X-Wing Alliance Death Star Run Guide By James Dziezynski Bruplex@aol.com or Bruplex@yahoo.com This guide is copyright 2001 James Dziezynski and may only be used with written permission of the author. Currently, the only site hosting this guide is www.gamefaqs.com, but if you'd like to use it simply send an email request. As always, Megagames.com need not apply. X-Wing is copyright 1999 LEC Entertainment and Totally Games/Lawrence Holland. All rights reserved. Version 1.0 - I think I got all the typos^_^ Version 1.01 -Cleaned up a few typos (DOH!) and fixed a few grammatical errors. @@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@ OK, so you've played through the previous 49 missions in X-Wing Alliance and here you are in the Millennium Falcon ready to blow up the second Death Star. Phase 4 of the Battle of Endor is quite unlike any other mission you have flown yet, with the exception of the salvage yard run in the proving grounds. Chances are you will have to refly this mission many times. I know I did. So I guess the first tip to remember is: anger management. There are several glitches in the level and it's not uncommon to suffer a super cheap death after flying the mission for 15 minutes (yes, that's real time not game time.) Keep in mind, throwing your controller may make you feel good for a minute but then your controller will be broken and you'll be even more fired up. Also, microwaving your X-Wing Alliance CD may make cool blue sparks shoot out of it (like Emperor Palpatine!) but you'll be out a cool game and evil will truly win. If you must nuke a CD, use an AOL free 500 hours disk. Anyhow, this guide will give my best opinions on getting through the level. There may be better ways, but this is what works for me and it can work for you too if you act now! *^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^* START: SOME THINGS TO KNOW *^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^* Before even starting the level, there are a few things you should be aware of. There is no time limit on how long it takes you to reach the core so you won't need to rush to get there. You will have to move it to escape after you have knocked out the core, but we'll worry about that later. It may sound basic, but you can and must use your lasers in the tunnels of the Death Star. If you are a Return of the Jedi fan you might think your only way to the core is to dodge the pipes like in the film. This is not the case in the game. When you first hit the "O" button, that Christmas Ornament looking thing that pops up is in fact the core. You won't need to worry about it until you are about 5 clicks away, but it's not a bad idea to keep it targeted when you reach tunnels that split so you know you are still on track. Occasionally, you will see glowing trenches on the floor (or ceiling). Unlike the training runs, these are simply dead ends so don't take them! Finally, remember there is a caravan of ships behind you. If you stop or go too slow you'll get destroyed by their momentum. Wedge's X-Wing is invincible, but you'll most likely lose the Y and A-Wings early on. The TIE FIGHTERS and INTERCEPTORS are also invincible until you reach the Turbo Laser room so don't bother engaging them until then. On the plus side, they can't hurt you until you reach that room. *^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^* SECTION ONE: ENTRANCE TO CONTAINER AREA *^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^* As soon as you get into the tunnel, you'll notice your speed is dangerously fast. Set your lasers and shields to maximum with full throttle and you'll be at the perfect pace to cruise through the tunnels. If you are unsure of yourself, you can always knock your throttle down to 2/3 power and still make decent time. Once your levels are set, concentrate on knocking out the blue and red pipes. Pretty early on, Lando (or Ace?) notices the path is blocked and you must veer left (assuming you haven't rotated your ship.) The route is obvious once the characters have spoken, so do not go straight. Go left and get used to the routine of blasting pipes. Remember not to dip into the glowing pits. They are not alternative routes! They are dead ends. There is only one way to go at this point. At about 3 minutes in, you'll hear some dialogue about containers. *^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^* SECTION 2: CONTAINER AREA TO FORK IN THE ROAD *^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^* The container area will open up before you after the characters have spoken. This section is somewhat unpredictable, but your goal is to go in between the containers. What I like to do is dip below the first ring and let the tractor beam lock me automatically. This tactic works about 90% of the time. Sometimes your ship will get jammed in the tractor ring. If this happens, the ships behind you will smack into you. To get out, point your ship's nose straight down. Eventually your ship will wrestle free of whatever is stopping is (it may be a container, but you can't see it from your vantage point.) Your shields will take a beating, but you can usually get out before exploding and sometimes it even destroys the pursuing TIES! Now, assuming you didn't get stuck the tractor beam will line you up facing the tunnel. Suddenly, you will accelerate to 900 + speed! A good idea at this point is to gently scrape your ship against the bottom of the tunnel. This will slow you down and it usually causes minimal damage to your shields (2%-10%). The best reason to do this is to avoid smashing into the second set of rings at breakneck speed. A secondary reason to do this (especially if you got jammed earlier) is to replenish your shields. Shift and apostrophe will dump all your laser power into your shields; use it well! A fully charged laser will boost your shields about 4 %. To orient yourself, have the supply line of containers float above you. They can cause damage if you fly in the middle of the tunnel. When you reach the second set of rings, stay below the containers shooting by, but don't get to close to the rings. The hit detection is really close here, perhaps a bit too sensitive. As long as you fly smoothly and make a conscious effort to dodge the cargo shooting in, you'll be fine. After all that madness, you'll be back in the tunnels. There is still only one way to go, so stay the course. If you've taken a lot of damage, knock your throttle to 2/3 to give your shields time to recover. You'll need them soon. *^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^* SECTION 3: FORK IN THE ROAD AND TIGHT TUNNELS *^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^* A few minutes after passing the cargo area, Emon (where did he come from?) will mention he's locked onto a secondary power source. Maybe it's Wedge or Ace, it doesn't matter really! This is the cue that the fork in the road is coming up. You will probably be flying upright so that a wall of lights will appear on the left side of the tunnel, but the mayhem of the container area may have flipped your ship. Hit the "O" button and notice where the spot is on your upper left display. If it's right of center the Core is to the right. If it's left...you get the idea. In general, the core will be the turn to the right. We'll assume it is for this part of the guide. Before getting to the Core, let's explore the path to the left. Keep in mind, this left passage is purely optional and you'll probably want to skip it the first time you are trying to blow up the Death Star. To the left are the giant lenses that generate the green beams that shoot from the Death Star. This is an optional mission, but will bag you 1000 bonus points if you can pull it off. You'll know you are heading towards it by the dashes of white light on the ground. You can also target the laser power source if you like. At the end of the tunnel is a dead-end with two giant green glass circles. It only takes one laser shot to knock them out, but beware! If the Death Star decides to fire while you are in the chamber, you are toast! Even once the lenses are cracked, the beam may still fire. Break 'em and quickly get out back the way you came! Now, back to the right fork. This is the correct way to go if you want to complete the mission. Get ready for some tight flying! The tubes in this section are extremely tight and your Falcon barely fits in. Add to that the annoying sounds of the TIE lasers and this section becomes a tricky area. Keep in mind the lasers cannot hurt you; the only damage you'll take will be from scraping the sides of the tunnel. Also note the cockpit of the Falcon is on the right side of the ship. Keep your craft tight to the right and try to get the width of the Falcon lined up with the grooves of the tunnel. The damage dealt here is really odd. You can slam hard into the walls and only lose 1 % of your shields. Other times, you'll just nick a wall and your shields will drop 20 % to 30 %. There is no rhyme or reason to this. Just fly as cleanly as possible! *^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^* SECTION 4:TURBO LASER ROOM *^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^* As you exit the tunnel, keep your flying tight. I've taken the most damage entering and exiting these tunnels. As soon as you are in the square passageway hit "R" to target the TIE on your mudflaps and "F" to set your cannon to AUTOFIRE at him. Please note THIS IS NOT THE CORE!! Despite a very Core-ish looking thing in the center of the room, this is simply another Turbo Laser. When you enter the room drift up and to the right. Even if your shields are almost out, you can make it through this room! The Falcon has a tough hull. As soon as the TIES enter the room, both you and they will be susceptible to laser blasts. Your AUTOFIRE should make short work of them, just make sure you are fast hitting R and F in succession as soon as the targeted TIE disappears from your queue. There should be 2 FIGHTERS and 2 INTECEPTORS (eyeballs and squints, respectively.) Fly a circle around the room while your AUTOFIRE knocks out the TIES. After the TIES are gone, keep pressing R and F to target the waves of Zero-G Troopers. Don't underestimate them! I've had one trooper knock out 15% of my shields with ease. The main obstacle in this room is the Tri-Pod gun. The easiest way to target it is to hit "O" then "T". When you attack it, use AUTOFIRE and your lasers set forward and blast it! Don't bother using your missiles; they'll just get shot out of the air! Once the gun is gone continue to blast the Zero-G Troopers until they are all gone. AUTOFIRE is a must here. Once the room is clear you have a few options. I like to recharge my shields to 110 % before heading into the tunnel to the core. There is no time limit, so recharge if you need to (just remember to keep your throttle above 30 or Wedge might ram into you.) Granted the recharge time on the Falcon is painfully slow, but you may need the protection in the last tunnel. As a side note, don't bother trying to find the tunnel where you came in. You will be leaving a different way so don't waste your time. If you are having a hard time finding the tunnel to the next section, hit the "O" key to target the Core and try to line up the square on your display to the upper left. The tunnel has some red arrows pointing to it. (It's where the Tri-Pod gun was located and where the Zero-G Troopers came from!) *^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^* SECTION 5: RUN TO THE CORE! *^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^* When you leave the Turbo Laser room, rotate your ship so the red arrows denoting the entrance are to your left or right. Hurray! More tight tunnels! Just relax and use the same strategy as in the earlier tunnel that got you here. Watch your shields! If you are getting bumped around slow down! You'll exit the tight tunnels and enter another area of Red and Blue Pipes. Gradually, you will merge onto a main path. It's not a bad idea to go 2/3 speed here and knock out as many pipes as you can. This is going to be your escape route so you might as well clean it up while you can. You are nearing the core when you see the familiar cross-section beams! At this point, switch to your Adv. Concussion Missiles and set them to duel fire, "X". Remember again, the cockpit of the Falcon on the right so line yourself up a bit off center to the right. *^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^* SECTION 6: BLOW UP THE CORE AND GET OUT! *^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^* This section can be bloody confusing if you are unsure of what's going on. I'll make it nice and simple! When you are near the Core, hit "O" to target the main core and hit the "," key to target the reactor itself. Keep your speed around 50. Wedge will say some stuff like in the movie and knock out the North Tower. Please note the percentage of damage to the core is NOT IMPORTANT!! Unlike Starships, the damage is shared so don't concern yourself with it. Flying right into the room, stay level. You should see Wedge's missiles heading towards the regulator. You can either fire your missiles right after his or wait for the damage to be listed at 75%. Make sure you have the reactor targeted! As soon as you launch your missiles, get the heck out!! The easiest way to do this is to only steer using left and right on your joystick. The tunnel you came in will be directly behind you. Don't worry if the reactor says 12 %; it's blowing up! As a side note, if you don't have any missiles when you get here you are screwed. Your lasers won't phase the core and you'll have to start over. This is the main reason why you don't use them in the Turbo Laser room. Enter the crosshatch at normal speed, 50 or so, to line yourself up. You'll begin to hear the Death Star reaction starting behind you! Wait until you clear the cross beams and boost your speed up over 85! If you don't you are as good as dead. Grey Group will have cleared the new path out so STAY STRAIGHT!! DO NOT VEER RIGHT OR LEFT!!! The way out is dead ahead. At the increased speed, you'll need to be on the ball with your maneuvers. Blast the pipes you can but don't be afraid to dodge a few as well. It goes without saying your lasers should be linked forward! There will be one last tight passage to the exit. Relax and keep your ship steady! There's a good chance your heart will be pounding but keep that speed over 80! It's not particularly hard, but given the circumstances it may be easy to become rattled. After the tight tunnel you have one final section of pipes to clear. If you really need to, boost your shields or lasers for a moment but if you go too slowly you'll get caught in the explosion. Finally, you'll hear Ackbar acknowledge the destruction of the death star and you'll see the moon of Endor at the end of your passage. Fly out, enjoy the cut scene and congratulations!! You've done it, you've really done it ^_^ As for the game ending...well, it doesn't really have one. The Azzameen story goes somewhat unresolved. But this is the final mission so after you've cleared it you've defeated the Empire! In the words of Lando's co-pilot, "ghbbbrgrebrgb!"