle controls, make sure the far right one is up.

CP 9: When you get to the very top level, you can see three doors. In the
middle door is your CP. There are also five storm troopers. Be careful.

CP 10: After you beat the Loader Droid, and the big blue door opens, it's
behind the super computer.

____________________________
11K) Sewers of Imperial City
____________________________

Number of CPs: 9

CP 1: After you have to drop through the holes in the floor that open and close
quickly, there are spinning blade thingies. Right before the second one, there
is a small niche in the wall. Go to it. Open the door on the back wall (you
can't tell it's a door. It's the whole wall). Kill the guard. Walaa.

CP 2: Once you get passed the blade-walky-pathy-thingy, there will be a big
room. You can swim/jetpack in the water. It's underneath the first platform to
your left. Kill the Dianogas, though.

CP 3: From the room with CP number two, go through the open tube on the right
side of the wall. Go under water, and flip the two switches. A hole in the wall
will open up between them to reveal a CP and an extra life.

CP 4: In the room with CP 3 (not the tiny little box, but the room with the
switches), fly to the top. Enter the tube. Run up to the wall. Fly up to the
very top. Run through the hallway. It's at the end. It gets really dark.

CP 5: From CP 4, leave the hallway. Run back to the shaft, and enter the one on
the opposite side (about two little wall-platformy-thingies down). Leave that
one, and kill the turret. Walk off the edge (you don't really _NEED_ to
jetpack, but go for it if you want to), run to the bottom of the tube you can
see.

CP 6: After you open up the way to the rest of the level (using the security
key), go into the water, kill the Dianoga, and move to the far left corner of
the room.

CP 7: After you get to the room with the giant machine spinning in the water,
but not moving the water, fly to the top of the room. It's in between the
supports connecting the spinny-machine to the ceiling.

CP 8: From the room with CP 7 enter the tube to leave. Fall down in the water.
It's in the column, along with a Disruptor.

CP 9: After the two fans, and the guys, and the door, go to your right. Jetpack
around the top. You'll see it. Eventually.

___________________
12L) Xizor's Palace
___________________

Number of CPs: 10
Number/stage: 3/1, /2,

CP 1: After you climb the stairs the first flight of stairs in the level, kill
all the enemies in the room. Go up to the second level. Run around until you
see a switch. Open it. Look behind you. A door should be open with a CP and
Seekers. If not, wait until the switch goes red. Then do it again. You have to
do it quickly, because the door closes almost immediately.

CP 2: When you get to the elevator after ascending the second set of stairs,
and killing all the enemies in the room, ride up the elevator. Then hit the
switch, to make the elevator go back down. Then jetpack up to the switch, and
hit it again. A CP, Disruptor, and an extra life await.

CP 3: When you get onto the second drawbridge, jump off. Run to the far right
corner of the room. (You entered the room, went to the end of the drawbridge,
jumped off, and ran to the corner.) Face the wall/building, whatever you want
to call it, and jetpack up. You should see a little opening. There's a Stunner,
a CP, 15 life, and Pulse in there. Enjoy.

** Stage two **

CP 4: Once you get to the elevator, and go up. Flip the red switch in the room
the elevator takes you too. Then, facing the elevator. Fly UP and to the LEFT.
CP and Disruptor!

** The CP you can see in the window of the elevator room will be taken care of
later. Don't worry. **

CP 5: After you come out of the small passage that you got into by way of the
room with the elevator, you should see spinning gears. If you step into one of
the gears (in between the tiny-arm thingies, I forget what they're called),
you'll fall down a hole. Now, if you do this 'falling' motion with the second
gear (the slow moving one), you'll fall right by a CP. And a Full Health.

CP 6: From where CP 5 is, face the wall. There is a door there, so open it (if
it doesn't work, move to the right a little). Run through the hallway, turn
right, keep running. Turn your jetpack on. Fly up. CP 6! Weeeeeeeee!

CP 7: When you get to the room with the really big gear (it doesn't do anything
except spin) to your right, fall off the edge (to your right, facing the room,
from the entrance). Turn on your jetpack. Run forward. It's in a little nook.

CP 8: In the room with the three switches to set the pulse bombs, Drift down to
where the lowest switch is. Face the switch. You can see a small path to your
left. Go over there. Open the invisible door. There's also five life!

CP 9: Fall to the floor, using your jetpack. Look up, towards the gigantic
pillar. On one of the sides, you'll see a spinning object. It's the CP. There's
also some pulse. It's a little bit to the left of the switch. And down, of
course.

CP 10: When you get to the really big open room with the bridge in it, fly to
the bridge. Where the bridge is connected to the wall (_NOT_ the hallway), open
the hidden door. Your last CP, full life, and a Disruptor.

___________________
13M) Skyhook Battle
___________________

No CPs! Woo! Beat the game, then try out your new found powers.. or something.

_______________
14N) Your Stuff
_______________

Your stuff is stuff you've submitted.

It's empty. I just put it here because it made my FAQ look bigger. Move along.

____________
15O) Contact
____________

The contact section. What you've all been waiting for*.

HOW TO TALK TO KEVIN**:

Method one: AIM. I only use AIM. I've tried MSN, and YIM, I just don't like
them. So, I use AIM. My screenname is smilehappybunny. I sort of alternate
between a closed list and an open list, so it's kind of
'try-it-if-you've-got-nothing-better-to-do' approach. Go for it.

Method two: GameFAQs. Probably the next-to-most possible way is the 'finding a
board Kevin (IListen2 Metal) posts on, and asking him there. I really don't
post often, though, and I don't really use any specific board. So.. good luck.

Method three: E-mail. _THE_ best way to get a hold of me. I always check my
e-mail, and I can usually reply pretty quickly. My two e-mail addresses that I
check often enough (every 1-2 days) are [email protected] _AND_
[email protected]. Please only e-mail one, though.

*Just kidding.
**Yeah, my name is Kevin, but I'm not that fantastic.

___________
16P) E-mail
___________

Here, I will explain what I would and, more importantly, _WOULD NOT_ like to
see in an e-mail. I don't really care what you IM me or stalk me with on the
boards, but I do care about my e-mail. Kind of.

What-to-E-mail-me-with:

1. Praise.
2. Better descriptions of where the CPs are.
3. Hints to getting the harder-to-get CPs.
4. Constructive criticism.
5. Things you'd like to see in the FAQ
6. see note.

What-not-to-E-mail-me-with:

1. YOUR FAQ = SUXORZ and the like.
2. Spam.
3. Random thoughts you've had.


*Note, most anything that isn't just crap I won't mind seeing. I know I'll
probably take this part out later, simply because it is inefficient, but, use
common sense. If you need more help finding a certain CP, I'm fine with helping
you find it.

____________________
17Q) Goodbye, thanks
____________________

Goodbye, all of you.

Thank you to: Ceej, LUE, me, my parents, Lucas Arts, Maria Grando, etc etc.

You know. The usual people for the usual reasons.

The End.