Star Wars: Episode I - Battle for Naboo
An FAQ/Walkthrough by CyricZ
Version 1.02
E-mail: [email protected]

Table of Contents

1. Introduction
2. FAQ
3. Royal Security Force Craft
4. Enemy Forces
5. Strategies
6. Mission Walkthroughs
   Mission 1 - Escape from Theed
   Mission 2 - Neimodian Plunder
   Mission 3 - Naboo Bayou
   Mission 4 - Smuggler Alliance
   Mission 5 - Hutt's Retreat
   Mission 6 - Disruption of Comm 4
   Mission 7 - Glacial Grave
   Mission 8 - The Andrevea River
   Mission 9 - Sanctuary
   Mission 10 - Search for Captain Kael
   Mission 11 - Borvo the Hutt
   Mission 12 - Liberaton of Camp 4
   Mission 13 - The Queen's Gambit
   Mission 14 - Panaka's Diversion
   Mission 15 - Battle for Naboo
   Secret Mission 1 - Trade Federation Secrets
   Secret Mission 2 - Coruscant Encounter
   Secret Mission 3 - The Dark Side
7. Secrets
   A. Bonuses
   B. Secret Missions
   C. Passcodes
   D. Hidden Ships
   E. Pushing for Platinum
8. Legal
9. Credits
10. Update History
11. The Final Word


1. Introduction

Hi!  Welcome to my third FAQ!  This FAQ is for Star Wars: Episode I -
Battle for Naboo.  I'm a big Star Wars fan, so this is gonna be a lot
of fun for me to write.  Oh, and don't mind if I go off on these
wild tangents about the Star Wars universe.  I have a habit of doing
so... ^_^

This FAQ is primarily for the N64 version of the game, but, by request, 
I've included codes for the PC version, as well...

Down to business, I say!!!


2. FAQ

Q: What is Battle for Naboo?

A: Battle for Naboo is the latest Star Wars combat sim developed by
Factor 5, a division of Lucasarts, purveyor of all things Star Wars.
It's based on the occurences in Episode I: The Phantom Menace, and
focuses on the actions of one of the members of the Royal Security
Force (RSF).

Q: What accessories are used in this game?

A: This game supports the Rumble Pak and the Expansion Pak.  Note
that the Expansion Pak is not required, but, like all games that
support it, it is recommended.

Q: Why don't you have Bronze and Silver Medal requirements?

A: Someday I may add those, but I feel it's a matter of the fact that
you don't normally strive for Bronze or Silver anyway.  You'll want
to be going for the Gold, because if you don't, then you will have
to later...


3. Royal Security Force Craft

There may not be an official army on Naboo, but that doesn't mean
you'll be skimped on the craft.  Battle for Naboo provides you with
a wide range of killin' machines for your pleasure...


Flash Speeder

Appearance: A green speeder vehicle.

Primary Weapon - Blasters
Secondary Weapon - Concussion Missiles (6)

This is a fast and agile speeder.  It's lightly armed and armored.
The blaster weapon is a dual mount on the nose that fires singly, and
the missiles pack a light punch.  It's good for missions that
require you to move.


Heavy STAP

Appearance: A weird-looking bicycle-type thing.

Primary Weapon - Blasters
Secondary Weapon - Concussion Missiles (8)

It's a little faster, and a little more agile than a Flash Speeder,
and it has a few extra missiles, but that's about all that's good.
This thing can't take the heavy hits at all.  If you have the
option, go for something better.


Police Cruiser

Appearance: Looks like a blue N-1 Starfighter.

Primary Weapon - Blasters
Secondary Weapon - Proton Torpedos (8)

This will be your first air fighter.  It's no N-1, but it'll do in a
pinch.  Its blasters are a dual mount on the nose and fire singly.
Proton Torpedos are stronger than standard Concussion Missiles.


Naboo (N-1) Starfighter

Appearance: A thin, yellow, almost sculpted starfighter.

Primary Weapon - Blasters
Secondary Weapon - Proton Torpedos (10)

Basically an upgrade in every way to the Police Cruiser.  Faster,
more agile, better shielded, better stocked.  You'll be using it a


Trade Federation Gunboat

Appearance: A white boat with guns mounted on top.

Primary Weapon - Blasters
Secondary Weapon - Projectiles (6)

This is an interesting craft.  It hasn't got the best handling in the
world, but what can you expect from a stolen ride?  The blasters are
dual firing, so you're packing double the punch of any other craft.
The Projectiles have no self-propulsion, they just fire in an arcing
manner.  Not the best secondary weapon, but, since it explodes like
a bomb, it has its uses...


Gian Speeder

Appearance: A gray speeder.

Primary Weapon - Blasters
Secondary Weapon - Heavy Laser

This speeder trades agility for power and armor.  This is a very nice
piece of ground equipment.  The primary blasters have dual fire for
extra punch, and the heavy laser has unlimited shots and hits quite
hard.  If you hold down the secondary fire button, you can charge up
the heavy laser.  Watch as the icon in the upper left changes color.
Once you have sufficient power, let it rip.  Definitely good for
making holes in tanks.


Naboo Bomber

Appearance: An N-1 Starfighter with a few more attachments.

Primary Weapon - Blasters
Secondary Weapon - Bombs (6)

A much slower aircraft than the N-1, the Bomber is meant for heavy
attacks on ground targets.  The blasters fire the slowest of any
craft, but the bombs can really cripple ground-based enemies...


4. Enemy Forces

The Trade Federation, and the forces of Borvo the Hutt can make life
miserable for your average Naboo citizen, but you're a tougher

Here's a breakdown of the disparate enemy forces you'll be facing.

NOTE: I only covered things which are direct threats to you or people
you're trying to protect.  I'm not going to bother with Shield
Generators or any kinds of non-shooting emplacements.


Battle Droid
Battle Droid Officer

These guys are the grunts of the Trade Federation.  They're a
formidable opponent to the average Joe, but, if you've seen the movie
you know they're just lightsaber fodder.  Since you don't have a
saber, you're going to have to settle for a blaster bolt.  One will
do nicely.  There's really no difference between a regular droid and
an officer, just the color of their armor.  Since most of your
fights with these guys will be in speeders, you even have the option
of just running them down instead of shooting, although you'll suffer
minor damage.



Also known as Droidekas, these guys were pretty nasty in the movie,
and it's pretty much the same here.  The way to deal with these guys
is to hit a few times with blasters to weaken their shields.  They'll
drop their shields, and then roll to a new place.  To take them down,
you need to hit them in the second or two that their shields drop.
Do this, and the Destroyer will be twisted scrap.


AAT (Tank)

Found in most levels, Tanks can be your worst enemy if you're in a
speeder, or a ground nuisance if you're in a fighter.  They're
sluggish, and not very fast to fire.  Sometimes, taking out tanks is
the only way to get through a mission, since you'll sometimes be
protecting refugees...


STAP Droid

These droids ride the odd-looking attack platforms called STAPs.
They're really nothing more than guns on propulsion systems.  They
can't take more than one or two hits.  The absolute largest problem
with these guys is that they're small and fast, making them
exceedingly tough to hit.  That's why I call these guys the Accuracy


Droid Starfighter

The mainstay of the Droid fleet, you'll be facing a lot of these
guys, and you better learn how to take them out, quick.  Best way to
accomplish this is sliding in behind them close and letting them
have it.  You can try for deflection shots, but it's really tough on
these craft; they're quite small.  Another pain about them is that
they're really, really accurate with their shots, and they fire
quite rapidly, so if you go head-to-head with one, you're gonna take
a hit or two.  Go head-to-head with ten and you can kiss your ship


Droid Bomber

A somewhat larger and slower ship than the Starfighter.  These guys
can take a few extra hits, too.  Whenever there are ground targets in
the area (which there will be if the Bomber shows up), take them out
first, because the Bombers will, obviously, be aiming for them.
Depending on the mission, Bombers can carry simple impact bombs, or
they can carry proximity water mines.



Just like the Gunboat you can drive, only it sticks to lasers and
doesn't bother with the projectiles.  These guys are more or less
tanks on water.  They're not as durable, but they pack about the
same punch.


Laser Turret

Much smaller and more accurate than the turrets of Rogue Squadron
days, these guys can be a real pain, real quick.  Take them out from
a distance if at all possible.  They can be placed on land or in the
water, so keep a sharp eye out.


Missile Turrets

Perhaps not as evil as their Rogue Squadron counterparts, these guys
don't fire as often, and the missiles aren't terribly accurate, but
they're still very dangerous and should be taken out before other


Proximity Mine

There are three varieties of these.  The space variety, the
atmosphere variety, and the water variety.  The first two look and
act almost the same, except the space one fires lasers.  The water
variety just sits in the water.  All mines have one common trait: Get
close and they'll begin to home in on you.  When they get close
enough, they'll explode.  Fire from a distance.


Hutt Fighter

When you go after Borvo the Hutt, you'll have to face his contigent
of fighters.  These fighters aren't very fast, but they can take a
lot of hits, and they're as accurate as your standard Droid fighter.
Be cautious.


Hutt Laser Turret

Quite a bit boxier than the Trade Fed's turrets, these things are a
bit easier to take down.


Heavy STAP

Just like the Heavy STAP you yourself can pilot, this thing isn't the
best piece of equipment on the planet.  You'll only find them in one
level, so they never have a chance to become as much of a pain as
regular STAPs or Tanks...


MTT (Droid Transport)

These guys are heavily armored, but lightly armed.  They're largest
reason for existing is so they can deploy a large group of droids on
an enemy.  Take the Transport down before it can do so.


There are other targets that will shoot back, but these ones I'm
skipping are unique and specific to missions.  I'll get to them in
each mission, so that we don't spoil the surprise...


5. Strategies

Tips for Survival

Number one tip for facing Starfighters: Don't go head on.  You'll end
up losing in the long run.  Whenever you're faced with a bunch of
fighters bearing down on you, hit the quick turn (R button) and juke
around, presenting yourself with a tough target.

Also, make use of the quick turn and break off on any kind of attack
whenever you're sure that a droid's lasers are on you.  Better you
take longer to destroy the target and survive than get shot down.

Did I mention the quick turn (R button)?  Not only is it useful for
avoiding enemy fire, but also for speedy 180's in case you wanna make
a quick turnaround, or don't have a lot of room.

Don't forget your secondary weapons.  Sure, you only have a limited
amount on most craft, but those things can save you a lot of time
and grief with their extra punch.

Go out of your way on missions to look for the bonuses.  These things
can make a big difference when you're going for medals, especially
the blaster and shield upgrades.

Trust in the Force.


Tips for Medals

Know the level like the back of your hand.  Know where all the
enemies are, where they come from, who/what they're after, their shoe
sizes.  Know the progression of the level.  If there's a bonus, make
sure you know exactly where it is.

If my Gold Walkthroughs don't make any sense, read through my
Survival Walkthrough as well.  I base my Gold strategies from my
survival strategies, and there may be multiple ways to go about a
mission, so make sure you read that walkthrough so that you can
follow my lead...

Don't fire unless you're absolutely sure you'll hit the enemy.
Accuracy will be your biggest demon in the race for the Gold Medal.

Be sure you have as many bonuses as possible.  Some, especially the
Advanced Shields, Blasters, and Cluster Torpedoes will be a great

Friendly Saves are different for each level.  They could be your
wingmen, or the craft you've been assigned to protect, or they could
be just civilian buildings.  Know who's what in this respect,
because it can sometimes make all the difference between a Silver and
a Gold.

Lastly, I'll mention the Cluster Torpedoes a LOT in my Gold
walkthroughs.  Note that you can't get these until you score at
least a Silver in all missions, and, to this end, the Silver can be
tougher than the Gold.  If you're REALLY having problems, let me
know, and I'll see how I can help out...


6. Mission Walkthroughs

For each of the missions, I'll split it up into several parts...

A. Overview: The plot as stated in the game, and a few general tips
from me.

B. Your Craft: The craft you are allowed to fly throughout the
mission the first time, and after you've beat all the missions.

C. Enemy Opposition: The enemy bad boys you'll be up against.

D. Survival Walkthrough: Tips for your first time through.

E. Going for the Gold: Tips for Gold Medal enthusiasts.


Mission 1 - Escape from Theed

A. Overview

The Trade Federation has invaded Theed and you must escape.  You are
ordered to aid your fellow officers as necessary and follow Captain
Kael's commands.  Engage the enemy when appropriate, but do not
endanger civilians.

This is your first mission, and it'll require you to drive through
the scenic streets of Theed.  It's not all that complicated, as you
will generally have but one way to go.  Keep a cool head, and save
your missiles for the Tanks that will show up.

B. Your Craft

First time: Flash Speeder

After Endgame: Either Speeder

C. Enemy Opposition

Battle Droid
Battle Droid Officer
AAT (Tank)

D. Survival Walkthrough

Proceed along the city street, using the map as a guideline for both
your objective and as a layout so you don't bump into things.  Shoot
the Battle Droids as you go.

After travelling a ways, you'll run into Captain Kael who has a
weapons malfunction, and four Destroyers on him.  Shoot them all down
and you'll continue on.

The next thing you should take note of is a point where three droids
are lined up along a wall, and each is holding a citizen hostage.
These guys will count as Friendly Saves, so blast the droids near
them to keep them safe.

Shoot a couple more Destroyers on your way, and Captain Kael will
have another problem, this time with his engine.  The road splits
here.  To the left are a few Destroyers and Captain Kael, along with
the way further on in the level.  To the right, a Tank is firing on
all cylinders in front of an archway.  Go for the Tank first with

BONUS ALERT!  A bonus on your first mission?  How generous!  After
you blow the tank, swoop in behind the archway to pick up your first
bonus: Advanced Shields.

Go back the other way, and help the Captain with his Destroyer
problem, and continue on, blasting the bolt buckets as you go.
Eventually, you'll come to a left turn that has a little underpass
before it.  The underpass has a bunch of droids in it, but the actual
street has a Tank, among others, so opt for the underpass to save

Keep going, shooting down groups of droids, and you'll end up in
another plaza.  Kael will mention taking Heavy STAPs outside, but
first you have to clear the plaza.  You'll have three Destroyers in
the area, and a Tank will be coming in from an exit to your left.
Destroy them all to complete the mission.

E. Going for the Gold

Time:              2:15
Enemies Destroyed:   41
Accuracy:           63%
Friendly Saves:       7
Bonus Collected:    Yes
Lives Remaining:      3

While not the easiest Gold Medal, this one is definitely not one of
the hardest.  The basic idea behind this one is to keep moving.

First, use the Gian Speeder.  The extra oomph from the Heavy Blaster
will make short work of the Tanks.

Second, don't be afraid to run down droids as opposed to shooting
them.  You'll suffer a tiny bit of damage, but your accuracy will
thank you later.

Other than that, there's not much to say about this Gold other than
just "Be good."  Know the level, and shoot as many droids down as
possible without endangering your accuracy.  You shouldn't have a
problem attaining the stats.


Mission 2 - Neimoidian Plunder

A. Overview

The Trade Federation has taken control of the planet, and only the
swamps appear safe.  Follow Captain Kael through the Naboo farmlands
until you reach the swamps.  Protect any civilians and settlements
threatened by Trade Federation forces.

Okay.  You're in the fertile fields of Naboo for this mission.  For
the most part, just follow Captain Kael, briefly breaking off to
attack whatever and whoever.  These whatevers will mostly be STAPs.

B. Your Craft

First Time: Heavy STAP --} Police Cruiser

After Endgame: Any Ground Craft --} Any Aircraft (must finish with
   Police Cruiser, however)

C. Enemy Opposition

STAP Droid
AAT (Tank)
Droid Starfighter

D. Survival Walkthrough

Follow the Captain and watch where he goes.  It's easy to get lost
out here if you don't use your radar.  There are a lot of STAPs in
this mission, so don't fire until you're sure you can hit the enemy,
or you'll be wasting valuable shots.

First, you'll be heading to the right of your starting point to take
on a bunch of STAPs threatening a farmhouse.  Once you finish that,
the Captain will ask you to take a STAP off his tail.  Do so, and
keep following him.  Blast any STAPs that get near the two of you.

You'll soon see a small cutscene with some STAPs taking out a large
farming complex.  Once you regain control, fly there (it's on the
radar) and terminate the three STAPs in the immediate vicinity.
Kael will then tell you to defend the area.  A bunch of STAPs (about
eight or so) will come from all directions.  My advice is to just
pick one or two out there and take them out immediately, since they
will all be on you at once.  Mop up the area.  You'll know you got
all the threatening ones when you hear "Excellent!"

Next, you'll see another small cutscene with Tanks on the bridge.
Find Captain Kael and follow him.  He'll lead you to a road area.
Three STAPs will come down from the hills to the road and Kael will
start firing.  Hang back and you'll see two Starfighters coming
screaming from behind the STAPs.  Pitch upward and blast the bogies
out of the sky.

Move along the road further and you'll get the announcement that AATs
are incoming.  The first will be in front of the bridge.  Pump three
missiles into him and finish it up with blasters.  Cross the bridge.
About halfway, you'll notice two STAPs coming in.  Blast 'em, and
then take out the Tank on the other side of the bridge with three
more missiles.  Keep going towards the hangar dead ahead of you,
stopping to drop your last two missiles on the Tank to your right.
You can afford to use just two for this one, because he won't be
facing you.

Fly into the Security Hangar, where you'll be able to grab a
freshly polished Police Cruiser.  Don't get too excited.  You're not
going to be dogfighting just yet.  Just fly towards those bluish
hills off to your right.  Those are the swamps.  Of course, if you
run into one or two Starfighters on the way, you'll be forgiven if
you drop them like a Hutt on a Vor...

E. Going for the Gold

Time:              5:00
Enemies Destroyed:   32
Accuracy:           48%
Friendly Saves:      46
Bonus Collected:     No
Lives Remaining:      3

For being such an early level, this is a pretty tough Gold Medal.  I
managed to get it with the Gian Speeder.  If anyone has any better
vehicles to go with for this, I would sure appreciate it.

Since you'll mostly be destroying STAPs here, let me just say that
the easiest way to get one is to get behind it.  It'll be going
straight, giving you time to line up your shot.

Anyway, let's start at the beginning.  Take out the first two STAPs
that are on Kael's tail.  Clean out the first farmhouse area here,
using the Heavy Laser, if you can.  The reason for this is that if
you use the blasters and miss, you'll get double the loss in

Once you clean the first area out, you'll see red dots on your
radar.  Fly directly towards those dots, where you'll find three
more STAPs.  Take them out.  Kael should just about be complaining
about a STAP on his tail.  Wax it, and clean up any other STAPs in
the area (keep shooting STAPs until he cries for help).

Once he rounds a corner to go left, three more STAPs will pop up out
of nowhere and attack.  Take them out, and pop any others that show
up on your scope.  Once you've finished all of them, head straight
for the main farm, and park outside.  Wait for the cutscene to start.

Once it's over, blast the three STAPs that have miraculously appeared
in the area.  After that, immediately speed towards the river, and
take out the two there.  Speed back towards the farm (left side) and
take out the threatening STAP there.  Work your way around the
outskirts of the farm blasting all the STAPs in the area.  Once you
hear "Excellent!", you'll know you're done.

You'll see the cutscene with Tanks on the bridge, now.  When you
regain control, follow Captain Kael to the road.  Move ahead on the
road and be ready when it turns left towards the bridge.  You'll see
two more STAPs crest the ridge off to your right.  Attack them, and
you'll also soon see two Starfighters follow.  Peck at them from the

Soon, you'll reach the bridge.  Have your Heavy Laser charged up, and
smack the AAT from afar.  Hop onto the bridge, charge up the laser,
and deal with the two STAPs nearby with regular blasters.  Release
the Heavy Laser on the AAT on the other side of the bridge and keep
moving.  Go down the hill, and peg the last AAT with one more charged
shot, and enter the hangar, jump into the Police Cruiser (that's
POLICE CRUISER; it doesn't work if you take the Starfigther), and fly
directly for the swamps.


Mission 3 - Naboo Bayou

A. Overview

A trader village is hidden deep in the heart of the swamp.  Locate
the villagers before it can be destroyed.  The traders may provide
valuable information and allies to the Resistance.

A light rain has settled onto the swamps, and this is your first
true air combat mission.  You won't personally be in a lot of danger
in this mission, so just keep calm and shoot straight, and you
shouldn't have much trouble.  You will, however, be protecting Naboo
citizens, so keep that in mind.

B. Your Craft

First Time: Police Cruiser

After Endgame: Any Aircraft

C. Enemy Opposition

Droid Starfighter
Droid Bomber

D. Survival Walkthrough

As you enter the first area, you'll receive a distress call from
Rohan Wayside, a trader in the area.  His houseboats are under
attack (They're thin and brownish) from Gunboats.  Take out the three
boats in the area.  You may want to pull up after you destroy each
one so you don't cling to the water while shooting.

After you take the first three out, Kael will call fighters to your
attention.  Actually, it's just one Starfighter and a Bomber.  This
is your first true dogfight, and it's relatively simple.  Just get
behind the two craft and shoot.

Next, you'll get another distress call from Rohan, who'll call your
attention towards a point where his boats are being attacked by
fighters.  Three Starfighters and a Bomber will be strafing the
boats.  Fortunately, these four all maintain a loose formation, so
taking them out is as simple as getting behind them.

Rohan will thank you for saving him, and mention that one of his men,
Vedd Deviss, is pinned down nearby.  Follow Kael along the river.
Soon, after the river makes a left turn, four Starfighters will show
up on the Captain's tail.  They fly singly and spread out, but they
fly straight, so they shouldn't be that big of a deal.

After you dispose of the fighters, the radar will point you towards
Vedd's hiding spot.  Don't head straight there, because there's a
hill in the way.  Instead, follow the river until you come to a small
branch which the radar beacon will become parallel with.  Take that
route, and you'll soon be on Vedd's place.

Vedd's surrounded by enemy Starfighters and Bombers.  These fighters
are circling the area in no particular formation, and it gets pretty
chaotic.  After you destroy a few, more show up.  None of them will
specifically concentrate on you, but they will shoot if you get in
front of them.  Destroy them all, about eight, and you'll finish the

Rohan will mention a smuggler hiding out in the mountains to the
north who might be able to help.  He sends Vedd out in his own Police
Cruiser to help you out.  You're three ships now.  Things are looking
up, eh?

E. Going for the Gold

Time:              4:15
Enemies Destroyed:   19
Accuracy:           30%
Friendly Saves:       7
Bonus Collected:     No
Lives Remaining:      3

One of the easier Gold Medals to achieve.  There are no horrible
constraints here, particularly if you use the N-1 Starfighter.  It
would probably be best if you head out in the general direction
ahead of Captain Kael.  He knows where he's going, naturally, but
he's slower than you can be, so you can take the initiative and bust
up the offending fighters early on.


Mission 4 - Smuggler Alliance

A. Overview

Enter the mountains in search of the mysterious smuggler who could
become a powerful ally in the fight against the Trade Federation.
Clear the area of Trade Federation forces and assist any civilians in

Another ground mission (your craft will be damaged and you'll have to
grab a speeder in the opening cutscene), you'll be required to assist
a transport in its run to safety.

You'll be on your own for this mission as you, the Captain, and Vedd
split up at the beginning to search.

B. Your Craft

First Time: Flash Speeder

After Endgame: Any Ground Craft

C. Enemy Opposition

STAP Droid
AAT (Tank)

D. Survival Walkthrough

As you enter the area, you'll see about five STAPs off in the
distance.  These guys are terrorizing a farmhouse.  Destroy all five
STAPs and you can move on.

BONUS ALERT!  This isn't required to finish the level, but it's
necessary if you want the bonus (and who doesn't).  After you
destroy the offending STAPs, a civilian will hop out of the building
and race for his speeder in a nearby garage.  He'll be quickly set
upon by two STAPs.  Deal with the STAPs, and he'll tell you to
follow him to his house.  Do so, and you'll eventually reach a small
farmhouse with a large fence around it.  As he approaches, he'll
drop the gate, allowing you access to the bonus inside.  Pick it up
and move on in the direction of the radar.

You'll eventually reach another farmhouse area, which has even more
STAPs.  Sykes will request permission to deal with them, but Kael
tells him to move on, as there are too many.  You can, of course,
take some shots if you feel like it, but you're going to want to keep

After a bit of travelling along the road, you'll enter a cutscene
where you'll happen upon a freighter under considerable fire from an
AAT.  This is your smuggler friend.  A Gran speaks to you,
identifying himself as Kol Kotha.  He requests your help.  When you
regain control, demolish the AAT, and Kol will thank you.  Your job
now is to protect the freighter as it runs down the canyon to safety.

As you might expect, it's not going to be a free ride down the canyon
for your friend.  You'll be on a causeway for this part.  There's
almost always a serious drop off to your left, and at times another
serious drop off to your right.  Keep an eye on the map for an
outline of the causeway.  Also keep an eye on the map for your next
objective: AATs.

There will be about eight AATs lining the canyon while the freighter
makes its run.  You need to take them out as you move along the
canyon before they lay waste to the freighter.  If you keep moving,
you'll have plenty of time to demolish the tanks.  A complication is
present, however, in the form of STAPs.  There are at least 30 STAPs
in the entire area patrolling set parts of the causeway, ready to
fill you with blaster bolts.  Take out as many as you feel necessary
to stay alive.

Keep proceeding along the causeway, eliminating AATs as you go.  The
last one is on a land bridge across the canyon.  Take it out and the
mission will end.  You'll be addressed by another occupant of the
freighter, Adela Tyché.  She'll explain that the owner of this
frieghter is Borvo the Hutt.  Yeah, I hear you saying Hutts are
gangsters.  We all know about Jabba.  Some of you may know about
Bogga, Durga, and Zorba.  Well, it seems that this guy is against
the Trade Federation just as much as you are, so you'll have to trust
him for the time being.

E. Going for the Gold

Time:              6:30
Enemies Destroyed:   31
Accuracy:           37%
Friendly Saves:       2
Bonus Collected:    Yes
Lives Remaining:      3

Take the Gian Speeder for this mission.  A charged-up Heavy Laser can
take out a single AAT in one shot, and you'll definitely need the
armor that it provides.

Time is not an issue, here.  You'll have plenty of time for taking
the bonus from Speeder Guy.  Therefore, the bonus won't be an issue.
Friendly Saves are also not an issue, as the two saves are Speeder
Guy, and the Hutt's freighter itself.

Enemies are a major factor, however.  You take out five STAPs at the
first homestead, then the two chasing Speeder Guy, then the nine
AATs.  That's a total of 16, meaning you have to take out 15 extra
STAPs throughout the mission.  That may seem like a lot, especially
since STAPs are such accuracy killers, but just concentrate, and take
out the STAPs as they move toward or away from you so that they're
the easiest shot, preferably away from you so you don't get hammered
by their blasters.

Watch your shields, too, because, like most Gold Medals, this
requires you to have all lives remaining.


Mission 5 - Hutt's Retreat

A. Overview

Now that Borvo the Hutt has joined the resistance, you must protect
his vessel until he reaches his hidden outpost.  Once at the base,
Borvo's own pilots will join in the fight against the Trade

So, I hope you brought your parka, because you're going to the frosty
mountains.  Borvo's ship will trundle down the canyon, and it's your
job to keep the bad guys off his slimy butt.  An interesting tidbit
about this mission is that it can potentially go two ways.  You can
pick up a new craft a little ways into it, and fly a Police Cruiser
for the rest of the mission, or you can stick with your Flash Speeder
for the duration.  The mission will largely turn out the same, but
the strategies will be different.

B. Your Craft

First Time: Flash Speeder --} Flash Speeder or Police Cruiser

After Endgame: Any Ground Craft --} Any craft except the Bomber

C. Enemy Opposition

STAP Droid
Proximity Mine
AAT (Tank)
Laser Turret
Droid Starfighter
Droid Bomber

D. Survival Walkthrough

Glide down the canyon, blasting the STAPs that'll pop up in the area,
and follow the transport.  Your wingmen and the Hutt Transport will
take care of most of them, but you can still pick up one or two.

Turn left, and you'll almost immediately come upon a hangar.  What
makes this mission special is that you have two choices.  You can
go inside and take a Police Cruiser, or you can keep on going as a
Flash Speeder providing ground support.  Either way you go, Vedd will
show up with the opposite vehicle, so you'll be covered.

Take the Cruiser: There'll be some STAPs off in the distance.  You'll
probably be too far to take them before your wingmen can.  Continue
on and you'll soon come upon a group of mines and a couple of
Starfighters.  Shoot down as many as you can and you'll move on.
Kol will mention turrets.  Your first turret will be on your left
side on the ground.  Take it out, and the Transport will fly over a
snowy ridge.  Follow, and you'll receive word of Droid Starfighters
in the area.  There will be one at the beginning, soon followed by
three more.  Take them all out, and you'll come across another
minefield almost immediately.  Shoot them all down, and continue
along the valley, where you'll be set upon by another one and three
group of Starfighters as earlier.  Once you finish them, you'll
crest another ridge to rejoin the main drag.

Take the Speeder: You'll be able to take a few of the STAPs in the
distance.  Shoot them down, then shoot as many of the mines as you
can.  You can't get them all, but your wingmen will take care of it.
Kol will mention turrets, and your first one will be off to your
left.  Take it out, and then the Hutt Transport will fly over a ridge
and you won't be able to follow.  That's okay.  It'll be fine, just
turn right and you'll pass through a canyon full of jagged rocks.
This, incidentally, is the reason the Transport couldn't go this
way.  On your left soon will be two Turrets.  Take them out and turn
right.  You'll find two more Turrets in this large area.  Scrap them.

Both Craft: You'll get the call for incoming AATs.  Two will be
rolling in from your left.  Take them out and continue along the
valley.  (There'll be a few STAPs if you're in the Speeder to take
out.)  You'll soon arrive at the Hutt's base, which you'll have to
clean out.  There'll be about five Tanks if you're in the Speeder,
and two Tanks and two Bombers if you're in the Cruiser.  Clean the
place out, and Kael will suggest continuing on to the N-1 production
factory.  Kol Kotha will join up with you in his own fighter.

Fly on or drive on to the factory and, naturally, it'll be controlled
by the Trade Federation.  Follow Kael's advice and don't shoot the
buildings.  You're just taking out bad guys.  If you're in a Speeder
there'll be about two Starfighters and six Tanks, and there'll be
about six Starfigthers and two Tanks if you're in the Cruiser.
Either way, there'll also be four Turrets in the area in each of the
corners.  Clean it out, and you'll grab new Naboo Starfighters hot
off the assembly line.  All right!  Now, it's time to make some REAL
damage!  Oh, and a new pilot, Lutin Hollis, will join you here.

E. Going for the Gold

Time:              5:45
Enemies Destroyed:   28
Accuracy:           40%
Friendly Saves:      14
Bonus Collected:     No
Lives Remaining:      3

You're going to want Cluster Torps for this mission, and you should
take the Naboo Starfigther out of the first hangar.

Basically, just proceed through the mission as outlined in the
Survival section.  There are no real tricks to this.  The only
help I could offer is where to fire the Cluster Torpedoes.  The first
place would definitely be the first minefield.  The second would be
after you crest the ridge, when the first group of Starfighters show.
Not the first Starfighter, mind you, the first group.  Use another
torp on the second minefield, and one more on the next group of

When you get the call about AATs incoming, use another torp on those
two.  It's better to torp them than waste time and accuracy on them
with blasters.  Use another torp on the Tanks in the Hutt's base, and
just use blasters on the fighters that come in.

When you head for the factory, you should have three or four torps
left.  That's more than enough to finish the mission with.  Use one
on the Starfighters.  It's not even necessary to use them on the
turrets, since you won't hit more than one anyways, and you risk the
loss of accuracy with wasted torps.


Mission 6 - Disruption of Comm 4

A. Overview

Borvo and Captain Kael plan to assault the Trade Federation base on
Naboo.  However, before the attack can take place, you must disable
the communications web controlling the target base.  Pinpoint and
destroy the control comm satellite to disable the web.

Your first space mission!  Hooray!  Well...  Don't cheer too much.
This is one tough mission to survive...  You'll get grief from a
whole bunch of starfighters, mines, turrets, and targets that take
forever to shoot down...

B. Your Craft

First Time: Naboo Starfighter

After Endgame: Naboo Starfighter

C. Enemy Opposition

Proximity Mine
Droid Starfighter
Missile Turret

D. Survival Walkthrough

You thought it was cold in the mountains?  Now, we're in the vacuum
of space.  As you approach the comm satellite, you'll notice one
big blue sphere around it.  Kael will say it looks heavily shielded,
but to take a few potshots anyway...


Yep.  It's heavily shielded.

Kol will mention that shield projectors may be in the area.  Your
radar will point to a new location, about 60 degrees to the left of
you.  Fly in that direction, and you'll eventually see a whole mess
of red dots on your radar.  One of those red dots is a large
rotating satellite thingy.  That's the shield projector.  The others
are Proximity Mines.  These space mines fire a lot more often than
the mines of the same kind that you saw planetside.  Take as many out
as you can.  A few Starfighters will pop up as well.  Take out one or
two, but remember that your objective is to blow the projector.
Pump a couple of torpedoes into it, and hit it with blasters,
afterwards.  It's going to take a LOT of hits, so keep it up.

After you blow the first, the second will appear on the radar.  Take
it out in a similar manner.  One of the somewhat annoying aspects of
this mission is that your radar gives you a flat view of the area,
but doesn't give you relative height, so if you get close to the red
dots and still don't see anything, pitch up or pitch down to find the
projector, because you may have risen or dropped in altitude, and you
have a very high ceiling.

Anyway, dispose of the second projector in the same manner as the
first.  The problem here is that you'll have more fighters to deal
with.  Take as many out as you can.  Once you finish with the second
projector, continue on to the final one.

The last projector will have a ton of Starfigthers around it,
probably as much fighters as there are mines.  What's worse is that
if you concentrate on taking them out, more will show up.  This gets
really hectic, so take out the projector as soon as possible.

Once all three are down, you can head back to the comm satellite.
The shield is, naturally, gone, giving you an unobstructed view of
the satellite, and of the six missile launchers on its shaft.  That's
right.  You have six bloody missile turrets to deal with, in addition
to any straggling fighters in the area.  This mission will probably
cost you a life or two, so you should have no shortage of torpedoes
by the time you hit this part.  You can try to take out the missile
launchers, which will, in turn, weaken the satellite, or you can just
pump them directly into the satellite in a quick attempt to blow it.
Either way, you're going to have your work cut out for you.

Once the satellite is down, your group will head back to the planet.
Since you've just put a Trade Federation base out of commission,
you'll have time to lay waste to it before they replace the

E. Going for the Gold

Time:              7:15
Enemies Destroyed:   30
Accuracy:           65%
Friendly Saves:       4
Bonus Collected:     No
Lives Remaining:      3

This mission was made for Cluster Torps, so be sure you have them.

The way I see this mission playing out is using two torps each in the
first and second projector areas, and three in the third and
satellite areas.  Fire the torps in the general proximity of the
projector and you should hit it well, and also take out a few mines
and fighters in the process.  One of the three you use in the third
area should probably be reserved solely for fighters, to pick up some
hits.  Advanced Blasters will make taking out the projectors a lot
easier, too.

For the satellite, fire your torps at the missile launchers for best
results.  You'll hit them so hard that you'll severely weaken the
satellite, making cleanup that much easier.

So, the torps will cover both your accuracy and your enemy count.
It's possible to finish the mission in under three minutes with this
strategy, so time isn't an issue.  The four saves are your wingmen,
Kael, Vedd, Hollis, and Kol.  The only big issue is staying alive,
which could become dicey once those missile launchers open up on you,
but the torps should cover that nicely.


Mission 7 - Glacial Grave

A. Overview

The comm satellite has been destroyed, temporarily disabling at
least one Trade Federation base.  Attack the sleeping base, destroy
all Trade Federation weapons, and capture a Gunboat for the

This can be a hectic mission.  You'll have a bunch of emplacements to
go after, and they won't skimp on the fighters, either.  You'll have
your wingmen to absorb some of the fire, so stick with them as much
as possible.

B. Your Craft

First Time: Naboo Starfighter --} Trade Federation Gunboat

After Endgame: Any Aircraft --} Trade Federation Gunboat

C. Enemy Opposition

Laser Turret
Missile Turret
Proximity Mine
Droid Starfighter

D. Survival Walkthrough

All right.  The idea of this mission is to slam down a Federation
base, and then go undercover in a Gunboat.

When you first arrive, the base will be inactive.  You'll face three
platforms in succession, each one has a Missile Turret and two Laser
Turrets.  Take them out as quickly as possible before they become
active (which will happen about 30 seconds after you begin the
mission).  Go for the Missile Turrets first, naturally...

Right after the third platform is a minefield which you have to take
apart.  Do so, then follow your wingmen through this rough area.
You'll come upon two more platforms, each with two Laser Turrets.

Eventually, you'll reach a place that's a bit more heavily defended.
This place has four Laser Turrets surrounding a platform (some in
the water), as well as several starfighters.  There is also a Missile
Turret off to the right of the area, which will pound you if you
don't take care of it quick.  Your priority of cleanup should be as
follows: Missile Turret, Laser Turrets, Starfighters.

Once you finish the area, regroup with your wingmen.  You'll fly
around through the area.  As you fly to the mountains behind the
well-guarded platform, you'll come across a group of four
Starfighters, and, shortly beyond that, a small outpost with two
Laser Turrets.  You can take them out or just avoid them.

Your group will double back around the area, and run into another
group of Starfighters, a small minefield, and, most dangerously, a
Missile Turret firing at their back.  Hold back as they enter this
area, and pound the Missile Turret while they play chicken with it.

After a little more flying around, you'll come upon a REALLY well-
guarded platform.  This one's got everything but Missile Turrets
(thank the Maker).  You'll face four Laser Turrets on the platform,
a half-dozen Starfighters flying around, several mines hovering
above the platform, and even a few Gunboats in the water.  All you
need to destroy are the four Turrets, but you'll want to take out as
much of everything else as possible.  Kael will say "Move on!" after

BONUS ALERT!  As you leave the area, your group of fighters will fly
in a valley off to the left.  You'll want to go to the right.
You'll come upon a small outpost that has four Laser Turrets and one
Missile Turret defending it.  You're gonna take some serious hits
here, but it's worth it.  Blast the round structure in this outpost
(it takes a lot of hits), and the bonus, Advanced Bombs, will be
revealed.  Grab it.

Continue on the valley to rejoin your group tangling with another
small outpost.  This has three Laser Turrets surrounding it, and two
Gunboats in the water nearby for support.  Take them out at your
discretion and move on.

You'll FINALLY reach the last outpost in this next area.  This area
has a Turret in the water, two more on land, and a Missile Turret on
a tower in the back.  There are Gunboats launching from a hangar,
that's being projected by a Shield Generator sitting to the right of
it.  Further on, there's a dam guarded by two Laser Turrets.  Take
all the Turrets out, and slap some laser fire on the Generator.
Once it blows, Kael will tell you you've "just been drafted into the
Trade Federation".  Ha ha...  Funny...  Swing on into the hangar and
you'll be able to select a Gunboat.  Jump out into the water,
eliminate anything else hanging around in the water, and blow the
dam with your lasers.  Proceed through the dam, and you'll see a few
water mines.  You don't have to take them out, as the last
cutscene will start as you get close.  You'll continue on down the
river, but Kael and your wingmen will get sidetracked with incoming
fighters.  You'll be on your own as you proceed down river towards
the prison camps.

E. Going for the Gold

Time:              8:00
Enemies Destroyed:   63
Accuracy:           55%
Friendly Saves:       4
Bonus Collected:    Yes
Lives Remaining:      3

Like many other medals, the two big things here are staying alive and
knowing when to use Cluster Torpedoes.  Staying alive will take some
fancy flying, avoiding missiles and the like.

Here are good places to use the Clusters:

One on the third platfrom before the minefield, aiming for the
turrets, but hoping a couple will curve towards the mines.

One or two in the first well-defended area with fighters.

One or two in the second well-defended area with fighters and mines.

One in the bonus area.

One in the final area with the Gunboats.

As you can see, this doesn't add up completely to 10, so you'll have
a few extra.  You can use some on groups of fighters, or threatening
Missile Turrets.

With the Clusters, accuracy and enemies should be no problem.  The
four Saves are your wingmen, and that's not an issue.  Time's not a
problem either.  You'll have plenty of leeway to wander around and
shoot up some bad guys, or to take evasive action if things get too


Mission 8 - The Andrevea River

A. Overview

The Trade Federation has established labor camps on the banks of the
Naboo river.  Liberate these camps and defeat the Neimoidian slave

This level is all water.  The Gunboat handles lousily, but you're
going to have to put up with it.  Move slow and take your time
throughout this level.  You'll also be on your own, and there's no
one in particular to protect.

B. Your Craft

First Time: Trade Federation Gunboat

After Endgame: Trade Federation Gunboat

C. Enemy Opposition

Proximity Mine
Laser Turret
Droid Bomber
Missile Turret (inactive)

D. Survival Walkthrough

One of the cool things about this level is that there's NO background
music for the first part.  You'll just have swamp wildlife chirping
in the background (what passes for crickets and bullfrogs on Naboo).

Keep an eye on the radar for as much of this level as you can.
You'll oncoming obstacles there a while before they show up on

Proceed down the river.  Shoot the mines that are in your way, and
DON'T get too close to them.  If you do, they'll lock onto you and
blow up, causing major damage.

There are also several Laser Turrets lining the river banks.  They're
almost always hidden behind a small land mass.  There are a couple
of ways to take these guys out cleanly.  One way is to toss a
Projectile over the land mass to blow them.  The other is to is to
watch their firing patterns.  They fire two shots in rapid
succession, then they break for a second before firing again.  You
can use this small window of time to hop out in front of them and
nail them.  It's risky, but it's your choice...

Anyway, poke along down the river, blowing mines and turrets.
You'll soon come to a break in the river.  You can go either way.
The split only lasts for a minute or so, and both ways contain an
equal amount of turrets and mines.

Once the break rejoins, you'll see a small cutscene, where a Bomber
flies out.  Sykes will request for backup, but Kael will yell at him
to calm down.  The Bomber thinks you're a Neimoidian escaping the
battle.  Shoot at it, and it'll attack...  Leave it alone, and
you'll be fine.

Anyway, proceed down the valley ahead, shooting mines, and you'll
come upon the outer prison camp.  Since you didn't shoot the Bomber,
the Laser Turrets aren't active.  They won't be until you open fire.
On your left will be a Power Generator (short cylindrical structure),
and three turrets strewn about.  Directly to your right is another
turret on a piece of land, and ahead to your right is a mimicry of
the left side: a Power Generator and three Turrets.

Your objective is to shoot out the two Power Generators.  If you're
looking for hits, of course, you can shoot out the Turrets.  Doing
so will give you a lot less grief for the Generators, but the
Generators trigger the moving on of the mission.

Once they're blown, a Gunboat will try to make an escape and warn the
main camp.  Although it would be a good idea to take out that
Gunboat, you're going to end up alerting the main camp anyway, so it
doesn't have to be priority one...

Anyway, you can follow the Gunboat, and it'll start dropping mines
behind it.  This is the #1 reason not to follow too closely, else
you get nailed by the mines.  You can blow it up if you shoot it
enough, naturally, but if you're gung-ho about it, you may want to
consider using projectiles instead of blasters.

About halfway through the chase, a second Gunboat will be alerted.
This one will follow behind you and start slapping you with its
blasters.  You can slow down and take out this Gunboat, which is much
easier done than the first one, or you can continue on.  It's your
choice.  Just be careful about taking too much damage.

Well, after a bit more of this chase, you'll end up at the gates of
the main compound, guarded by a Turret.  Shoot down the Turret and
enter the Complex, where all heck will break loose.  Bombers will
drop their payloads in an attempt to hit you, Gunboats will be
deployed to intercept you, and the Laser Turrets all over the place
are ready to hammer you into scrap.  Fortunately, Vedd will come on
the line, saying he'll come in to provide air support, but only if
you take out all the Missile Turrets in the area.  You've got half
the Trade Federtaion shooting at you, but what the heck!  You can do
it, right?

Fortunately, the Missile Turrets are ground-to-air only so, you won't
have to worry about them firing at you.  Just get rid of them.

Now, some people would tell you to keep moving throughout this entire
area if you hope to survive, but I disagree.  Your greatest threats
are the Laser Turrets, and I feel the best way to take them out is to
stop and shoot them the very moment they come into view.  It's likely
that the Bombers won't hit you, and the Gunboats do minimal damage
compared to the Turrets.  Just hang just out of range of their
blasts, and you'll be fine...

So, proceed slowly through the camp, blasting Turrets of all kinds.
Once you hit the last Missile Turret, Vedd will fly in and lay waste
to the Generator powering the camp.  The prisoners will be free.
Vedd mentions that the Hutt has been picking up prisoners with his
transports, but is one short.  Looks like you'll have to get these
prisoners to their rendezvous point.

E. Going for the Gold

Time:              7:19
Enemies Destroyed:   49
Accuracy:           50%
Friendly Saves:       0
Bonus Collected:     No
Lives Remaining:      3

Never has the need for staying alive been more apparent than here.
Time and Enemies take a backseat to staying alive in this mission.
Probably the only thing you'll want to work to maintain is your
Accuracy, and heck, if you can't be accurate, you're not going to
stay alive anyway, so those things go hand-in-hand...

Basically, shoot down all the mines, shoot down all the Turrets, and
you should have no problem with the enemy count...

This is one that relies on your own skill, and I can't really provide
more help than that.  To that end, this is probably one of the
toughest Gold Medals you're going to strive for...


Mission 9 - Sanctuary

A. Overview

The rescued civilians are now in your care.  Escort them to the
rendezvous point in the northern ruins.  Destroy any Trade Federation
forces that threaten your mission.

You'll finally be able to ditch the Gunboat in this mission.  This
mission is a classic "protect the weak" scenario.  You'll have a
small cluster of houseboats, and later, landspeeders, which you'll
have to protect with everything you've got.

B. Your Craft

First Time: Trade Federation Gunboat --} Naboo Starfighter

After Endgame: Trade Federation Gunboat --} Any Aircraft

C. Enemy Opposition

AAT (Tank)
Droid Bomber
Droid Starfighter

D. Survival Walkthrough

Entering the area in the Gunboat, you'll have problems right away.
AATs will be spilling out of a tunnel ahead and to the right of you.
This tunnel's your first priority.  Toss all your projectiles in its
direction, and you should block it...

Now, you have the attendant AATs to take care of.  There are about
five of them dotted around the shore.  Take them out with your
blasters.  Vedd will then tell you to head towards the security
hangar nearby.  Head in and grab a Starfighter.  Once you emerge,
take out the AAT right in front of you, with a Torpedo if you so

After you finish that, you have some downtime while you wait for the
houseboats with prisoners to load into speeders at the hangar.  You
can fly around the town in the area and shoot down some Tanks and
Bombers, or you can fly down the canyon, where you'll have an
advance shot at the fighters which will be coming after the speeders.

The first wave of fighters (four Bombers) will come out just after
you get the call to watch for fighters.  Take them out as soon as
possible.  After which, four Starfighters will fly down the canyon.
Take them out as well.

When you reach a part of the canyon that breaks right, you'll see a
platoon of five tanks lying in wait in the area.  Hit 'em.  Hit 'em
GOOD!  I know it's tough in an aircraft, but you gotta take them all
out or your precious little speeders will become bantha fodder.

There's another flight of four Starfighters in the area as well.
Give them a good light show, then continue further on through the
canyon.  Several Starfighters, and even a couple of Bombers, will be
swooping around in this area in no particular formation.  Take out
all that you can, or you can kiss your speeder buddies goodbye.  They
only fly in a limited area (from the tanks to the entrance to the
ruins), so once that area is cleared, you're all done, and the
speeders are home free...

BONUS ALERT!  Just before you reach the "entrance" to the ruins (it's
got a little rockpile next to it), do an about face and you'll see a
small ravine leading off from the main canyon.  You should see it on
the map, too.  Follow it, and you'll reach a large area with a
volcano in the center of it.  (This is actually a replica of Devil's
Tower.  The level designer said he wanted to make a point of putting
it in every game he makes.)  On the far side on the right, you'll
see a small runway (parking lot, maybe?)  At the end of the runway,
you'll see your bonus: Rapid-fire Blasters.  Snatch 'em up.

So, your speeders (what's left of them, if you didn't do a good job)
trundle into the ancient ruins, left by a long forgotten
civilization.  It looks they beat all the other prisoners to the
rendezvous.  But then, Hollis shows up with bad news: Captain Kael's
Starfighter has been shot down.  Gavin leaves to check on his

E. Going for the Gold

Time:              7:30
Enemies Destroyed:   30
Accuracy:           45%
Friendly Saves:       5
Bonus Collected:    Yes
Lives Remaining:      3

Note that you need five Saves, and you only have four Speeders to
protect.  There is, naturally, a way around this.  If you head
towards the town, you'll see two Speeders trapped in a town square.
A clock tower has been knocked over and is blocking its escape.  To
liberate the speeders is a simple matter of blowing up the clock
tower.  Naturally, this is what you do in your downtime while waiting
for the folks on boats to load into the speeders.

This is also a good time to take out a multitude of bad guys.  In
addition to the Tanks that are threatening the boats, there are a
few Tanks wandering around town.  Three are grouped together, making
a delicious target for a Cluster Torpedo.  You'll also find a Cluster
target in the several Bombers that are swooping around the town.
Take them all out, and blow the clock tower so that the extra two
speeders can make their escape.  The thing to watch for is that those
two speeders will race towards the ruins at their own pace, and not
wait for the other four.  Take this into account as you try to defend

You'll not have a pressing need for Clusters in this mission, so feel
free to take out all the groups of fighters in the canyon with one
each, and use two on the AAT platoon.  You're probably better off
using blasters on the singular ships in the last section of the
canyon.  Once they're all down, head for the bonus and you should be
all set.


Mission 10 - Search for Captain Kael

A. Overview

Captain Kael has disappeared.  Locate his downed Starfighter and
protect it at all costs.  The Trade Federation must not be allowed
to capture Captain Kael.

Another ground mission.  You'll learn some things about your Hutt
ally here.  'Nuff said...

B. Your Craft

First Time: Flash Speeder

After Endgame: Any Ground Craft

C. Enemy Opposition

STAP Droid
AAT (Tank)
Hutt Turret
Droid Bomber

D. Survival Walkthrough

All right.  You've got some STAPs ahead of you at the beginning of
the mission here.  These few STAPs will turn into a whole BUNCH of
STAPs shortly, so try to stay out of their firing range.  You can
pass through these guys, and you'll get the call that there are
Tanks on the bridge, two to be exact.  Blast them, with Missiles if
necessary, then proceed through the area, taking out more Tanks as
you go.

Soon, you'll get a distress call from a mining colony under attack.
There will be a whole mess of STAPs and a few Tanks harrassing the
colony.  Ignore the STAPs.  Your targets are the Tanks.  They'll go
straight for the small administrative building on the far side, and
you'll fail if they blow it.

Once you finish with the Tanks, the colony head will get a little
indignant, and yell at you, telling you that this is a legal
operation.  He'll refuse to give you any info about the captain, so
you'll have to take it by force.  The Hutt Turrets in the area will
open up on you.  Take them all out, taking as little damage as

SUPER SECRET TRICK: In the middle of the colony is a structure you
can drive under.  There's a strange energy field in there.  Drive
there, and you'll discover that the power of crystals being mined
strengthens your shields...  Pretty nice...

While you're dealing with the Turrets, note the arrival of a few
ground transports.  These guys won't shoot back, but you need to
destroy them, as they're trying to make off with the crystals they
mined there.  The three transports will arrive one by one, and you
may have to wait around for the last one.  Once you destroy them all
and all the Turrets, a new cutscene will start, where Hollis will
tell you he found the downed Starfighter, and that it doesn't look

Head in the general direction the radar's pointing, and you'll come
across many more STAPs.  Take them out at your discretion.  You'll
see some Bombers in the area.  They're also looking for the Captain,
so take them out.  Tanks will also roll into the area, so scrap them.
Once all the Tanks and Bombers are destroyed, you'll have completed
the mission and will rush to the Captain's side...

Kael, with his dying words, will tell you that Borvo the Hutt has
betrayed you, and the people you rescued are going to be sold into
slavery.  With vengeance fueling you, you'll head to your Starfighter
and after the slimeball...

E. Going for the Gold

Time:              5:30
Enemies Destroyed:   23
Accuracy:           50%
Friendly Saves:       0
Bonus Collected:     No
Lives Remaining:      3

Take the Gian Speeder.  Armor will help a lot with the Turrets, even
with the shield regenerating thingy...

Accuracy is what counts here.  The Tanks, Bombers, and Turrets won't
cover all your enemies, so you'll need to take down a few extra
STAPs.  Don't go nuts, though.  Fire only if you're sure of a kill.

So, follow the survival walkthrough, shoot straight, and, naturally,
stay alive, and you should have few problems.


Mission 11 - Borvo the Hutt

A. Overview

Borvo has betrayed you.  He has killed Captain Kael and now plans to
sell your people into slavery.  Pursue the Hutt and rescue the
captive civilians.  Protecting the Naboo is your primary objective.

Actually, your primary objective is kicking some Hutt tail...  The
first part of this mission is straight killing, then a short
protection circuit, and then more killing.  Simple enough, eh?

B. Your Craft

First Time: Naboo Starfigther

After Endgame: Any Aircraft

C. Enemy Opposition

Hutt Fighter
Hutt Turret
Proximity Mine
Laser Turret
Missile Turret
*Hutt Transport*

D. Survival Walkthrough

You'll enter the first area ready for anything, and anything will
certainly be ready for you.  The Hutts contingent of fighters is in
place to intercept you, and this first valley where you dogfight them
is also blanketed with Hutt Turrets.  Make short work of the Turrets
first, then turn your attention to the Hutt Fighters.  Stay behind
one and keep hammering it, but take evasive action if you find
you're being fired upon.  Take it slow, and try to take as little
damage as possible.

Once all the fighters are down (Gavin will say "It'll take more than
that to stop me!") you can cruise on through the valley, shooting the
mines that block it.  Once you're through, Kol Kotha will show up.
Is this your chance to prove yourself against the Hutt's best pilot?
No!  Turns out Kol's on your side, now!  He's going to lead you to
where Borvo's hiding.  While he leads, you're going to have to watch
his back.  The way he goes will be different each time you follow
him, but almost every way, you'll run into Laser Turrets on the water
and one or two Missile Turrets.  Take them all out before they can
take you out.

Just to ground you, this whole area is one big valley, and there are
several large islands in the area.  You won't be destroying all the
Turrets in the area, which is a good thing, because there are a lot.
In particular, stay away from the center of some of the bigger
islands, because that's where most of the Missile Turrets are, and
those will just ruin your day.

BONUS ALERT!  Along the left side of this huge valley, there is an
peninsula connected to both the water and the "wall" of the valley.
On this grassy knoll, you can find an area with four weeping-willow-
type trees closely packed and surrounded by a fence.  These trees
are camouflaging a bonus token.  Pick it up, and you'll add Homing
Torpedoes to your Broadway show...

Personally, I'd go for the bonus AFTER you've assured Kol to safety
in the Hutt's little enclave.  You'll be at the entrance, so just go
around the walls of the enclave about 1/4 of the way, and head
straight for the wall, where you'll eventually see the bonus area.

Anyway, Kol will have a weapons malfunction, so he won't be able to
attack the Hutt, but, once you enter his little lagoon, you'll be
greeted by Borvo and Adela on the Transport.  She offers you a job if
you stand down now.  Being the loyal soldier you are, you refuse, she
orders the defenses to open fire.

Okay.  The land mass the Hutt Transport's hovering over looks kind
of like a five-petaled flower.  At each of the ends of the "petals"
are two Hutt Turrets, and there are two Missile Turrets in the
center.  If this weren't enough, about six more Hutt Fighters will
launch and you'll have to tango with them as well.  Once you start,
Vedd and Hollis will fly in to give you backup.  They'll tell you
they're out of torpedoes, so you'll have to hit the Hutt's ship.

If you have more than one life left, I suggest firing all your
torpedoes at the Transport, then doing as much outside damage as you
can, and when your next life comes up, use all your Torpedoes on the
ship immediately to stop it.

If you only have one life left, you're in for a nasty fight, fire
your torps at the Missile Turrets in the center, then go for the Hutt
Turrets on the outside.  You may want to ignore the Hutt Fighters for
the most part, but if you feel like you can mop them up, more power
to you...

Anyway, once you hit the Hutt Transport enough, the whole back end
(the part that was shooting at you) will blow up, leaving the command
module to run off and limp back to Nal Hutta.  Oh, sure, I hear you
going on about how you didn't give the Hutt his full justice, but
just think...  It's gonna be a LONG limp back to Nal Hutta with his
ship in that state...

E. Going for the Gold

Time:              5:30
Enemies Destroyed:   35
Accuracy:           42%
Friendly Saves:       4
Bonus Collected:    Yes
Lives Remaining:      3

Once again, staying alive's the issue.  You'll also have a little bit
to work on with the enemies.  Specifically, you'll want to take out
as much of the Hutt's personal guard as possible in the final part
of this mission.

For the first part, I suggest against using any Clusters.  If you
feel you have to, at least make sure that the Torpedoes will have
at least three targets to hit, preferably four.

So, you'll want most of your torps for the last part.  Fire a few at
the defenses around the base, taking out as many turrets as you can.
You'll probably want to save three or four Clusters for the Hutt
Transport.  The torps won't view the Transport as a higher priority
than any other target, so make sure you're close when you fire them,
otherwise they may curve towards other targets.

That's about it.  Time won't be an issue.  Accuracy is a slight
problem, but what you lose in the first dogfight can be made up in
the final showdown.

I'm not quite sure what the four Saves are.  One is Kol, and two are
Vedd and Hollis, but the fourth is a mystery.  A third wingman,
maybe?  Either way, you shouldn't have problems with the Saves


Mission 12 - Liberation of Camp 4

A. Overview

The Trade Federation has imprisoned Naboo's most important leaders
in the notorious Camp 4.  Reach the camp, take out the Trade
Federation forces, and free the captives before reinforcements can

This is easily the largest mission in the game.  It's actually two
missions sandwiched into one, as you'll be able to tell by the brief
pause in the middle.  You'll be under fire for most of it, as well,
so stay sharp, and stay alive.  The prisoners are counting on you.

B. Your Craft

First Time: Naboo Starfighter --} Heavy STAP --} Gian Speeder

After Endgame: Any Aircraft --} Heavy STAP --} Any Ground Craft

C. Enemy Opposition

Droid Starfighter
Laser Turret
Missile Turret
Proximity Mine
Battle Droid
AAT (Tank)

D. Survival Walkthrough

You'll head out in the dead of... um... dusk for the camp.  You'll be
looking for the camp, and you'll have no clue where to start looking.
Stick with your wingmen, and they'll lead you into a canyon.  The
sides of this canyon are dotted with emplacements, including a
Missile Turret at the very beginning.  Let your wings enter first to
absorb some fire, then let the guns have it.  There's another Missile
Turret soon when you reach the end of this canyon on a high wall to
your left.  Take it out before it drops you.  Afterwards, take out as
many Laser Turrets as you can.  There will be a large Droid Carrier
and Droid Starfighters will be spilling out of it in groups.  The
fighters will fly away, so you don't necessarily need to take them
out.  The Carrier will lift off and proceed back along the canyon,
dropping a few mines as it goes.  You can destroy the mines, but the 
Carrier takes FAR too many hits.  It can be destroyed, but it's not 
worth it, as you'll be using up most of your warheads to do so.

Follow the Carrier back out, and you'll get a distress call about
some farms under attack.  Two Starfighters and two Bombers are
terrorizing a small farmland.  Deal with them, and then move onto
another farmland, where another group of fighters is doing evil.
This group has three Bombers and two Starfighters.  Mop them up and
move towards a river.  Follow the river, and it'll end up in a
canyon.  Canyons mean gun emplacements, and you'll have no shortage
of them here.  Use your radar to find as many as you can and destroy
them from afar if at all possible, before they hammer you.  There is
one Missile Turret, and it will be on the right side of the canyon,
so be aware.

Now, you've reached the outskirts of Camp 4.  You'll see a small
hangar with Turrets protecting it, Starfighters buzzing about it,
and Gunboats supporting it from off-shore.  Take out the Turrets and
the Starfighters and Kol will tell you to fly in to grab a speeder.
Do so.

Battle for Naboo will be right back...

And we're back...

That was a reference to the music stop/level split thing that
separates the two parts of this level.  You'll be in a Heavy STAP
now.  Speed towards the camp, and you'll see a couple of Laser
Turrets guarding the wall.  Shoot them both down, and pick off the
Battle Droid standing on the wall.  Do NOT shoot the transports
trundling towards the gate.  These guys are prisoners and shooting
them would A) Be mean, and B) Cut off your only access inside.  Wait
until the transports get close to the gate, and it'll deactivate to
let them inside.

Once inside, straight ahead you'll see a group of three droids on
Heavy STAPs come out to intercept you.  Fill them with blaster bolts,
then go to the slope near the gate that climbs of the perimeter of
this valley.

About halfway up, you'll run into an AAT that will open fire on you.
Take it out and keep moving.  Soon, you'll reach a midpoint up the
hillside and you'll run into an encampment.  Two Laser Turrets will
be at the walls, and AATs will be coming out of the main gate.  There
will also be a few more Heavy STAPs riding around in the area, too.
Destroy the Shield Generator to the right of the camp, then cruise
inside and blast the door on the prison compound on the right side.
This will release the prisoners and prompt you to move on.  It'll
also stop the Tanks from coming out the small hangar inside the camp.

Proceed further up the slope, and you'll arrive at the main camp.
Shoot down the two Turrets flanking the gate, and you'll notice a
Security Hangar inside and to the right.  By now, you're probably
taking some pretty nasty damage, so scoot on in, where you'll be
able to grab a new craft, a Gian Speeder.

Once you're in the Speeder, use its Heavy Laser to start blasting all
the Laser Turrets in sight.  There are two right in front of you, and
one high on a cliff to your right.  There are another two further on.

You're going to have to find a way inside the encampments on either
side that have prisoners in them.  Around the back of the left-hand
encampment, you'll see a bunch of stacked boxes next to the wall.
There are a couple of Battle Droids standing in front of them.
Blast all the aforementioned.  When the boxes blow, they rip a hole
in the wall of the camp.  Glide in, and you'll see a Shield
Generator, three prison blocks, and two Droid Barracks.  There are
two Droids in front of each of the Barracks.  Shoot the doors of the
prison blocks, and you'll trigger the release of two more each.
Shoot down the Shield Generator, and you can leave this camp by the
main gate and go into the right-hand camp as well.  You'll have a
similar situation as the left-hand camp.  Three prison blocks, and
two barracks complete with droids.  Deal with all the droids, and
blow the doors of the blocks.

Once you've finished that, you're going to need to bust through the
next gate at the far end.  There's a generator for it, and it's in
the back of the right-hand camp.  Go up the slope in the back and
you'll soon come under fire from a Laser Turret.  Take out that
Turret, and continue your climb.  You'll soon reach the top, where
you'll find two Generators.  Don't go to fast, or you'll launch right
off the side (and die).  Blow the Generators, and you'll be able to
leave.  Race down the slope (again, not off the side, or you'll
croak) and through the gate.  You'll slide down another slope, and
you'll be caught in an ambush.

There will be another small camp (no prisoners) in front of you, a
small structure to your right, and further on down, the main gate.
Take out any Turrets in the area first, then the Tanks that'll be
causing havoc, then any little Battle Droids.  Soon, Hollis will fly
in and bust open a wall in that last small camp.  Go inside, and
climb another slope.  You'll reach a crest with a Laser Turret and
the last Shield Generator.  Blow up both.

BONUS ALERT!  Sure.  You could coast back down the hill and out the
main gate to freedom, but you'd miss the incredible bonus in store
for you!  Continue up the hill past the Generator's ruins (head a
little to the left and hit the wall, because it's kind of tough to
crest a little bump there).  Continue on to a little pocket in the
canyon, and you'll find your delicious bonus just sitting there.
Grab it, and Advanced Blasters will be yours.

So, slide down the hill and out the main gate, and you're done!

E. Going for the Gold

Time:              7:00
Enemies Destroyed:   67
Accuracy:           50%
Friendly Saves:      17
Bonus Collected:    Yes
Lives Remaining:      2

Yes, you noticed that.  This is one of only two missions that allows
you to lose a life and still get the Gold Medal.  It can be done
without losing a life, but it's no mean feat.  The loss will most
probably occur during the time you're riding the Heavy STAP.  If it
occurs any earlier than that, consider restarting.

There really are no "tricks" to this level.  One of the best things
you can do, for both accuracy and enemy count, is to use Cluster
Torpedoes on the Droid Starfighters exiting the Droid Carrier in the
first part of the mission.  This will rack up a lot of hits.  Use
Clusters for the groups terrorizing the farmlands, and those guarding
the STAP hangar.

Speaking of which, you MUST use a Heavy STAP for the first half of
the second part.  There's no way around it, so suck it up.  Follow
the walkthrough for the rest of the mission.  Stay accurate.  Stay
alive.  Don't forget the bonus.

One thing.  Instead of having Hollis blow the wall to the last
Shield Generator, you can shoot the structure on the other side of
the wall yourself, and that'll blow it open.


Mission 13 - The Queen's Gambit

A. Overview

Captain Panaka and the Queen have returned to Naboo.  Rendezvous with
Panaka and follow him to the Queen, where you'll learn Amidala's
grand plan for freeing Naboo.

Now, we're picking up with the movie.  This scene occurs after the
Gungans agree to help the Naboo.  While plans are being made for an
attack, you'll be sent to clear out a convoy that could make some
serious trouble for the Gungan army.

B. Your Craft

First Time: Gian Speeder --} Naboo Bomber

After Endgame: Any Ground Craft --} Starfighter or Bomber

C. Enemy Opposition

STAP Droid
AAT (Tank)
Droid Starfighter
Droid Bomber
Proximity Mine
Laser Turret
MTT (Droid Transport)

D. Survival Walkthrough

As you race along the pristine Naboo plains, you'll come across
several STAPs.  They're terrorizing the houses in the area.  Fry
them, and the two Starfighters in the area.  After you take them out,
you can move on, and three more STAPs will be causing havoc.  Take
them down, and you'll speak to Panaka.  He'll tell you to move ahead
to the south ridge, where you'll be able to enter the city.

When you regain control, you'll spot the tail end of a convoy of MTTs
and AATs.  The last AAT will knock down a pillar, preventing you
from following.  Go around to the right, and you'll ascend, and get a
distress call from Palmer, whose group is under attack.  Speed up the
ridge and you'll see her under attack by a couple of Bombers and two
AATs...  Finish off the AATs and you'll be able to enter the
security hangar nearby, where you can take the Naboo Bomber.

Fly the sluggish craft out and take a gander at that big ol' convoy.
As you fly down this big canyon, you'll come across multiple Turrets,
mines, and Starfighters.  Take out the Turrets first, then the mines,
then any of the convoy craft that you can.  Bomb a few of the Tanks.
You can take out the MTTs, but it will take a long time.  Your main
objective is to stay alive here as you progress through this death
trap of mines and Turrets.  Just stay alive long enough until you
reach an area with pinnacle rocks.  Bomb each of the pinnacles, and
you'll slow down the convoy.  Panaka will tell you that a commando
group is leaving thermal detonators on the bridge.  Blow as many of
the AATs as you can, then busy yourself with Starfighters.  Watch the
commando vehicle as it arrives on the bridge.  As soon as it drops
off its payload of detonators, lay a bomb on the bridge and watch the

With the bridge destroyed, the convoy is stranded.  You'll grab a
speeder and make your way towards Theed.

E. Going for the Gold

Time:              7:30
Enemies Destroyed:   34
Accuracy:           48%
Friendly Saves:      10
Bonus Collected:     No
Lives Remaining:      3

Once again, staying alive is your primary objective.  Do this by
keeping back from the Turrets and hitting them from afar.  Try to
bomb the facilities that the convoy trundles through as well, to get
multiple hits with one bomb.

That's all there is to it, really.

An alternate way of doing this is to take the Starfighter with
Clusters.  You can use blasters to destroy the bridge with the bomb.  
This is probably the easier way.


Mission 14 - Panaka's Diversion

A. Overview

The Queen plans to enter Theed in a bold attempt to capture Nute
Gunray.  You must create a diversion to distract the Trade
Federation's forces guarding Theed.  Once Panaka and Amidala are
within the city limits, travel to the Theed hangar and join the

This, of course, occurs when all the good guys are storming Theed.
The Gungans are dealing with the main droid force miles away, and you
have to help storm the gates.  Just like the first mission, you'll be
tangling with a force of Battle Droids, Destroyers, and AATs within
the city.  You are to destroy whatever you can.  Sound like fun?

B. Your Craft

First Time: Gian Speeder

After Endgame: Either Speeder

C. Enemy Opposition

Battle Droid
Battle Droid Officer
AAT (Tank)

D. Survival Walkthrough

Blast through the first batch of Droids, pushing or shooting,
whatever it takes.  Push along, and you'll eventually reach a plaza
with two AATs.  One will be facing directly across from you, and the
other on the right side of the plaza.  Finish both of these with the
Heavy Laser, and proceed to the right, where you'll find the river
splitting Theed.  Across the river, an AAT will be shooting at you,
a few Droids will be off to your left, and two Gunboats will be
floating along shortly.  Deal with the threats, and proceed along the
side of the river and to the left.

At this point, you'll see a cutscene where Palmer's pinned down by a
group of Tanks and Destroyers.  Once you regain control you and Kol
(the other Speeder) will come across a few blocked gates.  While he
works on the gates, pound any Droid in the area to a cinder.

After this area is clear, Kol will move ahead, and he'll start
getting hammered by three AATs.  One behind him, one to the left, and
one to the right.  Take out all of them for him and continue.  Keep
pressing through the streets, taking out any Droids as you move
along.  Soon, you'll arrive at Palmer's predicament.  Take out the
two Tanks first, then hit the Destroyers in front of the soldiers,
then the Destroyers elsewhere in the area.  Move on down the street,
taking out two more Tanks on the way.

Press on, and you'll soon end up in the Courthouse Plaza.  This area
has two AATs, four Destroyers, and a whole bunch of Battle Droids.
Mete some justice on these guys and you'll be able to proceed
onward.  You'll have some commandos from Group Three on your team,
who'll help you blow open a gate in Kelsea Plaza.  Speed over there,
and you'll find the plaza is overrun with a LOT of Battle Droids,
but only one Destroyer.  Take them all out, and the commando vehicle
will park next to the gate, the commandos will hop out, and they'll
set the charges on the gate, run away, and the gate will go boom.

Drive through there, and you'll soon arrive at an archway next to
Captain Panaka.  He'll tell you to slow down for an ambush on the
Tanks.  Do as he says.  This is just for story purposes, but charge
up your Heavy Laser anyway.  When he tells you to fire, hit the
nearest Tank, then keep shooting until you destroy all four of them.
Doing this will complete the mission.

You'll hop into the nearest Naboo Starfighter in the main hangar,
and you'll be speeding out to face the Droid Control Ship oribting
Naboo!  Bring it on...

E. Going for the Gold

Time:              5:00
Enemies Destroyed:   68
Accuracy:           50%
Friendly Saves:       4
Bonus Collected:     No
Lives Remaining:      3

Your biggest concern here (after Accuracy, of course) is time...

If you're methodical and blast all the droids, you'll get about 80 to
90 kills, but you won't be under the time limit.  Shoot only those
droids that you have to.  Make sure you shoot every last Tank,
though, because they'll hammer both you and your fellow soldiers if
you're not careful.

Speed through the entire level, taking potshots at any Droid that
comes in your sight.  You'll probably pass Kol and end up having to
take down the gate yourself.  It's the price you pay for glory... ^_^

At the courthouse, make sure you take out the Tanks and Destroyers.
The Droids can take a backseat.  It's not necessary to take all of
them down.

That's about all the good tips.  The biggest place to watch for
enemy fire, where you could lose a life, is at Palmer's predicament.
The best way to survive is eliminate the threatening Tanks and
Destroyers, then just take off without taking out the other
Destroyers.  Finish off the two Tanks in the distance, then peel out
for the Courthouse.


Mission 15 - Battle for Naboo

A. Overview

Bravo Flight has been ordered to destroy the mammoth Droid Control
Ship in orbit around Naboo.  You must target the Control Ship's
weakest area.  Use your N-1 to disable the Control Ship's tractor
beams and shield generator.

The Gungans are locked in a bitter struggle with the droids.  The
Queen is after Nute Gunray.  The Jedi are dueling with Darth Maul.
Looks like it's up to you to take out that big thing up there.  This
is another hectic mission.  You'll have many things firing at you,
naturally.  Just keep cool and know where to go, and you'll find this
mission may not be as hard as you first thought...

B. Your Craft

First Time: Naboo Starfighter

After Engame: Naboo Starfighter

C. Enemy Opposition

Droid Starfighter
*Droid Control Ship*

D. Survival Walkthrough

All right!  Time for some more space action!

As soon as you fly out, you'll be set upon by ten Starfighters almost
immediately.  They'll fly directly for you, so veer off to the left
or right to avoid most of their fire.  Two more groups of five will
come in from the left and right, so get between them so they don't
waste you, then turn around and engage.  Shoot down as many as you
can without dying...

After you shoot down all of them, or three minutes have elapsed,
you'll be taken to the Droid Control Ship.  This thing is BIG!

Okay, here's the lowdown of the ship.

As you face it, you'll have the two hangars in front of you, with a
Tractor Beam Projector above and below each.  Droid Starfighters will
be continually spilling out of the hangars.

All around the outside of the ship, there are turbolaser batteries.
They'll fire at you if you get in front of them.

Atop the "arms" of the ship, and the main command pod, there are
several dishes.  These do not attack, nor do you need to take them
down, but they're good for extra kills.

In the back of the ship, there are six more turbolasers.  These guys
are nasty, and will batter you to pieces given half a chance...

Okay.  Your first objective is to take out the remaining three
Tractor Beam Projectors.  One of your wingmen already took out one.
Just use lasers and you should be all right.

Once that's done, you must take out the Shield Generator.  It's a
thing not easily found by the passive observer.  In the back of the
ship, there is one big dish.  That's NOT the Shield Generator.  Below
and in front of that dish is the connector to the command pod.  The
Shield Generator is THERE.  Shoot that thing and it should flash
green where you hit it.

Now, you can fly around in front of the Generator, getting shot at
by the six turbolasers and dying, OR you can use my super not-so-
secret tactic!  Fly around behind the large dish, shoot it into
oblivion, and you have an unobstructed run at the Generator, and the
turbolasers can't hit you.  Keep shooting at the Generator, and
it'll blow up.

Now, you're supposed to blow up the ship, but, if you've seen the
movie, you know what happens.  That's right.  Little Anakin Skywalker
flies out the of the exploding Droid Control Ship, and everybody's
happy!  Time for the parade of Gungans!

E. Going for the Gold

Time:              6:15
Enemies Destroyed:   22
Accuracy:           40%
Friendly Saves:       3
Bonus Collected:     No
Lives Remaining:      2

Honestly, this is a pretty easy Gold to get.  In fact, I got a Gold
on my very first completion of this mission.  Use the secrets I
described in my Survival Walkthrough, try not to die more than once,
and you'll be just fine.  You don't even need Cluster Torpedoes for
this one.


Secret Mission 1 - Trade Federation Secrets

A. Overview

Naboo commandos have taken over a Trade Federation facility.  A droid
army has been dispatched to destroy the base before the secrets are
exposed.  Protect the base until the commandos can be airlifted to

This mission opens up after you get at least a Bronze Medal in every
mission, which really isn't hard at all.

The basic idea here is that you're defending a base, and later a
Republic Cruiser, against a combined ground and air assault from the

B. Your Craft

Naboo Starfighter (You're already after endgame)

C. Enemy Opposition

STAP Droid
AAT (Tank)
MTT (Droid Transport)
Droid Starfighter
Battle Droid

D. Survival Walkthrough

You'll be placed right over the installation.  It'll be quiet for
now.  Enjoy the quiet, because things are going to heat up fast.
Straight ahead of you in the distance are 10 STAPs, 6 AATs, and 1
MTT.  The STAPs will move around.  Three will try to sneak around
back of the installation.  The AATs will plod directly for the base
and open fire, and the MTT will get close, then drop its payload of
about 25 Droids...  All the while, Droid Starfighters will be whining

Keep cool.  Stay at the base.  Take out the first wave of
Starfighters, then move to attack the seven STAPs that will be
coming directly for you.  Naturally, you'll have a tough time hitting
them.  Use Homing Torpedoes if you feel like it.

After taking out a few of the STAPs, concentrate on the AATs, since
they'll do the most damage.  Best way to tackle them is to pound one
into scrap, then pull up, loop around, and attack the next one.
After you've taken out the AATs, hit the MTT with all you've got.

Once all, or most of the ground forces are neutralized, you'll need
to deal with the fighters present.  There will be quite a few of
them.  Like always, get behind them, and break if you come under

After about two minutes, the Republic Cruiser will show up.  It'll
sit on the base for about thirty seconds, then take off for the
hills.  Defend it all the while.  Just keep shooting down as many
Starfighters as you can, and the Cruiser should be able to make it
to safety.

E. Going for the Gold

Time:              5:45
Enemies Destroyed:   35
Accuracy:           31%
Friendly Saves:       4
Bonus Collected:     No
Lives Remaining:      3

You'll need the Clusters for this, definitely.  Use one Cluster for
the entire first group of STAPs, then another two for the AATs, then
another one for the MTT, finishing up with lasers where necessary.

Use the rest of the Clusters on groups of fighters where necessary,
and you should have no trouble getting the Gold Medal.

The REAL problem is getting the Silver Medal, because you won't have
the advantage of Clusters.  Basically, you're going to want to
largely ignore the STAPs, maybe taking one or two out, and
concentrate on the other ground vehicles and the Starfighters.  Try
to use just blasters for the ground vehicles, to increase your
accuracy, and only take shots on Starfighters when you're absolutely
sure you'll hit.

If you have any problems with this level, there's also a nifty
secret.  There's an island to your left when you start the mission.
Fly over to the island, and you'll find a Security Hangar, where you
can change vehicles.  Sure, changing to the Police Cruiser or the
Bomber would give you a slight disadvantage, BUT you'd have the
advantage of an extra payload of Torpedoes or Bombs to use however
you want.  (Thanks to themetroid for finding this)


Secret Mission 2 - Coruscant Encounter

A. Overview

Darth Maul has attacked a Naboo delegation upon arrival at
Coruscant.  Destroy the Sith Infiltrator before Darth Maul causes
more damage.

Yeah.  I know this would never happen in the movie, but hey!  You get
to take down Darth Maul!  How many people can say they've had that
opportunity, eh?

This is one of those few times when you get a mission that's pure
fun.  Your job is to chase Maul around a small section of Coruscant,
trying to tag his very agile Infiltrator.  Good luck to ya.

B. Your Craft

Naboo Starfighter

C. Enemy Opposition

*Sith Infiltrator*

D. Survival Walkthrough

You'll start with the Infiltrator directly in front and to the
right of you.  Chase after him and hit him as hard as you can,
whenever you can.  Be careful tailing him, because he may
periodically drop one of those Sith Probes he used on Tatooine, which
will explode when you get near.

That's basically it.  Darth Maul is an excellent pilot, and his
Infiltrator is very fast and agile, so it's not going to be easy,
but this is where your latent skill comes in.  You only have to shoot
him down and you complete the mission.  Be careful flying around the
city block, because he makes some daring turns and you may be
facing a wall about three seconds before you notice it, then it's
bye bye ship...

BONUS ALERT!  The creme de la creme of bonuses.  The Homing Cluster
Torpedoes are hidden here.  From your starting point and orientation,
turn around 180 degrees and fly down.  You'll reach a lower area,
lit by purple light.  Poke around this area, and you'll see the bonus
situated between the bottom of a building, and a horizontal support
girder.  Snag it, and finish off Maul...

E. Going for the Gold

Time:              1:30
Enemies Destroyed:    1
Accuracy:           43%
Friendly Saves:      15
Bonus Collected:    Yes
Lives Remaining:      3

This CAN be done without Clusters, but why bother?  You get them in
this mission anyways...

As you start, hit the brakes, and fire a Cluster directly at Maul.
If you're moving too fast, some may miss or not track, and that'll
be bad for your accuracy.

Once all the torps connect, whip around and drop altitude to enter
the bonus area (You'll want to have its position memorized).  Grab
the bonus, then rejoin the fracas.  Fire another Cluster once you
have a good shot, and the Infiltrator should drop like a Corellian
after too much Whyren's Reserve...


Secret Mission 3 - The Dark Side

A. Overview

Decimate all Naboo forces.  Take the controls of the Infiltrator and
obey your Master!

Oh, sure.  It's one thing to fly against Darth Maul.  It's another
entirely to fly AS Darth Maul!  This mission pits you (on the side of
the Trade Federation) against a bunch of Naboo forces.  It's not
particularly hard.  Just worry about staying out of the line of fire.

B. Your Craft

Sith Infiltrator

C. Enemy Opposition

Gian Speeder
Police Cruiser
Naboo Starfighter
Gungan Transport

D. Survival Walkthrough

Naturally, I'm not going to put the enemies here in the Enemy List
and ruin the surprise.  Just assume that the aircraft are similar to
Droid Starfighters if they had shields.  The Gian Speeder is like a
smaller AAT, and the Gungan Transport is a waterborne craft with a
single laser cannon, and is easily taken out.

Right.  You'll come upon your poor AATs being turned into hamburger
by the vicious Gian Speeders.  Slow down, and let the Speeders have
it with your best laser shots.  After you clean them out, a few more
will trundle over and around the hill in front of you.  Hit them as
hard as you can, using Missiles if you think it'll help.

Once you take out all the Speeders, you'll get a distress call from
some Gunboats and Starfighters being mercilessly slaughtered in the
nearby swamplands.  Speed over there, and start dishing out some
trouble.  In the beginning, there will be several Police Cruisers,
and a couple of Starfighters.  Take them all out, taking out Gungan
Transports at your leisure.  Also, keep an eye on the big island in
the middle.  There are four Gungans wandering around up there, and
they're targets.  Liquify the vermin.

Soon, you'll hear Panaka say "The Senate will hear about this."  This
is a cue for a bunch of Starfighters to start flying in.  They'll
come in waves.  Get behind the squadrons and fill them with laser
fire, then take out the next squadron in the same manner.

Once you take out all the aircraft, the mission will end, and you'll
be able to use the Infiltrator in any battle you want that uses

E. Going for the Gold

Time:              7:25
Enemies Destroyed:   39
Accuracy:           24%
Friendly Saves:      11
Bonus Collected:     No
Lives Remaining:      3

This is the easiest Gold Medal.  How easy is it?  The first time I
played the mission, I got a Platinum.  It's THAT easy...

For the record, try to be as accurate as possible, even though you
don't have to be.  Make sure you take out all the Gungan Transports
and those four Gungans on the hill when you're in the swamp, because,
once you take down all the aircraft, it's over.


7. Secrets

A lovely thing about this game is that it doesn't skimp on the
secret stuff.  This game is packed with bonuses, secret codes, and
whatnot to keep anyone busy for a while.


A. Bonuses

These are all listed in the Mission Walkthroughs anyway.  This is
just for quick reference.  Remember that to have the bonus be
activated, you have to complete the mission.

Advanced Shields

Effect: Your shield indicator will start at blue instead of green.
Basically, your shields are stronger.

Location: Escape from Theed - The second time Captain Kael requests
your help, you'll have a road going in two directions.  From the
right side, a Tank will be shooting at you.  Take it down.  Enter
the area behind him, and you'll find the bonus.

Advanced Missiles

Effect: Your missiles hit harder.  Two will take out an AAT, as
opposed to the usual four for normal missiles.

Location: Smuggler Alliance - After you save the very first
homestead, watch your map carefully.  You should see a green dot
(besides yourself) on the map.  That green dot's a farmer who's
running for his speeder.  Two STAPs will come in and attack him as he
takes off in that thing.  Shoot the STAPs and follow him to his other
farm.  He'll open the gate to the complex, upon the other side of
which is your bonus.  You MUST do this in order to get the bonus, by
the way.

Advanced Bombs

Effect: Bombs AND Projectiles will be stronger.

Location: Glacial Grave - You'll face a platform in a valley which
is heavily defended by mines, starfighters, and turrets.  After you
finish the area (Kael says "Move on," and "Stay in formation."),
take the right fork in the valley instead of the left that everyone
else takes.  You'll come across a small outpost with five turrets and
a building.  The bonus is inside the building.

Rapid-fire Blasters

Effect: Blasters fire much faster, but don't really do much more

Location: Sanctuary - Once you reach the end of the valley, instead
of heading into the ruins, turn 180 degrees around when you reach
the entrance.  You should see a small pass in the land and on the
map.  Go into that pass and you should end up in a large area with
a volcano-type structure (This is actually Devil's Tower.  The
designer says he wants to put it in every one of his games).  Around
the far right side of the volcano is a runway.  At the end of this
runway is your bonus.

Homing Torpedoes

Effect: Launch a torpedo, and it makes directly for the nearest
target.  Simple enough.

Location: Borvo the Hutt - After rendezvous with Kol Kotha, follow
him as he leads you to the Hutt.  After he leads you to the spot,
instead of entering the valley and attacking the Hutt, go around the
outside of the valley almost 180 degrees.  At the "wall" of the
area, you'll see a piece of land you can fly over.  Look on that
piece of land for a cluster of trees surrounded by a small wooden
fence.  The bonus is amidst that cluster.

Advanced Blasters

Effect: Blasters hit harder.  Very useful.

Location: Liberation of Camp 4 - In the final area, you are forced
to climb a hill to find the last Shield Generator.  Continue
climbing after you blow the Generator, and you'll find the bonus
along the path.

Cluster Homing Torpedoes

Effect: Fire a torpedo, and it splits into seven, each one finding
a target.  One of the finest weapons in the game, and excellent for
getting medals.

Location: Coruscant Encounter - This is tough to explain.  If you're
facing north when you start the mission, then the bonus is
southeast and below you.  The bonus is in an area that's lit by
purple light.  Poke around the area.  The exact location is under a
building, between a horizontal support beam and the actual
building.  You may want to devote an entire run to finding it and
may just want to ignore your enemy for the time.  Just be sure to
finish the mission, or you won't get it.


B. Secret Missions

Taking Medals in all of the missions is a good thing, for it opens up
the way to a few extra missions.  These each have their own
walkthrough, but here's the rundown of the secret missions.

Get all Bronze Medals - Open up Trade Federation Secrets

Get all Silver Medals - Open up Coruscant Encounter

Get all Gold Medals - Open up The Dark Side

Get all Platinum Medals - Unlocks Swamp Speeder


C. Passcodes

Not normally given out during the game, these codes can tweak the
odds in your favor.  I strongly suggest you play the game the right
way BEFORE entering the codes to maintain the challenge factor, of


N64 Codes

LOVEHUTT - Displays a picture of the crew.

DRJEKYLL - Pretty freaky.  Using this code will distort the horizon 
limit of the area you're flying in, making it appear wavy and bumpy.  An 
easy way to get sick...  If you're looking for real fun, try using it in 
Naboo Bayou or Andrevea River for some real freaky water effects...

MEMEME! - Displays credits.

PATHETIC - Gives you infinite lives.  Life counter stays at 3.

EWERDEAD - If you get shot once, you're down.

RUAGIRL? - All your ships are now in various shades of pink.

OVERLOAD - Rapid-Fire Blasters

ADEGAN - Advanced Lasers.

DROIDEKA - Advanced Shields.

CANTMISS - Homing Torpedos

&OVRKILL - Cluster Torpedos

KOOLSTUF - Allows you access to the Showroom, where you can view
   concept art.

WAKEUP - Activates the Concert Hall in the Showroom.

NASTYMDE - The game becomes significantly harder.

TOOWEAK? - All regular missions will be open.

BYENABOO - Opens missions up to Trade Federation Secrets.

LEC&FIVE - Opens missions up to Coruscant Encounter.  
*WARNING*: This code has the potentiality to screw up your game, 
   because it also opens stuff up beyond Dark Side, but it's buggy.  My 
   guess is that this code was never really meant to be found, and was 
   part of the debugging process.  Use caution when using this code.

BADTEMPR - Opens missions up to Dark Side.

TALKTOME - A VERY funny cheat.  This gives you commentary from the
   design team as you go through levels.  You'll get insights into
   how the game was made, and maybe a few tips along the way.

WAKAWAH! - Unlocks all normal ships.

SIENAR& - Unlocks the Sith Infiltrator.

&&A!AT - Unlocks the AAT.

RHUBARB! - Unlocks the Swamp Speeder.

EOCOAROS - Turns the Gian Speeder into a Buick Convertible.


PC Codes

EOWXZGAS - Displays a picture of the crew.

DRJEKYLL - Pretty freaky.  Using this code will distort the horizon 
limit of the area you're flying in, making it appear wavy and bumpy.  An 
easy way to get sick...  If you're looking for real fun, try using it in 
Naboo Bayou or Andrevea River for some real freaky water effects...

DIWMZIAR - Displays credits.

LFZWKXAA - Gives you infinite lives.  Life counter stays at 3.

CSXJMIAA - If you get shot once, you're down.

RUAGIRL? - All your ships are now in various shades of pink.

ABVUSEAY - Homing Torpedos

UYCZNCAX - Gives all craft double missiles/torpedos/bombs

JOBXXFAI - Allows you access to the Showroom, where you can view
   concept art.

RECTVBAH - Activates the Concert Hall in the Showroom.

GPAYQWAJ - Opens all levels except the bonus levels.

FMRYLDAD - Unlocks the Dark Side mission.

NIZWAGAO - Unlocks all normal craft.

FRBPTDAY - Unlocks the Sith Infiltrator.

RQORACAQ - Unlocks the AAT.

XFIIYBAY - Unlocks the Swamp Speeder.


D. Secret Ships

Sith Infiltrator

Appearance: Looks like an X-Wing's cockpit with a TIE Interceptor's

Primary - Blasters

Secondary - Concussion Missiles

You can fly this craft in the 3rd secret mission: The Dark Side.
After you get a Gold in every level, you can use it on any mission 
except Trade Federation Secrets.

The Infiltrator is quite agile and the blasters fire very rapidly.
In atmosphere, the craft is the fastest vehicle available, but, for
some reason, it's slower than the Starfighter in outer space.  The
biggest disadvantage to this craft is the warheads are just missiles.



Appearance: A hovering tank with a single big turret.

Primary - Blasters

Secondary - Projectiles

After using the code to unlock it, you can drive this Trade Federation 
tank in any area that allows you to use a Heavy STAP.  It's pretty slow, 
but it has decent power, and you can use Projectiles on land with it.


Swamp Speeder

Appearance: Looks somewhat like a speedboat.

Primary - Blasters

Secondary - Heavy Blaster

After snagging all Platinums, you can use this ship to your heart's 
content on areas with water.  This means Andrevea River and Naboo Bayou.  
It's pretty fast, and the lasers have decent power.  It operates much 
like a Gian Speeder on water.


E. Pushing for Platinum

Yes, folks.  Platinum Medals DO exist!  I know.  I hear you all
groaning (ANOTHER challenge)...

Take heart!  There will soon be an In-Depth FAQ created by some of
the greatest minds on the subject.  It doesn't exist at the moment,
but be patient, and it'll manifest itself, and I'll link you to it,
if need be.

There are many personal reasons why I'm not including the Platinum
requirements here in my own FAQ.  It's rather complicated, and I
suggest you all not ask about it in the best interest of FAQ-dom

Mission Time Kills Accuracy Saves Bonus Lives 
   1    1:38  49      84%     7    Yes    3 
   2    4:01  34      64%    65    No     3 
   3    2:43  21      59%     7    No     3 
   4    5:24  43      58%     2    Yes    3 
   5    3:38  38      56%    15    No     3 
   6    4:50  49      84%     4    No     3 
   7    6:03  77      89%     4    Yes    3 
   8    5:18  54      83%     0    No     3 
   9    6:12  49      62%     6    No     3 
  10    4:35  26      63%     0    No     3 
  11    3:39  42      74%     4    Yes    3 
  12    4:44  77      75%    19    Yes    3 
  13    4:06  55      56%    11    No     3 
  14    3:41  96      67%     5    No     3 
  15    3:51  41      78%     3    No     3 
Bonus 1 5:27  68      50%     5    No     3 
Bonus 2 0:23  1       68%    30    Yes    3 
Bonus 3 7:15  40      25%    13    No     3 


8. Legal

This FAQ was made 100% by me, Scott "CyricZ" Zdankiewicz.  You may
not take it in whole or in part and claim it as your own.  You must
ask me before posting this on your site, and it must remain in its
original text format.  I spent a lot of time on this.  Give me some

Currently, the following sites have permission to post this FAQ.



9. Credits

CJayC - For putting this up on his site.

themetroid - For the TALKTOME passcode.

Nemesis - For the PATHETIC passcode.

Acolyte Z 2000 - For the EWERDEAD passcode.

lopper - For the DROIDEKA and KOOLSTUF passcodes.

Gamesages - For displaying the NASTYMDE, RUAGIRL?, and OVERLOAD

tuskenthug - For the WAKEUP passcode.

Kami - For the Gold Medal Requirements for Battle for Naboo (the

Zefram42 - For the Gold Medal Requirements for The Dark Side.

themetroid - For finding the secret hangar in Trade Federation

BenBT64 - For the DRJEKYLL passcode.

The Robbler - For the LEC&FIVE passcode.

GameWinners - For the remainder of the passcodes.

Factor 5 - For taking a wonderful franchise and making awesome games
out of it.

Lucasarts - For the same, but in a broader sense.


10. Version Updates

Version 1.02 - 9/2/2001 - The remainder of the codes.

Version 1.01 - 1/17/2001 - Corrections, and a new code.

Version 1.00 - 1/13/2001 - Most everything you see here.


11. The Final Word

Ah...  This was definitely a lot of fun to write.  Well, this is my
third FAQ.  Be sure to check out some of my other work (Perfect Dark
and Ogre Battle 64) on www.gamefaqs.com.  They're good stuff, I'm

I'll take just about anything you have to submit for me.  Send me
passcodes, perhaps any better Gold Medal strategies than the ones I
use, etc.

If you DO decide to send me a better Gold Medal strategy, be as
specific as possible.

Okay.  That'll do it.  Take care, and have fun!

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