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RHYS DALLOWS
Born on the edge of Theed, Naboo's capital city, Rhys is a strong-willed
rookie pilot who always dreamed of joining Bravo Flight. Raised
by his schoolteacher mother, Rhys never really knew his freighter
pilot father, who went missing during a routine mission. Much
to his mother's alarm, Rhys always yearned to follow in his
father's footsteps and travel the galaxy.
Rhys got his chance to suit up when he was invited to join Bravo
Flight and defend his homeworld. While he still had much to
learn about space combat, he quickly found guidance in ace fighter
pilot Essara Till, the daughter of a Naboo politician. Under
Essara's tutelage, Rhys learned both defensive and offensive
maneuvers.
N-1 STARFIGHTER
This sleek yellow starship is elegant and practical. It is known
for its agility, precision control, and raw speed. The ship
is also equipped with strong deflector shields, but be aware
of its disadvantage: you have a limited number of secondary
weapons.
- Primary Weapon: Laser Cannons
- Secondary Weapon: Proton
Torpedoes (These do not recharge)
- Advanced Secondary Weapon:
Advanced Proton Torpedoes (This weapon swarms toward multiple
targets when used against tight enemy formations.)
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NYM
Orphaned at an early age, Nym is a Feeorin, an alien species
found on a few Outer Rim worlds. Criminals on the planet Lok
raised Nym, but his meager upbringing gave him plenty of time
to hone his tactical skills. Regarded as a brilliant tactician,
he is a respected pirate captain. Nym is just greedy enough
to keep his pirate crew in business, and often plans non-violent
raids among the Core Worlds.
Nym's banditry recently became bothersome to the Trade Federation,
who in turn hired Vana Sage to capture him. While Vana was able
to briefly detain Nym, his crew helped him escape from the clutches
of the Trade Federation. As a result, Nym is more willing than
ever to put Trade Federation targets in his sights.
HAVOC
The Havoc is among the most experimental and dangerous craft.
The bomber was recently stolen by Nym, who then made numerous
modifications to the already deadly vessel. Equipped with heavy
shields and an automatic rotating turret gun, the Havoc also
boasts six laser cannons and two bomb chutes.
- Primary Weapon: Dual Triple-Laser
Cannons
- Secondary Weapon: Energy
Bombs (Target using the special blue targeting sight on
planetary missions.)
- Advanced Secondary Weapon:
Plasma Scourge (With an effect like napalm, this weapon
can destroy multiple targets at a time.)
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VANA SAGE
A disenchanted starfighter pilot, spy and adventurer, Vana grew
up on Alderaan and left the planet at age 15 to work side by
side with several bounty hunters. Her adventures took her to
Naboo, where she served in the Royal Security Forces. Vana felt
at home there, but also believed the government was foolish
not to build a stronger military force. After Vana's requests
to strengthen the military were rebuffed, she decided to leave
the planet.
Since then, Vana has gained a reputation for working for the
highest bidder. Recently, she used her keen tactical mind to
capture the alien pirate Nym for the Trade Federation. Vana
is still employed by the Trade Federation, but is beginning
to feel uneasy about the alliance.
GUARDIAN MANTIS
A hyper-maneuverable ship with two top-mounted wings and a third
ventral wing, the Guardian Mantis can enter a stealth mode and
brake to a complete stop. An on-board astromech droid named
Mod-3 is used for in-flight repairs.
- Primary Weapon: Sensor-Guided
Nano Missiles (Opponent must be targeted and tagged with
the secondary weapon for the nano missiles to track.)
- Secondary Weapon: Ion-Enabled
Sensor Tags (Drains enemy shields and allows nano missiles
to track targeted opponents.)
- Advanced Secondary Weapon:
Ion Encumbrance System (Completely disables ship.)
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| Trade
Federation Craft: |
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Proximity Mines
They are small and are either dropped from some fleeing ships
or are found just hanging in space, especially around satellites
but are also found floating around on a planet's surface. If
you get too close to one it will explode and cause more damage
to your ship and shields than an average laser blast. Mines
are not shielded. It doesn?t take a genius to figure out that
you need to steer clear of mines, keep at least half a ships
length away if not more from mines to get by them without an
explosion.
The best way to deal with them is to shoot
them from a distance. You may have to use the zoom in feature
to hit them since they're so small. Only one laser blast is
necessary to get rid of a mine. Some mines will leave an orange
colored blast area where it has been blown up. Avoid running
into this blast area to stay unscathed.
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Scarabs
These are the main workhorses
in the Trade Federation arsenal. You'll face plenty of them,
in almost every mission in the game. They attack in swarms
but will also appear on their own. They are shielded which
means it takes more than a few hits to take them down. Often
you can actually get into a bit of a dogfight with one of
these Scarabs. They aren't super smart however and when going
against a single Scarab you have little to worry about. They
can sneak up on you in groups of three or more which can make
them somewhat dangerous. Always keep an eye out for them. |
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Droid Starfighters
Droid Starfighers are faster,
more maneuverable and more accurate than Scarab Fighters,
making them much more dangerous but at the same time they
have no shielding which means that only a few hits from your
blasters will take them out. Try to eliminate swarms of them
from a distance, before they can get their lasers trained
on you. If a swarm does start hitting you with their blasts
it is best to pull some dodging maneuvers and get on the speed
to take you out of danger. Let them split up and then take
our each one, one by one. You will also find Droid Starfighters
on land in their walking mode. They are just easily destroyed
on the ground. |
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Hunter Seeker Droids
These things take nothing to
destroy, just a blast from your laser cannons will do the
trick. Hunter Seeker Droids can be very hazardous when they
attack in groups but are only a bit annoying when a single
droid gets a lock on you, kind of like a mosquito in your
face. They are quite small so if it wasn't for your ship's
HUD that puts a ring around a targeted enemy, they would be
really tough to spot. If Hunter Seeker Droids are in the area
that you have business in, it is wise to eliminate them first
and then deal with your objectives. If you have no business
in the area then it's best to just flee any attacks since
they are really easy to outrun. |
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Turret Droids
Unshielded Turret Droids found on the planet
surface in the Secrets Of Eos level don't really move around
although they are supposed to be mobile. At first encounter
with one it will take few shots to get a lock on you. If you
don't get moving quickly the powerful turret will focus in
on your position and barrage you with relentless rounds of
powerful laser blasts. In this situation if you don't run
for cover you'll be dead in no time. It only take about four
shots from you laser cannons to take them out. Turret Droids
are shielded, although weakly.
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Trade Federation Freighters
These are unarmed carriers of cargo. They
have somewhat thick shields but since they put up no fight,
they are pretty easy to eliminate. It's usually the squads
of Scarabs protecting them that you have to worry about. Lasers
work on these guys but your secondary weapons are what will
have the most effect.
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Trade Federation Super
Freighters These
are much larger than the normal Trade Federation Freighters
and come equipped with a pair of extremely powerful laser
turrets. The turrets are easy to avoid however as long as
you keep ducking a weaving. The safest position to attack
them from is from behind but almost any angle will work as
long as you keep moving and weaving. They have strong shields
and tough hulls so more than a couple of passes will be necessary
to cripple one even if you're using your secondary weapons.
Keep an eye out for Scarabs and fighters when attacking an
armed Super Freighter as you can bet that they will be around. |
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Repair Ships
Not too much to these guys. They aren't armed
and they come in and try to fix up ships you've taken down.
Eliminate them before they can do their job. They have pretty
strong shields but go down after only a few moments, especially
if you're using your secondary weapons on them.
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| Missile
Frigates Missile
Frigates only fire sporadically and when they do fire, they
launch missiles, between two and four of them at a time. Try
to destroy any launched missiles from a distance with your
lasers and be sure to avoid the orange colored blast circle
they leave behind. To avoid the majority of missile barrages
attack Missile Frigates from behind. |
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Drop Ships
These guys take beating still
keep on ticking. Drop Ships are the most heavily armored craft
in the game, as they need to be since their main purpose is
to come into a hot-zone and drop off enemy craft for attack.
These take more than a couple of passes to put down. Come
at them with everything you've got, including some shots from
your secondary weapons. In the N-1 you should only waste a
couple proton torpedoes on taking down a Drop Ship but in
Nym's Havoc you'll have to unload you secondary arsenal a
couple times before a drop ship will go down. Drop Ships are
unarmed but are usually accompanied by Scarabs and if you
give them enough time to unload their cargo then you could
have a really serious situation on your hands. Take them out
before they can unload, no matter what! |
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Armored Attack Tanks (AATs)
These are the hovering tanks found in Episode
1. They'll take several laser blasts before they go down and
when they get a lock on you, they can be very deadly. Its
laser cannon is mega-powerful and does a pretty good job of
tracking you as you fly about. They are slow however and easy
to destroy with only about four to six blasts or so from your
laser cannons. AATs are unshielded but fairly heavily armored.
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Armored Missile Tanks
(AMTs)
These dangerous tanks will appear on a few
different missions, usually dropped off by a dropship. They
are gray in color, which makes them a little tough to spot
on certain terrain. They fire those red colored missiles with
the red trails and when they explode they create a flame ball
that lasts for a few moments. Stay clear of these explosions
or better yet, hit the missiles with your lasers from a distance
to avoid much damage to your shields and ship. AMTs are unshielded
and will go down after only about four blasts from your lasers.
Their firing rate is also pretty slow.
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Heavy Artillery Guns (HAGs)
HAGs are really
well armored despite having no shields and they fire a very
powerful payload. They won't target your ship because of their
slow rate of fire but the installations that you are out to
protect will take a huge beating. Think of them as the Trade
Federations version of the howitzer. HAGs take multiple passes
to take out, even using your secondary weapon. |
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Bombers
The trickiest thing about shooting down the
slow moving bombers is that the thin shape of their fuselage
makes them hard to hit with your lasers from behind or when
they are coming at you. You never have to worry about getting
fired upon by a bomber though, but the ground installations
that you're trying to protect will get a beating if you're
not quick at eliminating them.
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Single Trooper Arial Platforms
(STAPs)
Battle Droids drive these things around and
try to shoot at you. They are slow and take forever before
they get a lock on you and start firing. No big deal, take
them out with a single shot.
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Multiple Troop Transport
(MTTs)
MTTs are those big hovercraft that transport
Battle Droids and Tanks to where the action is. They have
no weapons but are well armored and are always accompanied
by a contingent of tanks and STAPs. MTTs are unshielded but
can take a beating. At least six shots from your laser will
be needed to eliminate a MTT.
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Turret Mine
These guys are placed in strategic spots and
just hover, waiting for a target fire upon. They are easily
removed with just a few laser blasts and they tend to have
bad aim. Turret Mines are more of a nuisance than any real
worry.
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Trade Federation Battle
Droids
These guys pose hardly any threat at all,
although when in groups they can be a nuisance. Just a single
laser blast will take one and a group of Battle Droids can
be taken down in seconds. They are a little more trouble when
riding a STAP but even then they are easy to kill. They are
unshielded droids.
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Trade Federation Landing
Ships
These behemoths are the ships that carry all
the tanks and other enemies you face in the game. No matter
how hard you try they cannot be destroyed so don't waste your
time trying to take one down. They are fun to fly around though.
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Trade Federation Patrol
Boats
You only encounter these guys in one level
of the game and are easy slow moving targets that rarely fire.
You will want to take them out quickly though to spare the
ships you are trying to protect from any laser fire. They
are unshielded and only take a couple blasts to make them
go away.
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| Daggers
Daggers are the workhorses
of the mercenary fighter fleet. By the time you beat the game
you will have destroyed swarms of them. Their shields and
hull are pretty easy to knock down with 6-8 laser blasts and
they only fire at you sporadically. They only become dangerous
when more than three of them are trying to get you. They usually
fly in packs 2-4 or more. Take them out quick and from distance. |
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Dianogas
These guys are more heavily
armored so they take more of your abuse but they fire about
as often as Daggers. They don't give you too much trouble,
they just take longer to kill. They are cool looking however. |
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Morningstars
These are the deadliest of the Mercenary fighter
craft. They have formidable laser blasts and are quite good
at locking in on to you but what makes them so dangerous is
their missiles which are more powerful than proton torpedoes
and explode in a large impact that damages anything in its
radius. In later missions and in bonus missions like Charm's
Way getting locked into the sights of a Morningstar and staying
there for more than a few seconds can mean a quick death.
It was a Morningstar that took out Ryhs's mentor Essara.
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Training
Droids
Found in the first mission,
the Training Droids fire harmless, laser blanks and are used
to hone your live fire combat techniques. It's one thing to
blow up stagnant, motionless object and a whole other thing
to take out an object that fires back. Fortunately they don't
take much to eliminate (about 8-10 laser blasts) and you won't
take a hit if you keep moving, in fact their first shot usually
misses. Something to keep in mind whenever you face a target
that's firing on you is that you should always dodge live
fire before you take shots at the object. Some enemies you'll
encounter have more powerful laser blasts than your own so
just blasting each other at the same time until either you
or the enemy blows up is foolish. You won't get very far with
this technique. You are always more maneuverable than any
enemy you face so use your dodging skills to your advantage
and then take your target out. |
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