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    Gold Medal Guide by GStecker

    Updated: 07/25/01 | Search Guide | Bookmark Guide

    Star Wars: Rogue Squadron Gold Medal Strategy Guide
    By Greg Stecker (Steckman17@aol.com)
    Date: 3/24/01-5/6/01
    Star Wars Rogue Squadron is my favorite game ever made. I have been able to 
    earn myself all 19 gold medals in it and consider myself an expert at it. I 
    wanted to write this so that others may enjoy the success that I had, so this 
    guide is filled with my tips, my strategies, and my thoughts which helped me 
    to get all those medals. I have the table of contents listed below, which 
    will help you navigate this guide, although it is pretty self-explanatory. 
    Table of Contents
    (1) Bonuses
    (2) Tactics
    (3) The Strategies
    (4) The Spoils
    (5) Suggestions/Challenges
    (6) Contacting Me
    (7) Legal Info
                                    (1)  Bonuses
    The most important thing in your quest for 19 Gold medals is having your 
    ships supped up to the max. So, in this section I will explain the bonuses, 
    where they are, and how to get them. Remember that you must beat the level 
    when you pick up the bonus to use it.
    Advanced Proton Torpedoes
    -Advanced Proton Torpedoes are exactly what the name says, advanced proton 
    torpedoes. They pack a greater punch than the X-Wing's normal Proton 
    Torpedoes. They are located on Defection at Corellia in the city nearest the 
    building where Crix Madine is. After the bomber attack on the Tech Center, 
    the bonus will appear in a straightaway in the center of the city. Swoop in 
    and pick it up.
    Seeker Proton Torpedoes
    -These are essential for Gold Medals. They are a bit more powerful than the 
    advanced proton torps, but they lock on to targets. You can find these on 
    Escape from Fest hidden inside a shack which is guarded by two turrets on a 
    ridge behind the research facility. They can also be found in Raid on 
    Sullust. From the beginning, fly straight and once you pass the landing 
    platform, at the side of the wall will be a capacitator. To its right is a 
    huge bunker. Destroy it and pick up the bonus.
    Advanced Seeker Missiles
    -These are used with the A-Wing and are not only homing missiles, but they 
    pack a greater punch. These missiles can be found in the Prisons of Kessel. 
    When Madine's shuttle enters the second prison, on one of the walls of the 
    canyon will be an opening on the top. To the left of the opening is a bunker 
    containing the missiles. To the right, a missile launcher.
    Advanced Bombs
    -Advanced bombs make the Y-Wing's bombs more powerful. Pick them up on either 
    the Imperial Construction Yards or Blockade on Chandrila. In the Construction 
    Yards, at the second landing platform, destroy one of the round buildings 
    behind it and you will discover the advanced bombs. In Chandrila, when you 
    reach the city, fly to the side opposite the train and you will see a lone 
    AT-ST firing at some pillars. Destroy it and grab the bombs.
    Seeker Cluster Missiles
    -These are essential for success with the V-Wing. Instead of having seven 
    missiles split up and go straight, they split up and destroy enemy targets. 
    The best thing is there is no time spent waiting for the lock on. These are 
    found on Moff Seerdon's Revenge. From where you start, destroy the missile 
    launcher dead ahead and fly toward its remains. Make a U-turn and point 
    towards the ground. The bunker at the base of the cliff contains the 
    missiles. If this is confusing, don't worry because you will have to destroy 
    this bunker anyway to beat the level.
    Advanced Blasters
    -The advanced blasters bonus works for every ship. It increases the power by 
    100%. They are found in Battle Above Taloraan. When you see the large city, 
    fly to the center of the top and fly straight down between the buildings to 
    get it. Be prepared to lose a life doing this.
    Advanced Shields
    -The last of the bonuses, it is certainly not the least. Sometimes, this 
    could be the difference between a glorious gold and a shameful Game Over. 
    Your shields will start at blue instead of green once you get it. However, 
    your shields will not return to blue after being hit, unless you lose a life. 
    These are found on the Jade Moon. When flying through the trench, you come to 
    a T-junction defended by a single turret. Normally, you'd take a right, but 
    if you go left and follow the path, you will arrive at an area with a huge 
    bunker guarded by two missile turrets. Destroy the turrets, then the bunker, 
    and pick up your reward.
                                         (2)  Tactics
    There are special maneuvers which must be mastered to be successful in 
    attaining Gold medals. Here are some.
    -Dogfighting with TIE's will be essential for certain Gold medals. Always try 
    to use your homing missiles if you can spare them, but remember that the A-
    Wing's blasters have an auto-aim system. Watch your radar for rapidly moving 
    red dots. These will be TIE's. Never let one get behind you, or you'll be 
    ripped to shreds before you can say, "Wampa." If one is flying circles around 
    you, leave the area and reenter at a point where you have the advantage over 
    the TIE. Bombers really won't try to shoot you that often, they'll 
    concentrate on their mission. Simply get behind them and let loose. TIE/D 
    fighters are the most evasive of all TIEs, but if you unload one group of 
    seeker clusters, they're mince meat. TIE fighters differ from TIE 
    Interceptors because they generally fly in formation and straight, making for 
    an easy 3 kills. Interceptors don't fly in formation often and they go all 
    over the place. Practice fighting each of these with each ship to get a feel 
    for them.
    -"Beep...Beep" That is the most dreaded sound in the game. It is the sound of a 
    missile launcher who has you tagged for destruction. When the beeping occurs 
    with short gaps between, its gaining on you. Always try to take out missile 
    launchers on sight, aiming for the spot between its launch tubes. This will 
    destroy some missiles intended for you. If one gets a good lock and chases 
    you, speed away. The A-Wing, X-Wing (S-foils closed), and V-Wing's boost 
    should almost always protect you from the turrets with their speed. The Y-
    Wing can take a couple and you're on your own for the Snowspeeder. Just be on 
    the look out for missile launchers. Laser turrets are no big deal. The basic 
    ones just take four hits with Advanced Blasters. When flying around one, try 
    not to fly straight, but juke around a bit. If you can approach it from 
    below, it can't hit you. Laser turrets are really no sweat to an experienced 
    player. One last tip: always put missile launchers at a higher priority than 
    anything else, unless in extreme situations. Then try to knock out laser 
    -There are three kinds of walkers: AT-ATs, AT-STs, and AT-PTs. Try not to get 
    in front of their "faces", especially AT-PTs. AT-PT's take about four shots 
    to destroy, so try to get them off while coming in at its side or back. The 
    AT-STs take about 14 or 15 shots. So, hit the brakes and aim at the head. AT-
    ATs take forever to down with blasters, so use the tow cable (you will only 
    see AT-ATs while using the Snowspeeder). Approach it from the back or side 
    and when Luke says to, fire the tow cable. Try to be low to the ground when 
    wrapping up the AT-AT, and, if you stray to far, hold the brakes and turn in 
    closer to the legs. It takes three circles to wrap up an AT-AT. Practice this 
    until you master it.
    -Stormtroopers are real accuracy killers. If possible, drop a bomb down on a 
    group of them to get a lot of kills and your accuracy won't decrease. Never 
    use a missile on them. Just take careful aim with your blasters and hope for 
    a hit. To counteract the accuracy dropping, find a stationary enemy target 
    that won't blow up (such as a landing platform) and let loose on it. This 
    will greatly increase your accuracy.
    -Survival is the key to victory. It's about seven seconds wasted each time 
    you die, so that can't happen very often. When you hear a missile coming, 
    speed up and run away or try to make it ram into a wall, like in Kile II. If 
    a TIE gets behind you, take evasive action and get clear. Juking will clear 
    you of most enemy blaster shots. Do not approach a walker head on. Instead, 
    come in from the side, or better yet, the back. Also, it is key to know your 
    surroundings. You don't want to be dodging AT-ST fire on Moff Seerdon's 
    Revenge and smash into a Bacta Container while turning. So know where things 
    are and key locations and enemy stations.
                                (3)  The Strategies
    I.	Ambush at Mos Eisley
      Gold Requirements:
    Time        3:00
    Enemies     31
    Accuracy    15%
    Saves       50
    Bonus       No
    Recommended Ship: V-Wing
    -This is the first mission in the game, and probably the easiest gold to 
    get. You'll want to hop into the cockpit of your V-Wing airspeeder for 
    this mission for two reasons- the seeker clusters and the boosters. Rapid-
    fire is unneeded. At the beginning, launch a cluster at the group of probe 
    droids (3) directly in front of you. After that, go to the next group to 
    the right and do the same. To the group after that one, again, use your 
    clusters. After the first three groups are finished, fly to the left until 
    you reach next group on the other side of the level and launch another 
    cluster. You should be left with 2 clusters at this point. Continue flying 
    straight after launching that cluster. You will fly over a ridge. Go to 
    the left skeleton on the ground. A short distance from it in that 
    direction should be an escape pod, two dewbacks, and two stormtroopers. 
    Use one of your clusters on the dewbacks (they are capable of being locked 
    on to) and then just cut down the troopers with your blasters. Turn right 
    and, using your blasters, destroy the two last probe droids. The cutscene 
    of TIE bombers attacking the city will come in here. Fly straight toward 
    the city and, when all the bombers are in your field of view, launch your 
    final cluster missile. 
    -Just follow the cone on your radar and fire a cluster at everything but 
    the two lone probe droids and the stormtroopers. With this strategy, I can 
    do it in 1:30 or less, so don't rush your shots.
    -The quicker you do this, the fewer buildings will be destroyed, so you 
    need not worry about your friendly saves.
    II.	Rendezvous on Barkhesh
        Gold Requirements:
       Time           2:45
       Enemies        30
       Accuracy       40%
       Saves          19
       Bonus          No
    Recommended Ship: A-Wing
    -The A-Wing is recommended for this Gold because of its speed. Although the 
    V-Wing has boosters, the A-Wing has a much faster constant speed. At the 
    beginning, immediately destroy the 4 probe droids in front of you. Head 
    towards the convoy and go past it and destroy the 4 probe droids ahead. 
    Instead of returning, continue going straight until you reach an area with a 
    large, white turret, 2 AT-STs, and 6 stormtroopers. Destroy the walkers and 
    the turret. This will keep the two transports which go that way safe. Leave 
    the troopers for later. On the way back to the convoy (it should have started 
    moving by now), turn into the canyon and destroy the first AT-ST you see. 
    Then head back towards the convoy's starting position. The reason for going 
    there is that there is a TIE Bomber which will destroy the staring position, 
    costing you the saves you need to attain the gold medal. Destroy it, and then 
    head back to the convoy. When the bombers come, make quick work of them, and 
    then fly through the canyon destroying all walkers you see. 
    When you come to the area with three AT-STs, take them out, and then the two 
    turrets on top of the ridge where the convoy passes through. Quickly head 
    over to the rendezvous point and destroy the two turrets there, so the two 
    lone transports will be safe. Head back as soon as you do this and wait for 
    the bombers to come. Take them out, and then head back to the area where the 
    stormtroopers are. Kill them all and place a few potshots into the bunker to 
    up your accuracy. Head back to the end where the convoy is piling in and 
    destroy the last bomber.
    -The level will always finish in 5:19, so the time isn't a factor. Memorize 
    the locations of all enemies and when you should destroy them. 
    -Make sure you save all 8 transports you are protecting and that you destroy 
    the first bomber at the beginning (the one which will freely wail on the 
    starting point). There is a bunker and 6 rebel troops there which must make 
    it in order for you to get the gold.
    -There are 33 enemies in this level: 8 probe droids, 8 AT-STs, 6 TIE Bombers, 
    6 Stormtroopers, and 5 turrets. Take note of that. If you take out every 
    enemy, you need only take out 3 troopers at the end. But it's safer to nail 
    all of them and use the bunker as an accuracy increaser.
    III.	The Search for the Nonnah
         Gold Requirements:
    Time              10:00
    Enemies           38
    Accuracy          20%
    Saves             1
    Bonus             No
    Recommended Ship: A-Wing
    -The reason for using the A-Wing in this mission is, again, speed. Also, the 
    blasters of the V-Wing are either way too slow or way too fast. At the 
    beginning, take out the 6 TIE Interceptors coming in. Once you emerge from 
    the canyon, take the left route to find a whole bunch of probe droids 
    scattered about. They make easy kills. Then, if the Nonnah is not there, 
    return to the center of the level and take out some more TIEs. 
    Once you find the Nonnah, immediately take out the tanks and AT-ST which come 
    out of the Imperial Landing Shuttle. This will trigger the TIE Bombers' 
    entrance. They will come in four waves of 2, so be mindful of when and where 
    they come from. Also, 3 AT-PTs are unloaded from the Imperial Landing 
    Shuttle. Destroy them as soon as possible. You will have some breathing room 
    between the bombers' waves. Get set and as soon as you see them coming, use 
    one of your homing missile on one, and then blast the other out of the sky. 
    Do this to all four waves.
    When the 8 bombers are destroyed, the shuttle will lift off. After a few 
    seconds, an endless line of TIE Interceptors will come in to harass the 
    shuttle. Try to approach them from underneath at about a 45° angle heading in 
    the same direction as the fighter. Unless you're close, use missiles. If you 
    have a good shot, use your blasters, but remember, this is the last section 
    of the level and that it is good to unload your stock of missiles on TIEs 
    near the end of a level. About 2 minutes after the shuttle takes off, it will 
    fly over the canyon wall where you began this level.
    -You have 10 minutes to complete this level, therefore, time is not a factor. 
    The enemies, however, are. It should take about 4 minutes at most to protect 
    the shuttle, and about 2 for it to escape. Use those first 4 minutes to rack 
    up your kill count, and remember to get some easy kills at the end. During 
    the protection stage, only concentrate on the walkers, tanks, and bombers.
    -Once the Imperial Landing Shuttle touches the ground, it goes nowhere. This 
    can be used to your advantage. Since the A-Wing's blasters can be wild at 
    times, use it as an accuracy increaser whenever you can spare time from 
    protecting the shuttle. 
    -You need 1 friendly save to get the Gold, and that is the Shuttle. Don't 
    worry about your wingmates' calls for help. Just go about your own business.
    IV.	Defection at Corellia
        Gold Requirements:
    Time              10:00
    Enemies           50
    Accuracy          20%
    Saves             95
    Bonus             Yes
    Recommended Ship: Snowspeeder (only choice)
    -As soon as the level starts and you gain control of your speeder, make a 
    hard left and follow your radar to the probe droids. Take them out as quickly 
    as you can and then Riekaan will call you for help. While heading over to 
    help him, pass by the middle city and destroy the 3 bombers you encounter. 
    After that, head over to the capital building and destroy the 8 or 10 bombers 
    attacking it. After this, when you get the cutscene about Crix Madine needing 
    help, rush over to him as fast as possible and destroy the 4 TIE Bombers 
    there. Now you will get a cutscene showing that the Millennium Falcon has 
    entered the area. You need to get back to the capital building, but on the 
    way, pick up the bonus in the city nearest the tech center. The city is on 
    the other side of the ridge. Swoop in and pick it up, then continue on your 
    way to the capital tower. You will see an AT-AT marching and firing at the 
    building. Come in from behind and wrap it up. Try not to lose the tow cable, 
    otherwise it will cost you precious seconds. Once you take out the walker, 
    Crix will yet again call for help. Take out the two bombers in the area and 
    then head towards Madine. You'll want to get there by moving along the coast. 
    This will allow you to try and take out some stormtroopers firing at the tech 
    center. If you don't get all of them on your first pass, don't worry. Take 
    out one of the AT-STs, fly a little beyond its ruins, turn around, and take 
    out the other one from behind. On this pass, you will want to take out the 
    remaining troopers. Head toward the AT-AT, flying low to the ground trying to 
    dodge its fire, and make quick work of it. This will trigger a shuttle's 
    arrival and 6 TIE fighters harassing it. Take out the first three, which will 
    come out over the ridge by the tech center, and then the 3 tailing the 
    shuttle. If you did that quickly, you will have a good deal of time to fly to 
    the city where you found the bonus and take out some troopers. You can also 
    destroy some of the gunboats (a couple will be docked on the shore, making 
    easy targets). About a minute and a half after the shuttle's arrival, it will 
    lift off and fly off into space and Crix will say, "Thanks Rogue Group. I'm 
    clear." Then the level will be over.
    -The accuracy requirement in this level is pretty low, but don't take it for 
    granite. The TIEs and stormtroopers can easily lower your accuracy. To 
    counteract this, place a few potshots into the body of the two AT-ATs. They 
    serve as good accuracy increasers.
    -When getting the bonus, it is very easy to lose a life, which will waste 
    precious seconds. Approach the bonus with your brakes on and, once you've got 
    it, fly straight up to avoid hitting the buildings head-on.
    -You really just need to worry about getting those extra couple of kills. At 
    the end of the level, try to destroy some gunboats and stormtroopers. Also, 
    remember that the turrets will take out some enemies, too. 
    V.	Liberation of Gerrard V
         Gold Requirements
    Time              5:15
    Enemies           33
    Accuracy          30%
    Saves             6
    Bonus             No
    Recommended Ship: A-Wing
    -The A-Wing is the ship to use for this gold because of its speed. At the 
    beginning, speed over the small hill and destroy the two turrets on the 
    ground on one pass. If you get only one, that's alright, you're just trying 
    to get some kills on your way to the missile turrets. When you have the first 
    one in your sights, destroy it, and then head right and do the same to the 
    other two. Turn back towards the city and take out the turrets atop the 
    buildings. After you do that, take out the ones on the ground and then get 
    the AT-PTs walking around. Note that there is one in the area to the left of 
    the place where you began this level. When you destroy all enemy targets in 
    this area, Wedge will inform you of the 128th TIE Interceptor Squadron. 
    After the cutscene, wait a few seconds, and then head through the canyon to 
    the right of the first missile turret you destroyed and take out the two AT-
    PTs there. When you come out on the other side, take out the missile turret 
    immediately in front of you. Turn right and take out the turrets in this 
    order (it is the most efficient way): (1) the turret on the low building, (2) 
    the missile turret on the building behind it, (3) the turret on the ground, 
    (4) and (5) the two missile turrets near the large tower turret. Also take 
    out the two AT-PTs there. When you approach the Tower, hit your brakes and 
    let loose. You're a-Wing's frame is so slender, the turret's blasters can't 
    hit you! You can just sit there firing away without getting a scratch. Once 
    you destroy the tower, head on over to the coast and take out the AT-PT and 
    use your stock of missiles on any TIE Interceptors you can lock on to. Don't 
    follow them, just stay near the shore and endless waves will set in, just 
    asking for it.
    -In the first part of the level, try to destroy all the enemies as quickly as 
    you can because it will trigger the cutscene ending that stage. This will 
    help with the time requirement. 
    -The reason not to use the V-Wing in this level is because the missiles will 
    go after any enemy targets, including the yachts. The A-Wing is a better 
    choice than the X-Wing because it carries 8 missiles.
    -All the Y-Wings must make it for you to get the gold. Be sure to take out 
    all missile turrets and roof mounted laser turrets first. Then the others. 
    VI.	The Jade Moon
        Gold Requirements:
    Time              6:00
    Enemies           45
    Accuracy          40%
    Saves             7
    Bonus             Yes
    Recommended Ship: X-Wing
    -This gold calls for an X-Wing because you want to have good shields, good 
    firepower, and have your blasters pack a nice punch. You'll want to 
    immediately head towards the commandos' destination, eliminating all AT-PTs 
    along the way. Take out the four turbolasers there and then close your S-
    foils and zip over to the bonus location. Don't fly through the trench. 
    Instead, fly over the hills and destroy all the missile launchers guarding 
    the area. Link your blasters and take out the missile turrets at the bonus 
    location, and then destroy the large building and grab the bonus. Fly through 
    the trench, destroying the two turbolasers, and then the one right next to 
    the generator. Before taking out the shield generator, nail the AT-PT and 
    destroy the structures on the small hill for easy kills. Then destroy the 
    When you destroy it, immediately fly over to protect the commandos. Destroy 
    the AT-PTs using quad-linked lasers. Then, wait for the first two bombers to 
    come in and tag them with one torpedo each. A few seconds later, a third will 
    come in, and do the same to it. The remaining TIE Interceptors will do no 
    harm to the commandos, so they can wait. Lock onto each of them with your 
    torps, and let 'em have it. Mission completed.
    -The buildings in this area are easy kills. Make sure to destroy all of them 
    conveniently. That is, don't make separate passes to destroy them later. Try 
    to take them out whenever they're in your sights. Knowing how many hits they 
    take is helpful.
    -Keep your blasters linked for quad-fire. You will not use blasters on the 
    TIE fighters, only buildings and turrets. This will eliminate all turrets and 
    most buildings with one well-placed shot.
    -Conserve your torpedoes. You only get six and you don't want to waste them. 
    If you get pasted at the bonus location, then you'll have a few extras, but I 
    strongly recommend trying your best to keep alive. Use a missile on each of 
    the TIEs and one on the Shield Generator or the building containing the 
    bonus. It's your decision.
    VII.	Imperial Construction Yards
         Gold Requirements:
    Time              6:30
    Enemies           80
    Accuracy          45%
    Saves             0
    Bonus             Yes
    Recommended Ship: Snowspeeder (only choice)
    -Don't be discouraged by the amount of enemies you need to destroy in this 
    level. This is a rather easy gold to get. At the beginning, stick with your 
    wingmen to destroy the sensors. When they're gone, you'll emerge from the 
    canyon and go face to face with an AT-AT. Try to draw its fire away from your 
    wingmen so they can help you get a few extra kills. Head to the landing 
    platform right behind the AT-AT and take out the turbolaser on the ridge next 
    to it. On the ground around it, you'll see a lot of little containers and 
    bunkers which are easy pickings; destroy them. Also, take out all the TIE 
    fighters on top of the landing platform. Go past the turbolaser's remains to 
    find another landing platform. First destroy the missile turret and then 
    knock out the shuttle. Destroy the turbolaser, too. Then take aim at all the 
    structures around the landing platform. One contains the bonus, so be sure to 
    pick it up.
    After you're done with the two landing platforms, fly on over to the AT-ST 
    factory. On the way in, you can take out the AT-ST and the turbolaser firing 
    at you. Once you get past them, immediately destroy the missile turret and 
    the other gun emplacement. Then you can go about your business destroying 
    whatever you want at this factory, but remember to get the big building in 
    the back. Afterwards, go to the AT-AT factory and try and take out the two 
    turbolasers you see first, right in front of the AT-AT. You'll probably get 
    torn to pieces by the two missile turrets, but don't sweat it. When you get 
    your next life, get revenge on them and then take out the turrets in the AT-
    AT factory. Destroy anything you want here, but make sure you leave one of 
    the big buildings around until you think you've racked up enough kills, then 
    destroy it.
    -Although you don't need to, try and draw the first AT-AT's fire away from 
    your wingmen. They'll get you a few more kills.
    -They may seem like easy pickings, but leave the AT-ATs alone. Wrapping a tow 
    cable will eat up a lot of time, and though the time limit is very forgiving, 
    it's not that forgiving. Just ignore them. Once behind them, they can't hit 
    -Don't think you have all the time in the world to rack up kills. You've got 
    enough time, but try and take everything out as fast as possible, and focus 
    mainly on stationary targets.
    -The AT-ATs and landing platforms make very good accuracy increasers. Even 
    though most of the enemies in this level are big and stationary, a few 
    potshots couldn't hurt.
    VIII.	Assault on Kile II
        Gold Requirements:
    Time              6:00
    Enemies           65
    Accuracy          60%
    Saves             0
    Bonus             No
    Recommended Ship: Y-Wing (only choice)
    -This level, like the Imperial Construction Yards requires a fairly high hit 
    count, but the targets are large and stationary. This a pretty simple gold to 
    get. From the start, fly with your wingmen up until the TIEs come in. Don't 
    worry about them, but take the passage to your right. Continue along this way 
    and take out as many of the turbolasers you can below you in one pass. 
    Continue forward, destroying the two turbolasers embedded in the canyon, 
    until you emerge into a large area, the spaceport. Immediately veer right and 
    take out the missile launcher. Then destroy the turbolaser behind it. Make a 
    full circle around the spaceport, eliminating all of the turrets (8). Quickly 
    take out the buildings in the spaceport, but try not to use any more than 4 
    bombs; you'll want them for later. Use bombs on the 3 square landing pads and 
    blast the rest. Ignore the TIEs and stormtroopers, but shake off any TIEs 
    that get on your tail. When you're finished here, head out the way you came 
    Continue to the point where the three turbolasers were before you wailed on 
    them, and then turn 90º to the right and between the two walls. Take out the 
    missile launcher there and then take the right at the fork. Following this 
    will bring you to the last part of the mission. When you emerge, turn left 
    and destroy the missile launcher and then continue forward towards the sensor 
    array and take out the three turrets there, then take out the big building. 
    Drop one bomb and then drop another about a second later. Doing this will 
    kill the stormtroopers who emerge from the ruins (about 7). Destroy the 7 
    antennae next. Head over to the bunkers and take out the front two which are 
    parallel to each other. Here is where the Wedge cutscene comes in. When it's 
    over get the back one. Do the same to this one that you did to the big 
    building at the sensor array. Drop a bomb in the center of the building and 
    then another to get all the stormtroopers (at least 12). Finally, destroy the 
    last bunker to complete the mission.
    -At the sensor array, you can get double the kills when you attack the 
    antennae. Simply drop a bomb on the spot where the antenna and the long, 
    slender structure meet. Both will explode, allowing you to kill two birds 
    with one stone.
    -Be sure to take out the stormtroopers who emerge from the big building at 
    the sensor array and the back bunker. This gets you at least 20 kills and is 
    very helpful for your enemies, time, and accuracy. 
    -Decide which buildings to bomb and which to blast at the Spaceport. The 
    landing pads are better off being destroyed by bombs, but the little square 
    buildings and the round ones are very weak and should be taken out with a few 
    blaster bolts. Use your own discretion on the other buildings. If you want 
    extra bombs, feel free to kill yourself, preferably by running into a 
    structure. You have lots of time.
    IX.	Rescue on Kessel
        Gold Requirements:
    Time              4:30
    Enemies           26
    Accuracy          40%
    Saves             5
    Bonus             No
    Recommended Ship: X-Wing (only choice)
    -This will be the start of the more difficult gold medals. However, if you 
    know what you're doing, it will become easy. To start of, go over the first 
    ridge a little to the left of the way your wingmen are going. Take out the 
    AT-ST, missile turret, and bunker quickly. Then destroy the three transports 
    and the turbolaser fixed on the ridge. Fly through this valley, the way the 
    convoy was headed and destroy the missile turret and the turbolaser behind 
    it. Take a few potshots into the train station, and then turn right. You will 
    find two turbolasers; destroy them. Continue forward and take out the missile 
    turrets there. After destroying them, to the right you will find an AT-ST 
    which you should take out. Continue forward until you come across three 
    turbolasers, and of course, take them out. Beyond this area are four more AT-
    STs which you must deal with. Finally, take out the bunker and the three 
    little antennae to its left. Close your S-foils and rush over to the train. 
    Disable it as quickly as you can to complete the mission.
    -The train does not count as an enemy, but the walkthrough above points out 
    25 enemies. I have not found a 26th, but anytime I destroy everything in the 
    level, I come away with 25. Maybe your wingmen destroy something else, I 
    don't know to be honest. If you want to be safe, shoot down one of the TIEs 
    flying around the area.
    -Time is not an issue here. You either beat the level or fail it. It only 
    takes the train about 3:30 to get to its destination, so you don't really 
    need to worry. 
    -If you decide to shoot down a TIE, you can use the train station as a good 
    accuracy increaser, but since the required accuracy is so low, it's not 
    -Learn the locations of all the enemies, so you know what you have to 
    destroy. Remember that there are 4 AT-STs near the bunker at the train's 
    starting point. Remember that there is an AT-ST to the right of the missile 
    launcher to your right. Remembering locations such as these will increase 
    your chances of survival and help you destroy all the enemies.
    X.	Prisons of Kessel
        Gold Requirements:
    Time              10:30
    Enemies           103
    Accuracy          40%
    Saves             35
    Bonus             Yes
    Recommended Ship: V-Wing
    -The number one thing you need for this mission is not to be intimidated. 
    That 103 enemies in 10:30 stuff is not hard at all. In fact, I'd say this is 
    an easier gold than Rescue on Kessel one. The V-Wing is helpful because of 
    its Seeker Clusters and rapid fire mode. From the start, go forward until you 
    see 3 probe droids and take them out. Then get back to the shuttle and take 
    out every turret at the first prison. When Madine tells you to knock out the 
    shield generator, fly over to the generator, taking out as many turrets as is 
    convenient on the way. No one will attack Madine until the shield is down, so 
    you can take some time to get as many turrets as possible. Destroy the 
    missile turret and AT-ST around the generator first, and then whatever else 
    you want to in this area, and then destroy the shield generator itself. Now 
    hit your boosters and race back to the shuttle, again eliminating anything 
    convenient in your path. When you get to the shuttle, get the attacking TIE 
    squadron on your screen and launch a cluster. Take out any others with your 
    blasters. When the TIEs are gone, look at the bunkers and you will see 4 
    stormtroopers come out of each, which are the key to getting this gold. Kill 
    them, then destroy the bunkers and follow Madine to the second prison.
    Again, take out all the turrets and structures remaining, except for the 
    bunkers, from which stormtroopers will emerge, and when they do, take them 
    out and destroy the bunkers. Try and get the AT-STs before the shuttle comes 
    in their sights and use one cluster on the TIE squadron. Remember to get the 
    bonus in a ridge on one of the sides of the canyon. Proceed to the third 
    prison and do the same, except in this one, there is no bonus. Finally you 
    reach the fourth camp, at which, guess what, you do the same thing. When the 
    Imperial forces are eliminated in the prison, go into the area right next to 
    it where the shield generator was and take out all enemy targets you can 
    there. There are two bunkers here also, which emit stormtroopers, allowing 
    you to rack up 10 more kills. Continue to get enemy kills until Madine gets 
    clear of the prisons and the mission ends.
    -This is a difficult walkthrough to write for an easy gold. Every time I beat 
    the level, I do it differently, and most of the time I meet the gold 
    requirements. Basically, take out any Imperials you see and be time efficient 
    when doing so. Beat it however you can, but be sure to get lots of kills.
    -The only way to go over the time limit is by taking too much time destroying 
    the shield generator. Sure it seems like an easy chance to rack up kills 
    since Madine isn't being attacked, but keep in mind that you need to do it 
    quickly, because you don't have all the time in the world. I'd say you can 
    spend about 45-55 seconds taking out whatever you want and the generator.
    -The key to this gold is the 103 kills. Though you don't need to get all of 
    them, the stormtroopers are what makes this feat possible. There are nine 
    bunkers around the level (two at each prison and one near the shield 
    generator), and each emits five stormtroopers. So each bunker gives you 5 
    kills. 5x9=45 kills, making up almost half of the required kill count. Get 
    all of them, and you need only destroy the attacking Imperial targets and the 
    structures around each prison.
    -The stormtroopers can kill your accuracy if your not careful, so use the 
    shield generator, landing platforms, AT-STs, and the prisons as good accuracy 
    increasers. An easy way of nailing the stormtroopers is looking at your radar 
    and identifying the two bunkers. When you see the two red dots expand into 
    more, they're just coming out. Fire a few shots right at the spot where their 
    coming out and you'll get all of them.
    XI.	Battle Above Taloraan
        Gold Requirements:
    Time              7:00
    Enemies           90
    Accuracy          70%
    Saves             1
    Bonus             Yes
    Recommended Ship: A-Wing
    -I will not lie to you, this is going to be one of the tougher golds to 
    achieve in Rogue Squadron. Don't even think about using the X-Wing. It's 
    extra shields are useless if you can't go fast enough to get through the 
    mission. You'll want that speed and those extra two missiles in this level.
    At the very beginning, take out all of the Imperial barrels on the lower 
    portion of the platform. Shoot a few extra shots into the far left and right 
    ones to get the ones behind them and then go off to the right of the platform 
    from where you came in. Circle around and destroy the Imperial containers on 
    the top portion and speed on to the second platform. Lock on to a TIE fighter 
    and release a missile. Continue in a straight path to the 4 containers on the 
    bottom and take them all out. Then try and get the ones on top. It would be 
    good to do this on one pass, but two passes is okay. Try and pick up a few 
    kills on the TIEs with your blasters. Head on over to the third and fourth 
    platforms and blast the four turrets into oblivion. Then, quickly proceed to 
    the fifth. Here, you will not want to stop firing until the platform is 
    behind you. Go after the front containers first, and then any turrets you can 
    pick off behind them. On your second pass, take out the back containers and 
    any turrets behind them. Once all the turrets and gas tanks are demolished, 
    leave platform 5 behind.
    At platforms 6 and 7, try and take out the turrets as fast as possible. Make 
    a sweep around the lower platform and then a sweep around the upper one, 
    destroying all six turrets. Then go after the barrels. Destroy these as soon 
    as possible. Now you will be directed toward the last platform. Fortunately 
    for you, a squadron of TIE Fighters and TIE Interceptors will come in. These 
    idiots will pass right by you and not look back. Take out as many as you can 
    on the head-to-head run, and then turn around and get them from behind. Once 
    you are back at platforms 6 and 7, turn back in the direction your radar 
    tells you to go and fly over the top of the city. In the center, you will see 
    the bonus floating between a bunch of tightly packed looming buildings. You 
    really have no choice but to kamikaze yourself to get this thing. Come to the 
    center of the city, get as clear a path to the bonus as you can find, and fly 
    right into the bonus, then wait around for the fireworks. 
    On your, hopefully second, life, simply fly under the city to platform 8 and 
    destroy the "missile" launchers there. I put missiles in quotations because 
    they really don't fire missiles. Notice there is no beeping, and they never 
    curve towards your ship in mid-flight? These are just high-powered, anti-air 
    turrets, no more than wimpy turbolasers, unless you get nailed by one. Once 
    they're no more, nonchalantly take out the remaining Imperial barrels and get 
    back to the hangar. 
    -Ouch, a triple threat. You need to get 90 enemies in seven minutes with an 
    accuracy rating of 70%! And the turrets and gas tanks only make up 69 
    enemies, so you'll have to scrounge up 21 more kills! Never fear, a pack of 8 
    seeker concussion missiles is here. Use these on any TIEs you wish, or in a 
    time of desperation against a turret. Try not to have any left when you 
    sacrifice your ship for the bonus.
    -You can also resort to blasters for some of the TIEs. You can actually use 
    the platforms as accuracy increasers, so feel free to take some potshots on 
    the platforms. A good timesaver is when your blasters go through those darn 
    tanks, something which will make you pull your hair out of your scalp for 
    sure, especially when it happens on a turret. Just learn to deal with this, 
    and use those accuracy increasers.
    -You seriously need to know your environment to get this gold. You need to 
    reduce the time you spend looking at the gas tanks, inspecting them for 
    markings, and then firing, taking out two at a time. You cannot methodically 
    take them out so as to protect the civilian tanks. Learn where all of them 
    are and the most time-efficient way of dealing with them. You have to take 
    out a lot of civilian containers to fail, and they don't even factor in to 
    the gold requirements.
    -Let's not forget about that save category. You still need to save one, and 
    that one is not a wingman, its not the civilian gas tanks, but it's the Rebel 
    blockade runner which accompanies you on this mission. Those turrets on 
    platforms 3-7 are very bad for the corvette's hull, so deal with them 
    XII.	Escape From Fest
        Gold Requirements
    Time              6:30
    Enemies           65
    Accuracy          25%
    Saves             7
    Bonus             Yes
    Recommended Ship: Snowspeeder (only choice)
    -Like in Prisons of Kessel, you just need to be sure you don't get 
    discouraged. Learn what you have to do and it becomes a piece of cake. At the 
    beginning, try and pick off a few stormtroopers running around the hill. Turn 
    right and put a few shots into the shield generator, but don't blow it up. 
    Also, take out the two turbolasers here. Head towards the gate and take out 
    any turbolasers you see on the ridge. Go directly towards the AT-AT shooting 
    at the AT-PTs and on the way to it, destroy the two bunkers and as many of 
    the stormtroopers as you can. Take down the AT-AT, and then go back to where 
    the shield generator is. Down the AT-AT there and take out some of the 
    stormtroopers then go and get the last of the AT-ATs, and the turbolaser next 
    to it. When it is down, the AT-PTs will have already started moving. For the 
    next minute or so, concentrate on eliminating the tank droids from the 
    valley. The fewer there are, the better chance you have of saving all the AT-
    PTs. You'll want to get all of them. When you are informed of the incoming 
    bombers, place them as your top priority and head over the ridge to intercept 
    them. There will be four flights of two, the second four coming about 15 
    seconds after the first four. If the first two get by, it's not a problem. 
    They won't destroy the AT-PTs on their first pass and your wingmen will most 
    likely vape them when they turn around for the next pass. If they get by, 
    just concentrate on the following six. When they're all destroyed, check to 
    see if the tanks are all gone, and check the AT-PTs to see if all of them 
    survived. If not, then you will not get the gold. 
    Once you're certain that there are no more tanks, head over the snow dune and 
    get to the generator. Place a few shots into the already weakened shield 
    generator to destroy it, and then get the bunker in the back. Then go over to 
    the research facility and take out the missile launchers and bunkers there, 
    and as many stormtroopers as you can on one pass, and fly up to the top of 
    the ridge behind the facility. Take out the two turbolasers and the small 
    bunker, then grab the bonus. Turn around and take out the research facility 
    as quickly as possible.
    -The hard thing about this gold is that all three AT-PTs must make it to the 
    pickup point. The tanks pose the biggest threat. You should be more concerned 
    with the tanks left behind the AT-PTs than the ones in front. There probably 
    won't be any behind the AT-PTs though, maybe one or two at most, but since 
    the AT-PTs have no backward firing capabilities, they're sitting ducks. Your 
    next priority should be the ones in front of the AT-PTs. You might want to 
    take these out as they are beginning to settle in to their positions, but 
    once they do, they're easy targets. Finally, be wary of the TIE Bombers. They 
    will be devastating if given the chance to be. Take them out as soon as 
    -You don't really want to destroy the shield generator right away. Doing so 
    will unveil the missile launchers, which will hinder you when you try and 
    intercept the TIE Bombers. So, take a few shots when given the chance to, but 
    don't destroy it until you're going after the research facility.
    -There are enemies all over the place in this level. The problem is the big 
    ones take a while to down while the easy ones to kill are small, rapidly 
    moving targets. You should get as many stormtroopers as possible. If you need 
    to fix whatever they do to your accuracy, take some potshots into the AT-ATs, 
    preferably the third one you destroy so you're not distracted by the 
    -Again, you'll need to be time-efficient. Don't take side trips to get a few 
    extra stormtrooper kills. There are plenty around the first AT-AT, the shield 
    generator, and the research facility. Take these out when you are making a 
    pass by one of these areas.
    XIII.	Blockade on Chandrila
         Gold Requirements:
    Time              5:45
    Enemies           35
    Accuracy          20%
    Saves             4
    Bonus             Yes
    Recommended Ship: X-Wing
    -For being such a late level, the Blockade on Chandrila gold is really pretty 
    simple. Just do the train part as well as you can. Know where, when, and how 
    many TIE's come in at each area. Do your best to protect the train, but don't 
    go wild with your blasters and do not use your torpedoes. Just rack up some 
    kills and protect that train as good as you can. It's once you reach the city 
    that this gets interesting.
    When the city comes in sight, close your S-foils and make a U-turn the first 
    two buildings on your left. This will give you a good position from which to 
    strike the bombers which come in. Take them out on the head-to-head 
    confrontation, and then shut your S-foils again and head in the direction 
    your radar tells you. Eliminate these three bombers as fast as you can. When 
    the cutscene is over, get aligned with the three AT-STs attacking the 
    shuttles. This is where you want to use those torpedoes. Destroy all six with 
    your torpedoes and then again, shut your S-foils. This time you're flying all 
    the way across the city, past the four towers that the bombers were 
    attacking, where you'll see a lone AT-ST blasting away at four small pillars. 
    Take it out, swoop down, and grab the bonus. Now close your S-foils. You will 
    want to be near the four towers when the cutscene starts. This will leave you 
    in good position to intercept the three incoming bombers. Take them out, and 
    the mission is over.
    -The saves are the big factor in getting this gold. The four saves are the 
    four large towers that are attacked on two separate occasions, but hopefully, 
    you can prevent the second attack on them by intercepting the second wave of 
    TIE Bombers. Protecting these towers is your top priority, and you may even 
    want to use your torpedoes on the bombers. I don't recommend this tactic, 
    though, because it will take more time to destroy the AT-STs. So, concentrate 
    on saving all four towers. 
    -Even though it's not necessary to get a save, protect the train as best you 
    can. If not to protect it, at least to rack up some kills on the tons of TIEs 
    which attack it. This is where most of your kills will probably come from.
    -The bad news: There are no accuracy increasers on Blockade on Chandrila. 
     The good news: The accuracy requirement is only 20%. Therefore, all you need 
    to do is take careful shots on the TIEs and also, sink your blasters into the 
    AT-STs if you want a little boost in accuracy. If you're careful, you don't 
    need to worry about accuracy.
    XIV.	Raid on Sullust
        Gold Requirements:
    Time              4:00
    Enemies           40
    Accuracy          75%
    Saves             0
    Bonus             Yes
    Recommended Ship: Y-Wing (only choice)
    -I would venture to say that this is the hardest gold to get of all the 
    "normal" levels. I'm sure most people have heard that the best way to beat 
    Sullust is to eliminate the missile launchers and then go after the 
    transmitters from high up, out of the turbolaser' range. Unfortunately, that 
    will not work if you want the gold. You will only have time to make one 
    circle around the volcano, destroying all the transmitters. At every spot 
    with a transmitter, there will be turrets. At some, there are three, and at 
    others, only one, but most have two. As you pass by the transmitters, you 
    will need to take out any and all of the turbolasers and missile turrets. 
    Here's a little strategy to get this gold.
    When you get control of your ship, immediately turn left and eliminate the 
    turrets and transmitter there. Turn towards the center of the volcano and 
    destroy the missile launcher and transmitter there. Go back to the wall, and 
    take out all the Imperial targets there. Continue along the wall until you 
    see another transmitter. Again, take out all of the turrets and the 
    transmitter. You will probably hear beeping here. Turn to face the missile 
    turret locking on to you and eliminate it. Shoot some at the landing pad, 
    then fly over it where you will find another missile turret and a 
    transmitter. Take these out and turn left, to find a transmitter surrounded 
    by turbolasers. Finish these off and then head back towards the landing pad. 
    Drop one bomb on all of the little structures behind the pad, and then turn 
    to face the transmitter and turbolasers. Eliminate these and the large 
    building behind them. Now, bomb the large building to the right of this set 
    of enemies to reveal the bonus. Swoop down and grab it. Now head towards the 
    next transmitter, which is near the center of the volcano. Drop a bomb so 
    that it takes out as many of the enemies as possible. Take out the missile 
    launcher ahead and its transmitter, and then turn left, and decimate the 
    turbolasers and transmitter by the wall. Continue along the wall until you 
    come upon the last transmitter and turbolasers, which you must destroy. 
    Now you and your wingmen will all rendezvous back at the capacitor. Get as 
    close to the volcano wall as you can, and then turn around and head towards 
    it. Try and take out the blocks as fast as you can, and hopefully some TIEs 
    will pass by your line of fire. When you need to make another pass, try and 
    go towards the landing pad to turn around, and place a few shots into it. 
    Turn around and shoot at the blocks. Continue until they're all gone.
    -You will need to eliminate all of the turrets and transmitters in this 
    level, and a few AT-STs couldn't hurt. However, you can only make one sweep 
    around the volcano, so you must get all of the transmitters and any turrets 
    you are going to take out. This may take practice.
    -The landing pad is your only friend in this level. Your wingmen will 
    basically not do anything to the enemy except destroy some of the blocks at 
    the capacitor. But the landing pad is your accuracy increaser, and you'll 
    need one on this level. It also supplies you with about 8 easy targets that 
    you can bomb into oblivion. 
    -Practice this level until you know it like the back of your hand. Learn 
    where everything is, and how you should go about taking them out.
    XV.	Moff Seerdon's Revenge
        Gold Requirements:
    Time              6:00
    Enemies           45
    Accuracy          30%
    Saves             55
    Bonus             Yes
    Recommended Ship: V-Wing
    -This will probably be the other level that will give you problems when 
    trying to get the first 16 gold medals. You'll want the V-Wing mainly for its 
    seeker cluster missiles, and maybe a little for its boosters. The key to this 
    gold is to eliminate the missile turrets and AT-STs as quickly as possible, 
    as they are the biggest threats. Here's probably the best method for doing 
    When you gain control of your ship, immediately switch to rapid-fire mode and 
    take out the missile turret ahead of you. Continue straight down the valley 
    to the left of the missile turret, where eventually you'll see three TIE 
    Interceptors flying by. Launch a cluster at them and then try and take out 
    the missile turret on the ground. Turn right and knock out the missile turret 
    on the other side of the little village. Also, try and destroy the AT-ST in 
    this area. Turn right and go up and over the hill, where you'll encounter 
    another missile turret. Destroy it and the AT-ST and then look up, where 
    you'll see two TIE Bombers. Launch a cluster at them and then get the one 
    behind them and then turn to the right and tag the Bomber there with a 
    cluster. Go back down to the valley and knock out the turbolaser and the last 
    missile launcher. From where the missile turret's ruins are, fly over the 
    hill behind it, passing by a bunker and two turbolasers, which you might want 
    to try and take out as you pass over them, and then fly up to the top of the 
    wall behind them, where there are two turbolasers and two AT-STs. Get the 
    turbolasers when you're coming in and then head for the AT-ST shooting at the 
    people and take it out. Then destroy the other one. Go back to the bottom of 
    this wall, and grab the bonus. Fly to the first village you went through and 
    destroy any bunkers you left. Go up and over the hill to the second village 
    and take out any bunkers you left there. Now, just destroy any remaining 
    bunkers or turbolasers on the ground and get the last few TIE Interceptors.
    The part with Moff Seerdon is a lot easier than the first part of this 
    mission. Immediately launch a cluster at his shuttle and then veer out of his 
    way, using boosters if you need to. Fly far away from him, and then come back 
    for another shot. Try not to shoot if you find your clusters circling his 
    ship. If this happens, use your rapid-fire blasters until some of the 
    missiles strike his shuttle. Continue in this way until he's destroyed.
    -The AT-STs are the biggest threat to your gold attempt, and the missile 
    turrets are the biggest threat to your survival. Follow the guide above and 
    take them out as you see them. You'll want to divert all turbolaser and AT-ST 
    fire away from the bacta tanks, so approach them aggressively.
    -Try not to die with any cluster missiles. You will most likely lose at least 
    one life in the first part of the mission, usually by a missile launcher. So, 
    you don't have to conserver your missiles on your first life, but try and 
    make them count. If you find yourself out of missiles when you're fighting 
    Seerdon, and you have a life to spare, slam your V-Wing into the side of a 
    canyon, or better yet, go on a head-to-head with Seerdon and try and do as 
    much damage to him before he kills you, and if you survive, then kill 
    -I only mentioned one point where you should take out TIE Interceptors. This 
    is because they will be all over the place and it's impossible to factor them 
    into the strategy, because one slight second off and their position will be 
    different. You will basically want to conserve your clusters for the TIEs, 
    and nail them whenever you see them. Most likely, the cutscene will start 
    after you have taken down a TIE. 
    -You will want to take out any enemies that come into your field of view, but 
    be sure that you put AT-STs and missile turrets as your top priority. Until 
    all of these are gone, don't pursue TIE Interceptors.
    XVI.	The Battle of Calamari
        Gold Requirements:
    Time              5:30
    Enemies           24
    Accuracy          25%
    Saves             87
    Bonus             No
    Recommended Ship: V-Wing
    -The final gold of the first 16 missions is not terribly difficult. What you 
    need to do is go about it as normal, but do it quicker. Start by heading over 
    to the first World Devastator. This is the hardest of all of the three 
    because of those missiles. Fly up to the shield generator on top, hit it with 
    a pulse or two from your rapid-fire blasters and then, when you're only a few 
    meters away, launch a cluster missile at it and boost out of there. It should 
    explode. Turn around when the boosters wear off, and fire one pulse blast 
    into the two side legs facing you. The Devastator will be destroyed. Simply 
    fly over to the city and fire one cluster to take out the three TIE/d 
    fighters there. Now you will be going to the second World Devastator, the 
    easiest one of the three. Immediately destroy the shield generator and then 
    knock out two of its legs, as usual. Now, go and destroy the TIE/d fighters 
    attacking the city. You will probably use two cluster missiles on them. You 
    will then fly over to the last World Devastator and take it down as quickly 
    as possible. Once that's done, go over to the last city. Wait until there are 
    at least three or four TIE/d fighters attacking it, then come in and launch a 
    cluster. If you didn't get all of them, fire another at any that were missed, 
    otherwise, just wait until more come in. If you find that you are out of 
    missiles when there are still TIE/d fighters to destroy, scrap your ship. You 
    will regenerate fully stocked, ready to take out the final TIE/d fighters. Do 
    it quickly and you will complete the mission.
    -Beating this level in 5:30 is a breeze, but beating it in 5:30 and getting 
    87 saves is virtually impossible. Mon Calamari is constantly under attack, 
    and you need to destroy its attackers before the damage they do costs you the 
    gold. So, be quick in taking out the World Devastators, and be sure you 
    always have some missiles in stock for the fighters. You should try and take 
    out each fighter with cluster missiles. Shoot for a time closer to 4:30 or 
    -The only time I recommend using your boosters in this level is once you've 
    destroyed the shield generator atop the first World Devastator. You will hear 
    a lot of beeping, and those boosters are the only thing that will allow you 
    to shake off the missiles. Don't use your boosters to get from place to 
    place, because your speed will be greatly affected afterwards and cause your 
    time to inflate. You can also use them so you can come around for another 
    pass on the TIE/d fighters. Boosters are generally for evasion, not for 
    XVII.	Beggar's Canyon
        Gold Requirement:    Beat Wedge
    Recommended Ship: T-16 Skyhopper (only choice)
    -This is a different gold from all the rest. You do not need to worry about 
    time, kills, accuracy, bonuses, or friendly saves. All you need to do is beat 
    Wedge. Take your first right and follow the other T-16 Skyhopper (Wedge) into 
    the canyon. Try and keep up with him until you reach a point (after the 5th 
    turn) where there are two low hills that you can fly over. Wedge will not fly 
    over these, but will continue flying the course. Once on the other side, 
    simply finish the race without getting disqualified. Unless you mess up 
    really bad, Wedge will never catch up.
    -The shortcut is the key to this gold. It's not absolutely necessary that you 
    go over them, but why wouldn't you? If you do, it's basically a guaranteed 
    gold. Just be sure not to venture too high.
    -Be sure you don't knick Wedge or fly too high. Doing either of these will 
    result in a disqualification.
    -Speed up on the straightaways and be cautious on the turns.
    -Be sure that you make a right turn when you see the rock formation after 
    emerging from the canyon. Many a time I have messed up and taken a wrong turn 
    here, resulting in either my loss or death. I just want to let you know.
    XVIII.	The Death Star Trench Run
        Gold Requirements:
    Time              2:45
    Enemies           30
    Accuracy          70%
    Saves             0
    Bonus             No
    Recommended Ship: X-Wing (only choice)
    -This gold will depend greatly on doing things exactly right. You do not have 
    much time to do it, but you still need to get a good hit count. To start off, 
    before you see the first fighter, place a few shots into one of the blocks 
    sticking out of the walls or floor of the trench to increase your accuracy. 
    When you see the first fighter, try and destroy it and the next one. While 
    you're heading through this first section of the level, you'll want to 
    destroy all of the turrets and as many of the fighters as possible. When 
    you're on the next section, you'll want to launch a proton torpedo at every 
    turret you see, and then, when you're empty, close you're S-foils and ram 
    into one near the end of this segment. When you come back, you should be on 
    or near the third section of the trench. Close your S-foils and speed down 
    this sector until Han comes in when you reach the final turn. Now, open your 
    S-foils and blast the first turbolaser, launch a torp at the next big turret, 
    blast the other turbolaser, and then launch another torp at the final big 
    turret before the exhaust port area. Unload your blasters on all the little 
    turbolasers, but don't worry about getting all of them. You just want to make 
    a clear path to the exhaust port. Fly about midway between the floor and the 
    top of the trench and when you're close enough, lock on to the exhaust port 
    and let the torpedo fly.
    -You will not close your S-foils on the first section of the trench. Fire at 
    all the turbolasers and try and take out as many of these TIEs as possible. 
    The more you take out now, the better chance you'll have of getting the gold.
    -Do not hit your brakes at all in this mission if you're going for the gold. 
    Unless it's absolutely necessary to save a life, do not hit the brake button. 
    I've met the gold requirements on this level only twice in the two and a half 
    years I've had this game, and both times I've matched the time limit. So, 
    using your brakes could be costly.
    -When you get the chance, place a few shots into the blocks protruding from 
    the sides or floor of the trench. Anything that sparks in this level when you 
    hit it serves as an accuracy increaser.
    -Know this level like the back of your hand. You must know what lies beyond 
    each turn, when baddies are coming in, when a TIE will just pop right into 
    your view just waiting to be destroyed. The more you know about the level, 
    the more success you'll have.
    XIX.	Battle of Hoth
        Gold Requirements:
    Time              3:45
    Enemies           29
    Accuracy          60%
    Saves             0
    Bonus             No
    Recommended Ship: Snowspeeder (only choice)
    -Finally, you've reached Hoth, and you're one gold away from having all 19. 
    This is no walk in the park, however. That is one tight time limit. For the 
    first part, destroy the probe droids as quickly and as accurately as you can. 
    Then, when you go to protect your downed wingman from the AT-ST attack, do 
    this as quickly as possible as well. In the last part, immediately take out 
    the two AT-STs in the back, and then turn left and focus on the AT-AT on the 
    right. This is the easy one. On the first pass, watch out for the other AT-
    AT's "leg." On the next two passes, the AT-AT you're wrapping up will slow 
    down and the other one will not be a problem. When that AT-AT's destroyed, 
    immediately take down the other one, watching out for the wall to the left. 
    After it's down, destroy the two AT-ST's, turn to the right and knock out the 
    AT-ST there, and then go after the final AT-AT. On this one, try not to bring 
    your speeder up on the wall, otherwise it will climb the wall and you'll lose 
    the tow cable. What you want to do is position your speeder in the narrow 
    path between the wall and it's "legs" so that you're speeder will not go out 
    of control. When the AT-AT is down, the mission is complete.
    -If you don't get all the AT-AT's on your first try, you probably will not 
    fall within the time limit. Practice wrapping them up until you can do it 
    almost flawlessly, then you'll have a great shot at the gold. 
    -The first two parts of this level are so incredibly simple. Just do them as 
    quickly and as accurately as possible, and it will set you up for the gold 
    medal when you come in for the last part. 
    -Dying on this level is almost assuring you will not get the gold. Be very 
    careful when approaching walkers head on, and become an expert at wrapping up 
    the AT-ATs. 
                                  (4) The Spoils
    Congratulations, you have earned every gold medal in Star Wars: Rogue 
    Squadron. What do you get for this feat? Listed is what you'll get for 
    getting all 19 gold medals.    
    Millennium Falcon
    -Earn a bronze medal on the Battle of Hoth, and you'll receive the Millennium 
    Falcon as a reward. This is one heavily armed and armored ship, and it is 
    blindingly fast. It takes practice to learn how to aim with it, but this is 
    will worth the time. This can also be unlocked by entering FARMBOY in the 
    passcodes screen.
    TIE Interceptor
    -Earn a silver medal on the Battle of Hoth, and you'll unlock Kasan Moore's 
    TIE Interceptor is as fast as the Millennium Falcon and then some. It's got 
    the fastest firing blasters of any ship in the game, save the V-Wing's rapid-
    fire mode. Its lack of shields and warheads should make playing with this 
    ship an interesting and challenging experience. This can also be unlocked by 
    entering TIEDUP at the passcodes screen.
    All ships
    -Earn the gold medal on the Battle of Hoth, and you'll get the ability to use 
    almost any ship on almost every level. This is insanely fun to do. Except for 
    the speeder and bonus levels, you can use different ships than you normally 
    would be able to on the levels. The thing about this reward is that you can 
    only get it if you get all 19 gold medals. There is no passcode for this; 
    only the truly elite Rogues can have this ability.
    Bragging rights
    -Getting all gold medals is a truly difficult feat to accomplish. Most people 
    who have Rogue Squadron do not have all golds. This shows that when you get 
    them all, you will be in the highest class of all Rogue Squadron gamers. 
                            (5) Suggestions/Challenges
    Once you get the ability to use all the ships, there are some things you can 
    do which are really cool. Try these out.
    Y-Wing on Rescue on Kessel
    -The only other ship you can use on Rescue on Kessel is the Y-Wing. You can 
    use your secondary function (ion cannons) to disable the train instead of the 
    X-Wing's secondary weapons.
    TIE Interceptor on Moff Seerdon's Revenge
    -This is for someone who really wants a challenge. The lack of shields will 
    make this extremely difficult, and the fact that you can't shoot missiles at 
    Seerdon's shuttle just increases the difficulty.
    Snowspeeder on Blockade on Chandrila
    -What I consider the other extremely difficult feat in Rogue Squadron, the 
    Snowspeeder's low flight ceiling makes shooting down the TIE Bombers darn 
    near impossible. You must angle up to shoot them down, but the distance makes 
    this very difficult. 
    A-Wing on Raid on Sullust
    -You thought Sullust was hard with a Y-Wing? Well, the much less armed and 
    armored A-Wing can get you through the level without even losing a life. Try 
    it, it's a good challenge. 
    Snowspeeder on Battle of Calamari
    -This level has the same problem for the speeder as Blockade on Chandrila. 
    The shield generators for the World Devastators are too high for the 
    Snowspeeder to reach, so you must take them out from sea level. The only 
    difference is that now the enemy will be attacking you, not the buildings.
    Millennium Falcon on Battle Above Taloraan
    -The Falcon's wild shooting makes it difficult to just hit Imperial targets. 
    And since it's such a big target, it constantly gets pounded by turret fire. 
    It takes practice to avoid the unacceptable civilian losses.
    X-Wing on Assault on Kile II
    -There's nothing better than duking it out with infinite TIEs while sitting 
    in the cockpit of your X-Wing. This is a great level for the X-Wing, watching 
    out for the canyon walls while firing upon ground targets and the fighters 
    protecting them.
                               (6) Contacting Me
    I've had a great time writing this guide, because Rogue Squadron is my 
    favorite game ever made. And I hope that y'all were able to get some help 
    from reading this. This guide is a compilation of a bunch of little tricks 
    I've found from my experiences with Rogue Squadron. If you want to contact me 
    for questions, comments, praise, complaints, if you want to use this guide, 
    or for any other reason you may have, you can e-mail me at 
    STECKMAN17@aol.com. I go online everyday, so I'll be able to get back to 
    anyone quickly.
                                    (7) Legal Info
    Copyright Greg Stecker 2001. All rights reserved. This document is written to 
    help along whoever it may concern and is not to be remade in any way unless 
    by the author or with the author's consent. If one who is not the author 
    desires to remake or use it, they must have the consent of the author. E-mail 
    at STECKMAN17@aol.com if you wish to put this document on any other site, 
    disk, magazine, or other form of public article and the author must get 
    Be on the lookout for a Battle for Naboo gold medal guide . . .

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