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During the 14 story-based missions you fly three different starfighters, as three different pilots: although all have different characteristics, the heads-up display (HUD) is similar, and often identical, in each case.

The targeting sight in the center of the screen indicates where your primary weapon is aimed. However, if a target isn't stationary or moving directly toward you, then you should sight ahead of it to allow for the time taken for your shots to reach it.

Once a target has been selected automatically or manually, it's surrounded by a halo on screen: if line of sight is broken on screen, then this halo fragments. If the target is off screen altogether, then an arrow appears at the edge of the screen to indicate where it is. In either case, color indicates target status: green if friendly, red if hostile and yellow if communicating with you (friend or foe). You can highlight all targets on screen by holding down manual targeting.

The selected target is displayed in the bottom left corner of the screen, its name and image in the center of a circular status bar indicating its shield and health levels. There's also a line around the inner perimeter of this status bar indicating distance to target: the longer the line, the further away it is.

Your own starfighter's shield and health levels are displayed by the circular status bar in the bottom right corner of the screen. Shields absorb damage before health but, once damaged, your shields recharge over time. If any secondary weapon is available, there's an ammunition indicator across the top of this status bar.

An objective pointer appears in the center of your starfighter's status bar to guide you to the location of a target you must approach or protect, and an Objective Critical indicator lights up red above your status bar when a target you must protect comes under attack.

Wingmate commands are displayed in the top left corner of the screen when available, with any active command lit up.

Right Top Left Bottom
"Report in!" "Attack my target!" "Defend my target!" "Cover me!"

N-1 Starfighter[edit | edit source]

Pilot Rhys Dallows, Bravo Flight trainee on Naboo
Primary Weapon Dual laser cannons
Secondary Weapon 10 Proton torpedoes
Advanced Secondary Advanced proton torpedoes (swarm towards multiple targets in tight formations)

The N-1 Starfighter is a sleek yellow twin-engined starfighter known for its agility, precision control and speed, equipped with strong deflector shields but a limited supply of secondary weapons. Its maneuverability means it excels in dogfights with other starfighters.

Proton torpedoes are available from Mission 2: The Royal Escort. The target sight turns yellow when directed at the selected target, and red once locked on: a torpedo fired now will home in on this target, and a single torpedo is normally enough to destroy another starfighter.

Advanced proton torpedoes are available from Mission 8: Taking the Offensive, but each consumes two standard proton torpedoes.

Guardian Mantis[edit | edit source]

Pilot Vana Sage, mercenary
Primary Weapon Dual sensor-guided nano missiles
Secondary Weapon 10 Ion-enabled sensor tags (drain shields and guide missiles, regenerate)
Advanced Secondary Ion encumbrance system (completely disables target)

The Guardian Mantis is a hyper-maneuverable starfighter with two top-mounted wings and a third ventral wing.

Although nano missiles can be fired unguided like laser cannons, against shielded enemies in particular it's often better to tag them first with sensors: this drains any shields and guides missiles to the selected target, even off screen, allowing you to fire and forget while you continue maneuvering.

The ion encumbrance system becomes available in Mission 10: The New Resistance. Although powerful, it can only be used at close range.

Havoc[edit | edit source]

Pilot Nym, Feeorin pirate captain
Primary Weapon Dual triple-laser cannons
Secondary Weapon 10 x 4 Energy bombs (regenerate)
Advanced Secondary Plasma scourge (like napalm, it can destroy multiple targets at a time)

The Havoc is an experimental bomber that makes up for a lack of speed and maneuverability with heavy shields and sheer power. Aside from its primary and secondary weapons, it has an automatic rotating turret gun mounted on its roof to provide passive support during dogfights.

On planetary missions, a blue bomb sight is used to bomb ground targets. In space, the absence of gravity means bombs are fired like lasers.

Plasma scourge becomes available from Mission 9: The Crippling Blow. Hold down secondary fire to charge it until 5 energy bombs are consumed, then release.