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Chapter
1 - Flight Training
Location:
Beggar's Canyon, Tatooine
Okay, welcome to Beggar's Canyon
on Tatooine. The speed you move through the canyon with does
not change with difficulty level; instead, each hit causes
more damage the higher your difficulty is set.
The trick here is not to fly
too low. The lower you are, the closer the canyon walls are
to you, and the more difficult it is to avoid them. Here you'll
learn a very important lesson; don't overcompensate when flying.
Although most people automatically pull hard away from the
wall if they take damage, all this does is cause you to crash
into the opposite side of the canyon. Handle the controls
gently. The joystick is generally easiest here, but if you
don't have one use the keyboard. Do not use the mouse. Use
only a little pressure on the stick or tap the keyboard directions
instead of holding them down.
If you go left when the canyon
splits, stay down and keep your Skyhopper in the center of
the screen. The land bridge should not be a problem. If you
go right, and follow Green Leader, stay in the center of the
screen as well. Pull hard left when you reach the first hairpin
turn, and as soon as you get Green Leader in sight again,
pull hard right, without waiting for him to prompt you. In
the final turn back left, don't pull hard left; instead, stay
in the center and turn slowly, gently pulling (or tapping)
up on the stick. If you pull hard left, you take damage from
the left wall.
In Part II, you should use
the keyboard to move around the screen. Remember not to touch
the rock spires. The target drones will usually fly to you,
so don't go chasing them around the screen. There is a slight
delay between firing and impact on the canyon floor, so lead
your targets. |
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Chapter
2 - Asteroid Field Training
Location:
Deep Space
The asteroid fields in this
game will probably prove to be the most frustrating sections.
First of all, keep in mind that your A-wing's frame extends
around you, outside the cockpit. Just because an asteroid
isn't heading right for your head does not mean that it won't
hit.
Spend more time flying and
looking and less time shooting. Look at all the asteroids,
and figure out which ones are coming your way. If it's an
ice asteroid, destroy it (I would recommend using the mouse
here). If a rocky asteroid is heading your way, pull away
from it; don't try your luck by hoping it'll miss. A good
trick here is to follow Commander Farrell, and do what he
does. |
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| Chapter
3 - Planet Kolaadore Location:
Planet Koloadore
This Chapter constitutes the
final phase of your training, and you'll need steady hands
to get through the course.
The most important thing here
is actually to stay low, because the rock spires are slanted
inward. Throughout most of the course, the A-Wing will actually
fly itself, and your main job will be to make tiny adjustments.
If you're using a joystick, remember not to overcompensate.
Make extremely small movements to the left and right, and
try to match the angle at which Cmdr. Murleen's ship is moving.
If you're using the keyboard, tap the keys instead of holding
them down.
There will be several fallen
spires of rock lying across the course. Just before you reach
the highest one, the A-Wing will for some reason FORCE itself
to go right, then left, smashing you into the rocks. Be mindful
of this, and work to counteract it as much as possible. |
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| Chapter
4 - Star Destroyer Attack Location:
Space over Tatooine
This level is best played with
a mouse or trackball. Unless you're on the hard level, the
only damage you can possibly incur here is from TIE Fighters.
When cruising along the side
of the Star Destroyer, there will be both shield generators
and turbo-laser batteries. If you're on easy or normal, it
doesn't matter which you fire at, since you can see where
they are; fire indiscriminately. On the hard level, however,
you won't be able to see where the batteries and generators
are. Since the generators cannot hurt you, and you have a
seemingly unlimited length of time to destroy them, focus
your attention on the turbo-lasers. Watch to see where laser
fire is appearing, and fire at the source. Once the lasers
are gone, you can scan the side of the ship for generators
by moving the cursor around until you see the LOCK notation
at the bottom of the screen. Then spray the general area with
fire.
To fight off the TIEs, you'll
need to lead your targets. It's extremely important to eliminate
them before they get passed you; if only five or six of them
get away on the EASY level, you'll be a goner.
There are three basic TIE formations,
and there's a way to deal with all of them. [Tuncer, should
there be a diagram of some sort here? I can't really do graphics,
but if you think it's appropriate I can try. Something with
pictures of the fighters, with red lines to describe their
flight path and green lines to show the path of your aiming
sight might work well.]
A-Frame Formation In this formation,
the Fighters roughly describe an A, with two fighters on the
bottom and one in between and above them (This is called a
"wedge" or "arrow" in many flight simulators).
This formation rarely breaks up, so look to see where the
fighters are going, and put your cursor in a position to hit
the lowest targets. What you want to do is describe an upside-down
'V' with your aiming sight. This should only be a short twitch
of your finger or hand. If done correctly, you can completely
destroy the TIEs every time. This will be especially crucial
in later levels, where hordes of TIEs attack.
Side-by-Side This one is simple to take care of. Two TIEs
will come at you, right next to each other horizontally or
vertically. The best way to deal with this is to get the fighters
from far off, when they seem closer together. If you're overwhelmed
and they're getting close, place your cursor where the fighters
are going and let them walk right into your fire.
Split Formation In this formation, the TIEs will resemble
the Side-by-Side arrangement, but split and head off in two
different directions. Once again, destroying them before they
split is best. If they get too close, you'll have to work
real hard to get them both. Don't wait for them if they've
already split; just describe a straight line from one side
of the screen to the other, destroying both fighters in one
movement.
When you reach the shield generator towers, fire only at the
one closest to you. When it goes off-screen, fire at the other
one. Move your sight up at the last minute to take care of
the fighter that approaches.
Finally, when you get to torpedo
the command center, you'll have to aim carefully. The game
doesn't let you fire until you're on target, so double-click
continuously while trying to align the target. This is difficult,
and you only have a limited time to do it. |
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| Chapter
5 - Tatooine Attack Location:
Beggar's Canyon/Mos Eisley Spaceport
Part I of this chapter is fairly
simple. If you can, destroy the three TIEs immediately upon
entering combat. This is possible by quickly moving your craft
from left to right, while firing. If you can't do this, you're
in for a real thrill ride.
This canyon run is much faster
than the first one you took. You really will need to concentrate
on flying, and not on shooting. The thing that will help you
most here is a knowledge of the canyon. If you remember, even
roughly, how the canyon winds and twists, you can concentrate
on aiming your target sight, and not as much on flying. To
be honest, if you haven't gotten the TIEs by the time you
get under the land bridge, you're in deep trouble. At the
bridge, two of the fighters go under, and one goes over. You
may just have to do this one over and over until you're used
the flying the canyon.
In Part II, there is no real
strategy involved at all. Just shoot, shoot, shoot. Really,
this is a bonus level; you can't die, all you can do is score
points. |
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| Chapter
6 - Asteroid Field Chase Location:
Asteroid Field over Tatooine
Chapters 6 and 7 are probably
the two most challenging in the game. The asteroid field is
faster and thicker than the one you negotiated with Commander
Farrell.
The same principles still apply,
though. Watch out for oncoming ice asteroids, and be aware
of the rock asteroids that are close enough to hit you. Using
the mouse here is a good idea, because it lets you change
direction faster than the keyboard.
It's okay to let TIEs past
you here, as they do nothing to hurt you once they're behind
your ship. The most deadly part of the field is the section
where you view the asteroids vertically; be very careful here.
At the end, watch the direction you're going in and be careful
when you enter the doughnut-shaped asteroid. |
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| Chapter
7 - Imperial Probe Droids Location:
Hoth Ice Caves
This level is extremely easy
if you know the right way to go. The cave splits at several
points in the chapter. To get through the caves, go left,
left, right, left and left again.
If you want to destroy the
most Imperial probe droids, stay roughly in the vertical center
of the cave. The droids won't hurt you nearly as much as the
walls will, so be careful in terms of flying. |
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| Chapter
8 - Imperial Walkers Location:
Hoth Snow Fields
To destroy the walkers, you
need to obliterate all of the armor panels along its body.
Each panel takes two hits, and you'll need to destroy nearly
all of them to take the walker down.
The game offers you two different
attack paths to take. Path A gives you a few seconds opportunity
to fire at the walkers dorsal armor, and Path B gives you
some shots at the difficult-to-get leg patches. You should
alternate paths until you've gotten as many armor panels as
you can, then use the paths selectively, depending on where
the most patches are left.
The only danger in this level
comes from the walker's blaster fire. Emanating from cannons
along-side the head, all you have to do to dodge it is pull
away with your mouse or joystick. Don't use the keyboard here. |
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| Chapter
9 - Stormtroopers Location:
Rebel Base on Hoth
Switch to the mouse or trackball
for this level. If there's a single chapter designed to frustrate
you, this will be it.
Destroying stormtroopers is
extremely simple on the easy level. Just point and blast.
But when you get up to the normal and hard levels, you'll
lose your target sight.
If you don't have a sight,
you have to watch where your blaster fire is going. If it's
too high, you have to notice and lower it. The troopers only
appear in a few set places; memorize where they are and know
how to get the blaster pointed in that direction. If they
appear in a difficult to find area, like below a catwalk or
on an overhang, ignore them.
The base is twisted and has
several branches in the corridors. The direction you should
go in is picked randomly by the computer. Generally, if you
go the wrong way, you'll be ambushed by troopers or dumped
back where you started. REMEMBER which way you went, just
in case you have to start over. |
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Chapter
10 - Protect Rebel Transport
Location:
Space Over Hoth
This level is rather simple:
shoot the TIEs. There's no real strategy at all involved in
this one. Just aim and shoot, using the procedures outlined
earlier (in Chapter 4). If you die here, practice some more,
because you'll need to know how to defeat TIEs for later levels. |
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Chapter
11 - Yavin Training
Location:
Yavin Riverbed
This level is a no-brainer,
just like the last one. Be careful in navigating the riverbed,
and don't bother aiming; just hold down the fire button and
hope you catch a few. If you survive 'till the end, you'll
be fine for the rest of the game. Treat this just like Beggar's
Canyon, except that you're holding the fire button down. Nothing
will kill you faster here than to be aiming instead of flying. |
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Chapter
12 - TIE Attack
Location:
Space Over Yavin
This one requires a lot of
luck, as well as skill.
You will be positively overwhelmed
with TIE Fighters, from beginning to end. Battle the fighters
with the strategies you've used so far, and keep on the lookout
for new ones, coming at you from far off. Don't let your guard
down here; if there's no fighters close to you, rest assured
that there will be fighters coming at you from far off.
There is one section of note
in this Chapter. At one point, Captain Simms will come under
attack from three or four fighters. It is imperative that
you destroy these, even if others are coming at you. Aim at
the extreme bottom of the screen and try to knock them out
before they fire on the Captain and you're forced to abort
your mission. |
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Chapter
13 - Death Star Surface
Location:
Death Star Surface
Follow Commander Murleen's
advice here: "Keep your eyes open." Watch where
you're flying, and make sure not to hit any of the Death Star's
towers. Don't aim, just hold the fire button down and move
your ship up and down, side to side in a random manner. The
most important thing here is to watch where you're flying;
don't fly into nests of turbo-lsaers, and don't crash into
Death Star surface features. This one will be over before
you know it. |
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Chapter
14 - Surface Cannon
Location:
Alongside of Death Star Trench
It's important to concentrate
on the TIE Fighters in this level, not on the cannon's armor
plating. Take out the fighters, and in between waves go for
the blue plating at the base of the turret.
Once you get inside the cannon,
you'll be going for the glowing green power-couplings. Just
match your target sight with the openings where the couplings
go and fire continuously. You may have to leave and return
to the cannon several times before you get them all. |
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| Chapter
15 - Death Star Trench Location:
Death Star Surface Trench
Okay, folks, this is it. The
majority of this chapter is spent firing at the turbo-lasers
along the floor and walls of the trench. Take out as many
as you can, and NEVER stop firing. Don't bother aiming either,
just spray the areas around the turrets with blaster fire.
After Simms makes his run at
the exhaust port, it'll be your turn. Fly around those bulges
in the trench, and destroy all of the targets at the bottom
of the trench when you come to the blue gates. When you get
to the end, completely ignore the two cannons at the top of
the trench wall and start searching for the exhaust port (it
can be difficult to see). Aim your torpedoes and fire. You
have to hustle here, because if you don't aim and fire in
time, you'll pull out and have to watch as the Alliance is
defeated.
The
Ending
To view the endings, you have
to beat the trench levels at their respective difficulties.
But since the ending doesn't change with the difficulty level,
you just have to beat it on easy.
This is a great ending, if
a little short. The programmers obviously had a little fun
with the LA logo at the end. |
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