Characters and Enemies
Player Characters

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.)
Enemies
Trade Federation Craft: Top

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.

Mercenary Craft: Top

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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