Star Wars: Shadows of the Empire Walkthrough :
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Walkthrough - FAQ/Walkthrough Final***** Brother Reed is proud to present ***** THE STAR WARS ___ / _ \ __ __ __ _____ ___ __ __ __ ___ ___ _____ | | | || || | | | \ \ / \\ || || |/ _ \ | _ | | _ | | | | || || | | | | _ | _ | \| \| | | | | | ||| | _|/ | \ \|| || | | /\| | || | || |\ \ \ | | | | |___| |_| \ \ | |/ | ||_|| | || | || || | \ \| ___ __ __ ___ |\ \ \| || _ || || | || || |\ \ | || || || | | | | || /| || | | || || | || | | ||\ \ \ '||'| |/ || \| | |_| || || || | | || " | " | | /\ || |_| | || | _ || _| \___/ |_||_||_| |_|/___/ \___/ |/ \| \___/ || |_||_||__| ______ \ _ \___ __ ______ ___ ______ ______ | || |\ |\ |\ __ \\ |\ __ \ \ _ \ | || | | |/ | | | | || | | | | | | || | | |_\| | | | |_/ || | | |_/ | | || | ______ _ ___ | _| | | || | / | | | / | |_\| \ __| \/ \ | | /| | | || | / | | | | | _| | _| * |( ) | | || | | | || | | | | | |\ \ | | /| | | | |__ / | || | | | || | | | | | | \ || || | |_| |_|_| \_\ /_____| |/|/|_\|__\ /__| |__\ \__\____| *********************************************************************** ====================== FAQ and WALKTHROUGH =================== *********************************************************************** for the Nintendo 64 version - FINAL VERSION - November 10, 2001 This document is copyrighted 2000, Brother Reed brother_reed@hotmail.com ----------------------------------------------------------------------- TABLE OF CONTENTS ----------------- 1. Introduction to FAQ/Walkthrough 2. Version History 3. Legal Paraphernalia 4. Craft 5. Controls 6. Dash and Friends 7. Enemies 8. Items 9. Weapons 10. Special Techniques 11. Mission Walkthroughs Battle of Hoth Escape From Echo Base The Asteroid Field Ord Mantell Junk Yard Gall Spaceport Mos Eisley and Beggar's Canyon Imperial Freighter Suprosa The Sewers of Imperial City Xizor's Palace The Skyhook Battle 12. Misc. Tips 13. FAQ 14. Codes 15. Coming Soon 16. Credits 17. Contact Information __ ______ /|_______________________________________________ -|__|__*___| |_____1._INTRODUCTION_TO_FAQ/WALKTHORUGH_______/ \| Greetings and salutations! Welcome to my Star Wars: Shadows of the Empire FAQ/walkthrough. "Shadows of the Empire" was one of the most anticipated releases for the Nintendo 64. I know I bought mine with the intention of flying a snowspeeder through the legs of an AT-AT walker and shooting down stormtroopers in Echo Base. It is truly a classic, and though it has many imperfections I found it to be an enjoyable play, and a wonderful introduction to Star Wars in 3-D. Shadows of the Empire takes place in the time between "The Empire Strikes Back" and "Return of the Jedi." You play as Dash Rendar, a mercenary for hire and long time friend of Han Solo. Dash and Leia are trying to track down and rescue the frozen Han Solo from Boba Fett before the bounty hunter delivers him to the ruthless gangster Jabba the Hutt. The game has 4 difficulty levels and ten stages. Four of the stages are flight levels in which you pilot a hover craft or spaceship. The remaining six are the Doom-style, first person levels that make up the bulk of the game. This FAQ/walkthrough is primarily to guide you through those levels, and help you find (and collect) all of the power- ups and challenge points along the way. I love to get correspondence from readers, and some of this FAQ's accuracy depends upon it. So if you find typos, incorrect information, or anything else of that nature, please e-mail to brother_reed@hotmail.com. For further details, please see the e-mail rules at the end of this document. I strive for originality in my work. If you see anything in this FAQ/walkthrough that looks like a rip-off of anything you've done, tell me about it and I will make the necessary changes. Be assured that such an occurrence is purely coincidental. ** HEY! CHECK OUT MY ROGUE SQUADRON FAQ/WALKTHROUGH AT GAMEFAQS.COM! ** __ ______ /|_______________________________________________ -|__|__*___| |________2._VERSION_HISTORY____________________/ \| ----------------------------------------------------------------------- Version 1.8 January 1, 2001. 11th version. Received a few corrections from a reader, and cleaned up a few things. The page numbers are totally screwed up, so I'm getting rid of them altogether. ----------------------------------------------------------------------- Version 1.7 December 25, 2000. Tenth version. Updating legal rules. READ IT, LEECHERS! Oh wait, I forgot, the people who steal this FAQ don't understand English! ... grr.... Also, I made some new title art for someone else, but it looks better than my current art, so I've decided to use it. Today being Christmas, I just got Battle for Naboo, and you can expect a FAQ for that once I beat it. ----------------------------------------------------------------------- Version 1.6 September 7, 2000. Ninth version. Nothing major. Just added a new FAQ to the list of my work. ----------------------------------------------------------------------- Version 1.5 July 25, 2000. Eighth version. Just received an e-mail from a nice person who wanted to add to the Misc. Tips section. He may not have known that that's what he wanted to do, but...well anyway, if you can understand the directions he gives I'd advise you to check it out. I haven't tried it myself. ----------------------------------------------------------------------- Version 1.4 June 30, 2000. Seventh version. I updated the e-mail rules out of pure boredom, and also found a few misteaks :) that needed fixing. ----------------------------------------------------------------------- Version 1.3 June 1, 2000. Sixth version. Thought I ought to revise the legal instructions a tad. Also added a hint to the Misc. Tips section. ----------------------------------------------------------------------- Version 1.2 May 23, 2000. Fifth version. I just got some hints and tips (very small hints and tips, but hints and tips nonetheless) and had to add them to the Misc. Tips chapter. Plus I forgot to update the coming soon section last time. ----------------------------------------------------------------------- Version 1.1 May 22, 2000. Fourth version. I put in a bunch of code information. You can just forget about the Game Shark codes. I tried for over an hour to get them but just couldn't. Sorry. ----------------------------------------------------------------------- Version 1.0: May 19, 2000. Third version, and I finally completed the last walkthrough for the Skyhook. I also revised the legal rules, so if you want to use this FAQ you'd better read 'em close. No more sites that have the 3.0 version when I'm on version 5.4! Anyway, I actually got a question the other day, so I've also begun the Frequently Asked Questions. Write to me so it can continue. ----------------------------------------------------------------------- Version 0.9: May 17, 2000. Second version. I just finished my extensive walkthrough of Xizor's Palace. I really should do the Skyhook Battle walkthru now, but I'm too tired. I think I'll just wait 'til tomorrow or Friday. It's enough work updating the page numbers in the TOC all the time. ----------------------------------------------------------------------- Version 0.8: May 15, 2000. Original FAQ/Walkthrough, hot off the presses. It's still unfinished, haven't done the last two walkthroughs yet and there's a lot of stuff to come. ----------------------------------------------------------------------- __ ______ /|_______________________________________________ -|__|__*___| |________3._LEGAL_PARAPHERNALIA________________/ \| This FAQ/walkthrough is copyrighted 2000, Daniel Stidham This FAQ/walkthrough is intended for individual use by its readers. It must not be used for financial purposes, i.e. buying, selling, bartering, etc. This FAQ may not be reproduced, in whole or in part, without the sole written consent of the author. If you want to use this FAQ on your website, e-mail me and ask permission. I will probably say yes. Just make sure that you give the name and address of the site, because I want to have a list of all the sites where this is posted. By posting this FAQ, you affirm that all of the following conditions will be observed. 1. _ALL_ of this FAQ must be included in its original form. It must NOT be altered, changed, added to, subtracted from, or otherwise tampered with in any way, shape or form, electronically or otherwise. 2. My name, the version, and this fine print must be included. 3. This FAQ/walkthrough must not be posted with a banner add or anything similar. 4. I ask that you update this FAQ within a week of the time the update is sent to GameFAQs. If you do not want the responsibility of updating it, then don't post it. 5. You may convert this document to HTML, change the colors, add game pics, etc., as long as the content remains unchanged, and I am previously informed that the change shall take place. 6. YOU MUST NOT attempt to revise or update this FAQ apart from the updates that I make myself. If you think it needs updating, tell me about it. Don't take matters into your own hands. 7. Steal my FAQ, will you? Read the first paragraph of this legal section again and see where it says that you can take it without my permission. It doesn't. It says you need permission. Ask and you shall receive. Take, and I will take it back. For good. I hope you realize that I can sue you and win if you do decide to thieve one. The choice is yours. All names, characters, etc., used in Shadows of the Empire are trademarks of their respective companies. I am in no way affiliated with Nintendo, Lucas Arts, and/or any other persons/companies that are/were involved in the production and marketing of this game. All copyrights are acknowledged that are not specifically mentioned in this FAQ. __ ______ /|_______________________________________________ -|__|__*___| |______________4._CRAFT________________________/ \| Each craft has different controls from each other and from Dash. If you have an instruction book you can find out the standard controls, and the others are just a few menus away on the game, but for quick reference, here are all the craft and their respective controller settings. SNOWSPEEDER The snowspeeder is used only in the first stage: The Battle of Hoth. Dash has joined Rogue Squadron long enough to help the transports escape from Hoth. The snowspeeder is just a modified civilian transport with no shields. It has two oversized blaster cannons, and a harpoon and tow cable. The harpoon and tow cable is useful only for tripping the AT-AT walkers, a tactic, which will be explained later. The speeder is a repulsor craft, so it hovers above the ground rather than really flying. This prevents it from flying into space, and from pulling off advanced acrobatics such as rolls and flips. Standard control is recommended, though you'll need traditional for some cheats. OUTRIDER Similar to the Millenium Falcon in many ways, the Outrider is a fast Corellian freighter, and Dash's pride and joy. He and Han are in competition as to whose ship is faster, but no time for the races now. The Outrider has two quad guns that do minimal damage but never run out, and can carry up to 5 missiles at a time. Missiles do much more damage than the blasters, and they seek out their targets. Once the missiles run out, Leebo will automatically begin loading more. In some stages you will just be moving the gun turret while Leebo flies the ship, and in another you will fly and gun. SWOOP Swoops are basically just engine pods with seats. The are built to be fast, but they are hard to control. Many vicious gangs use the swoops, often referred to as bikes. Not the preferred mode of transportation, but in the winding streets of Mos Eisley, they can come in pretty handy. __ ______ /|_______________________________________________ -|__|__*___| |___________5._CONTROLS________________________/ \| SNOWSPEEDER CONTROLS Standard Controls: ----------------- Control Stick - move A - Thrust B - Fire L - Brakes R - Brakes Z - Harpoon C < - Harpoon C> - Changes camera angles C^ - Harpoon down C - Harpoon Start - Pause Control Pad - Camera Traditional Controls: -------------------- Control Stick - Move A - Fire B - Thrust L - Left brake R - Right brake Z - Left brake C> - Harpoon C< - Changes camera angles C^ - Harpoon down C - Harpoon Start - Pause Control Pad - Move Alternate Controls: ------------------ Control Stick - Move A - Fire B - Thrust L - Left brake R - Right brake Z - Left brake C < - Harpoon C> - Changes camera angles C^ - Harpoon down C - Harpoon Start - Pause Control Pad - Camera Note* Vertical control can be inverted on all settings. *********************************************************************** OUTRIDER CONTROLS Standard controls: ----------------- Control Stick: Move turret or ship A - Fire (asteroid field) Thrust/Roll (skyhook) B - Fire L - Change camera angles R - Fire missile (asteroid field) Brake (skyhook) Z - Fire missile C> - Change camera angles C < - Fire missile (asteroid field) Roll (skyhook) C^ - Missile down C - Missile Start - Pause Control Pad - Camera Traditional controls: -------------------- Control Stick: Move turret or ship A - Fire B - Missile (asteroid field) Thrust (skyhook) L - Missile (asteroid field) Change camera angles (skyhook) R - Missile (asteroid field) Brake (skyhook) Z - Missile (asteroid field) Roll (skyhook) C> - Missile (asteroid field) Change camera angles (skyhook) C < - Camera (asteroid field) Missile (skyhook) C^ - Fire (asteroid field) Missile (skyhook) down C - Fire (asteroid field) Missile (skyhook) Start - Pause Control Pad - Move Note* Vetical control can be inverted on both settings *********************************************************************** SWOOP CONTROLS Standard controls: ----------------- Control Stick - Move A - Thrust B - Brake; Go backward L - Ram left R - Ram right Z - Ram left C> - Change camera angles C < - Thrust C^ - Thrust down C - Brake Start - Pause Control Pad - Change camera angles Traditional controls: -------------------- Control Stick - Move A - Brake; Go backward B - Thrust L - Ram left R - Ram right Z - Ram left C> - Change camera angle C < - Thrust C^ - Thrust down C - Brake Control Pad - Move Alternate controls: ------------------ Control Stick - Move A - Brake; Go backward B - Thrust L - Ram left R - Ram right Z - Ram left C> - Change camera angles C < - Thrust C^ - Thrust down C - Brake Control Pad - Camera *********************************************************************** DASH'S CONTROLS Standard controls: ----------------- Control Stick - Move A - Jump B - Fire L - Change camera angles R - Open doors/activate switches/strafe Z - Look around/aim C> - Change camera angles C < - Turn jet pack on/off (when you get it) C^ - Switch weapons down C - Crouch Start - Pause Control Pad - Camera: Up - pull camera back; Down - In-head; Right - overhead; Left - movie Traditional controls: -------------------- Control Stick - Move A - Fire B - Jump L - Switch weapons R - Strafe Z - Look around/aim C> - Change camera angles C < - Turn jet pack on/off C^ - Activate switches down C - Crouch Start - Pause Control Pad - Move Alternate controls: ------------------ Control Stick - Move A - Fire B - Jump L - Change camera angles R - Strafe Z - Look around/aim C> - Switch weapon C < - Turn jet pack on/off C^ - Activate switch down C - Crouch Start - Pause Control Pad - Camera Strafe controls: --------------- Control Stick - Move A - Fire B - Jump L - Switch weapon R - Strafe right Z - Strafe left C> - Look around/aim C< - Turn jet pack on/off C^ - Activate switches down C - Crouch Start - Pause Control Pad - Camera __ ______ /|_______________________________________________ -|__|__*___| |___________6._DASH_AND_FRIENDS________________/ \| Dash Rendar A mercenary for hire, Dash is the ultimate hot shot. He talks big, flies fast, and fights hard. He may have a fast ship and a huge ego, but that fact is, he's as good as he says he is. Dash has no allegiances and fights for no causes. He is loyal to whoever pays him the most credits, and the Empire has the biggest pocket. However, ties to old friends run deep, and Dash will find himself getting more than he bargained for in his quest to help rescue his old buddy, Han Solo. He (Dash) is the main character in SOTE. You guide him through massive, 3-D worlds in first person mode, and pilot his craft in the others. You will find him difficult to control in some places, as his gravity- defying jumps and unstable jet pack don't always follow your directions to the letter. There are four views that Dash can use as he navigates through the stages. In-head, or first person mode, lets you see through Dash's eyes. This is the preferred angle most of the time. The overhead view has many uses also, and helps you make precise jumps. In follow, the camera follows behind Dash and lets you see what he's doing. You have slightly less control than in first person, however. The fourth mode, movie, has no practical application. It changes viewpoints constantly, and although it looks cool, it usually gets you killed. Don't use it, especially if there are enemies around. It's just plain stupid. LEEBO Leebo is Dash's trusty co-pilot and companion. He often flies the Outrider while Dash mans the gun turrets, and during the game he briefs you on your mission objectives, provides you with crucial information, and just generally helps you out. Of course, his little green box popping up all the time can become annoying. HAN SOLO Frozen in carbonite by Darth Vader on Bespin in order to test the freezing facility, Han has been handed over to Boba Fett, and Fett is taking him to Jabba the Hutt. Dash better track his friend down before that happens. Otherwise, they just might never have that race... LUKE SKYWALKER A fledging Jedi wannabe and a vital member of the Rebel Alliance, poor Luke is at the heart of evil plots by both Darth Vader and Prince Xizor. Vader wants to turn Luke over to the Emperor, and Xizor wants him dead. With Xizor's assassins on the loose, Dash may have to take a little time out of his busy schedule to look out for the boy...or risk his untimely death. __ ______ /|_______________________________________________ -|__|__*___| |_____________7._ENEMIES_______________________/ \| PRINCE XIZOR Xizor is one twisted character. Son of a Falleen king, head of Xizor Transit Systems, and ruler of Black Sun's criminal organization, his vast wealth has made him powerful, and gained him trust in the eyes of Emperor Palpatine. Xizor hates Darth Vader with a vengeance, because Vader was responsible for the deaths of 200,000 Falleen, and because he is the only one who stands between Xizor and a place at the Emperor's right hand. You never actually get to battle Xizor in the game. GURI Another unimportant character, Guri is nothing more than Xizor's assistant. Purchased by Xizor for nine million credits, she is a human replica droid who serves as his body guard and chief lieutenant. PROBE DROIDS Remote droids that the Empire uses for spying and reconnaissance. A few hits with the snowspeeder's lasers will take one out, but on foot they are a little more dangerous. Not harder to kill, just more dangerous. AT-ST WALKERS Encountered in the Battle of Hoth, these mobile attack transports are very dangerous to the snowspeeder. On any mode other than easy, you should come in behind them whenever possible. If they start to turn toward you, get out of there. you do not want to be caught in a stream of laser fire. Shoot at the head and neck, not at the legs. AT-STs can also be found on first person levels, as bosses or mid bosses. AT-AT WALKERS Huge and heavily armored, the AT-ATs strike fear into the hearts of all who would oppose them. With awesome firepower, AT-Ats do great damage to Rebel forces. The good thing is, they don't move. Yes, their legs move, but thye don't GET anywhere. So no matter HOW long you take, they will never shoot down the shield generator prematurely. The best way to deal with these beasts is to trip them with your harpoon and tow cable. (see special techniques). SNOWTROOPERS Stormtroopers adapted to fight in cold climates. These guards are all over Echo Base. They are generally easy to destroy. They take 2-3 hits on easy, 4-6 on medium, close to that on hard, and only 1 hit on Jedi. Just make sure they don't shoot you, as that is a bad thing. Stormtroopers are just like snowtroopers, they just appear on different stages and have different armor. WAMPA ICE MONSTERS Fierce inhabitants of Hoth, several of these beasts have been imprisoned in Echo Base for some strange reason. If you lift the bars on their cages, they will come out and try to swipe at you with their massive clawed paws. Wampas move slowly, but if they connect, it is very bad for Dash. Wampas can be killed, it just takes a lot of laser blasts or a few seekers. There are also brown wampas that live in the canyons near the Imperial moon base, Gall. TIE FIGHTERS Standard Imperial fighter. Great agility, combined with its small profile makes it a difficult target. These advantages, however, come at a high price. The TIE (Twin Ion Engine) fighter is completely unshielded and has very little armament. Two meager lasers below the cockpit are all it has for offensive weaponry, but they still do a good deal of damage to the Outrider. They often attack in packs of three or four. Try to shoot them down before they reach you. A few direct hits will down one. TIE BOMBERS Larger and more armored than the TIE fighter, this ship carries a heavy payload of bombs, and it's not shy about dropping them. They come to a stop in front of you and send bombs soaring slowly toward you. Shoot the bombs, and use missiles to destroy the bombers. Sometimes missiles destroy two bombers at once. DOGBOTS Dogbots are found protecting the junk yards of Ord Mantell. They are not extremely dangerous, but they ARE extremely annoying. A few shots will take them down. IG DRONES Robots that hover in orbit over the hovertrain tracks on Ord Mantell. They are quite accurate, and formidably armored. Exercise caution. Sometimes it is helpful to duck when approaching a pack. ASSASSIN DROIDS Golden, metallic hit men. They fire bursts of lasers that can drastically lower your health, so shoot 'em up quick, preferably from a distance. TRAIN GUARDS A mysterious, human like species is employed to guard the train. The guards carry spears, and would like to shove one through your head. They wear strong armor so stay at a distance and shoot...a lot! IMPERIAL COMMANDOS High ranking Imperial guards that are very accurate, and have better armor than your average stormtrooper. Not too hard to kill, just don't let them sneak up on you. SECURITY LASERS Small, cylindrical blasters that pivot on a tiny black axis, or sometimes travel up and down poles while firing at you. A room full of them is a precarious place indeed. A few shots will knock them out, but these are hard to administer. SENTRY DROIDS Little droids that patrol Imperial installations and repel unwanted guests. They are not intelligent, just laser happy. SEEKER DROIDS Small, annoying little robots that float around and shoot at you. Found in the sewers and on Gall. Aim and put them out of your misery. SWOOP JOCKEYS These tough bikers were hired by Prince Xizor to track down and kill Luke Skywalker. You'll have to engage them on swoop. Kill them by moving along side them and ramming them into walls or doorways. If you don't get all of them, Luke won't survive. AUTOMATIC GUN TURRETS Large black guns that sit in the halls and fire at intruders. CORUSCANT GUARDS Heavily armored troops that guard Xizor's palace. They can even be found in the sewers beneath Imperial City. DIANOGAS Dianogas are vile, repulsive creatures that lurk in the sewers. They have seven tentacles and one eye on a movable stalk. Dianogas usually live in the water of the trash dumps from cities and large space stations, where they feed off of refuse and occasionally, a live meal. Never jump into murky water until you are sure that there are no dianogas in it. A few laser shots will kill these detestable monsters. INTERROGATOR DROIDS Such machines where outlawed by the old Republic, but some have been constructed by the Empire. Cold and cruel, these instruments of oppression torture their victims to produce information. In the halls of Xizor's palace, they can spare a few laser bolts for you. Shoot ahead of them so they move into your fire. WALL LASERS These small, yellow and black striped tri guns fold out from walls to take pot shots at you. Destroy them quickly or face the consequences. OTHER ROBOTS I don't know what they are called, and I really don't care. They are tall, spindly, silver droids that inhabit Xizor's palace as well. They usually don't hit you, just don't give them the chance. STAR VIPERS Large, impressive fighters built by Prince Xizor. With good armament, powerful blasters and better than average shields, these deadly fighters are more than a match for the Outrider, especially in groups. Shoot as many as you can to get extra lives. Trust me, you'll need them. __ ______ /|_______________________________________________ -|__|__*___| |______________8._ITEMS________________________/ \| Various items are strewn throughout the first person stages, which you should collect for an advantage. SMALL HEALTH: Looks like a small, rectangular, white and blue box spinning around. It replenishes your health by either 5 or 10. BIG HEALTH: Larger white and red box. Collect to replenish 20 health. FULL HEALTH: Tall, red and black box. Completely refills your health. EXTRA LIFE: If you see a red Rebel symbol spinning in the air, it is an extra life. Collect as many as you can! INVINCIBILITY: Kind of like a blue hourglass. Collect to become temporarily invincible. CHALLENGE POINT: Looks like the extra life, but it is silver instead of red. Collect these in the stages to earn extra lives. Also, if you get ALL of the challenge points on any one difficulty level and beat the game, you get a special privilege. EASY: Access to the Leebo Scanner. Press and hold the camera button for 5 seconds. MEDIUM: On the skyhook battle, press and hold the camera button for five seconds to turn into an X-wing. Press and hold for 5 more seconds to be a TIE fighter. HARD: Press and hold down C for 15 seconds to become temporarily invincible and gain all weapons. JEDI: The wampas are your friends. __ ______ /|_______________________________________________ -|__|__*___| |______________9._WEAPONS______________________/ \| LASER BLASTER: Dash's default weapon. The blaster does minimal damage but recharges all by itself. On Medium or higher, your aim will be kind of shaky, so hold the aim button (Z on standard) to lock on to your target as you shoot. SEEKER MISSILES: Heat seeking missiles. They do more damage than the blaster, and kill most small enemies in one shot, but they have a limited range and don't seek bosses. It is good to stock up on these weapons so that you have a fair amount of fire power should you require it suddenly. FLAMETHROWER: Pick up the flame to fire bursts of fire from your gun. The flame has a VERY limited range and must be used up close. It is very powerful, though, and a worthy addition to your arsenal. Flame ammo can be hard to find, so look hard. PULSE CANNON: A new and handy weapon that fires a rapid blast of energy orbs. The pulse cannon is extremely inaccurate, so expect to miss a lot of your shots, but if you pour it on, nary a foe is left standing in its wake. Uses ammo quickly. STUNNER: The stunner can only be found in Xizor's palace. It sends out shockwaves in all directions, freezing all humanoid forms in their tracks...for a moment anyway. You will probably have to go out of your way to find a practical use for this cool but fairly useless weapon. DISRUPTOR: The most powerful weapon you can get. A disruptor blast will eliminate all enemies within a large radius. Of course, it can do the same to Dash if he's not careful. Disruptors come in packs of 1 or 2, and are very scarce. Save them for the Gladiator Droid. __ ______ /|_______________________________________________ -|__|__*___| |________10._SPECIAL_TECHNIQUES________________/ \| HARPOON AND TOW CABLE: The snowspeeder is armed with a harpoon and tow cable for taking down Imperial Turtle Walkers (they look a little like turtles, don't you think, and they're even slower). This is how you get challenge points in the first level so you need to master the technique. All you have to do is fly close to an AT-AT and begin to go around him. You will then be given the command to fire your tow cable. Hit the harpoon button and it will attach to the monster's leg. Now comes the tricky part. The camera pans away from the speeder, and you will have to figure out which way to push on the stick in order to sustain your turn. Basically, you just push the same way you were when you attached the cable. (If you were coming from the right, hold left on the stick; if you were coming from the left, hold right.) You should try to stay close to the legs without hitting them. If you hit the walker, you will die instantly. Surprisingly, this is not as difficult as it is on Rogue Squadron because the controls are less clumsy. If you can do it on Rogue, you should have no problem here. Just make sure that when the cable releases, you don't hit the carcass of a dead AT-ST that may be sprawled in the area. When you finish your final revolution, the big metally turtlely thing will come crashing down on it's face, and you'll be rewarded a challenge point. STRAFING: Inside Echo Base and on other stages, there may be stormtroopers or other baddies waiting around the corner to ambush you. If you just pass the corner, you have to turn to face your attacker, and during that turning time, they may shoot at you, a situation that is potentially fatal. So to take an uncertain corner, or to surprise an attacker, you should learn to strafe. In the standard controls, turn to face the wall, hold R, and press the stick in the direction of the end of the wall. You will step sideways, so you will round the corner already facing you attacker, giving you the edge you need to kill him before he can take a shot at you. SWIMMING: More like flying underwater, actually. Your jetpack automatically turns on when you enter the water, and it uses up no fuel while propelling you through the world of the deep. In fact, its energy is slowly replenished while underwater. Dash apparently has huge lungs, as he can hold his breath for more than 30 seconds as he swims and fights his way along. But he WILL run out of oxygen so let him take a breath every now and then. FIGHTING MULTIPLE ENEMIES: Stormtroopers, snowtroopers, commandos and Coruscant guards all reel back when hit with a laser blast and require a second or two then to regain their composure before shooting again. You can use this to your advantage if you have to ward off two or more troopers at once. Just sweep your gun back and forth across them while firing. That should hit each one just enough so that they can't fight back until its too late. __ ______ /|_______________________________________________ -|__|__*___| |________11._MISSION_WALKTHROUGHS______________/ \| PART ONE The Battle of Hoth It is a time or crisis. Imperial probes, scouring the galaxy for the hidden Rebel Base, have discovered their outpost on the remote ice world of Hoth. Darth Vader, obsessed with finding Luke Skywalker, has sent his forces to engage the Rebels in battle. With the dreaded Imperial fleet approaching, a lone freighter has entered the Hoth system.... LEVEL 1: THE BATTLE OF HOTH Objective: Destroy the Imperial forces to by time for the transports to evacuate the Rebel base. Boss: none Challenge Points: 3 Out of the blue, Dash Rendar arrives on Hoth with a shipment for the Rebels. And he couldn't have come at a worse time. The Rebels have been discovered and are busily attempting to evacuate Echo Base. Quickly he meets up with old smuggling pal Han Solo, he convinces Luke to let Dash join Rogue Squadron in the fight against the advancing Imperials. Take out all the walkers and probe droids. WALKTHRU Stage 1: The first stage is simply a breeze. All you have to do is shoot down the four probe droids. You should beat this in the first try. Just use your radar. The radar is very important. It flashes red when an enemy is shooting at you, and shows you from where the fire is coming. Learn to use it to evade attack and to locate enemies. Stage 2: A little harder. This stage has two AT-ST walkers along with a few droids. The walkers do little damage on easy, but on any other mode their fire should be avoided at all costs. Stay high, and shoot at the head and/or neck, and if one turns to face you, get out of its way fast. After you take down both walkers and shoot the probe droids you advance to the next stage. Stage 3: Now an AT-AT has been added to the picture. First go after the AT-STs, as they are more mobile and will do you more harm. Use the same method as described above. Then kill off the probe droids. When only the turtle walker remains, rope it with the tow cable to score a challenge point. You can use your lasers, since time matters not, and the SOTE AT-ATs are much more vulnerable to blasters than the RS variety, but if you wan to score more lives, then use your tow cable. On easy you have infinite cables, but on Medium you only have 6, and on hard and Jedi, 3. This means you'd better start getting it right the first time. If you must shoot it down with lasers, shoot for the head. Now on to the final stage. Stage 4: The hardest stage. By now the battle field is swarming with enemies. TWO full size AT-ATs, a murderous FOUR chicken walkers, and who knows how many probe droids. Once again, go for the AT-STs first. This can be suicide since they all want to be facing you when you come in for a shot. Try to hold your brakes and fire as fast as you can from a distance. Don't get caught in the crossfire from all the Imperials on the screen. There really isn't much to say, it just takes practice. Then kill the probe droids, and then rope the walkers as you've been taught. After all the enemies are just billowing piles of wreckage burning in the snow, the Imperials will DESTROY THE SHIELD GENERATOR! HOW??? They are all laying there DEAD as rocks, and yet the shield generator blows up!! Oh, my. Well, good work anyway. You're done. And if you got the challenge points, you get extra lives. Oh, the ecstasy! *Note: For a slightly different approach, see the misc. tips section of this FAQ. * * * * * * * * * * * * * * * * LEVEL 2: ESCAPE FROM ECHO BASE Objective: Title says it all. Boss: Imperial AT-ST Challenge Points: 10 The Imperials have invaded Echo Base, and the last of the transports are taking off now. The Falcon and Outrider are the only ships left. Han got Leia and C-3PO out on the Falcon, which is preparing to take off just as you start. Fight your way past murderous stormtroopers, precarious probe droids, and vicious wampa ice monsters to get to the Outrider and take off. One problem. The power is out, and so in order to get the bay doors open, you have to turn on the generators. This stage is (usually) not extremely difficult, but the walkthrough is long because it covers Dash's every step. I had a bit of trouble knowing what to call things here, but I think if you know the stage you can understand what I'm talking about. WALKTHRU Stage 1: You start in a large open room, empty with the exception of yourself and a couple of straggler snowspeeders. The walls are lined with large empty recesses. Go toward the open recess that leads to the other bay. You will see it, it is the only way out of the room. There may be a snowtrooper in the hall between the two bays. Kill him, and cautiously approach the second room. If you are playing on Jedi, the snowtroopers kill you in three shots, so be very careful. There will be about 5 snowtroopers in the room. Strafe toward the opening from against the wall. Every time a trooper comes into view stop in your tracks and shoot at him. After awhile you may have to just charge in hoping to kill them before they kill you. Duck into the first bay and you will find some health. There should also be a large health in one of the boxes in the room. Watch your back too, because in the circular wall there are two doorways, and troopers will fire at you from one. After you take out all the enemies in the room, go into the passage from which the snowtroopers were shooting at you. Challenge Point 1: At the end of the hall, past a box and another trooper, is a door. There is a switch on the adjacent wall. Push it, and quickly turn to face the open door. Shoot the snowtroopers inside, and go into the part of the room with the red cylinder. Be careful, because there is usually a snowtrooper hiding behind it. Once the room is clear, you will see a little niche in the wall. Open it as you would a door, and inside will be the first challenge point along with (on some modes) health. Collect the rest of the health in the room unless you wish to save it for later, and exit by the other door. You will emerge into a hall. As the door opens you will see a trooper that you should kill, and proceed down the corridor with caution. 3-4 snowtroopers are hiding in there. Clear the boxes out of the way and knock out the automated gun. Then go back to the door you saw in the hall. Inside that room is a snowtrooper, and three cages. Those cages are the prisons of wampa ice monsters. So why bother with them? Because (on easy and medium) you can get seekers by opening the cages using the wall switch and entering the cage that holds the missiles. But you have to get past its occupant first. This is actually easily done, if you can overcome your paralyzing fear of wampas. Just open the cages and walk backward towards the door, luring the monsters to you. Look for the biggest gap and charge between the wampas at full speed into the cage with the packet of seekers. Then get back to the door in the same manner. Hope that the wampas do not decide to follow you out into the hall. Challenge Point 2: Run to the place in the right wall where an opening is blocked by four stacked boxes. On all modes other than easy, a wampa is in the room. So destroy the boxes, kill the wampa, and charge to the back of the little place to collect your challenge point along with some health. Returning to the hall once more. The hall forks at the end, and if you want more seekers (on easy and medium) go left and tackle the door you find. If not, go left, watching your back (and your front) for attacks by snowtroopers. Forge your way past the boxes, past the 3 snowtroopers. On the second corner you come to, strafe just far enough so that your gun shoots around the corner, but your body stays hidden. Fire like crazy, and listen for the sound of a dying snowtrooper and an automatic gun turret exploding. Now it should be safe to go around the corner. Pick up the seekers, and watch for the two probe droids in the air on each side of the bridge. Also make sure to kill the snowtrooper(s) on the other side of the canyon. Challenge Point 3: Just before you cross the bridge, look to your right. You will see a small protruding platform holding a challenge point and sometimes some seekers. Jump over to get it. Back to the bridge. Cross and make your way to the left along the thin canyon ridge. Once you reach the cave, there will be a snowtrooper inside. That aside, you should emerge into an open area swarming with adversaries. Don't race blindly into battle, but wait for the enemies to come to you. You will have to be careful that the big ice stalagmite does not obstruct your fire. The first probe droid will stick its ugly head around the corner only to be riddled with your laser fire. Also another droid will be there, and a snowtrooper up on a high platform. "Shoot zem;...shoot zem both". Hehehe. Challenge Point 4: Anyway, work your way out on to the ridge and proceed cautiously right, killing your white clad attacker. Keep going to the end and you will snag challenge point number 4. Now go back to the right and keep going along the ridge. Once you reach the big health, shoot at the snowtrooper and the automatic gun turret across the way. Now there is nothing that stands in your way. Pick up the health behind the inanimate gun stalk, and run down the hallway to the elevator. Stage 2: If you can't figure out how to open the elevator door, there is no hope for you. Shut off the game, and take it back to wherever you bought or rented it. However, if it is obvious to you that the little red switch on the wall does this task, you can proceed. Just checking... Bump off the snowtrooper in the passage and blow up the big crate. Now don't go around the next corner yet, 'cause there is a gun turret waiting to blow your head off. Instead, fire a seeker straight down the corridor. It will take out the murderer, and you can go on your merry way. You will soon see a large open area at the end of the hall. Go halfway toward it and crouch down to shoot the trooper at the top of the staircase immediately opposite you. Strafe out, facing the left wall and kill the other trooper. Note that in all modes but easy, there will be a probe droid hovering in the room. Go up to the stair case, but don't climb it. Rather shoot _through_ the stairs at the probe droid that you will find hovering at the end of the catwalk. Challenge Point 5: I'm sure you noticed the two huge, round rooms on each side of the stairs that you can enter by jumping in between the posts. Go to right one, jump up into it, and run around behind the giant turbine to find the challenge point. The other side just has health. Challenge Point 6: Up the stairs you go, running at full speed, and jumping off the end of the catwalk into that little place (I don't know what to call it) where you can collect an extra life (on easy) as well as some health and the next challenge point. Jump back onto the catwalk (you may wish to use the overhead view for a more precise jump) and there will be a snowtrooper shooting at you from both sides. Wheel quickly around and bust 'em up. Now you can choose to take either the left path or the right path. I recommend the left, as there are less enemies. When you reach the other side, shoot the snowtrooper on the bridge. Challenge Point 7: Where both paths meet, you should see a door with a switch, and on either side of the bridge, two large generator shafts similar to the ones where you found challenge point #5. Walk along the bridge until you come to them and then jump over the railing into the left one. Go around to the back to pick up an extra life, health, and challenge point number 7. But don't leave yet. Challenge Point 8: At the point where your structure and the one on the other side of the catwalk are closest, you can jump to the between the two. In the other structure you will find the challenge point. Get back to the catwalk by going back to the first structure and climbing the perimeter platforms. Be careful when you try to jump from the last one over the railing. Then go to the elevator. Flip the switch and go inside. Ride to the top, blaster ready. There should be one or two stormtroopers immediately inside. You are now in the generator room. one last trooper awaits you at the back of the room. Pick him off, grab the health, and then activate the six switches in the room. Leebo will appear on your screen telling you that the generator is activated, and to head for the ship. Go back to the elevator and ride it down to the catwalk. Now the door at the end of the bridge is open, and there is a trooper or tow shooting at you from inside. Shoot them from a distance and run inside. Around a corner will be another automated gun that you can take out by sending a seeker around the corner. Open the switch behind it. Now comes the tricky part. If you don't care about the challenge point or the extra life, just run through this part. The floor is breaking apart. Stay to the right and run as fast as you can, shooting at the distant snowtrooper. If you make it to the other side, jump onto the wedge-shaped ground and you are safe. However, if you want to get the challenge point, here is what to do. Challenge Point 9: Stay to left where the floor brakes apart. Stay near the back of the room, and watch the left wall. You will soon see something gray coming out of the wall. Run toward it; it is the challenge point. Once the wall is back far enough to collect it, hop to the right side and run to the end of the room. There is also an extra life in the room, but getting it is fairly useless since it is almost impossible to get it and live. On the right side, near the middle of the room, it comes out of the wall like the challenge point, but much later. By the time you get it, the gap at the end will likely be too wide to jump. Try using the overhead view and jumping at the very last second. Once in the hall, enter the elevator. It will take you up to ground level. This is where you will fight the boss. Take the first corner, and then you will see an opening in the left wall. When you step in front of that doorway, the boss cinema sequence will begin. LEVEL 2 BOSS: IMPERIAL AT-ST Actually, the AT-ST is not difficult to beat if you know what to do. On easy, strafe in front of the door so that you are facing him. As soon as you can move, enter the room and run left. Climb the boxes, grab the invincibility, and fire at his head from the catwalk. On modes other than easy, the invincibility will not be there, so you will need to possess a bit more skill. Start the same way as you did on easy. When you can move, run straight toward the beast and get behind him. He won't shoot you during this initial charge. DO NOT EVER shoot from the doorway. That leads to long, drawn out battles and increased risk on your part. Run straight behind him and stay there. Turn with him, trying to get right behind him, or lined up between his legs. When he cannot see you, he will pause briefly to look around. Seize this opportunity and shoot him. No, not in the legs, in the HEAD where he is vulnerable. Hold the aim button and aim up at his head, firing as rapidly as possible. Then he will commence moving again and you will have to keep following behind him. You don't need to wait until he stops (he rarely does) but just shoot anytime you have a good angle. Use your blaster, because you will need your seekers for IG-88. Soon the big wimp will collapse. On easy, shoot the boxes you climbed on to get the invincibility, and inside you will find an extra life. Climb up to both catwalks and get all the seekers you can, then blow up the ground crates to unleash more seekers and health. Challenge Point 10: Finally you can exit the boss chamber and go down the corridor until you come to the passage obstructed by boxes. Blow them up and go down the passage. Kill the wampas at the other end and then cautiously approach the spot where the ground elevation drops |
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Another Star Wars: Shadows of the Empire Walkthrough :
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